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Tetris (NES, Nintendo)/ROM map: Difference between revisions

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{{Rommap|game=Tetris}}
{{Rommap|game=Tetris (NES, Nintendo)}}
All addresses are in CPU address space, not iNES file space.  You'll have to convert addresses for use in iNES, UNIF, or any other file format.
All addresses are in CPU address space, not iNES file space.  Subtract $7FF0 for addresses within the iNES file, or use a more sophisticated algorithm for addresses within the UNIF file.
<pre>
<pre>
; Code:
; Code:
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                         ; similar to the "magic jump" in Super Mario Bros.
                         ; similar to the "magic jump" in Super Mario Bros.
playSound      = $E000  ; Appears to be sound code, called every frame
playSound      = $E000  ; Appears to be sound code, called every frame
spawn          = $988E  ; Spawn the next piece


; Data:
; Data:
rotationTable  = $88EE  ; Actually 2 tables interlaced: evens for CCW and odds for CW rotation.
                        ; Determines the next piece+orientation value based off the current value.
tetriminoTable  = $8A9C  ; Each piece is encoded as a sequence of 12 bytes that can be broken down
                        ; into triplets (Y, tile, X) describing each square within the piece. Hex
                        ; coordinate values above $7F represent negative integers ($FF = −1 and $FE = −2).
garbageLines    = $9B53  ; In the nonfinished 2 player vs mode, this is the number of lines to add to the opponent player
                        ; 00 00 01 02 04
spawnTable1    = $993B  ; 00 00 00 00 01 01 01 01 02 02 03 04 04 05 05 05 05 06 06
                        ; Maps index into tetriminoTable to Tetrimino type.
spawnTable2    = $994E  ; 02 07 08 0A 0B 0E 12; offsets into tetriminoTable for spawning each Tetrimino type
spawnTable3    = $9956  ; 02 02 02 02 07 07 07 07 08 08 0A 0B 0B 0E 0E 0E 0E 12 12
                        ; Maps index into tetriminoTable to the spawn orientation.
scoreIncTable  = $9CA5  ; 40 00 00 01 00 03 00 12 (1 = 40, 2 = 100, 3 = 300, 4 = 1200); read by 9C3B: LDA $9CA5,X
columnClears    = $97FE  ; Sequence used during the clear animation: 04 03 02 01 00, 05 06 07 08 09
levelNumTable  = $96B8  ; 00 01 02 03 ... 26 27 28 29; the code erroneously reads past this table for level 30+
LevelSpeedTable = $898E  ; 30 2B 26 21 ... 02 01 01 01; Level speeds. Number of frames before a piece drops for each successive level.
initHiScores    = $AD67  ; High score table, copied to $0700 on boot
initHiScores    = $AD67  ; High score table, copied to $0700 on boot
</pre>
</pre>
[[Category:Tetris]]
{{Internal Data|game=Tetris (NES, Nintendo)}}

Latest revision as of 04:04, 5 February 2024

Chip tiny.png The following article is a ROM map for Tetris (NES, Nintendo).

All addresses are in CPU address space, not iNES file space. Subtract $7FF0 for addresses within the iNES file, or use a more sophisticated algorithm for addresses within the UNIF file.

; Code:

reset           = $FF00
main            = $8000
soundWaitVBL    = $AA45  ; Run sound code and wait for vblank NMI
turnOnNMI       = $AA6B  ; Turn on interrupt at scanline 241
turnOffNMI      = $AA78  ; Turn off interrupt at scanline 241
clearNametable  = $AA82  ; Clear nametable whose base address is A
clearVRAM       = $AC1C  ; If A < $1F, clear Y pages of VRAM to X
                         ; Otherwise, clear 4 pages of VRAM to X and clear attribute table to Y
clearRAM        = $AC6A  ; Clear pages X to Y of CPU RAM to value in A
switch          = $AC82  ; Jumps to the Ath 16-bit address in the following jump table,
                         ; similar to the "magic jump" in Super Mario Bros.
playSound       = $E000  ; Appears to be sound code, called every frame
spawn           = $988E  ; Spawn the next piece

; Data:
rotationTable   = $88EE  ; Actually 2 tables interlaced: evens for CCW and odds for CW rotation.
                         ; Determines the next piece+orientation value based off the current value.
tetriminoTable  = $8A9C  ; Each piece is encoded as a sequence of 12 bytes that can be broken down
                         ; into triplets (Y, tile, X) describing each square within the piece. Hex
                         ; coordinate values above $7F represent negative integers ($FF = −1 and $FE = −2).
garbageLines    = $9B53  ; In the nonfinished 2 player vs mode, this is the number of lines to add to the opponent player
                         ; 00 00 01 02 04 
spawnTable1     = $993B  ; 00 00 00 00 01 01 01 01 02 02 03 04 04 05 05 05 05 06 06
                         ; Maps index into tetriminoTable to Tetrimino type. 
spawnTable2     = $994E  ; 02 07 08 0A 0B 0E 12; offsets into tetriminoTable for spawning each Tetrimino type
spawnTable3     = $9956  ; 02 02 02 02 07 07 07 07 08 08 0A 0B 0B 0E 0E 0E 0E 12 12
                         ; Maps index into tetriminoTable to the spawn orientation.
scoreIncTable   = $9CA5  ; 40 00 00 01 00 03 00 12 (1 = 40, 2 = 100, 3 = 300, 4 = 1200); read by 9C3B: LDA $9CA5,X
columnClears    = $97FE  ; Sequence used during the clear animation: 04 03 02 01 00, 05 06 07 08 09
levelNumTable   = $96B8  ; 00 01 02 03 ... 26 27 28 29; the code erroneously reads past this table for level 30+
LevelSpeedTable = $898E  ; 30 2B 26 21 ... 02 01 01 01; Level speeds. Number of frames before a piece drops for each successive level.
initHiScores    = $AD67  ; High score table, copied to $0700 on boot