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Bubble Bobble (NES)/RAM map: Difference between revisions
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(Added some variables. Tweaked the explanations of the ones that existed. Formed some headers and organized the data.) |
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*002E - | == Global Variables == | ||
*003F - | *'''0401''' - Current Level (Level 1 = $01) | ||
* | *'''045D''' - Super Bubble Bobble switch | ||
*044D - | *'''04C4''' - Altering this changes the enemy sprites. Probably an offset position for reading data from the pattern image. | ||
== Menu Variables == | |||
*'''0402''' - Option selected on main menu | |||
*'''0502-0506''' - Password letters (A-J = $00-$09) | |||
== Player Variables == | |||
*'''002E''' - P1 remaining lives | |||
*'''003F''' - P1 invincibility timer (odd = invisible, even = visible) | |||
*'''0042''' - P2 remaining lives | |||
*'''0053''' - P2 invincibility timer (odd = invisible, even = visible) | |||
== Counter Variables == | |||
These are the combined total for both players. | |||
*'''0435''' - Counter for bubbles blown | |||
*'''0436''' - Counter for empty bubbles popped | |||
*'''043B''' - Counter for fruits eaten | |||
*'''0476''' - Counter for filled bubbles popped | |||
== Bonus Round Variables == | |||
*'''042F''' - Amount of remaining treasures during Bonus Game | |||
*'''0430''' - Bonus Round timer | |||
*'''0431''' - P1 treasures collected in Bonus Round | |||
*'''0433''' - P2 treasures collected in Bonus Round | |||
*'''045F''' - Bonus Round switch (set to $01+ to activate the bonus game, as if picking up the bottle) | |||
== Level Variables == | |||
*'''0405''' - Queue for EXTEND letters (Only 3 will come per level, any queue excess will be cleared at the beginning of the next level with openings) | |||
*'''040D''' - Timer countdown until "Hurry!" appears. This set to 040E at the beginning of each level. | |||
*'''040E''' - What the "Hurry!" timer countdown (040D) is set to at the beginning of a level. Varies from level to level. | |||
*'''044D''' - Remaining levels to be skipped by an umbrella. If > 0 when all the enemies on the level are defeated, you will being skipping levels. You can only skip 31 levels max. If the variable is set above $1F(31), skipping will occur again after the defeat of the enemies. This will continue until the variable = 0. | |||
*'''045E''' - Timer going up (Item appearances/disappearances may be relative to it) | |||
*'''04CD''' - Point Item position [on Level 1, it positions the item diagonally from the upper-left corner ($00) to the lower-right corner ($FF)] | |||
*'''04CE''' - Appearance of Elemental Bubbles ($00-$1F = Nothing/????, $20-$3F = Water Bubbles, $40-$5F = Fire Bubbles, $60+ Fire Bubbles over Water Bubbles and other odd combinations) | |||
== End Boss Variables == | |||
*'''006F''' - Super Drunk's HP | |||
== Miscellaneous Variables == | |||
*'''0445-044B''' - Variables representing each digit of the last scorer's score. <br> | |||
- 0445 is millions <br> | |||
- 0446 is hundred thousands <br> | |||
- 0447 is ten thousands <br> | |||
- 0448 is thousands <br> | |||
- 0449 is hundreds <br> | |||
- 044A is tens <br> | |||
- 044B is ones <br> | |||
$27 seems to represent a blank space. These reset to $27 (36) at the beginning of each level. Could possibly be related to how the on-screen score information is redrawn. |
Revision as of 02:04, 16 January 2008
Global Variables
- 0401 - Current Level (Level 1 = $01)
- 045D - Super Bubble Bobble switch
- 04C4 - Altering this changes the enemy sprites. Probably an offset position for reading data from the pattern image.
Menu Variables
- 0402 - Option selected on main menu
- 0502-0506 - Password letters (A-J = $00-$09)
Player Variables
- 002E - P1 remaining lives
- 003F - P1 invincibility timer (odd = invisible, even = visible)
- 0042 - P2 remaining lives
- 0053 - P2 invincibility timer (odd = invisible, even = visible)
Counter Variables
These are the combined total for both players.
- 0435 - Counter for bubbles blown
- 0436 - Counter for empty bubbles popped
- 043B - Counter for fruits eaten
- 0476 - Counter for filled bubbles popped
Bonus Round Variables
- 042F - Amount of remaining treasures during Bonus Game
- 0430 - Bonus Round timer
- 0431 - P1 treasures collected in Bonus Round
- 0433 - P2 treasures collected in Bonus Round
- 045F - Bonus Round switch (set to $01+ to activate the bonus game, as if picking up the bottle)
Level Variables
- 0405 - Queue for EXTEND letters (Only 3 will come per level, any queue excess will be cleared at the beginning of the next level with openings)
- 040D - Timer countdown until "Hurry!" appears. This set to 040E at the beginning of each level.
- 040E - What the "Hurry!" timer countdown (040D) is set to at the beginning of a level. Varies from level to level.
- 044D - Remaining levels to be skipped by an umbrella. If > 0 when all the enemies on the level are defeated, you will being skipping levels. You can only skip 31 levels max. If the variable is set above $1F(31), skipping will occur again after the defeat of the enemies. This will continue until the variable = 0.
- 045E - Timer going up (Item appearances/disappearances may be relative to it)
- 04CD - Point Item position [on Level 1, it positions the item diagonally from the upper-left corner ($00) to the lower-right corner ($FF)]
- 04CE - Appearance of Elemental Bubbles ($00-$1F = Nothing/????, $20-$3F = Water Bubbles, $40-$5F = Fire Bubbles, $60+ Fire Bubbles over Water Bubbles and other odd combinations)
End Boss Variables
- 006F - Super Drunk's HP
Miscellaneous Variables
- 0445-044B - Variables representing each digit of the last scorer's score.
- 0445 is millions
- 0446 is hundred thousands
- 0447 is ten thousands
- 0448 is thousands
- 0449 is hundreds
- 044A is tens
- 044B is ones
$27 seems to represent a blank space. These reset to $27 (36) at the beginning of each level. Could possibly be related to how the on-screen score information is redrawn.