Welcome to Data Crystal's new home! Data Crystal is now part of the TCRF family (sort of).
The wiki has recently moved; please report any issues in Discord. Pardon the dust.

Ninja Gaiden (NES)/RAM map: Difference between revisions

From Data Crystal
Jump to navigation Jump to search
(added a lot more entries)
(added a few more, minor fixes)
Line 3: Line 3:
{| border="1" cellpadding="1"
{| border="1" cellpadding="1"
|'''RAM'''  || '''Function''' || '''Detail'''
|'''RAM'''  || '''Function''' || '''Detail'''
|-
|0x001c || Current name table ||
|-
|0x001e || Paused || $0x00=$0x80 = yes
|-
|-
|0x0056 || Current Pattern Table 1 ||
|0x0056 || Current Pattern Table 1 ||
|-
|-
|0x0059 || Current Pattern Table 2 ||
|0x0059 || Current Pattern Table 2 ||
|-
|0x001e || Paused || $0x00=$0x80 = yes
|-
|-
|0x0060 || Score || adds x*100
|0x0060 || Score || adds x*100
Line 23: Line 25:
|-
|-
|0x0066 || Boss HP display || maximum is $0x10
|0x0066 || Boss HP display || maximum is $0x10
|-
|0x006D || area (internal value) ||
|-
|-
|0x0076 || Lives ||
|0x0076 || Lives ||
Line 36: Line 40:
|0x0084 || Player sprite flags || flipping, layer, etc
|0x0084 || Player sprite flags || flipping, layer, etc
|-
|-
|0x0089 || Player y velocity ||
|0x0085 || ? || Some kind of player x speed, position or scroll thing
|-
|0x0086 || Player x position (on screen) || This will stay at 0x80 when not near screen edges
|-
|0x0087 || ? || some kind of player y speed or gravity thing
|-
|0x0089 || Player y speed ||
|-
|-
|0x008a || Player y ||
|0x008a || Player y position ||
|-
|-
|0x008c || In air || 0x00 = in air 0x10 = on ground
|0x008c || In air || 0x00 = in air 0x10 = on ground
Line 56: Line 66:
|0x00ca || Weapon graphics ||
|0x00ca || Weapon graphics ||
|-
|-
|0x00f4 || Length of tone playing? ||
|0x00e6-0x00e7 || holds pointer to current text string printing on cut scenes and ending ||
|-
|0x00f4 || ? || Some kind of music tone thing
|-
|0x0314 || Current character index printing for current text ||
|-
|0x03c7 || current character being printed ||
|-
|-
|0x0400-0x0407 || Enemy type ||
|0x0400-0x0407 || Enemy type ||
Line 66: Line 82:
|0x0460-0x0467 || Enemy x position ||
|0x0460-0x0467 || Enemy x position ||
|-
|-
|0x0470- || Enemy y velocity ||
|0x0470- || Enemy y speed ||
|-
|-
|0x0480-0x0487 || Enemy y position ||
|0x0480-0x0487 || Enemy y position ||
|-
|-
|0x0490-0497 || Enemy HP ||
|0x0490-0497 || Enemy HP ||
|-
|0x04b8 || Level end state || c0=start of countdown, 80 = middle of countdown, 00=countdown over
|-
|-
|0x04bb || Sp1 x position ||
|0x04bb || Sp1 x position ||
Line 77: Line 95:
|-
|-
|0x04bd || Sp3 x position ||
|0x04bd || Sp3 x position ||
|-
|0x04be || Sp1 y position ||
|-
|0x04bf || Sp2 y position ||
|-
|0x04c0 || Sp3 y position ||
|-
|0x04c1 || Sp1 x speed ||
|-
|0x04c2 || Sp2 x speed ||
|-
|0x04c3 || Sp3 x speed ||
|-
|0x04c4 || Sp1 y speed ||
|-
|0x04c5 || Sp2 y speed ||
|-
|0x04c6 || Sp3 y speed ||
|-
|0x060a || start of music channel data stuff ||
|}
|}
<br>
<br>
{{stub}}
{{stub}}
{{Internal Data|game=Ninja Gaiden}}
{{Internal Data|game=Ninja Gaiden}}

Revision as of 01:44, 19 March 2017

Chip tiny.png The following article is a RAM map for Ninja Gaiden (NES).

RAM Function Detail
0x001c Current name table
0x001e Paused $0x00=$0x80 = yes
0x0056 Current Pattern Table 1
0x0059 Current Pattern Table 2
0x0060 Score adds x*100
0x0061 Score adds x*25600
0x0062 Ms timer, counts down from 60 (0x3c) to 0
0x0063 timer
0x0064 Ninja power
0x0065 Player HP maximum is $0x10
0x0066 Boss HP display maximum is $0x10
0x006D area (internal value)
0x0076 Lives
0x0080 Player state
0x0081 Frame counter
0x0082 Frame counter 2
0x0083 Player frame
0x0084 Player sprite flags flipping, layer, etc
0x0085 ? Some kind of player x speed, position or scroll thing
0x0086 Player x position (on screen) This will stay at 0x80 when not near screen edges
0x0087 ? some kind of player y speed or gravity thing
0x0089 Player y speed
0x008a Player y position
0x008c In air 0x00 = in air 0x10 = on ground
0x0090 Player hit box top
0x0095 Player invincible time
0x00a3 Player x position in stage (scroll)
0x00bf Counter counts up
0x00c8 Sp weapons active (first 3 bits)
0x00c9 Current special weapon 81 = small stars
0x00ca Weapon graphics
0x00e6-0x00e7 holds pointer to current text string printing on cut scenes and ending
0x00f4 ? Some kind of music tone thing
0x0314 Current character index printing for current text
0x03c7 current character being printed
0x0400-0x0407 Enemy type
0x0410- Enemy state
0x0450- Enemy x speed
0x0460-0x0467 Enemy x position
0x0470- Enemy y speed
0x0480-0x0487 Enemy y position
0x0490-0497 Enemy HP
0x04b8 Level end state c0=start of countdown, 80 = middle of countdown, 00=countdown over
0x04bb Sp1 x position
0x04bc Sp2 x position
0x04bd Sp3 x position
0x04be Sp1 y position
0x04bf Sp2 y position
0x04c0 Sp3 y position
0x04c1 Sp1 x speed
0x04c2 Sp2 x speed
0x04c3 Sp3 x speed
0x04c4 Sp1 y speed
0x04c5 Sp2 y speed
0x04c6 Sp3 y speed
0x060a start of music channel data stuff


So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?