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Super Pitfall (NES)/RAM map: Difference between revisions
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{{rammap|game=Super Pitfall}} | {{rammap|game=Super Pitfall}} | ||
<pre> | <pre> | ||
$0014 = | $0014 = Timer low | ||
$0015 = | $0015 = Timer high | ||
$006C = | $006C = Current room | ||
$0091 = | $0091 = If demo is active | ||
$00B2 = | 00 = no | ||
FF = yes | |||
$00B2 = Check to see if continue option is available on menu | |||
$009E = | $009E = Menu option | ||
$00A2 = | 00 = p 1 | ||
FF = p 2 | |||
FE = continue | |||
$00A2 = Title screen "A" button press counter | |||
$ | $04E2 = P1 score | ||
$ | $04E4 = P1 score | ||
$ | $04E6 = P1 score | ||
$ | $04E8 = P1 score | ||
$ | $04EA = P1 score | ||
$ | $04EC = P1 score | ||
$ | $04EE = P1 score | ||
$0530 = | $0530 = Items in possession p1 (FF to have all) | ||
$0532 = | $0532 = Objective items in possession (this is checked on the first screen for the ending) | ||
$0534 = | $0534 = Current spawn room | ||
$053C = | $053C = Gold collected count | ||
$053E = | $053E = Current map (strangely, can be changed in real time) | ||
00 = | 00 = Main | ||
01 = | 01 = Underworld | ||
02 = | 02 = Alternate | ||
$0542 = | $0542 = Bullets (x 10) | ||
$0544 = | $0544 = Bullets (x 1) | ||
$0546 = | $0546 = Quest | ||
$056E = | 00 = 1 | ||
$056D = | FF = 2 | ||
$056F = | $056E = Vertical Position of the first gun item | ||
$0571 = | $056D = Vertical Position of enemy1 | ||
$0710 = | $056F = Vertical Position of enemy2 | ||
$0712 = | $0571 = Vertical Position of enemy3 | ||
$0714 = | $0710 = The "1" sprite in the in game hud "1 up" | ||
$0716 = | $0712 = The " " sprite in the in game hud "1 up" | ||
$0714 = The "u" sprite in the in game hud "1 up" | |||
$0716 = The "p" sprite in the in game hud "1 up" | |||
$0726 = | $0726 = HUD Suit 1 sprite | ||
$0728 = | $0728 = HUD Suit 2 sprite | ||
$072A = | $072A = HUD Suit 3 sprite | ||
$072C = | $072C = HUD Suit 4 sprite | ||
$072E = | $072E = HUD gun sprite | ||
$0730 = | $0730 = HUD "x" sprite | ||
$0732 = | $0732 = HUD bullets (x 10) sprite | ||
$0734 = | $0734 = HUD bullets (x 1) sprite | ||
</pre> | </pre> | ||
{{source|1=nesrocks}} | {{source|1=nesrocks}} | ||
{{Internal Data|game=Super Pitfall}} | {{Internal Data|game=Super Pitfall}} |
Latest revision as of 21:23, 28 January 2024
The following article is a RAM map for Super Pitfall (NES).
$0014 = Timer low $0015 = Timer high $006C = Current room $0091 = If demo is active 00 = no FF = yes $00B2 = Check to see if continue option is available on menu $009E = Menu option 00 = p 1 FF = p 2 FE = continue $00A2 = Title screen "A" button press counter $04E2 = P1 score $04E4 = P1 score $04E6 = P1 score $04E8 = P1 score $04EA = P1 score $04EC = P1 score $04EE = P1 score $0530 = Items in possession p1 (FF to have all) $0532 = Objective items in possession (this is checked on the first screen for the ending) $0534 = Current spawn room $053C = Gold collected count $053E = Current map (strangely, can be changed in real time) 00 = Main 01 = Underworld 02 = Alternate $0542 = Bullets (x 10) $0544 = Bullets (x 1) $0546 = Quest 00 = 1 FF = 2 $056E = Vertical Position of the first gun item $056D = Vertical Position of enemy1 $056F = Vertical Position of enemy2 $0571 = Vertical Position of enemy3 $0710 = The "1" sprite in the in game hud "1 up" $0712 = The " " sprite in the in game hud "1 up" $0714 = The "u" sprite in the in game hud "1 up" $0716 = The "p" sprite in the in game hud "1 up" $0726 = HUD Suit 1 sprite $0728 = HUD Suit 2 sprite $072A = HUD Suit 3 sprite $072C = HUD Suit 4 sprite $072E = HUD gun sprite $0730 = HUD "x" sprite $0732 = HUD bullets (x 10) sprite $0734 = HUD bullets (x 1) sprite
(Source: nesrocks)
Internal Data for Super Pitfall
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