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Super Pitfall (NES)/RAM map
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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 $4E2 = p1 score $4E4 = p1 score $4E6 = p1 score $4E8 = p1 score $4EA = p1 score $4EC = p1 score $4EE = 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 = height of the first gun item $056D = height of enemy1 $056F = height of enemy2 $0571 = height 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 = suit 1 $0728 = suit 2 $072A = suit 3 $072C = suit 4 $072E = hud gun $0730 = hud "x" $0732 = hud bullets (x 10) $0734 = hud bullets (x 1)
Internal Data for Super Pitfall
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