Balloon Fight:RAM map
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The following article is a RAM map for Balloon Fight.
Data for "Balloon Fight (JU) [!].nes". Incomplete.
Table
RAM | Type | Additional info |
---|---|---|
0x0002 | video | Set to 1 in the NMI handler. The main thread uses this to detect that a video frame has ended. |
0x0019 | counter | Incremented every frame. At the title screen, when this turns FF->00, the demo starts; pressing Select sets it back to 0. |
0x00F9/C | p1 audio | seems to be some kind of player 1 audio thing |
0x0078/F | sprite | 1 for upward thrust (you can still move upwards when this is 0), 0 for no thrust, 3 for on the floor, 2 for walking left or right, 4 for breaking |
0x0090 | coord x | x coordinate of player 2 |
0x0091 | coord x | x coordinate of player 1 |
0x0092/9 | coord x | x coordinates of other players (max 9) |
0x009B | coord y | y coordinate of player 1 |
0x009C/A3 | coord y | y coordinates of other players |
0x00D0/FF | sound | Sound effects and music related. |
0x00E8/EB | sound | pointer to offset within pattern data; increments by 1 for each "row" |
0x0400/8 | coord x | x coordinates of players, fractional part |
0x0409/11 | speed | y coordinates of players, fractional part |
0x0412/23 | speed | speed as well..? |
0x0424/C | speed | x velocities of players, fractional part |
0x042D/5 | speed | x velocities of players, integer part (usually $00: positive or $FF: negative) |
0x0424/C | speed | y velocities of players, fractional part |
0x042D/5 | speed | y velocities of players, integer part (usually $00: positive or $FF: negative) |
0x0490/1 | coord x | spark x |
0x04A4/5 | coord y | spark y |
0x051C/D | speed | spark speed |
0x0530/1 | sprite | spark image |