Ninja Gaiden:RAM map

From Data Crystal
Revision as of 20:44, 18 March 2017 by SpiderDave (talk | contribs) (added a few more, minor fixes)
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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

Internal Data for Ninja Gaiden

ROM MapRAM MapText TableNotesTutorials