Tetris (NES):ROM map: Difference between revisions
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{{Rommap|game=Tetris}} | {{Rommap|game=Tetris}} | ||
All addresses are in CPU address space, not iNES file space. You'll have to convert addresses for use in iNES, UNIF, or any other file format. | |||
<pre> | <pre> | ||
; Code: | ; Code: | ||
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main = $8000 | main = $8000 | ||
soundWaitVBL = $AA45 ; Run sound code and wait for vblank NMI | soundWaitVBL = $AA45 ; Run sound code and wait for vblank NMI | ||
turnOffNMI = $AA78 ; Turn off | turnOnNMI = $AA6B ; Turn on interrupt at scanline 241 | ||
turnOffNMI = $AA78 ; Turn off interrupt at scanline 241 | |||
clearNametable = $AA82 ; Clear nametable whose base address is A | clearNametable = $AA82 ; Clear nametable whose base address is A | ||
clearVRAM = $AC1C ; If A < $1F, clear Y pages of VRAM to X | clearVRAM = $AC1C ; If A < $1F, clear Y pages of VRAM to X | ||
; Otherwise, clear 4 pages of VRAM to X and clear attribute table to Y | ; Otherwise, clear 4 pages of VRAM to X and clear attribute table to Y | ||
clearRAM = $AC6A ; Clear pages X to Y of CPU RAM to value in A | |||
switch = $AC82 ; Jumps to the Ath 16-bit address in the following jump table, | |||
; similar to the "magic jump" in Super Mario Bros. | |||
playSound = $E000 ; Appears to be sound code, called every frame | playSound = $E000 ; Appears to be sound code, called every frame | ||
; Data: | ; Data: |
Revision as of 21:11, 18 June 2006
All addresses are in CPU address space, not iNES file space. You'll have to convert addresses for use in iNES, UNIF, or any other file format.
; Code: reset = $FF00 main = $8000 soundWaitVBL = $AA45 ; Run sound code and wait for vblank NMI turnOnNMI = $AA6B ; Turn on interrupt at scanline 241 turnOffNMI = $AA78 ; Turn off interrupt at scanline 241 clearNametable = $AA82 ; Clear nametable whose base address is A clearVRAM = $AC1C ; If A < $1F, clear Y pages of VRAM to X ; Otherwise, clear 4 pages of VRAM to X and clear attribute table to Y clearRAM = $AC6A ; Clear pages X to Y of CPU RAM to value in A switch = $AC82 ; Jumps to the Ath 16-bit address in the following jump table, ; similar to the "magic jump" in Super Mario Bros. playSound = $E000 ; Appears to be sound code, called every frame ; Data: initHiScores = $AD67 ; High score table, copied to $0700 on boot