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 interrupts
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