If you are still using the old URL (datacrystal.romhacking.net), please update your bookmarks! The old URL may stop working soon.
The current URL is datacrystal.tcrf.net.
The current URL is datacrystal.tcrf.net.
Karnov (NES)/RAM map: Difference between revisions
Jump to navigation
Jump to search
Rainwarrior (talk | contribs) (formatting) |
Rainwarrior (talk | contribs) m (link to main article, spacing) |
||
Line 1: | Line 1: | ||
{{rammap|game=Karnov}} | |||
$0C - Render Scroll X | $0C - Render Scroll X | ||
$0D - Render Scroll Y | $0D - Render Scroll Y | ||
Line 9: | Line 12: | ||
$65 - Player Equipment: shield (bit 4), shot type (bits 3-0) | $65 - Player Equipment: shield (bit 4), shot type (bits 3-0) | ||
$68 - Player Health: 0 red/healthy, $C0 blue, $80 dead | $68 - Player Health: 0 red/healthy, $C0 blue, $80 dead | ||
Player shot structure 8 x 3 bytes: | Player shot structure 8 x 3 bytes: | ||
Line 14: | Line 18: | ||
$6F - Shot X | $6F - Shot X | ||
$70 - Shot Y | $70 - Shot Y | ||
$8F - Items: mask (bit 5), bombs (bit 1), boots (bit 0 | $8F - Items: mask (bit 5), bombs (bit 1), boots (bit 0 | ||
Line 42: | Line 47: | ||
$653 - Y | $653 - Y | ||
$655 - Damage | $655 - Damage | ||
$6CF - Dragon state: Active (bit 7) | $6CF - Dragon state: Active (bit 7) | ||
Line 49: | Line 55: | ||
$6DD - Dragon X high byte | $6DD - Dragon X high byte | ||
$6DE - Dragon Y high byte | $6DE - Dragon Y high byte | ||
During final boss: | During final boss: | ||
Line 58: | Line 65: | ||
$707 - Fireball X | $707 - Fireball X | ||
$708 - Fireball Y | $708 - Fireball Y | ||
== See Also == | == See Also == | ||
[[Karnov:ROM map]] | *[[Karnov:ROM map]] |
Revision as of 07:16, 10 November 2018
The following article is a RAM map for Karnov (NES).
$0C - Render Scroll X $0D - Render Scroll Y $0E - Render Scroll Y high bit << 4 ($10 or $00) $24 - Render palette (32 bytes) $61 - Current stage 0-8 $62 - Player State: Facing left (bit 7) $63 - Player X $64 - Player Y $65 - Player Equipment: shield (bit 4), shot type (bits 3-0) $68 - Player Health: 0 red/healthy, $C0 blue, $80 dead
Player shot structure 8 x 3 bytes:
$6E - Shot Status $6F - Shot X $70 - Shot Y
$8F - Items: mask (bit 5), bombs (bit 1), boots (bit 0 $92 - Map X scroll target $93 - Map Y scroll target $9F - Map X scroll $A0 - Map Y scroll $BB - Bombs Count $C0 - Bomb Visible $C1 - Bomb X $C2 - Bomb Y $C4 - Scrolling state $CA - PPU Update Buffer (14 bytes: address x 2, data x 2, address x 2, data x 2, address x 2, data, address x 2, data) $D8 - Fireball Orb State: Active (bit 7) $D9 - Fireball Orb X $DA - Fireball Orb Y $0200 - OAM Buffer (256 bytes) $040B - Lives Count $040C - 16 x 12 map tile type buffer (collision, spawn triggers, pickups) $04CC - Attribute Cache $054C - Row list for level background data (13 bytes)
Enemy structure 6 x 16 bytes:
$650 - Type (bits 6-0), Active (bit 7) $651 - Status: Facing left (bit 7), Falling from jump (bit 6), State (bits 5-0) = 0-3 walk, 5 fire, 6 duck, 8 jump, $A-$B climb, $17 falling straight down, $19 dying, $1A dead $652 - X $653 - Y $655 - Damage
$6CF - Dragon state: Active (bit 7) $6D0 - Dragon damage $6DB - Dragon X $6DC - Dragon Y $6DD - Dragon X high byte $6DE - Dragon Y high byte
During final boss:
$6CF - Boss Head State $6D0 - Boss Sequence: 0-7 (starts at 1), looks up order from $C:$ACB3 $6DA - Boss Head X $6DB - Boss Head Y $706 - Fireball State: Active (bit 7) $707 - Fireball X $708 - Fireball Y