The Smurfs (NES)/RAM map: Difference between revisions

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Revision as of 14:07, 3 May 2020

Chip tiny.png The following article is a RAM map for The Smurfs (NES).

Table

RAM Information
0x0001 Credits Letters Countdown
0x0002 Credits Number Of Letters Displayed (+1 when 0001 = 0)
0x0009 On Screen Heart Counter
0x000F Vertical State
  • 0 - Falling
  • 228 to 231 - Jumping
0x0015 Loading State (189 = Loading ; 0 = Not Loading)
  • 189 - Loading
  • 0 - Not Loading
0x0029 Button(s) pressed
0x0037-0x007F X Position 1 (small)
0x0038-0x0080 X Position 2 (big +1 when 0037/007F gets over 255)
0x0041-0x0081 Y Position (small)
0x0042-0x0082 Y Position (big +1 when 0041/0081 gets over 255 (only happens when the smurfs is over the level))
0x00E7 Level/Room ID*
  • 00 = The Forest Act 1
  • 01 = The Forest Bonus Room 1
  • 02 = The Forest Bonus Room 2
  • 05 = The River Act 2 with ground stage physics
  • 08 = The River Act 2
  • 0D-10 = The Swamps Act 3
  • 0E-11 = The Swamps Bonus Room 1
  • 0F-12 = The Swamps Bonus Room 2
  • 15 = Cat Boss (sligthly different cat palette)
  • 18 = Cat Boss (different spawn point)
  • 1D-20 = Sarsparilla Fields Act 4
  • 1E-21 = Sarsparilla Fields Bonus Room 1
  • 1F-22 = Sarsparilla Fields Bonus Room 2
  • 25 = Stroke Flight Act 5 (frozen cloud color)
  • 28 = Stroke Flight Act 5
  • 2D-30 = The Mountains Act 6 (different spawn point)
  • 2E-31 = The Mountains Bonus Room 1
  • 2F-32 = The Mountains Bonus Room 2
  • 35 = The Old Gold Mine Act 7
  • 38 = The Old Gold Mine Act 7 (different spawn point)
  • 3D-40 = Dragon Boss
  • 45 = The Sledge Race Act 8
  • 48 = The Sledge Race Act 8 (different spawn point)
  • 4D-50 = The Bridge Act 9 (different spawn point)
  • 55 = Gargamel's Manor House Act 10 (glitched objects and background tiles)
  • 58 = Gargamel's Manor House Act 10 (different spawn point but normal graphics)
  • 5D = Gargamel Boss (Headless + Legless Gargamel, shaky screen, bird doesn't throw anything, seesaw missing)
  • 60 = Gargamel Boss (different spawn point)
  • 65 = Bonus Stage 1 (weirdly "act 11 - el bosque")
  • 68-78 = Bonus Stage 1 (different spawn point and 10 ig seconds)
  • 6D-75 = Bonus Stage 1 (10 ig seconds)
  • 70 = Bonus Stage 1 (different spawn point, infinite falling (warps back to the top when the bottom is reached), apparently no collision, 10 ig seconds)
  • 7D-85-8D = Bonus Stage 2 (Stage can't be ended, even with timeout)
  • 80-88-90 = Bonus Stage 2 (Smurf can turnaround and crouch but can't move nor jump, stage can't be ended, even with timeout)
  • A3 = Beginning Credits Screen
  • Any Other Value = Random Colors (sometimes with random SFX) ; Rarely Glitched Title Screen or Beginning Credits Screen
0x006B X Speed (horizontal)
0x006C A pressed?
  • 0 - No
  • 1 - Yes
0x006F Y Speed (vertical)
0x0075 On the ground?
  • 0 - No
  • 1 - Yes
0x0078 Camera X Position (small)
0x0079 Camera X Position (big +1 when 0076 gets over 255)
0x0096 Act 5 Cloud Color (0 = Grey ; 1 = White)
  • 0 - Grey
  • 0 - White
0x00DC Language
  • 0 - English
  • 1 - French
  • 2 - Spanish
  • 3 - German
0x00FC Seemingly Music-Related adress
  • 0 to 2 - Weird bg sound on title screen, game crashes on launch
  • 3+ - Same but game doesn't crash and make weird background sounds (+ high-pitched level starting music))
0x02DD Moving State
  • 0 - Stopped
  • 1 - Walking
  • 2 - Running
0x02F9 Boss HP
0x0312 Leaves counter display related adress
0x0313 Leaves counter
0x0314 Star counter
0x0315 Star count displayed after beating a level
0x0316 Lives counter
0x0319 Red Berries Counter (Resets everytime you leave a room/stage)
0x031B Score 1st digit
0x031C Score 2nd digit
0x031D Score 3rd digit
0x031E Score 4th digit
0x031F Score 5th digit
0x0320 Score 6th digit
0x0324 Star Score Counter 1st digit
0x0328 Difficulty
  • 0 - Easy
  • 256 - Normal
  • 512 - Hard
0x032C Music State
  • 0 - Off
  • 1 - On
0x008F-0x0091 Enemy loaded in slot 1
0x0090/2 Brick smash 2 y
0x009F Player vertical velocity in whole pixels (signed byte), see 0x0433 for fractional
  • Upward: FB = normal jump
  • Downward: 05 = fastest fall
0x00A0/4 Enemy vertical velocity
  • Upward - 0xFB ~ 0xFF (FB = fastest)
  • Downward - 0x01 ~ 0x04 (04 = fastest)
0x032D Enemy loaded in slot 1
0x032F Enemy 1 X Position
0x0331 Enemy 1 Y Position
0x0335 Enemy 1 Sprite / Enemy 1 Sprite Countdown
0x033B Enemy loaded in slot 2
0x033D Enemy 2 X Position
0x033F Enemy 2 Y Position
0x0343 Enemy 2 Sprite / Enemy 2 Sprite Countdown
0x0349 Enemy loaded in slot 3
0x034B Enemy 3 X Position
0x034D Enemy 3 Y Position
0x0350 Enemy 3 Sprite / Enemy 3 Sprite Countdown
0x0357 Enemy loaded in slot 4
0x0359 Enemy 4 X Position
0x035B Enemy 4 Y Position
0x035E Enemy 4 Sprite / Enemy 4 Sprite Countdown
0x0373 Enemy loaded in slot 5
0x0375 Enemy 5 X Position
0x0377 Enemy 5 Y Position
0x037A Enemy 5 Sprite / Enemy 5 Sprite Countdown
0x0381 Enemy loaded in slot 6
0x0383 Enemy 6 X Position
0x0385 Enemy 6 Y Position
0x06DC Boss Visibility
  • 1 - Invisible
  • 254 - Visible
0x00D8/A Top Right Sprite Y Position
0x00E4/6 Top Right Sprite Visibility (0 = Invisible ; 1+ = Visible)
  • 0 - Invisible
  • 1+ - Visible
0x00A6 Top Right Sprite Orientation (64 = Right ; 0 = Left)
  • 64 - Right
  • 0 - Left
0x00A7 Top Right Sprite X Position
0x00D8/A Top Middle Sprite Y Position
0x00E4/6 Top Middle Sprite Visibility (0 = Invisible ; 1+ = Visible)
  • 0 - Invisible
  • 1+ - Visible
0x00A6 Top Middle Sprite Orientation (64 = Right ; 0 = Left)
  • 64 - Right
  • 0 - Left
0x00A7 Top Middle Sprite X Position
0x00D8/A Top Left Sprite Y Position
0x00E4/6 Top Left Sprite Visibility (0 = Invisible ; 1+ = Visible)
  • 0 - Invisible
  • 1+ - Visible
0x00A6 Top Left Sprite Orientation (64 = Right ; 0 = Left)
  • 64 - Right
  • 0 - Left
0x00A7 Top Left Sprite X Position
0x00D8/A Head Bottom Left Sprite Y Position
0x00E4/6 Head Bottom Left Sprite Visibility (0 = Invisible ; 1+ = Visible)
  • 0 - Invisible
  • 1+ - Visible
0x00A6 Head Bottom Left Sprite Orientation (64 = Right ; 0 = Left)
  • 64 - Right
  • 0 - Left
0x00A7 Head Bottom Left Sprite X Position
0x00D8/A Head Bottom Middle Sprite Y Position
0x00E4/6 Head Bottom Middle Sprite Visibility (0 = Invisible ; 1+ = Visible)
  • 0 - Invisible
  • 1+ - Visible
0x00A6 Head Bottom Middle Sprite Orientation (64 = Right ; 0 = Left)
  • 64 - Right
  • 0 - Left
0x00A7 Head Bottom Middle Sprite X Position
0x00D8/A Head Bottom Right Sprite Y Position
0x00E4/6 Head Bottom Right Sprite Visibility (0 = Invisible ; 1+ = Visible)
  • 0 - Invisible
  • 1+ - Visible
0x00A6 Head Bottom Right Sprite Orientation (64 = Right ; 0 = Left)
  • 64 - Right
  • 0 - Left
0x00A7 Head Bottom Right Sprite X Position
0x00D8/A Body Left Sprite Y Position
0x00E4/6 Body Left Sprite Visibility (0 = Invisible ; 1+ = Visible)
  • 0 - Invisible
  • 1+ - Visible
0x00A6 Body Left Sprite Orientation (64 = Right ; 0 = Left)
  • 64 - Right
  • 0 - Left
0x00A7 Body Left Sprite X Position
0x00D8/A Body Middle Sprite Y Position
0x00E4/6 Body Middle Sprite Visibility (0 = Invisible ; 1+ = Visible)
  • 0 - Invisible
  • 1+ - Visible
0x00A6 Body Middle Sprite Orientation (64 = Right ; 0 = Left)
  • 64 - Right
  • 0 - Left
0x00A7 Body Middle Sprite X Position
0x00D8/A Body Right Sprite Y Position
0x00E4/6 Body Right Sprite Visibility (0 = Invisible ; 1+ = Visible)
  • 0 - Invisible
  • 1+ - Visible
0x00A6 Body Right Sprite Orientation (64 = Right ; 0 = Left)
  • 64 - Right
  • 0 - Left
0x00A7 Body Right Sprite X Position
0x00D8/A Bottom Left Sprite Y Position
0x00E4/6 Bottom Left Sprite Visibility (0 = Invisible ; 1+ = Visible)
  • 0 - Invisible
  • 1+ - Visible
0x00A6 Bottom Left Sprite Orientation (64 = Right ; 0 = Left)
  • 64 - Right
  • 0 - Left
0x00A7 Bottom Left Sprite X Position
0x00D8/A Bottom Middle Sprite Y Position
0x00E4/6 Bottom Middle Sprite Visibility (0 = Invisible ; 1+ = Visible)
  • 0 - Invisible
  • 1+ - Visible
0x00A6 Bottom Middle Sprite Orientation (64 = Right ; 0 = Left)
  • 64 - Right
  • 0 - Left
0x00A7 Bottom Middle Sprite X Position
0x00D8/A Bottom Right Sprite Y Position
0x00E4/6 Bottom Right Sprite Visibility (0 = Invisible ; 1+ = Visible)
  • 0 - Invisible
  • 1+ - Visible
0x00A6 Bottom Right Sprite Orientation (64 = Right ; 0 = Left)
  • 64 - Right
  • 0 - Left
0x00A7 Bottom Right Sprite X Position
0x076C to 7F Enemies (slots 1 to 6) Sprites Adresses (X and Y Position, Visibility and Orientation)