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Super Sprint (NES)/RAM map: Difference between revisions
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m (Xkeeper moved page Super Sprint (NES):RAM map to Super Sprint (NES)/RAM map: normalize subpages and titles) |
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0x013 01 Upgrades Access | 0x013 01 Upgrades Access | ||
0x014 01 (T) Track ID | 0x014 01 (T) Track ID | ||
Title Screen State | |||
0x015 03 Traffic Cone Colliding Car | 0x015 03 Traffic Cone Colliding Car | ||
0x01B 01 (T) Current Tile Attribute | 0x01B 01 (T) Current Tile Attribute |
Latest revision as of 02:42, 24 January 2024
The following article is a RAM map for Super Sprint (NES).
(T) denotes temporary use
Address Size Description -------- ---- ----------- 0x001 02 (T) Look-Up Table Address 0x009 01 Frame Counter 0x00A 01 Input Interrupted 0x00B 01 Interrupt Timer 0x00C 01 In-Race Frame Counter 0x00D 01 Flag Set 00 = set flag sprite, 80 = sprite already set 0x00E 01 CPU Speed Level 0x00F 01 CPU Acceleration Level 0x010 01 AI Start Delay 0x011 01 Paused 0x012 01 Skip Winner Screen (press B to skip Winner screen) 0x013 01 Upgrades Access 0x014 01 (T) Track ID Title Screen State 0x015 03 Traffic Cone Colliding Car 0x01B 01 (T) Current Tile Attribute Working Turn Speed Gamepad Pass-through (causes "finish line pause" glitch) 0x01C 01 (T) Tile Normal Vector (i.e. direction of travel) Track Turn "Friction" 0x01D 01 (T) Tile Tangent Vector (i.e. wall direction) (T) Car Reflected Direction 0x01F 01 (T) Car Depth / OAM Offset 0x022 01 Upgrade Screen Player 0x024 02 Cyclone Randomizer 0x026 01 Wrench Status bit 0 = wrench 1 obtained, bit 1 = wrench 2 obtained bit 6 = wrench 1 spawned, bit 7 = wrench 2 spawned wrenches spawn on laps 1 and 4 0x027 03 Wrench Randomizer 0x02B 01 Puddle Sprite 0x02C 01 Bonus Point Left Sprite 0x02D 01 Bonus Point Right Sprite 0x02E 01 Horizontal Scroll 0x02F 01 Vertical Scroll 0x030 01 PPU Mask 0x032 01 Player Score Write Position 0a = 1P only, 14 = 2P 0x033 01 Player 1 Previous RPM 0x034 01 Player 2 Previous RPM 0x036 01 Wrench Y 0x037 01 Wrench X 0x038 01 Puddle Y 0x039 01 Puddle X 0x03A 01 Bonus Point Left Y 0x03B 01 Bonus Point Left X 0x03C 01 Bonus Point Right Y 0x03D 01 Bonus Point Right X 0x03E 03 Traffic Cone Y 0x041 03 Traffic Cone X 0x044 04 Car Y 0x048 04 Car X 0x04C 04 Car Top Bounds 0x050 01 Cyclone Top Bounds Flag Y 0x051 01 Spark Y 0x052 04 Car Top Bounds - Subpixel 0x056 01 Cyclone Top Bounds - Subpixel 0x057 04 Car Left Bounds 0x05B 01 Cyclone Left Bounds Flag X 0x05C 01 Spark X 0x05D 04 Car Left Bounds - Subpixel 0x061 01 Cyclone Left Bounds - Subpixel 0x062 04 Car Sprite 0x066 01 Cyclone Sprite 0x067 01 Flag Sprite 0x068 01 Dust Sprite 0x069 03 Traffic Cone Sprite 0x06C 04 Car Sprite Pre-Explosion 0x070 04 Car Sprite Speed 0x074 04 Car RPM 0x078 04 Car RPM - Fractional 0x07C 04 Car Direction 0x080 01 Cyclone Direction 0x081 04 Car Direction - Fractional 0x085 04 Tire Traction Level (max 5) 0x089 04 Acceleration Level (max 5) 0x08D 04 Top Speed Level (max 5) 0x091 04 Car Status bit 0 = initializing, bit 1 = near-fatal knockback, bit 2 = banked (maximizes turn rate), bit 3 = spin out, bit 4 = hit by car, bit 5 = carom off wall, bit 6 = exploding, bit 7 = CPU control 0x099 01 Dust Status 0x09A 03 Traffic Cone Status bit 0 = destroyed, bit 7 = flying 0x09D 04 Car Intersection bit 0 = collision protection & CPU steering disabled, bit 6 = move to foreground over other cars 0x0A1 04 Car Depth / OAM Offset 0x0A5 04 Car Sprite Attributes 0x0A9 01 Cyclone Sprite Attributes Flag Sprite Attributes 0x0AA 01 Dust Sprite Attributes 0x0AB 01 Wrench Attributes 0x0AC 01 Winner Circle Car Attributes 0x0B1 01 Dust Sprite Position 0x0B2 04 Car Next Checkpoint 0x0B6 04 Lap Count 0x0BA 04 Track Position (LapCount << 4 + LastCheckpoint) 0x0BE 04 Car Overpass Permitted Tile A 0x0C2 04 Car Overpass Permitted Tile B 0x0C6 04 Car Track Direction (CPU use only) 0x0CA 04 Car Timer 0x0CE 01 Cyclone Timer Flag Timer 0x0CF 01 Dust Timer 0x0D0 02 Gamepad Inputs 0x0D2 02 Player Turn Subspeed (something to slow turn rate down?) 0x0E0 02 Audio Track Address 0X0E2 01 Audio Frame Counter 0x0E3 02 Audio Working Address 0x0E5 02 APU Write Register 0x0EF 01 P1 Engine Sound 00 = parked, 01 = accelerating, 02 = decelerating, 03 = idle 0x0F0 01 P2 Engine Sound 00 = parked, 01 = accelerating, 02 = decelerating, 03 = idle
OAM Stack - Sprite positions are hard-coded into the OAM 0x200 10 Cyclone Sprites 0x210 04 Dust Sprite 0x214 4x10 Car Sprites sorted by Car Depth 0x254 08 Bonus Points Sprites 0x25C 0C Traffic Cone Sprites 0x268 04 Wrench Sprite 0x26C 04 Puddle Sprite 0x270 08 HUD "P1" Sprite 0x278 08 HUD "P2" Sprite
0x300 06 HUD Player 1 Score (also the actual score) 0x306 03 HUD Player 1 Wrenches 00 = hide, ff = show 0x309 01 HUD Player 1 Lap 0x30A 06 HUD Player 2 Score (also the actual score) 0x310 03 HUD Player 2 Wrenches 00 = hide, ff = show 0x314 01 HUD Player 2 Lap 0x318 01 HUD Level 0x319 01 Level 0x323 01 Flag Status 0x324 01 Flag Loop Count 0x325 02 Wrench Count 0x327 03 Traffic Cone Animation Timer 0x32B 01 Flag Animation Frames 0x32E 01 Race Status 0x330 01 Active Roadblock ID (max 02) 0x331 03 Roadblock State 0x334 03 Roadblock PPU Address Low Byte 0x337 03 Roadblock PPU Address High Byte 0x33C 01 Racetrack (indexes track order) 0x33D 01 Lead Car 0x33E 01 Lead Car Position 0x35C 01 (T) Working Direction 0x35D 01 (T) Checkpoint Advance (breaks AI if locked to 00) 0x35E 01 Continues
0x52A 01 NOI Address Low Byte 0x52B 01 TRI Address Low Byte 0x52C 01 SQ2 Address Low Byte 0x52D 01 SQ1 Address Low Byte 0x536 01 NOI Address High Byte 0x537 01 TRI Address High Byte 0x538 01 SQ2 Address High Byte 0x539 01 SQ1 Address High Byte
Internal Data for Super Sprint
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