A Nightmare on Elm Street (NES)/RAM map: Difference between revisions

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|$069A||1 byte||4||"Game over" flag for each player||
|$069A||1 byte||4||"Game over" flag for each player||
*<b>00</b> = Playable
*'''00''' = Playable
*<b>01</b> = Game over (or not selected)
*'''01''' = Game over (or not selected)
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|$06AE||1 byte||4||X-position for each player sprite<br>(low byte)||Pixels
|$06AE||1 byte||4||X-position for each player sprite<br>(low byte)||Pixels
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{{Internal Data}}

Latest revision as of 14:30, 24 January 2024

Chip tiny.png The following article is a RAM map for A Nightmare on Elm Street (NES).

Address Entry size # of entries Description Notes
$0113 1 byte 1 Boss HP
$0139 1 byte 4 # of lives for each player
$03F4 1 byte 4 X-position for each player
(low byte)
Subpixels
$040B 1 byte 4 X-position for each player
(mid byte)
Pixels
$0422 1 byte 4 X-position for each player
(mid byte)
Screen sections
$0439 1 byte 4 X-speed for each player
(low byte)
Subpixels/frame (unsigned)
$0450 1 byte 4 X-speed for each player
(high byte)
Pixels/frame (unsigned)
$069A 1 byte 4 "Game over" flag for each player
  • 00 = Playable
  • 01 = Game over (or not selected)
$06AE 1 byte 4 X-position for each player sprite
(low byte)
Pixels
$06B2 1 byte 4 X-position for each player sprite
(high byte)
Screen sections
$06C8 1 byte 4 Sleep meter for each player
(high byte)
Units of on-screen meter
$06CC 1 byte 4 Sleep meter for each player
(low byte)