Pokémon mini/Memory Map: Difference between revisions

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The common memory space for the Pokemon mini.
The common memory space for the Pokemon mini.



Latest revision as of 15:00, 24 January 2024

This is a sub-page of Pokémon mini.

The common memory space for the Pokemon mini.

Broadly

RAM

Depending on how activated the Program Rendering Chip (PRC) is, this amount of memory it uses can be a different size. The PRC can have sprites and tiles separately enabled and tiles have multiple size options (for use with scrolling). Additionally, the PRC can be enabled to simply copy a buffer and not manage the buffer itself. Thus it can have one of the following schemata:

Sprites enabled and tile mode 0-2

Tile modes: 0 (12x16), 1 (16x12), or 2 (24x8)

  • 1000-12FF (0300) = Frame Buffer
  • 1300-135F (0060) = Sprite Attributes
  • 1360-141F (00C0) = Tile Map
  • 1420-1FFF (0BE0) = General Purpose Memory

Sprites enabled and tile mode 3

Tile mode 3 is 24x16

  • 1000-12FF (0300) = Frame Buffer
  • 1300-135F (0060) = Sprite Attributes
  • 1360-14DF (0180) = Tile Map
  • 14E0-1FFF (0B20) = General Purpose Memory

Sprites enabled and tiles disabled

  • 1000-12FF (0300) = Frame Buffer
  • 1300-135F (0060) = Sprite Attributes
  • 1360-1FFF (0CA0) = General Purpose Memory

PRC set to copy only

  • 1000-12FF (0300) = Frame Buffer
  • 1300-1FFF (0D00) = General Purpose Memory

PRC disabled

  • 1000-1FFF (1000) = General Purpose Memory

Sprite Attributes

Byte offset & bit mask of relevant bits (in hex). Note that the sprite position extends left and above by one sprite length, such that any sprite placed with an X of 0 or a Y of 0 will not be displayed on the screen.

  • 00 & 7f = X position
  • 01 & 7f = Y position
  • 02 & ff = Index in spriteset
  • 03 & 08 = Enabled
  • 03 & 04 = Color inverted
  • 03 & 02 = Vertically flipped
  • 03 & 01 = Horizontally flipped

Registers

See here.

Cartridge Memory

  • 2100-2101 (0002) = PM marker
  • 2102-2107 (0006) = Reset Location
  • 2108-210d (0006) = PRC Frame Copy IRQ
  • 210e-2113 (0006) = PRC Render IRQ
  • 2114-2119 (0006) = Timer 2 Underflow (upper) IRQ
  • 211a-211f (0006) = Timer 2 Underflow (lower) IRQ
  • 2120-2125 (0006) = Timer 1 Underflow (upper) IRQ
  • 2126-212b (0006) = Timer 1 Underflow (lower) IRQ
  • 212c-2131 (0006) = Timer 3 Underflow (upper) IRQ
  • 2132-2137 (0006) = Timer 3 Comparator IRQ
  • 2138-213d (0006) = 32hz Timer (256hz linked) IRQ
  • 213e-2143 (0006) = 8hz Timer (256hz linked) IRQ
  • 2144-2149 (0006) = 2hz Timer (256hz linked) IRQ
  • 214a-214f (0006) = 1hz Timer (256hz linked) IRQ
  • 2150-2155 (0006) = IR Receiver IRQ
  • 2156-215b (0006) = Shake Sensor IRQ
  • 215c-2161 (0006) = Power Key IRQ
  • 2162-2167 (0006) = Right Key IRQ
  • 2168-216d (0006) = Left Key IRQ
  • 216e-2173 (0006) = Down Key IRQ
  • 2174-2179 (0006) = Up Key IRQ
  • 217a-217f (0006) = C Key IRQ
  • 2180-2185 (0006) = B Key IRQ
  • 2186-218b (0006) = A Key IRQ
  • 218c-2191 (0006) =
  • 2192-2197 (0006) =
  • 2198-219d (0006) =
  • 219e-21a3 (0006) = Cartridge IRQ
  • 21a4-21ab (0008) = NINTENDO in plain text (required to boot)
  • 21ac-21af (0004) = Game Code
  • 21b0-21bb (000c) = Game Title (zero-padded)
  • 21bc-21bd (0002) = 2P (Unknown purpose)
  • 21be-21cf (0012) = Reserved (Zero)
  • After this is general purpose ROM