Gradius (NES)/RAM map: Difference between revisions

From Data Crystal
Jump to navigation Jump to search
No edit summary
m (Hawk moved page Gradius/RAM map to Gradius (NES)/RAM map)
 
(8 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{rammap|game=Gradius}}
{{rammap|game=Gradius}}
<br>
 
{| border="1" cellpadding="1"
{| border="1" cellpadding="1"
|'''RAM'''  || '''Function''' || '''Details'''
|'''RAM'''  || '''Function''' || '''Details'''
Line 28: Line 28:
|0x0060 || enemy load? || $02  when enemies is being loaded and goes to $00 when you died
|0x0060 || enemy load? || $02  when enemies is being loaded and goes to $00 when you died
|-
|-
|0x0100 || determines if Vic Viper's status... || $01 = alive, $02 = dead.
|0x0100 || determines Vic Viper's status... || $01 = alive, $02 = dead.
|-
|-
|0x07A0-0x07B7 || Horizontal Location of Vic Viper || From Least to Most Recent
|0x07A0-0x07B7 || Horizontal Location of Vic Viper || From Least to Most Recent
Line 40: Line 40:
|0x07E6 || High Digit of High Score
|0x07E6 || High Digit of High Score
|}
|}
<br>
 
{{stub}}
{{Internal Data|game=Gradius}}

Latest revision as of 20:41, 28 January 2024

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

RAM Function Details
0x0007 Key Pressed
0x000F Title screen cursor position
0x0015 Pause Boolean $00 = Unpaused, $01 = Paused
0x0020 Lives
0x0040 Speed
0x0041 Missiles enabled
0x0042 Power up bar location
0x0044 Weapon $00 = Normal, $01 = Laser, $02 = Double
0x0045 Number of Options Keep <= $02. Any other number causes glitches.
0x0046 Shield Strength
0x004C Time before screen transition.
0x0060 enemy load? $02 when enemies is being loaded and goes to $00 when you died
0x0100 determines Vic Viper's status... $01 = alive, $02 = dead.
0x07A0-0x07B7 Horizontal Location of Vic Viper From Least to Most Recent
0x07B0-0x07C7 Vertical Location of Vic Viper From Least to Most Recent
0x07E4 Low Digit of High Score
0x07E5 Middle Digit of High Score
0x07E6 High Digit of High Score