If you are still using the old URL (datacrystal.romhacking.net), please update your bookmarks! The old URL may stop working soon.
The current URL is datacrystal.tcrf.net.
The current URL is datacrystal.tcrf.net.
Mr. Gimmick/RAM map: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
m (Hawk moved page Gimmick!/RAM map to Mr. Gimmick/RAM map) |
||
(8 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
{{rammap|game=Gimmick!}} | {{rammap|game=Gimmick!}} | ||
<pre> | <pre> | ||
$ | == GENERAL (1/2) == | ||
$ | ---------------------------------------------------------------------------------------------------- | ||
ADDRESSES | SIZE | DESCRIPTION | |||
---------------------------------------------------------------------------------------------------- | |||
0014 | 1 | Camera X position subpixel | |||
0015 | 1 | Camera X position tile | |||
0016 | 1 | Y screen | |||
0019 | 1 | Object iterator | |||
001B | 1 | Current level (0 to 6) | |||
001C | 1 | Current checkpoint | |||
0021 - 0022 | 2 | Enemy data pointer | |||
0026 | 1 | Timer for Updating BG CHR slot #4 (does BG animations) | |||
0027 | 1 | Current index for BG CHR slot #4 (ranges from 0-3) | |||
0028 | 1 | IRQ lookup index | |||
0029 | 1 | If value is non-zero, draw a blank screen. | |||
002B | 1 | Player maximum health | |||
002C - 002D | 2 | Score increase counter; for every frame it is not equal to 0, it is | |||
| | decremented by 1 and score is increased by 100 | |||
002E - 0034 | 7 | Score digits in decimal; high to low, lowest digit is not stored as it | |||
| | is always 0. | |||
0035 | 1 | Enemy kill combo | |||
0036 - 0038 | 3 | Items | |||
0039 | 1 | Item amount | |||
0040 | 1 | Which PRG bank is currently in $8000 | |||
0041 | 1 | Which PRG bank is currently in $A000 | |||
0042 | 1 | Camera X pixel (delayed by 1 frame); holds the previous frame's value | |||
| | of $FD | |||
0045 | 1 | Mirror of $34 | |||
0046 | 1 | Has been pushed into screen-locked room? (0 -> no, 1 -> yes) | |||
004B | 1 | Jump hold; is set to $AC when the player jumps and set to $00 when the | |||
| | jump button is released | |||
004F | 1 | Current slide ID for the intro cutscene | |||
0052 | 1 | Current music track | |||
0053 | 1 | Yumetaro is on the floor flag | |||
0054 | 1 | Skip world map (0 -> no, 1 -> yes) (also skips check for bonus | |||
| | level) | |||
0055 | 1 | Timer until current B button hold will begin a weapon use. | |||
0071 | 1 | Music Play command (0 = continue, 1 = play, 2 = stop) | |||
== OBJECT DATA; 10 slots where first is player, second is weapon (1/2) == | |||
---------------------------------------------------------------------------------------------------- | |||
ADDRESSES | SIZE | DESCRIPTION | |||
---------------------------------------------------------------------------------------------------- | |||
0090 - 0099 | A | Status | |||
009A - 00A3 | A | Y position subpixel | |||
00A4 - 00AD | A | Y position tile | |||
00AE - 00B7 | A | X position subpixel | |||
00B8 - 00C1 | A | X position tile | |||
00C2 - 00CB | A | Y speed in subpixels per frame | |||
00CC - 00D5 | A | X speed in subpixels per frame | |||
00D6 - 00DF | A | Can be stood on? ($00 = no, $40 = yes) | |||
== GENERAL (2/2) == | |||
---------------------------------------------------------------------------------------------------- | |||
ADDRESSES | SIZE | DESCRIPTION | |||
---------------------------------------------------------------------------------------------------- | |||
00EA | 1 | Timer until respawn after death or until level end after boss is beaten | |||
00ED - 00EE | 2 | Global timer | |||
00F5 - 00F6 | 2 | Newly pressed controller buttons; bits are unset after the first frame | |||
| | of a button hold | |||
00F7 - 00F8 | 2 | Pressed/held controller buttons | |||
00FC | 1 | PPU Scroll Y | |||
00FD | 1 | PPU Scroll X | |||
00FE | 1 | PPUMASK mirror | |||
0104 | 1 | Lives (capped at 99) | |||
0105 - 010A | 6 | Secret items collected (0 = no, 1 = yes) | |||
== OBJECT DATA (2/2) == | |||
---------------------------------------------------------------------------------------------------- | |||
ADDRESSES | SIZE | DESCRIPTION | |||
---------------------------------------------------------------------------------------------------- | |||
0300 - 0309 | A | Animation state | |||
030A - 0313 | A | Facing direction (0 = left, 1 = right) | |||
0314 - 031D | A | Y hitbox subpixel | |||
031E - 0327 | A | Y hitbox tile | |||
0328 - 0331 | A | X hitbox subpixel | |||
0332 - 033B | A | X hitbox tile | |||
0346 - 034F | A | Health | |||
0350 - 0359 | A | Object type | |||
0364 - 036D | A | Is being stood on (0 = no, 1 = yes) | |||
036E - 0377 | A | Is standing on floor ($00 = no, $80 = yes) | |||
0378 - 0381 | A | Is hitting wall ($00 = no, $80 = yes) | |||
0382 - 038B | A | Timer 1 | |||
038C - 0395 | A | Timer 2 | |||
03B4 - 03BD | A | Drop item on death (0 = no, 1 = yes) | |||
== STAR TRAIL HISTORY; in order of: 3f ago, 2f ago, 1f ago, current, current == | |||
---------------------------------------------------------------------------------------------------- | |||
ADDRESSES | SIZE | DESCRIPTION | |||
---------------------------------------------------------------------------------------------------- | |||
0420 - 0424 | 5 | Y position subpixel | |||
0425 - 0429 | 5 | Y position tile | |||
042A - 042E | 5 | X position subpixel | |||
042F - 0433 | 5 | X position tile | |||
0439 - 043D | 5 | Status | |||
Note: $10 subpixels = 1 pixel, $10 pixels = 1 tile | |||
</pre> | </pre> | ||
{{ | {{Internal Data|game=Gimmick!}} |
Latest revision as of 20:42, 28 January 2024
The following article is a RAM map for Mr. Gimmick.
== GENERAL (1/2) == ---------------------------------------------------------------------------------------------------- ADDRESSES | SIZE | DESCRIPTION ---------------------------------------------------------------------------------------------------- 0014 | 1 | Camera X position subpixel 0015 | 1 | Camera X position tile 0016 | 1 | Y screen 0019 | 1 | Object iterator 001B | 1 | Current level (0 to 6) 001C | 1 | Current checkpoint 0021 - 0022 | 2 | Enemy data pointer 0026 | 1 | Timer for Updating BG CHR slot #4 (does BG animations) 0027 | 1 | Current index for BG CHR slot #4 (ranges from 0-3) 0028 | 1 | IRQ lookup index 0029 | 1 | If value is non-zero, draw a blank screen. 002B | 1 | Player maximum health 002C - 002D | 2 | Score increase counter; for every frame it is not equal to 0, it is | | decremented by 1 and score is increased by 100 002E - 0034 | 7 | Score digits in decimal; high to low, lowest digit is not stored as it | | is always 0. 0035 | 1 | Enemy kill combo 0036 - 0038 | 3 | Items 0039 | 1 | Item amount 0040 | 1 | Which PRG bank is currently in $8000 0041 | 1 | Which PRG bank is currently in $A000 0042 | 1 | Camera X pixel (delayed by 1 frame); holds the previous frame's value | | of $FD 0045 | 1 | Mirror of $34 0046 | 1 | Has been pushed into screen-locked room? (0 -> no, 1 -> yes) 004B | 1 | Jump hold; is set to $AC when the player jumps and set to $00 when the | | jump button is released 004F | 1 | Current slide ID for the intro cutscene 0052 | 1 | Current music track 0053 | 1 | Yumetaro is on the floor flag 0054 | 1 | Skip world map (0 -> no, 1 -> yes) (also skips check for bonus | | level) 0055 | 1 | Timer until current B button hold will begin a weapon use. 0071 | 1 | Music Play command (0 = continue, 1 = play, 2 = stop) == OBJECT DATA; 10 slots where first is player, second is weapon (1/2) == ---------------------------------------------------------------------------------------------------- ADDRESSES | SIZE | DESCRIPTION ---------------------------------------------------------------------------------------------------- 0090 - 0099 | A | Status 009A - 00A3 | A | Y position subpixel 00A4 - 00AD | A | Y position tile 00AE - 00B7 | A | X position subpixel 00B8 - 00C1 | A | X position tile 00C2 - 00CB | A | Y speed in subpixels per frame 00CC - 00D5 | A | X speed in subpixels per frame 00D6 - 00DF | A | Can be stood on? ($00 = no, $40 = yes) == GENERAL (2/2) == ---------------------------------------------------------------------------------------------------- ADDRESSES | SIZE | DESCRIPTION ---------------------------------------------------------------------------------------------------- 00EA | 1 | Timer until respawn after death or until level end after boss is beaten 00ED - 00EE | 2 | Global timer 00F5 - 00F6 | 2 | Newly pressed controller buttons; bits are unset after the first frame | | of a button hold 00F7 - 00F8 | 2 | Pressed/held controller buttons 00FC | 1 | PPU Scroll Y 00FD | 1 | PPU Scroll X 00FE | 1 | PPUMASK mirror 0104 | 1 | Lives (capped at 99) 0105 - 010A | 6 | Secret items collected (0 = no, 1 = yes) == OBJECT DATA (2/2) == ---------------------------------------------------------------------------------------------------- ADDRESSES | SIZE | DESCRIPTION ---------------------------------------------------------------------------------------------------- 0300 - 0309 | A | Animation state 030A - 0313 | A | Facing direction (0 = left, 1 = right) 0314 - 031D | A | Y hitbox subpixel 031E - 0327 | A | Y hitbox tile 0328 - 0331 | A | X hitbox subpixel 0332 - 033B | A | X hitbox tile 0346 - 034F | A | Health 0350 - 0359 | A | Object type 0364 - 036D | A | Is being stood on (0 = no, 1 = yes) 036E - 0377 | A | Is standing on floor ($00 = no, $80 = yes) 0378 - 0381 | A | Is hitting wall ($00 = no, $80 = yes) 0382 - 038B | A | Timer 1 038C - 0395 | A | Timer 2 03B4 - 03BD | A | Drop item on death (0 = no, 1 = yes) == STAR TRAIL HISTORY; in order of: 3f ago, 2f ago, 1f ago, current, current == ---------------------------------------------------------------------------------------------------- ADDRESSES | SIZE | DESCRIPTION ---------------------------------------------------------------------------------------------------- 0420 - 0424 | 5 | Y position subpixel 0425 - 0429 | 5 | Y position tile 042A - 042E | 5 | X position subpixel 042F - 0433 | 5 | X position tile 0439 - 043D | 5 | Status Note: $10 subpixels = 1 pixel, $10 pixels = 1 tile
Internal Data for Gimmick!
| |
---|---|