Super Pitfall (NES)/RAM map: Difference between revisions

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(changed "height" to "vertical position" and specified that "Suit 1" etc are the hud sprites)
 
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Latest revision as of 21:23, 28 January 2024

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

$0014 = Timer low
$0015 = Timer high

$006C = Current room

$0091 = If demo is active
     00 = no
     FF = yes
$00B2 = Check to see if continue option is available on menu

$009E =  Menu option
     00 = p 1
     FF = p 2
     FE = continue
$00A2 =  Title screen "A" button press counter

$04E2 = P1 score
$04E4 = P1 score
$04E6 = P1 score
$04E8 = P1 score
$04EA = P1 score
$04EC = P1 score
$04EE = P1 score

$0530 =  Items in possession p1 (FF to have all)
$0532 = Objective items in possession (this is checked on the first screen for the ending)
$0534 = Current spawn room
$053C =  Gold collected count
$053E = Current map (strangely, can be changed in real time)
     00 = Main
     01 = Underworld
     02 = Alternate
$0542 = Bullets (x 10)
$0544 = Bullets (x 1)
$0546 = Quest
     00 = 1
     FF = 2
$056E = Vertical Position of the first gun item
$056D = Vertical Position of enemy1
$056F = Vertical Position of enemy2
$0571 = Vertical Position of enemy3
$0710 = The "1" sprite in the in game hud "1 up"
$0712 = The " " sprite in the in game hud "1 up"
$0714 = The "u" sprite in the in game hud "1 up"
$0716 = The "p" sprite in the in game hud "1 up"

$0726 = HUD Suit 1 sprite
$0728 = HUD Suit 2 sprite
$072A = HUD Suit 3 sprite
$072C = HUD Suit 4 sprite

$072E = HUD gun sprite
$0730 = HUD "x" sprite
$0732 = HUD bullets (x 10) sprite
$0734 = HUD bullets (x 1) sprite
(Source: nesrocks)