Kirby's Adventure/RAM map: Difference between revisions

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* <tt>05E2</tt> = power of eaten enemy
* <tt>05E2</tt> = power of eaten enemy
* <tt>05E3</tt> = current power (see [[Kirby's Adventure:Notes#Powers|Notes]])
* <tt>05E3</tt> = current power (see [[Kirby's Adventure:Notes#Powers|Notes]])
**NOTE: some flag says whether kirby has any power or none (probably how splash glitch works)
**NOTE: bytes for actually being able to use power are VERY COMPLICATED ($627F $6291 $62A3 / $62D9 $62EB $62FD)
**NOTE: need some other byte for sword/hammer/parasol/U.F.O.


* <tt>058C</tt> = background graphics cycle - current
* <tt>058C</tt> = background graphics cycle - current

Revision as of 06:47, 30 November 2006

Chip tiny.png The following article is a RAM map for Kirby's Adventure.

  • 0593 - 0595 (0003) = score (1 per 10 points)
  • 0596 = health (max) (count by 8)
  • 0597 = health (current) (count by 8)
  • 0598 = power (for mike, crash, light)
    • only used for display, except mike
  • 0599 = lives
    • max of 63 (99 decimal)
  • 059D = lives display
    • 00 = lives only
    • 01 = power & lives
    • 02-FF = [GLITCH]
  • 05E2 = power of eaten enemy
  • 05E3 = current power (see Notes)
    • NOTE: bytes for actually being able to use power are VERY COMPLICATED ($627F $6291 $62A3 / $62D9 $62EB $62FD)
  • 058C = background graphics cycle - current
  • 058D = background graphics cycle - countdown
  • 058E = background graphics cycle - type
  • 62C7 = kirby state (see Notes)
  • 67EE - 6D2D (0540) = decompressed tileset output
    • 67EE - 6BED (0400) = copied to 7A00 - 7DFF (split up)
    • 6BEE - 6C2D (0040) = copied to 7E00 - 7EFF (2 bits per target byte)
    • 6C2E - 6D2D (0100) = copied to 7F00 - 7FFF
  • 67EE - 74C7 (0CDA) = decompressed map output
    • 67EE - 68C7 (00DA) = header
      • 67EE = map width
      • 67EF = map height
      • 67F0 = [PPU 0 banks]
      • 67F1 = [PPU 0 palettes]
      • 67F2 = [affects PPU 1 banks]
      • 67F3 = [PPU 1 palettes 2-3]
      • 67F4 = music
      • 67F5 = background animation delay (00 = off)
      • 67F6 - 68C7 (0010) = map screen order (from top, by rows)
    • 68C8 - 6987 (00C0) = map screen 1
    • 6988 - 6A47 (00C0) = map screen 2
    • 6A48 - 6B07 (00C0) = map screen 3
    • 6B08 - 6BC7 (00C0) = map screen 4
    • 6BC8 - 6C87 (00C0) = map screen 5
    • 6C88 - 6D47 (00C0) = map screen 6
    • 6D48 - 6E07 (00C0) = map screen 7
    • 6E08 - 6EC7 (00C0) = map screen 8
    • 6EC8 - 6F87 (00C0) = map screen 9
    • 6F88 - 7047 (00C0) = map screen 10
    • 7048 - 7107 (00C0) = map screen 11
    • 7108 - 71C7 (00C0) = map screen 12
    • 71C8 - 7287 (00C0) = map screen 13
    • 7288 - 7347 (00C0) = map screen 14
    • 7348 - 7407 (00C0) = map screen 15
    • 7408 - 74C7 (00C0) = map screen 16
  • 7A00 - 7AFF (0100) = tileset - top-left
  • 7B00 - 7BFF (0100) = tileset - top-right
  • 7C00 - 7CFF (0100) = tileset - bottom-left
  • 7D00 - 7DFF (0100) = tileset - bottom-right
  • 7E00 - 7EFF (0100) = tileset - palette
  • 7F00 - 7FFF (0100) = tileset - type