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<div id="catlinks">[[Image:Chip_tiny.png]]The following article is a [[RAM map]] for [[Punch Out!!]].</div>
{{rammap|game=Punch-Out}}
{{clear}}
<includeonly>[[Category:RAM maps]][[Category:Punch Out!!|RAM map]]</includeonly>
$0001 - Opponent ID # (0=Glass Joe, 13=Tyson


$0002 - Opponent Type ID # (0=Glass/Don, 2=Von/Great Tiger 5=Piston/Tyson etc.)
{{note|All values in table are hexadecimal unless noted otherwise.}}


$0004 - Initialize Fight (FF=in a fight, 01=Between rounds/cutscene/title screen)
* 0001 - Current Match (list below)
** Minor circuit
*** 00 = Glass Joe
*** 01 = Von Kaiser
*** 02 = Piston Honda
** Major Circuit
*** 03 = Don Flamenco
*** 04 = King Hippo
*** 05 = Great Tiger
*** 06 = Bald Bull
** World Circuit
*** 07 = Piston Honda
*** 08 = Soda Popinski
*** 09 = Bald Bull
*** 0A = Don Flamenco
*** 0B = Mr. Sandman
*** 0C = Super Macho Man
** The Dream Fight
*** 0D = Mike Tyson/Mr. Dream
** Demo/Attract Mode
*** 13 = Bald Bull
** Another World Circuit
*** 14 = King Hippo (Another World Circuit)
*** 15 = Great Tiger
*** 16 = Piston Honda
*** 17 = Soda Popinski
*** 18 = Bald Bull
*** 19 = Don Flamenco
*** 1A = Mr. Sandman
*** 1B = Super Macho Man
*** 1C = Mike Tyson/Mr. Dream  (Must set RAM 013E to a nonzero value, otherwise screen appears glitched)
** Specifying a match out of range will read junk data as the opponent, and may crash the game.
* 0002 - Current Opponent Rom Bank
** 00 = Glass Joe / Don Flamenco
** 01 = King Hippo
** 02 = Von Kaiser / Great Tiger
** 03 = Bald Bull / Mr. Sandman
** 04 = Soda Popinski / Super Macho Man
** 05 = Piston Honda / Mike Tyson
** Specifying a value out of range will crash the game.
* 0003 - Current Opponent Part 2  (list below)
** 00 = Glass Joe, Von Kaiser, King Hippo, Bald Bull (Demo)
** 10 = Don Flamenco (Major Circuit), Great Tiger, Soda Popinski, Mr. Sandman
** 20 = Piston Honda (World Circuit), Bald Bull (World Circuit), Don Flamenco (World Circuit)
** 30 = Piston Honda (Minor Circuit), Bald Bull (Major Circuit), Super Macho Man
** 40 = Mike Tyson
** Specifying a value out of range will crash the game.


$0005 - Initialize Opponent is Kockedown (1=oppoenent is knocked down, 0 = opponent is up)
* 0004 - Initialize Fight (FF=in a fight, 01=Between rounds/cutscene/title screen)


$0006 - Current Round #
* 0005 - Initialize Opponent is Knocked down (1=opponent is knocked down, 0 = opponent is up)


$000A - # of Mac's Losses
* 0006 - Current Round #


* 000A - # of Mac's Losses


$0011 - Mac's sprite X position (not actual position just appearance on screen)
* 000B - Which password was used to start the game
** 00 - No Password (Minor Circuit)
** 01 - Major Circuit
** 02 - World Circuit
** 03 - Super Macho Man
** 04 - Another World Circuit
** 05 - Mike Tyson/Mr. Dream
** 06 - no effect, same as 00
** 07 - Credits


$0013 - Screen Redraw offset (Determines the centering of the graphics on screen)
* 0011 - Mac's sprite X position (not actual position just appearance on screen)


$0015 - Mac's sprite X position (identical to $0011)
* 0013 - Screen Redraw offset (Determines the centering of the graphics on screen)


$0016 - Initialize Mac's sprites draw (1 = Mac, 0 = no Mac)
* 0015 - Mac's sprite X position (identical to * 0011)


$0017 - Initialize Opponent's sprites draw (1 = Oppoenent, 0 = No opponent)
* 0016 - Initialize Mac's sprites draw (1 = Mac, 0 = no Mac)


$0019 - Button ID (keep track of what buttons are being pressed on controller 1)  
* 0017 - Initialize Opponent's sprites draw (1 = Opponent, 0 = No opponent)


$001B - Initialize screen draw during fight (menus, mario, etc. when fight begins)
* 0019 - Button ID (keep track of what buttons are being pressed on controller 1)


$001C - Initialize fight start sequence (1=in fight, 0 = not)
* 001B - Initialize screen draw during fight (menus, Mario, etc. when fight begins)


* 001C - Initialize fight start sequence (1=in fight, 0 = not)


$0030 - Initialize Opponent fight (1 = opponent will begin fight patterns)
* 0030 - Initialize Opponent fight (1 = opponent will begin fight patterns)


$0038 - Initializes Opponents fighting patterns
* 0038 - Initializes Opponents fighting patterns


$0039 - Timer for opponent's actions (reaching 0 = opp. will do next action (such as throw a punch)
* 0039 - Timer for opponent's actions (reaching 0 = opp. will do next action (such as throw a punch)


$003A - ID# for opponent's next action
* 003A - ID# for opponent's next action


$003B - ID# for the set of opponents actions (115 = glass joe)
* 003B - ID# for the set of opponents actions (0x73 = Glass Joe)


* 00BC - Ability to throw punches (01 - yes, 00 - no)


$00BC - Ability to throw punches (01 - yes, 00 - no)
* 00F2 - Music? 08...Victory!


* 0110-0119 - Saved password for continuing
* 0120-0129 - Current password digits
* 013E - If nonzero, circuit is displayed as "Another World Circuit"
* 0140-0149 - Current password digits (in game font)
* 0150-015B - Current password digits with added spaces (in game font)


$00F2 - Music? 08...Victory!
* 0300 - Initialize Clock (0when clock is inactive , 1 when active (in fights))


* 0301 - Initialize Temporary Clock Stop (such as while landing an uppercut), 1 = stop 0 = start


$0300 - Initialize Clock (0when clock is inactive , 1 when active (in fights))
* 0302 - Minute Digit of clock


$0301 - Initialize Temporary Clock Stop (such as while landing an uppercut), 1 = stop 0 = start
* 0304 - Tenths Digit of clock


$0302 - Minute Digit of clock
* 0305 - Seconds Digit of clock


$0304 - Tenths Digit of clock
* 0306 - sub-seconds variable 1


$0305 - Seconds Digit of clock
* 0307 - sub-seconds variable 2


$0306 - sub-seconds variable 1
* 0308 - If Round 1 (Round 1 = 4, else 5)


$0307 - sub-seconds variable 2
* 030C - Next Minute Digit


$0308 - If Round 1 (Round 1 = 4, else 5)
* 030D - Next Tenths Digit


$030C - Next Minute Digit
* 030E - Next Second


$030D - Next Tenths Digit
* 0321 - Next Tenths digit of hearts left


$030E - Next Second
* 0322 - Next Units digit of hearts left


$0320 - IF hearts (80 = Mac is "pink")
* 0323 - Tenths digit of hearts left


$0321 - Next Tenths digit of hearts left
* 0324 - Units digit of hearts left


$0322 - Next Units digit of hearts left
* 0325 - Initialize loss of a heart (0x80 means a heart will be lost)


$0323 - Tenths digit of hearts left
* 0326 - Sprite ID# for Tenths digit of hearts left


$0324 - Units digit of hearts left
* 0327 - Sprite ID# for Units digit of hearts left


$0325 - Initialize loss of a heart (128 means a heart will be lost)
* 0328 - Amount of "pink" remaining (Must be reduced to 0 to return to normal/un-pink)


$0326 - Sprite ID# for Tenths digit of hearts left
* 0340 - Initialize Star capabilities (1 = can get/use stars, 0 = can not (such as between rounds))


$0327 - Sprite ID# for Units digit of hearts left
* 0341 - Initialize Mac's Uppercut routine (0xFF = Mac is doing uppercut)


$0328 - Amount of "pink" remaining (Must be reduced to 0 to return to normal/un-pink)
* 0342 - # of Stars Mac currently has


$0340 - Initialize Star capabilities (1 = can get/use stars, 0 = can not (such as between rounds))
* 0343 - "Get star" animation Timer (0x14 (20) to 1 countdown during star blinking over opponent's head)


$0341 - Initialize Mac's Uppercut routine (255 = Mac is doing uppercut)
* 0344 - Initialize "Get Star" animation


$0342 - # of Stars Mac currently has
* 0347 - # of Punches Mac must land before Opponent will begin to give stars (Glass Joe = 0x14 (20), Von Kaiser = 8, Mike Tyson = 0xFF (255) (for round 1))


$0343 - "Get star" animation Timer (20 - 1 countdown during star blinking over opponent's head)
* 0348 - Number of uppercuts that you can land before opponent begins to dodge them


$0344 - Initialize "Get Star" animation
* 0349 - Stop "get star" animation


$0347 - # of Punches Mac must land before Opponent will begin to give stars (Glass=20, Von=8, Tyson = 255 (rnd 1))
* 034A - # of Stars Mac currently has + 0x40 (0x40 = 0, 0x41 = 1, 0x42 = 2, 0x43 = 3)


$0348 - Number of uppercuts that you can land before opponent begins to dodge them
* 0390 - Initialize Mac's health (0= no health (bet. fights) 1 = has health (in fights))


$0349 - Stop "get star" animation
* 0391 - Mac's Next Energy level (Max = 0x60 (96))  Values over 0x80 are negative.  If your energy is negative after taking damage, you are knocked down.


$034A - # of Stars Mac currently has + 64 (64 = 0, 65 = 1, 66=2, 67=3)
* 0392 - Mac's current Energy level (Max = 0x60 (96))


* 0393 - Mac's Energy on GFX bar


$0390 - Initialize Mac's health (0= no heatlh (bet. fights) 1 = has health (in fights))
* 0394 - Initialize Mac loss of energy (0x80 = damage taken, health will be reduced)


$0391 - Mac's Next Energy level (Max=96)
* 0397 - Amount of Energy Mac will get up with (once he as gotten back up from being knocked down)


$0392 - Mac's current Energy level (Max=96)
* 0398 - Opponent's Next Health


$0393 - Mac's Energy on GFX bar
* 0399 - Opponent's Current Health


$0394 - Initialize Mac loss of energy (80 = damage taken, health will be reduced)
* 039A - Opponent's Energy GFX bar


$0397 - Amount of Energy Mac will get up with (once he as gotten back up from being knocked down)
* 039B - Initialize Oppoenent loss of energy (0x80=damage taken, health will be reduced)


$0398 - Opponent's Next Health
* 039C - Counter for Damage against Oppoenent (Increases as opp. gets hit, diff punches increase diff amounts)


$0399 - Opponent's Current Health
* 039E - Amount of Health Opponent will get up with (Set upon delivering the knockdown blow)


$039A - Opponent's Energy GFX bar
* 03B1 - # Punches Mac has landed (stun punches do not count, nor do punches that send opp. to canvas)


$039B - Initialize Oppoenent loss of energy (128=damage taken, health will be reduced)
* 03D0 - # Times Mac has been knocked down in fight


$039C - Counter for Damage against Oppoenent (Increases as opp. gets hit, diff punches increase diff amounts)
* 03D1 - # Times Opponent has been knocked down in fight


$039E - Amount of Health Opponent will get up with (Set upon delivering the knockdown blow)
* 03D2 - Who was hit last (0x81 = opponent, 0x82 = mac, 0 = no one has been hit yet)


* 03DD - # Times Mac has been knocked down in Round 1


$03B1 - # Punches Mac has landed (stun punches do not count, nor do punches that send opp. to canvas)
* 03DE - # Times Mac has been knocked down in Round 2


* 03DF - # Times Mac has been knocked down in Round 3


$03D0 - # Times Mac has been knocked down in fight
* 03E0 - Initialize Score Increase (1=score can change, 0 = not (such as bet. rounds))


$03D1 - # Times Opponent has been knocked down in fight
* 03E1 - Hundred Thousands Digit in score - increase amount


$03D2 - Who was hit last (81 = opponent, 82 = mac, 0 = no one has been hit yet)
* 03E2 - Ten Thousands Digit in score - increase amount


$03DD - # Times Mac has been knocked down in Round 1
* 03E3 - Thousands Digit in score - increase amount


$03DE - # Times Mac has been knocked down in Round 2
* 03E4 - Hundreds Digit in score - increase amount


$03DF - # Times Mac has been knocked down in Round 3
* 03E5 - Tens Digit in score - increase amount


* 03E6 - Units Digit in score (will always be 0)


$03E0 - Initialize Score Increase (1=score can change, 0 = not (such as bet. rounds))
* 03E7 - Initialize Score


$03E1 - Hundred Thousands Digit in score - increase amount
* 03E8 - Hundred Thousands Digit of Score


$03E2 - Ten Thousands Digit in score - increase amount
* 03E9 - Ten Thousands Digit of Score


$03E3 - Thousands Digit in score - increase amount
* 03EA - Thousands Digit of Score


$03E4 - Hundreds Digit in score - increase amount
* 03EB - Hundreds Digit of Score


$03E5 - Tens Digit in score - increase amount
* 03EC - Tens Digit of Score


$03E6 - Units Digit in score (will always be 0)
* 03ED - Units Digit of Score (will always be 0)


$03E7 - Initialize Score
* 03F0 - Initialize change in Score sprites


$03E8 - Hundred Thousands Digit of Score
* 03F1 - Sprite ID# - Hundred Thousands digit of score


$03E9 - Ten Thousands Digit of Score
* 03F2 - Sprite ID# - Ten Thousands digit of score


$03EA - Thousands Digit of Score
* 03F3 - Sprite ID# - Thousands digit of score


$03EB - Hundreds Digit of Score
* 03F4 - Sprite ID# - Hundreds digit of score


$03EC - Tens Digit of Score
* 03F5 - Sprite ID# - Tens digit of score


$03ED - Units Digit of Score (will always be 0)
* 03F6 - Sprite ID# - Units digit of score


* 06A0 - Button ID - Controller 1


$03F0 - Initialize change in Score sprites
* 06A1 - Button ID - Controller 2


$03F1 - Sprite ID# - Hundred Thousands digit of score
* 06A2 - Button ID - Controller 1 (same as $06A1)


$03F2 - Sprite ID# - Ten Thousands digit of score
* 06A3 - Button ID - Controller 2 (same as $06A2)


$03F3 - Sprite ID# - Thousands digit of score
* 06A4 - Button ID - Controller 1 (same as $06A1)


$03F4 - Sprite ID# - Hundreds digit of score
* 06A5 - Button ID - Controller 2 (same as $06A2)


$03F5 - Sprite ID# - Tens digit of score
* 06A6 - Button ID - Controller 1 (same as $06A1)


$03F6 - Sprite ID# - Units digit of score
* 06A7 - Button ID - Controller 2 (same as $06A2)


* 0700 - Music, Duration of note playing in channel 1


$06A0 - Button ID - Controller 1
* 0701 - Music, Duration of note playing in channel 2


$06A1 - Button ID - Controller 2
* 0702 - Music, Duration of note playing in channel 3


$06A2 - Button ID - Controller 1 (same as $06A1)
* 0715 - Sound FX
 
$06A3 - Button ID - Controller 2 (same as $06A2)
 
$06A4 - Button ID - Controller 1 (same as $06A1)
 
$06A5 - Button ID - Controller 2 (same as $06A2)
 
$06A6 - Button ID - Controller 1 (same as $06A1)
 
$06A7 - Button ID - Controller 2 (same as $06A2)
 
 
$0700 - Music, Duration of note playing in channel 1
 
$0701 - Music, Duration of note playing in channel 2
 
$0702 - Music, Duration of note playing in channel 3
 
$0715 - Sound FX

Latest revision as of 10:43, 16 December 2024

Chip tiny.png The following article is a RAM map for Mike Tyson's Punch-Out!!.

Note for template.png
Note:
All values in table are hexadecimal unless noted otherwise.


  • 0001 - Current Match (list below)
    • Minor circuit
      • 00 = Glass Joe
      • 01 = Von Kaiser
      • 02 = Piston Honda
    • Major Circuit
      • 03 = Don Flamenco
      • 04 = King Hippo
      • 05 = Great Tiger
      • 06 = Bald Bull
    • World Circuit
      • 07 = Piston Honda
      • 08 = Soda Popinski
      • 09 = Bald Bull
      • 0A = Don Flamenco
      • 0B = Mr. Sandman
      • 0C = Super Macho Man
    • The Dream Fight
      • 0D = Mike Tyson/Mr. Dream
    • Demo/Attract Mode
      • 13 = Bald Bull
    • Another World Circuit
      • 14 = King Hippo (Another World Circuit)
      • 15 = Great Tiger
      • 16 = Piston Honda
      • 17 = Soda Popinski
      • 18 = Bald Bull
      • 19 = Don Flamenco
      • 1A = Mr. Sandman
      • 1B = Super Macho Man
      • 1C = Mike Tyson/Mr. Dream (Must set RAM 013E to a nonzero value, otherwise screen appears glitched)
    • Specifying a match out of range will read junk data as the opponent, and may crash the game.
  • 0002 - Current Opponent Rom Bank
    • 00 = Glass Joe / Don Flamenco
    • 01 = King Hippo
    • 02 = Von Kaiser / Great Tiger
    • 03 = Bald Bull / Mr. Sandman
    • 04 = Soda Popinski / Super Macho Man
    • 05 = Piston Honda / Mike Tyson
    • Specifying a value out of range will crash the game.
  • 0003 - Current Opponent Part 2 (list below)
    • 00 = Glass Joe, Von Kaiser, King Hippo, Bald Bull (Demo)
    • 10 = Don Flamenco (Major Circuit), Great Tiger, Soda Popinski, Mr. Sandman
    • 20 = Piston Honda (World Circuit), Bald Bull (World Circuit), Don Flamenco (World Circuit)
    • 30 = Piston Honda (Minor Circuit), Bald Bull (Major Circuit), Super Macho Man
    • 40 = Mike Tyson
    • Specifying a value out of range will crash the game.
  • 0004 - Initialize Fight (FF=in a fight, 01=Between rounds/cutscene/title screen)
  • 0005 - Initialize Opponent is Knocked down (1=opponent is knocked down, 0 = opponent is up)
  • 0006 - Current Round #
  • 000A - # of Mac's Losses
  • 000B - Which password was used to start the game
    • 00 - No Password (Minor Circuit)
    • 01 - Major Circuit
    • 02 - World Circuit
    • 03 - Super Macho Man
    • 04 - Another World Circuit
    • 05 - Mike Tyson/Mr. Dream
    • 06 - no effect, same as 00
    • 07 - Credits
  • 0011 - Mac's sprite X position (not actual position just appearance on screen)
  • 0013 - Screen Redraw offset (Determines the centering of the graphics on screen)
  • 0015 - Mac's sprite X position (identical to * 0011)
  • 0016 - Initialize Mac's sprites draw (1 = Mac, 0 = no Mac)
  • 0017 - Initialize Opponent's sprites draw (1 = Opponent, 0 = No opponent)
  • 0019 - Button ID (keep track of what buttons are being pressed on controller 1)
  • 001B - Initialize screen draw during fight (menus, Mario, etc. when fight begins)
  • 001C - Initialize fight start sequence (1=in fight, 0 = not)
  • 0030 - Initialize Opponent fight (1 = opponent will begin fight patterns)
  • 0038 - Initializes Opponents fighting patterns
  • 0039 - Timer for opponent's actions (reaching 0 = opp. will do next action (such as throw a punch)
  • 003A - ID# for opponent's next action
  • 003B - ID# for the set of opponents actions (0x73 = Glass Joe)
  • 00BC - Ability to throw punches (01 - yes, 00 - no)
  • 00F2 - Music? 08...Victory!
  • 0110-0119 - Saved password for continuing
  • 0120-0129 - Current password digits
  • 013E - If nonzero, circuit is displayed as "Another World Circuit"
  • 0140-0149 - Current password digits (in game font)
  • 0150-015B - Current password digits with added spaces (in game font)
  • 0300 - Initialize Clock (0when clock is inactive , 1 when active (in fights))
  • 0301 - Initialize Temporary Clock Stop (such as while landing an uppercut), 1 = stop 0 = start
  • 0302 - Minute Digit of clock
  • 0304 - Tenths Digit of clock
  • 0305 - Seconds Digit of clock
  • 0306 - sub-seconds variable 1
  • 0307 - sub-seconds variable 2
  • 0308 - If Round 1 (Round 1 = 4, else 5)
  • 030C - Next Minute Digit
  • 030D - Next Tenths Digit
  • 030E - Next Second
  • 0321 - Next Tenths digit of hearts left
  • 0322 - Next Units digit of hearts left
  • 0323 - Tenths digit of hearts left
  • 0324 - Units digit of hearts left
  • 0325 - Initialize loss of a heart (0x80 means a heart will be lost)
  • 0326 - Sprite ID# for Tenths digit of hearts left
  • 0327 - Sprite ID# for Units digit of hearts left
  • 0328 - Amount of "pink" remaining (Must be reduced to 0 to return to normal/un-pink)
  • 0340 - Initialize Star capabilities (1 = can get/use stars, 0 = can not (such as between rounds))
  • 0341 - Initialize Mac's Uppercut routine (0xFF = Mac is doing uppercut)
  • 0342 - # of Stars Mac currently has
  • 0343 - "Get star" animation Timer (0x14 (20) to 1 countdown during star blinking over opponent's head)
  • 0344 - Initialize "Get Star" animation
  • 0347 - # of Punches Mac must land before Opponent will begin to give stars (Glass Joe = 0x14 (20), Von Kaiser = 8, Mike Tyson = 0xFF (255) (for round 1))
  • 0348 - Number of uppercuts that you can land before opponent begins to dodge them
  • 0349 - Stop "get star" animation
  • 034A - # of Stars Mac currently has + 0x40 (0x40 = 0, 0x41 = 1, 0x42 = 2, 0x43 = 3)
  • 0390 - Initialize Mac's health (0= no health (bet. fights) 1 = has health (in fights))
  • 0391 - Mac's Next Energy level (Max = 0x60 (96)) Values over 0x80 are negative. If your energy is negative after taking damage, you are knocked down.
  • 0392 - Mac's current Energy level (Max = 0x60 (96))
  • 0393 - Mac's Energy on GFX bar
  • 0394 - Initialize Mac loss of energy (0x80 = damage taken, health will be reduced)
  • 0397 - Amount of Energy Mac will get up with (once he as gotten back up from being knocked down)
  • 0398 - Opponent's Next Health
  • 0399 - Opponent's Current Health
  • 039A - Opponent's Energy GFX bar
  • 039B - Initialize Oppoenent loss of energy (0x80=damage taken, health will be reduced)
  • 039C - Counter for Damage against Oppoenent (Increases as opp. gets hit, diff punches increase diff amounts)
  • 039E - Amount of Health Opponent will get up with (Set upon delivering the knockdown blow)
  • 03B1 - # Punches Mac has landed (stun punches do not count, nor do punches that send opp. to canvas)
  • 03D0 - # Times Mac has been knocked down in fight
  • 03D1 - # Times Opponent has been knocked down in fight
  • 03D2 - Who was hit last (0x81 = opponent, 0x82 = mac, 0 = no one has been hit yet)
  • 03DD - # Times Mac has been knocked down in Round 1
  • 03DE - # Times Mac has been knocked down in Round 2
  • 03DF - # Times Mac has been knocked down in Round 3
  • 03E0 - Initialize Score Increase (1=score can change, 0 = not (such as bet. rounds))
  • 03E1 - Hundred Thousands Digit in score - increase amount
  • 03E2 - Ten Thousands Digit in score - increase amount
  • 03E3 - Thousands Digit in score - increase amount
  • 03E4 - Hundreds Digit in score - increase amount
  • 03E5 - Tens Digit in score - increase amount
  • 03E6 - Units Digit in score (will always be 0)
  • 03E7 - Initialize Score
  • 03E8 - Hundred Thousands Digit of Score
  • 03E9 - Ten Thousands Digit of Score
  • 03EA - Thousands Digit of Score
  • 03EB - Hundreds Digit of Score
  • 03EC - Tens Digit of Score
  • 03ED - Units Digit of Score (will always be 0)
  • 03F0 - Initialize change in Score sprites
  • 03F1 - Sprite ID# - Hundred Thousands digit of score
  • 03F2 - Sprite ID# - Ten Thousands digit of score
  • 03F3 - Sprite ID# - Thousands digit of score
  • 03F4 - Sprite ID# - Hundreds digit of score
  • 03F5 - Sprite ID# - Tens digit of score
  • 03F6 - Sprite ID# - Units digit of score
  • 06A0 - Button ID - Controller 1
  • 06A1 - Button ID - Controller 2
  • 06A2 - Button ID - Controller 1 (same as $06A1)
  • 06A3 - Button ID - Controller 2 (same as $06A2)
  • 06A4 - Button ID - Controller 1 (same as $06A1)
  • 06A5 - Button ID - Controller 2 (same as $06A2)
  • 06A6 - Button ID - Controller 1 (same as $06A1)
  • 06A7 - Button ID - Controller 2 (same as $06A2)
  • 0700 - Music, Duration of note playing in channel 1
  • 0701 - Music, Duration of note playing in channel 2
  • 0702 - Music, Duration of note playing in channel 3
  • 0715 - Sound FX