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Mr. Gimmick/RAM map: Difference between revisions
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(Created page with "{{rammap|game=Gimmick!}} <br> {| border="1" cellpadding="1" |'''RAM''' || '''Function''' || '''Details''' |- | 0x0346 || Life meter || |- |} <br> {{stub}}") |
m (Hawk moved page Gimmick!/RAM map to Mr. Gimmick/RAM map) |
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(9 intermediate revisions by 5 users not shown) | |||
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{{rammap|game=Gimmick!}} | {{rammap|game=Gimmick!}} | ||
< | |||
<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> | |||
{{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!
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