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Mr. Gimmick/RAM map: Difference between revisions
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m (Split a line to preserve max line width at 100) |
m (Hawk moved page Gimmick!/RAM map to Mr. Gimmick/RAM map) |
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(4 intermediate revisions by 3 users not shown) | |||
Line 12: | Line 12: | ||
001B | 1 | Current level (0 to 6) | 001B | 1 | Current level (0 to 6) | ||
001C | 1 | Current checkpoint | 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. | 0029 | 1 | If value is non-zero, draw a blank screen. | ||
002B | 1 | Player maximum health | 002B | 1 | Player maximum health | ||
Line 21: | Line 25: | ||
0036 - 0038 | 3 | Items | 0036 - 0038 | 3 | Items | ||
0039 | 1 | Item amount | 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 | 0042 | 1 | Camera X pixel (delayed by 1 frame); holds the previous frame's value | ||
| | of $ | | | of $FD | ||
0045 | 1 | Mirror of $ | 0045 | 1 | Mirror of $34 | ||
0046 | 1 | Has been pushed into screen-locked room? ( | 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 | 004B | 1 | Jump hold; is set to $AC when the player jumps and set to $00 when the | ||
| | jump button is released | | | jump button is released | ||
004F | 1 | Current slide ID for the intro cutscene | |||
0052 | 1 | Current music track | 0052 | 1 | Current music track | ||
0054 | 1 | Skip world map ( | 0053 | 1 | Yumetaro is on the floor flag | ||
0054 | 1 | Skip world map (0 -> no, 1 -> yes) (also skips check for bonus | |||
| | level) | | | level) | ||
0055 | 1 | | 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 | ADDRESSES | SIZE | DESCRIPTION | ||
Line 44: | Line 53: | ||
00C2 - 00CB | A | Y speed in subpixels per frame | 00C2 - 00CB | A | Y speed in subpixels per frame | ||
00CC - 00D5 | A | X speed in subpixels per frame | 00CC - 00D5 | A | X speed in subpixels per frame | ||
00D6 - 00DF | A | Can be stood on? ( | 00D6 - 00DF | A | Can be stood on? ($00 = no, $40 = yes) | ||
Line 56: | Line 65: | ||
| | of a button hold | | | of a button hold | ||
00F7 - 00F8 | 2 | Pressed/held controller buttons | 00F7 - 00F8 | 2 | Pressed/held controller buttons | ||
00FC | 1 | PPU Scroll Y | |||
00FD | 1 | PPU Scroll X | |||
00FE | 1 | PPUMASK mirror | 00FE | 1 | PPUMASK mirror | ||
0104 | 1 | Lives (capped at 99) | 0104 | 1 | Lives (capped at 99) | ||
0105 - 010A | 6 | Secret items collected ( | 0105 - 010A | 6 | Secret items collected (0 = no, 1 = yes) | ||
Line 66: | Line 77: | ||
---------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------- | ||
0300 - 0309 | A | Animation state | 0300 - 0309 | A | Animation state | ||
030A - 0313 | A | Facing direction ( | 030A - 0313 | A | Facing direction (0 = left, 1 = right) | ||
0314 - 031D | A | Y hitbox subpixel | 0314 - 031D | A | Y hitbox subpixel | ||
031E - 0327 | A | Y hitbox tile | 031E - 0327 | A | Y hitbox tile | ||
Line 73: | Line 84: | ||
0346 - 034F | A | Health | 0346 - 034F | A | Health | ||
0350 - 0359 | A | Object type | 0350 - 0359 | A | Object type | ||
0364 - 036D | A | Is being stood on ( | 0364 - 036D | A | Is being stood on (0 = no, 1 = yes) | ||
036E - 0377 | A | Is standing on floor ( | 036E - 0377 | A | Is standing on floor ($00 = no, $80 = yes) | ||
0378 - 0381 | A | Is hitting wall ( | 0378 - 0381 | A | Is hitting wall ($00 = no, $80 = yes) | ||
0382 - 038B | A | Timer 1 | 0382 - 038B | A | Timer 1 | ||
038C - 0395 | A | Timer 2 | 038C - 0395 | A | Timer 2 | ||
03B4 - 03BD | A | Drop item on death ( | 03B4 - 03BD | A | Drop item on death (0 = no, 1 = yes) | ||
Line 93: | Line 104: | ||
Note: | Note: $10 subpixels = 1 pixel, $10 pixels = 1 tile | ||
</pre> | </pre> | ||
{{Internal Data|game=Gimmick!}} | {{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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