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Yoshi's Cookie (NES)/RAM map: Difference between revisions
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{{rammap|game=Yoshi's Cookie}} | {{rammap|game=Yoshi's Cookie (NES)}} | ||
== RAM Map == | == RAM Map == | ||
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05E4 1 continue (01=yes, 02=no)</pre> | 05E4 1 continue (01=yes, 02=no)</pre> | ||
{{Internal Data|game=Yoshi's Cookie}} | == Playfield == | ||
The playfield is an 8×8 matrix stored in 768 bytes starting at address $0200. Each element is represented by 4 bytes, each of which corresponds to a pattern table entry. In other words, each cookie or Mario character is a 2×2 meta-tile; the upper 2 and the lower 2 bytes are adjacent in memory and the upper and lower pairs are separated by 16 bytes. Each element can be one of 8 possible values: | |||
<pre>empty | |||
00 00 | |||
00 00 | |||
green koopa troopa shell | |||
08 09 | |||
0A 0B | |||
heart / super mushroom | |||
10 11 | |||
20 21 | |||
flower / boo buddy | |||
12 13 | |||
22 23 | |||
diamond / goomba | |||
14 15 | |||
24 25 | |||
check / jumpin' piranha plant | |||
16 17 | |||
26 27 | |||
circle / bloober | |||
18 19 | |||
28 29 | |||
yoshi | |||
1A 1B | |||
2A 2B</pre> | |||
The dropping row is stored in 32 bytes starting at address $0300. Each element is in the same 2×2 meta-tile format as the playfield matrix. | |||
The dropping column is stored in 32 bytes starting at address $0320. However, unlike the playfield matrix and the dropping row, the 4 bytes of each element are stored sequentially. | |||
The dropping corner element is stored as 4 bytes starting at address $0340. Like the dropping column, its 4 bytes are stored sequentially. | |||
== Mode == | |||
A single byte at $03D9 indicates the current game mode: | |||
<pre>01 = title / continue | |||
02 = playing / demo | |||
03 = rotating rows / columns | |||
04 = round X | |||
05 = 1P mario enter animation | |||
06 = game over | |||
07 = clearing rows / columns | |||
08 = shuffling rows / columns | |||
09 = AxB points | |||
0D = clearing rows / columns | |||
0F = stage clear | |||
12 = 1P menu | |||
13 = 1P menu animation | |||
14 = stage start push start | |||
15 = paused | |||
19 = adding rows / columns | |||
1C = demo | |||
36 = interstitial | |||
37 = easy ending | |||
38 = hard ending</pre> | |||
A jump address is injected into $0000 when the mode changes (see [http://datacrystal.romhacking.net/wiki/Yoshi%27s_Cookie_(NES):ROM_map ROM Map]). | |||
{{Internal Data|game=Yoshi's Cookie (NES)}} |
Latest revision as of 21:11, 8 February 2024
The following article is a RAM map for Yoshi's Cookie (NES).
RAM Map
Address Size Description ------- ---- ----------- 0000 2 mode jump address (LSB) 00A0 1 speed (01=low, 02=med, 03=hi) 0200 768 playfield matrix 0300 32 playfield dropping row 0320 32 playfield dropping column 0340 4 playfield dropping corner 03D9 1 mode 03E2 1 cursorY * 2 03E3 1 cursorX * 2 048E 1 00=playing, 02=paused 040B 1 round (01--0A) 040C 1 stage (01--0A) 0490 1 buttons pressed (bits) 0492 1 title screen option (01=1P, 02=VS) 04A0 1 00=playing, FF=demo 04A8 1 1P menu option (01=round, 02=speed, 03=music type) 05E4 1 continue (01=yes, 02=no)
Playfield
The playfield is an 8×8 matrix stored in 768 bytes starting at address $0200. Each element is represented by 4 bytes, each of which corresponds to a pattern table entry. In other words, each cookie or Mario character is a 2×2 meta-tile; the upper 2 and the lower 2 bytes are adjacent in memory and the upper and lower pairs are separated by 16 bytes. Each element can be one of 8 possible values:
empty 00 00 00 00 green koopa troopa shell 08 09 0A 0B heart / super mushroom 10 11 20 21 flower / boo buddy 12 13 22 23 diamond / goomba 14 15 24 25 check / jumpin' piranha plant 16 17 26 27 circle / bloober 18 19 28 29 yoshi 1A 1B 2A 2B
The dropping row is stored in 32 bytes starting at address $0300. Each element is in the same 2×2 meta-tile format as the playfield matrix.
The dropping column is stored in 32 bytes starting at address $0320. However, unlike the playfield matrix and the dropping row, the 4 bytes of each element are stored sequentially.
The dropping corner element is stored as 4 bytes starting at address $0340. Like the dropping column, its 4 bytes are stored sequentially.
Mode
A single byte at $03D9 indicates the current game mode:
01 = title / continue 02 = playing / demo 03 = rotating rows / columns 04 = round X 05 = 1P mario enter animation 06 = game over 07 = clearing rows / columns 08 = shuffling rows / columns 09 = AxB points 0D = clearing rows / columns 0F = stage clear 12 = 1P menu 13 = 1P menu animation 14 = stage start push start 15 = paused 19 = adding rows / columns 1C = demo 36 = interstitial 37 = easy ending 38 = hard ending
A jump address is injected into $0000 when the mode changes (see ROM Map).
Internal Data for Yoshi's Cookie (NES)
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