Ice Climber (NES)/RAM map: Difference between revisions

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{{rammap|game=Ice Climber}}
{{rammap|game=Ice Climber}}


All sprite descriptions can be found in the [https://www.nintendo.co.jp/clv/manuals/en/pdf/CLV-P-NAAUE.pdf|official nintendo manual]
All sprite descriptions can be found in the [https://www.nintendo.co.jp/clv/manuals/en/pdf/CLV-P-NAAUE.pdf| Nintendo Ice Climber manual]


{| border="1" cellpadding="1"  
{| border="1" cellpadding="1"  
|'''Popo (player 1) RAM Address'''  || '''Function''' || '''Details'''
|'''Popo (player 1) RAM Address'''  || '''Function''' || '''Details'''
|-
|0x0014 || Which combinations of buttons are pressed ||The value is the sums of all the values of the buttons pressed using the following values:
Right: 1 | Left: 2 | Down: 4 | Up: 8 | Start: 16 | Select: 32 | B: 64 | A: -128
|-
|0x0015 || Which combinations of D-pad buttons are pressed || The value is the sum of the values corresponding to the directions pressed (values from the cell above)
|-
|0x0020 || Lives Remaining ||
|-
|0x0059 || Level Number || Starts at 0 for level 1
Updates at the start of every new level or when changing the level on the start screen
|-
|0x0064 || X-position|| position relative to screen (not level) from 0 (left edge) to 255 (right edge)
|-
|0x0066 || Y-position || position relative to screen (not level) from 0 (top) to 255 (bottom)
|-
|-
|0x008A || Number of screen scrolls upwards || Resets to 0 for every new level
|0x008A || Number of screen scrolls upwards || Resets to 0 for every new level
Line 19: Line 33:
adds 1 everytime the screen scrolls upwards except for the one time the screen transitions to the bonus (in which case it adds 0)  
adds 1 everytime the screen scrolls upwards except for the one time the screen transitions to the bonus (in which case it adds 0)  
|-
|-
|0x0014 || Which combinations of buttons are pressed ||The value is the sums of all the values of the buttons pressed using the following values:
|0x0343 || Not on breakable floor || 0 if ice climber is standing or walking on moving or static breakable floor  
Right: 1 | Left: 2 | Down: 4 | Up: 8 | Start: 16 | Select: 32 | B: 64 | A: -128
|-
|0x0015 || Which direction is pressed || The value corresponds to the direction pressed (values from the cell above)
|-
|0x0020 || Lives Remaining ||
|-
|0x0059 || Level Number || Starts at 0
|-
|0x0064 || X-position|| position relative to screen (not level) from 0 (left edge) to 255 (right edge)
|-
|0x0066 || Y-position || position relative to screen (not level) from 0 (top) to 255 (bottom)
|-
|0x0343 || Not on breakable floor || 0 if ice climber is standing or walking on breakable floor  
1 otherwise (e.g. in the air, on unbreakable floor etc.)
1 otherwise (e.g. in the air, on unbreakable floor etc.)
|-
|-
|0x0361 || Number of ice hit || resets to zero after every level  
|0x0361 || Number of ice hit || resets to 0 after counted in score at the end of the level
|-  
|-  
|0x0362 || Number of vegetables collected || resets to zero after every level  
|0x0362 || Number of vegetables collected || resets to 0 after counted in score at the end of the level
|-  
|-  
|0x0363 || Number of nitpicker hit || resets to zero after every level  
|0x0363 || Number of nitpicker hit || resets to 0 after counted in score at the end of the level  
|-
|-
|0x0363 || Number of bricks broken || resets to zero after every level  
|0x0364 || Number of bricks broken || Includes bricks from moving and static floors. Resets to 0 after counted in score at the end of the level
|-
|-
|0x0F70 - 0x0F73 || Score || Updated at the end of every level  
|0x0F70 - 0x0F73 || Score || Updated as score is getting updated on screen at the end of the level  
|-
|-


|}
|}
{{Internal Data|game=Ice Climber}}
{{Internal Data|game=Ice Climber}}

Latest revision as of 20:32, 28 January 2024

Chip tiny.png The following article is a RAM map for Ice Climber (NES).

All sprite descriptions can be found in the Nintendo Ice Climber manual

Popo (player 1) RAM Address Function Details
0x0014 Which combinations of buttons are pressed The value is the sums of all the values of the buttons pressed using the following values:

Right: 1 | Left: 2 | Down: 4 | Up: 8 | Start: 16 | Select: 32 | B: 64 | A: -128

0x0015 Which combinations of D-pad buttons are pressed The value is the sum of the values corresponding to the directions pressed (values from the cell above)
0x0020 Lives Remaining
0x0059 Level Number Starts at 0 for level 1

Updates at the start of every new level or when changing the level on the start screen

0x0064 X-position position relative to screen (not level) from 0 (left edge) to 255 (right edge)
0x0066 Y-position position relative to screen (not level) from 0 (top) to 255 (bottom)
0x008A Number of screen scrolls upwards Resets to 0 for every new level

adds 6 everytime the screen scrolls upwards except for the one time the screen transitions to the bonus (in which case it adds 0)

0x008D Number of screen scrolls upwards Resets to 1 for every new level

adds 5 for the first screen scroll and then 6 for every other screen scroll until the end of the main level

takes a value of 47 when the screen first scrolls to the bonus level

takes a value of 0 for the subsequent screen scroll and remains zero until the end of the bonus

0x0090 Number of screen scrolls upwards Resets to 4 for every new level

adds 1 everytime the screen scrolls upwards except for the one time the screen transitions to the bonus (in which case it adds 0)

0x0343 Not on breakable floor 0 if ice climber is standing or walking on moving or static breakable floor

1 otherwise (e.g. in the air, on unbreakable floor etc.)

0x0361 Number of ice hit resets to 0 after counted in score at the end of the level
0x0362 Number of vegetables collected resets to 0 after counted in score at the end of the level
0x0363 Number of nitpicker hit resets to 0 after counted in score at the end of the level
0x0364 Number of bricks broken Includes bricks from moving and static floors. Resets to 0 after counted in score at the end of the level
0x0F70 - 0x0F73 Score Updated as score is getting updated on screen at the end of the level