Kirby's Dream Land/RAM map: Difference between revisions

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(Added some pretty big new data I found and fixed the table formatting)
m (Xkeeper moved page Kirby's Dream Land:RAM map to Kirby's Dream Land/RAM map: normalize subpages and titles)
 
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{| class="wikitable"
{| class="wikitable"
! Address
! Address
! width=40% | Function
! width=80% | Function
|-
|-
|<pre>
|<pre>
0xC000 - 0xC09C
0xC000 - 0xC09F
</pre>
</pre>
|On-Screen Sprite Info, 4 bytes each(y position, x position, tile #, and other attributes)
|On-Screen Sprite Info, 4 bytes each(y position, x position, tile #, and other attributes). Copied to Object Attribute Memory (0xFE00 - 0xFE9F).
|-
|-
|<pre>
|<pre>
0xCA00 - 0xCAA3   
0xCA00 - 0xCAA3   
</pre>
</pre>
|Tile Data for the current level
|Tile Data for the current level
|-
|-
|<pre>
|<pre>
0xD053
0xD02C
</pre>
</pre>
|Visual Scroll X. This does not affect collision detection or where sprites are drawn on the screen
|Game State ($01 = normal, $05 = drinking a bottle, $06 = warpstar or dying...)
|-
|<pre>
0xD053
</pre>
|Visual Scroll X. This only affects where tiles are drawn.
|-
|-
|<pre>
|<pre>
0xD055
0xD055
</pre>
</pre>
|Visual Scroll Y. This does not affect collision detection or where sprites are drawn on the screen
|Visual Scroll Y. This only affects where tiles are drawn.
|-
|-
|<pre>  
|<pre>  
0xD05C
0xD05C
</pre>
</pre>
|Kirby's Actual X position relative the screen. Setting the value past $4C may cause issues with the game's collision detection.
|Kirby's Actual X position relative the screen. Setting the value past $4C when not at the right edge of a level may cause issues with the game's collision detection.
|-
|-
|<pre>
|<pre>
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0xD086
0xD086
</pre>
</pre>
|Kirby's Health Bar
|Kirby's Current Health
|-
|-
|<pre>
|<pre>
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0xD093
0xD093
</pre>
</pre>
|Boss's Health Bar
|Boss's Current Health
|-
|-
|<pre>
|<pre>
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</pre>
</pre>
|Something to do with parts of the music
|Something to do with parts of the music
|-
|<pre>
0xDE06 - 0xDE19
</pre>
|Copied to sound registers (0xFF10 - 0xFF23)
|-
|-


{{Internal Data|game=Kirby's Dream Land}}
{{Internal Data|game=Kirby's Dream Land}}

Latest revision as of 02:41, 24 January 2024

Chip tiny.png The following article is a RAM map for Kirby's Dream Land.

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
Address Function
0xC000 - 0xC09F
On-Screen Sprite Info, 4 bytes each(y position, x position, tile #, and other attributes). Copied to Object Attribute Memory (0xFE00 - 0xFE9F).
0xCA00 - 0xCAA3  
Tile Data for the current level
0xD02C
Game State ($01 = normal, $05 = drinking a bottle, $06 = warpstar or dying...)
0xD053
Visual Scroll X. This only affects where tiles are drawn.
0xD055
Visual Scroll Y. This only affects where tiles are drawn.
 
0xD05C
Kirby's Actual X position relative the screen. Setting the value past $4C when not at the right edge of a level may cause issues with the game's collision detection.
0xD05D
Kirby's Actual Y position relative to the screen
0xD066
Kirby's Inhale Timer. Set at $00 and incrementing at every frame when inhaling. Freezes when stopping inhaling.
0xD070
Score (10000s place)
0xD071
Score (1000s place)
0xD072
Score (100s place)
0xD073
Score (10s place)
0xD080
Background Brightness/Contrast
0xD081
Sprite Brightness/Contrast
0xD086
Kirby's Current Health
0xD089
Lives
0xD093
Boss's Current Health
0xDE02
Something to do with parts of the music
0xDE06 - 0xDE19
Copied to sound registers (0xFF10 - 0xFF23)