Balloon Fight (NES)/RAM map: Difference between revisions

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mNo edit summary
(I found the player velocities)
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!'''RAM'''  || '''Type''' || '''Additional info'''
!'''RAM'''  || '''Type''' || '''Additional info'''
|-
|-
| 0x0019 || counter || at title screen, when this turns FF->00, the demo starts
| 0x0002 || video || Set to 1 in the NMI handler. The main thread uses this to detect that a video frame has ended.
|-
| 0x0019 || counter || Incremented every frame. At the title screen, when this turns FF->00, the demo starts; pressing Select sets it back to 0.
|-
|-
| 0x00F9/C || p1 audio || seems to be some kind of player 1 audio thing
| 0x00F9/C || p1 audio || seems to be some kind of player 1 audio thing
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| 0x0091 || coord x || x coordinate of player 1
| 0x0091 || coord x || x coordinate of player 1
|-
|-
| 0x0092/8 || coord x || x coordinates of players (max 8 i guess)
| 0x0092/9 || coord x || x coordinates of other players (max 9)
|-
| 0x009B || coord y || y coordinate of player 1
|-
| 0x009C/A3 || coord y || y coordinates of other players
|-
| 0x00D0/FF || sound || Sound effects and music related.
|-
| 0x00E8/EB || sound || pointer to offset within pattern data; increments by 1 for each "row"
|-
| 0x0400/8 || coord x || x coordinates of players, fractional part
|-
|-
| 0x0099 || coord y || y coordinate of player 2
| 0x0409/11 || speed || y coordinates of players, fractional part
|-
|-
| 0x009B || coord y || y coordinate of player 1
| 0x0412/23 || speed || speed as well..?
|-
|-
| 0x009C/F || coord y || y coordinates of players (synced with x coords :)
| 0x0424/C || speed || x velocities of players, fractional part
|-
|-
| 0x0400/F || speed || something with the speed...
| 0x042D/5 || speed || x velocities of players, integer part (usually $00: positive or $FF: negative)
|-
|-
| 0x0410/2F || speed || speed as well..?
| 0x0424/C || speed || y velocities of players, fractional part
|-
|-
| 0x0408/F || heading || y direction of y speed
| 0x042D/5 || speed || y velocities of players, integer part (usually $00: positive or $FF: negative)
|-
|-
| 0x0490/1 || coord x || spark x
| 0x0490/1 || coord x || spark x

Revision as of 01:32, 13 October 2008

Chip tiny.png The following article is a RAM map for Balloon Fight (NES).

Data for "Balloon Fight (JU) [!].nes". Incomplete.

Table

RAM Type Additional info
0x0002 video Set to 1 in the NMI handler. The main thread uses this to detect that a video frame has ended.
0x0019 counter Incremented every frame. At the title screen, when this turns FF->00, the demo starts; pressing Select sets it back to 0.
0x00F9/C p1 audio seems to be some kind of player 1 audio thing
0x0078/F sprite 1 for upward thrust (you can still move upwards when this is 0), 0 for no thrust, 3 for on the floor, 2 for walking left or right, 4 for breaking
0x0090 coord x x coordinate of player 2
0x0091 coord x x coordinate of player 1
0x0092/9 coord x x coordinates of other players (max 9)
0x009B coord y y coordinate of player 1
0x009C/A3 coord y y coordinates of other players
0x00D0/FF sound Sound effects and music related.
0x00E8/EB sound pointer to offset within pattern data; increments by 1 for each "row"
0x0400/8 coord x x coordinates of players, fractional part
0x0409/11 speed y coordinates of players, fractional part
0x0412/23 speed speed as well..?
0x0424/C speed x velocities of players, fractional part
0x042D/5 speed x velocities of players, integer part (usually $00: positive or $FF: negative)
0x0424/C speed y velocities of players, fractional part
0x042D/5 speed y velocities of players, integer part (usually $00: positive or $FF: negative)
0x0490/1 coord x spark x
0x04A4/5 coord y spark y
0x051C/D speed spark speed
0x0530/1 sprite spark image
So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?