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Balloon Fight (NES)/RAM map: Difference between revisions
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(→Table: correct x/y velocities) |
(→Table: fill in sprites) |
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| 0x00E8/EB || sound || pointer to offset within pattern data; increments by 1 for each "row" | | 0x00E8/EB || sound || pointer to offset within pattern data; increments by 1 for each "row" | ||
|- | |||
| 0x0100/E7 || stack || This part appears not to change over the course of a game and is probably unused. | |||
|- | |||
| 0x01E8/FF || stack || Function calls and saved registers come and go here. | |||
|- | |||
| 0x0200/FF || sprite || Sprite display list in OAM format, which the NMI handler copies to the PPU | |||
|- | |||
| 0x0300/FF || video || Apparently a circular list of tiles to draw to the background. | |||
|- | |- | ||
| 0x0400/8 || coord x || x coordinates of players, fractional part | | 0x0400/8 || coord x || x coordinates of players, fractional part |
Revision as of 01:43, 13 October 2008
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" |
0x0100/E7 | stack | This part appears not to change over the course of a game and is probably unused. |
0x01E8/FF | stack | Function calls and saved registers come and go here. |
0x0200/FF | sprite | Sprite display list in OAM format, which the NMI handler copies to the PPU |
0x0300/FF | video | Apparently a circular list of tiles to draw to the background. |
0x0400/8 | coord x | x coordinates of players, fractional part |
0x0409/11 | speed | y coordinates of players, fractional part |
0x0412/C | speed | y velocities of players, fractional part |
0x041B/23 | speed | y velocities of players, integer part (usually $00: positive or $FF: negative) |
0x0424/C | speed | x velocities of players, fractional part |
0x042D/35 | speed | x 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 |
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |