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Batman: The Video Game (NES)/RAM map: Difference between revisions
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{| border="1" cellpadding="1" | {| border="1" cellpadding="1" | ||
|'''RAM''' || '''Function''' || '''Detail''' | |'''RAM''' || '''Function''' || '''Detail''' | ||
|- | |||
|0x001F || Current object slot || Used by AI loop function | |||
|- | |- | ||
|0x00A6 || Current weapon selected || $00-Batman, $50(80)-Batarang, $60(96)-Ninja Stars, $C0(192)-Gun | |0x00A6 || Current weapon selected || $00-Batman, $50(80)-Batarang, $60(96)-Ninja Stars, $C0(192)-Gun | ||
|- | |||
|0x00B4 || Global timer || | |||
|- | |- | ||
|0x00B7 || Health || | |0x00B7 || Health || | ||
Line 16: | Line 20: | ||
|0x00D6 || Batman's Y position || | |0x00D6 || Batman's Y position || | ||
|- | |- | ||
|0x0540 || Objects' Action IDs || | |||
|- | |||
|0x0580 || Objects' X positions (high byte) || | |||
|- | |||
|0x0590 || Objects' X positions (low byte) || | |||
|- | |||
|0x05A0 || Objects' Y positions (high byte) || | |||
|- | |||
|0x05B0 || Objects' Y Positions (low byte) || | |||
|} | |} | ||
<br> | <br> | ||
{{stub}} | {{stub}} | ||
{{Internal Data|game=Batman}} | {{Internal Data|game=Batman}} |
Revision as of 12:14, 16 July 2019
The following article is a RAM map for Batman: The Video Game (NES).
RAM | Function | Detail |
0x001F | Current object slot | Used by AI loop function |
0x00A6 | Current weapon selected | $00-Batman, $50(80)-Batarang, $60(96)-Ninja Stars, $C0(192)-Gun |
0x00B4 | Global timer | |
0x00B7 | Health | |
0x00B8 | Amount of Ammo | |
0x00BE | Lives | |
0x00D4 | Batman's X position | |
0x00D6 | Batman's Y position | |
0x0540 | Objects' Action IDs | |
0x0580 | Objects' X positions (high byte) | |
0x0590 | Objects' X positions (low byte) | |
0x05A0 | Objects' Y positions (high byte) | |
0x05B0 | Objects' Y Positions (low byte) |
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |
Internal Data for Batman
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