NBA Jam Tournament Edition (SNES)/RAM map: Difference between revisions

From Data Crystal
Jump to navigation Jump to search
No edit summary
Line 24: Line 24:




==Player positions contributed by datacrystal user '''Charcoal'''==
==Game settings contributed by datacrystal user '''Charcoal'''==


{| border="1" align="center" cellpadding="4" cellspacing="0" style="margin: 0 0 1em 1em; background: #f7f8ff; border: 1px #8888cc solid; border-collapse: collapse; font-size: 95%"
{| border="1" align="center" cellpadding="4" cellspacing="0" style="margin: 0 0 1em 1em; background: #f7f8ff; border: 1px #8888cc solid; border-collapse: collapse; font-size: 95%"

Revision as of 03:27, 19 October 2018

Chip tiny.png The following article is a RAM map for NBA Jam Tournament Edition (SNES).

b = byte, w = word (two bytes)

Extended roster

$16DF (w) / $16E1 (w) - Extended roster players available [team 1 / team 2]

  • $FFFF - not enabled
  • $7FFF - enabled

$16EB (w) / $16ED (w) - Extended roster flashing sign display time [team 1 / team 2]

  • $0000 - not shown
  • $0056 - about 86 (decimal) frames

Code input values

$16FD (w) - Titlescreen correct input amount counter

$16FF (w) - Titlescreen code status

  • $0000 - not enabled
  • $0001 - enabled

$1E28 (w) - Studmuffin code status

  • $0000 - not enabled
  • $0001 - enabled


Game settings contributed by datacrystal user Charcoal

RAM Data Type Information
0x001746 unsigned 1 byte Home Score
0x001748 unsigned 1 byte Away Score
0x00071E signed 2 bytes Player 1 X position: -255(left) to 265(right)
0x000726 unsigned 1 byte Player 1 Y position: 16(top) to 238(left)
0x000CE1 unsigned 1 byte Ball possession 0 = Free ball 1,2,3,4=Player 1,2,3,4