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Teenage Mutant Ninja Turtles (NES)/RAM map: Difference between revisions
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SpiderDave (talk | contribs) m (reformatting to make it closer to the ram map guidelines) |
(Added in a lot more of the ZP) |
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{{rammap|game=Teenage Mutant Ninja Turtles}} | {{rammap|game=Teenage Mutant Ninja Turtles}} | ||
Address Size | Address Size Description | ||
------- ---- | ------- ---- ----------- | ||
46 | 00 $18 Temp/Scratch memory | ||
48 | 19 Temp X Register Backup | ||
1a Temp Y Register Backup | |||
1b Current Game State ID | |||
67 | 1c Substate ID of Current Game State | ||
73 | 1e Global Timer | ||
74 | 1f NMI Ignore Flag | ||
75 | 20 Disable Rendering Timer | ||
76 | 21 Current PRG Bank | ||
77 | 27 Current CHR Bank 0 | ||
78 | 28 Current CHR Bank 1 | ||
79 | 29 $2 HUD PPU Position (stored as big endian value) | ||
2c Current Primary BG Color | |||
30 $2 Current Buttons being Pressed | |||
32 $2 Current Buttons being Held | |||
35 Game is Paused Flag | |||
36 Pausing is Disabled Flag | |||
45 Random Number (used for things based on randomization) | |||
46 Continues (You start with 3) | |||
48 World Number | |||
55 Technodrome Location Subarea ID (Can be 2, 3, or 4) | |||
56 Has Rescued Captured Turtle in Level Flag | |||
57 Captured Turtle ID | |||
59 PRG Bank before Sound Engine Update | |||
5b Whether the special weapon is selected or not | |||
5c Is Inside Subarea Flag (0 if overworld, 1 if subarea) | |||
5d Current side-scrolling area (0 in overhead areas) | |||
5e Is Mandatory Fight Flag (0 = false, 1 = fight queued, 2 = miniboss, 3 = boss) | |||
67 Current Turtle Selected (0:Leo, 1:Raph, 2:Mike, 3:Don) | |||
6e Item(s) in Subarea Collect (bitwise and depends on subarea) | |||
73 Leo's Special Weapon (0:Nothing, 1:Stars, 2:Triple Stars, 3:Boomerangs, 4:Scrolls) | |||
74 Raph's Special Weapon | |||
75 Mike's Special Weapon | |||
76 Don's Special Weapon | |||
77 Leo's Energy ($00 - $80) | |||
78 Raph's Energy | |||
79 Mike's Energy | |||
7a Don's Energy | |||
7d Disarmed Bombs (bitwise) | |||
80 $2 Destroyed Barricades (bitwise) | |||
a0 Last Turtle Selected Upon Pause (Set when pause screen starts. Mainly used for writing which turtle has been caught) | |||
a7 Amount of Ropes ($00 - $63) | |||
a8 Leo's Special Weapon Quantity ($00 - $63) | |||
a9 Raph's Special Weapon Quantity | |||
aa Mike's Special Weapon Quantity | |||
ab Don's Special Weapon Quantity | |||
b5 Miscellaneous Game Scene ID (Can be $01-$10) | |||
ba $2 Dam Timer (first byte is countdown, second is for displaying the timer) | |||
bf Turtle Van Missiles | |||
c0 Score 99xxxx0 | |||
c1 Score xx99xx0 | |||
c2 Score xxxx990 | |||
c3 Unknown Score 99xxxx0 | |||
c4 Unknown Score xx99xx0 | |||
c5 Unknown Score xxxx990 | |||
c6 High Score 99xxxx0 | |||
c7 High Score xx99xx0 | |||
c8 High Score xxxx990 | |||
d0 Pause Screen State ID | |||
d4 Is Attacking While Ducking Flag | |||
f0 Skip Music Engine Update Flag | |||
fc PPU Scroll X | |||
fd PPU Scroll Y | |||
fe PPU Mask | |||
ff PPU Control | |||
200 100 | 200 $100 Sprite Memory | ||
460 Turtle Y Position | 460 Turtle Y Position | ||
480 Turtle X Position | 480 Turtle X Position | ||
Line 41: | Line 77: | ||
56X Enemy Hit Points | 56X Enemy Hit Points | ||
630 Invincibility Timeout | 630 Invincibility Timeout | ||
631 5 | 631 $5 Timer for items disappearing |
Revision as of 12:27, 9 October 2023
The following article is a RAM map for Teenage Mutant Ninja Turtles (NES).
Address Size Description ------- ---- ----------- 00 $18 Temp/Scratch memory 19 Temp X Register Backup 1a Temp Y Register Backup 1b Current Game State ID 1c Substate ID of Current Game State 1e Global Timer 1f NMI Ignore Flag 20 Disable Rendering Timer 21 Current PRG Bank 27 Current CHR Bank 0 28 Current CHR Bank 1 29 $2 HUD PPU Position (stored as big endian value) 2c Current Primary BG Color 30 $2 Current Buttons being Pressed 32 $2 Current Buttons being Held 35 Game is Paused Flag 36 Pausing is Disabled Flag 45 Random Number (used for things based on randomization) 46 Continues (You start with 3) 48 World Number 55 Technodrome Location Subarea ID (Can be 2, 3, or 4) 56 Has Rescued Captured Turtle in Level Flag 57 Captured Turtle ID 59 PRG Bank before Sound Engine Update 5b Whether the special weapon is selected or not 5c Is Inside Subarea Flag (0 if overworld, 1 if subarea) 5d Current side-scrolling area (0 in overhead areas) 5e Is Mandatory Fight Flag (0 = false, 1 = fight queued, 2 = miniboss, 3 = boss) 67 Current Turtle Selected (0:Leo, 1:Raph, 2:Mike, 3:Don) 6e Item(s) in Subarea Collect (bitwise and depends on subarea) 73 Leo's Special Weapon (0:Nothing, 1:Stars, 2:Triple Stars, 3:Boomerangs, 4:Scrolls) 74 Raph's Special Weapon 75 Mike's Special Weapon 76 Don's Special Weapon 77 Leo's Energy ($00 - $80) 78 Raph's Energy 79 Mike's Energy 7a Don's Energy 7d Disarmed Bombs (bitwise) 80 $2 Destroyed Barricades (bitwise) a0 Last Turtle Selected Upon Pause (Set when pause screen starts. Mainly used for writing which turtle has been caught) a7 Amount of Ropes ($00 - $63) a8 Leo's Special Weapon Quantity ($00 - $63) a9 Raph's Special Weapon Quantity aa Mike's Special Weapon Quantity ab Don's Special Weapon Quantity b5 Miscellaneous Game Scene ID (Can be $01-$10) ba $2 Dam Timer (first byte is countdown, second is for displaying the timer) bf Turtle Van Missiles c0 Score 99xxxx0 c1 Score xx99xx0 c2 Score xxxx990 c3 Unknown Score 99xxxx0 c4 Unknown Score xx99xx0 c5 Unknown Score xxxx990 c6 High Score 99xxxx0 c7 High Score xx99xx0 c8 High Score xxxx990 d0 Pause Screen State ID d4 Is Attacking While Ducking Flag f0 Skip Music Engine Update Flag fc PPU Scroll X fd PPU Scroll Y fe PPU Mask ff PPU Control 200 $100 Sprite Memory 460 Turtle Y Position 480 Turtle X Position 4B0 Turtle Y Velocity 4E0 Turtle X Velocity 500 Invincibility Timeout 56X Enemy Hit Points 630 Invincibility Timeout 631 $5 Timer for items disappearing