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The Battle of Olympus (NES)/RAM map: Difference between revisions
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m (Xkeeper moved page The Battle of Olympus:RAM map to The Battle of Olympus/RAM map: normalize subpages and titles) |
m (Hawk moved page The Battle of Olympus/RAM map to The Battle of Olympus (NES)/RAM map) |
(No difference)
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Latest revision as of 20:58, 28 January 2024
The following article is a RAM map for The Battle of Olympus (NES).
Some notes on RAM usage:
$05 = stringBitWidth $0F = currentTextBufferPosition $10 = NPC_ID $16 = curStringBitNum $17 = curStringByte $19 = numTokensToRead $1A = textStartXOffset $1B = currentLineNumber $1C = charactersOnCurrentLine $42-$43 = mainStringAddr $4A = curHP $D7 = curTableNum (high bit indicates numbers/symbols table, second highest indicates 6-bit encoding, second-lowest bit = ???, lowest bit indicates lowercase (set) vs. uppercase (clear), others appear to be unused) $D8-$D9 = curStringAddr $DA-$DD = random number generator internal state $DF = mapLocation $E0 = oliveCount_ones $E1 = oliveCount_tens $E2 = salamanderSkins $EF = maxHP $F0-$F4 = questStatusFlags (index is 5-bit, but $F8-$F9 are used during IRQ, so I guess the 2 highest of the 5 bits are never actually set) $FD = makingMapperChanges; INC before writing to mapper registers, DEC after finished $FE = PPU_Control_Register_2_settings $FF = PPU_Control_Register_1_settings
Internal Data for The Battle of Olympus
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