Bubble Bobble (NES, Famicom Disk System)/RAM map

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< Bubble Bobble (NES, Famicom Disk System)
Revision as of 03:08, 6 June 2010 by Alchemic (talk | contribs) (Adding template rammap)
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Chip tiny.png The following article is a RAM map for Bubble Bobble (NES, Famicom Disk System).

Global Variables

  • 0401 - Current Level (Level 1 = $01)
  • 045D - Super Bubble Bobble switch
  • 04C4 - Altering this changes the enemy sprites. Probably an offset position for reading data from the pattern image.


Menu Variables

  • 0402 - Option selected on main menu
  • 0502-0506 - Password letters (A-J = $00-$09)


Player Variables

  • 002E - P1 remaining lives
  • 003F - P1 invincibility timer (odd = invisible, even = visible)
  • 0042 - P2 remaining lives
  • 0053 - P2 invincibility timer (odd = invisible, even = visible)


Counter Variables

These are the combined total for both players.

  • 0435 - Counter for bubbles blown
  • 0436 - Counter for empty bubbles popped
  • 043B - Counter for fruits eaten
  • 0476 - Counter for filled bubbles popped


Bonus Round Variables

  • 042F - Amount of remaining treasures during Bonus Game
  • 0430 - Bonus Round timer
  • 0431 - P1 treasures collected in Bonus Round
  • 0433 - P2 treasures collected in Bonus Round
  • 045F - Bonus Round switch (set to $01+ to activate the bonus game, as if picking up the bottle)


Level Variables

  • 0405 - Queue for EXTEND letters (Only 3 will come per level, any queue excess will be cleared at the beginning of the next level with openings)
  • 040D - Timer countdown until "Hurry!" appears. This set to 040E at the beginning of each level.
  • 040E - What the "Hurry!" timer countdown (040D) is set to at the beginning of a level. Varies from level to level.
  • 044D - Remaining levels to be skipped by an umbrella. If > 0 when all the enemies on the level are defeated, you will being skipping levels. You can only skip 31 levels max. If the variable is set above $1F(31), skipping will occur again after the defeat of the enemies. This will continue until the variable = 0.
  • 045E - Timer going up (Item appearances/disappearances may be relative to it)
  • 04CD - Point Item position [on Level 1, it positions the item diagonally from the upper-left corner ($00) to the lower-right corner ($FF)]
  • 04CE - Appearance of Elemental Bubbles ($00-$1F = Nothing/????, $20-$3F = Water Bubbles, $40-$5F = Fire Bubbles, $60+ Fire Bubbles over Water Bubbles and other odd combinations)


End Boss Variables

  • 006F - Super Drunk's HP


Miscellaneous Variables

  • 0445-044B - Variables representing each digit of the last scorer's score.

- 0445 is millions
- 0446 is hundred thousands
- 0447 is ten thousands
- 0448 is thousands
- 0449 is hundreds
- 044A is tens
- 044B is ones
$27 seems to represent a blank space. These reset to $27 (36) at the beginning of each level. Could possibly be related to how the on-screen score information is redrawn.