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Donkey Kong (NES, Famicom Disk System)/RAM map
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The following article is a RAM map for Donkey Kong (NES, Famicom Disk System).
RAM | Purpose |
010 | Local copy of PPU register 2000 |
011 | Local copy of PPU register 2001 |
021-023 | 6 digit Top Score using BCD (4bits per digit) |
025-027 | 6 digit 1P Score using BCD (4bits per digit) |
029-02B | 6 digit 2P Score using BCD (4bits per digit) |
02E-02F | 4 digit time remaining using BCD (4bits per digit) |
03F | Hammer time remaining |
044 | Slow Timer that starts Demo Mode |
050 | Stores wich option was selected on the title screen (00-03) |
051 | How many players: 18-1P, 1C-2P |
052 | Wich player's turn it is: 00-1P, 01-2P |
053 | Wich Zone you're on (1-3) |
054 | Number of times Zone 3 has been completed. Appears under the (L) |
055 | Marios remaining |
058 | 01 While in Demo Mode |
096 | Mario's Satus: 01-Hor, 02-Ver, 08-Falling, 0A-Has Mallet, 31-Jump, FF-Dead |
0C1-0C8 | In Zone 3: 00-Beam Joint still there, 01-Beam Joint has been broken(moved over) |
0F7-0F8 | Pointer that holds address to music file |
100-1FF | CPU Stack |
200-2FF | Sprite Ram that is transferred via DMA every NMI |
330 | Offset for the current Name Table Update variable below |
331-33f | stores the pending changes to update the Name Table |
400 | Zone number for player 1 |
401 | Zone number for player 2 |
402 | Level number for player 1 |
403 | Level number for player 2 |
404 | Player 1 Marios remaining |
405 | Player 2 Marios remaining |
406 | Player 1 game over: 00-False, 01-True |
407 | Player 2 game over: 00-False, 01-True |
50C | How many time demo Mario moves a direction |
50D | Wich way demo Mario will move |
50E | Index in the array of demo movements |
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |