If you are still using the old URL (datacrystal.romhacking.net), please update your bookmarks! The old URL may stop working soon.
The current URL is datacrystal.tcrf.net.
The current URL is datacrystal.tcrf.net.
Super Sprint (NES)/RAM map
Jump to navigation
Jump to search
The following article is a RAM map for Super Sprint (NES).
(T) denotes temporary use
Address Size Description -------- ---- ----------- 0x001 02 (T) Look-Up Table Address 0x009 01 Frame Counter 0x00B 01 0x00C 01 In-Race Frame Counter 0x00E 01 CPU Speed Level 0x00F 01 CPU Acceleration Level 0x014 01 (T) Track ID 0x01B 01 (T) Current Tile Attribute Working Turn Speed 0x01C 01 (T) Tile Normal Vector i.e. direction of travel Track Turn Resistance 0x01D 01 (T) Tile Tangent Vector i.e. wall direction (T) Car Reflected Direction 0x01F 01 (T) Car Depth / OAM Offset 0x02B 01 Puddle Sprite Attributes 0x02C 01 Bonus Point Left Sprite Attributes 0x02D 01 Bonus Point Right Sprite Attributes 0x030 01 PPU Mask 0x032 01 Player Score Write Position 0a = 1P only, 14 = 2P 0x033 01 Player 1 Previous RPM 0x034 01 Player 2 Previous RPM 0x036 01 Wrench Y 0x037 01 Wrench X 0x038 01 Puddle Y 0x039 01 Puddle X 0x03A 01 Bonus Point Left Y 0x03B 01 Bonus Point Left X 0x03C 01 Bonus Point Right Y 0x03D 01 Bonus Point Right X 0x03E 03 Traffic Cone Y 0x041 03 Traffic Cone X 0x044 04 Car Y 0x048 04 Car X 0x04C 04 Car Top Bounds 0x050 01 Cyclone Top Bounds Flag Y 0x051 01 Spark Y 0x052 04 Car Top Bounds - Subpixel 0x056 01 Cyclone Top Bounds - Subpixel 0x057 04 Car Left Bounds 0x05B 01 Cyclone Left Bounds Flag X 0x05C 01 Spark X 0x05D 04 Car Left Bounds - Subpixel 0x061 01 Cyclone Left Bounds - Subpixel 0x062 04 Car Sprite 0x066 01 Cyclone Sprite 0x067 01 Flag Sprite 0x068 01 Dust Sprite 0x06C 04 Car Sprite Pre-Explosion 0x070 04 Car Sprite Speed creates drifting effect 0x074 04 Car RPM 0x078 04 Car RPM - Fractional 0x07C 04 Car Direction 0x080 01 Cyclone Direction 0x081 04 Car Direction - Fractional 0x085 04 Tire Traction Level max 5 0x089 04 Acceleration Level max 5 0x08D 04 Top Speed Level max 5 0x091 04 Car Status bit 0 = initializing, bit 1 = hit wall vertically, bit 2 = banked (maximizes turn rate), bit 3 = spin out, bit 4 = hit by car, bit 5 = hit wall horizontally, bit 6 = exploding, bit 7 = CPU control 0x099 01 Dust Status 0x0A1 04 Car Depth / OAM Offset 0x0A5 04 Car Sprite Attributes 0x0A9 01 Cyclone Sprite Attributes Flag Sprite Attributes 0x0AA 01 Dust Sprite Attributes 0x0AC 01 Winner Circle Car Attributes 0x0B2 04 Last Checkpoint 0x0B6 04 Lap Count 0x0BA 04 Track Position LapCount << 4 + LastCheckpoint 0x0C6 04 Car Track Direction CPU use only 0x0CA 04 Car Timer 0x0CE 01 Cyclone Timer Flag Timer 0x0CF 01 Dust Timer 0x0D0 02 Gamepad Inputs 0x0D2 02 Player Turn Subspeed something to slow turn rate down I guess
OAM Stack - Sprite positions are hard-coded into the OAM 0x200 10 Cyclone Sprites 0x210 04 Dust Sprite 0x214 4x10 Car Sprites sorted by Car Depth 0x254 08 Bonus Points Sprites 0x25C 0C Traffic Cone Sprites 0x268 04 Wrench Sprite 0x26C 04 Puddle Sprite 0x270 08 HUD "P1" Sprite 0x278 08 HUD "P2" Sprite
0x300 06 HUD Player 1 Score also the actual score 0x306 03 HUD Player 1 Wrenches 00 = hide, ff = show 0x309 01 HUD Player 1 Lap 0x30A 06 HUD Player 2 Score also the actual score 0x310 03 HUD Player 2 Wrenches 00 = hide, ff = show 0x314 01 HUD Player 2 Lap 0x318 01 HUD Level 0x319 01 Level 0x323 01 Flag Status 0x324 01 Flag Loop Count 0x325 04 Wrench Count 0x32B 01 Flag Animation Frames 0x32E 01 Race Status 0x330 01 Active Roadblock ID max 02 0x331 03 Roadblock State 0x334 03 Roadblock PPU Address Low Byte 0x337 03 Roadblock PPU Address High Byte 0x33C 01 Racetrack indexes track order 0x33D 01 Lead Car 0x33E 01 Lead Car Position 0x35C 01 Working Direction
Internal Data for Super Sprint
| |
---|---|