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.
Donkey Kong (NES, Famicom Disk System)/RAM map
Jump to navigation
Jump to search
The following article is a RAM map for Donkey Kong (NES, Famicom Disk System).
RAM | Function | Details |
0X0010 | Local copy of PPU register 2000 | |
0X0011 | Local copy of PPU register 2001 | |
0X0012 | Horizontal Scroll Offset | |
0X0013 | Vertical Scroll Offset | |
0X0014 | Current Buttons Pressed | |
0X0015 | Current Buttons Pressed Excluding Jump Button | |
0X0021-0X0023 | 6 digit Top Score using BCD | 1 nybble(4 bits) per digit |
0X0025-0X0027 | 6 digit 1P Score using BCD | 1 nybble(4 bits) per digit |
0X0029-0X002B | 6 digit 2P Score using BCD | 1 nybble(4 bits) per digit |
0X002E-0X002F | 4 digit time remaining using BCD | 1 nybble(4 bits) per digit |
0X0034 | Timer for Kong's arm animation | |
0X0036 | Timer for when Kong Reaches from the left to the center | |
0X0037 | Timer for when Kong either drops barrel or goes from center to right | |
0X0038 | Timer for Oil Barrel Flame animation | |
0X0039 | Timer for princess animation | |
0X003F | Hammer time remaining | |
0X0044 | Slow Timer that starts Demo Mode | |
0X0050 | Stores which option was selected on the title screen | $00-$03 |
0X0051 | Amount of players playing | $18=1 player, $1C=2 players |
0X0052 | Which player's turn it is | $00=1P, $01=2P |
0X0053 | Which Zone you're on (1-3) | |
0X0054 | Number of times Zone 3 has been completed | Appears under the (L). |
0X0055 | Marios remaining | Graphic only |
0X0056 | Current direction button pressed | |
0X0057 | Last direction button pressed | |
0X0058 | Demo Mode | $01=Active |
0X0096 | Mario's Satus | $01=Hor, $02=Ver, $04=Jump, $08=Falling, $0A=Has Mallet, $FF=Dead |
0X00C1-0X00C8 | Beam Joint in Zone 3 | $00=Beam Joint still there, $01=Beam Joint has been broken(moved over) |
0X00F7-0X00F8 | Pointer that holds address to music file | |
0x0100-0x01FF | CPU Stack | |
0x0200-0x02FF | Sprite Ram that is transferred via DMA every NMI | |
0x0330 | Offset for the current Name Table Update variable below | |
0x0331-0x033F | Stores the pending changes to update the Name Table | |
0x0400 | Zone number for player 1 | |
0x0401 | Zone number for player 2 | |
0x0402 | Level number for player 1 | |
0x0403 | Level number for player 2 | |
0x0404 | Player 1 Marios remaining | |
0x0405 | Player 2 Marios remaining | |
0x0406 | Player 1 game over | $00=False, $01=True |
0x0407 | Player 2 game over | $00=False, $01=True |
0x043E | How many pixels Mario moves up each step of his jump | Note: If you increase this and jump, you will fall to your death unless you got to a platform above. |
0x050C | How many times demo Mario moves a direction | |
0x050D | Which way demo Mario will move | |
0x050E | 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? |
Internal Data for Donkey Kong (NES, Famicom Disk System)
| |
---|---|