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Böbl/RAM map
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This data is relevant for version 1.2 of the game and may not be accurate for other versions.
Table
RAM | Information |
---|---|
0x002B | player's displayed X coordinate, increasing rightward, see also 0x027C |
0x002C | player's displayed Y coordinate, increasing downward, see also 0x02D0 |
0x0030 | buttons newly pressed |
0x0031 | buttons held |
0x0070 | can jump?
|
0x007F | current room, horizontal, increasing rightward |
0x0080 | current room, vertical, increasing downward |
0x0090 | run state
|
0x0091 | powerup
|
0x0092 | ducks saved
|
0x00B3–0x00B4 | timer, little-endian |
0x027C | player's X coordinate, increasing rightward, see also 0x002B |
0x02A6 | player's X velocity, high-byte, signed |
0x02BB | player's X velocity, low-byte, unsigned |
0x02D0 | player's Y coordinate, increasing downward, see also 0x002C |
0x02FA | player's Y velocity, high-byte, signed |
0x030F | player's Y velocity, low-byte, unsigned |
0x0434 | checkpoint, horizontal |
0x0435 | checkpoint, vertical |
0x043E–0x043F | deaths, little-endian |
0x0462 | warp flute
|
0x04C3 | option: show ghost? |
0x04C4 | option: disable music? |
0x04C5 | option: disable bells? |
0x04C6 | option: zen mode (no deaths)? |
0x04C7 | option: powerups as checkpoints? |
0x04C8 | option: ducks as checkpoints? |
0x04C9 | option: duck randomizer? |
0x04CA–0x04CE | seed (officially uses only the low nibbles of each byte) |
Internal Data for Böbl
| |
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