Böbl/RAM map

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Chip tiny.png The following article is a RAM map for Böbl.

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?
  • 0 – No
  • 1 – Yes
0x007F current room, horizontal, increasing rightward
0x0080 current room, vertical, increasing downward
0x0090 run state
  • 0 – options menu
  • 1 – normal gameplay
  • 2 – paused
  • 3 – receiving powerup
  • 4 – main menu
  • 5 – screen transition
  • 7 – end screen
0x0091 powerup
  • %001 – Iron Böbl
  • %010 – Dive Böbl
  • %100 – Double Jump
0x0092 ducks saved
  • %00000001 – Deadeye
  • %00000010 – Scrooge
  • %00000100 – Darkwing
  • %00001000 – Aflack
  • %00010000 – Howard
  • %00100000 – Ferdinand
  • %01000000 – Plucky
  • %10000000 – Wildwing
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
  • 0 – not obtained
  • 192 – obtained
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)