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Batman: The Video Game (NES)/RAM map
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The following article is a RAM map for Batman: The Video Game (NES).
Zero Page
Address Usage
001F Current object slot: Used by AI loop function
00A6 Current weapon selected
$00-Batman, $50(80)-Batarang, $60(96)-Ninja Stars, $C0(192)-Gun
00B4 Global timer
00B7 Health
00B8 Amount of Ammo
00BE Lives
00C0 BG CHR Bank 0 (tiles 00-7F)
00C1 BG CHR Bank 1 (tiles 80-FF)
00C2 SPR CHR Bank 0 (tiles 00-3F)
00C3 SPR CHR Bank 1 (tiles 40-7F)
00C4 SPR CHR Bank 2 (tiles 80-BF)
00C5 SPR CHR Bank 3 (tiles C0-FF)
00D0 Batman's Y position (unit = screen)
00D1 Batman's Y position (unit = pixel)
00D2 Batman's Y position (unit = subpixel)
00D3 Batman's X position (unit = screen)
00D4 Batman's X position (unit = pixel)
00D5 Batman's X position (unit = subpixel)
00D6 Batman's on-screen Y position
00D7 Batman's on-screen X position
00D8 Sprite scroll Y (unit = screen) Scrolls all entities visually,
00D9 Sprite scroll Y (unit = pixel) doesn't affect collision/physics.
00DA Sprite scroll X (unit = screen)
00DB Sprite scroll X (unit = pixel)
00E0 Left edge of view (unit = screen) stored in high nibble
00E1 Left edge of view (unit = metatile [32×16 px]) stored in high nibble
00E2 Right edge of view (unit = screen) stored in high nibble
00E3 Right edge of view (unit = metatile) stored in high nibble
00E4 OAM counter (used to index OAM while rendering sprites)
00EA View coordinates (unit = screen/high nibble = x, low nibble = y)
00EB View coordinates (unit = pixel/high nibble = x, low nibble = y)
00F5 Joy 1 press
00F6 Joy 2 press
00F7 Joy 1 hold
00F8 Joy 2 hold
00FC Scroll Y shadow register
00FD Scroll X shadow register
00FE PPU mask shadow register
00FF PPU control shadow register
System RAM
Address Usage 0540 Objects' Action IDs 0580 Objects' X positions (high byte) 0590 Objects' X positions (low byte) 05A0 Objects' Y positions (high byte) 05B0 Objects' Y Positions (low byte)
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Internal Data for Batman
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