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Donkey Kong (NES, Famicom Disk System)/ROM map
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The following article is a ROM map for Donkey Kong (NES, Famicom Disk System).
PRG ROM is mapped from C000 to FFFF. All the addresses below correspond to this. In order to find the data in a .nes file simply subtract BFEF from the values below. A simple method is to change the first digit to 0, 1, 2 or 3 depending if it is C, D, E or F respectively. Then increase the result by 10 to compensate for the 8 byte header. I.E. C000 = 0010, D2F8 = 1308, etc.
DATA
Interrupt Vectors
- FFFA to FFFB = NMI Vector: C85F
- FFFC to FFFD = Reset Vector: C79E
- FFFE to FFFF = IRQ Vector: FFF0
Game Variables
- C014 to C027 = First element in the Array of demo Mario moves. Determines his direction
- C028 to C03B = Second element of above array. Determines how many times to repeat direction in first element
- C600 to C603 = Values of Bonus given
- D636 = Amount of time hammer has (4B)
Graphics
Donkey Kong
- 061D to 0634 = Donkey Kong loading barrel
- 0636 to 064D = Donkey Kong holding barrel
- 064F to 0666 = Donkey Kong throwing barrel
- 0668 to 067F = Donkey Kong standing
- 0681 to 0698 = Donkey Kong pounding chest 1
- 069A to 06B1 = Donkey Kong pounding chest 2
- 072D to 0744 = Donkey Kong defeated 1
- 0746 to 075D = Donkey Kong defeated 2
Text
- C6AA to C6C1 = PLAYER I in middle of screen (two player mode)
- C6C2 to C6E0 = GAMER OVER in middle of screen with a blank line above and below
Backgrounds (Name Table Data)
- F8F5 to FA1A = Title Screen
- F58C to F71B = Zone 1
- F809 to F8D8 = Zone 2
- F743 to F7CC = Zone 3
- FA1B to FA1E = I-
- FA1F to FA24 = TOP
- FA25 to FA29 = II-
- FA2A to FA36 = (M)(BONUS)(L)
- FA37 to FA44 = ( )( )( )
CODE
- EBBB to EBC3 = Changes 0096 (Mario's status) to FF (Dead) if no time is left
- EC16 to EC28 = Loads data for demo movement of Mario from ROM to RAM
Internal Data for Donkey Kong (NES, Famicom Disk System)
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