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Mr. Gimmick/RAM map
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The following article is a RAM map for Mr. Gimmick.
== GENERAL (1/2) ==
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ADDRESSES | SIZE | DESCRIPTION
----------------------------------------------------------------------------------------------------
0014 | 1 | Camera X position subpixel
0015 | 1 | Camera X position tile
0016 | 1 | Y screen
0019 | 1 | Object iterator
001B | 1 | Current level (0 to 6)
001C | 1 | Current checkpoint
0021 - 0022 | 2 | Enemy data pointer
0026 | 1 | Timer for Updating BG CHR slot #4 (does BG animations)
0027 | 1 | Current index for BG CHR slot #4 (ranges from 0-3)
0028 | 1 | IRQ lookup index
0029 | 1 | If value is non-zero, draw a blank screen.
002B | 1 | Player maximum health
002C - 002D | 2 | Score increase counter; for every frame it is not equal to 0, it is
| | decremented by 1 and score is increased by 100
002E - 0034 | 7 | Score digits in decimal; high to low, lowest digit is not stored as it
| | is always 0.
0035 | 1 | Enemy kill combo
0036 - 0038 | 3 | Items
0039 | 1 | Item amount
0040 | 1 | Which PRG bank is currently in $8000
0041 | 1 | Which PRG bank is currently in $A000
0042 | 1 | Camera X pixel (delayed by 1 frame); holds the previous frame's value
| | of $FD
0045 | 1 | Mirror of $34
0046 | 1 | Has been pushed into screen-locked room? (0 -> no, 1 -> yes)
004B | 1 | Jump hold; is set to $AC when the player jumps and set to $00 when the
| | jump button is released
004F | 1 | Current slide ID for the intro cutscene
0052 | 1 | Current music track
0053 | 1 | Yumetaro is on the floor flag
0054 | 1 | Skip world map (0 -> no, 1 -> yes) (also skips check for bonus
| | level)
0055 | 1 | Timer until current B button hold will begin a weapon use.
0071 | 1 | Music Play command (0 = continue, 1 = play, 2 = stop)
== OBJECT DATA; 10 slots where first is player, second is weapon (1/2) ==
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ADDRESSES | SIZE | DESCRIPTION
----------------------------------------------------------------------------------------------------
0090 - 0099 | A | Status
009A - 00A3 | A | Y position subpixel
00A4 - 00AD | A | Y position tile
00AE - 00B7 | A | X position subpixel
00B8 - 00C1 | A | X position tile
00C2 - 00CB | A | Y speed in subpixels per frame
00CC - 00D5 | A | X speed in subpixels per frame
00D6 - 00DF | A | Can be stood on? ($00 = no, $40 = yes)
== GENERAL (2/2) ==
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ADDRESSES | SIZE | DESCRIPTION
----------------------------------------------------------------------------------------------------
00EA | 1 | Timer until respawn after death or until level end after boss is beaten
00ED - 00EE | 2 | Global timer
00F5 - 00F6 | 2 | Newly pressed controller buttons; bits are unset after the first frame
| | of a button hold
00F7 - 00F8 | 2 | Pressed/held controller buttons
00FC | 1 | PPU Scroll Y
00FD | 1 | PPU Scroll X
00FE | 1 | PPUMASK mirror
0104 | 1 | Lives (capped at 99)
0105 - 010A | 6 | Secret items collected (0 = no, 1 = yes)
== OBJECT DATA (2/2) ==
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ADDRESSES | SIZE | DESCRIPTION
----------------------------------------------------------------------------------------------------
0300 - 0309 | A | Animation state
030A - 0313 | A | Facing direction (0 = left, 1 = right)
0314 - 031D | A | Y hitbox subpixel
031E - 0327 | A | Y hitbox tile
0328 - 0331 | A | X hitbox subpixel
0332 - 033B | A | X hitbox tile
0346 - 034F | A | Health
0350 - 0359 | A | Object type
0364 - 036D | A | Is being stood on (0 = no, 1 = yes)
036E - 0377 | A | Is standing on floor ($00 = no, $80 = yes)
0378 - 0381 | A | Is hitting wall ($00 = no, $80 = yes)
0382 - 038B | A | Timer 1
038C - 0395 | A | Timer 2
03B4 - 03BD | A | Drop item on death (0 = no, 1 = yes)
== STAR TRAIL HISTORY; in order of: 3f ago, 2f ago, 1f ago, current, current ==
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ADDRESSES | SIZE | DESCRIPTION
----------------------------------------------------------------------------------------------------
0420 - 0424 | 5 | Y position subpixel
0425 - 0429 | 5 | Y position tile
042A - 042E | 5 | X position subpixel
042F - 0433 | 5 | X position tile
0439 - 043D | 5 | Status
Note: $10 subpixels = 1 pixel, $10 pixels = 1 tile
Internal Data for Gimmick!
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