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Puyo Puyo/RAM map
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RAM Map
004A | Transitions from 0 to 1 during a spawn. |
0067 | P1 Next bottom color. |
0068 | P1 Next top color. |
0069 | P2 Next bottom color. |
006A | P2 Next top color. |
006F | Selected play mode (0 = 1 Player Endless Mode, 1 = 1 Player Mission Mode, 2 = 2 Player Mode). |
0070 | Level. |
007A-007C | Player score in hex, 3-bytes small-endian, the last decimal digit is not stored since it's always 0. |
0087-008F | Temporarily stores player score and number of blocks as decimal digits during conversion, one byte per digit in base-10. |
0300-03DF | P1 playfield. |
0400-04DF | P2 playfield. |
0605 | Used during P1 Puyo spawn. |
0606 | Used during P2 Puyo spawn. |
0615 | P1 Spawn delay timer. |
0616 | P2 Spawn delay timer. |
0631 | P1 Drop timer. |
0632 | P2 Drop timer. |
0645 | P1 X-coordinate of falling Puyo sprite. |
0646 | P2 X-coordinate of falling Puyo sprite. |
064D | P1 Y-coordinate of falling Puyo sprite. |
064E | P2 Y-coordinate of falling Puyo sprite. |
0669 | P1 X-coordinate of falling Puyo (1--6). |
066A | P2 X-coordinate of falling Puyo (1--6). |
066D | P1 Y-coordinate of falling Puyo (0--13, where 0 is a hidden row at the top). |
066E | P2 Y-coordinate of falling Puyo (0--13, where 0 is a hidden row at the top). |
0679 | P1 Current bottom color. |
067A | P2 Current bottom color. |
067D | P1 Current top color. |
067E | P2 Current top color. |
0695 | Low byte of number of blocks. |
0699 | High byte of number of blocks. |
06D5 | P1 orientation of falling Puyo (0 = down, 1 = left, 2 = up, 3 = right). |
06D6 | P2 orientation of falling Puyo (0 = down, 1 = left, 2 = up, 3 = right). |
Playfield
The playfield is a 14 row x 6 column grid. The top row is hidden.
Each row is represented by 16 bytes: 00 08 a1 c1 a2 c2 a3 c3 a4 c4 a5 c5 a6 c6 00 08, where aX is an attribute byte and cX is a color byte. The bits of the lower nibble of attribute bytes describe how the Puyo is linked to its neighbors (bit0 = down, bit1 = up, bit2 = right, bit3 = left). The upper nibbles are usually 1, except for the hidden row where they are 9.
Colors
The following values are used for the playfield color bytes and for the P1/P2 current/next top/bottom colors:
0 - empty cell
1 - red
2 - yellow
3 - gray
4 - green
5 - light green
6 - blue
7 - black/transparent
A bottom color of FF indicates a special item (top=0 for Big Puyo, top=1 for Carbuncle).
Internal Data for Puyo Puyo (NES)
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