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Super Sprint (NES)/RAM map
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The following article is a RAM map for Super Sprint (NES).
(T) denotes temporary use
Address Size Description
-------- ---- -----------
0x001 02 (T) Look-Up Table Address
0x009 01 Frame Counter
0x00A 01 Input Interrupted
0x00B 01 Interrupt Timer
0x00C 01 In-Race Frame Counter
0x00D 01 Flag Set
00 = set flag sprite, 80 = sprite already set
0x00E 01 CPU Speed Level
0x00F 01 CPU Acceleration Level
0x010 01 AI Start Delay
0x011 01 Paused
0x012 01 Skip Winner Screen (press B to skip Winner screen)
0x013 01 Upgrades Access
0x014 01 (T) Track ID
Title Screen State
0x015 03 Traffic Cone Colliding Car
0x01B 01 (T) Current Tile Attribute
Working Turn Speed
Gamepad Pass-through (causes "finish line pause" glitch)
0x01C 01 (T) Tile Normal Vector (i.e. direction of travel)
Track Turn "Friction"
0x01D 01 (T) Tile Tangent Vector (i.e. wall direction)
(T) Car Reflected Direction
0x01F 01 (T) Car Depth / OAM Offset
0x022 01 Upgrade Screen Player
0x024 02 Cyclone Randomizer
0x026 01 Wrench Status
bit 0 = wrench 1 obtained, bit 1 = wrench 2 obtained
bit 6 = wrench 1 spawned, bit 7 = wrench 2 spawned
wrenches spawn on laps 1 and 4
0x027 03 Wrench Randomizer
0x02B 01 Puddle Sprite
0x02C 01 Bonus Point Left Sprite
0x02D 01 Bonus Point Right Sprite
0x02E 01 Horizontal Scroll
0x02F 01 Vertical Scroll
0x030 01 PPU Mask
0x032 01 Player Score Write Position
0a = 1P only, 14 = 2P
0x033 01 Player 1 Previous RPM
0x034 01 Player 2 Previous RPM
0x036 01 Wrench Y
0x037 01 Wrench X
0x038 01 Puddle Y
0x039 01 Puddle X
0x03A 01 Bonus Point Left Y
0x03B 01 Bonus Point Left X
0x03C 01 Bonus Point Right Y
0x03D 01 Bonus Point Right X
0x03E 03 Traffic Cone Y
0x041 03 Traffic Cone X
0x044 04 Car Y
0x048 04 Car X
0x04C 04 Car Top Bounds
0x050 01 Cyclone Top Bounds
Flag Y
0x051 01 Spark Y
0x052 04 Car Top Bounds - Subpixel
0x056 01 Cyclone Top Bounds - Subpixel
0x057 04 Car Left Bounds
0x05B 01 Cyclone Left Bounds
Flag X
0x05C 01 Spark X
0x05D 04 Car Left Bounds - Subpixel
0x061 01 Cyclone Left Bounds - Subpixel
0x062 04 Car Sprite
0x066 01 Cyclone Sprite
0x067 01 Flag Sprite
0x068 01 Dust Sprite
0x069 03 Traffic Cone Sprite
0x06C 04 Car Sprite Pre-Explosion
0x070 04 Car Sprite Speed
0x074 04 Car RPM
0x078 04 Car RPM - Fractional
0x07C 04 Car Direction
0x080 01 Cyclone Direction
0x081 04 Car Direction - Fractional
0x085 04 Tire Traction Level (max 5)
0x089 04 Acceleration Level (max 5)
0x08D 04 Top Speed Level (max 5)
0x091 04 Car Status
bit 0 = initializing, bit 1 = near-fatal knockback,
bit 2 = banked (maximizes turn rate), bit 3 = spin out,
bit 4 = hit by car, bit 5 = carom off wall,
bit 6 = exploding, bit 7 = CPU control
0x099 01 Dust Status
0x09A 03 Traffic Cone Status
bit 0 = destroyed, bit 7 = flying
0x09D 04 Car Intersection
bit 0 = collision protection & CPU steering disabled,
bit 6 = move to foreground over other cars
0x0A1 04 Car Depth / OAM Offset
0x0A5 04 Car Sprite Attributes
0x0A9 01 Cyclone Sprite Attributes
Flag Sprite Attributes
0x0AA 01 Dust Sprite Attributes
0x0AB 01 Wrench Attributes
0x0AC 01 Winner Circle Car Attributes
0x0B1 01 Dust Sprite Position
0x0B2 04 Car Next Checkpoint
0x0B6 04 Lap Count
0x0BA 04 Track Position (LapCount << 4 + LastCheckpoint)
0x0BE 04 Car Overpass Permitted Tile A
0x0C2 04 Car Overpass Permitted Tile B
0x0C6 04 Car Track Direction (CPU use only)
0x0CA 04 Car Timer
0x0CE 01 Cyclone Timer
Flag Timer
0x0CF 01 Dust Timer
0x0D0 02 Gamepad Inputs
0x0D2 02 Player Turn Subspeed (something to slow turn rate down?)
0x0E0 02 Audio Track Address
0X0E2 01 Audio Frame Counter
0x0E3 02 Audio Working Address
0x0E5 02 APU Write Register
0x0EF 01 P1 Engine Sound
00 = parked, 01 = accelerating, 02 = decelerating, 03 = idle
0x0F0 01 P2 Engine Sound
00 = parked, 01 = accelerating, 02 = decelerating, 03 = idle
OAM Stack - Sprite positions are hard-coded into the OAM 0x200 10 Cyclone Sprites 0x210 04 Dust Sprite 0x214 4x10 Car Sprites sorted by Car Depth 0x254 08 Bonus Points Sprites 0x25C 0C Traffic Cone Sprites 0x268 04 Wrench Sprite 0x26C 04 Puddle Sprite 0x270 08 HUD "P1" Sprite 0x278 08 HUD "P2" Sprite
0x300 06 HUD Player 1 Score (also the actual score)
0x306 03 HUD Player 1 Wrenches
00 = hide, ff = show
0x309 01 HUD Player 1 Lap
0x30A 06 HUD Player 2 Score (also the actual score)
0x310 03 HUD Player 2 Wrenches
00 = hide, ff = show
0x314 01 HUD Player 2 Lap
0x318 01 HUD Level
0x319 01 Level
0x323 01 Flag Status
0x324 01 Flag Loop Count
0x325 02 Wrench Count
0x327 03 Traffic Cone Animation Timer
0x32B 01 Flag Animation Frames
0x32E 01 Race Status
0x330 01 Active Roadblock ID (max 02)
0x331 03 Roadblock State
0x334 03 Roadblock PPU Address Low Byte
0x337 03 Roadblock PPU Address High Byte
0x33C 01 Racetrack (indexes track order)
0x33D 01 Lead Car
0x33E 01 Lead Car Position
0x35C 01 (T) Working Direction
0x35D 01 (T) Checkpoint Advance (breaks AI if locked to 00)
0x35E 01 Continues
0x52A 01 NOI Address Low Byte 0x52B 01 TRI Address Low Byte 0x52C 01 SQ2 Address Low Byte 0x52D 01 SQ1 Address Low Byte 0x536 01 NOI Address High Byte 0x537 01 TRI Address High Byte 0x538 01 SQ2 Address High Byte 0x539 01 SQ1 Address High Byte
Internal Data for Super Sprint
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