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RAM Map
Matheus Furtado edited this page Aug 28, 2018
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This is what I found doing my research through the game disassembly:
Address | Size | Description |
---|---|---|
$7E0044 | 2 bytes | Player 1 Controller |
$7E0048 | 2 bytes | Player 1 Controller (First Frame) |
$7E004A | 2 bytes | Player 2 Controller |
$7E004E | 2 bytes | Player 2 Controller (First Frame) |
$7E00A0 | 1 byte | "Gamemode?" |
$7E00A2 | 1 byte | "Load Status?": Used by the game for load routines |
$7E00AB | 1 byte | Pause Status |
$7E00B7 | 1 byte | Room/Level ID currently loaded |
$7E00F0 | 1 byte | In-Game Timer: Frames (Hexadecimal) |
$7E00F1 | 1 byte | In-Game Timer: Seconds (Decimal) |
$7E00F2 | 1 byte | In-Game Timer: Minutes (Decimal) |
$7E00F3 | 1 byte | In-Game Timer: Hours (Decimal) |
$7E0100 | 1 byte | Player¹ Status |
$7E0110 | 1 byte | Player¹ X Subpixels |
$7E0111 | 1 byte | Player¹ X Position |
$7E0113 | 1 byte | Player¹ Y Subpixels |
$7E0114 | 1 byte | Player¹ Y Position |
$7E011D | 1 byte | Player¹ HP (Hearts) |
$7E013F | 1 byte | Player¹ Status (zero to update) |
$7E0142 | 1 byte | Player¹ Item |
$7E0157 | 1 byte | Player¹ Lives |
$7E023E | 1 byte | Enemies Timer |
$7E1A58 | 2 bytes | RNG (Random Number Generator): It changes with enemies movements |
¹ You can get the second player info by adding 0x80 in each address