Contents
RamMap
Address | Leangth | Type | Description |
---|---|---|---|
$7e:0000 | 16 byte | Misc | Scratch RAM, is and can be used for a big number of purposes. The general purpose is temporarily preserving a value for later use in a routine. |
$7e:0010 | 3 byte | ?? | ?? |
$7e:001C | 2 byte | Camera | bg0CamXPos |
$7e:001e | 2 byte | Camera | bg0CamYPos |
$7e:0020 | 2 byte | Button | Button Press |
$7e:0032 | 2 byte | Menue | Menue State |
$7e:003A | 2 byte | Ctr | True Frame Counter |
$7e:003e | 2 byte | Ctr | blk Fade Counter |
$7e:0040 | 2 byte | Ctr | wht Fade Counter |
$7e:0042 | 2 byte | ?? | Current Windows Effect |
$7e:0044 | 2 byte | ?? | Current Transparent Effect |
$7e:0046 | 2 byte | ?? | Current Mode7 Mode |
$7e:0048 | 2 byte | ?? | CGRamPtr Palettes |
$7e:0054 | 1 byte | ?? | activeSFXRedlPtr |
$7e:0078 | 2 byte | Ctr | Effect Frame Counter |
$7e:0086 | 2 byte | State | Current Level Number |
$7e:0088 | 2 byte | State | Current Level Mode |
$7e:0008E | 2 byte | State | Subweapon |
$7e:0090 | 2 byte | State | Subweapon Multiplayer |
$7e:0092 | 2 byte | State | Whip Type |
$7e:00a0 | 2 byte | Pos | Camera Lock Left |
$7e:00a2 | 2 byte | Pos | Camera Lock Right |
$7e:00a4 | 2 byte | Pos | Camera Lock Top |
$7e:00a6 | 2 byte | Pos | Camera Lock Bottom |
$7e:00a8 | 2 byte | State | Background 1 Scroll x Speed |
$7e:00aa | 2 byte | State | Background 1 Scroll y Speed |
$7e:00bc | 2 byte | Ctr | Player Invulnerable Counter |
$7e:00be | 2 byte | Mirror? | Button Map Jump |
$7e:00c0 | 2 byte | Mirror? | Button Map Whip |
$7e:00c2 | 2 byte | Mirror? | Button Map Sub |
$7e:00e6 | 6 byte | State | Random Number |
$7e:0200 | 2 byte | Whip0 | assembly |
$7e:0208 | 2 byte | Whip0 | xPosSub |
$7e:020a | 2 byte | Whip0 | xPos |
$7e:020c | 2 byte | Whip0 | yPosSub |
$7e:020e | 2 byte | Whip0 | yPos |
$7e:0210 | 2 byte | Whip0 | ID |
$7e:0208 | 2 byte | Whip0 | state |
$7e:0218 | 2 byte | Whip0 | xspdSub |
$7e:021a | 2 byte | Whip0 | xspd |
$7e:021c | 2 byte | Whip0 | yspdSub |
$7e:021e | 4 byte | Whip0 | yspd |
$7e:0240 | 2 byte | Whip1 | This will be the same 0x20 byte table as with whip 0. It will continue till Whip 8. This table will go till 7e:043f. |
$7e:0440 | 2 byte | Sub0 | Subweapon assembly |
$7e:0448 | 2 byte | Sub0 | xPosSub |
$7e:044a | 2 byte | Sub0 | xPos |
$7e:044c | 2 byte | Sub0 | yPosSub |
$7e:044e | 2 byte | Sub0 | yPos |
$7e:0450 | 2 byte | Sub0 | ID |
$7e:0452 | 2 byte | Sub0 | State |
$7e:0458 | 2 byte | Sub0 | xSpdSub |
$7e:045a | 2 byte | Sub0 | xSpd |
$7e:045c | 4 byte | Sub0 | ySpdSub |
$7e:045e | 2 byte | Sub0 | xSpd |
$7e:0480 | 2 byte | Sub1 | This will be the same 0x20 byte table as with subweapon 0. It will continue till subweapon 2. This table will go till 7e:04df. |
$7e:0500 | 2 byte | Spark | assembly |
$7e:0508 | 2 byte | Spark | xPosSub |
$7e:050a | 2 byte | Spark | xPos |
$7e:050c | 2 byte | Spark | yPosSub |
$7e:050e | 2 byte | Spark | yPos |
$7e:0510 | 2 byte | Spark | ID |
$7e:0512 | 2 byte | Spark | State |
$7e:0514 | 2 byte | Spark | SubID |
$7e:0518 | 2 byte | Spark | xSpdsub |
$7e:051a | 2 byte | Spark | xSpd |
$7e:051c | 2 byte | Spark | ySpdsub |
$7e:051e | 2 byte | Spark | ySpd |
$7e:0540 | 2 byte | Simon | assembly |
$7e:0548 | 2 byte | Simon | xPosSub |
$7e:054a | 2 byte | Simon | xPos |
$7e:054c | 2 byte | Simon | yPosSub |
$7e:054e | 2 byte | Simon | yPos |
$7e:0550 | 4 byte | Simon | State |
$7e:0558 | 2 byte | Simon | xSpdSub |
$7e:055a | 2 byte | Simon | xSpd |
$7e:055c | 2 byte | Simon | ySpdSub |
$7e:055e | 2 byte | Simon | ySpd |
$7e:0558 | 1 byte | Flag | Going Left 2 Going right 0. Up Down? What way you move through the room. |
$7e:0580 | 2 byte | Event0 | Assembly |
$7e:0588 | 2 byte | Event0 | xPosSub |
$7e:058a | 2 byte | Event0 | xPos |
$7e:058c | 2 byte | Event0 | yPosSub |
$7e:058e | 2 byte | Event0 | yPos |
$7e:0590 | 2 byte | Event0 | ID |
$7e:0592 | 2 byte | Event0 | State |
$7e:0594 | 2 byte | Event0 | SubID |
$7e:0598 | 2 byte | Event0 | xSpdsub |
$7e:059a | 2 byte | Event0 | xSpd |
$7e:059c | 2 byte | Event0 | ySpdsub |
$7e:059e | 2 byte | Event0 | ySpd |
$7e:05A6 | 2 byte | Event0 | ObjAddress |
$7e:05c0 | 2 byte | Event1 | This will be the same 0x40 byte table as with Event0. It will continue till Event36. This table will go till 7e:0edf |
$7e:13c6 | 2 byte | Ctr | Subweapon counter |
$7e:13d4 | 2 byte | Flag | Entrence Number |
$7e:13f0 | 2 byte | Ctr | Timer |
$7e:13f2 | 2 byte | Ctr | Hearts |
$7e:13f4 | 2 byte | Ctr | Health |
$7e:13f6 | 2 byte | Ctr | Stop Watch Timer |
$7e:1f40 | 4 byte | Ctr | Score |
info
I have in mind to continue and share my resources here. But so far on RHDN are way more information.. even when not organized. The values here been found by Redguy. He provided me a hacked Emulator to view this Lables in a Memory Editor.