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<h2>NES RAM (Mapping/Finding Values)</h2>
<div class="main-content">
<p class="rvps2"><span class="rvts22">NES Mapping</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">This guide gives a map of the addresses in the NES cpu and explains each portion in detail. &nbsp;</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">It also provides information for the basic layout of ram values in typical NES games. &nbsp;This info can be used to quickly map and find useful values in the game's ram.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts17">Contents</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts65">Memory Map</span></p>
<p class="rvps2"><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Gives a diagram of the 2A03 CPU memory map .</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts65">2C02 PPU memory map</span></p>
<p class="rvps2"><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Gives more detailed info about each section of the Memory map diagram</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts65">Game Ram Details</span></p>
<p class="rvps2"><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">On board RAM Map ($000-$07FF) Map (gives specific info on the how NES games typically layout their ram values)</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts65">Online Resources</span></p>
<p class="rvps2"><a class="rvts23" href="http://en.wikibooks.org/wiki/NES_Programming">NES Programming - Wikipedia</a></p>
<p class="rvps2"><a class="rvts23" href="http://everything2.com/e2node/NES%20memory%20map">NES Memory Map</a></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts17"><br/></span></p>
<p class="rvps2"><span class="rvts17">Memory Map </span><span class="rvts15">(NES RAM/ROM)</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">2A03 CPU memory map</span></p>
<p class="rvps2"><span class="rvts6">2A03 CPU is a 6502-compatible CPU without the decimal mode (CLD and SED do nothing). It has an on-die sound generator, very limited DMA capability, and an input device controller that can be accessed through the 2A03 registers.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;</span></p>
<p class="rvps2"><span class="rvts57">6502 CPU Memory Map &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</span></p>
<p class="rvps2"><span class="rvts6">Address Range&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Size in bytes</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Notes (Page size = 256bytes)</span></p>
<p class="rvps2"><span class="rvts20">(Hexadecimal)</span><span class="rvts20"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts20"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts20"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts20"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts20"> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">$0000 - $07FF</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">2048</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Game Ram</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">($0000 - $00FF)</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">256&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Zero Page - Special Zero Page addressing modes give faster memory read/write access</span></p>
<p class="rvps2"><span class="rvts6">($0100 - $01FF)</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">256&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Stack memory</span></p>
<p class="rvps2"><span class="rvts6">($0200 - $07FF)</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">1536&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">RAM</span></p>
<p class="rvps2"><span class="rvts20">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">$0800 - $0FFF&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">2048&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Mirror of $0000-$07FF&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">($0800 - $08FF)</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">256&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> Zero Page</span></p>
<p class="rvps2"><span class="rvts6">($0900 - $09FF)&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">256&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Stack</span></p>
<p class="rvps2"><span class="rvts6">($0A00 - $0FFF)</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">1024</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Ram</span></p>
<p class="rvps2"><span class="rvts20">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">$1000 - $17FF</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">2048 bytes</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Mirror of $0000-$07FF</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">($1000 - $10FF)</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">256</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Zero Page</span></p>
<p class="rvps2"><span class="rvts6">$1100 - $11FF</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">256</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Stack</span></p>
<p class="rvps2"><span class="rvts6">$1200 - $17FF&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">1024</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">RAM</span></p>
<p class="rvps2"><span class="rvts20">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">$1800 - $1FFF&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">2048 bytes&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Mirror of $0000-$07FF&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">($1800 - $18FF)</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">256</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Zero Page</span></p>
<p class="rvps2"><span class="rvts6">($1900 - $19FF)</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">256</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Stack</span></p>
<p class="rvps2"><span class="rvts6">($1A00 - $1FFF)&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">1024</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">RAM</span></p>
<p class="rvps2"><span class="rvts20">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">$2000 - $2007&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">8 bytes&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Input / Output registers</span></p>
<p class="rvps2"><span class="rvts6">$2008 - $3FFF&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">8184 bytes&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Mirror of $2000-$2007 (mulitple times)</span></p>
<p class="rvps2"><span class="rvts20">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">$4000 - $401F&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">32 bytes&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Input / Output registers</span></p>
<p class="rvps2"><span class="rvts6">$4020 - $5FFF&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">8160 bytes&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Expansion ROM - Used with Nintendo's MMC5 to expand the capabilities of VRAM.</span></p>
<p class="rvps2"><span class="rvts20">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">$6000 - $7FFF&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">8192 bytes&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">SRAM - Save Ram used to save data between game plays.</span></p>
<p class="rvps2"><span class="rvts20">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">$8000 - $BFFF&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">16384 bytes&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">PRG-ROM lower bank - executable code</span></p>
<p class="rvps2"><span class="rvts6">$C000 - $FFFF&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">16384 bytes&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">PRG-ROM upper bank - executable code</span></p>
<p class="rvps2"><span class="rvts6">$FFFA - $FFFB&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">2 bytes&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Address of Non Maskable Interrupt (NMI) handler routine</span></p>
<p class="rvps2"><span class="rvts6">$FFFC - $FFFD&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">2 bytes&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Address of Power on reset handler routine</span></p>
<p class="rvps2"><span class="rvts6">$FFFE - $FFFF&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">2 bytes&nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Address of Break (BRK instruction) handler routine</span></p>
<p class="rvps2"><span class="rvts20">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts17">2C02 PPU memory map</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">2C02 PPU is a character generator with sprites, designed by Nintendo specifically for the NES.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">&nbsp; &nbsp; &nbsp;__________________________________________</span></p>
<p class="rvps2"><span class="rvts6">0000| Pattern table 0 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;|</span></p>
<p class="rvps2"><span class="rvts6">&nbsp; &nbsp; |__________________________________________|</span></p>
<p class="rvps2"><span class="rvts6">1000| Pattern table 1 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;|</span></p>
<p class="rvps2"><span class="rvts6">&nbsp; &nbsp; |__________________________________________| &nbsp; _____ _____</span></p>
<p class="rvps2"><span class="rvts6">2000| Nametable 0 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;| &nbsp;| &nbsp; &nbsp; | &nbsp; &nbsp; |</span></p>
<p class="rvps2"><span class="rvts6">&nbsp; &nbsp; |__________________________________________| &nbsp;| &nbsp;0 &nbsp;| &nbsp;1 &nbsp;|</span></p>
<p class="rvps2"><span class="rvts6">2400| Nametable 1 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;| &nbsp;|_____|_____|</span></p>
<p class="rvps2"><span class="rvts6">&nbsp; &nbsp; |__________________________________________| &nbsp;| &nbsp; &nbsp; | &nbsp; &nbsp; |</span></p>
<p class="rvps2"><span class="rvts6">2800| Nametable 2 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;| &nbsp;| &nbsp;2 &nbsp;| &nbsp;3 &nbsp;|</span></p>
<p class="rvps2"><span class="rvts6">&nbsp; &nbsp; |__________________________________________| &nbsp;|_____|_____|</span></p>
<p class="rvps2"><span class="rvts6">2c00| Nametable 3 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;|</span></p>
<p class="rvps2"><span class="rvts6">&nbsp; &nbsp; |__________________________________________|</span></p>
<p class="rvps2"><span class="rvts6">3000| Mirror of $2000-$2eff &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;|</span></p>
<p class="rvps2"><span class="rvts6">&nbsp; &nbsp; |__________________________________________|</span></p>
<p class="rvps2"><span class="rvts6">3f00| Palette &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;|</span></p>
<p class="rvps2"><span class="rvts6">&nbsp; &nbsp; |__________________________________________|</span></p>
<p class="rvps2"><span class="rvts6">3f20| Mirrors of $3f00-$3f1f &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; |</span></p>
<p class="rvps2"><span class="rvts6">&nbsp; &nbsp; |__________________________________________|</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">The NES PPU has enough RAM for two nametables (0 and 3); it brings some PPU nametable address lines to the cart edge so that the cart can decide whether to map 0 onto 2 and 1 onto 3 (vertical mirroring as in Super Mario Brothers and Contra) or 0 onto 1 and 2 onto 3 (horizontal mirroring as in Kid Icarus and Ikari), all screens to either 0 or 3 (as in many Rare games such as Battletoads and Jeopardy!), or all screens to RAM on the cartridge (as in Gauntlet). Split-screen games that scroll in all four directions (such as Super Mario Brothers 3 and Kirby's Adventure) often use vertical or one-screen mirroring (with a small amount of screen corruption at the sides due to tiles wrapping around the sides) and stick the status bar in some random unused area of the screen.&nbsp;</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts17">Game RAM Details</span></p>
<p class="rvps2"><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Mapping RAM/Finding Ram</span></p>
<p class="rvps2"><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Written by: adelikat</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">This guide is written specifically for finding useful values for TAS </span><a class="rvts23" href="MovieRecording.html">movie making</a><span class="rvts6">. &nbsp;</span></p>
<p class="rvps2"><span class="rvts6">It does not tell you how to use specific tools to find values. &nbsp;For that refer to </span><a class="rvts23" href="HexEditor.html">Hex editor</a><span class="rvts6">, </span><a class="rvts23" href="CheatSearch.html">Cheat Search</a><span class="rvts6">, and </span><span class="rvts23">RAM filter</span><span class="rvts6">.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">Most games use the basic on board ram. &nbsp;The address range of this ram is $0000-$07FF. &nbsp;This translates to 2048 possible ram values.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts65">Pages</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">This ram is broken down into 8 pages. &nbsp;A "page" is a block of 256 ram values.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">I will refer to these values as such:</span></p>
<p class="rvps2"><span class="rvts6">Block 0</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">$00xx</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">($0000-$00FF)</span></p>
<p class="rvps2"><span class="rvts6">Block 1</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">$01xx</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">($0100-$01FF)</span></p>
<p class="rvps2"><span class="rvts6">Block 2</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">$02xx</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">($0200-$02FF)</span></p>
<p class="rvps2"><span class="rvts6">Block 3</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">$03xx</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">($0300-$03FF)</span></p>
<p class="rvps2"><span class="rvts6">Block 4</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">$04xx</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">($0400-$04FF)</span></p>
<p class="rvps2"><span class="rvts6">Block 5</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">$05xx</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">($0500-$05FF)</span></p>
<p class="rvps2"><span class="rvts6">Block 6</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">$06xx</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">($0600-$06FF)</span></p>
<p class="rvps2"><span class="rvts6">Block 7</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">$07xx</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">($0700-$07FF)</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">Each block will be organized will similar data. &nbsp;For instance, all sprite data will be in the same block. &nbsp;Enemy/Player statistics (energy, coordinates, speed, etc.) will be in another. &nbsp;For instance, if you find the main character's HP and it is located in block 3, you know that the remaining stats for the character are also in that block. &nbsp;This can significantly cut down time when trying to find related values.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">There are always the following blocks:</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts50">Sprite Data</span><span class="rvts50"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts50"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Block 2</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">I've yet to see map a game that does not use this block solely for sprite data. &nbsp;It will contain the "ID" numbers for all the items currently on the screen. &nbsp;Simply put, this data is precisely the data you see on the screen. &nbsp;For making TAS movies this is not useful data. &nbsp;If you are using cheat search and have narrowed it down your search to a few values, you can immediately discard any $02xx values.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">In games with a lot of sprite data, I've seen blocks 1 &amp; 3 also reserved for sprite data.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts50">Music &amp; Sound FX</span><span class="rvts50"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Block 1 or 7, generally</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">This one has more deviation, but almost all games reserve an entire block for memory allocated to the game's Music and Sound FX. &nbsp;Again, for TAS purposes these values are not *useful. By finding even 1 of these values, you can eliminate that block from your search possibilities. &nbsp; Finding which block is reserved for music is often quite simple with the </span><a class="rvts23" href="HexEditor.html">Hex editor</a><span class="rvts6">. &nbsp;Watching the ram values with the game playing, you can see which addresses "move to the beat". &nbsp;</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">*Actually they can come in handy for "dancing to the beat"</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts50">Player &amp; Enemy Stats</span><span class="rvts6"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts6">Blocks 1,3,4,5 generally (any or all of these)</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">This is your "sweet spot" for movie making, as often you will be wanting to track the players speed or coordinates, enemy energy, or enemy coordinates.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">These values rarely (if at all) reside outside blocks 1, 3, 4, or 5. &nbsp;This knowledge already reduces your search possibilities in half!</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts65">Rows&nbsp;</span></p>
<p class="rvps2"><span class="rvts65"><br/></span></p>
<p class="rvps2"><span class="rvts6">Each block is broken down into 16 "rows" of addresses. &nbsp;For example, in block 3, the first row is $030x ($0300-$030F).</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">Each row of 16* will contain similar data. &nbsp;For instance all x coordinates will generally be in the same row. &nbsp;So xxx0 might be the main characters x position. &nbsp;xxxx1 would be "enemy 1" (1st enemy loaded onto the screen), and so on.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">The y coordinates would be in another row, x subpixel values in yet another row, etc.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">*Super Mario Bros. 2 (U) is a rare example that uses rows of 10</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts65">Columns</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">A column would be all the values of a block that share the same last digit. &nbsp;So a column would be 16 addresses such as $0300, $0310, $0320, etc.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">For enemy/player stats, columns usually refer to the same player or enemy.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">So for example, if a player's energy was stored in $0300. &nbsp;The remaining row will be other player/enemy's energy. &nbsp;</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">If the next row ($031x) is x positions. &nbsp;$0310 would be the player's x position. &nbsp;The remaining positions of that row would correspond to the other player/enemy x positions in line with the hp values of the previous row.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts65">Example</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">These distinctions are easier to see in a visual example. &nbsp;This is the enemy/player stats as they are mapped in the game </span><span class="rvts45">Teenage Mutant Ninja Turtles</span><span class="rvts6">.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts50">Block 4</span></p>
<p class="rvps2"><span class="rvts121"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts121"> &nbsp; &nbsp; &nbsp; &nbsp;</span><span class="rvts121"> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;P &nbsp;W1 W2 W3 E1 E2 E3 E4 E5 E6 E7 E8 X &nbsp;X &nbsp;X &nbsp;X &nbsp;</span></p>
<p class="rvps2"><span class="rvts44">Sprite ID: &nbsp; &nbsp; &nbsp; &nbsp;040x: 09 00 00 00 00 9E 9E 9E 9E 00 00 00 00 00 00 00</span></p>
<p class="rvps2"><span class="rvts44">ID counter: &nbsp; &nbsp; &nbsp; 041x: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p class="rvps2"><span class="rvts44">Timer/sp change: &nbsp;042x: 02 00 00 00 00 03 03 03 03 00 00 00 00 00 00 00</span></p>
<p class="rvps2"><span class="rvts44">hit animation: &nbsp; &nbsp;043x: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p class="rvps2"><span class="rvts44">characteristics: &nbsp;044x: 00 00 00 00 00 8D 8D 8D 8D 00 00 00 00 00 00 00</span></p>
<p class="rvps2"><span class="rvts44">characteristics: &nbsp;045x: C2 00 00 00 00 C2 C2 C3 C3 00 00 00 00 00 00 00</span></p>
<p class="rvps2"><span class="rvts44">Y position: &nbsp; &nbsp; &nbsp; 046x: 4C 00 00 00 00 B4 B4 64 B4 00 00 00 00 00 00 00</span></p>
<p class="rvps2"><span class="rvts44">Y subpixel: &nbsp; &nbsp; &nbsp; 047x: 34 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p class="rvps2"><span class="rvts44">X position: &nbsp; &nbsp; &nbsp; 048x: 50 00 00 00 00 79 B9 CC CC 00 00 00 00 00 00 00</span></p>
<p class="rvps2"><span class="rvts44">X subpixel: &nbsp; &nbsp; &nbsp; 049x: 80 00 00 00 00 C0 C0 C0 00 00 00 00 00 00 00 00</span></p>
<p class="rvps2"><span class="rvts44">Not used: &nbsp; &nbsp; &nbsp; &nbsp; 04ax: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p class="rvps2"><span class="rvts44">Y pix speed: &nbsp; &nbsp; &nbsp;04bx: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p class="rvps2"><span class="rvts44">Y subpix speed: &nbsp; 04cx: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p class="rvps2"><span class="rvts44">Not used: &nbsp; &nbsp; &nbsp; &nbsp; 04dx: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p class="rvps2"><span class="rvts44">X pix speed: &nbsp; &nbsp; &nbsp;04ex: 00 00 00 00 00 01 01 FE FE 00 00 00 00 00 00 00</span></p>
<p class="rvps2"><span class="rvts44">X subpix speed: &nbsp; 04fx: 00 00 00 00 00 60 60 A0 A0 00 00 00 00 00 00 00</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">P = current turtle (player)</span></p>
<p class="rvps2"><span class="rvts6">W = weapon (up to 3 on the screen at one time)</span></p>
<p class="rvps2"><span class="rvts6">E = enemy (up to 8 on the screen at one time)</span></p>
<p class="rvps2"><span class="rvts6">X = no use</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">E1 = "Enemy slot 1" which will be the first enemy on the screen loaded into memory. &nbsp;The 2nd will be placed in "Enemy slot 2". &nbsp;When enemy 1 is removed from memory (killed or goes off screen), the next enemy will be loaded into that slot. &nbsp;Enemy's always take the lowest available slot when loaded. &nbsp;Note: usually enemy slots are in reverse order. &nbsp;So the first addresses is usually the last enemy slot loaded into memory. &nbsp;TMNT is an exception.</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">All object (player, weapon, enemy) characteristics reside in block 4.</span></p>
<p class="rvps2"><span class="rvts6">Each row is a different characteristic of each object on the screen (040x refers to a sprite ID of an object)</span></p>
<p class="rvps2"><span class="rvts6">Each column corresponds to a specific object on the screen. &nbsp;(All 04x0 's refer to the player).</span></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6">See also, </span><a class="rvts23" href="MemoryWatch.html">Memory Watch</a><span class="rvts6">, </span><a class="rvts23" href="HexEditor.html">Hex Editor</a><span class="rvts6">,</span><a class="rvts23" href="CheatSearch.html"> Cheat Search</a><span class="rvts6">, </span><span class="rvts23">Ram Filter</span><span class="rvts6">, </span><a class="rvts23" href="MovieRecording.html">Movie Making</a><span class="rvts6">, </span><a class="rvts23" href="ToolAssistedSpeedruns.html">Tool Assisted Speedruns</a></p>
<p class="rvps2"><span class="rvts6"><br/></span></p>
<p class="rvps2"><span class="rvts6"></span><span class="rvts6"></span></p>
<p class="rvps4" style="clear: both;"><span class="rvts18">Created with the Personal Edition of HelpNDoc: </span><a class="rvts19" href="https://www.helpndoc.com">Easy CHM and documentation editor</a></p>
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