fceux/files/{C652C305-E5FC-4C80-BCCD-72...

394 lines
36 KiB
HTML

<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html><head><title>NES RAM (Mapping/Finding Values)</title>
<meta http-equiv="Content-Style-Type" content="text/css">
<style type="text/css"><!--
body {
margin: 5px 5px 5px 5px;
background-color: #ffffff;
}
/* ========== Text Styles ========== */
hr { color: #000000}
body, table /* Normal text */
{
font-size: 10pt;
font-family: 'Arial', 'Helvetica', sans-serif;
font-style: normal;
font-weight: normal;
color: #000000;
text-decoration: none;
;
}
span.rvts1 /* Heading */
{
font-weight: bold;
color: #0000ff;
}
span.rvts2 /* Subheading */
{
font-weight: bold;
color: #000080;
}
span.rvts3 /* Keywords */
{
font-style: italic;
color: #800000;
}
a.rvts4, span.rvts4 /* Jump 1 */
{
color: #008000;
text-decoration: underline;
}
a.rvts5, span.rvts5 /* Jump 2 */
{
color: #008000;
text-decoration: underline;
}
span.rvts6 /* Font Hint */
{
color: #808080;
}
span.rvts7 /* Font Hint Title */
{
font-size: 15pt;
font-family: 'Tahoma', 'Geneva', sans-serif;
font-weight: bold;
color: #404040;
}
span.rvts8 /* Font Hint Bold */
{
font-weight: bold;
color: #808080;
}
span.rvts9 /* Font Hint Italic */
{
font-style: italic;
color: #808080;
}
span.rvts10
{
font-size: 18pt;
}
span.rvts11
{
font-size: 24pt;
text-decoration: underline;
}
a.rvts12, span.rvts12
{
color: #0000ff;
text-decoration: underline;
}
a.rvts12:hover { color: #0000ff; }
span.rvts13
{
font-size: 12pt;
}
span.rvts14
{
text-decoration: underline;
}
span.rvts15
{
font-size: 14pt;
text-decoration: underline;
}
span.rvts16
{
font-size: 12pt;
font-weight: bold;
}
span.rvts17
{
font-weight: bold;
}
span.rvts18
{
font-style: italic;
}
span.rvts19
{
font-family: 'Lucida Console', 'Monaco', monospace;
}
span.rvts20
{
font-family: 'Lucida Console', 'Monaco', monospace;
text-decoration: underline;
}
span.rvts21 /* Font Style */
{
font-size: 16pt;
font-family: 'Tahoma', 'Geneva', sans-serif;
color: #ffffff;
}
span.rvts22 /* Font Style */
{
font-family: 'MS Sans Serif', 'Geneva', sans-serif;
color: #808080;
}
span.rvts23 /* Font Style */
{
font-family: 'Verdana', 'Geneva', sans-serif;
font-style: italic;
color: #c0c0c0;
}
a.rvts24, span.rvts24 /* Font Style */
{
font-family: 'Verdana', 'Geneva', sans-serif;
font-style: italic;
color: #6666ff;
text-decoration: underline;
}
/* ========== Para Styles ========== */
p,ul,ol /* Paragraph Style */
{
text-align: left;
text-indent: 0px;
padding: 0px 0px 0px 0px;
margin: 0px 0px 0px 0px;
}
.rvps1 /* Centered */
{
text-align: center;
}
.rvps2 /* Paragraph Style */
{
background: #9fbed0;
margin: 0px 0px 20px 0px;
}
.rvps3 /* Paragraph Style */
{
text-align: center;
background: #e4e4e4;
margin: 20px 0px 0px 0px;
}
.rvps4 /* Paragraph Style */
{
border-color: #c0c0c0;
border-style: solid;
border-width: 1px;
border-right: none;
border-bottom: none;
border-left: none;
background: #ffffff;
padding: 3px 0px 0px 0px;
margin: 27px 0px 0px 0px;
}
--></style>
<script type="text/javascript">if(top.frames.length == 0) { top.location.href="../fceux-2.0.2.htm?{C652C305-E5FC-4C80-BCCD-721D9B6235EF}.htm"; }</script>
<meta name="generator" content="HelpNDoc Free"></head>
<body>
<p class=rvps2><span class=rvts21>NES RAM (Mapping/Finding Values)</span></p>
<p><span class=rvts11>NES Mapping</span></p>
<p><br></p>
<p>This guide gives a map of the addresses in the NES cpu and explains each portion in detail.&nbsp; </p>
<p><br></p>
<p>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.</p>
<p><br></p>
<p><span class=rvts10>Contents</span></p>
<p><br></p>
<p><span class=rvts16>Memory Map</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;Gives a diagram of the 2A03 CPU memory map .</p>
<p><br></p>
<p><span class=rvts16>2C02 PPU memory map</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;Gives more detailed info about each section of the Memory map diagram</p>
<p><br></p>
<p><span class=rvts16>Game Ram Details</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;On board RAM Map ($000-$07FF) Map (gives specific info on the how NES games typically layout their ram values)</p>
<p><br></p>
<p><span class=rvts16>Online Resources</span></p>
<p><a class=rvts12 href="http://en.wikibooks.org/wiki/NES_Programming">NES Programming - Wikipedia</a></p>
<p><a class=rvts12 href="http://everything2.com/e2node/NES%2520memory%2520map">NES Memory Map</a></p>
<p><br></p>
<p><span class=rvts10><br></span></p>
<p><span class=rvts10>Memory Map </span><span class=rvts13>(NES RAM/ROM)</span></p>
<p><br></p>
<p>2A03 CPU memory map</p>
<p>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.</p>
<p><br></p>
<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </p>
<p><span class=rvts15>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;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&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>Address Range &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Size in bytes &nbsp; &nbsp; &nbsp; &nbsp;Notes (Page size = 256bytes)</p>
<p><span class=rvts14>(Hexadecimal) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&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><br></p>
<p>$0000 - $07FF &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;2048 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Game Ram</p>
<p><br></p>
<p>($0000 - $00FF) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;256 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Zero Page - Special Zero Page addressing modes give faster memory read/write access</p>
<p>($0100 - $01FF) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;256 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Stack memory</p>
<p>($0200 - $07FF) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;1536 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;RAM</p>
<p><span class=rvts14>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&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><br></p>
<p>$0800 - $0FFF &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;2048 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Mirror of $0000-$07FF &nbsp; &nbsp; &nbsp; &nbsp;</p>
<p><br></p>
<p>($0800 - $08FF) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;256 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Zero Page</p>
<p>($0900 - $09FF) &nbsp; &nbsp; &nbsp; &nbsp;256 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Stack</p>
<p>($0A00 - $0FFF) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;1024 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Ram</p>
<p><span class=rvts14>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&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><br></p>
<p>$1000 - $17FF &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;2048 bytes &nbsp; &nbsp; &nbsp; &nbsp;Mirror of $0000-$07FF</p>
<p><br></p>
<p>($1000 - $10FF) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;256 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Zero Page</p>
<p>$1100 - $11FF &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;256 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Stack</p>
<p>$1200 - $17FF &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;1024 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;RAM</p>
<p><span class=rvts14>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&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><br></p>
<p>$1800 - $1FFF &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;2048 bytes &nbsp; &nbsp; &nbsp; &nbsp;Mirror of $0000-$07FF &nbsp; &nbsp; &nbsp; &nbsp;</p>
<p><br></p>
<p>($1800 - $18FF) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;256 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Zero Page</p>
<p>($1900 - $19FF) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;256 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Stack</p>
<p>($1A00 - $1FFF) &nbsp; &nbsp; &nbsp; &nbsp;1024 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;RAM</p>
<p><span class=rvts14>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&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><br></p>
<p>$2000 - $2007 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;8 bytes &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Input / Output registers</p>
<p>$2008 - $3FFF &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;8184 bytes &nbsp; &nbsp; &nbsp; &nbsp;Mirror of $2000-$2007 (mulitple times)</p>
<p><span class=rvts14>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&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><br></p>
<p>$4000 - $401F &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;32 bytes &nbsp; &nbsp; &nbsp; &nbsp;Input / Output registers</p>
<p>$4020 - $5FFF &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;8160 bytes &nbsp; &nbsp; &nbsp; &nbsp;Expansion ROM - Used with Nintendo's MMC5 to expand the capabilities of VRAM.</p>
<p><span class=rvts14>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&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><br></p>
<p>$6000 - $7FFF &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;8192 bytes &nbsp; &nbsp; &nbsp; &nbsp;SRAM - Save Ram used to save data between game plays.</p>
<p><span class=rvts14>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&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><br></p>
<p>$8000 - $BFFF &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;16384 bytes &nbsp; &nbsp; &nbsp; &nbsp;PRG-ROM lower bank - executable code</p>
<p>$C000 - $FFFF &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;16384 bytes &nbsp; &nbsp; &nbsp; &nbsp;PRG-ROM upper bank - executable code</p>
<p>$FFFA - $FFFB &nbsp; &nbsp; &nbsp; &nbsp;2 bytes &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Address of Non Maskable Interrupt (NMI) handler routine</p>
<p>$FFFC - $FFFD &nbsp; &nbsp; &nbsp; &nbsp;2 bytes &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Address of Power on reset handler routine</p>
<p>$FFFE - $FFFF &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;2 bytes &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Address of Break (BRK instruction) handler routine</p>
<p><span class=rvts14>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&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><br></p>
<p><br></p>
<p><span class=rvts10>2C02 PPU memory map</span></p>
<p><br></p>
<p>2C02 PPU is a character generator with sprites, designed by Nintendo specifically for the NES.</p>
<p><br></p>
<p>&nbsp;&nbsp;&nbsp;&nbsp; __________________________________________</p>
<p>0000| Pattern table 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |</p>
<p>&nbsp;&nbsp;&nbsp; |__________________________________________|</p>
<p>1000| Pattern table 1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |</p>
<p>&nbsp;&nbsp;&nbsp; |__________________________________________|&nbsp;&nbsp; _____ _____</p>
<p>2000| Nametable 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp; |</p>
<p>&nbsp;&nbsp;&nbsp; |__________________________________________|&nbsp; |&nbsp; 0&nbsp; |&nbsp; 1&nbsp; |</p>
<p>2400| Nametable 1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp; |_____|_____|</p>
<p>&nbsp;&nbsp;&nbsp; |__________________________________________|&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp;&nbsp;&nbsp;&nbsp; |</p>
<p>2800| Nametable 2&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |&nbsp; |&nbsp; 2&nbsp; |&nbsp; 3&nbsp; |</p>
<p>&nbsp;&nbsp;&nbsp; |__________________________________________|&nbsp; |_____|_____|</p>
<p>2c00| Nametable 3&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |</p>
<p>&nbsp;&nbsp;&nbsp; |__________________________________________|</p>
<p>3000| Mirror of $2000-$2eff&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |</p>
<p>&nbsp;&nbsp;&nbsp; |__________________________________________|</p>
<p>3f00| Palette&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |</p>
<p>&nbsp;&nbsp;&nbsp; |__________________________________________|</p>
<p>3f20| Mirrors of $3f00-$3f1f&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; |</p>
<p>&nbsp;&nbsp;&nbsp; |__________________________________________|</p>
<p><br></p>
<p>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. </p>
<p><br></p>
<p><br></p>
<p><span class=rvts10>Game RAM Details</span></p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;Mapping RAM/Finding Ram</p>
<p> &nbsp; &nbsp; &nbsp; &nbsp;Written by: adelikat</p>
<p><br></p>
<p>This guide is written specifically for finding useful values for TAS <a class=rvts12 href="{695C964E-B83F-4A6E-9BA2-1A975387DB55}.htm">movie making</a>.&nbsp; </p>
<p>It does not tell you how to use specific tools to find values.&nbsp; For that refer to <a class=rvts12 href="{06F7BBD5-399E-4CA0-8E4E-75BE0ACC525A}.htm">Hex editor</a>, <a class=rvts12 href="{B37E7A47-E65F-4544-BDDF-39BE708BA68F}.htm">Cheat Search</a>, and <span class=rvts12>RAM filter</span>.</p>
<p><br></p>
<p>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.</p>
<p><br></p>
<p><span class=rvts16>Pages</span></p>
<p><br></p>
<p>This ram is broken down into 8 pages.&nbsp; A "page" is a block of 256 ram values.</p>
<p><br></p>
<p>I will refer to these values as such:</p>
<p>Block 0 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;$00xx &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;($0000-$00FF)</p>
<p>Block 1 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;$01xx &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;($0100-$01FF)</p>
<p>Block 2 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;$02xx &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;($0200-$02FF)</p>
<p>Block 3 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;$03xx &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;($0300-$03FF)</p>
<p>Block 4 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;$04xx &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;($0400-$04FF)</p>
<p>Block 5 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;$05xx &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;($0500-$05FF)</p>
<p>Block 6 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;$06xx &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;($0600-$06FF)</p>
<p>Block 7 &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;$07xx &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;($0700-$07FF)</p>
<p><br></p>
<p>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.</p>
<p><br></p>
<p>There are always the following blocks:</p>
<p><br></p>
<p><span class=rvts17>Sprite Data &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</span>Block 2</p>
<p><br></p>
<p>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.</p>
<p><br></p>
<p>In games with a lot of sprite data, I've seen blocks 1 &amp; 3 also reserved for sprite data.</p>
<p><br></p>
<p><span class=rvts17>Music &amp; Sound FX &nbsp; &nbsp; &nbsp; &nbsp;</span>Block 1 or 7, generally</p>
<p><br></p>
<p>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;&nbsp; Finding which block is reserved for music is often quite simple with the <a class=rvts12 href="{06F7BBD5-399E-4CA0-8E4E-75BE0ACC525A}.htm">Hex editor</a>.&nbsp; Watching the ram values with the game playing, you can see which addresses "move to the beat".&nbsp; </p>
<p><br></p>
<p>*Actually they can come in handy for "dancing to the beat"</p>
<p><br></p>
<p><span class=rvts17>Player &amp; Enemy Stats</span> &nbsp; &nbsp; &nbsp; &nbsp;Blocks 1,3,4,5 generally (any or all of these)</p>
<p><br></p>
<p>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.</p>
<p><br></p>
<p>These values rarely (if at all) reside outside blocks 1, 3, 4, or 5.&nbsp; This knowledge already reduces your search possibilities in half!</p>
<p><br></p>
<p><span class=rvts16>Rows </span></p>
<p><span class=rvts16><br></span></p>
<p>Each block is broken down into 16 "rows" of addresses.&nbsp; For example, in block 3, the first row is $030x ($0300-$030F).</p>
<p><br></p>
<p>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.</p>
<p><br></p>
<p>The y coordinates would be in another row, x subpixel values in yet another row, etc.</p>
<p><br></p>
<p>*Super Mario Bros. 2 (U) is a rare example that uses rows of 10</p>
<p><br></p>
<p><span class=rvts16>Columns</span></p>
<p><br></p>
<p>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.</p>
<p><br></p>
<p>For enemy/player stats, columns usually refer to the same player or enemy.</p>
<p><br></p>
<p>So for example, if a player's energy was stored in $0300.&nbsp; The remaining row will be other player/enemy's energy.&nbsp; </p>
<p><br></p>
<p>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.</p>
<p><br></p>
<p><span class=rvts16>Example</span></p>
<p><br></p>
<p>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 class=rvts18>Teenage Mutant Ninja Turtles</span>.</p>
<p><br></p>
<p><span class=rvts17>Block 4</span></p>
<p><span class=rvts20> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&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><span class=rvts19>Sprite ID:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 040x: 09 00 00 00 00 9E 9E 9E 9E 00 00 00 00 00 00 00</span></p>
<p><span class=rvts19>ID counter:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 041x: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class=rvts19>Timer/sp change:&nbsp; 042x: 02 00 00 00 00 03 03 03 03 00 00 00 00 00 00 00</span></p>
<p><span class=rvts19>hit animation:&nbsp;&nbsp;&nbsp; 043x: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class=rvts19>characteristics:&nbsp; 044x: 00 00 00 00 00 8D 8D 8D 8D 00 00 00 00 00 00 00</span></p>
<p><span class=rvts19>characteristics:&nbsp; 045x: C2 00 00 00 00 C2 C2 C3 C3 00 00 00 00 00 00 00</span></p>
<p><span class=rvts19>Y position:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 046x: 4C 00 00 00 00 B4 B4 64 B4 00 00 00 00 00 00 00</span></p>
<p><span class=rvts19>Y subpixel:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 047x: 34 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class=rvts19>X position:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 048x: 50 00 00 00 00 79 B9 CC CC 00 00 00 00 00 00 00</span></p>
<p><span class=rvts19>X subpixel:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 049x: 80 00 00 00 00 C0 C0 C0 00 00 00 00 00 00 00 00</span></p>
<p><span class=rvts19>Not used:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 04ax: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class=rvts19>Y pix speed:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 04bx: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class=rvts19>Y subpix speed:&nbsp;&nbsp; 04cx: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class=rvts19>Not used:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 04dx: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span></p>
<p><span class=rvts19>X pix speed:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 04ex: 00 00 00 00 00 01 01 FE FE 00 00 00 00 00 00 00</span></p>
<p><span class=rvts19>X subpix speed:&nbsp;&nbsp; 04fx: 00 00 00 00 00 60 60 A0 A0 00 00 00 00 00 00 00</span></p>
<p><br></p>
<p>P = current turtle (player)</p>
<p>W = weapon (up to 3 on the screen at one time)</p>
<p>E = enemy (up to 8 on the screen at one time)</p>
<p>X = no use</p>
<p><br></p>
<p>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.</p>
<p><br></p>
<p>All object (player, weapon, enemy) characteristics reside in block 4.</p>
<p>Each row is a different characteristic of each object on the screen (040x refers to a sprite ID of an object)</p>
<p>Each column corresponds to a specific object on the screen.&nbsp; (All 04x0 's refer to the player).</p>
<p><br></p>
<p>See also, <a class=rvts12 href="{01ABA5FD-D54A-44EF-961A-42C7AA586D95}.htm">Memory Watch</a>, <a class=rvts12 href="{06F7BBD5-399E-4CA0-8E4E-75BE0ACC525A}.htm">Hex Editor</a>,<a class=rvts12 href="{B37E7A47-E65F-4544-BDDF-39BE708BA68F}.htm"> Cheat Search</a>, <span class=rvts12>Ram Filter</span>, <a class=rvts12 href="{695C964E-B83F-4A6E-9BA2-1A975387DB55}.htm">Movie Making</a>, <a class=rvts12 href="{FFA06380-625B-4EF0-AE42-BA201A5A9306}.htm">Tool Assisted Speedruns</a></p>
<p><br></p>
<p><br></p>
<p class=rvps3><span class=rvts22>2008</span></p>
<p class=rvps4><span class=rvts23>This help file has been generated by the freeware version of </span><a class=rvts24 href="http://www.ibe-software.com/products/software/helpndoc/" target="_blank">HelpNDoc</a></p>
</body></html>