Difference between revisions of "Sonic Jam 6/RAM Editing"
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==Values== | ==Values== | ||
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Latest revision as of 04:38, 25 March 2020
SCHG: Sonic Jam 6 |
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Main Article |
ROM Editing |
Editing ROM |
RAM Editing |
Editing RAM |
Art Editing |
Editing Art |
Value Reference |
Value Reference |
Values
Offset | Description | Note |
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RAM:0096 | Number of seconds left (unsigned short). | |
RAM:001a | Buttons pressed on joypad (BYTE). | Bits: 76543210 -> SACBRLDU |
RAM:001c | Buttons pressed on joypad (bits set only when button is pressed for the first time after being released) (BYTE). | Bits: 76543210 -> SACBRLDU |
RAM:0042 | Number of current level map (WORD). | See Level Map Numbers |
RAM:00a4 | Water level flag | (0x0000 = disabled, 0x0001 = enabled).
If this is enabled, you swim, otherwise you don't (WORD). |
RAM:008a | '???' level flag (WORD). | If this value is 0x0002 it is a continuing level, when you go into a pipe, the original level is continued and this level isn't treated as a seperate level. |
RAM:0092 | Number of coins (WORD). | |
RAM:0094 | Number of lives (WORD). | |
RAM:00ba | Number of lives "mirror" (WORD). | This exists likely due to sloppy programming. At a place it's set to the number of lives you get when you start a new game, and then copied to 0xff0094 (the usual lives address). Other places in the game only copy from this to '0094 or the other way around. It is not updated when lives become 0, as the game won't run the code to copy '0094 back to '00ba then. All the checks on lives take place on '0094, so you don't need to care about this one. |
RAM:7140 | Character sprite X position on screen (WORD) (in genesis format, 0 = 0x80). | |
RAM:7142 | Character sprite Y position on screen (WORD) (in genesis format, 0 = 0x80). |