Asteroids RAM Usage

AddressNameDescription
00
01
02
03
04
05
06
07
08
09
0A
0B
0C
0D
0E
0F
10
11
12
13
14
15
16
17
18curPlayerCurrent Player (0 = Player 1, 1 = Player 2)
19
1ANumber Of Players In Previous Game (0 = None, 1 = Singleplayer, 2 = Multiplayer)
1B
1CnumPlayersNumber Of Players In Current Game
1D:30High Score Table (Scores) 2 Byte Format In Decimal. Byte 1 Tens, Byte 2 Thousands (In Decimal)
31Current Letter On High Score Entry
32Placement Of Player 1 High Score
33Placement Of Player 2 High Score
34:51High Score Table (Initials) 3 Byte Format
52Player 1 Score Tens (In Decimal)
53Player 1 Score Thousands (In Decimal)
54Player 2 Score Tens (In Decimal)
55Player 2 Score Thousands (In Decimal)
56Number Of Starting Ships Per Game
57numShipsP1Current Number Of Ships, Player 1
58numShipsP2Current Number Of Ships, Player 2
59Hyperspace Flag: 1 = Successful Hyperspace Jump, $80 = Unsuccessful Hyperspace Jump (DEATH), 0 = Hyperspace Not Currently Active
5ATime before game starts/time in 2 player game before it switches from current player to next after current player death. Starts at #$80 and counts down to 0
5BAppears to be a timeout for the code. Game will lock up if this goes above 3. Checked in the NMI
5CFast Timer
5DSlow Timer
5E
5F"Random" Value
60
61directionShip Direction
62Direction Shot Is Fired From Saucer
63Photon Input Limiter (0 = No Input, +128 Per Photon, 255 = Max Input Limit) can't shoot a photon if value is above 127. Also used for initials input length on high score entry
64Ship Horizontal Velocity Low
65Ship Vertical Velocity Low
66TIMER: Length Of Time To Play Player Fire Sound
67TIMER: Length Of Time To Play Saucer Fire Sound
68TIMER: Length Of Time To Play Bonus Ship Sound
69TIMER: Length Of Time To Play Explosion Sound
6AAlternate Fire Sound Flag For Player
6BAlternate Fire Sound Flag For Saucer
6CCurrent Volume & Frequency Settings For THUMP Sound
6DTIMER: Time THUMP Sound Remains On
6ETIMER: Time THUMP Sound Remains Off (Speeds Up As Game Progresses)
6FBitmap Of Changes To Be Made In $3200
70Current Number Of Credits
71Bitmap Of DIP Switches 4-8
72Slam Switch Flag
73Total Coins (After Multipliers) To Be Converted To Credits
74
75
76
77
78
79
7ACoin 1 Input Length (31 = No Input) goes down by 1 until it hits 0, if input is released before 0 then credit is added
7BCoin 2 Input Length
7CCoin 3 Input Length
7D
7E
7F
80:FF
0100:01FFStack Space
0200:02FFCurrent Player RAM
0200:0222Status
0200:021AAsteroids 27-1
021BShip, 0 = No Ship Or Currently In Hyperspace, 1 = Alive, 0x160+ = Ship Currently Exploding
021CSaucer, 0 = No Saucer, 1 = Small Saucer, 2 = Large Saucer
021D:021ESaucer Shots 2-1 Countdown Timer
021F:0222Ship Shots 4-1 Countdown Timer
0223:0245Horizontal Velocity 0-255, (255-192) = Left, 1-63 = Right
0223:023DAsteroids 27-1
023EShip
023FSaucer
0240:0241Saucer Shots 2-1
0242:0245Ship Shots 4-1
0246:0268Vertical Velocity 0-255, (255-192) = Down, 1-63 = Up
0246:0260Asteroids 27-1
0261Ship
0262Saucer
0263:0264Saucer Shots 2-1
0265:0268Ship Shots 4-1
0269:028BHorizontal Position High (0-31), 0 = Left, 31 = Right
0269:0283Asteroids 27-1
0284Ship
0285Saucer
0286:0287Saucer Shots 2-1
0288:028BShip Shots 4-1
028C:02AEVertical Position High (0-23), 0 = Bottom, 23 = Top
028C:02A6Asteroids 27-1
02A7Ship
02A8Saucer
02A9:02AASaucer Shots 2-1
02AB:02AEShip Shots 4-1
02AF:02D1Horizontal Position Low (0-255), 0 = Left, 255 = Right
02AF:02C9Asteroids 27-1
02CAShip
02CBSaucer
02CC:02CDSaucer Shots 2-1
02CE:02D1Ship Shots 4-1
02D2:02F4Vertical Position Low (0-255), 0 = Bottom, 255 = Top
02D2:02ECAsteroids 27-1
02EDShip
02EESaucer
02EF:02F0Saucer Shots 2-1
02F1:02F4Ship Shots 4-1
02F5Starting Asteroids Per Wave
02F6Current Amount Of Asteroids
02F7Countdown Timer For Saucer, At 0, Saucer Appears. Also Used For Time Between Saucer Shots While Saucer Is Alive
02F8Starting Value For Timer At 02F7
02F9?? Goes Up After Explosion ??
02FATimer For Ship Spawning
02FBTimer For Asteroid Wave
02FCStarting Value For Timer At 6E
02FD?? Goes Up By One Every Wave ??
02FE
02FF
0300:03FFOther Player RAM