• Contact
  • Journal
  • Home
  • Arcade
  • Asteroids 80%
  • RAMUse
  • Site
  • Page
  • Amiga
    • Rainbow Islands
      • 1loader-dec
      • 1loader
      • boot
      • orig-boot
      • Journal
  • Arcade
    • Asteroids 80%
      • Hardware
      • RAMUse
      • Code

      • DVG
      • VectorROM

      • Journal
    • Crazy Climber 1%
      • BigSpriteGraphics.pdf
      • Buildings.pdf
      • cclimber.asm
      • CharEnc.inc
      • CrazyClimberMemoryMapInfo.pdf
      • GraphicsAndCharacterAssetInfo.pdf
      • MemoryMap.inc
    • Defender 75%
      • RAMUse
      • Hardware
      • Bank1
      • Bank2
      • Bank3
      • Bank7
      • BankFixed
      • Mapping.txt
      • SoundHardware
      • SoundRAMUse
      • SoundCode
      • Defender-Theory-Early.pdf
      • Defender-Theory-Later.pdf
      • Defender.CPU.jpg
      • Defender.ROM.B&W.jpg
      • Defender.Vid.B&W.jpg
      • SoundROM.txt
    • Frogger (Sound)
      • SoundHardware
      • SoundRAMUse
      • SoundCode

      • Hardware
      • RAMUse
      • Code

      • GFX

      • Journal
    • Galaga 5%
      • CPU1 (Main)
      • CPU2 (Secondary)
      • CPU3 (Sound)
      • GFX1 (Characters)
      • GFX2 (Sprites)
      • PROMcolors
      • PROMpaletteChar
      • PROMpaletteSprite

      • CPU1Fix

      • Journal
    • Moon Patrol 75%
      • Hardware
      • RAMUse
      • Code

      • GFX1 (Text)
      • GFX2 (Sprites)
      • GFX3 (Mountains)
      • GFX4 (Hills)
      • GFX5 (City)
      • ImageBackgroundColors
      • SpriteColors
      • SpriteColorSets
      • TextColors

      • MoonPatrolSound
      • SoundHardware
      • SoundRAMUse
      • SoundCode

      • Journal
    • Omega Race 10%
      • Hardware
      • RAMUse
      • MainBoard

      • SoundHardware
      • SoundRAMUse
      • SoundBoard

      • DVGPROM
      • VectorROM

      • Journal
    • Phoenix 35%
      • Hardware
      • RAMUse
      • Code

      • Background
      • Foreground

      • Journal

      • Scramble HHi
        • phoenixj-func-main2.pdf
        • phoenixj-func-main2.scap
        • phoenixj.asm-may2025.txt
        • phoenixj.asm-may2025.txt.pdf
    • Space Invaders
      • Hardware
      • RAMUse
      • Code

      • Journal
    • Time Pilot (Sound)
      • SoundHardware
      • SoundRAMUse
      • SoundCode

      • Hardware
      • RAMUse
      • Code

      • Journal
    • Sea Wolf 1%
      • Hardware
      • RAMUse
      • Code

      • Journal
    • Scramble 1%
      • SoundHardware
      • SoundRAMUse
      • SoundCode

      • Journal
  • Atari2600
    • Stella (Hardware Info)
    • Asteroids 5%
      • RAMUse
      • Code

      • Journal
    • Battle Zone 1%
      • RAMUse
      • Code

      • Journal
    • Chess 1%
      • RAMUse
      • Code

      • Journal
    • Combat 10%
      • RAMUse
      • Code
      • CodePAL

      • Journal
    • Double Gap
      • Code
      • DoubleGap.asm

      • Journal
    • Entombed 1%
      • RAMUse
      • Code

      • Journal
    • ET 1%
      • RAMUse
      • Code

      • Journal
    • Burger Time 1%
      • RAMUse
      • CodeBank0
      • CodeBank1
      • CodeBank2
      • CodeBank3
      • CodeBank4
      • CodeBank5
      • CodeBank6
      • CodeBank7

      • Journal
    • Missile Command 1%
      • RAMUse
      • Code

      • Journal
    • Space Invaders 1%
      • RAMUse
      • Code

      • Journal
  • CoCo
    • Hardware
    • Early Work
    • Pyramid
      • RAMUse
      • Code

      • Journal
    • Raaka Tu
      • RAMUse
      • Code

      • Journal
    • Bedlam
      • RAMUse
      • Code

      • Journal
    • Madness & Minotaur
      • Walk Through
        • after_start.txt
        • after_start.cas
        • after_1.txt
        • after_1.cas
        • after_2.txt
        • after_2.cas
        • after_3.txt
        • after_3.cas
        • after_4.txt
        • after_4.cas
        • after_5.txt
        • after_5.cas
        • after_6.txt
        • after_6.cas
        • after_7.txt
        • after_7.cas
        • after_8.txt
        • after_8.cas
        • after_9.txt
        • after_9.cas
        • after_10.txt
        • after_10.cas
        • after_11.txt
        • after_11.cas
        • after_12.txt
        • after_12.cas
        • after_13.txt
        • after_13.cas
        • after_14.txt
        • after_14.cas
        • after_15.txt
        • after_15.cas
        • after_16.txt
        • after_16.cas
        • after_17.txt
        • after_17.cas
        • after_18.txt
        • after_18.cas
        • after_19.txt
        • after_19.cas
        • after_20.txt
        • after_20.cas
        • after_21.txt
        • after_21.cas
        • after_22.txt
        • after_22.cas
        • after_23.txt
        • after_23.cas
        • after_24.txt
        • after_24.cas
        • after_25.txt
        • after_25.cas
      • RAMUse
      • Code

      • SaveGameViewer

      • Journal
    • Mega-Bug
      • RAMUse
      • Code

      • Journal
    • Daggorath
      • RAMUse
      • Code

      • Level Maps

      • Journal
    • Downland 5%
      • RAMUse
      • Code

      • Journal
    • Audio Analyzer 5%
      • RAMUse
      • Code

      • Journal
    • Doubleback
      • RAMUse
      • Code

      • Journal
  • NES
    • Zelda 5%
      • Hardware
      • RAMUse
      • Bank0
      • Bank1
      • Bank2
      • Bank3
      • Bank4
      • Bank5
      • Bank6
      • Bank7

      • Journal
    • Kid Icarus 1%
      • Hardware
      • RAMUse
      • Bank0
      • Bank1
      • Bank2
      • Bank3
      • Bank4
      • Bank5
      • Bank6
      • Bank7

      • Journal
  • Gameboy
    • Hardware
    • Link's Awakening 1%
      • RAMUse
      • Bank00
      • Bank01
      • Bank02
      • Bank03
      • Bank04
      • Bank05
      • Bank06
      • Bank07
      • Bank08
      • Bank09
      • Bank0A
      • Bank0B
      • Bank0C
      • Bank0D
      • Bank0E
      • Bank0F
      • Bank10
      • Bank11
      • Bank12
      • Bank13
      • Bank14
      • Bank15
      • Bank16
      • Bank17
      • Bank18
      • Bank19
      • Bank1A
      • Bank1B
      • Bank1C
      • Bank1D
      • Bank1E
      • Bank1F

      • Journal
    • Tetris 1%
      • RAMUse
      • Code

      • Journal
  • TRS80
    • Hardware
    • HauntedHouse
      • RAMUse1
      • Code1
      • RAMUse2
      • Code2

      • Journal
    • Pyramid
      • RAMUse
      • Code

      • RAMUse1
      • Code1

      • Journal
    • RaakaTu
      • RAMUse
      • Code

      • Journal
    • Bedlam
      • RAMUse
      • Code

      • Journal
  • Virus
    • Morris Worm 1%
      • Journal
    • Stoned
      • Journal

  • Tools
    • Blend
      • blend.zip

      • Journal
  • Asteroids RAM Usage

Asteroids RAM Usage

00 $00
01 $01
02 $02
03 $03
04 $04
05 $05
06 $06
07 $07
08 $08
09 $09
0A $0A
0B $0B
0C $0C
0D $0D
0E $0E
0F $0F
10 $10
11 $11
12 $12
13 $13
14 $14
15 $15
16 $16
17 $17
18 curPlayer Current Player (0 = Player 1, 1 = Player 2)
19 $19
1A numPrevPlayers Number Of Players In Previous Game (0 = None, 1 = Singleplayer, 2 = Multiplayer)
1B $1B
1C numPlayers Number Of Players In Current Game
1D:30 highScores High Score Table (Scores) 2 Byte Format In Decimal. Byte 1 Tens, Byte 2 Thousands (In Decimal)
31 highScoreLetter Current Letter On High Score Entry
32 ply1HighPlacement Placement Of Player 1 High Score
33 ply2HighPlacement Placement Of Player 2 High Score
34:51 highScoresInitials High Score Table (Initials) 3 Byte Format
52 ply1ScoreTens Player 1 Score Tens (In Decimal)
53 ply1ScoreThous Player 1 Score Thousands (In Decimal)
54 ply2ScoreTens Player 2 Score Tens (In Decimal)
55 ply2ScoreThous Player 2 Score Thousands (In Decimal)
56 numShipsPerGame Number Of Starting Ships Per Game
57 ply1CurShips Current Number Of Ships, Player 1
58 ply2CurShips Current Number Of Ships, Player 2
59 hyperSpaceFlag Hyperspace Flag: 1 = Successful Hyperspace Jump, $80 = Unsuccessful Hyperspace Jump (DEATH), 0 = Hyperspace Not Currently Active
5A delayBeforePlay Time 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
5B ??timeout?? ?? Appears to be a timeout for the code. Game will lock up if this goes above 3. Checked in the NMI
5C fastTimer Fast Timer
5D slowTimer Slow Timer
5E $5E
5F rndValue "Random" Value
60 $60
61 direction Ship Direction
62 saucerShotDir Direction Shot Is Fired From Saucer
63 photomLimiter Photon 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
64 ship_thrust_dH Ship Horizontal Velocity Low
65 ship_thrust_dV Ship Vertical Velocity Low
66 sndTimePlayerFire TIMER: Length Of Time To Play Player Fire Sound
67 sndTimeSaucerFire TIMER: Length Of Time To Play Saucer Fire Sound
68 sndTimeBonusShip TIMER: Length Of Time To Play Bonus Ship Sound
69 sndTimeExplosion TIMER: Length Of Time To Play Explosion Sound
6A sndAltFirePlayer Alternate Fire Sound Flag For Player
6B sndAltFireSaucer Alternate Fire Sound Flag For Saucer
6C sndThump Current Volume & Frequency Settings For THUMP Sound
6D sndThumpOn TIMER: Time THUMP Sound Remains On
6E sndTHumpOff TIMER: Time THUMP Sound Remains Off (Speeds Up As Game Progresses)
6F holdLampValues Bitmap Of Changes To Be Made In $3200
70 numCredits Current Number Of Credits
71 holdDIP Bitmap Of DIP Switches 4-8
72 slamFlag Slam Switch Flag
73 coinsToCredits Total Coins (After Multipliers) To Be Converted To Credits
74 $74
75 $75
76 $76
77 $77
78 $78
79 $79
7A coin1InpLen Coin 1 Input Length (31 = No Input) goes down by 1 until it hits 0, if input is released before 0 then credit is added
7B coin2InpLen Coin 2 Input Length
7C coin3InpLen Coin 3 Input Length
7D:88 $7D Ship explosion pieces x offsets (byte 1 minor, byte 2 major)
89:94 $89 Ship explosion pieces y offsets (byte 1 minor, byte 2 major)
95:FF $95
0100:01FF stack Stack Space

0200 - 02FF Current Player RAM

0200 - 0222 Status

0200:021A statusAsteroids Asteroids 27-1
021B statusShip Ship, 0 = No Ship Or Currently In Hyperspace, 1 = Alive, 0x160+ = Ship Currently Exploding
021C statusSaucer Saucer, 0 = No Saucer, 1 = Small Saucer, 2 = Large Saucer
021D:021E saucerShotTimer Saucer Shots 2-1 Countdown Timer
021F:0222 shipShotsTimer Ship Shots 4-1 Countdown Timer

0223 - 0245 Horizontal Velocity 0-255, (255-192) = Left, 1-63 = Right

0223:023D horzVelAsteroids Asteroids 27-1
023E horzVelShip Ship
023F horzVelSaucer Saucer
0240:0241 horzVelSaucerShots Saucer Shots 2-1
0242:0245 horzVelShipShots Ship Shots 4-1

0246 - 0268 Vertical Velocity 0-255, (255-192) = Down, 1-63 = Up

0246:0260 vertVelAsteroids Asteroids 27-1
0261 vertVelShip Ship
0262 vertVelSaucer Saucer
0263:0264 vertVelSaucerShots Saucer Shots 2-1
0265:0268 vertVelShipShots Ship Shots 4-1

0269 - 028B Horizontal Position High (0-31), 0 = Left, 31 = Right

0269:0283 hposhAsteroids Asteroids 27-1
0284 hposhShip Ship
0285 hposhSaucer Saucer
0286:0287 hposhSaucerShots Saucer Shots 2-1
0288:028B hposhShipShots Ship Shots 4-1

028C - 02AE Vertical Position High (0-23), 0 = Bottom, 23 = Top

028C:02A6 vposhAsteroids Asteroids 27-1
02A7 vposhShip Ship
02A8 vposhSaucer Saucer
02A9:02AA vposhSaucerShots Saucer Shots 2-1
02AB:02AE vposhShipShots Ship Shots 4-1

02AF - 02D1 Horizontal Position Low (0-255), 0 = Left, 255 = Right

02AF:02C9 hposlAsteroids Asteroids 27-1
02CA hposlShip Ship
02CB hposlSaucer Saucer
02CC:02CD hposlSaucerShots Saucer Shots 2-1
02CE:02D1 hposlShipShots Ship Shots 4-1

02D2 - 02F4 Vertical Position Low (0-255), 0 = Bottom, 255 = Top

02D2:02EC vposlAsteroids Asteroids 27-1
02ED vposlShip Ship
02EE vposlSaucer Saucer
02EF:02F0 vposlSaucerShots Saucer Shots 2-1
02F1:02F4 vposlShipShots Ship Shots 4-1
02F5 asteroidsPerWave Starting Asteroids Per Wave
02F6 curAsteroidCount Current Amount Of Asteroids
02F7 saucerTimer Countdown Timer For Saucer, At 0, Saucer Appears. Also Used For Time Between Saucer Shots While Saucer Is Alive
02F8 saucerTimeReload Starting Value For Timer At 02F7
02F9 asteroid_hit_timer Goes Up After Explosion
02FA shipSpawnTimer Timer For Ship Spawning
02FB astdWaveTimer Timer For Asteroid Wave
02FC astWaveTimerReload Starting Value For Timer At 6E
02FD max_rocks_for_ufo Goes Up By One Every Wave
02FE $02FE
02FF $02FF

Holding area for "other player"

0300:03FF otherPlayerRAM Other Player RAM