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

      • DVG
      • VectorROM

      • Journal
    • Centipede
      • Hardware
      • RAMUse
      • Code
    • 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
    • Donkey Kong (AI)
      • Hardware
      • RAMUse
      • Code
    • 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
    • Pooyan (AI)
      • Hardware
      • RAMUse
      • Code
    • Phoenix 90%
      • 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
      • invaders.asm
      • Hardware
      • RAMUse
      • Code

      • Journal
    • Tempest
      • Hardware
      • RAMUse
      • Code
    • The Pit (AI)
      • Hardware
      • RAMUse
      • Code
    • 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
  • ColossalCave
    • CodeOrg
    • DataOrg

    • Code350
    • Data350
  • 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
    • Popcorn
      • 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
    • HardwareLevel2
    • HardwareLevel1
    • HardwareDisk
    • HauntedHouse
      • RAMUse1
      • Code1
      • RAMUse2
      • Code2

      • Journal
    • Pyramid
      • RAMUse
      • Code

      • RAMUse1
      • Code1

      • Journal
    • RaakaTu
      • RAMUse
      • Code

      • Journal
    • Bedlam
      • RAMUse
      • Code

      • Journal
    • Xenos
      • RAMUse
      • Code
      • Section1
      • Section2
      • Section3
      • Section4
      • Section5
      • Section6
      • Section7
      • Section8
      • Section9
      • SSVDOBJS
      • USVDOBJS

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

  • Tools
    • Blend
      • blend.zip

      • Journal
  • RAM Usage

RAM Usage

Work RAM lives at `0x0000`–`0x03FF`. Each name below describes the cell by its role in the running game; the hex address is the stable identity. Cells that share a byte, or whose role is only partly pinned, carry a terse caveat.

Address Name Description
0032 tilemapPtrLo 16-bit working tile/screen pointer (lo 0x32 / hi 0x33) through which advanceHeadOrientatio
0033 tilemapPtrHi Tile-map cell pointer, high byte.
0050 headVelocitySeed Head velocity SEED: steerHeadAndSeedVelocity writes a random small magnitude (2 when
0081 objectYSteer Steered object's vertical (Y) steer delta: loc_71 is stepped by +/- loc_81 (sign from
0084 moveSubstepAccumA Sub-step (fractional) accumulator for the $63-axis coordinate integrator: $2ACE ac
0085 moveSubstepAccumB Sub-step (fractional) accumulator for the $73-axis coordinate integrator: $2AEB ac
0098 shadowTileLowNibble Transient low-nibble of the tile/attribute source (loc_34+x) captured during the per-
0099 shadowSignLatch Sign-bit latch of loc_44+x held during shadow build, XORed into the shadow sub-value
00a0 spawnTimer spawnActorOnTimer's own periodic countdown timer: decremented each enabled frame and, on r
00b3 sfxTimerCh2 SFX countdown timer feeding POKEY ch2 (AUDF2/AUDC2)
00b4 sfxTimerCh3 SFX countdown timer feeding POKEY ch3 (AUDF3/AUDC3, fixed AUDC3=0x64)
00b5 sfxTimerCh4 Companion timer cell re-armed to 0x14 by tickColumnCountdown; consumed (counted down) by a
00b6 sfxTimerCh2Priority Pitched pre-empt timer for POKEY ch2 (takes AUDF2 before the collision decision)
00b7 sfxTimerCh1Priority ch1 priority SFX timer: armed to 0x13 by armSlotState, decremented by the ch1 voice updater
00ba trackballLastDelta Per-axis last-committed signed trackball delta (hysteresis reference, array 0xba/0xbc
00be objectXDriftStash Saved copy of the horizontal drift OBJECT_X_DRIFT (loc_51) while it is paused: advanc
00c9 segmentMoveAccumB Second parallel segment-movement accumulator, advanced by delta+1 alongside 0xca on each c
00ca segmentMoveAccum Shared segment-movement accumulator.
00cb segmentRowCrossCount Row-crossing counter: bumped once when the accumulator clears the threshold, and a second
00cc segmentColLifeTimer Per-column life countdown (array 0xcc,0xcd,0xce).
00cf segmentColBody Per-column centipede body/step cell (array 0xcf,0xd0,0xd1 for cols 0..2).
00d2 segmentReloadTimer Shared reload timer: reloaded to 0xf0 unless IN1 bit4 is set; while nonzero it decrements
00d4 segmentMoveFrameCounter Free-running movement frame counter: stepPhasedCountersAndWrapCells increments it eve
00da fieldScanPtrLo Low byte of the 16-bit playfield cell-stream scan pointer walked forward by scanForRa
00db fieldScanPtrHi High byte of the 16-bit playfield cell-stream scan pointer (paired with loc_da); incr
00fd configDipByte Mode/control byte whose bits 5-4 select a ROM table variant in readFdBitsTableByte.
0178 highScoreTable High-score table RAM mirror base — first byte of the 64-byte EAROM-backed high-score block
018a highScoreConfigByte Config-byte snapshot stored inside the hi-score table (table+0x12); validate compares/reco
01b5 highScoreChecksum High-score table integrity checksum byte (last used byte of the hs block; foldHighScoreChe
01b8 trackballAxis0StepState Per-axis (axis 0) trackball step-state carried between IRQ frames and fed to stepAxis
01b9 trackballAxis1StepState Per-axis (axis 1) trackball step-state, companion to $01B8