Ring Counter Update Flag (Set to update rings total on screen) Lives Counter Update Flag (Set to update lives total on screen) Restart Level Flag (Set to restart level) Target palette (calling Pal_FadeTo will brighten the normal palette until it is the same as the target palette) Scroll Hold Flag (set to stop all scrolling dead) Scroll RAM cache (sent to VRAM every frame via DMA) Sonic previous position array (used for invincibility stars and such) Sonic's dynamic pattern reloading routine copies the relevant art over here, from where it is DMAed to VRAM every V-int. Sprite table (2 bytes per sprite + 2 bytes per priority level, each priority level takes $80 bytes.) Something to do with the pattern load queue Something to do with background scrolling in Star Light Zone Level layout (1 byte per chunk, $40 bytes per line, lines for planes A and B interlaced) This is a map of 68k memory as used by the main gameplay engine. Note: This page has been copied from with minor modifications. The following article is a RAM map for Sonic the Hedgehog.
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