User:Dr. Floppy/Apex: Difference between revisions

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(→‎RAM Map: four more zero-page values)
(→‎RAM Map: Added several zero-page values.)
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== RAM Map ==
== RAM Map ==
$00-0F: Music channel pointers<br />
$00-0D: Music channel pointers<br />
$10-1F: Repeat coda pointers<br />
$0E-0F: Rhythm Array pointer<br />
$10-1D: Repeat Coda pointers<br />
$1E: Song Data bank#<br />
$1F: DPCM sample data Bank#<br />
$20-2F: Cycle countdowns & reiterations<br />
$20-2F: Cycle countdowns & reiterations<br />
$30-3F: Timbre/volume/misc.<br />
$30-3F: Timbre/volume/misc.<br />
$40-47: Music "jukebox" variables<br />
$5C: Current macromode<br />
$5D: Macromode transition destination<br />
$5F: Transition status [#00 = null; #01: activate; #FF: transitioning]<br />
$C0: Current Spritesheet<br />
$C0: Current Spritesheet<br />
$C1: Current BG Tilesheet<br />
$C1: Current BG Tilesheet<br />
$C4: SPR-OAM Transfer on next NMI? (#00 = yes)<br />
$F8: SPR-OAM Transfer on next NMI? (#00 = yes)<br />
$FC: Frame Counter<br />
$FC: Frame Counter<br />
$FF: Used in terminal MPL loop.<br />
<br />
<br />
$100-1FF: Stack<br />
$100-1FF: Stack<br />

Revision as of 05:56, 20 March 2012

Apex is a side-scrolling adventure/exploration game. It serves as a testament to the "golden age" of console gaming (circa early '90's)- a celebration of what was, what is and what might have been.

Overview

  • Project owner: Dr. Floppy
  • Developer: 2nd Party
  • Compiler: None (hex coding)
  • Sound driver: None (original engine)
  • Soundtrack by: Dr. Floppy
  • Started on: 5/2011
  • Status: Preproduction
  • Mapper: MMC5 (ETROM)
  • PRG-ROM: 256 KB
  • CHR-ROM: 256 KB
  • PRG-RAM: 64 KB

Story

Bioterrorists are cultivating superviruses in labs hidden at the bottom of the ocean.

Gameplay

Apex is a rather nondescript purple angelfish with two basic attacks: a stationary somersault and high-velocity bubble projectiles.

RAM Map

$00-0D: Music channel pointers
$0E-0F: Rhythm Array pointer
$10-1D: Repeat Coda pointers
$1E: Song Data bank#
$1F: DPCM sample data Bank#
$20-2F: Cycle countdowns & reiterations
$30-3F: Timbre/volume/misc.
$40-47: Music "jukebox" variables
$5C: Current macromode
$5D: Macromode transition destination
$5F: Transition status [#00 = null; #01: activate; #FF: transitioning]
$C0: Current Spritesheet
$C1: Current BG Tilesheet
$F8: SPR-OAM Transfer on next NMI? (#00 = yes)
$FC: Frame Counter
$FF: Used in terminal MPL loop.

$100-1FF: Stack

$200-2FF: Sprites

ROM Map

$3E010: NMI Routine
$3F010: Init. Routine
$3F090: Title Screen draw routine
$3F0F0-3F10F: Title Screen palettes
$3F110: Main Program Loop
$40000: Waiting for NMI