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favicon.ico: computerarcheology.com/Arcade/DonkeyKong/RAMUse.html - Donkey Kong.

site address: computerarcheology.com/Arcade/DonkeyKong/RAMUse.html

site title: Donkey Kong

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the (260), and (80), code (53), journal (44), ramuse (42), board (36), frame (32), per (31), txt (30), object (27), byte (26), cas (26), sprite (25), record (25), for (25), each (22), player (22), hardware (21), bonus (20), mario (19), its (19), records (18), 50m (18), one (18), state (18), bit (17), array (16), pointer (16), step (16), counter (16), from (15), hammer (14), game (14), zero (14), index (14), while (14), only (13), word (13), once (13), score (12), cleared (12), every (12), set (12), latch (12), when (12), low (12), level (12), frames (11), which (11), stride (10), two (10), countdown (10), first (10), slot (10), high (10), tune (10), airborne (10), jump (10), effect (9), seeded (9), are (9), that (9), not (9), animation (9), table (9), walk (9), sub (9), decremented (9), non (9), climb (9), timer (9), sound (9), collision (8), order (8), with (8), signed (8), into (8), tile (8), down (8), line (8), death (8), value (8), pdf (8), attribute (7), 100m (7), 25m (7), 75m (7), bytes (7), screen (7), attract (7), sequence (7), hit (7), this (7), current (7), ladder (7), start (7), request (7), spawn (7), kong (7), cutscene (6), fixed (6), reads (6), hazard (6), arm (6), column (6), terminator (6), saved (6), through (6), intro (6), tick (6), advances (6), count (6), loop (6), second (6), address (6), both (6), life (6), held (6), lives (6), landing (6), fall (6), same (6), credit (6), soundramuse (6), soundhardware (6), defender (6), flag (5), group (5), ram (5), block (5), rom (5), vblank (5), live (5), barrel (5), direction (5), row (5), inferred (5), remaining (5), has (5), stepped (5), endpoint (5), published (5), right (5), then (5), how (5), copy (5), next (5), bits (5), off (5), edge (5), context (5), velocity (5), donkey (5), asm (5), soundcode (5), against (4), build (4), running (4), shadow (4), buffer (4), mariox (4), but (4), flip (4), play (4), fires (4), exactly (4), 0x10 (4), field (4), expiry (4), active (4), out (4), display (4), reaches (4), segment (4), height (4), pixels (4), free (4), difficulty (4), phase (4), runs (4), before (4), after (4), reloads (4), read (4), walked (4), bcd (4), main (4), mode (4), selects (4), time (4), pickup (4), rivet (4), still (4), clears (4), boardseqptr (4), test (4), pair (4), endian (4), left (4), task (4), ring (4), draws (4), coins (4), work (4), phoenixj (4), popup (3), award (3), 0x14 (3), back (3), 65a0 (3), 6700 (3), 6500 (3), inside (3), marioy (3), copied (3), template (3), cpu (3), layout (3), 0x20 (3), three (3), whose (3), sweeps (3), pixel (3), service (3), limit (3), objects (3), lands (3), behaviour (3), travelling (3), walks (3), string (3), driver (3), half (3), pending (3), 6400 (3), demo (3), cycle (3), walking (3), interlude (3), being (3), delta (3), colour (3), kind (3), girder (3), write (3), third (3), below (3), 0x80 (3), tally (3), periodic (3), trigger (3), ticks (3), dispatch (3), shot (3), stored (3), position (3), sweep (3), band (3), packed (3), background (3), can (3), sndbgm (3), increments (3), opening (3), 256 (3), reset (3), min (3), used (3), base (3), arms (3), type (3), here (3), initialised (3), decrements (3), reversal (3), rivetsleft (3), taken (3), 6280 (3), handlers (3), steps (3), head (3), number (3), incremented (3), 6228 (3), across (3), ground (3), slope (3), initial (3), top (3), movement (3), vertical (3), big (3), horizontal (3), point (3), opcode (3), power (3), priority (3), written (3), coin (3), rst (3), bank7 (3), bank3 (3), bank2 (3), bank1 (3), invaders (3), jpg (3), 69b8 (2), 6980 (2), mariospritecode (2), mariospriteattr (2), 6900 (2), all (2), 7000 (2), video (2), during (2), other (2), times (2), single (2), boards (2), 6680 (2), grabbed (2), toward (2), moving (2), nothing (2), picks (2), elevators (2), 6600 (2), full (2), springs (2), insert (2), path (2), reloaded (2), script (2), advance (2), restarts (2), new (2), control (2), between (2), substatetimer (2), expires (2), introstep (2), boardadvancestep (2), setup (2), currently (2), staged (2), search (2), recovered (2), less (2), readout (2), seeding (2), shift (2), stamped (2), drawers (2), slant (2), selector (2), run (2), sign (2), paid (2), end (2), exact (2), even (2), scan (2), returns (2), skip (2), event (2), raised (2), gate (2), deathanimphase (2), lost (2), never (2), objspawntimer (2), was (2), just (2), been (2), drives (2), offset (2), lockstep (2), completion (2), restore (2), parity (2), expired (2), counts (2), underflow (2), machine (2), sites (2), entry (2), gamesubstate (2), serviced (2), follows (2), latched (2), wait (2), kinds (2), different (2), increment (2), difficultyclock (2), within (2), inner (2), effectseqstate (2), way (2), effectstate (2), armed (2), init (2), bonusperiod (2), bonusstart (2), units (2), release (2), constant (2), whole (2), renderer (2), writes (2), always (2), reload (2), eight (2), present (2), 6292 (2), later (2), rivets (2), 622f (2), clamped (2), threshold (2), 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(2), after_7 (2), after_6 (2), after_5 (2), after_4 (2), after_3 (2), after_2 (2), after_1 (2), after_start (2), early (2), space (2), asteroids (2), scramble (2), may2025 (2), func (2), main2 (2), vectorrom (2), gfx2 (2), sprites (2), gfx1 (2), theory (2), inc (2), arcade (2), boot (2), 1loader (2), glyph, popupsprite, 6a30, flips, beat, effectsprite, 6a2c, compared, objectcollisionsprites, 6a0c, except, topsprites, 6a00, 69cf, refreshed, culled, blanked, obj65a0sprites, 69a7, mirroring, whichever, actorsprites, assembled, blitted, 704c, overrides, mariospriterecord, 694c, contents, scene, dependent, decor, props, structure, spriteobjblock, 6908, 6a7f, fills, dma, blits, 384, terms, rotated, swap, portrait, orientation, error, spritebuffer, barrels, spanning, 6840, identically, codes, six, objarray67, oil, drum, 224, where, born, 127, 120, dormant, scattered, objrecord66a0, 66a0, hammers, 6690, marking, touch, objpair6680, drifts, vertically, drift, matches, platforms, names, these, riser, snapped, 119, faller, deactivates, 248, objarray66, width, stays, objarray65a0, 659f, were, ever, seen, deltas, rewinds, objarray65, fields, extents, objarray64, fresh, duration, demoscriptcountdown, 63cd, producing, demoscriptindex, 63cc, iterator, handed, memory, objiterptr, 63c8, 38cb, introwalkptrb, 63c4, 38b4, advanced, introwalkptra, 63c2, indirect, gated, helper, depending, seqadvanceptr, 63c0, list, searched, bounding, box, matched, objsearchcount, 63b9, recording, bottomed, suppressing, bonusdisplayzeroed, 63b8, added, m50objrowshift, 63b7, fill, segtile, 63b5, segsubtiley1, 63b4, versus, drawer, segkind, 63b3, gives, segrun, 63b2, abs, segheight, 63b1, segsubtile2, 63b0, segsubtile1, 63af, cap, segaddr2, 63ad, render, segaddr1, 63ab, m50obj3step, 63a6, positive, negation, above, m50obj2steppos, 63a5, negative, mover, m50obj2stepneg, 63a4, odd, m50obj1step, 63a3, sweeping, caller, empty, objlivecount, 63a1, inserter, exists, activated, scaled, own, eventreq313c, 63a0, primed, deathanimticksleft, 639e, cluster, 296, rotating, four, orientations, settling, outside, 639d, cooldown, gating, 639b, drained, filled, objspawnreq, 639a, repositioned, forced, lift, ride, edgerepositionflag, 6398, period, activates, appearance, spawnrequest, 6396, hammertimerhi, 6395, long, ends, about, 512, swing, hammertimerlo, 6394, wrap, finishes, colourcycleactive, 6391, scroll, displaced, introscrollindex, 638e, indexes, cutscenebandcount, 638d, bonusdisplay, 638c, pre, restored, goes, stale, until, grab, hammersavedbgm, 6389, dispatched, tables, renders, stage, 6388, delay, bonusexpireddelay, 6387, small, decrement, moment, happens, bonusexpiredstep, 6386, reached, 6385, wraps, difficultyprescaler, 6384, last, spins, comparing, frameseen, 6383, claim, carrying, palettes, independently, waypoint, named, established, barrelclaimmode, 6382, eighth, recomputes, 6381, ramp, rises, spent, 6380, collidedobjectindex, 6354, collidedobjectstride, 6353, contained, serves, classifier, collidedobjectbase, 6351, outer, drains, advancing, effectseqouter, 6347, effectseqinner, 6346, 6345, parameter, placed, effectparamptr, 6343, select, pick, effectselect, 6342, hold, 0x40, blanks, effecttimer, 6341, raise, 6340, parallel, objparamtable1, 6310, interleaved, objparamtable0, 6300, bonustick, 62b4, max, 0xdc, 0x28, 62b3, match, bonuseventmark, 62b2, 100, points, reaching, 62b1, starting, denominator, pacing, 62b0, destination, renderdstptr, 62ac, renderobjptr, 62aa, source, character, renderstrptr, 62a8, cadence, claimed, 0x34, spawntimer, 62a7, m50obj3stepdir, 62a6, 0xff, m50obj3reversetimer, 62a5, m50obj2stepdir, 62a3, 0xc0, m50obj2reversetimer, 62a2, m50obj1stepdir, 62a1, reloading, flipping, m50obj1reversetimer, 62a0, flags, there, 6299, remover, tests, rivetpresent, triggered, standing, disarmed, edgerivetarmed, 6291, place, removed, won, 6290, 62bf, 6288, selected, park, dwell, rest, span, heterogeneous, carved, boardobjscratch, detect, moved, howhighlastseq, you, get, whenever, differs, howhighindex, 622e, granted, bonuslifeawarded, 622d, why, playintro, 622c, 3a65, complete, copies, 3a73, repeats, forever, 622a, based, binary, hits, 6229, girders, conveyors, derived, 6227, collected, queues, itemcollected, 6225, alternates, footstep, marioclimbsoundtoggle, 6224, went, away, putting, mariostartfall, 6221, will, kill, him, more, his, take, xor, mariofatalfall, 6220, near, apex, immediately, marioairlandcheck, 621f, unresponsive, applied, mariofreezetimer, 621e, paths, opposite, bottom, settled, treat, them, marioclimblimitb, 621c, limits, stops, newy, equals, either, marioclimblimita, 621b, touched, yet, transferred, mariohammerpending, 6218, hands, suppresses, button, swaps, 6217, primary, grounded, jumping, falling, marioairborne, 6216, mid, enables, branch, centring, snap, 6215, elapsed, since, became, term, 16n, marioairframes, 6214, marioairvylo, 6213, arc, 0148, marioairvyhi, 6212, marioairvxlo, 6211, 0080, ff80, 0000, straight, marioairvxhi, 6210, shifts, climbing, touches, mariomovesteptimer, 620f, instant, measures, marioairstarty, 620e, gravity, marioairprevy, 620c, motion, marioairprevx, 620b, 6208, preserves, ors, land, 6207, integrator, actually, updates, marioyfrac, 6206, larger, lower, 6205, marioxfrac, compares, item, feed, produce, reversed, mariowalkanim, 6202, processed, dead, inert, 6200, 0x22, owner, beyond, playerslotrecords, slots, argument, 60ff, means, adds, resets, taskring, default, 007650, msb, highscore, 60b8, placeholder, p2score, 60b5, little, 60b4, most, significant, scores, displayed, x100, p1score, 60b2, dequeue, encoding, taskhead, 60b1, enqueue, wrapping, silently, drops, tasktail, 60b0, stores, pulse, sndpriorityframes, 608b, overriding, 608a, loops, 6089, shape, driving, interrupt, 7d80, sndirqtrigger, 6088, counters, 6087, ls259, asserted, plays, storing, sndtrigger, arrays, severity, becomes, overlapcount, 6060, handoff, p2context, 6048, p1context, 6040, cabinet, upright, cocktail, whether, in1, mirrored, dipupright, 6026, awarded, dipcreditspercoin, 6025, mechanism, must, swallow, 6024, tens, digit, split, dipcoinsfor2p, 6023, dipcoinsfor1p, 6022, thousands, 10000, 15000, 20000, dipbonuslife, 6021, decoded, dip, switches, 6020, everything, keys, 601a, roughly, 140, jitter, workload, entropy, prng, 6019, pseudo, accumulator, takes, decrementing, plus, jittery, 6018, raw, port, bit4, kept, detector, tell, newly, pressed, p1inputraw, 6011, cooked, bit0, bit1, bit2, bit3, bit7, p1input, 6010, twoplayergame, 600f, mirror, key, activeplayerindex, 600e, 600d, gameplay, may, proceed, 6009, fast, underflows, substatetimerlo, 6008, guard, 6007, gamestate, 6005, in2, holding, cannot, repeat, coinedge, 6003, banked, coinspartial, 6002, capped, 0x90, spend, 6001, description, 0x6000, 0x6bff, 0x6c00, 0x6fff, populated, describes, cell, hex, stable, identity, cells, partly, pinned, identification, rather, carry, terse, caveat, zip, tools, stoned, morris, worm, virus, usvdobjs, ssvdobjs, section9, section8, section7, section6, section5, section4, section3, section2, section1, xenos, raakatu, code2, ramuse2, hauntedhouse, hardwaredisk, hardwarelevel1, hardwarelevel2, trs80, tetris, bank1f, bank1e, bank1d, bank1c, bank1b, bank1a, bank19, bank18, bank17, bank16, bank15, bank14, bank13, bank12, bank11, bank10, bank0f, bank0e, bank0d, bank0c, bank0b, bank0a, bank09, bank08, bank07, bank06, bank05, bank04, bank03, bank02, bank01, bank00, link, awakening, gameboy, kid, icarus, zelda, nes, doubleback, audio, analyzer, downland, maps, daggorath, popcorn, mega, bug, savegameviewer, madness, minotaur, raaka, coco, data350, code350, dataorg, codeorg, colossalcave, missile, command, codebank7, codebank6, codebank5, codebank4, codebank3, codebank2, codebank1, codebank0, burger, entombed, doublegap, double, gap, codepal, combat, chess, battle, zone, stella, info, atari2600, sea, wolf, pilot, pit, tempest, scap, hhi, foreground, phoenix, pooyan, dvgprom, soundboard, mainboard, omega, race, moonpatrolsound, textcolors, spritecolorsets, spritecolors, imagebackgroundcolors, gfx5, city, gfx4, hills, gfx3, mountains, text, moon, patrol, cpu1fix, prompalettesprite, prompalettechar, promcolors, characters, cpu3, cpu2, secondary, cpu1, galaga, gfx, frogger, soundrom, vid, mapping, bankfixed, memorymap, graphicsandcharacterassetinfo, crazyclimbermemorymapinfo, charenc, cclimber, buildings, bigspritegraphics, crazy, climber, centipede, dvg, orig, dec, rainbow, islands, amiga, site, home,


Text of the page (random words):
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 donkey kong work ram donkey kong work ram work ram lives at 0x6000 0x6bff 0x6c00 0x6fff is not populated each name below describes the cell by its role in the running game the hex address is the stable identity cells whose role is only partly pinned or whose identification is inferred from behaviour rather than read off the code carry a terse caveat address name description 6001 credits credit count packed bcd capped at 0x90 the attract state advances while it is non zero and the start handlers spend it 6002 coinspartial coins banked toward the next credit reset to 0 once it reaches dipcoinspercredit 6003 coinedge edge latch for the coin line in2 bit 7 held 1 while no coin is present so holding the line cannot repeat credit 6005 gamestate top level game state 0 power on 1 attract 2 credited 3 in game the frame service dispatches through a 4 entry table on it 6007 attract non zero while no credited game is running gates the joystick read the sound driver and the rst 08 guard 6008 substatetimerlo fast half of the two byte sub state timer rst 20 decrements it and underflows into the rst 18 tick 6009 substatetimer frames remaining before the current sub state may proceed counts down once a frame wait n then go to state m writes n here and m into 600a 600a gamesubstate sub state index within the current game state in game it selects one of 23 live handlers 07 opening cutscene 08 how high 0a board build 0b spawn mario 0c gameplay 0d death animation 0e life lost 16 board cleared 600d currentplayer player currently up 0 player 1 non zero player 2 selects the score slot 600e activeplayerindex active player index a value lockstep mirror of currentplayer used to key the per player slot records 600f twoplayergame 1 two player game written exactly once at game start as the high byte of a single 16 bit store 6010 p1input cooked control word the movement code reads bit0 right bit1 left bit2 up bit3 down held bit7 jump press edge set for exactly one frame per press 6011 p1inputraw raw joystick port byte for this frame bit4 jump kept so next frame s edge detector can tell newly pressed from still held 6018 random pseudo random accumulator each vblank it takes frame spincount a decrementing counter plus a jittery one 6019 spincount main loop pass counter roughly 140 per frame its jitter with per frame workload is the point it is the entropy the prng runs on 601a frame frame counter decremented once per vblank everything periodic keys off its low bits 6020 diplives lives per game 3 6 decoded from the dip switches at power on 6021 dipbonuslife extra life threshold in bcd thousands 07 10 15 20 7000 10000 15000 20000 6022 dipcoinsfor1p coins needed for a one player game a display value only written to the credit line 6023 dipcoinsfor2p coins needed for a two player game a display value only with a tens digit split for 10 6024 dipcoinspercredit coins the mechanism must swallow per credit group 6025 dipcreditspercoin credits awarded per completed coin group 6026 dipupright cabinet 1 upright 0 cocktail selects whether player 2 reads in1 and is mirrored to the flip screen latch 6040 p1context player 1 s saved 8 byte context lives level board order pointer 2 play intro flag bonus life latch how high index how high pointer copy 6048 p2context player 2 s saved 8 byte context same field order both are block copied to and from the live context at 6228 on each player handoff 6060 overlapcount collision search overlap tally cleared incremented once per overlap across both hazard arrays then read back as a severity code 0 1 2 3 becomes 0 1 3 7 6080 sndtrigger eight per line sound trigger counters at 6080 6087 one per ls259 latch bit each vblank a non zero counter is decremented and its line asserted game code plays a sound by storing 3 6088 sndirqtrigger same countdown shape driving the sound cpu interrupt line at 7d80 6089 sndbgm background tune number written to the tune latch while no priority tune is pending held so the tune loops 608a sndpriority priority tune number overriding sndbgm while its frame counter is non zero 608b sndpriorityframes countdown for sndpriority game code stores 3 so a priority tune is a three frame pulse 60b0 tasktail task ring enqueue pointer the low byte of an address in page 60 advances by 2 wrapping fe to c0 a full ring silently drops the request 60b1 taskhead task ring dequeue pointer same encoding the main loop consumes one task per pass 60b2 p1score player 1 score 3 bytes little endian packed bcd 60b4 is the most significant pair all scores are displayed x100 so the low byte is always 00 60b5 p2score player 2 score same format the attract mode placeholder is aa aa aa 60b8 highscore high score same format the power on default is 007650 a new high is copied here msb pair first 60c0 taskring task ring 32 slots of 2 bytes opcode argument at 60c0 60ff opcode ff means the slot is free opcode 0 adds to the score 1 resets a score counter 2 draws a score 3 draws a vertical string 4 draws the credit line 5 steps the bonus readout 6 draws lives and level 611c playerslotrecords player slot records base 611c stride 0x22 5 records field 0 is the owner tag 1 player 1 3 player 2 per record layout beyond the tag is inferred 6200 marioactive player alive flag 1 alive and processed 0 dead or inert 6202 mariowalkanim walk cycle animation index its low two bits feed the sprite code every frame not facing left and right produce the same value set in reversed order 6203 mariox mario s x position in screen pixels prize collision compares it exactly against each item s stored x 6204 marioxfrac fractional low byte of the 16 8 fixed point x 6203 6204 big endian cleared at jump start 6205 marioy mario s y position in screen pixels larger being lower on screen follows the girder slope while walking 6206 marioyfrac fractional low byte of the 16 8 fixed point y the value the ballistic integrator actually updates 6207 mariospritecode mario s sprite tile code in bits 0 6 bit 7 is the horizontal flip i e facing 1 right every writer preserves bit 7 and ors in a state code 0e jump 0f land 06 ladder top 03 05 climb else the walk phase 6208 mariospriteattr colour attribute byte of mario s sprite record 620b marioairprevx snapshot of mariox taken at the head of each airborne frame before that frame s motion 620c marioairprevy snapshot of marioy taken at the head of each airborne frame before gravity 620e marioairstarty y at the instant mario left the ground the fall height test measures against it 620f mariomovesteptimer ground walk climb sub step timer while non zero mario shifts 1 pixel a frame at zero the walk animation advances and it reloads 2 walking 3 4 climbing a jump never touches it 6210 marioairvxhi signed 16 bit horizontal velocity while airborne big endian in 1 256 pixel per frame jump start loads 0080 right ff80 left 0000 straight up 6211 marioairvxlo low byte of the airborne horizontal velocity 6212 marioairvyhi signed 16 bit initial vertical velocity of the current jump or fall big endian constant across the whole arc a jump sets 0148 a fall sets 0 6213 marioairvylo low byte of the initial vertical velocity 6214 marioairframes frames elapsed since mario became airborne drives the ballistic term the per frame y delta being v 8 16n at frame 0x14 the landing check is armed 6215 marioonladder 1 on a ladder mid climb enables the up down climb branch and the ladder centring x snap 6216 marioairborne primary movement state 0 grounded 1 airborne jumping or falling the first test in the movement machine 6217 mariohammeractive 1 a hammer is in mario s hands suppresses the jump button test and swaps in the hammer sprite and the hammer tune 6218 mariohammerpending a hammer touched but not yet held latched during the airborne frames and transferred into mariohammeractive when the post landing freeze expires 621b marioclimblimita one of the two ladder extent limits for the current climb in y 8 units the climb stops and clears marioonladder when newy 8 equals either limit 621c marioclimblimitb the other ladder extent limit the two writer paths store the pair in opposite order so which is top and which is bottom is not settled treat them as a pair 621e mariofreezetimer post landing freeze countdown while non zero mario is unresponsive landing loads 4 and on expiry the pending hammer is applied and the walk animation cleared 621f marioairlandcheck airborne sub phase while 1 the fall height test runs every frame set at airborne frame 0x14 of a jump near apex or immediately for a ledge slope fall 6220 mariofatalfall this fall will kill him set when mario is more than 0f pixels below his take off y consumed on landing as marioactive this xor 1 6221 mariostartfall one shot the ground went away trigger raised by the slope ledge contact check the player state reset consumes and clears it putting mario airborne with zero initial velocity 6224 marioclimbsoundtoggle alternates 0 1 across climb half steps the footstep sound fires only on the 0 phase it gates the sound and nothing else reads it 6225 itemcollected 1 a prize was just collected set at pickup and consumed at landing which clears it and queues the pickup tune on every board but 25m 6227 board current board type 1 25m girders 2 50m conveyors 3 75m elevators 4 100m rivets re derived from boardseqptr on every context restore and the per board setup dispatches on it 6228 lives lives remaining for the player up offset 0 of the live 8 byte context at 6228 622f seeded from diplives decremented on death incremented on the bonus life award 6229 level level number 1 based binary clamped to 99 board bonus min 10 level 40 80 incremented once per completed level when the board order hits its terminator 622a boardseqptr 16 bit rom pointer lo hi into the board order table initialised to 3a65 board complete steps it and copies the byte it lands on into board on the 7f terminator it reloads 3a73 the head of the level 5 and up group so the order repeats forever 622c playintro 1 still play the opening cutscene for this player both death handlers zero it which is why boards after a death skip the intro 622d bonuslifeawarded latch so the score threshold extra life is granted once per player 622e howhighindex height index for the how high can you get interlude clamped to 5 stepped whenever boardseqptr differs from its saved copy 622f howhighlastseq copy of boardseqptr s low byte used only to detect that the pointer moved 6280 boardobjscratch board object block 64 bytes at 6280 62bf seeded from a rom template at board build its first 16 bytes are a stride 8 two record array 6280 and 6288 selected by frame parity 0 state 1 park dwell timer 2 the object s column 3 screen y 4 per tick countdown the rest of the span is heterogeneous rivetsleft and bonus are carved out of it 6290 rivetsleft rivets still in place on 100m initialised to 8 decremented as each is removed and at 0 the board is won 6291 edgerivetarmed edge triggered one shot in the rivet pickup standing on a rivet board edge column mariox 4b or b3 only arms it the rivet is taken on a later frame once he has stepped off and the latch is disarmed 6292 rivetpresent eight per rivet present flags 1 still there at 6292 6299 the remover tests and clears one then decrements rivetsleft 62a0 m50obj1reversetimer 50m first travelling object s reversal timer decremented on even frames reloading 0x80 and flipping the step direction on underflow 62a1 m50obj1stepdir 50m first travelling object s signed step direction latch only its sign is published 62a2 m50obj2reversetimer 50m second object s reversal timer reload 0xc0 62a3 m50obj2stepdir 50m second object s signed step direction latch 62a5 m50obj3reversetimer 50m third object s reversal timer reload 0xff 62a6 m50obj3stepdir 50m third object s signed step direction latch 62a7 spawntimer spawn cadence timer at 0 a free slot in the 6600 array is claimed and seeded and it reloads 0x34 always decrements 62a8 renderstrptr source character string pointer word walked to a 7f terminator and stored back each step 62aa renderobjptr object record pointer word the renderer reads the sprite code and attribute out of 62ac renderdstptr destination pointer word the renderer writes its 4 byte record to a slot inside the sprite shadow buffer 62b0 bonusstart the board s starting bonus held constant for the whole board the denominator for barrel release pacing and for the end of board tally 62b1 bonus bonus counter in units of 100 points set at board start to min 10 level 40 80 reaching 0 arms the bonus expired sequence it ticks down on a timer on 50m 75m 100m and off the barrel release on 25m 62b2 bonuseventmark next bonus value at which the board s periodic spawn event fires initialised to bonusstart and stepped down by 8 at each match 62b3 bonusperiod frames between bonus ticks max 0xdc 2 bonus 0x28 62b4 bonustick countdown to the next bonus tick reloaded from bonusperiod 6300 objparamtable0 per board type 0 object init table stride 5 de interleaved here at board build exact record layout inferred 6310 objparamtable1 per board type 1 object init table parallel to table 0 6340 effectstate score effect state a 4 way dispatch index pickup and hit sites raise it to 1 6341 effecttimer effect display hold countdown armed to 0x40 blanks the score popup sprite on expiry 6342 effectselect effect select mode byte its low bits are walked one at a time to pick which award value is staged 6343 effectparamptr effect parameter pointer word the base of the hit record the popup is placed on 6345 effectseqstate effect sequence state a 3 way dispatch index re arms effectstate on completion 6346 effectseqinner effect sequence ...
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