Public DKC RAM Table (Recovered)
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>Unconfirmed Adresses or just uncertain info is marked with Pink like this Cell<

Rom used = Donkey Kong Country (U) (1.0) [!]. Different versions may differ in the RAM so please use the same one.
Please add your name if someone wants to ask a question
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AddressLengthTypeDescriptionNote/CommentAdded by
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7E:0000Arnethegreat
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7E:00022 bytesMisc.Map you are onsecond byte never usedRainbowSprinklez
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7E:00282 bytesCounterFrame Counter;
Inactive while game is paused.
Is reset when ending or starting a level or in transition in all intro/title screens
Arnethegreat
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7E:002A2 bytesCounter Arnethegreat
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7E:00384 bytesMisc.Most probably the RNG, It only changes on the Overworld (at every frame)Arnethegreat
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7E:003E2 bytesMisc.Which exit that was last used (What level you currently are at)
Shows what exit you will travel to on the Overworld
*Even though it's 2 bytes, the second byte is never usedArnethegreat
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7E:00402 bytesMisc.Which exit that was last used when inside a level, otherwise always 0.
*Even though it's 2 bytes, the second byte is never usedArnethegreat
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7E:00422 bytesMisc.Game Mode (00: One Player, 01: Two Player Team, 02: Two Player Contest)*Even though it's 2 bytes, the second byte is never usedMattrizzle
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2 bytesFlagActive Player (00 if Player 1, 01 if Player 2)*Even though it's 2 bytes, the second byte is never usedMattrizzle
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7E:00462 bytesCounterFrame Counter; The frame counter the game uses for completion time, is only active in playable stages. When it reaches 3600 (one minute), it adds 1 to 7E0048Arnethegreat
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7E:00482 bytesCounterIn-game minutes counter.Arnethegreat
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7E:004C2 bytesMisc.This is just a temporary placeholder the game uses for many functionsExample: holds full 24 bit address along with $4e for textRainbowSprinklez
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Tells you the pointer for the stage name (in bank $38)RainbowSprinklez
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7E:00BE2 bytesCameraX-position of the CameraArnethegreat
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7E:00C02 bytesCameraY-position of the Camera (Top is 0)Arnethegreat
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7E:050016 bitsMisc.Controller inputbyetUDLRaxlr0000RainbowSprinklez
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7E:050416 bitsFlagFirst frame input flagsbyetUDLRaxlr0000RainbowSprinklez
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7E:05122 bytesFlagIs Donkey on an animal buddy?RainbowSprinklez
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7E:05142 bytesFlagIs Diddy on an animal buddy?RainbowSprinklez
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7E:05272 bytes?Flag1 if on overworld, 0 if notRainbowSprinklez
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7E:05292 bytesCounterBananas (Graphical counter)RainbowSprinklez
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7E:052B1 byteCounterBananas: Ones digit displayMattrizzle
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7E:052C1 byteCounterBananas: Tens digit displayMattrizzle
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7E:052D1 byteCounterBananas: Hundreds digit display
Mattrizzle
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7E: 052E1 byteCounterBananas: Thousands digit (never used)I THINK. Myself086 was looking at game code and said there WAS a thousanth digit. I am just guessing it is here based on the pattern.RainbowSprinklez
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7E:052F1 byteTimerBananas: display timerRainbowSprinklez
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7E:05632 bytesMiscBase stageRainbowSprinklez
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7E:05652 bytesMiscDestination when going to bonusRainbowSprinklez
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7E:05672 bytesMisc.Language (00: English, 02: German [Unused])This setting gets saved to SRAMMattrizzle
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7E:05692 bytesMisc.Title screen order

Values:
00: Title Screen, © 1994 Nintendo screen, intro restarts
01: Title Screen w/HDMA effects, intro restarts
02: Title Screen, © 1994 Nintendo screen, Select a Game menu
03: Select a Game menu
*Even though it's 2 bytes, the second byte is never usedMattrizzle
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7E:056B2 bytesFlagCheat Mode Flags

Values:
01: BAD BUDDY (Inactive player can take control at any time in Two Player Team mode)
02: DYDDY (Warp to animal token room)
04: BARRAL (50 lives)
08: DARBY DAY (Music Test)

Multiple flags can be enabled at once (i.e. if you want the BAD BUDDY and BARRAL codes to be enabled add both values together 01+04 = 05)
Mattrizzle
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7E:056F2 bytesMisc.Active Kong (01: Donkey Kong, 02: Diddy Kong) (1 byte also works for this)*Even though it's 2 bytes, the second byte is never usedMattrizzle
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7E:05711 byteCounterAmount of Winky tokens*Even though it's 2 bytes, the second byte is never usedTompa
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7E:05721 byteCounterAmount of Expresso tokensTompa
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7E:05731 byteCounterAmount of Rambi tokensTompa
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7E:05741 byteCounterAmount of Enguarde TokensTompa
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7E:05752 bytesCounterLives (Decimal)Further research neededMattrizzle
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7E:05772 bytesCounterLives (Decimal) DisplayMattrizzle
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7E:057916 bitsGeneralFormat: ?p?? ???k
p = Paused flag
k = Amount of kongs available - 1
Still have to check if the "?" are used somewhereBrunoValads
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7E:057B2 bytesCounterAmount of Bananas (hexadecimal)This is used to update $052B-$052D. Setting this to a lower value than the number stored in those addresses will "freeze" the banana counter until $057B becomes larger than those.
Mattrizzle
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7E:057F1 byteFlagKong Letters Collected flags

08: K collected
04: O collected
02: N collected
01: G collected
To have multiple letters, just add their values together.Mattrizzle
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7E:05812 bytesMisc.Option Highlighted in Select a Game screen

Values:
00: File 1
01: File 2
02: File 3
03: Erase Game
04: Language (code to reach this is disabled in all U versions)
May have an additional purposeMattrizzle
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7E:05830xff bytes?Array, 8 bitArray of the checkpoints obtainedOrganized by stage code (only updates base stage. updates are given on each bonus, or completion)RainbowSprinklez
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7E:06831 byteCounter
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7E:0B1930 bytesObjectsX-position of each object (2 bytes per object)Tompa
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7E:0BC130 bytesObjectsY-position of each object (2 bytes per object)Mattrizzle
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7E:0D1130 bytesObjectsEach object's current sprite graphic value (2 bytes per object)Valid values are all multiples of 4 in the range #$0000-#$2AF0.Mattrizzle
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7E:0D452 bytesObjectsWhat type of Object ID #0 is. (It's never used inside a stage but is on the Overworld and is always the active character (value: 16)Arnethegreat
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7E:0D472 bytesObjects

What type of Object ID #1 is. (Inside a stage, it's always 1 which is Donkey Kong)
All these adresses up to 7E0D61 holds Objects like Enemies, barrels, letters, bonuses exits and so onArnethegreat
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7E:0D492 bytesObjectsWhat type of Object ID #2 is. (Inside a stage, it's always 1 which is Diddy Kong)All these adresses is also 2-byte even though there is no value above 255 so the second byte is never used
Arnethegreat
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7E:0D4B2 bytesObjectsWhat type of Object ID #3 is. Whenever a new sprite is spawned, it will always occupy the earliest ID that is empty, the same goes for the other FXobjects and suchArnethegreat
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7E:0D4D2 bytesObjectsWhat type of Object ID #4 is.Arnethegreat
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7E:0D4F2 bytesObjectsWhat type of Object ID #5 is.Arnethegreat
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7E:0D512 bytesObjectsWhat type of Object ID #6 is.Arnethegreat
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7E:0D532 bytesObjectsWhat type of Object ID #7 is.Arnethegreat
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7E:0D552 bytesObjectsWhat type of Object ID #8 is.I'm actually unsure if these values actually describe what Object it is as many objects share the same Value. **No, that is what these do. //Mattrizzle**Arnethegreat
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7E:0D572 bytesObjectsWhat type of Object ID #9 is.Arnethegreat
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7E:0D592 bytesObjectsWhat type of Object ID #10 is.Arnethegreat
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7E:0D5B2 bytesObjectsWhat type of Object ID #11 is.Arnethegreat
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7E:0D5D2 bytesObjectsWhat type of Object ID #12 is.Arnethegreat
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7E:0D5F2 bytesObjectsWhat type of Object ID #13 is.Arnethegreat
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7E:0D612 bytesObjectsWhat type of Object ID #14 is.Arnethegreat
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7E:0D6322 bytesObjectsWhat type of object it is for Effect objects only (The glitter around a letter/Animal Token, the star that appears when hitting an enemy or getting hit, the letters on the DK-barrel, broken barrel debris etc. etc.)

Room for 11 IDs in total which all are 2 bytes each as in above
*Even though it's 2 bytes, the second byte is never usedArnethegreat
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7E:0D7964 bytesObjectsWhat type of object it is for Objects that spawns when you pick up bananas/letters

Room for 32 IDs in total which are all 2 bytes each
*Even though it's 2 bytes, the second byte is never usedArnethegreat
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7E:0DBA30 bytesObjectsThe subpixel X-position for all Objects.

First two bytes are the subpixel position for Object ID #0 and next two are for Object ID #1 and so on.
*Even though it's 2 bytes, the second byte is never usedArnethegreat
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7E:0DD822 bytesObjectsThe subpixel X-position for all FX objects (as in 7E0D64)I'd guess this is the subpixel position for the FX-objects but I can't be sure right nowArnethegreat
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7E:0DEE64 bytes??ObjectsSeems to be totally unused but is probably (as it follows the pattern) the X-subposition for Objects that are spawned when picked up such as bananas/letters

On the other hand, It might not be, some changes on King K.Rool
Arnethegreat
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7E:0E2230? bytesObjectsProbably subpixel Y-position for all Objects. Will check laterNot really sure yet have to check furtherArnethegreat
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7e:0E8930 bytesObjectsX speed of each object (2 bytes per object)RainbowSprinklez
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7E:102930 bytesObjectsStatus value for each object (2 bytes per object)These vary depending on the object's value in the table at $0D45.
Mattrizzle
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7E:113930 bytesObjectsSpeed of each object's animation (2 bytes per object)Normal Speed: #$0100 (256 in decimal) This doesn't seem to affect some animations, such as the Kongs' running animation.Mattrizzle
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7E:16992 bytesStateDonkey rolling state (second byte never used)RainbowSprinklez + Tompa
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7E:169B2 bytesStateDiddy rolling state (second byte never used)RainbowSprinklez + Tompa
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7E:16A12 bytesMisc.What position you were at when last Y (started a roll) with Donkey as your first character (Active) (When 7E16E5 is 4, it will not register)Arnethegreat
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7E:16A32 bytesMisc.What position you were at when last pressed Y (started a roll) with Diddy as your first character (Active) (When 7E16E7 is 4, it will not register)Arnethegreat
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7E:16A52 bytesMisc.What position you were at when last pressed B (Jumped) with Donkey as your first character (Active)Arnethegreat
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7E:16A72 bytesMisc.What position you were at when last pressed B (Jumped) with Diddy as your first character (Active)Arnethegreat
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7E:16D52 bytesTimerDonkey invincibility timer from getting hit as Diddy. (second byte never used)RainbowSprinklez + Tompa
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7E:16D72 bytesTimerDiddy invincibility timer from getting hit as Donkey. (second byte never used)RainbowSprinklez + Tompa
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7E:16E12 bytes?CounterAmount of distance in pixels you have traveled while holding Y with Donkey but not while rollingArnethegreat
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7E:16E32 bytes?CounterAmount of distance in pixels you have traveled while holding Y with Diddy but not while rollingArnethegreat
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7E:16E51 byteMisc.DonkeyTompa
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7E:16E71 byteMisc.Diddy roll whenever locked at 2Tompa
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7E:16F52 bytesMisc.What Object Donkey Kong is currently holding
0 is none
2 is ID#1 and 4 is ID#2 and so on (ID #1 & #2 is always Donkey & Diddy when inside a level)
*Even though it's 2 bytes, the second byte is never usedArnethegreat
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7E:16F72 bytesMisc.What Object Diddy Kong is currently holding*Even though it's 2 bytes, the second byte is never usedArnethegreat
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7E:16FA1 byteStateSJ state. Donkey. When 0, SJ is storedRainbowSprinklez
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7E:16FC1 byteStateSJ state. Diddy. When 0, SJ is storedRainbowSprinklez
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7E:180F2 bytesMisc.Main character 'mode'. (Jumping/Rolling/Swings from a rope etc. etc.

Values:
0: Idle/Walking/Running
1: Jumping
2: Pick up, put down and throw barrel
3: Unknown
4: Bouncing off an enemy you can't kill.
5: Unknown
6: Rolling
7: Ground pound and riding a steel barrel
8: Ducking
9: Climbing
10: Swinging
11: Crawling
12: Jumping with animals and barrels
13: Being shot out from and being inside a barrel
14: Shot out of a barrel while still having control (Or something like that)
15: Swimming
16: Inside Cart
17: Mounting Enguarde
*Even though it's 2 bytes, the second byte is never usedTompa
92
7E:1B031 byteFlag0 if you are on overworld, 1 if you are in a stageRainbowSprinklez
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7E:1E152 byteFlagBunch of flags. Bit 5 means you are in a bonus, when bit 10 is set you can start select out of animal bonusesRainbowSprinklez
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7E:1E171 byteCounterEnemies jumped on in a row. Goes up to value 7, then you'll get an extra life for every new hit.Tompa
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7E:1E1B2 bytesTimerRepresent track's fuel in TuT Goes down 0x40 per frameRainbowSprinklez
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7E:F9FC0xff bytesArray, 8 bitLast checkpointONLY alters the base level to have the current checkpointRainbowSprinklez
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7E:FC00???Array, 32 bitHold all adjacent level codesIndexed by 3e * 4RainbowSprinklez
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7E:
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7E:
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