Lode Runner MEMORY MAP -------------------------- RAM Memory Locations ($0000-$07ff) ---------------------------------- ---------------------------------------------------------------------- ADR TYPE NOTES ---------------------------------------------------------------------- $0097 var # of lives player 2 $0098 var # of lives player 1 $009B var Speed of falling SFX $05A0 var Starting stage player 1 $05A1 var # of lives player 1 $05B0 var Starting stage player 2 $05B1 var # of lives player 2 PRG-ROM Locations ($C000-$ffff) - OFFSET Locations (+$10 for header) --------------------------------------------------------------------- GENERAL LOCATIONS ---------------------------------------------------------------------- ADR OFFSET TYPE NOTES ---------------------------------------------------------------------- $C000 - $C2EF 10 - 02FF CODE .org, RST, NMI Sound play entry $C2F0 - $C3A5 0300 - 03B5 DATA Sound data, palettes $C3A6 - $C66B 03B6 - 067B CODE $C66C - $C710 067C - 0720 DATA Edit mode data $C711 - $C886 0721 - 0896 CODE $C887 - $C88E 0897 - 089E DATA AND level data $C88F - $CB08 089F - 0B18 CODE $CB09 - $CB21 0B19 - 0B31 DATA Status screen between levels $CB22 - $D03C 0B32 - 104C CODE $D03D - $D054 104D - 1064 DATA Disappearing tile data $D055 - $D176 1065 - 1186 CODE $D177 - $D18E 1187 - 119E DATA Disappearing tile data $D18F - $D5E9 119F - 15F9 CODE $D5EA - $D5EF 15FA - 15FF DATA Timer for enemy to get out of a hole? $D5F0 - $D601 1600 - 1611 CODE $D602 - $D60B 1612 - 161B DATA Enemy movement? $D60C - $DD6A 161C - 1D7A CODE $DD6B - $DD6E 1D7B - 1D7E DATA Title screen pal $DD6F - $DD85 1D7F - 1D95 CODE $DD86 - $DE9E 1D96 - 1EAE DATA Title screen txt and map $DE9F - $E29F 1EAF - 22AF CODE $E2A0 - $E2A1 22B0 - 22B1 DATA Pile of gold sfx $E2A2 - $E2B4 22B2 - 22C4 CODE Sound $E2B5 - $E663 22C5 - 2673 DATA Sound Data $E664 - $E853 2674 - 2863 CODE $E854 - $E868 2864 - 2878 DATA Unknown $E869 - $EA1B 2879 - 2A2B CODE $EA1C - $FFF8 2A2C - 4008 DATA Level Data @ $EA78 - 2A88 $FFF9 4009 CODE IRQ - RTI $FFFA - $FFFF 400A - 400F INT NMI: $C02C - 003C RST: $C000 - 0010 IRQ: $FFF9 - 4009 ---------------------------------------------------------------------- SPECIFIC LOCATIONS - TITLE SCREEN ---------------------------------------------------------------------- ADR OFFSET TYPE NOTES ---------------------------------------------------------------------- $C37E - $C39D 038E - 03AD PAL Initial Palette loaded $DD6B - $DD6E 1D7B - 1D7E PAL 4 bytes that change palette $DD86 - $DE32 1D96 - 1E22 MAP Title screen map $DD89 - $DE32 1D99 - 1E22 TXT Text $C3BC - $C3BE 03CC - 03CE SND Tune init entry. JSR $E226 - 20 26 E2 ---------------------------------------------------------------------- SPECIFIC LOCATIONS - SOUND DRIVER ---------------------------------------------------------------------- ADR OFFSET TYPE NOTES ---------------------------------------------------------------------- $C12D - $C177 013D - 0187 CODE Play code $C2D0 - $C2DB 02E0 - 02EB CODE $C2F0 - $C37D 0300 - 038D DATA $CC0F - $CC26 0C1F - 0C36 CODE Falling SFX $D080 - $D096 1090 - 10A6 CODE Melting tile SFX $D291 - $D2AA 12A1 - 12BA CODE Walking SFX $D2B9 - $D2BB 12C9 - 12CB CODE Shimmy rope SFX $D2D8 - $D2DB 12E8 - 12EB CODE Walking ladders SFX $E206 - $E29F 2216 - 22AF SND Init code $E2A0 - $E2A1 22B0 - 22B2 DATA Getting pile of gold SFX. $E2A2 - $E2B4 22B2 - 22C4 CODE $E2B5 - $E2C2 22C5 - 22D2 PTR $E2C5 - $E2F5 22D5 - 2305 $E2F6 - $E39E 2306 - 23AE $E39F - $E3B7 23AF - 23C7 $E3B8 - $E3D0 23C8 - 23E0 $E3D1 - $E3E8 23E1 - 23F8 PTR $E3EB - $E41B 23FB - 242B $E41C - $E44C 242C - 245C $E44D - $E47D 245D - 248D $E47E - $E54B 248E - 255B $E54C - $E624 255C - 2634 $E625 - $E64F 2635 - 265F ---------------------------------------------------------------------- SPECIFIC LOCATIONS - LEVELS ---------------------------------------------------------------------- ADR OFFSET TYPE NOTES ---------------------------------------------------------------------- $C37E - $C39D 038E - 03AD PAL Initial Palette loaded $C39E - $C3A5 03AE - 03B5 PAL Animated palettes for ladders and gold piles. $EA78 - $FFF9 2A88 - 4008 MAP Compressed level graphics ---------------------------------------------------------------------- SPECIFIC LOCATIONS - Player 1 Screen ---------------------------------------------------------------------- ADR OFFSET TYPE NOTES ---------------------------------------------------------------------- $E650 - $E653 2660 - 2663 PAL ---------------------------------------------------------------------- MISC. LOCATIONS ---------------------------------------------------------------------- ADR OFFSET TYPE NOTES ---------------------------------------------------------------------- $C653 0663 CODE Starting stage Both players $C65B 066B CODE Starting # life Both players ---------------------------------------------------------------------- SPECIFIC LOCATIONS - UNKNOWN - NEEDS INVESTIGATION ---------------------------------------------------------------------- ADR OFFSET TYPE NOTES ---------------------------------------------------------------------- $E654 - $E65B 2664 - 266B PAL Gil-Galad 02/06/2008 http://gilgalad.arc-nova.org/