User:Dr. Floppy/Apex: Difference between revisions
Dr. Floppy (talk | contribs) (→ROM Map: Updated music storage locations.) |
Dr. Floppy (talk | contribs) (→RAM Map: Sound effects & controller buttons) |
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$5D: Macromode transition destination<br /> | $5D: Macromode transition destination<br /> | ||
$5F: Transition status [#00 = null; #01: activate; #FF: transitioning]<br /> | $5F: Transition status [#00 = null; #01: activate; #FF: transitioning]<br /> | ||
$60-63: Sound effect variables<br /> | |||
$B0-B2: Controller 1 buttons (old, regular, new)<br /> | |||
$B8-BA: Controller 2 buttons (old, regular, new)<br /> | |||
$C0: Current Spritesheet<br /> | $C0: Current Spritesheet<br /> | ||
$C1: Current BG Tilesheet<br /> | $C1: Current BG Tilesheet<br /> |
Revision as of 05:31, 19 December 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: 1024 KB
- CHR-ROM: 1024 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]
$60-63: Sound effect variables
$B0-B2: Controller 1 buttons (old, regular, new)
$B8-BA: Controller 2 buttons (old, regular, new)
$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
$E0010: Default music data bank
$E4010: Alternate music data bank
$E8010-F000F: Reserved for expansion
$F0010-FE00F: Seven 8kB DPCM banks
$FE010: NMI Routine
$FF010: Init. Routine
$FF090: Title Screen draw routine
$FF0F0-FF10F: Title Screen palettes
$FF110: Main Program Loop
$FFC10: Music frequency table
$FFD10: Tempo Offsets
$FFF10: Music/Tempo/DPCM Bank index
$100000: Waiting for NMI