User:Dr. Floppy/Apex: Difference between revisions
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== Overview == | == Overview == | ||
*Project owner: | *Project owner: Retrometheus | ||
*Developer: | *Developer: Retrometheus | ||
*Compiler: None (hex coding) | *Compiler: None (hex coding) | ||
*Sound driver: | *Sound driver: Retrodriver™ | ||
*Soundtrack by: | *Soundtrack by: Retrometheus | ||
*Started on: 5/2011 | *Started on: 5/2011 | ||
*Status: Preproduction | *Status: Preproduction | ||
*Mapper: MMC5 ( | *Mapper: MMC5 (unique submapper, tentatively dubbed "EXROM") | ||
*PRG-ROM: 1024 KB | *PRG-ROM: 1024 KB | ||
*CHR-ROM: 1024 KB | *CHR-ROM: 1024 KB |
Revision as of 12:39, 20 January 2013
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: Retrometheus
- Developer: Retrometheus
- Compiler: None (hex coding)
- Sound driver: Retrodriver™
- Soundtrack by: Retrometheus
- Started on: 5/2011
- Status: Preproduction
- Mapper: MMC5 (unique submapper, tentatively dubbed "EXROM")
- 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