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/
