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Suggested Memory Configurations

cbmeeks edited this page Mar 2, 2016 · 6 revisions

There is no universal memory allocation scheme that works with every game or demo. Below are some suggested memory mappings that might be beneficial to know or inspire you to use in your own projects.

Example 1 (Turrican II) *

Type Start End Start End Bytes K Objects
Code & Some Data 0900 87FF 2304 34815 32512 31.8
Data (map, tiles, meta) 8800 BFFF 34816 49151 14336 14.0
Character Set C000 C7FF 49152 51199 2048 2.0
Screen 1 C800 CBFF 51200 52223 1024 1.0
Screen 2 CC00 CFFF 52224 53247 1024 1.0
Sprites D000 FFBF 53248 65471 12224 11.9 191.0
IRQ Vectors ** FFFA FFFF 65530 65535 6 0.0

* Thanks to Lassee on Lemon64 for this information. ** BASIC and Kernal disabled


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