Tools - Hex Editor - View NES Memory right?
Yes
is PPU RAM?
No, the PPU is the graphics processor. Which is completely unimportant in so far as finding level data goes. What you need to find is where in CPU memory (in FCEUXD: "NES Memory") the level data sits. It would have to exist somewhere, because the game would need to access it every time it needs to examine a new tile on the map for collision or other purposes (like for instance, whenever the player or an enemy moves. So basically -- all the time).
RAM is readable/writable "workspace" that games use for keeping track of stuff. In a game like Lode Runner, where the map can constantly change by you digging, it would need to have the map in RAM so that it would write to it / modify it as you play. On the NES, RAM exists at addresses $0000-07FF
ROM is read-only memory -- it cannot be changed by the game as it runs, it can only be read/referenced. Everything in your .nes file aside from the header is ROM (hence why they're called ROMs). On the NES, ROM [usually] exists at addresses $8000-FFFF.
The game will copy the level from ROM to RAM once when the level is loaded. What I would do to find the level data -- is I try to find where in RAM the game is putting its levels. Once I know where in RAM it is, I can use tracelogs and write breakpoints to isolate the game code that loads the levels -- from there I can see where in ROM it's loading them from.
Though this method does require a bit of advanced knowledge (have to be able to understand the code -- so you'd need at least minimal 6502 comprehension)
This is not the only method of discovering level data -- it's just the only one I'm good at =P. Other, more traditional methods involve corruption and stuff which generally involves a lot of trial and error.
Anyway I'm bored so I'll look at this game to see if I can find level data.
--- apparently while I was typing KingMike replied ---
I don't mean to step on his toes here -- but like I say, the PPU and PPU RAM are completely unimportant for level data. You do not need to find where the game is drawing tiles to the PPU unless you want to change how tiles are drawn (which is not what you're trying to do, from what I gather).
Stick to the CPU. Everything you want to do is local to the CPU -- put the PPU out of your mind.
EDIT-
Yow -- looks like the level data is compressed and/or bitpacked to shit. This will be a hard one to figure out for a beginner project.
- Level data is written to $0200-0387 (I think it stops at $0387) in RAM
- dunno where it's loaded from yet
- $C711 seems to be the start of the level 1 loading routine.
I'm analyzing it now. More to come