534
edits
Changes
→Castlevania III - Dracula's Curse (USA)
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Bogaa's RamMap
{| class="wikitable"
! Type
! Description
|-
| $0000
| 1 byte
| Temp
| Memory Holds ()
|-
| $0001
| 1 byte
| Temp
| Memory Holds ()
|-
| $0002
| 1 byte
| Temp
| Memory Holds (Hitbox)
|-
| $0008
| 2 byte
| Temp
| Memory Holds (DoorPointer??)
|-
| $000a
| 2 byte
| Temp
| Memory Holds (PlayerLocation??)
|-
| $0011
| 1 byte
| Temp
| Memory Holds (WhipHitboxHight)
|-
| $0012
| 1 byte
| Temp
| Memory Holds ((Temporary sprite_index Used to keep track of $007F and $0565. Adds #$08 to Trevor's y when ducking ($0565==#$1C)))
|-
| $0013
| 1 byte
| Temp
| Memory Holds (Temporary y Used to keep track of $0041C when attacking.)
|-
| $0018
| 1 byte
| Screen
| RomeLoader Mode 4=Loade 5=Black(07=debug)
|-
| $001a
| Random line. This is incremented by 1 every step. It's used for randomization purposes and results in a linear pattern whereby a function X will return the same result X[n] steps later and X[n+1] will always be the same when n is a linear function. Of course, making n a non-linear function will yield results closer to what one would consider "random".
|-
| $0018001d
| 1 byte
| StateTemp| mode Temporary Used Memory Holds (07=debugset to 01 Pause) (Set When on Stairs ??)
|-
| $001f
| RNG
| Random bump. While $001B is used most for random actions, this will vary things up a bit. This gets incremented and then $001B is added to it. This is done repeatedly between iterations. Basically, in GM terms, thisi is run between the last Draw event and the first Begin Step event.
|-| $0026| 1 byte| Controller| (01 Right, 02 Left, 04 Down, 08 Up, 10 Start, 20 Select, 40 B, 80 A)|-| $0028| 1 byte| Controller| Controller Value Button State. Create Value out of button presses add/subtract|-| $002b| 1 byte| Flag| When Pause = 01|-| $002e| 1 byte| Flag| Stage clear This gets set to 01 when collect Orb|-| $0030| 1 byte| Timer| ItemPickup Flash Timer. Set when whip upgrade is picked up. Trevor cycles through sprite palettes while this counts down.
|-
| $0032
| 1 byte
| StateLocation| Stage(Level)
|-
| $0033
| 1 byte
| StateLocation| Block(Section)
|-
| $0034
| 1 byte
| StateLocation| SubRom(Screen 8=Blocks or 256Pixel)
|-
| $0034003
| 1 byte
| CtrLife| LivesCurrentAmount of Lifes. Not HUD
|-
| $0036
| 1 byte
| Flag
| Character Index?? SubweaponObj??00 or 01
|-
| $003c
| 1 byte
| CtrHealth
| Health Player
|-
| $003d
| 1 byte
| CtrHealth
| Health Boss
|-
| $003f
| 4 byte
| BankCHR| GFXBank??|-| $0043| 1 byte| CHR
| CHR Bank ??
|-
| $0044
| 1 byte| CHR| GFX 2 byte (Holds Current routine Pointer for swapping)|-| $0046| 1 byte| Index| (Used in Door Transition) SpriteBank Transition Player Sprite|-| $0047| 1 byte| Index| (Used in Door Transition) SpriteBank PlayerWeapon Sprite|-| $0048| 1 byte| Index| (Used in Door Transition) Enemy Sprites??|-| $0049| 1 byte| BankIndex| CHR (Used in Door Transition) Enemy Sprites?? Bank ??|-| $004a| 1 byte| Index| (Used in Door Transition) Bank 400-7ff
|-
| $004b
| 4 1 byte
| Bank
| CHR Current Bank (switchable without crashing)??400-7ff
|-
| $003f004c| 4 1 byte
| Bank
| CHR Current Bank 800-8ff|-| $004d| 1 byte| Index| (Used in Transition) Bank 0c00-0fff|-| $004e| 2 byte| ??| ??|-| $0050| 2 byte| Index| (Used in Transition) Next Section|-| $0052| 2 byte| Re| ??|-| $0000| 1 byte| ??| ??
|}
$0052 2 byte holds tilemap Left Section (past)
$0054 2 byte holds tilemap Right Section (infront)
$0056 Camera y or xPos 00xx (Depending on Scroll type)
$0057 Camera x or xPos xx00 (Depending on Scroll type)
$0058 ??
$0059 CameraPos Right RanderTracker??
$005a CameraPos Left RanderTracker??
$005b Section Tracker/Counter Tracker counts left/up
$005c Section Tracker/Counter Tracker counts right/down
$005d 2 byte LevelLoading (StageInicator??)(Active when Moving into Stage)
$005f 2 byte Pallets Index (Used in Transition) (Active when Moving into Stage)
$0061 2 byte Part of the level tracker..
$0063 Part of the level tracker..
$0064 ??
$0065 Scrolling Left/down=00, Scrolling Right/up=01, Screen not Scrolling=02
$0066 Part of the level tracker..
$0069 2 byte StairPointer For CurrentSection?
$006b debug cursor value/Door Transition (state 00-09)
$006e 01=SpriteSpeed right FF=SpriteSpeed left. Used when moving..
$006f 2byte Current CameraBGScrolling??
$0071 Camera Look (RoomLeangh)
$0072 HudFunction? 00 is bad
$0074 00=Will reset sound when you transition 01 or higher=Will keep playing
$007b Used in DoorTranistion. SegmentLeangth to Scroll new section?
$007e time 00xx
$007f time xx00
$0080 01 or more=Trevor Sprite Flicker
$0081 Trevor Movment State. x1 above ground, x2 only move right x5 No Colution, x8 Left x9 Right
Hurt xe=Cinematic exit X=Amount of Damage and initiate hurt animation.
$0084 hearts
$0085 sub-weapon (Trevor)
$0086 sub-weapon (Helper)
$0087 Double/Triple value (Trevor)
$0088 Double/Triple value (helper)
$0089 02=refreshes screen somehow? used in paralax i think
$008e whip power up level (Trevor)
$008f whip power up level (Helper)
$00b1 Keeps Track of last action??
$00ce Counter If=05 a subweapon dorps instead of a small heart
$00fc TitelScreen Scrolling Y
$00fd TitleScreen Scrolling X
$00fe If uneven Greay scale (WindowEffect)
$00ff BankSetup
$00e0-$019f MusicEngineRamSetup
$01e4 Pointer??
$01e8-$0312 OAM Sprite Assembly Table
$318-3bf Pointers for level setup?
$3c0-3c4 Sound Effect
$00bf setting to 0x80 freezes stuff (preparation for death I think)
$00e0 - $0130 Sound Stuff
$400-405 Player Animation
$410 Animation CandleStand
$412 Animation Candle
$414 SubweaponFrames HolywaterBumerang
$416 Uneven will destored the image at $417
$417 Displays IteamInfront of you??
$418 Hud Subweapon Sprite 50=Holywater
$419 Hud ShotMultiplayer Double=58
$41d 6 bytes Crusher Movement
$647 6 bytes Crusher Movement
$658 HitBox Enemy AB (A=1 MinimalDamage F=FatalDamage) (B=Effect 5 Sink 8 and 9 Push)
$490 Misc Sprite Address
$4a8 Enemy Movement 00 01
$4bb Wipe Direction 00 Left
$4f3-4f5 Sprite Speed Direction 01=Right ff=Left
$509-50b Sprite SubSpeed Direction 00-ff
$550-56f Misc Handler
$567 Misc rocker assembly and Ai (8627 Routines)
$57c-57d AnimationFramesBoss
$588-58f AnimationFramesCandles
-5a8 5a6 Whip
$5aa-5af AnimationIDSprites??
$5b8-4bf AnimationIDCandles??
$5c1 Movement directions??Trevor ActionStateUpgrade
$5c2 Movement directions??Boss
-5c7 Movment Sprites
$5ce CandleUpgradeAnimationState
$4cf CandleUpgradeAnimationState
$5d0-5d7 MovmentBehavier?Candles
$5d9-5df MovmentBehavier?Sprites
$5f0-5f2 EnemyActiveState
$5fc-601 Candle Content
$61e-625 Direction/speed Pendulum
$6e0-76f Collusion map (Turned-screen)
AB A=2x2 block square
B=2x2 block square
0 bg
1 Mud
2 Convire Right
3 Convire Left
4 Crumble Floor (increment c e f 0 )
5 spike Celling
6 Solid
7 Spike Floor
8+ seems do be solid till c
Collution pointers
Collusion data 4a3 Stile offset range?? donno
$07f6 01=expert mode
$07f8 - $07ff Player name
$800 Mirror ZeroPage
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===SpiderDavesMap===