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Cv3/rommap

6,347 bytes added, 08:10, 28 July 2019
PRG ROM
| FreeSpace till $3ffef (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte)
|}
 
 
Castlevania 3 US PRG ROM by Bogaa
 
 
I know this is a Mess but that it is what I am working of right now
 
 
43f PointerTableStart CollutioinTilePPUOffset A384 (Expand b9be)There are some to move to expand it.
But seems possible. Also you need to move it if you like to use Expanded CHR Banks in levels. (You can just use Expanded CHR for animations..)
 
4a7 Defenition (Stage 1) 06 B7 02 C0
aa bb cc dd
aa=type (solid)
bb=offset
 
9984 F784
 
 
 
 
 
Character Swap Timers:
 
14b5 3c > 01
 
14d0 4c > 01
 
311a5 03 > 00 no sound // BadHack
 
 
 
 
 
18001 Palette bg Balling Blocks
 
18da6 Palette falling blocks
 
 
 
 
 
1f68b DoorsLocation
 
DoorFormat: 00 01 01 50 C0 01
aa bb cc dd ee ff
 
aa=CurrentSubRoom 00
 
bb=Screen to Trigger on (CameraLock)
 
cc=Direction to Trigger 01=Right 00=Left
 
dd=Door1 VerticalLocation Hight
 
ee=Door2 VerticalLocation Hight
 
ff=Next Next SubRoom (door will increment Block)
 
Stage0
1f68b Door 1 00 02 01 B0 B0 00
1f681 Door 2 02 02 01 90 90 01
1f6a7 Door 3 00 02 01 B0 B0 00 FF=NextLevel??Terminator
 
1f708 Door 01 03 01 70 70 01 Stage 05 03 01
 
Stage1
1f6ae Door 1 02 01 01 70 B0 00
02 00 01 90 90 00
E0 E0 E0 E0 E0 E0 Unused Doors??
 
 
Room Length
Number of Screens in 1byte. Before Block/Tile Arrangements (Table can be used to enlarge the Screens or TileBockMap Backups)
Doors and bosses/transitions need to be arranged after!
 
Left/Right changes Block??(DoorResetSubRoom?)
up/Down changes SubRoom??
Stage0
200aa 02 Stage 00 00 00 Right
2013b 00 Stage 00 01 00 Up
20029 01 Stage 00 01 01 Up Vertical
2016c 01 Stage 00 01 03 Down
201cd 02 Stage 00 01 02 Right
2025e 02 Stage 00 02 01 Down
202ef 02 Stage 00 02 00 Right
20380 03 Stage 00 03 00 Boss
 
Stage1 (When you go back rooms with Doors have new Tilemap)
20e3c 02 Stage 01 00 00 Up Vertical (Stage 01 05 00) Special Left
21226 01 Stage 01 00 01 Up (Stage 01 05 01)
21164 01 Stage 01 00 02 right (Stage 01 05 02) > 21287
211c5 01 Stage 01 01 00 Up (Stage 01 04 00) > 212e8
20efd 01 Stage 01 01 01 Up Vertical (Stage 01 04 01)
21102 00 Stage 01 01 02 Right (Stage 01 04 02) > 210a0
21133 00 Stage 01 02 00 Up (Stage 01 03 00) > 210d1
20f7e 02 Stage 01 02 01 Up Vertical (Stage 01 03 01)
2103f 01 Stage 01 02 02 Boss (Stage 01 03 02)
 
Stage2 woods
21c57 02 Stage 02 00 00 Up
21b05 02 Stage 02 00 01 Up Special
219e4 05 Stage 02 01 00 Right
21ce8 03 Stage 02 02 00 Up
21b96 03 Stage 02 02 01 Special Door Right
21da9 00 Stage 02 03 02 Down
21dda 03 Stage 02 03 01 Down
21f5c 00 Stage 02 03 00 Left
21e9b 03 Stage 02 04 01 Down
21f8d 01 Stage 02 04 00 Boss
 
Stage3 Ship
226c1 01 Stage 03 00 02 Down
22783 01 Stage 03 00 01 Right
22967 04 Stage 03 01 00 Up
228a5 01 Stage 03 01 01 Left
227e4 03 Stage 03 02 00 Up
22722 01 Stage 03 02 01 Boss Medusa
22b1a 02 Stage 03 03 00 Up
22a58 02 Stage 03 03 01 Right
22ae9 00 Stage 03 04 02 Down
22bab 02 Stage 03 04 01 Down Boss
22c3c 00 Stage 03 04 00 Up
 
Stage4 Tower
236c6 01 Stage 04 00 00 Up
233ff 02 Stage 04 00 01 Up Vertical
23664 00 Stage 04 00 02 Right
23695 00 Stage 04 01 00 Up
23695 03 Stage 04 01 01 Up Vertical
23572 01 Stage 04 01 02 Left
23541 00 Stage 04 02 00 Up
234c0 01 Stage 04 02 01 Up
235d3 02 Stage 04 02 02 Boss
 
Stage5 NewBank Aqueducts
1c021 01 Stage 05 00 00 Right
1c082 03 Stage 05 01 00 Right
1c143 03 Stage 05 02 01 Down Right
1c204 01 Stage 05 02 00 Up
1c265 03 Stage 05 03 01 Down
1c326 01 Stage 05 03 00 Boss
 
Stage6 Swamp
1ca1e 03 Stage 06 00 01 Down
1cb70 01 Stage 06 00 00 Right
1cc02 05 Stage 06 01 00 Right
1cd23 01 Stage 06 02 02 Down
1cadf 02 Stage 06 02 01 Down
1cbd1 00 Stage 06 02 00 Boss
 
Stage 7
1d5e2 03 Stage 07 00 01 Down
1d6d3 01 Stage 07 00 00 Right
1d734 01 Stage 07 01 00 Right
1d48f 00 Stage 07 02 00 Right
1d4c0 01 Stage 07 03 00 Right
1d521 03 Stage 07 04 00 Up
1d36d 01 Stage 07 04 01 Boss Alucard
1d3ce 03 Stage 07 05 00 Up
1d30c 01 Stage 07 05 01 Left
1d21b 04 Stage 07 06 00 Boss BoneKing
 
Stage8 Sunken City
1e2d3 04 Stage 08 00 01 Down Left
1e3c4 01 Stage 08 00 00 Up
1e1e2 04 Stage 08 01 00 Left
1e121 03 Stage 08 02 00 Up
1df9f 02 Stage 08 02 01 Boss
1df9f 04 Stage 08 03 00 Up Special
1deae 04 Stage 08 04 00 (NoCheckpoint)
Stage9 Cave
1822f 02 Stage 09 00 00 Up
1819e 02 Stage 09 00 01 Left
1813d 01 Stage 09 01 00 Up
1807c 03 Stage 09 01 01 Up
1801b 01 Stage 09 01 02 Boss
 
Stage A MountainSide
18c85 00 Stage 0a 00 00 Up
18c54 00 Stage 0a 00 01 Left
18bf3 01 Stage 0a 01 00 Left
18bc2 00 Stage 0a 02 00 Left
18b31 02 Stage 0a 03 00 Up
18a40 02 Stage 0a 03 01 Boss SpecialDoor
1885d 01 Stage 0a 04 00 Up Vertical
18e6a 01 Stage 0a 04 01 Up
18e09 01 Stage 0a 05 02 Left
18d78 02 Stage 0a 05 00 Up
18ce7 02 Stage 0a 05 01 Left
18cb6 00 Stage 0a 06 00 Up
188de 03 Stage 0a 06 01 Up Vertical
189df 01 Stage 0a 06 02 Boss
 
Stage B
1ed3f 03 Stage 0b 00 00 Up
 
 
 
 
29292 BirdBehavier
 
2a958 Sub-weapon linker Dagger CandleDrop linker
 
a288/2e288 Random drop routine
 
2ea19 DropLinker whip upgrade
 
2e910 AnimationPattern Physic(skelly)
 
 
 
2e410 Table To Creat new enemy LinkerTable?
 
Format:??
 
2efdc Object 32(05 WaveThing)
 
2efdd BoneThrow Wight 1a (01=Light FF=Heavy)
 
2fb43 Bone Hitbox X Direction
 
2fb4c Bone Hitbox Y Direction (152 byte apart)
 
 
Zombie x 2fc10 y 2fca8
Red Skelly 2fc23
 
HitBoxes:
 
Ghost
2dfe7 Damage and Effect AB (A=1 MinimalDamage F=FatalDamage) (B=Effect 5 Sink 8 and 9 Push)
 
 
----------------------------------------------
3d6cc Choose Vertical or Horizontal Scrolling
 
Every section one byte
 
00=Horizontal
80=Vertical up
81=Vertical down
82=Vertical up auto
83=Vertical down auto
84=Vertical up StampMove
85=Vertical down ...even number are broken
----------------------------------------------------
 
Candle/Enemy Vertical
2ac34 01....FF (293f5 > 34ac pointer)
29401 > 74AC
 
 
Candle/Enemy Horizontal
2949d Events.. (293f1 > 9d94 pointer)
293f9 > E194
293f7 > C594
after door 293fd > 1195
293fb > f594
after door 293ff > 2d95 Boss
 
Format: AABBAABB
 
AA=Candle
BB=Enemy
AABB=one block long. One Screen has 8 Blocks
 
 
Stairs down DEC SubRoom
Staris up INC SubRoom
 
 
323fe Routine Form moving the Fog 49 bytes
32406 00 > 01 Will be very slow like river
 
Notes:
 
3d6d2 >00 81
 
293fb >F594 34ac
 
ExampleLevel
 
 
Enemy Speed
Ghost 2d89f Speed/subSpeed UpDown
==Description of Tables or Content==

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