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Cv3/rammap

2,015 bytes removed, 21:31, 29 July 2019
Castlevania III - Dracula's Curse (USA)
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$0000 Temporary Used Memory Holds ()
$0001 Temporary Used Memory Holds ()
$0002 Temporary Used Memory Holds (Hitbox)
$0008 Temporary Used Memory Holds (DoorPointer)
$000A Temporary Used Memory Holds (LocationPointer)
$0011 Temporary Used Memory Holds (Whip Attack hight) ()
$0012 Temporary Used Memory Holds (Temporary sprite_index Used to keep track of $007F and $0565. Adds #$08 to Trevor's y when ducking ($0565==#$1C))
$0013 Temporary Used Memory Holds (Temporary y Used to keep track of $0041C when attacking.)
$0018 RomeLoader Mode 4=Loade 5=Black(07=debug)
$001a Random (INC) Used for ()
$001d Temporary Used Memory Holds (set to 01 Pause) (Set When on Stairs ??)
$001f 2 byte RNG
$0026 Controller Press (01 Right, 02 Left, 04 Down, 08 Up, 10 Start, 20 Select, 40 B, 80 A)
$0028 Controller Value Button State. Create Value out of button presses add/subtract Registered at $26
$002b paused if 01
$002e Flag Stage clear This gets set to 01 when collect Orb
$0030 ItemPickup Flash Timer. Set when whip upgrade is picked up. Trevor cycles through sprite palettes while this counts down.
$0032 stage A (Level)
$0033 Block B (Section)
$0034 Section C (Screen)
$0035 lives
$0036 points 0000xx
$0037 points 00xx00
$0038 points xx0000
$0039 character 1 (ff=empty 00=Trevor 01=Sypha 02=Grant 03=Alucard)
$003a character 2 (ff=empty 00=Trevor 01=Sypha 02=Grant 03=Alucard)
$003b character index (00 or 01)
$003c Health
$003d Boss Health
$003f GFX 4 byte
$0042 GFX ??
$0043 GFX ??
$0044 GFX 2 byte (Holds Current routine Pointer for swapping)
$0046 Index (Used in Door Transition) SpriteBank Transition Player Sprite
$0047 Index (Used in Door Transition) SpriteBank PlayerWeapon Sprite
$0048 Index (Used in Door Transition) ??Enemy Sprites??
$0049 Index (Used in Door Transition) Enemy Sprites
$004a Index (Used in Door Transition) Bank 400-7ff
$004b Current Bank 400-7ff
$004c Current Bank 800-8ff
$004d Index (Used in Transition) Bank 0c00-0fff
$004e 2 byte ??
$0050 2 byte Index (Used in Transition) Next Section
$0052 2 byte holds tilemap Left Section (past)
$0054 2 byte holds tilemap Right Section (infront)
$0056 Camera y yPos or xPos 00xx (Depending on Scroll type) CameraLock$0057 Camera x yPos or xPos xx00 (Depending on Scroll type) CameraLock$0058??
$0059 CameraPos Right RanderTracker??
$005a CameraPos Left RanderTracker??
5aa-5af AnimationIDSprites??
5b8-4bf AnimationIDCandles??
 
 
5c1 Movement directions??Trevor ActionStateUpgrade
61e-625 Direction/speed Pendulum
 
6e0-76f Collusion map
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
$07f8 - $07ff Player name
 
 
 
$800 Mirror ZeroPage
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