Difference between revisions of "Cv3/rammap"
(Started ram map for USA version with my own information) |
Bogaabogaa (talk | contribs) |
||
| Line 2: | Line 2: | ||
== Castlevania III - Dracula's Curse (USA) == | == Castlevania III - Dracula's Curse (USA) == | ||
| + | |||
| + | |||
| + | <!--> Emty Row | ||
| + | |- | ||
| + | | $0000 | ||
| + | | 1 byte | ||
| + | | ?? | ||
| + | | ?? | ||
| + | </!--> | ||
| + | |||
| + | |||
| + | {| class="wikitable" | ||
| + | |- | ||
| + | ! Address | ||
| + | ! Leangth | ||
| + | ! Type | ||
| + | ! Description | ||
| + | |- | ||
| + | | $001a | ||
| + | | 1 byte | ||
| + | | RNG | ||
| + | | 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". | ||
| + | |- | ||
| + | | $0018 | ||
| + | | 1 byte | ||
| + | | State | ||
| + | | mode (07=debug) | ||
| + | |- | ||
| + | | $001f | ||
| + | | 2 byte | ||
| + | | 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. | ||
| + | | | ||
| + | |- | ||
| + | | $0032 | ||
| + | | 1 byte | ||
| + | | State | ||
| + | | Stage | ||
| + | |- | ||
| + | | $0033 | ||
| + | | 1 byte | ||
| + | | State | ||
| + | | Block | ||
| + | |- | ||
| + | | $0034 | ||
| + | | 1 byte | ||
| + | | State | ||
| + | | SubRom | ||
| + | |- | ||
| + | | $0034 | ||
| + | | 1 byte | ||
| + | | Ctr | ||
| + | | Lives | ||
| + | |- | ||
| + | | $0036 | ||
| + | | 3 byte | ||
| + | | Ctr | ||
| + | | Points will start with low byte. ($0036 0000xx. $0037 00xx00. $0038 xx0000) | ||
| + | |- | ||
| + | | $0039 | ||
| + | | 1 byte | ||
| + | | Indicator | ||
| + | | Player Always 00 (But could be someone else in theory) | ||
| + | |- | ||
| + | | $003a | ||
| + | | 1 byte | ||
| + | | Indicator | ||
| + | | Partner (ff=empty 00=Trevor 01=Sypha 02=Grant 03=Alucard) | ||
| + | |- | ||
| + | | $003b | ||
| + | | 1 byte | ||
| + | | Flag | ||
| + | | Character Index?? SubweaponObj?? | ||
| + | |- | ||
| + | | $003c | ||
| + | | 1 byte | ||
| + | | Ctr | ||
| + | | Health Player | ||
| + | |- | ||
| + | | $003d | ||
| + | | 1 byte | ||
| + | | Ctr | ||
| + | | Health Boss | ||
| + | |- | ||
| + | | $003e | ||
| + | | 1 byte | ||
| + | | ?? | ||
| + | | ?? | ||
| + | |- | ||
| + | | $003f | ||
| + | | 4 byte | ||
| + | | Bank | ||
| + | | CHR Bank ?? | ||
| + | |- | ||
| + | | $0044 | ||
| + | | 2 byte | ||
| + | | Bank | ||
| + | | CHR Bank ?? | ||
| + | |} | ||
| + | |||
| + | |||
| + | |||
| + | |||
| + | for a simple way to write it down | ||
<div style="white-space: pre-wrap"> | <div style="white-space: pre-wrap"> | ||
| + | ===SpiderDavesMap=== | ||
| + | |||
| + | |||
$0018 mode (07=debug) | $0018 mode (07=debug) | ||
Revision as of 21:21, 23 June 2019
Contents
Castlevania III - Dracula's Curse (USA)
| Address | Leangth | Type | Description | |
|---|---|---|---|---|
| $001a | 1 byte | RNG | 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". | |
| $0018 | 1 byte | State | mode (07=debug) | |
| $001f | 2 byte | 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. | |
| $0032 | 1 byte | State | Stage | |
| $0033 | 1 byte | State | Block | |
| $0034 | 1 byte | State | SubRom | |
| $0034 | 1 byte | Ctr | Lives | |
| $0036 | 3 byte | Ctr | Points will start with low byte. ($0036 0000xx. $0037 00xx00. $0038 xx0000) | |
| $0039 | 1 byte | Indicator | Player Always 00 (But could be someone else in theory) | |
| $003a | 1 byte | Indicator | Partner (ff=empty 00=Trevor 01=Sypha 02=Grant 03=Alucard) | |
| $003b | 1 byte | Flag | Character Index?? SubweaponObj?? | |
| $003c | 1 byte | Ctr | Health Player | |
| $003d | 1 byte | Ctr | Health Boss | |
| $003e | 1 byte | ?? | ?? | |
| $003f | 4 byte | Bank | CHR Bank ?? | |
| $0044 | 2 byte | Bank | CHR Bank ?? |
for a simple way to write it down
SpiderDavesMap
$0018 mode (07=debug)
$002b paused if 01
$0032 stage A (Level) $0033 stage B (Section) $0034 Stage 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 life $003d enemy life
$007e time 00xx $007f time xx00
$006b debug cursor value
$0084 hearts $0085 sp weapon (Trevor) $0086 sp 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)
$00bf setting to 0x80 freezes stuff (preparation for death I think)
$07f6 01=expert mode
$07f8 - $07ff Player name
Castlevania III RAM and ROM offsets (mostly Akumajou Densetsu (J))
http://gmvania.blogspot.com/2012/08/bookmark-this-blog-entry-last-update.html
Debugger File Bookmarks
work in progress