Difference between revisions of "Cv4/RamRomMap"

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(Created page with "==RamMap== {| class="wikitable" |- ! Address ! Leangth ! Type ! Description |- | $00 | 2 | Flag | ?? |- | $54 | 1 | ?? | activeSFXRedlPtr I guess something with Sound effects...")
 
(RamMap)
 
(6 intermediate revisions by the same user not shown)
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 +
 
==RamMap==
 
==RamMap==
 +
 +
<!--> Emty Row
 +
|-
 +
| $7e:0000
 +
| 2 byte
 +
| ??
 +
| ??
 +
</!-->
 +
 +
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 7: Line 18:
 
! Description
 
! Description
 
|-
 
|-
| $00
+
| $7e:0000
| 2
+
| 16 byte
| Flag
+
| Misc
 +
| Scratch RAM, is and can be used for a big number of purposes. The general purpose is temporarily preserving a value for later use in a routine.
 +
|-
 +
| $7e:0010
 +
| 3 byte
 +
| ??
 +
| ??
 +
|-
 +
| $7e:001C
 +
| 2 byte
 +
| Camera
 +
| bg0CamXPos
 +
|-
 +
| $7e:001e
 +
| 2 byte
 +
| Camera
 +
| bg0CamYPos
 +
|-
 +
| $7e:0020
 +
| 2 byte
 +
| Button
 +
| Button Press
 +
|-
 +
| $7e:0032
 +
| 2 byte
 +
| Menue
 +
| Menue State
 +
|-
 +
| $7e:003A
 +
| 2 byte
 +
| Ctr
 +
| True Frame Counter
 +
|-
 +
| $7e:003e
 +
| 2 byte
 +
| Ctr
 +
| blk Fade Counter
 +
|-
 +
| $7e:0040
 +
| 2 byte
 +
| Ctr
 +
| wht Fade Counter
 +
|-
 +
| $7e:0042
 +
| 2 byte
 +
| ??
 +
| Current Windows Effect
 +
|-
 +
| $7e:0044
 +
| 2 byte
 +
| ??
 +
| Current Transparent Effect
 +
|-
 +
| $7e:0046
 +
| 2 byte
 +
| ??
 +
| Current Mode7 Mode
 +
|-
 +
| $7e:0048
 +
| 2 byte
 
| ??
 
| ??
 +
| CGRamPtr Palettes
 
|-
 
|-
| $54
+
| $7e:0054
| 1
+
| 1 byte
 
| ??
 
| ??
| activeSFXRedlPtr I guess something with Sound effects
+
| activeSFXRedlPtr
 +
|-
 +
| $7e:0078
 +
| 2 byte
 +
| Ctr
 +
| Effect Frame Counter
 +
|-
 +
| $7e:0086
 +
| 2 byte
 +
| State
 +
| Current Level Number
 +
|-
 +
| $7e:0088
 +
| 2 byte
 +
| State
 +
| Current Level Mode
 +
|-
 +
| $7e:0008E
 +
| 2 byte
 +
| State
 +
| Subweapon
 +
|-
 +
| $7e:0090
 +
| 2 byte
 +
| State
 +
| Subweapon Multiplayer
 +
|-
 +
| $7e:0092
 +
| 2 byte
 +
| State
 +
| Whip Type
 +
|-
 +
| $7e:00a0
 +
| 2 byte
 +
| Pos
 +
| Camera Lock Left
 +
|-
 +
| $7e:00a2
 +
| 2 byte
 +
| Pos
 +
| Camera Lock Right
 +
|-
 +
| $7e:00a4
 +
| 2 byte
 +
| Pos
 +
| Camera Lock Top
 +
|-
 +
| $7e:00a6
 +
| 2 byte
 +
| Pos
 +
| Camera Lock Bottom
 +
|-
 +
| $7e:00a8
 +
| 2 byte
 +
| State
 +
| Background 1 Scroll x Speed
 +
|-
 +
| $7e:00aa
 +
| 2 byte
 +
| State
 +
| Background 1 Scroll y Speed
 +
|-
 +
| $7e:00bc
 +
| 2 byte
 +
| Ctr
 +
| Player Invulnerable Counter
 +
|-
 +
| $7e:00be
 +
| 2 byte
 +
| Mirror?
 +
| Button Map Jump
 +
|-
 +
| $7e:00c0
 +
| 2 byte
 +
| Mirror?
 +
| Button Map Whip
 +
|-
 +
| $7e:00c2
 +
| 2 byte
 +
| Mirror?
 +
| Button Map Sub
 +
|-
 +
| $7e:00e6
 +
| 6 byte
 +
| State
 +
| Random Number
 +
|-
 +
| $7e:0200
 +
| 2 byte
 +
| Whip0
 +
| assembly
 +
|-
 +
| $7e:0208
 +
| 2 byte
 +
| Whip0
 +
| xPosSub
 +
|-
 +
| $7e:020a
 +
| 2 byte
 +
| Whip0
 +
| xPos
 +
|-
 +
| $7e:020c
 +
| 2 byte
 +
| Whip0
 +
| yPosSub
 +
|-
 +
| $7e:020e
 +
| 2 byte
 +
| Whip0
 +
| yPos
 +
|-
 +
| $7e:0210
 +
| 2 byte
 +
| Whip0
 +
| ID
 +
|-
 +
| $7e:0208
 +
| 2 byte
 +
| Whip0
 +
| state
 +
|-
 +
| $7e:0218
 +
| 2 byte
 +
| Whip0
 +
| xspdSub
 +
|-
 +
| $7e:021a
 +
| 2 byte
 +
| Whip0
 +
| xspd
 +
|-
 +
| $7e:021c
 +
| 2 byte
 +
| Whip0
 +
| yspdSub
 +
|-
 +
| $7e:021e
 +
| 4 byte
 +
| Whip0
 +
| yspd
 +
|-
 +
| $7e:0240
 +
| 2 byte
 +
| Whip1
 +
| This will be the same 0x20 byte table as with whip 0. It will continue till Whip 8. This table will go till 7e:043f.
 +
|-
 +
| $7e:0440
 +
| 2 byte
 +
| Sub0
 +
| Subweapon assembly
 +
|-
 +
| $7e:0448
 +
| 2 byte
 +
| Sub0
 +
| xPosSub
 +
|-
 +
| $7e:044a
 +
| 2 byte
 +
| Sub0
 +
| xPos
 +
|-
 +
| $7e:044c
 +
| 2 byte
 +
| Sub0
 +
| yPosSub
 +
|-
 +
| $7e:044e
 +
| 2 byte
 +
| Sub0
 +
| yPos
 +
|-
 +
| $7e:0450
 +
| 2 byte
 +
| Sub0
 +
| ID
 +
|-
 +
| $7e:0452
 +
| 2 byte
 +
| Sub0
 +
| State
 +
|-
 +
| $7e:0458
 +
| 2 byte
 +
| Sub0
 +
| xSpdSub
 +
|-
 +
| $7e:045a
 +
| 2 byte
 +
| Sub0
 +
| xSpd
 +
|-
 +
| $7e:045c
 +
| 4 byte
 +
| Sub0
 +
| ySpdSub
 +
|-
 +
| $7e:045e
 +
| 2 byte
 +
| Sub0
 +
| xSpd
 +
|-
 +
| $7e:0480
 +
| 2 byte
 +
| Sub1
 +
| This will be the same 0x20 byte table as with subweapon 0. It will continue till subweapon 2. This table will go till 7e:04df.
 +
|-
 +
| $7e:0500
 +
| 2 byte
 +
| Spark
 +
| assembly
 +
|-
 +
| $7e:0508
 +
| 2 byte
 +
| Spark
 +
| xPosSub
 +
|-
 +
| $7e:050a
 +
| 2 byte
 +
| Spark
 +
| xPos
 +
|-
 +
| $7e:050c
 +
| 2 byte
 +
| Spark
 +
| yPosSub
 +
|-
 +
| $7e:050e
 +
| 2 byte
 +
| Spark
 +
| yPos
 +
|-
 +
| $7e:0510
 +
| 2 byte
 +
| Spark
 +
| ID
 +
|-
 +
| $7e:0512
 +
| 2 byte
 +
| Spark
 +
| State
 +
|-
 +
| $7e:0514
 +
| 2 byte
 +
| Spark
 +
| SubID
 +
|-
 +
| $7e:0518
 +
| 2 byte
 +
| Spark
 +
| xSpdsub
 +
|-
 +
| $7e:051a
 +
| 2 byte
 +
| Spark
 +
| xSpd
 +
|-
 +
| $7e:051c
 +
| 2 byte
 +
| Spark
 +
| ySpdsub
 +
|-
 +
| $7e:051e
 +
| 2 byte
 +
| Spark
 +
| ySpd
 +
|-
 +
| $7e:0540
 +
| 2 byte
 +
| Simon
 +
| assembly
 +
|-
 +
| $7e:0548
 +
| 2 byte
 +
| Simon
 +
| xPosSub
 +
|-
 +
| $7e:054a
 +
| 2 byte
 +
| Simon
 +
| xPos
 +
|-
 +
| $7e:054c
 +
| 2 byte
 +
| Simon
 +
| yPosSub
 +
|-
 +
| $7e:054e
 +
| 2 byte
 +
| Simon
 +
| yPos
 +
|-
 +
| $7e:0550
 +
| 4 byte
 +
| Simon
 +
| State
 +
|-
 +
| $7e:0558
 +
| 2 byte
 +
| Simon
 +
| xSpdSub
 +
|-
 +
| $7e:055a
 +
| 2 byte
 +
| Simon
 +
| xSpd
 +
|-
 +
| $7e:055c
 +
| 2 byte
 +
| Simon
 +
| ySpdSub
 +
|-
 +
| $7e:055e
 +
| 2 byte
 +
| Simon
 +
| ySpd
 +
|-
 +
| $7e:0558
 +
| 1 byte
 +
| Flag
 +
| Going Left 2 Going right 0. Up Down? What way you move through the room.
 +
|-
 +
| $7e:0580
 +
| 2 byte
 +
| Event0
 +
| Assembly
 +
|-
 +
| $7e:0588
 +
| 2 byte
 +
| Event0
 +
| xPosSub
 +
|-
 +
| $7e:058a
 +
| 2 byte
 +
| Event0
 +
| xPos
 +
|-
 +
| $7e:058c
 +
| 2 byte
 +
| Event0
 +
| yPosSub
 +
|-
 +
| $7e:058e
 +
| 2 byte
 +
| Event0
 +
| yPos
 +
|-
 +
| $7e:0590
 +
| 2 byte
 +
| Event0
 +
| ID
 +
|-
 +
| $7e:0592
 +
| 2 byte
 +
| Event0
 +
| State
 +
|-
 +
| $7e:0594
 +
| 2 byte
 +
| Event0
 +
| SubID
 +
|-
 +
| $7e:0598
 +
| 2 byte
 +
| Event0
 +
| xSpdsub
 +
|-
 +
| $7e:059a
 +
| 2 byte
 +
| Event0
 +
| xSpd
 +
|-
 +
| $7e:059c
 +
| 2 byte
 +
| Event0
 +
| ySpdsub
 +
|-
 +
| $7e:059e
 +
| 2 byte
 +
| Event0
 +
| ySpd
 +
|-
 +
| $7e:05A6
 +
| 2 byte
 +
| Event0
 +
| ObjAddress
 +
|-
 +
| $7e:05a8
 +
| 2 byte
 +
| Event0
 +
| Hitbox Xpos
 +
|-
 +
| $7e:05ab
 +
| 2 byte
 +
| Event0
 +
| Hitbox Ypos
 +
|-
 +
| $7e:05c0
 +
| 2 byte
 +
| Event1
 +
| This will be the same 0x40 byte table as with Event0. It will continue till Event36. This table will go till 7e:0edf
 +
|-
 +
| $7e:13c6
 +
| 2 byte
 +
| Ctr
 +
| Subweapon counter
 +
|-
 +
| $7e:13d4
 +
| 2 byte
 +
| Flag
 +
| Entrence Number
 +
|-
 +
| $7e:13f0
 +
| 2 byte
 +
| Ctr
 +
| Timer
 +
|-
 +
| $7e:13f2
 +
| 2 byte
 +
| Ctr
 +
| Hearts
 +
|-
 +
| $7e:13f4
 +
| 2 byte
 +
| Ctr
 +
| Health
 +
|-
 +
| $7e:13f6
 +
| 2 byte
 +
| Ctr
 +
| Stop Watch Timer
 +
|-
 +
| $7e:1f40
 +
| 4 byte
 +
| Ctr
 +
| Score
 
|}
 
|}
===info===
+
===Info===
 
+
I have in mind to continue and share my resources here. But so far on RHDN are way more information.. even when not organized. The values here been found by Redguy. He provided me a hacked Emulator to view this Lables in a Memory Editor. You need Bsnes Plus c073+3 for it to work.
 
 
==RomMap==
 
 
 
  
===info===
+
Here the hacked files: https://www.dropbox.com/sh/795q76uq0fu5nwh/AACXeochQsgUc4rl5Kd7KY1Fa?dl=0

Latest revision as of 18:18, 17 July 2019

RamMap

Address Leangth Type Description
$7e:0000 16 byte Misc Scratch RAM, is and can be used for a big number of purposes. The general purpose is temporarily preserving a value for later use in a routine.
$7e:0010 3 byte  ??  ??
$7e:001C 2 byte Camera bg0CamXPos
$7e:001e 2 byte Camera bg0CamYPos
$7e:0020 2 byte Button Button Press
$7e:0032 2 byte Menue Menue State
$7e:003A 2 byte Ctr True Frame Counter
$7e:003e 2 byte Ctr blk Fade Counter
$7e:0040 2 byte Ctr wht Fade Counter
$7e:0042 2 byte  ?? Current Windows Effect
$7e:0044 2 byte  ?? Current Transparent Effect
$7e:0046 2 byte  ?? Current Mode7 Mode
$7e:0048 2 byte  ?? CGRamPtr Palettes
$7e:0054 1 byte  ?? activeSFXRedlPtr
$7e:0078 2 byte Ctr Effect Frame Counter
$7e:0086 2 byte State Current Level Number
$7e:0088 2 byte State Current Level Mode
$7e:0008E 2 byte State Subweapon
$7e:0090 2 byte State Subweapon Multiplayer
$7e:0092 2 byte State Whip Type
$7e:00a0 2 byte Pos Camera Lock Left
$7e:00a2 2 byte Pos Camera Lock Right
$7e:00a4 2 byte Pos Camera Lock Top
$7e:00a6 2 byte Pos Camera Lock Bottom
$7e:00a8 2 byte State Background 1 Scroll x Speed
$7e:00aa 2 byte State Background 1 Scroll y Speed
$7e:00bc 2 byte Ctr Player Invulnerable Counter
$7e:00be 2 byte Mirror? Button Map Jump
$7e:00c0 2 byte Mirror? Button Map Whip
$7e:00c2 2 byte Mirror? Button Map Sub
$7e:00e6 6 byte State Random Number
$7e:0200 2 byte Whip0 assembly
$7e:0208 2 byte Whip0 xPosSub
$7e:020a 2 byte Whip0 xPos
$7e:020c 2 byte Whip0 yPosSub
$7e:020e 2 byte Whip0 yPos
$7e:0210 2 byte Whip0 ID
$7e:0208 2 byte Whip0 state
$7e:0218 2 byte Whip0 xspdSub
$7e:021a 2 byte Whip0 xspd
$7e:021c 2 byte Whip0 yspdSub
$7e:021e 4 byte Whip0 yspd
$7e:0240 2 byte Whip1 This will be the same 0x20 byte table as with whip 0. It will continue till Whip 8. This table will go till 7e:043f.
$7e:0440 2 byte Sub0 Subweapon assembly
$7e:0448 2 byte Sub0 xPosSub
$7e:044a 2 byte Sub0 xPos
$7e:044c 2 byte Sub0 yPosSub
$7e:044e 2 byte Sub0 yPos
$7e:0450 2 byte Sub0 ID
$7e:0452 2 byte Sub0 State
$7e:0458 2 byte Sub0 xSpdSub
$7e:045a 2 byte Sub0 xSpd
$7e:045c 4 byte Sub0 ySpdSub
$7e:045e 2 byte Sub0 xSpd
$7e:0480 2 byte Sub1 This will be the same 0x20 byte table as with subweapon 0. It will continue till subweapon 2. This table will go till 7e:04df.
$7e:0500 2 byte Spark assembly
$7e:0508 2 byte Spark xPosSub
$7e:050a 2 byte Spark xPos
$7e:050c 2 byte Spark yPosSub
$7e:050e 2 byte Spark yPos
$7e:0510 2 byte Spark ID
$7e:0512 2 byte Spark State
$7e:0514 2 byte Spark SubID
$7e:0518 2 byte Spark xSpdsub
$7e:051a 2 byte Spark xSpd
$7e:051c 2 byte Spark ySpdsub
$7e:051e 2 byte Spark ySpd
$7e:0540 2 byte Simon assembly
$7e:0548 2 byte Simon xPosSub
$7e:054a 2 byte Simon xPos
$7e:054c 2 byte Simon yPosSub
$7e:054e 2 byte Simon yPos
$7e:0550 4 byte Simon State
$7e:0558 2 byte Simon xSpdSub
$7e:055a 2 byte Simon xSpd
$7e:055c 2 byte Simon ySpdSub
$7e:055e 2 byte Simon ySpd
$7e:0558 1 byte Flag Going Left 2 Going right 0. Up Down? What way you move through the room.
$7e:0580 2 byte Event0 Assembly
$7e:0588 2 byte Event0 xPosSub
$7e:058a 2 byte Event0 xPos
$7e:058c 2 byte Event0 yPosSub
$7e:058e 2 byte Event0 yPos
$7e:0590 2 byte Event0 ID
$7e:0592 2 byte Event0 State
$7e:0594 2 byte Event0 SubID
$7e:0598 2 byte Event0 xSpdsub
$7e:059a 2 byte Event0 xSpd
$7e:059c 2 byte Event0 ySpdsub
$7e:059e 2 byte Event0 ySpd
$7e:05A6 2 byte Event0 ObjAddress
$7e:05a8 2 byte Event0 Hitbox Xpos
$7e:05ab 2 byte Event0 Hitbox Ypos
$7e:05c0 2 byte Event1 This will be the same 0x40 byte table as with Event0. It will continue till Event36. This table will go till 7e:0edf
$7e:13c6 2 byte Ctr Subweapon counter
$7e:13d4 2 byte Flag Entrence Number
$7e:13f0 2 byte Ctr Timer
$7e:13f2 2 byte Ctr Hearts
$7e:13f4 2 byte Ctr Health
$7e:13f6 2 byte Ctr Stop Watch Timer
$7e:1f40 4 byte Ctr Score

Info

I have in mind to continue and share my resources here. But so far on RHDN are way more information.. even when not organized. The values here been found by Redguy. He provided me a hacked Emulator to view this Lables in a Memory Editor. You need Bsnes Plus c073+3 for it to work.

Here the hacked files: https://www.dropbox.com/sh/795q76uq0fu5nwh/AACXeochQsgUc4rl5Kd7KY1Fa?dl=0