Difference between revisions of "Cv4/RamRomMap"

From Castlevania Speedrunning
Jump to: navigation, search
(RamMap)
Line 1: Line 1:
 +
 +
==RamMap==
 +
 
<!--> Emty Row
 
<!--> Emty Row
 
|-
 
|-
Line 8: Line 11:
  
  
==RamMap==
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 207: Line 209:
 
|-
 
|-
 
| $7e:0218
 
| $7e:0218
| 4 byte
+
| 2 byte
 
| Whip0
 
| Whip0
 
| xspdSub
 
| xspdSub
 
|-
 
|-
 
| $7e:021a
 
| $7e:021a
| 4 byte
+
| 2 byte
 
| Whip0
 
| Whip0
 
| xspd
 
| xspd
 
|-
 
|-
 
| $7e:021c
 
| $7e:021c
| 4 byte
+
| 2 byte
 
| Whip0
 
| Whip0
 
| yspdSub
 
| yspdSub
Line 229: Line 231:
 
| 2 byte
 
| 2 byte
 
| Whip1
 
| 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 contines 240 byte.
+
| 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
 
| $7e:0440
Line 235: Line 237:
 
| Sub0
 
| Sub0
 
| Subweapon assembly  
 
| 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: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
 +
| ??
 +
| Entrence Number
 
|}
 
|}
 
===info===
 
===info===

Revision as of 16:50, 23 June 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: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  ?? Entrence Number

info

RomMap

info