Difference between revisions of "Cv4/RamRomMap"
From Castlevania Speedrunning
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| $7e:13d4 | | $7e:13d4 | ||
| 2 byte | | 2 byte | ||
− | | | + | | Flag |
| Entrence Number | | 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=== |
Revision as of 17:03, 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 | 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 |