Difference between revisions of "Cv3/rommap"
From Castlevania Speedrunning
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The NES File has a header (+0x10) to tell the ROM size. You need to add that value to the PRG offset to get the right address. | The NES File has a header (+0x10) to tell the ROM size. You need to add that value to the PRG offset to get the right address. | ||
+ | |||
+ | ===Sry a real ROM map might follow but for now I will paste the most interesting tables=== | ||
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DD=Effect 10 Fog, 20 Animation Only, 30 Animation and Sound, 40 ??, 32-37 WaterEffect(flicker),56?? ,71 move a stage?? | DD=Effect 10 Fog, 20 Animation Only, 30 Animation and Sound, 40 ??, 32-37 WaterEffect(flicker),56?? ,71 move a stage?? | ||
+ | Table for progression after the map. | ||
+ | |||
+ | (all of these are add 0x10 for header) the pointers to path tables are at 0x29a5 (3 pointers, 2 bytes each) | ||
+ | the path tables are at 0x29ab, 0x29b4, 0x29ba | ||
+ | the data in those tables is 010000000000, 020302060001, 070600080000 | ||
+ | the table for the area you go to after walking past a big map (not choose a path) is at 0x211d (3 bytes each, not sure how many) | ||
===The most insight in the game was from Opptomon=== | ===The most insight in the game was from Opptomon=== |
Revision as of 22:18, 29 June 2019
Feel free to do some digging.
PRG ROM
The NES File has a header (+0x10) to tell the ROM size. You need to add that value to the PRG offset to get the right address.
Sry a real ROM map might follow but for now I will paste the most interesting tables
0x1730 Table for noice and anitation.
Table Format: AA BB CC DD
AA=Stage BB=Block CC=Segment DD=Effect 10 Fog, 20 Animation Only, 30 Animation and Sound, 40 ??, 32-37 WaterEffect(flicker),56?? ,71 move a stage??
Table for progression after the map.
(all of these are add 0x10 for header) the pointers to path tables are at 0x29a5 (3 pointers, 2 bytes each) the path tables are at 0x29ab, 0x29b4, 0x29ba the data in those tables is 010000000000, 020302060001, 070600080000 the table for the area you go to after walking past a big map (not choose a path) is at 0x211d (3 bytes each, not sure how many)
The most insight in the game was from Opptomon
- check his abandon project/notes
http://www.romhacking.net/abandoned/[55]COA-CV3.7z