Difference between revisions of "Cv3/rommap"
From Castlevania Speedrunning
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the data in those tables is 010000000000, 020302060001, 070600080000 | 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 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) | ||
+ | |||
+ | If you like to skip the map: | ||
+ | 0x4171 Table of Screens after Boss | ||
+ | |||
+ | 00=Map Waling to next section | ||
+ | 01=?? | ||
+ | 02=Choosing Path | ||
+ | |||
+ | For Stage one you can edit the next level at 0x211D AA BB CC | ||
===The most insight in the game was from Opptomon=== | ===The most insight in the game was from Opptomon=== |
Revision as of 19:15, 9 July 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.
Address | Leangth | Type | Description |
---|---|---|---|
$0000 | 1 byte | ?? | |
$3eb9 | 327 byte | FreeSpace | FreeSpace till $3fff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte) |
$7d68 | 664 byte | FreeSpace | FreeSpace till $7fff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte) |
$bec3 | 317 byte | FreeSpace | FreeSpace till $Bfff (I tested with a play-through of normal quest. Nor sure if I triggered everything.) |
$ff01 | 255 byte | FreeSpace | FreeSpace till $ffff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte) |
$13deb | 533 byte | FreeSpace | FreeSpace till $13fff (I tested with a play-through of normal quest. Nor sure if I triggered everything) |
$17f32 | 206 byte | FreeSpace | FreeSpace till $17fff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte) |
$1bff3 | 13 byte | FreeSpace | FreeSpace till $1bfff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte) |
$1ffcc | 52 byte | FreeSpace | FreeSpace till $1ffff (I tested with a play-through of normal quest. Nor sure if I triggered everything) |
$23f94 | 108 byte | FreeSpace | FreeSpace till $23fff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte) |
$27fed | 19 byte | FreeSpace | FreeSpace till $27fff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte) |
$2ff91 | 111 byte | FreeSpace | FreeSpace till $2ffff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte) |
$33676 | 2442 byte | FreeSpace | FreeSpace till $33fff (I tested with a play-through of normal quest. Nor sure if I triggered everything) |
$37e64 | 412 byte | FreeSpace | FreeSpace till $37fff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte) |
$3bfac | 84 byte | FreeSpace | FreeSpace till $3bfff (I tested with a play-through of normal quest. Nor sure if I triggered everything) |
$3c801 | 255 byte | FreeSpace | FreeSpace till $3c8ff (I tested with a play-through of normal quest. Nor sure if I triggered everything) |
$3dc19 | 999 byte | FreeSpace | FreeSpace till $3dfff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte) |
$3ffcb | 37 byte | FreeSpace | FreeSpace till $3ffef (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte) |
Description of Tables or Content
0x1730 Table for noise and animation.
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)
If you like to skip the map: 0x4171 Table of Screens after Boss
00=Map Waling to next section 01=?? 02=Choosing Path
For Stage one you can edit the next level at 0x211D AA BB CC
The most insight in the game was from Opptomon
- check his abandon project/notes
http://www.romhacking.net/abandoned/[55]COA-CV3.7z