Cv3/rommap
From Castlevania Speedrunning
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Contents
PRG ROM
The NES File header (ines hader) need to be added to the PRG ROM. Because the header does not belong to the ROM but is needed for emulators. (+0x10)
More info about the header here: https://wiki.nesdev.com/w/index.php/INES
(all of these here are add 0x10 for header)
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 Effect Table (Fog,noise and animation..)
Table Format: AA BB CC DD
AA=Stage BB=Block CC=Segment DD=Effect CPU Bus 0x7d Holds current effect: 10 Fog 02 02 01 11 For 02 03 01 12 High Fog Stage 0e 00 02 13 Low Fog Stage 0e 02 00 20 Animation Only, 23 0c 01 01 ?? 28 Blinking sprites 30 Animation and Sound 05 01 00 31 Water animation 0d 03 00 32 WaterEffect(flicker) -36 33 06 00 00 Mud 34 06 01 00 35 06 01 01 37 06 01 02 36 04 02 00 BossRoom 40 Clocktower Stage 2 41 Animation and Sound 0d 01 00 50 08 00 00 Water 51 Forest Stage 02 01 00 and 05 03 00 Water and 08 01 00 .. 09 71 Rising Water 08 03 00 80 Falling Bridge 05 03 01 81 Falling Bridge 0c
Table for progression after the map.
the pointers to path tables are at 0x29a5 (3 pointers, 2 bytes each) the path tables are at 0x29ab, 0x29b4, 0x29ba, 0x2129 the data in those tables is 010000000000, 020302060001, 070600080000, 0400000500000B00000700010705000900000A00000A00000C00000C00000D00000E 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 after stage one:
0x4171 Table of Screens after Boss
00=Map Walking 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