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Cv3/rammap

Revision as of 02:14, 28 July 2019 by Bogaabogaa (talk | contribs) (Castlevania III - Dracula's Curse (USA))

Castlevania III - Dracula's Curse (USA)

Bogaa's RamMap

Address Leangth Type Description
$0000 1 byte Temp Memory Holds ()
$0001 1 byte Temp Memory Holds ()
$0002 1 byte Temp Memory Holds (Hitbox)
$0008 2 byte Temp Memory Holds (DoorPointer??)
$000a 2 byte Temp Memory Holds (PlayerLocation??)
$0011 1 byte Temp Memory Holds (WhipHitboxHight)
$0012 1 byte Temp Memory Holds ((Temporary sprite_index Used to keep track of $007F and $0565. Adds #$08 to Trevor's y when ducking ($0565==#$1C)))
$0013 1 byte Temp Memory Holds (Temporary y Used to keep track of $0041C when attacking.)
$0018 1 byte Screen RomeLoader Mode 4=Loade 5=Black(07=debug)
$001a 1 byte RNG Random line. This is incremented by 1 every step. It's used for randomization purposes and results in a linear pattern whereby a function X will return the same result X[n] steps later and X[n+1] will always be the same when n is a linear function. Of course, making n a non-linear function will yield results closer to what one would consider "random".
$001d 1 byte Temp Temporary Used Memory Holds (set to 01 Pause) (Set When on Stairs ??)
$001f 2 byte RNG Random bump. While $001B is used most for random actions, this will vary things up a bit. This gets incremented and then $001B is added to it. This is done repeatedly between iterations. Basically, in GM terms, thisi is run between the last Draw event and the first Begin Step event.
$0026 1 byte Controller (01 Right, 02 Left, 04 Down, 08 Up, 10 Start, 20 Select, 40 B, 80 A)
$0028 1 byte Controller Controller Value Button State. Create Value out of button presses add/subtract
$002b 1 byte Flag When Pause = 01
$002e 1 byte Flag Stage clear This gets set to 01 when collect Orb
$0030 1 byte Timer ItemPickup Flash Timer. Set when whip upgrade is picked up. Trevor cycles through sprite palettes while this counts down.
$0032 1 byte Location Stage (Level)
$0033 1 byte Location Block (Section)
$0034 1 byte Location SubRom (Screen 8=Blocks or 256Pixel)
$003 1 byte Life CurrentAmount of Lifes. Not HUD
$0036 3 byte Ctr Points will start with low byte. ($0036 0000xx. $0037 00xx00. $0038 xx0000)
$0039 1 byte Indicator Player Always 00 (But could be someone else in theory)
$003a 1 byte Indicator Partner (ff=empty 00=Trevor 01=Sypha 02=Grant 03=Alucard)
$003b 1 byte Flag Character Index?? SubweaponObj?? 00 or 01
$003c 1 byte Health Health Player
$003d 1 byte Health Health Boss
$003e 1 byte  ??  ??
$003f 4 byte CHR GFXBank??
$0043 1 byte CHR CHR Bank ??
$0044 1 byte CHR GFX 2 byte (Holds Current routine Pointer for swapping)
$0046 1 byte Index (Used in Door Transition) SpriteBank Transition Player Sprite
$0047 1 byte Index (Used in Door Transition) SpriteBank PlayerWeapon Sprite
$0048 1 byte Index (Used in Door Transition) Enemy Sprites??
$0049 1 byte Index (Used in Door Transition) Enemy Sprites?? Bank??
$004a 1 byte Index (Used in Door Transition) Bank 400-7ff
$004b 1 byte Bank Current Bank 400-7ff
$004c 1 byte Bank Current Bank 800-8ff
$004d 1 byte Index (Used in Transition) Bank 0c00-0fff
$004e 2 byte  ??  ??
$0050 2 byte Index (Used in Transition) Next Section
$0052 2 byte Re  ??
$0000 1 byte  ??  ??

$0052 2 byte holds tilemap Left Section (past)

$0054 2 byte holds tilemap Right Section (infront)

$0056 Camera y or xPos 00xx (Depending on Scroll type)

$0057 Camera x or xPos xx00 (Depending on Scroll type)

$0058 ??

$0059 CameraPos Right RanderTracker??

$005a CameraPos Left RanderTracker??

$005b Section Tracker/Counter Tracker counts left/up

$005c Section Tracker/Counter Tracker counts right/down

$005d 2 byte LevelLoading (StageInicator??)(Active when Moving into Stage)

$005f 2 byte Pallets Index (Used in Transition) (Active when Moving into Stage)

$0061 2 byte Part of the level tracker..

$0063 Part of the level tracker..

$0064 ??

$0065 Scrolling Left/down=00, Scrolling Right/up=01, Screen not Scrolling=02

$0066 Part of the level tracker..

$0069 2 byte StairPointer For CurrentSection?

$006b debug cursor value/Door Transition (state 00-09)

$006e 01=SpriteSpeed right FF=SpriteSpeed left. Used when moving..

$006f 2byte Current CameraBGScrolling??

$0071 Camera Look (RoomLeangh)

$0072 HudFunction? 00 is bad

$0074 00=Will reset sound when you transition 01 or higher=Will keep playing

$007b Used in DoorTranistion. SegmentLeangth to Scroll new section?

$007e time 00xx

$007f time xx00

$0080 01 or more=Trevor Sprite Flicker

$0081 Trevor Movment State. x1 above ground, x2 only move right x5 No Colution, x8 Left x9 Right Hurt xe=Cinematic exit X=Amount of Damage and initiate hurt animation.

$0084 hearts

$0085 sub-weapon (Trevor)

$0086 sub-weapon (Helper)

$0087 Double/Triple value (Trevor)

$0088 Double/Triple value (helper)

$0089 02=refreshes screen somehow? used in paralax i think

$008e whip power up level (Trevor)

$008f whip power up level (Helper)

$00b1 Keeps Track of last action??

$00ce Counter If=05 a subweapon dorps instead of a small heart

$00fc TitelScreen Scrolling Y

$00fd TitleScreen Scrolling X

$00fe If uneven Greay scale (WindowEffect)

$00ff BankSetup

$00e0-$019f MusicEngineRamSetup

$01e4 Pointer??

$01e8-$0312 OAM Sprite Assembly Table

$318-3bf Pointers for level setup?

$3c0-3c4 Sound Effect

$00bf setting to 0x80 freezes stuff (preparation for death I think)

$00e0 - $0130 Sound Stuff

$400-405 Player Animation

$410 Animation CandleStand

$412 Animation Candle

$414 SubweaponFrames HolywaterBumerang

$416 Uneven will destored the image at $417

$417 Displays IteamInfront of you??

$418 Hud Subweapon Sprite 50=Holywater

$419 Hud ShotMultiplayer Double=58

$41d 6 bytes Crusher Movement

$647 6 bytes Crusher Movement

$658 HitBox Enemy AB (A=1 MinimalDamage F=FatalDamage) (B=Effect 5 Sink 8 and 9 Push)

$490 Misc Sprite Address

$4a8 Enemy Movement 00 01

$4bb Wipe Direction 00 Left

$4f3-4f5 Sprite Speed Direction 01=Right ff=Left

$509-50b Sprite SubSpeed Direction 00-ff

$550-56f Misc Handler

$567 Misc rocker assembly and Ai (8627 Routines)

$57c-57d AnimationFramesBoss

$588-58f AnimationFramesCandles

-5a8 5a6 Whip

$5aa-5af AnimationIDSprites??

$5b8-4bf AnimationIDCandles??

$5c1 Movement directions??Trevor ActionStateUpgrade

$5c2 Movement directions??Boss

-5c7 Movment Sprites

$5ce CandleUpgradeAnimationState

$4cf CandleUpgradeAnimationState

$5d0-5d7 MovmentBehavier?Candles

$5d9-5df MovmentBehavier?Sprites

$5f0-5f2 EnemyActiveState

$5fc-601 Candle Content

$61e-625 Direction/speed Pendulum

$6e0-76f Collusion map (Turned-screen)

AB A=2x2 block square

  B=2x2 block square

0 bg 1 Mud 2 Convire Right 3 Convire Left 4 Crumble Floor (increment c e f 0 ) 5 spike Celling 6 Solid 7 Spike Floor 8+ seems do be solid till c

Collution pointers Collusion data 4a3 Stile offset range?? donno



$07f6 01=expert mode

$07f8 - $07ff Player name


$800 Mirror ZeroPage


SpiderDavesMap

$0018 mode (07=debug)

$002b paused if 01

$0032 stage A (Level) $0033 stage B (Section) $0034 Stage C (Screen) $0035 lives $0036 points 0000xx $0037 points 00xx00 $0038 points xx0000 $0039 character 1 (ff=empty 00=Trevor 01=Sypha 02=Grant 03=Alucard) $003a character 2 (ff=empty 00=Trevor 01=Sypha 02=Grant 03=Alucard) $003b character index (00 or 01) $003c life $003d enemy life

$007e time 00xx $007f time xx00

$006b debug cursor value

$0084 hearts $0085 sp weapon (Trevor) $0086 sp weapon (Helper) $0087 Double/Triple value (Trevor) $0088 Double/Triple value (helper) $0089 02=refreshes screen somehow? used in paralax i think

$008e whip power up level (Trevor) $008f whip power up level (Helper)

$00bf setting to 0x80 freezes stuff (preparation for death I think)

$07f6 01=expert mode

$07f8 - $07ff Player name

Castlevania III RAM and ROM offsets (mostly Akumajou Densetsu (J))

Debugger File Bookmarks

work in progress

Info