Cv3/rammap
Contents
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