Cv4/RamRomMap

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RamMap

Address Leangth Type Description
$7e:0000 16 byte Misc Scratch RAM, is and can be used for a big number of purposes. The general purpose is temporarily preserving a value for later use in a routine.
$7e:0010 3 byte  ??  ??
$7e:001C 2 byte Camera bg0CamXPos
$7e:001e 2 byte Camera bg0CamYPos
$7e:0020 2 byte Button Button Press
$7e:0032 2 byte Menue Menue State
$7e:003A 2 byte Ctr True Frame Counter
$7e:003e 2 byte Ctr blk Fade Counter
$7e:0040 2 byte Ctr wht Fade Counter
$7e:0042 2 byte  ?? Current Windows Effect
$7e:0044 2 byte  ?? Current Transparent Effect
$7e:0046 2 byte  ?? Current Mode7 Mode
$7e:0048 2 byte  ?? CGRamPtr Palettes
$7e:0054 1 byte  ?? activeSFXRedlPtr
$7e:0078 2 byte Ctr Effect Frame Counter
$7e:0086 2 byte State Current Level Number
$7e:0088 2 byte State Current Level Mode
$7e:0008E 2 byte State Subweapon
$7e:0090 2 byte State Subweapon Multiplayer
$7e:0092 2 byte State Whip Type
$7e:00a0 2 byte Pos Camera Lock Left
$7e:00a2 2 byte Pos Camera Lock Right
$7e:00a4 2 byte Pos Camera Lock Top
$7e:00a6 2 byte Pos Camera Lock Bottom
$7e:00a8 2 byte State Background 1 Scroll x Speed
$7e:00aa 2 byte State Background 1 Scroll y Speed
$7e:00bc 2 byte Ctr Player Invulnerable Counter
$7e:00be 2 byte Mirror? Button Map Jump
$7e:00c0 2 byte Mirror? Button Map Whip
$7e:00c2 2 byte Mirror? Button Map Sub
$7e:00e6 6 byte State Random Number
$7e:0200 2 byte Whip0 assembly
$7e:0208 2 byte Whip0 xPosSub
$7e:020a 2 byte Whip0 xPos
$7e:020c 2 byte Whip0 yPosSub
$7e:020e 2 byte Whip0 yPos
$7e:0210 2 byte Whip0 ID
$7e:0208 2 byte Whip0 state
$7e:0218 2 byte Whip0 xspdSub
$7e:021a 2 byte Whip0 xspd
$7e:021c 2 byte Whip0 yspdSub
$7e:021e 4 byte Whip0 yspd
$7e:0240 2 byte Whip1 This will be the same 0x20 byte table as with whip 0. It will continue till Whip 8. This table will go till 7e:043f.
$7e:0440 2 byte Sub0 Subweapon assembly
$7e:0448 2 byte Sub0 xPosSub
$7e:044a 2 byte Sub0 xPos
$7e:044c 2 byte Sub0 yPosSub
$7e:044e 2 byte Sub0 yPos
$7e:0450 2 byte Sub0 ID
$7e:0452 2 byte Sub0 State
$7e:0458 2 byte Sub0 xSpdSub
$7e:045a 2 byte Sub0 xSpd
$7e:045c 4 byte Sub0 ySpdSub
$7e:045e 2 byte Sub0 xSpd
$7e:0480 2 byte Sub1 This will be the same 0x20 byte table as with subweapon 0. It will continue till subweapon 2. This table will go till 7e:04df.
$7e:0500 2 byte Spark assembly
$7e:0508 2 byte Spark xPosSub
$7e:050a 2 byte Spark xPos
$7e:050c 2 byte Spark yPosSub
$7e:050e 2 byte Spark yPos
$7e:0510 2 byte Spark ID
$7e:0512 2 byte Spark State
$7e:0514 2 byte Spark SubID
$7e:0518 2 byte Spark xSpdsub
$7e:051a 2 byte Spark xSpd
$7e:051c 2 byte Spark ySpdsub
$7e:051e 2 byte Spark ySpd
$7e:0540 2 byte Simon assembly
$7e:0548 2 byte Simon xPosSub
$7e:054a 2 byte Simon xPos
$7e:054c 2 byte Simon yPosSub
$7e:054e 2 byte Simon yPos
$7e:0550 4 byte Simon State
$7e:0558 2 byte Simon xSpdSub
$7e:055a 2 byte Simon xSpd
$7e:055c 2 byte Simon ySpdSub
$7e:055e 2 byte Simon ySpd
$7e:0558 1 byte Flag Going Left 2 Going right 0. Up Down? What way you move through the room.
$7e:0580 2 byte Event0 Assembly
$7e:0588 2 byte Event0 xPosSub
$7e:058a 2 byte Event0 xPos
$7e:058c 2 byte Event0 yPosSub
$7e:058e 2 byte Event0 yPos
$7e:0590 2 byte Event0 ID
$7e:0592 2 byte Event0 State
$7e:0594 2 byte Event0 SubID
$7e:0598 2 byte Event0 xSpdsub
$7e:059a 2 byte Event0 xSpd
$7e:059c 2 byte Event0 ySpdsub
$7e:059e 2 byte Event0 ySpd
$7e:05A6 2 byte Event0 ObjAddress
$7e:05c0 2 byte Event1 This will be the same 0x40 byte table as with Event0. It will continue till Event36. This table will go till 7e:0edf
$7e:13c6 2 byte Ctr Subweapon counter
$7e:13d4 2 byte Flag Entrence Number
$7e:13f0 2 byte Ctr Timer
$7e:13f2 2 byte Ctr Hearts
$7e:13f4 2 byte Ctr Health
$7e:13f6 2 byte Ctr Stop Watch Timer
$7e:1f40 4 byte Ctr Score

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RomMap

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