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Cv3/rammap

8,541 bytes added, 21:31, 29 July 2019
Castlevania III - Dracula's Curse (USA)
'''[[cv3/hacking| previes previous page]]''' == Castlevania III - Dracula's Curse (USA) ==  <!--> Emty Row|-| $0000| 1 byte| ??| ??</!--> Bogaa's RamMap {| class="wikitable"|-! 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| ??| ??|} <div style="white-space: pre-wrap">$0052 2 byte holds tilemap Left Section (past)$0054 2 byte holds tilemap Right Section (infront)$0056 Camera yPos or xPos 00xx (Depending on Scroll type) CameraLock$0057 Camera yPos or xPos xx00 (Depending on Scroll type) CameraLock$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) $0098 2byte CurrentPointer Candle/Enemy Table$009a 2byte CurrentPointer Misc Table $00ae AlucardBatHeartDrain Timer $00b1 Keeps Track of last action?? $00ce Counter If=05 a subweapon dorps instead of a small heart $00c7 WaterFreezTimer $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 AnimationFramesBoss588-58f AnimationFramesCandles-5a8 5a6 Whip5aa-5af AnimationIDSprites??5b8-4bf AnimationIDCandles??   5c1 Movement directions??Trevor ActionStateUpgrade5c2 Movement directions??Boss-5c7 Movment Sprites5ce CandleUpgradeAnimationState4cf CandleUpgradeAnimationState5d0-5d7 MovmentBehavier?Candles5d9-5df (FreezTimer) MovmentBehavier?Sprites 5f0-5f2 EnemyActiveState5fc-601 Candle Content  61e-625 Direction/speed Pendulum  6e0-76f Collusion map  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 </div>  <div style="white-space: pre-wrap">===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</div>
== Castlevania III RAM and ROM offsets (mostly Akumajou Densetsu (J)) ==
work in progress
 
==Info==
 
===Table Files for editing text in game===
https://datacrystal.romhacking.net/wiki/Castlevania_III:TBL

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