Difference between revisions of "Cv3/rammap"

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(Castlevania III - Dracula's Curse (USA))
 
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<div style="white-space: pre-wrap">
 
<div style="white-space: pre-wrap">
 
$0000 Temporary Used Memory Holds ()
 
$0001 Temporary Used Memory Holds ()
 
$0002 Temporary Used Memory Holds (Hitbox)
 
$0008 Temporary Used Memory Holds (DoorPointer)
 
$000A Temporary Used Memory Holds (LocationPointer)
 
$0011 Temporary Used Memory Holds (Whip Attack hight) ()
 
$0012 Temporary Used Memory Holds (Temporary sprite_index Used to keep track of $007F and $0565. Adds #$08 to Trevor's y when ducking ($0565==#$1C))
 
$0013 Temporary Used Memory Holds (Temporary y Used to keep track of $0041C when attacking.)
 
$0018 RomeLoader Mode 4=Loade 5=Black(07=debug)
 
$001a Random (INC) Used for ()
 
$001d Temporary Used Memory Holds (set to 01 Pause) (Set When on Stairs ??)
 
$001f 2 byte RNG
 
$0026 Controller Press (01 Right, 02 Left, 04 Down, 08 Up, 10 Start, 20 Select, 40 B, 80 A)
 
$0028 Controller Value Button State. Create Value out of button presses add/subtract Registered at $26
 
$002b paused if 01
 
$002e Flag Stage clear This gets set to 01 when collect Orb
 
$0030 ItemPickup Flash Timer. Set when whip upgrade is picked up. Trevor cycles through sprite palettes while this counts down.
 
$0032 stage A (Level)
 
$0033 Block B (Section)
 
$0034 Section 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 Health
 
$003d Boss Health
 
$003f GFX 4 byte
 
$0042 GFX ??
 
$0043 GFX ??
 
$0044 GFX 2 byte (Holds Current routine Pointer for swapping)
 
$0046 Index (Used in Door Transition) SpriteBank Transition Player Sprite
 
$0047 Index (Used in Door Transition) SpriteBank PlayerWeapon Sprite
 
$0048 Index (Used in Door Transition) ??Enemy Sprites??
 
$0049 Index (Used in Door Transition) Enemy Sprites
 
$004a Index (Used in Door Transition) Bank 400-7ff
 
$004b Current Bank 400-7ff
 
$004c Current Bank 800-8ff
 
$004d Index (Used in Transition) Bank 0c00-0fff
 
$004e 2 byte ??
 
$0050 2 byte Index (Used in Transition) Next Section
 
 
$0052 2 byte holds tilemap Left Section (past)
 
$0052 2 byte holds tilemap Left Section (past)
 
$0054 2 byte holds tilemap Right Section (infront)
 
$0054 2 byte holds tilemap Right Section (infront)
$0056 Camera y or xPos 00xx (Depending on Scroll type) CameraLock
+
$0056 Camera yPos or xPos 00xx (Depending on Scroll type) CameraLock
$0057 Camera x or xPos xx00 (Depending on Scroll type) CameraLock
+
$0057 Camera yPos or xPos xx00 (Depending on Scroll type) CameraLock
$0058
+
$0058 ??
 
$0059 CameraPos Right RanderTracker??
 
$0059 CameraPos Right RanderTracker??
 
$005a CameraPos Left RanderTracker??
 
$005a CameraPos Left RanderTracker??
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5aa-5af AnimationIDSprites??
 
5aa-5af AnimationIDSprites??
 
5b8-4bf AnimationIDCandles??
 
5b8-4bf AnimationIDCandles??
 +
 +
  
 
5c1 Movement directions??Trevor ActionStateUpgrade
 
5c1 Movement directions??Trevor ActionStateUpgrade
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61e-625 Direction/speed Pendulum
 
61e-625 Direction/speed Pendulum
 +
  
 
6e0-76f Collusion map
 
6e0-76f Collusion map
  
AB A=2x2 block square
+
AB A=2x2 block square
  B=2x2 block square
+
    B=2x2 block square
0 bg
+
0 bg
1 Mud
+
1 Mud
2 Convire Right
+
2 Convire Right
3 Convire Left
+
3 Convire Left
4 Crumble Floor (increment c e f 0 )
+
4 Crumble Floor (increment c e f 0 )
5 spike Celling   
+
5 spike Celling   
6 Solid
+
6 Solid
7 Spike Floor
+
7 Spike Floor
8+ seems do be solid till c
+
8+ seems do be solid till c
  
 
Collution pointers  
 
Collution pointers  
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$07f8 - $07ff Player name
 
$07f8 - $07ff Player name
 
 
 
$800 Mirror ZeroPage
 
  
 
</div>
 
</div>

Latest revision as of 21:31, 29 July 2019

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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 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 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 (FreezTimer) MovmentBehavier?Sprites

5f0-5f2 EnemyActiveState 5fc-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


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))

http://gmvania.blogspot.com/2012/08/bookmark-this-blog-entry-last-update.html

Debugger File Bookmarks

work in progress

Info

Table Files for editing text in game

https://datacrystal.romhacking.net/wiki/Castlevania_III:TBL