Difference between revisions of "Cv3/rommap"

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(Description of Tables or Content)
(Description of Tables or Content)
(4 intermediate revisions by the same user not shown)
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0x1730 Table for noise and animation.
+
0x1730 Effect Table (Fog,noise and animation..)
  
 
   Table Format:
 
   Table Format:
Line 125: Line 125:
 
   BB=Block
 
   BB=Block
 
   CC=Segment
 
   CC=Segment
   DD=Effect 10 Fog, 20 Animation Only, 30 Animation and Sound, 40 ??, 32-37 WaterEffect(flicker),56?? ,71 move a stage??
+
   DD=Effect  
 +
 
 +
  CPU Bus 0x7d Holds current effect:
 +
  10 Fog 02 02 01
 +
  11 For 02 03 01
 +
  12 High Fog Stage 0e 00 02
 +
  13 Low Fog Stage 0e 02 00
 +
  20 Animation Only,
 +
  23 0c 01 01 ??
 +
  28 Blinking sprites
 +
  30 Animation and Sound 05 01 00
 +
  31 Water animation 0d 03 00
 +
  32 WaterEffect(flicker) -36
 +
  33 06 00 00 Mud
 +
  34 06 01 00
 +
  35 06 01 01
 +
  37 06 01 02
 +
  36 04 02 00 BossRoom
 +
  40 Clocktower Stage 2
 +
  41 Animation and Sound 0d 01 00
 +
  50 08 00 00 Water
 +
  51 Forest Stage 02 01 00 and 05 03 00 Water and 08 01 00 .. 09
 +
  71 Rising Water 08 03 00
 +
  80 Falling Bridge 05 03 01
 +
  81 Falling Bridge 0c
  
 
Table for progression after the map.
 
Table for progression after the map.
Line 134: Line 158:
 
     the table for the area you go to after walking past a big map (not choose a path) is at 0x211d (3 bytes each, not sure how many)
 
     the table for the area you go to after walking past a big map (not choose a path) is at 0x211d (3 bytes each, not sure how many)
  
===The most insight in the game was from Opptomon===
+
===If you like to skip the map after stage one:===
 +
0x4171 Table of Screens after Boss
 +
 
 +
00=Map Walking to next section
 +
01=??
 +
02=Choosing Path
 +
 
 +
===For Stage one you can edit the next level at 0x211D AA BB CC===
 +
 
 +
==The most insight in the game was from Opptomon==
 
*check his abandon project/notes
 
*check his abandon project/notes
  
 
http://www.romhacking.net/abandoned/[55]COA-CV3.7z
 
http://www.romhacking.net/abandoned/[55]COA-CV3.7z

Revision as of 18:19, 13 July 2019

previous page

Feel free to do some digging.

PRG ROM

The NES File has a header (+0x10) to tell the ROM size. You need to add that value to the PRG offset to get the right address.



Address Leangth Type Description
$0000 1 byte  ??
$3eb9 327 byte FreeSpace FreeSpace till $3fff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte)
$7d68 664 byte FreeSpace FreeSpace till $7fff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte)
$bec3 317 byte FreeSpace FreeSpace till $Bfff (I tested with a play-through of normal quest. Nor sure if I triggered everything.)
$ff01 255 byte FreeSpace FreeSpace till $ffff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte)
$13deb 533 byte FreeSpace FreeSpace till $13fff (I tested with a play-through of normal quest. Nor sure if I triggered everything)
$17f32 206 byte FreeSpace FreeSpace till $17fff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte)
$1bff3 13 byte FreeSpace FreeSpace till $1bfff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte)
$1ffcc 52 byte FreeSpace FreeSpace till $1ffff (I tested with a play-through of normal quest. Nor sure if I triggered everything)
$23f94 108 byte FreeSpace FreeSpace till $23fff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte)
$27fed 19 byte FreeSpace FreeSpace till $27fff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte)
$2ff91 111 byte FreeSpace FreeSpace till $2ffff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte)
$33676 2442 byte FreeSpace FreeSpace till $33fff (I tested with a play-through of normal quest. Nor sure if I triggered everything)
$37e64 412 byte FreeSpace FreeSpace till $37fff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte)
$3bfac 84 byte FreeSpace FreeSpace till $3bfff (I tested with a play-through of normal quest. Nor sure if I triggered everything)
$3c801 255 byte FreeSpace FreeSpace till $3c8ff (I tested with a play-through of normal quest. Nor sure if I triggered everything)
$3dc19 999 byte FreeSpace FreeSpace till $3dfff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte)
$3ffcb 37 byte FreeSpace FreeSpace till $3ffef (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte)


Description of Tables or Content

0x1730 Effect Table (Fog,noise and animation..)

 Table Format:
 AA BB CC DD
 AA=Stage
 BB=Block
 CC=Segment
 DD=Effect 
 
 CPU Bus 0x7d Holds current effect:
 10 Fog 02 02 01
 11 For 02 03 01
 12 High Fog Stage 0e 00 02
 13 Low Fog Stage 0e 02 00
 20 Animation Only,
 23 0c 01 01 ??
 28 Blinking sprites 
 30 Animation and Sound 05 01 00
 31 Water animation 0d 03 00 
 32 WaterEffect(flicker) -36
 33 06 00 00 Mud
 34 06 01 00
 35 06 01 01
 37 06 01 02
 36 04 02 00 BossRoom
 40 Clocktower Stage 2
 41 Animation and Sound 0d 01 00
 50 08 00 00 Water
 51 Forest Stage 02 01 00 and 05 03 00 Water and 08 01 00 .. 09
 71 Rising Water 08 03 00
 80 Falling Bridge 05 03 01
 81 Falling Bridge 0c

Table for progression after the map.

   (all of these are add 0x10 for header) the pointers to path tables are at 0x29a5 (3 pointers, 2 bytes each)
   the path tables are at 0x29ab, 0x29b4, 0x29ba
   the data in those tables is 010000000000, 020302060001, 070600080000
   the table for the area you go to after walking past a big map (not choose a path) is at 0x211d (3 bytes each, not sure how many)

If you like to skip the map after stage one:

0x4171 Table of Screens after Boss

00=Map Walking to next section 01=?? 02=Choosing Path

For Stage one you can edit the next level at 0x211D AA BB CC

The most insight in the game was from Opptomon

  • check his abandon project/notes

http://www.romhacking.net/abandoned/[55]COA-CV3.7z