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Cv3/rommap

9,793 bytes added, 13:29, 30 July 2019
PRG ROM
==PRG ROM==
The NES File has a header (+0x10ines hader) need to be added to tell the PRG ROM size. You need to add that value to Because the PRG offset header does not belong to get the right addressROM but is needed for emulators.(+0x10)
More info about the header here: https://wiki.nesdev.com/w/index.php/INES
 
(all of these here are add 0x10 for header)
 
=== The Files Here are a bit of a mess and out of date till I find time to work on the page. I keep a backup of my files here. This is way easier to update like this till I get more resources together: https://www.dropbox.com/s/gv917803ay43ijz/CV3ResourceFiles.zip?dl=0 ===
<!--> Emty Row
|}
 
Castlevania 3 US PRG ROM by Bogaa
 
 
I know this is a Mess but that it is what I am working of right now
 
 
43f PointerTableStart CollutioinTilePPUOffset A384 (Expand b9be)There are some to move to expand it.
But seems possible. Also you need to move it if you like to use Expanded CHR Banks in levels. (You can just use Expanded CHR for animations..)
 
4a7 Defenition (Stage 1) 06 B7 02 C0
aa bb cc dd
aa=type (solid)
bb=offset
 
9984 F784
 
 
 
 
 
Character Swap Timers:
 
14b5 3c > 01
 
14d0 4c > 01
 
311a5 03 > 00 no sound // BadHack
 
 
 
 
 
18001 Palette bg Balling Blocks
 
18da6 Palette falling blocks
 
 
 
 
 
1f68b DoorsLocation
 
DoorFormat: 00 01 01 50 C0 01
aa bb cc dd ee ff
 
aa=CurrentSubRoom 00
 
bb=Screen to Trigger on (CameraLock)
 
cc=Direction to Trigger 01=Right 00=Left
 
dd=Door1 VerticalLocation Hight
 
ee=Door2 VerticalLocation Hight
 
ff=Next Next SubRoom (door will increment Block)
 
Stage0
1f68b Door 1 00 02 01 B0 B0 00
1f681 Door 2 02 02 01 90 90 01
1f6a7 Door 3 00 02 01 B0 B0 00 FF=NextLevel??Terminator
 
1f708 Door 01 03 01 70 70 01 Stage 05 03 01
 
Stage1
1f6ae Door 1 02 01 01 70 B0 00
02 00 01 90 90 00
E0 E0 E0 E0 E0 E0 Unused Doors??
 
 
Room Length
Number of Screens in 1byte. Before Block/Tile Arrangements (Table can be used to enlarge the Screens or TileBockMap Backups)
Doors and bosses/transitions need to be arranged after!
 
Left/Right changes Block??(DoorResetSubRoom?)
up/Down changes SubRoom??
Stage0
200aa 02 Stage 00 00 00 Right
2013b 00 Stage 00 01 00 Up
20029 01 Stage 00 01 01 Up Vertical
2016c 01 Stage 00 01 03 Down
201cd 02 Stage 00 01 02 Right
2025e 02 Stage 00 02 01 Down
202ef 02 Stage 00 02 00 Right
20380 03 Stage 00 03 00 Boss
 
Stage1 (When you go back rooms with Doors have new Tilemap)
20e3c 02 Stage 01 00 00 Up Vertical (Stage 01 05 00) Special Left
21226 01 Stage 01 00 01 Up (Stage 01 05 01)
21164 01 Stage 01 00 02 right (Stage 01 05 02) > 21287
211c5 01 Stage 01 01 00 Up (Stage 01 04 00) > 212e8
20efd 01 Stage 01 01 01 Up Vertical (Stage 01 04 01)
21102 00 Stage 01 01 02 Right (Stage 01 04 02) > 210a0
21133 00 Stage 01 02 00 Up (Stage 01 03 00) > 210d1
20f7e 02 Stage 01 02 01 Up Vertical (Stage 01 03 01)
2103f 01 Stage 01 02 02 Boss (Stage 01 03 02)
 
Stage2 woods
21c57 02 Stage 02 00 00 Up
21b05 02 Stage 02 00 01 Up Special
219e4 05 Stage 02 01 00 Right
21ce8 03 Stage 02 02 00 Up
21b96 03 Stage 02 02 01 Special Door Right
21da9 00 Stage 02 03 02 Down
21dda 03 Stage 02 03 01 Down
21f5c 00 Stage 02 03 00 Left
21e9b 03 Stage 02 04 01 Down
21f8d 01 Stage 02 04 00 Boss
 
Stage3 Ship
226c1 01 Stage 03 00 02 Down
22783 01 Stage 03 00 01 Right
22967 04 Stage 03 01 00 Up
228a5 01 Stage 03 01 01 Left
227e4 03 Stage 03 02 00 Up
22722 01 Stage 03 02 01 Boss Medusa
22b1a 02 Stage 03 03 00 Up
22a58 02 Stage 03 03 01 Right
22ae9 00 Stage 03 04 02 Down
22bab 02 Stage 03 04 01 Down Boss
22c3c 00 Stage 03 04 00 Up
 
Stage4 Tower
236c6 01 Stage 04 00 00 Up
233ff 02 Stage 04 00 01 Up Vertical
23664 00 Stage 04 00 02 Right
23695 00 Stage 04 01 00 Up
23695 03 Stage 04 01 01 Up Vertical
23572 01 Stage 04 01 02 Left
23541 00 Stage 04 02 00 Up
234c0 01 Stage 04 02 01 Up
235d3 02 Stage 04 02 02 Boss
 
Stage5 NewBank Aqueducts
1c021 01 Stage 05 00 00 Right
1c082 03 Stage 05 01 00 Right
1c143 03 Stage 05 02 01 Down Right
1c204 01 Stage 05 02 00 Up
1c265 03 Stage 05 03 01 Down
1c326 01 Stage 05 03 00 Boss
 
Stage6 Swamp
1ca1e 03 Stage 06 00 01 Down
1cb70 01 Stage 06 00 00 Right
1cc02 05 Stage 06 01 00 Right
1cd23 01 Stage 06 02 02 Down
1cadf 02 Stage 06 02 01 Down
1cbd1 00 Stage 06 02 00 Boss
 
Stage 7
1d5e2 03 Stage 07 00 01 Down
1d6d3 01 Stage 07 00 00 Right
1d734 01 Stage 07 01 00 Right
1d48f 00 Stage 07 02 00 Right
1d4c0 01 Stage 07 03 00 Right
1d521 03 Stage 07 04 00 Up
1d36d 01 Stage 07 04 01 Boss Alucard
1d3ce 03 Stage 07 05 00 Up
1d30c 01 Stage 07 05 01 Left
1d21b 04 Stage 07 06 00 Boss BoneKing
 
Stage8 Sunken City
1e2d3 04 Stage 08 00 01 Down Left
1e3c4 01 Stage 08 00 00 Up
1e1e2 04 Stage 08 01 00 Left
1e121 03 Stage 08 02 00 Up
1df9f 02 Stage 08 02 01 Boss
1df9f 04 Stage 08 03 00 Up Special
1deae 04 Stage 08 04 00 (NoCheckpoint)
Stage9 Cave
1822f 02 Stage 09 00 00 Up
1819e 02 Stage 09 00 01 Left
1813d 01 Stage 09 01 00 Up
1807c 03 Stage 09 01 01 Up
1801b 01 Stage 09 01 02 Boss
 
Stage A MountainSide
18c85 00 Stage 0a 00 00 Up
18c54 00 Stage 0a 00 01 Left
18bf3 01 Stage 0a 01 00 Left
18bc2 00 Stage 0a 02 00 Left
18b31 02 Stage 0a 03 00 Up
18a40 02 Stage 0a 03 01 Boss SpecialDoor
1885d 01 Stage 0a 04 00 Up Vertical
18e6a 01 Stage 0a 04 01 Up
18e09 01 Stage 0a 05 02 Left
18d78 02 Stage 0a 05 00 Up
18ce7 02 Stage 0a 05 01 Left
18cb6 00 Stage 0a 06 00 Up
188de 03 Stage 0a 06 01 Up Vertical
189df 01 Stage 0a 06 02 Boss
 
Stage B
1ed3f 03 Stage 0b 00 00 Up
1ecde 01 Stage 0b 00 01 Right
1ec4d 02 Stage 0b 01 00 Up
1eb2b 02 Stage 0b 01 01 Right
1ebbc 02 Stage 0b 02 02 Down
1eaaa 01 Stage 0b 02 01 Down Vertical
1ee00 01 Stage 0b 02 00 Boss
 
Stage C CastleEntrence
1a22a 03 Stage 0c 00 00 up
1a168 01 Stage 0c 00 01 Right
1a1c9 01 Stage 0c 01 00 Up
1a107 01 Stage 0c 01 01 Up SpecialStair
19fe6 05 Stage 0c 02 00 Boss NewBank
 
Stage D
220df 00 Stage 0d 00 00 Up
21fee 04 Stage 0d 00 01 Up
1ac59 00 Stage 0d 00 01 Left JumpLocation how??
1abf8 01 Stage 0d 01 00 Up
1aa84 01 Stage 0d 01 01 Up Vertical
1ab96 00 Stage 0d 01 02 Right
1abc7 00 Stage 0d 02 00 UpDown
1a983 03 Stage 0d 02 01 Up Vertical
1c418 00 Stage 0d 02 02 Left JumpLocation how??
1c387 02 Stage 0d 03 00 Up
1ab05 02 Stage 0d 03 01 Boss
 
Stage E LastStage
1b3a0 01 Stage 0e 00 02 Down
21349 02 Stage 0e 00 01 Down Vertical
1b554 01 Stage 0e 00 00 Left
1b4f3 01 Stage 0e 01 00 Up
1b462 02 Stage 0e 01 01 Left Special Door
1b401 01 Stage 0e 02 00 up
1b30f 02 Stage 0e 02 01 Boss
 
 
 
 
29292 BirdBehavier
 
2a958 Sub-weapon linker Dagger CandleDrop linker
 
a288/2e288 Random drop routine
 
2ea19 DropLinker whip upgrade
 
2e910 AnimationPattern Physic(skelly)
 
 
 
2e410 Table To Creat new enemy LinkerTable?
 
Format:??
 
2efdc Object 32(05 WaveThing)
 
2efdd BoneThrow Wight 1a (01=Light FF=Heavy)
 
2fb43 Bone Hitbox X Direction
 
2fb4c Bone Hitbox Y Direction (152 byte apart)
 
 
Zombie x 2fc10 y 2fca8
Red Skelly 2fc23
 
HitBoxes:
 
Ghost
2dfe7 Damage and Effect AB (A=1 MinimalDamage F=FatalDamage) (B=Effect 5 Sink 8 and 9 Push)
 
 
----------------------------------------------
3d6cc Choose Vertical or Horizontal Scrolling
 
Every section one byte
 
00=Horizontal
80=Vertical up
81=Vertical down
82=Vertical up auto
83=Vertical down auto
84=Vertical up StampMove
85=Vertical down ...even number are broken
----------------------------------------------------
 
Candle/Enemy Vertical
2ac34 01....FF (293f5 > 34ac pointer)
29401 > 74AC
 
 
Candle/Enemy Horizontal
2949d Events.. (293f1 > 9d94 pointer)
293f9 > E194
293f7 > C594
after door 293fd > 1195
293fb > f594
after door 293ff > 2d95 Boss
 
Format: AABBAABB
 
AA=Candle
BB=Enemy
AABB=one block long. One Screen has 8 Blocks
 
 
Stairs down DEC SubRoom
Staris up INC SubRoom
 
 
323fe Routine Form moving the Fog 49 bytes
32406 00 > 01 Will be very slow like river
 
Notes:
 
3d6d2 >00 81
 
293fb >F594 34ac
 
ExampleLevel
 
 
Enemy Speed
Ghost 2d89f Speed/subSpeed UpDown
==Description of Tables or Content==
 '''0x1730 Effect Table for (Fog,noise and animation..)'''
Table Format:
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, 40 ??, 05 01 00 31 Water animation 0d 03 00 32-37 WaterEffect(flicker),56?? ,-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 move a stage??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) ChoosePatchTransition the pointers to path tables are at 0x29a5 (3 pointers, 2 bytes each) the path tables are at 0x29ab, 0x29b4, 0x29ba, 0x2129 the data in those tables is 010000000000, 020302060001, 070600080000, 0400000500000B00000700010705000900000A00000A00000C00000C00000D00000E
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)
ScreenNames and PointerValue
00 Start
05 Restart??
07 Debugg
08 Map swamp zyklops
09 Prayer Screen
0A-0B PW Screen
0C-0D Ending
0E Stage 0
3e450 0A > 07 Will make name screen debugger screen
 
'''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
===Also Needs!!===
AfterBossRoomProgressionTable:
1244 Check to send into next Stage (p1218) Format AA BB CC DD
AA=Current Stage
BB=Current Block
CC=Current Segment
DD=Destination after orb grab in that section.
 
For Stage one you can edit the next level at 0x211D AA BB CC
 
==Timer and some Checkpoints==
 
133cb Timer and some Check points. ab ab ab
 
a=Timer (hunderd)
b=Checkpoint Block
 
===Dracula Checkpoint===
3e482 1 > 2 (Needs Testing Still)
 
==MiscTables and how to expand it==
 
 
A111 TableToEnableMisc (Also Moves MiscPointer)
 
00=NoMisc
01=Stage 00 01 02
02=Stage 01 00 00
03=Stage 01 00 02
04=Stage 01 01 00
0A=Stage 02 00 00
..
 
a199 MiscDataPointerTable (You will need to move first pointer and location to make space for more Pointer and have events on more levels)
 
Format AA BB
 
AA LowByte CPU bus Address of data location
BB HighByte CPU bus Address of data location
 
BEC3-BFFF FreeSpace
3c800-3c8ff FreeSpace??
 
==Things I would like to research and add==
===If you like to skip the map after stage one:===0x4171 Table of Screens after Boss'''Sprite assembly format and animation format. May be a enemy editing file.'''
Trevor Assembly 34402 Standing 04 E000 00=Map Walking to next sectionF8E1020 00 104F801060003E008 34453 Ducking 04 F000 00F8F102001116F811180001=?? Enemy02=Choosing Path 352d6 headless Knight
===For Stage one you can edit the next level at 0x211D AA BB CC==='''Music Tracker Format and pointers''' ...and a lot more.
===The most insight in the game was from Opptomon===
*check his abandon project/notes
http://www.romhacking.net/abandoned/[55]COA-CV3.7z