Cv3/rommap

From Castlevania Speedrunning
Revision as of 16:09, 21 July 2019 by Bogaabogaa (talk | contribs) (Table for progression)
Jump to: navigation, search

previous page

Feel free to do some digging.

PRG ROM

The NES File header (ines hader) need to be added to the PRG ROM. Because the header does not belong to the ROM 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)



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

   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

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

Sprite assembly format and animation format. May be a enemy editing file.

 Trevor Assembly
 34402 Standing 04 E000 00 F8E1020 00 104F801060003E008
 34453 Ducking 04 F000 00F8F102001116F8111800
 Enemy
 352d6 headless Knight

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