Cv4/Sprites

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Sprite Assembly

The Sprite assembly contain more or less two tables. One that will point to the Frame and one that will draw the Sprite in 2x2 squares. This is the most used format in SC4. The assembly number in the event table is almost the same as the pointer. The routine does increase or decrease it a bit for some reason so they do not perfectly match and are a bit harder to find.

Format Example with Skeleton

Skelleton:

 b2f1       f48a 058b 
 	    bbbb cccc	
 bbbb=Frame1 
 cccc=Frame2


 20af4   04 fd 09 06 28  ed 09 04 28  f8 f9 02 28  f5 e9 00 28  03  f8 09 0c 28 f7  f9 0a 28  f5 e9 08 28
         ss aa bb cc dd  aa bb cc dd  aa bb cc dd  aa bb cc dd  ss  aa bb cc dd aa  bb cc dd  aa bb cc dd
 ss=Size Number of 2x2 queuers to use. 00 Is not a number and will overload. A new ss means a new frame in the example above are two frames shown
 aa=Offset (01 move one pixel right 80 will wrap)
 bb=Offset (01 move one pixel down 80 will wrap)
 cc=Tile Pick Tile Square 2x2 ..
 dd=Orientation and Palettes
 dd First byte: 
 2=Normal  
 6-7=Mirror 
 A-B=Flip 
 E-F=MirrorFlip  
 BadNumbers=0 1 3 4 8 c d 
 dd Second byte
 0=Pal 0
 2=Pal 1
 4=Pal 2
 6=Pal 3
 8=Pal 4
 a=Pal 5
 c=Pal 6
 e=Pal 7

Enemys

MudMan: 20d89 Assembly

218d2 HitAssembly 218f8 SmallCrumbles

BOSS:

Rowdin 22e6b DownStabJump

22e80 Landing

22e8a Spear

22dc3 Walking

22ea1 HurtFrame1

22eca HurtFrame2



Candle:

a654 d280 d780 Frame 1 and 2


Simons SpriteAssembly

20246 Idle Frame

20256 Frame one Walking

20266 Second Frame Walking


204c6 Idle Frame Stairs Up


HitBox

In most cases the hitbox is writen (STA) as the event get loaded. So it is easy to find with a breakpoints.

RAM Event 40 byte

48-49 HitBox X 4a-4b HitBox Y