If you are still using the old URL (datacrystal.romhacking.net), please update your bookmarks! The old URL may stop working soon.
The current URL is datacrystal.tcrf.net.
The current URL is datacrystal.tcrf.net.
The Little Mermaid/RAM map: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 59: | Line 59: | ||
|0x04A0 - 0x04AF||Stun timer||Actions/animation paused until zero | |0x04A0 - 0x04AF||Stun timer||Actions/animation paused until zero | ||
|- | |- | ||
|0x0620 - 0x063F||Current color palettes | |0x0620 - 0x063F||Current color palettes|| |
Revision as of 21:54, 27 December 2018
The following article is a RAM map for The Little Mermaid.
RAM | Function | Details | |
0x003A | Object being held | # of object slot | |
0X00B0 | Lives | ||
0X00B1 | Health | ||
0x00B4 | Bubble power | ||
0x00B5 | Bubble range | ||
0X00E4 - 0X00E7 | RNG Seed | Fibonacci LFSR (Function 0xC250) | |
0x0100 - 0x01FF | Stack | ||
0x0300 - 0x030F | Object Phase | 0x80 = slot occupied, 0x0F = phase within script | |
0x0310 - 0x031F | Object ID | Determines object's behavior | |
0x0320 - 0x032F | y-position subpixel | ||
0x0330 - 0x033F | x-position low byte (pixel) | ||
0x0340 - 0x034F | x-position high byte | ||
0x0350 - 0x035F | y-position subpixel | ||
0x0360 - 0x036F | y-position low byte (pixel) | ||
0x0370 - 0x037F | y-position high byte | ||
0x0380 - 0x038F | x-speed low byte (subpixels/frame) | ||
0x0390 - 0x039F | x-speed high byte (pixels/frame) | ||
0x03A0 - 0x03AF | y-speed low byte (subpixels/frame) | ||
0x03B0 - 0x03BF | y-speed high byte (pixels/frame) | ||
0x03C0 - 0x03CF | Attributes | 0x20 = able to be bubbled, 0x40 = damage hitbox active | |
0x03D0 - 0x03DF | Direction of movement | 0x01 = left, 0x02 = right | |
0x03F0 - 0x03FF | HP | ||
0x0400 - 0x040F | Orientation | 0x04 = invisible | |
0x0430 - 0x043F | Graphic ID | Determines object's animation loop | |
0x0460 - 0x046F | Timer 1 | Use depends on object | |
0x0470 - 0x047F | Timer 2 | Use depends on object | |
0x0480 - 0x048F | Timer 3 | Use depends on object | |
0x04A0 - 0x04AF | Stun timer | Actions/animation paused until zero | |
0x0620 - 0x063F | Current color palettes |