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The Little Mermaid/RAM map: Difference between revisions
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|0x0430 - 0x043F||Graphic ID||Determines object's animation loop | |0x0430 - 0x043F||Graphic ID||Determines object's animation loop | ||
|- | |- | ||
|0x0460 - 0x046F|| | |0x0460 - 0x046F||Counter 1||Use depends on object | ||
|- | |- | ||
|0x0470 - 0x047F|| | |0x0470 - 0x047F||Counter 2||Use depends on object | ||
|- | |- | ||
|0x0480 - 0x048F|| | |0x0480 - 0x048F||Counter 3||Use depends on object | ||
|- | |||
|0x0490 - 0x049F||Counter 4||Use depends on object | |||
|- | |- | ||
|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 19:44, 28 December 2018
The following article is a RAM map for The Little Mermaid.
RAM | Function | Details |
0x0030 | Ariel's current action |
|
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) |
0x00EF | Current object slot | Used in Function 0x8000 (Page 6) |
0x0100 - 0x01FF | Stack | |
0x0300 - 0x030F | Object Phase |
|
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 |
|
0x03D0 - 0x03DF | Direction of movement | Speed values above are scalar. They are used in conjunction with this value to determine velocity.
|
0x03F0 - 0x03FF | HP | |
0x0400 - 0x040F | Sprite orientation |
|
0x0430 - 0x043F | Graphic ID | Determines object's animation loop |
0x0460 - 0x046F | Counter 1 | Use depends on object |
0x0470 - 0x047F | Counter 2 | Use depends on object |
0x0480 - 0x048F | Counter 3 | Use depends on object |
0x0490 - 0x049F | Counter 4 | Use depends on object |
0x04A0 - 0x04AF | Stun timer | Actions/animation paused until zero |
0x0620 - 0x063F | Current color palettes |