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Castlevania II: Belmont's Revenge/RAM map: Difference between revisions
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Legend: [u] is unsigned, [s] is signed, [d] is [https://en.wikipedia.org/wiki/Binary-coded_decimal binary-coded decimal]. [2] is a 2 byte word, [3] and so on likewise. [b] is big-endian; otherwise, values are assumed to be little-endian. | Legend: [u] is unsigned, [s] is signed, [d] is [https://en.wikipedia.org/wiki/Binary-coded_decimal binary-coded decimal]. [2] is a 2 byte word, [3] and so on likewise. [b] is big-endian; otherwise, values are assumed to be little-endian. | ||
During entity update routines, register d stores the high byte of the entity data. Belmont's data begins at c000, so d is always c0 during belmont's update routine. Most of Belmont's entity data, such as the velocity data, repeats every 0x100 bytes for subsequent entities. | |||
0x7FFF [u] index of currently-loaded swappable bank. | 0x7FFF [u] index of currently-loaded swappable bank. | ||
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0xCC86 [d] hearts | 0xCC86 [d] hearts | ||
0xCC89 [u] Belmont's hitpoints | 0xCC89 [u] Belmont's hitpoints | ||
0xFF80-0xFFFE stack (127 bytes) | 0xFF80-0xFFFE stack (127 bytes) |
Revision as of 21:47, 11 July 2022
The following article is a RAM map for Castlevania II: Belmont's Revenge.
Please add more.
Legend: [u] is unsigned, [s] is signed, [d] is binary-coded decimal. [2] is a 2 byte word, [3] and so on likewise. [b] is big-endian; otherwise, values are assumed to be little-endian.
During entity update routines, register d stores the high byte of the entity data. Belmont's data begins at c000, so d is always c0 during belmont's update routine. Most of Belmont's entity data, such as the velocity data, repeats every 0x100 bytes for subsequent entities.
0x7FFF [u] index of currently-loaded swappable bank. 0xC009 Belmont's facing (CHR code). Bit 5 is Belmont's facing (20: left. 0: right.); bit 6 is Belmont's vertical flip, etc. 0xC00F [s2] Belmont's Y velocity. Negative is upward 0xC011 [u] Belmont's Y subpixel 0xC012 [u] Belmont's Y pixel 0xC014 [s2] Belmont's X velocity. Negative is leftward. 0xC016 [u] Belmont's X subpixel 0xC017 [u] Belmont's X pixel 0xC018 [u] hitstun 0xC880 game mode (0: konami logo. 1: title screen. 2: title fade-in. 3: stage select and title screen selected. 4: stage entry. 5: normal gameplay. 6: death. 7: game over. D: password entry. E: intro reel.) 0xC886 current input (1: right. 2: left. 4: up. 8: down. 10: A. 20: B. 40: select. 80: start) 0xC887 input pressed (like 0xC886, but only what was just pressed this frame.) 0xC8C0 [d3] points 0xC8c5 [d] lives ("rest") 0xC8D0 subweapon (0: none. 1: axe (us) / cross (jp). 2: holy water) 0xCC80 [d2] time remaining 0xCC86 [d] hearts 0xCC89 [u] Belmont's hitpoints 0xFF80-0xFFFE stack (127 bytes)