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Castlevania II: Belmont's Revenge/ROM map: Difference between revisions
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(r:symbol) marks the start of a callable subroutine. | (r:symbol) marks the start of a callable subroutine. | ||
(RSTxy:symbol) marks a callable subroutine which can be called with the special quick-access RST commands. | |||
X:7FFF all swappable banks store list their bank number as the last byte of the bank. | X:7FFF all swappable banks store list their bank number as the last byte of the bank. | ||
0:0038 ( | 0:0000 (RST00:jumptable_entity_state) jumptable (indirect jump by entry in table following call to RST00 according to current entity's state variable) | ||
0:0038 (RST38:entity_get_y) get Y position of current entity. | |||
0:01D9 (r:mbc_bankswap_call) stores current bank (read from $7FFF) on stack, calls some (?) routine, then returns to caller bank. | 0:01D9 (r:mbc_bankswap_call) stores current bank (read from $7FFF) on stack, calls some (?) routine, then returns to caller bank. | ||
0:0D23 (r: | 0:0D23 (r:entity_set_state_and_substate) entity state <- b, substate (attacking) <- c | ||
0:3DAF (r) Entity x velocity <- cb. | 0:3DAF (r:entity_set_x_velocity) Entity x velocity <- cb. | ||
0:35A9 (r:mbc_bankswap_1) loads swappable bank 1. | 0:35A9 (r:mbc_bankswap_1) loads swappable bank 1. | ||
0:35AF (r:mbc_bankswap_2) loads swappable bank 2. | 0:35AF (r:mbc_bankswap_2) loads swappable bank 2. | ||
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0:35BB (r:mbc_bankswap_7) loads swappable bank 7. | 0:35BB (r:mbc_bankswap_7) loads swappable bank 7. | ||
0:35C1 (r:mbc_bankswap_3) loads swappable bank 3. | 0:35C1 (r:mbc_bankswap_3) loads swappable bank 3. | ||
0:38E0 (r:) Set animation (prop 0C,0B,0A) to (bc):0:(bc+1) (bc):0:(bc+1) | 0:38E0 (r:entity_set_animation) Set animation (prop 0C,0B,0A) to (bc):0:(bc+1) (bc):0:(bc+1) | ||
6:421D (r:entity_update) Belmont frame update routine. Called from 0:05FA. | 6:421D (r:entity_update) Belmont frame update routine. Called from 0:05FA. | ||
6:4235-4241 Belmont update jumptable | |||
6:427F Belmont state 0 (standing) routine | |||
6:4289 Belmont state 2 (crouching) routine | |||
6:42E9 Belmont state 1 (walking) routine | |||
6:4293 Belmont state 3 (jumping) routine | |||
6:42A1 Belmont state 4 (??) routine | |||
6:44A6 Belmont state 5 (??) routine | |||
6:44D2 Belmont state 6 (??) routine | |||
6:4510 Belmont state 7 (??) routine | |||
6:461B (r:input_A_pressed) A gets zero or 10 depending on if the A button was pressed this frame. Status flags set | 6:461B (r:input_A_pressed) A gets zero or 10 depending on if the A button was pressed this frame. Status flags set | ||
6:4621 (r:input_up_down_held) A and status flags | 6:4621 (r:input_up_down_held) A and status flags | ||
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6:464B (r:input_up_held) A and status flags | 6:464B (r:input_up_held) A and status flags | ||
6:4651 (r:input_any_held) A and status flags | 6:4651 (r:input_any_held) A and status flags | ||
6:4801 (r:belmont_set_walk) Read left/right input and set Belmont to be walking left or right accordingly. | |||
6:4817 (r:entity_move_face_right) Entity moves and faces right at velocity 0x90 | 6:4817 (r:entity_move_face_right) Entity moves and faces right at velocity 0x90 | ||
6:4817 (r:entity_move_face_left) Entity moves and faces left at velocity -0x90 | 6:4817 (r:entity_move_face_left) Entity moves and faces left at velocity -0x90 |
Revision as of 22:42, 11 July 2022
The following article is a ROM map for Castlevania II: Belmont's Revenge.
Format for PRG-ROM is Bank:RAM address.
(r:symbol) marks the start of a callable subroutine. (RSTxy:symbol) marks a callable subroutine which can be called with the special quick-access RST commands.
X:7FFF all swappable banks store list their bank number as the last byte of the bank. 0:0000 (RST00:jumptable_entity_state) jumptable (indirect jump by entry in table following call to RST00 according to current entity's state variable) 0:0038 (RST38:entity_get_y) get Y position of current entity. 0:01D9 (r:mbc_bankswap_call) stores current bank (read from $7FFF) on stack, calls some (?) routine, then returns to caller bank. 0:0D23 (r:entity_set_state_and_substate) entity state <- b, substate (attacking) <- c 0:3DAF (r:entity_set_x_velocity) Entity x velocity <- cb. 0:35A9 (r:mbc_bankswap_1) loads swappable bank 1. 0:35AF (r:mbc_bankswap_2) loads swappable bank 2. 0:35B5 (r:mbc_bankswap_6) loads swappable bank 6. 0:35BB (r:mbc_bankswap_7) loads swappable bank 7. 0:35C1 (r:mbc_bankswap_3) loads swappable bank 3. 0:38E0 (r:entity_set_animation) Set animation (prop 0C,0B,0A) to (bc):0:(bc+1) (bc):0:(bc+1) 6:421D (r:entity_update) Belmont frame update routine. Called from 0:05FA. 6:4235-4241 Belmont update jumptable 6:427F Belmont state 0 (standing) routine 6:4289 Belmont state 2 (crouching) routine 6:42E9 Belmont state 1 (walking) routine 6:4293 Belmont state 3 (jumping) routine 6:42A1 Belmont state 4 (??) routine 6:44A6 Belmont state 5 (??) routine 6:44D2 Belmont state 6 (??) routine 6:4510 Belmont state 7 (??) routine 6:461B (r:input_A_pressed) A gets zero or 10 depending on if the A button was pressed this frame. Status flags set 6:4621 (r:input_up_down_held) A and status flags 6:4627 (r:input_left_right_held) A and status flags 6:462D (r:input_B_pressed) A and status flags 6:4633 (r:input_B_held) A and status flags 6:4639 (r:input_down_held) A and status flags 6:464B (r:input_up_held) A and status flags 6:4651 (r:input_any_held) A and status flags 6:4801 (r:belmont_set_walk) Read left/right input and set Belmont to be walking left or right accordingly. 6:4817 (r:entity_move_face_right) Entity moves and faces right at velocity 0x90 6:4817 (r:entity_move_face_left) Entity moves and faces left at velocity -0x90
Bank swap routines:
- All are in bank 0, and all write to $2180 to change the bank. For some reason, bank 5 is always swapped inline rather than by function call.