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Castlevania (NES, Famicom Disk System)/RAM map: Difference between revisions

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(Added several new discovered ram values)
(Massive RAM mapping. Still missing some things. Will fix errors as I find them.)
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{{rammap|game=Castlevania III}}
{| border="1" cellpadding="1"
Address    Size    Description
|'''RAM''' || '''Function''' || '''Details'''
  --------  ----    -----------
|-
$0012        02   Various
|0x0004 || RNG || Changes seemingly randomly.
                      CHR Data Pointer
|-
                        ''Points to CHR data, stored as follows:''
|0x0007 || Title Bat Current sprite || May be used by something else.
                        ''byte 0 = value for $0027; byte 1-2 = CHR data RAM address;''
|-
                        ''byte 3-4 = PPU write address; byte 5-6 = data size''
|0x0018 || Mode || $00 = Start game
$0018              System State
 
                        00 = Booting; 01 = Title Screen; 02 = Demo Mode; 03 = Start Game;
$01 = Title Screen
                        04 = Introduction; 05 = Gameplay; 06 = Respawning; 07 = Game Over;
 
                        08 = Door Transition; 09 = Autowalk; 0a = Entering Castle; 0b = Autoclimb;
$02 = Demo
                        0c = Scoring & Map; 0d = Continue; 0e = Falling; 0f = Ending
 
$0019              System Substate
$04 = Intro Animation
$001A              Frame Counter ''(resets to 01 when changing rooms)''
 
$001B              Graphics Enabled
$05 = Playing
$001D              Transition Timer ''(used for autowalk sequences, death animation, and loading rooms)''
 
$001E              Title Screen Bat State
$06 = Dead
$001F              Fade-in Timer
 
$0020              Tile Data Pointer
$08 = Door Animation
$0022              User Paused
 
$0024              Current ROM Bank
$0A = Entering Castle Animation
$0027              Previous ROM Bank
 
$0028              Stage
$0C = Crystal ball
$0029              Previous Stage
 
$002A              Lives ''(01 = last life, can be set to #ff but displays as 99 max)''
$0D = Game Over
$002B              Difficulty
 
$002C              Score Target ''(grants 1Up when equal to $07FE, then increments by 3)''
$0F = End Credits
$002D              View Position Subpixel
|-
$002E        02    View Position
|0x0019 || Sub-mode || The values vary with mode.
$0035              Rightmost Tile Section
|-
$0036              Leftmost Tile Section
|0x001A || Timer || Increments by 1 each frame. Resets each time you "change stage?"
$0037        02    Tile Map 1 Address
|-
$0039        02    Tile Map 2 Address
|0x001E || Title Screen timer (time until demo mode) || Counts slowly (each 8 frames) up to $11 (until castle bat becomes close),
$003B              Tile Refresh Cutoff ''(toggles #20 every 32 pixels view moves)''
 
$003C              Scroll State
then (each frame) down from $FF to $00.
                        bit 0 = scroll right; bit 1 = scroll left; bit 2 = at room edge
|-
$003D              Scroll Speed Subpixel
|0x0022 || Paused || $01 = yes, $00 = no
$003E              Off Stairs ''(always 00 at start of frame)''
|-
$003F              Simon Real Y-Coordinate
|0x0028 || Current Stage ||
$0040        02    Simon X-Coordinate Copy ''(for solid collisions)''
|-
$0042        02    Timer
|0x002A || Number of Lives ||
$0044              Simon Display Health ''(adjusts every 4 frames to match $0045)''
|-
$0045              Simon Real Health
|0x002B || Full Game Loops || $00 = Normal Mode (first game loop), $01 and above = Difficult Mode
$0046              Floor ''(for stages with stair transitions)''
|-
$0047              Stun Timer ''(when hit by enemies)''
|0x002E || Camera's X position ||
$0048              Boss Screen ''(locks scrolling)''
|-
$0049              Rightward Scroll Speed
|0x003E || Is Simon on stairs || $00 = yes, $01 = no
$004A              Music Continuity ''(00 = load new BGM after stair & gate transitions)''
|-
$004B              Various
|0x003F || Simon's Y position (in level) ||
                      Y-coordinate offset for solid collision
|-
                      Whip Collision Object
|0x0040 || Simon's X position (in level) ||
                      Sprite Mirrored copy for rendering
|-
                      Subweapon ID ''($015B - #08)''
|0x0041 || High byte of Simon's X position (in level) ||
                      Display Health copy for adjusting health bars gradually
|-
                      Crusher Y-Offset
|0x0042 || 1's and 10's place of Time in BCD ||
$004C              Various
|-
                      X-coordinate offset for solid collision
|0x0043 || 100's and 1000's place of Time in BCD ||
                      Sprite Data Low Byte
|-
                      Enemy Drops Low Byte ''(indexed by [Stage-1]/3)''
|0x0044 || Life Meter (Graphic) || 2 bars = +$08, Max = $40(64)
                      Collision Width ''(max horizontal distance in collision check)''
|-
                      Tile Solidity
|0x0045 || Life Meter (Actual) || 2 bars = +$08, Max = $40(64)
                        40 = #5F<Tile ID<#6C; 80 = Tile ID is #66
|-
$004D              Various
|0x0046 || Substage || Either $00 or $01 since each stage has at most 2 substages. (The substage changes when crossing a vertical screen transition, namely by taking stairs.)
                      Sprite Data High Byte
|-
                      Enemy Drops High Byte
|0x005B || Simon's iframes || When nonzero, Simon blinks with invulnerability and this byte counts down. Set to $30 after landing from knockback.
                      Collision Height ''(max vertical distance in collision check)''
|-
$004E              Various
|0x005F || Kneeling || $00 = standing, $01 = kneeling
                      Tile Position Iterator ''(when loading new tiles)''
|-
                      Current Instance ID
|0x0064 || Subweapon Shot || $00 = single shot, $01 = double shot, $02 = triple shot
                      Current Crusher ID
|-
$004F              Various
|0x0070 || Whip length || Set to $00, $01, or $02.
                      Potential Spawner Pointer
|-
                      Off-screen Attribute Overflow
|0x0071 || Number of Hearts || $00 to $63 (99 in decimal).
                      Crusher Sequence ''($001A - $004E)''
|-
$0051              Scroll Attribute Mask ''(ref. $0300)''
|0x008X || Pulse 1 channel || Values determining how the sound plays.
                        00 = scrolled right; ff = scrolled left
 
$0052              Scroll Speed
0x00X0 = length of note remaining
$0053              Scroll Speed subpixel
 
$005B              Wounded Timer ''(for iFrames)''
0x00X1 = something to do with note octaves?
$005F              Simon Height
 
$0063              Ghoul Counter ''(spaces Ghouls apart in Stages 01 & 20)''
0x00X3 = note ID?
$0064              Weapon Multiplier
 
$006D              Spawn Area To Load ''($0075-5 or $0076+5)''
0x00X5 $X0 = note pulse width (C?, E or F)
$006F              Randomizer
 
$0070              Whip Level
0x00X7 $0X = note volume (3 to 0)
$0071              Hearts
 
$0072              Subweapon Dropped ''(prevents multiple subweapons dropping)''
0x00XA = something to do with note octaves?
$0073              Whip Length
 
$0074              Whip Height
0x00XB = length of note remaining (but at note attack, starts at $02 more than 0x00X0 and decreases by $02/frame for 2 frames instead of $01/frame)
$0075              Leftward Stage Spawn Zone
|-
$0076              Rightward Stage Spawn Zone
|0x009X || Pulse 2 channel || Ditto.
$0079              Subweapon Kills ''(until Multiplier drop)''
|-
$007B              Enemy Drops ''($007B & 3 determines item, ref. $004C)''
|0x00AX || Triangle channel || '
$007F              Ignore Sound Effect Request
|-
$0080              Square Wave 1 Duration
|0x00BX || Noise channel || '
$0081              Square Wave 1 Octave
|-
$0082              Square Wave 1 Track
|0x00F5 || Player 1 Controller (Press) || Like 0x00F7 except only stores the buttons which were just pressed this frame.
$0083        02    Square Wave 1 Note Address
|-
$0085              Square Wave 1 Volume Envelope
|0x00F7 || Player 1 Controller (Held) || Similar to [https://datacrystal.romhacking.net/wiki/Metroid:RAM_map#Zero_Page_.28.240000.29 Metroid's 0x0014]. The buttons currently held down.
$0087              Square Wave 1 Volume Write
 
$0088              Square Wave 1 Halt
$80: jump
$0089              Square Wave 1 Next Duration
$40: attack
$008A              Square Wave 1 Timbre
$20: select
$008B              Square Wave 1 Fade Delay
$10: start
$008C              Square Wave 1 Fade
$08: up
$008D              Square Wave 1 Fade Speed
$04: down
$008E        02    Square Wave 1 Loop Address
$02: left
$0090              Square Wave 2 Duration
$01: right
$0091              Square Wave 2 Octave
 
$0092              Square Wave 2 Track
|-
$0093        02    Square Wave 2 Note Address
|0x0159 || Simon's current image
$0095              Square Wave 2 Volume Envelope
 
$0097              Square Wave 2 Volume Write
(unknown use : dosen't seem to affect gameplay)
$0098              Square Wave 2 Halt
 
$0099              Square Wave 2 Next Duration
|| $00=standing,
$009A              Square Wave 2 Timbre
 
$009B              Square Wave 2 Fade Delay
$01-03 = walk,
$009C              Square Wave 2 Fade
 
$009D              Square Wave 2 Fade Speed
$04 = jump and crouch,
$009E        02    Square Wave 2 Loop Address
 
$00A0              Triangle Wave Duration
$05-07 = whip/sub-weapon,
$00A1              Triangle Wave Octave
 
$00A2              Triangle Wave Track
$0D-0E = walk up stairs,
$00A3        02    Triangle Wave Note Address
 
$00A5              Triangle Wave Linear Counter
$0F-10 = walk down stairs,
$00A7              Audio Timer Low copy 1
 
$00A9              Triangle Wave Next Duration
$12 = hurt
$00AB              Audio Channel Index
 
                        80 = Square 1; 90 = Square 2; A0 = Triangle
$1C = dead
                        B0 = Noise; C0 = Square 1 SFX; D0 = Square 2 SFX
 
$00AC              Audio Channel Offset
$1D = collapsing
$00AE        02    Triangle Wave Loop Address
|-
$00B0              Noise Duration
|0x015B || Subweapon || $00 = no subweapon
$00B1              Noise Octave?
 
$00B2              Noise Track
$08 = Dagger
$00B3        02    Noise Note Address
 
$00B7              Noise Volume
$09 = Boomerang
$00B8              Audio Timer Low copy 2
 
$00BA        02    Working Note Address ''(used by all channels)''
$0B = Holy Water
$00BC              Audio Timer Hi
 
$00BD              Audio Timer Low
$0D = Axe
$00BE        02    Updated Note Address ''(same as $0083, $0093, $00A3, and $00B3)''
 
$00C0              Square Wave 1 SFX Duration
$0F = Stopwatch
$00C1              Square Wave 1 SFX Octave
|-
$00C2              Square Wave 1 SFX Track
|0x0160 || Simon's screen position (in room) ||
$00C3        02    Square Wave 1 SFX Note Address
|-
$00C5              Square Wave 1 SFX Volume Envelope
|0x0162 || Simon's screen position (in room) || not 0x0160.
$00C7              Square Wave 1 SFX Volume Write
|-
$00C8              Square Wave 1 SFX Halt
|0x038C || Simon's X position (in screen) ||
$00C9              Square Wave 1 SFX Next Duration
|-
$00CA              Square Wave 1 SFX Timbre
|0x0390 || Enemy 1's X position (in screen) ||
$00CB              Square Wave 1 SFX Fade Delay
|-
$00CC              Square Wave 1 SFX Fade
|0x0391 || Enemy 2's X position (in screen) ||
$00CD              Square Wave 1 SFX Fade Speed
|-
$00CE        02    Square Wave 1 SFX Loop Address
|0x0392 || Enemy 3's X position (in screen) ||
$00D0              Square Wave 2 SFX Duration
|-
$00D1              Square Wave 2 SFX Octave
|0x0393 || Boss 1?'s X position (in screen) ||
$00D2              Square Wave 2 SFX Track
|-
$00D3        02    Square Wave 2 SFX Note Address
|0x0395 || Bat/Medusa Head 1's X position (in screen) ||
$00D5              Square Wave 2 SFX Volume Envelope
|-
$00D7              Square Wave 2 SFX Volume Write
|0x0396 || Bat/Medusa Head 2's X position (in screen) ||
$00D8              Square Wave 2 SFX Halt
|-
$00D9              Square Wave 2 SFX Next Duration
|0x0397 || Bat/Medusa Head 3/Drac's Top Fireball's X position (in screen) ||
$00DA              Square Wave 2 SFX Timbre
|-
$00DB              Square Wave 2 SFX Fade Delay
|0x0398 || Bat/Medusa Head 4/Drac's Middle Fireball's X position (in screen) ||
$00DC              Square Wave 2 SFX Fade
|-
$00DD              Square Wave 2 SFX Fade Speed
|0x0399 || Bat/Medusa Head 5/Drac's Bottom Fireball's X position (in screen) ||
$00DE        02    Square Wave 2 SFX Loop Address
|-
$00E0        02    Audio Track Address
|0x03A0 || Sub-weapon 1's X position (in screen) ||
$00E2              Audio Fade-Out
|-
$00E3              Audio Fade-Out Timer
|0x03A1 || Sub-weapon 2's X position (in screen) ||
$00E4              Audio Track Offset
|-
$00E5              Audio Track
|0x03A3 || Platform 1's X position (in screen) ||
$00E6              Channel Pointer Alternate
|-
$00E7              Channel Pointer
|0x03A4 || Platform 2's X position (in screen) ||
$00EE              Stopwatch Mute
|-
$00EF              Pause Music
|0x0450 || Direction Simon looks || $00 = right, $01 = left
$00F1        02    Demo Behavior Address
|-
$00F3              Demo Cycle ''(determines stage and behavior)''
|0x046c || Simon's state || $00 = standing/walking, $01 = jumping, $02 = attacking, $03 = crouching, $04 = stairs, $05 = knockback, $06 = walk-to-stair, $07 = dropping, $08 = dead, $09 = stunned
$00F4              Demo Mode
|-
$00F5              Gamepad 1 Input Pressed
|0x0491-0494? || Projectile Animation Timers? || In a similar area than Candle Animation Timers. Appears to activate around projectile-firing enemies.
$00F6              Gamepad 2 Input Pressed
|-
$00F7              Gamepad 1 Input Held
|0x0496-049B || Candle Animation Timers || Count down from $08 to $00. When Item is out, from $0F to $00 except when item is static, in which case it stays $80. Freezes when item is picked up.
$00F8              Gamepad 2 Input Held
|-
$00FC        02    PPU Scroll
|0x04A4 || Number of steps taken ||
$00FE              PPU Mask ''(to change colors or disable sprites)''
|-
$00FF              PPU Control
|0x04B2 || Candle 1's current image || Oscillates from $01 to $02.
$0143              Fall Distance ''(stuns if greater than 7 when landing)''
|-
$0144              Secrets Found ''(per stage)''
|0x04B3 || Candle 2's current image || Ditto
$0145              Secret Timer ''(how long Simon stands still)''
|-
$0146              Blocks Broken
|0x04B4 || Candle 3's current image || '
$014A        03    Crusher State
|-
                        bit 0 = active; bit 2 = pause all crushers; bit 3 = falling
|0x04B5 || Candle 4's current image || '
$014D        03   Crusher Y-Coordinate ''(top of chain)''
|-
$0150        03    Crusher X-Coordinate Low
|0x04B6 || Candle 5's current image || '
$0153        03    Crusher X-Coordinate High
|-
$0156        03    Crusher Position
|0x04B7 || Candle 6's current image || '
                        bits 0-3 = vertical-offset, multiplied by 8;
|-
                        bits 4-7 = return position ''($0156 >> 4 = $004B)''
|0x04DC || Simon's vertical speed magnitude || Ranges from 8F to A4 during a normal jump, reaching A4 at the crest. Used to look up the speed in pixels-per-frame from a table.
$015B              Subweapon
|-
                        08 = Dagger; 09 = Boomerang; 0A = Rosary ''(cut)'';
|0x0514 || Simon's vertical speed direction || $00 = up, $01 = down.
                        0B = Holy Water; 0D = Axe; 0F = Stopwatch
|-
$015C              Subweapons Locked
|0x054C || Simon's hit-stun timer || Must be 0 except during knockback or stun, or else the game glitches up.
$015D              Rosary Flash
|-
      '''''Spawners indexed by position in room, modulo 06'''''
|0x0584 || Simon's sub-state || Bits 0 and 1 are for horizontal motion:
$0160        06    Spawner Disabled
 
$0166        06    Spawner Object
$00 = not moving, $01 = moving right, $02 = moving left
$016C        06    Spawner State
 
$0172        06    Spawner X-Coordinate
Other bits:
$017E        06    Spawner Y-Coordinate
 
$0184        06    Spawner Timer
$04 = crouching
$0190        0f    Candle Status
 
                        0f = upper floor destroyed; f0 = lower floor destroyed
$40 = attacking
$01A9              Boss Real Health
 
$01AA              Boss Display Health
$80 = jumping
$0200        ff    OAM Data
 
      '''''Instances typically ordered as follows:'''''
|-
        ''Gameplay:''
|0x07FC || Ones/Tenths of points || In pseudo Decimal (Ex.: $08, $09, $10...)
          ''00 = Simon; 01-02 = Whip; 03-0d = Enemies; 0e-13 = Candles;''
|-
          ''14-16 = Subweapons; 17 = Hidden Treasure; 17-18 = Moving Platforms;''
|0x07FD || Hundreds/Thousands of points || Ditto.
          ''18-1b = Debris (deliberately handled even while game is paused)''
|-
        ''Title Screen:''
|0x07FE || Ten Thousands/Hundred Thousands of points || '
          ''00 = Bat; 01 = "C" Top; 02 = "C" Bottom''
|-
        ''Gate Screen:''
|0x6000-7FFF || RNG 2 || Strangely, these 8192 values are all equal to the same thing.
          ''00 = Simon; 01 = Cloud; 02 = Left Bat; 03 = Right Bat''
|-
        ''Map Screen:''  
|}
          ''00 = Simon; 17 = Map Position; 18 = Target Position;''
 
$0300        1c    Attributes
                        bit 0 = In-view; bit 7 = Invisible
$031C        1c    Sprite Frame
$0338        1c    Pallet Offset
$0354        1c    Y-Coordinate
$0370        1c    Y-Coordinate Subpixel
$038C        1c    X-Coordinate
$03A8        1c    X-Coordinate Subpixel
$03C4        1c    Vertical Speed
$03E0        1c    Vertical Speed Subpixel
$03FC        1c    Horizontal Speed
$0418        1c    Horizontal Speed Subpixel
$0434        1c    Object Index
                      ''Simon's Objects (just another state machine):''
                        00 = Passive; 01 = Standing Whip (and on stairs); 02 = Ducking Whip;
                        03 = Jumping Whip; 81 = Standing Subweapon; 83 = Jumping Subweapon
$0450        1c    Sprite Mirrored
$046C        1c    State
                      ''Simon's States:''
                        00 = Walking; 01 = Jumping (and Air Attack); 02 = Ground Attack;
                        03 = Ducking; 04 = Climbing Stairs; 05 = Knocked Back;
                        06 = Approach Stairs; 07 = Dropping; 08 = Dead; 09 = Stunned;
$0488              Jump State
$0489        1b    Animation Time
$049F              Moving Platform Speed ''(doubles per speed)''
$04A4              Simon Step Count ''(determines walking sprite frame)''
$04A5        1b    Animation Frame
$04C0        1c    Sprite Index
  $04C2              Gate Bats Animation Timer ''(changes image every 4 frames)''
  $04C3              Gate Right Bat Bob Timing
$04DC              Vertical Vector Address Low Byte
$04DF        0b    Various
                      Bat & Medusae Base Focal Y-coordinate
                      Simon above enemy
                      Skeleton Motion Substate
                      Fishman walking
                      Bone Dragon Part Motion Substate
                      Axe Armor Axe ID
  $04DF              Gate Right Bat Bob Offset ''(add to $0533)''
$04EA        06    Candle Index ''(for $0190,Y writes)''
$04F0        03    Subweapon Collision ID
$04F8              Vertical Vector Address High Byte
$04FB        11    Various
                      Movement Direction ''for moving backward''
                        00 = right; 01 = left;
                      Bone Dragon Part Vertical Offset
                      Drop Pickup Delay ''(pointless)''
$050C        03    Individual Subweapon Kills
$050F        04    Moving Platform X-Coordinate Subpixel
$0514              Vertical Direction
$0517        11    Various
                      Small Heart Focal X-coordinate
                      Bone Dragon Part Vertical Offset Subpixel
$052B              Moving Platform Left Edge
$0530              Simon Attack State ''(same as $046C)''
$0531        15    Spawner ID ''(based on 6 room positions)''
  $0533              Gate Right Bat Y-Origin
$054C              In-Air Attack
$054F        0d    Generic Timer
$0568              Whip Timer ''(counts up to #16)''
$056B        11    Extinguish Timer ''(duration of flare and drop)''
                      ''For subweapons:''
                        ''Boomerang = return time; Holy Water = burn duration''
$057F        02    Moving Platform Y-coordinate Subpixel
$0582              Hidden Treasure Object
                        00 = Coins; 01 = 1UP; 02 = Crown; 03 = Chest; 04 = Moai
$0584              Gamepad 1 Input Held Copy
$0587        11    Item Drop
$059B        02    Moving Platform Y-Coordinate
$05A0      160    Collision Map
$0700        c0    Tile Data Dump
$07F5              Previous Y Register ''(when audio loaded)''
$07F6              Next Sound Effect
$07F8              Demo Gamepad Input Delay
$07F9              Demo Gamepad Input Pressed
$07FA              Demo Gamepad Input Held
$07FC        03    Score ''($07FE used for 1UP checks)''
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Revision as of 07:26, 12 July 2022

Chip tiny.png The following article is a RAM map for Castlevania (NES, Famicom Disk System).

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?


Chip tiny.png The following article is a RAM map for Castlevania (NES, Famicom Disk System).

Address    Size    Description
--------   ----    -----------
$0012        02    Various
                     CHR Data Pointer
                       Points to CHR data, stored as follows:
                       byte 0 = value for $0027; byte 1-2 = CHR data RAM address;
                       byte 3-4 = PPU write address; byte 5-6 = data size
$0018              System State
                       00 = Booting; 01 = Title Screen; 02 = Demo Mode; 03 = Start Game;
                       04 = Introduction; 05 = Gameplay; 06 = Respawning; 07 = Game Over;
                       08 = Door Transition; 09 = Autowalk; 0a = Entering Castle; 0b = Autoclimb;
                       0c = Scoring & Map; 0d = Continue; 0e = Falling; 0f = Ending
$0019              System Substate
$001A              Frame Counter (resets to 01 when changing rooms)
$001B              Graphics Enabled
$001D              Transition Timer (used for autowalk sequences, death animation, and loading rooms)
$001E              Title Screen Bat State
$001F              Fade-in Timer 
$0020              Tile Data Pointer
$0022              User Paused
$0024              Current ROM Bank
$0027              Previous ROM Bank
$0028              Stage
$0029              Previous Stage
$002A              Lives (01 = last life, can be set to #ff but displays as 99 max)
$002B              Difficulty
$002C              Score Target (grants 1Up when equal to $07FE, then increments by 3)
$002D              View Position Subpixel
$002E        02    View Position
$0035              Rightmost Tile Section
$0036              Leftmost Tile Section
$0037        02    Tile Map 1 Address
$0039        02    Tile Map 2 Address
$003B              Tile Refresh Cutoff (toggles #20 every 32 pixels view moves)
$003C              Scroll State
                       bit 0 = scroll right; bit 1 = scroll left; bit 2 = at room edge
$003D              Scroll Speed Subpixel
$003E              Off Stairs (always 00 at start of frame)
$003F              Simon Real Y-Coordinate
$0040        02    Simon X-Coordinate Copy (for solid collisions)
$0042        02    Timer
$0044              Simon Display Health (adjusts every 4 frames to match $0045)
$0045              Simon Real Health
$0046              Floor (for stages with stair transitions)
$0047              Stun Timer (when hit by enemies)
$0048              Boss Screen (locks scrolling)
$0049              Rightward Scroll Speed
$004A              Music Continuity (00 = load new BGM after stair & gate transitions)
$004B              Various
                     Y-coordinate offset for solid collision
                     Whip Collision Object
                     Sprite Mirrored copy for rendering
                     Subweapon ID ($015B - #08)
                     Display Health copy for adjusting health bars gradually
                     Crusher Y-Offset
$004C              Various
                     X-coordinate offset for solid collision
                     Sprite Data Low Byte
                     Enemy Drops Low Byte (indexed by [Stage-1]/3)
                     Collision Width (max horizontal distance in collision check)
                     Tile Solidity
                       40 = #5F<Tile ID<#6C; 80 = Tile ID is #66
$004D              Various
                     Sprite Data High Byte
                     Enemy Drops High Byte
                     Collision Height (max vertical distance in collision check)
$004E              Various
                     Tile Position Iterator (when loading new tiles)
                     Current Instance ID
                     Current Crusher ID
$004F              Various
                     Potential Spawner Pointer
                     Off-screen Attribute Overflow
                     Crusher Sequence ($001A - $004E)
$0051              Scroll Attribute Mask (ref. $0300)
                       00 = scrolled right; ff = scrolled left
$0052              Scroll Speed
$0053              Scroll Speed subpixel
$005B              Wounded Timer (for iFrames)
$005F              Simon Height
$0063              Ghoul Counter (spaces Ghouls apart in Stages 01 & 20)
$0064              Weapon Multiplier
$006D              Spawn Area To Load ($0075-5 or $0076+5)
$006F              Randomizer
$0070              Whip Level
$0071              Hearts
$0072              Subweapon Dropped (prevents multiple subweapons dropping)
$0073              Whip Length
$0074              Whip Height
$0075              Leftward Stage Spawn Zone
$0076              Rightward Stage Spawn Zone
$0079              Subweapon Kills (until Multiplier drop)
$007B              Enemy Drops ($007B & 3 determines item, ref. $004C)
$007F              Ignore Sound Effect Request
$0080              Square Wave 1 Duration
$0081              Square Wave 1 Octave
$0082              Square Wave 1 Track
$0083        02    Square Wave 1 Note Address
$0085              Square Wave 1 Volume Envelope
$0087              Square Wave 1 Volume Write
$0088              Square Wave 1 Halt
$0089              Square Wave 1 Next Duration
$008A              Square Wave 1 Timbre
$008B              Square Wave 1 Fade Delay
$008C              Square Wave 1 Fade
$008D              Square Wave 1 Fade Speed
$008E        02    Square Wave 1 Loop Address
$0090              Square Wave 2 Duration
$0091              Square Wave 2 Octave
$0092              Square Wave 2 Track
$0093        02    Square Wave 2 Note Address
$0095              Square Wave 2 Volume Envelope
$0097              Square Wave 2 Volume Write
$0098              Square Wave 2 Halt
$0099              Square Wave 2 Next Duration
$009A              Square Wave 2 Timbre
$009B              Square Wave 2 Fade Delay
$009C              Square Wave 2 Fade
$009D              Square Wave 2 Fade Speed
$009E        02    Square Wave 2 Loop Address
$00A0              Triangle Wave Duration
$00A1              Triangle Wave Octave
$00A2              Triangle Wave Track
$00A3        02    Triangle Wave Note Address
$00A5              Triangle Wave Linear Counter
$00A7              Audio Timer Low copy 1
$00A9              Triangle Wave Next Duration
$00AB              Audio Channel Index
                       80 = Square 1; 90 = Square 2; A0 = Triangle
                       B0 = Noise; C0 = Square 1 SFX; D0 = Square 2 SFX
$00AC              Audio Channel Offset
$00AE        02    Triangle Wave Loop Address
$00B0              Noise Duration
$00B1              Noise Octave?
$00B2              Noise Track
$00B3        02    Noise Note Address
$00B7              Noise Volume
$00B8              Audio Timer Low copy 2
$00BA        02    Working Note Address (used by all channels)
$00BC              Audio Timer Hi
$00BD              Audio Timer Low
$00BE        02    Updated Note Address (same as $0083, $0093, $00A3, and $00B3)
$00C0              Square Wave 1 SFX Duration
$00C1              Square Wave 1 SFX Octave
$00C2              Square Wave 1 SFX Track
$00C3        02    Square Wave 1 SFX Note Address
$00C5              Square Wave 1 SFX Volume Envelope
$00C7              Square Wave 1 SFX Volume Write
$00C8              Square Wave 1 SFX Halt
$00C9              Square Wave 1 SFX Next Duration
$00CA              Square Wave 1 SFX Timbre
$00CB              Square Wave 1 SFX Fade Delay
$00CC              Square Wave 1 SFX Fade
$00CD              Square Wave 1 SFX Fade Speed
$00CE        02    Square Wave 1 SFX Loop Address
$00D0              Square Wave 2 SFX Duration
$00D1              Square Wave 2 SFX Octave
$00D2              Square Wave 2 SFX Track
$00D3        02    Square Wave 2 SFX Note Address
$00D5              Square Wave 2 SFX Volume Envelope
$00D7              Square Wave 2 SFX Volume Write
$00D8              Square Wave 2 SFX Halt
$00D9              Square Wave 2 SFX Next Duration
$00DA              Square Wave 2 SFX Timbre
$00DB              Square Wave 2 SFX Fade Delay
$00DC              Square Wave 2 SFX Fade
$00DD              Square Wave 2 SFX Fade Speed
$00DE        02    Square Wave 2 SFX Loop Address
$00E0        02    Audio Track Address
$00E2              Audio Fade-Out
$00E3              Audio Fade-Out Timer
$00E4              Audio Track Offset
$00E5              Audio Track
$00E6              Channel Pointer Alternate
$00E7              Channel Pointer
$00EE              Stopwatch Mute
$00EF              Pause Music
$00F1        02    Demo Behavior Address
$00F3              Demo Cycle (determines stage and behavior)
$00F4              Demo Mode
$00F5              Gamepad 1 Input Pressed
$00F6              Gamepad 2 Input Pressed
$00F7              Gamepad 1 Input Held
$00F8              Gamepad 2 Input Held
$00FC        02    PPU Scroll
$00FE              PPU Mask (to change colors or disable sprites)
$00FF              PPU Control
$0143              Fall Distance (stuns if greater than 7 when landing)
$0144              Secrets Found (per stage)
$0145              Secret Timer (how long Simon stands still)
$0146              Blocks Broken
$014A        03    Crusher State
                       bit 0 = active; bit 2 = pause all crushers; bit 3 = falling
$014D        03    Crusher Y-Coordinate (top of chain)
$0150        03    Crusher X-Coordinate Low
$0153        03    Crusher X-Coordinate High
$0156        03    Crusher Position
                       bits 0-3 = vertical-offset, multiplied by 8;
                       bits 4-7 = return position ($0156 >> 4 = $004B)
$015B              Subweapon
                       08 = Dagger; 09 = Boomerang; 0A = Rosary (cut);
                       0B = Holy Water; 0D = Axe; 0F = Stopwatch
$015C              Subweapons Locked
$015D              Rosary Flash
      Spawners indexed by position in room, modulo 06
$0160        06    Spawner Disabled
$0166        06    Spawner Object
$016C        06    Spawner State
$0172        06    Spawner X-Coordinate
$017E        06    Spawner Y-Coordinate
$0184        06    Spawner Timer
$0190        0f    Candle Status
                       0f = upper floor destroyed; f0 = lower floor destroyed
$01A9              Boss Real Health
$01AA              Boss Display Health
$0200        ff    OAM Data
      Instances typically ordered as follows:
        Gameplay:
          00 = Simon; 01-02 = Whip; 03-0d = Enemies; 0e-13 = Candles;
          14-16 = Subweapons; 17 = Hidden Treasure; 17-18 = Moving Platforms;
          18-1b = Debris (deliberately handled even while game is paused)
        Title Screen:
          00 = Bat; 01 = "C" Top; 02 = "C" Bottom
        Gate Screen:
          00 = Simon; 01 = Cloud; 02 = Left Bat; 03 = Right Bat
        Map Screen: 
          00 = Simon; 17 = Map Position; 18 = Target Position;
$0300        1c    Attributes
                       bit 0 = In-view; bit 7 = Invisible
$031C        1c    Sprite Frame
$0338        1c    Pallet Offset
$0354        1c    Y-Coordinate
$0370        1c    Y-Coordinate Subpixel
$038C        1c    X-Coordinate
$03A8        1c    X-Coordinate Subpixel
$03C4        1c    Vertical Speed 
$03E0        1c    Vertical Speed Subpixel
$03FC        1c    Horizontal Speed
$0418        1c    Horizontal Speed Subpixel
$0434        1c    Object Index
                     Simon's Objects (just another state machine):
                       00 = Passive; 01 = Standing Whip (and on stairs); 02 = Ducking Whip;
                       03 = Jumping Whip; 81 = Standing Subweapon; 83 = Jumping Subweapon
$0450        1c    Sprite Mirrored
$046C        1c    State
                     Simon's States:
                       00 = Walking; 01 = Jumping (and Air Attack); 02 = Ground Attack;
                       03 = Ducking; 04 = Climbing Stairs; 05 = Knocked Back;
                       06 = Approach Stairs; 07 = Dropping; 08 = Dead; 09 = Stunned;
$0488              Jump State
$0489        1b    Animation Time 
$049F              Moving Platform Speed (doubles per speed)
$04A4              Simon Step Count (determines walking sprite frame)
$04A5        1b    Animation Frame
$04C0        1c    Sprite Index
  $04C2              Gate Bats Animation Timer (changes image every 4 frames)
  $04C3              Gate Right Bat Bob Timing
$04DC              Vertical Vector Address Low Byte
$04DF        0b    Various
                     Bat & Medusae Base Focal Y-coordinate
                     Simon above enemy
                     Skeleton Motion Substate
                     Fishman walking
                     Bone Dragon Part Motion Substate
                     Axe Armor Axe ID
  $04DF              Gate Right Bat Bob Offset (add to $0533)
$04EA        06    Candle Index (for $0190,Y writes)
$04F0        03    Subweapon Collision ID
$04F8              Vertical Vector Address High Byte
$04FB        11    Various
                     Movement Direction for moving backward
                       00 = right; 01 = left;
                     Bone Dragon Part Vertical Offset
                     Drop Pickup Delay (pointless)
$050C        03    Individual Subweapon Kills
$050F        04    Moving Platform X-Coordinate Subpixel
$0514              Vertical Direction
$0517        11    Various
                     Small Heart Focal X-coordinate
                     Bone Dragon Part Vertical Offset Subpixel
$052B              Moving Platform Left Edge
$0530              Simon Attack State (same as $046C)
$0531        15    Spawner ID (based on 6 room positions)
  $0533              Gate Right Bat Y-Origin
$054C              In-Air Attack
$054F        0d    Generic Timer
$0568              Whip Timer (counts up to #16)
$056B        11    Extinguish Timer (duration of flare and drop)
                     For subweapons:
                       Boomerang = return time; Holy Water = burn duration
$057F        02    Moving Platform Y-coordinate Subpixel
$0582              Hidden Treasure Object
                       00 = Coins; 01 = 1UP; 02 = Crown; 03 = Chest; 04 = Moai
$0584              Gamepad 1 Input Held Copy
$0587        11    Item Drop
$059B        02    Moving Platform Y-Coordinate
$05A0       160    Collision Map
$0700        c0    Tile Data Dump
$07F5              Previous Y Register (when audio loaded)
$07F6              Next Sound Effect
$07F8              Demo Gamepad Input Delay
$07F9              Demo Gamepad Input Pressed
$07FA              Demo Gamepad Input Held
$07FC        03    Score ($07FE used for 1UP checks)