Castlevania: Aria of Sorrow/RAM map: Difference between revisions

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(Created page with "{{rammap|game=Castlevania: Aria of Sorrow}} {| border="1" align="center" cellpadding="4" cellspacing="0" style="margin: 0 0 1em 1em; background: #f7f8ff; border: 1px #8888cc...")
 
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* next 4 bytes: filled in blue from your exploration
* next 4 bytes: filled in blue from your exploration
* final 4 bytes: adds to the map completion percentage
* final 4 bytes: adds to the map completion percentage
|-
|2000340||1||Story events completed (bits) (don't know exact range)
|-
|200037C||1||Visited areas (bits)
|-
|200037F||1||Defeated bosses (bits)
|-
|-
|2000422||1||Enemy and item name messages timer
|2000422||1||Enemy and item name messages timer
Line 91: Line 97:
|-
|-
|2000553||1||Player Animation Sprite Time
|2000553||1||Player Animation Sprite Time
|-
|2013279||1||Soma Level
|-
|201327A||2||HP
|-
|201327C||2||MP
|-
|201327E||2||Max HP
|-
|2013280||2||Max MP
|-
|2013282||2||STR
|-
|2013284||2||CON
|-
|2013286||2||INT
|-
|2013288||2||LCK
|-
|201328C||4||EXP
|-
|2013290||4||Gold (maxes at 999999)
|-
|2013294||32||Item inventory
All inventories are 4 bits per item, denoting the quantity possessed, which maxes at 9.
|-
|20132B4||60||Weapon inventory
|-
|20132EF||26||Armor inventory
|-
|2013308||20||Accessory inventory
|-
|201331C||56||Bullet Soul inventory
|-
|2013354||16||Guardian Soul inventory
|-
|201336E||36||Enchant Soul inventory
|-
|2013392||3||Ability Soul inventory
|-
|2013396||1||Equipped abilities
* 0x01: Grave Keeper
* 0x02: Skeleton Blaze
* 0x04: Malphas
* 0x08: Kicker Skeleton
* 0x10: Hippogryph
* 0x20: Galamoth
|-
|20133A0||14||Defeated enemies (1 bit per enemy)
|-
|20133B0||14||Enemy Drop 1 obtained (1 bit per enemy)
|-
|20133C0||14||Enemy Drop 2 obtained (1 bit per enemy)
|-
|-

Revision as of 15:46, 12 September 2022

Chip tiny.png The following article is a RAM map for Castlevania: Aria of Sorrow.

RAM Size Information
2000000 4 Frame counter
2000004 2? General timer (count up or down to whatever big event is happening or will happen)
2000008 4 RNG?
2000010 1 Game Mode
  • 00: Konami Logo
  • 01: Title Screen
  • 02: Main Menu
  • 04: Game
  • 05: Game Over
  • 06: Credits
  • 07: Intro Cutscene
  • 08: Boss Rush Menu
  • 0A: Soul Trade Menu
  • 0B: Sound Test Menu
  • 0C: Licensed by Nintendo
  • 0D: Reset
  • 0E: Debug Mode
  • 10: Debug Mode "Exit" Option
  • 11: Debug Mode "1967" Option
  • 12: Debug Mode "2229" Option
  • 13: Debug Mode "2739" Option
  • 14: Debug Mode "4531" Option
2000011 1 Game Sub-Mode
2000012 1 Debug Mode Cursor Position (option you're going to select)
2000014 2 Controller Input Held
2000016 2 Controller Input Pressed this frame
2000018 2 Controller Input Auto-Fire (set to input pressed this frame, but when auto-fire timer reaches 0000, set to input held and set timer back up to 0006)
200001A 2 Controller Input Auto-Fire Timer (set to 0020 when new button is pressed, decrements every frame. probably should have been 1 byte instead of 2)
200001B 1 ??? (set to 04 at game launch and during cutscenes. does not appear to conflict with upper byte of auto-fire timer except at game launch, where the upper byte gets overwritten)
200001C 2 Player Input Held (typically the same as controller, but changes in cutscenes)
200001E 2 Player Input Pressed this frame
2000020 8 Selected Save File Name
20000AC 4 Current Total Time Played in Frames
20000B0-2000334 4 Map Fill (repeats the following sequence for the whole map)
  • first 4 bytes: filled in grey from Castle Maps
  • next 4 bytes: filled in blue from your exploration
  • final 4 bytes: adds to the map completion percentage
2000340 1 Story events completed (bits) (don't know exact range)
200037C 1 Visited areas (bits)
200037F 1 Defeated bosses (bits)
2000422 1 Enemy and item name messages timer
20004C8 4 Current Time Played This Session in Frames
20004CE 1 Cutscene Dialogue Mugshot
20004EE 1 Player Movement State
  • 00: Regular movement
  • 01: Weapon Attack
  • 02: Sub-Weapon Attack
  • 03: Slide Kick
  • 04: Crouched Recovery
  • 05: High Jump
  • 06: High Jump Bonk
  • 07: Dive Kick
  • 08: Bat Form
  • 09: Rush Soul Form
  • 0A: Grand Cross
  • 0C: Hurt on the Ground
  • 0D: Hurt in the Air
  • 0E: Flung in the Air by a powerful force
  • 0F: Petrified
  • 10: Dead
  • 11: Immobilised (by Succubus, by Chaos...)
20004EF 1 Player Movement Sub-State
2000551 1 Player Animation
2000552 1 Player Animation Sprite
2000553 1 Player Animation Sprite Time
2013279 1 Soma Level
201327A 2 HP
201327C 2 MP
201327E 2 Max HP
2013280 2 Max MP
2013282 2 STR
2013284 2 CON
2013286 2 INT
2013288 2 LCK
201328C 4 EXP
2013290 4 Gold (maxes at 999999)
2013294 32 Item inventory

All inventories are 4 bits per item, denoting the quantity possessed, which maxes at 9.

20132B4 60 Weapon inventory
20132EF 26 Armor inventory
2013308 20 Accessory inventory
201331C 56 Bullet Soul inventory
2013354 16 Guardian Soul inventory
201336E 36 Enchant Soul inventory
2013392 3 Ability Soul inventory
2013396 1 Equipped abilities
  • 0x01: Grave Keeper
  • 0x02: Skeleton Blaze
  • 0x04: Malphas
  • 0x08: Kicker Skeleton
  • 0x10: Hippogryph
  • 0x20: Galamoth
20133A0 14 Defeated enemies (1 bit per enemy)
20133B0 14 Enemy Drop 1 obtained (1 bit per enemy)
20133C0 14 Enemy Drop 2 obtained (1 bit per enemy)