If you are still using the old URL (datacrystal.romhacking.net), please update your bookmarks! The old URL may stop working soon.
The current URL is datacrystal.tcrf.net.
The current URL is datacrystal.tcrf.net.
Castlevania II: Belmont's Revenge/ROM map: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 145: | Line 145: | ||
41: jumping dagger-thrower | 41: jumping dagger-thrower | ||
42-44: ? (like 2B) | 42-44: ? (like 2B) | ||
45: Lantern/Item: boss start | 45: Lantern/Item: boss start (Darkside) | ||
46: ? | 46: ? | ||
47: ? (enemy, drops and dies) | 47: ? (enemy, drops and dies) | ||
Line 161: | Line 161: | ||
57: like 56, but in reverse. | 57: like 56, but in reverse. | ||
58-5A: ? | 58-5A: ? | ||
5B: | 5B: Night Stalker | ||
5C: ? (contact damage) | 5C: ? (contact damage) | ||
5D: ? | 5D: ? | ||
60: Lantern/Item: boss start? | 60: Lantern/Item: boss start? | ||
61 | 61: ? | ||
62: ? (palette cycles, deals damage) | |||
64: ? (like 5C) | 64: ? (like 5C) | ||
65-68: ? | 65-68: ? |
Revision as of 19:48, 27 September 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. (t:symbol) marks the start of a data table.
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) 0:0003 (r:jumptable) jumptable by A. 0:0008 (RST08:ld_from_table) hl <- (hl + 2a) 0:000C (r:ld_hl_hl) hl <- (hl) 0:0010 (RST10:entity_set_image) sets entity's image (see "Images" section below) 0:0018 (RST18:entity_set_timer) sets entity property $08 to A. This seems to be the entity's timer, such as how long until fire despawns or belmont's hitstun. 0:0028 (RST28:add_hl_a) hl += a, then a <- l. 0:0030 (RST30:entity_inc_state) increments the state variable (D:01) of the current entity. 0:0038 (RST38:entity_get_y) get Y position of current entity. 0:01D9 (r:longcall_2_438D) stores current bank (read from $7FFF) on stack, calls routine 2:438D, then returns to caller bank. 0:0D23 (r:entity_set_state_and_substate) entity state <- b, substate (attacking) <- c 0:297B (r:leftshift_bc_4) leftshifts bc by 4. 0:2986 (r:lda_00) a <- $00 0:2989 (r:lda_06) a <- $06 0:298C (r:lda_7F) a <- $7F 0:298F (r:lda_06) a <- $80 0:2AC7 (r:wait_for_blank) Seems to wait to the end of the current blanking period (if applicable) and then to the start of the next. 0:35A9 (r:mbc_bankswap_1) loads swappable bank 1. 0:35AA (r:mbc_bankswap) loads swappable bank from cpu register a. 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) 0:3DAC (r:entity_set_x_velocity_0) Entity x velocity <- 00. 0:3DAF (r:entity_set_x_velocity) Entity x velocity <- cb. 0:3DB4 (r:entity_set_y_velocity_0) Entity y velocity <- 00. 0:3DB7 (r:entity_set_y_velocity) Entity y velocity <- cb. 0:3DBA (r:write_word) (hl) <- cb 0:3DBE (r:entity_get_x_velocity) cb <- Entity x velocity. 0:3DC5 (r:entity_get_y_velocity) cb <- Entity x velocity. 0:3DC8 (r:read_word) cb <- (hl) 3:5242 (t:stage_table_unkA) (index via load_substage_data): ?? 3:58AC (t:stage_table_unkB) (index via load_substage_data): ?? 3:5D25 (t:stage_table_lantern) (index via load_substage_data): lantern data 3:2868 (r:load_substage_data) hl <- ((hl + stage) + substage). 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.
Images
- Entities' images are stored in property 0A. Editing this value will change the entity's image -- for example, the axe might appear as a torch, at least until the axe's animation restores the image to the next frame of axe animation. Below is a partially-complete table of images (Please contribute!).
0: Torch (frame 0) 1: Torch (frame 1) 2: Coin (frame 0) 3: Coin (frame 1) 4: Score Orb 5: Small heart 6: Large Heart 7: Wall meat 08: fire (frame 0) 09: fire (frame 1) 0A: 1-up 0B: holy water (icon) 0C: holy water (projectile) 0D-10: Axe/Cross (frames 0-3) 11-23: Belmont poses 24-29: whip
and so on.
Entity indices (stored in RAM addresses XY00, XY >= $C6) -- range from 0-7F.
00: (no entity) 01: Lantern/Item: Axe/Cross 02: Lantern/Item: Holy Water 03: Lantern/Item: Coin 04: Lantern/Item: Whip Upgrade Orb 05: Lantern/Item: Small Heart 06: Big Heart 07: (debris) 08: (debris with big heart?) 09: Rat? 0A: ? 0B: breakable block? 0C: Punaguchi 0D: Punaguchi 0E: Rat? 0F: ? (explodes when struck) 10-13: ? 14: vertically moving flame? 15-16: ? 17-1B: ? (palette cycles, and turns to flame when struck.) 1C: ? (ascends) 1D: ? (gravity) 1E: ? (descends) 1F: bat? 20: bat? 21: ? (sessile enemy) 22: Lantern/Item: orb that crashes the game 23-24: ? 25: eyeball spawner (right) 26: eyeball spawner (left) 27-29: ? 2A: (immediately explodes) 2B: ? (deals contact damage, but cannot be destroyed) 2C: ? (like 2B but larger and does more damage) 2D: ? (like 2D) 2E-2F: ? 30: ? (sessile enemy) 31: ? (like 2B) 32: ? 33: ? (descending enemy) 34: raven 35: whip upgrade orb 36: ? 37-3A: ? 3B: ? (sessile enemy, explodes) 3C: eyeball spawner (above) 3D-3E: ? 3F: ? (sessile enemy) 40: ? 41: jumping dagger-thrower 42-44: ? (like 2B) 45: Lantern/Item: boss start (Darkside) 46: ? 47: ? (enemy, drops and dies) 48-49: ? 4A: moving platform, contact damage? 4B-4D: ? 4E: background flame 50: moving platform, covers screen? 51: ? (sticks to top of screen) 52: ? 53: Lantern/Item: boss start (Angel mummy) 54: ? 55: ? (projectile?) 56: ? (moves across screen, leaving trail.) 57: like 56, but in reverse. 58-5A: ? 5B: Night Stalker 5C: ? (contact damage) 5D: ? 60: Lantern/Item: boss start? 61: ? 62: ? (palette cycles, deals damage) 64: ? (like 5C) 65-68: ? 69: Lantern/Item: boss start (Bone Serpent) 6A: Bone Serpent (part) 6B: ? (moves to constant position at top of screen) 6C: Bone Serpent (part) 6D: Bone Serpent (part) 6E: moves to side of screen 6F: Bone Serpent (part) 70: ? (strange glitching tiles) 71: ? 72: Lantern/Item: boss start (Soleil) 73: Lantern/Item: boss start 74: ? (circular movement) 75-78: ? 79-7E: (crashes game) 7F: ?