Solomon's Club/RAM map: Difference between revisions

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(Created page with "{{rommap|game=Solomon's Club}} * <tt>C100</tt> - Level (0-based) ** 00-04 - Levels 1 through 5 ** 05 - Special *** Loads the shop first but then valid levels if you leave, with the level as S * <tt>C101</tt> - Room (0-based) ** 00-09 = Rooms 00 through 10 ** 0A = Hidden level ** 0B = Shows as the current level with glitched tiles for the room, but loads the first room of the next level ** 0C = Second room of the next level, etc * <tt>C122</tt> - Skips time decrement and...")
 
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* <tt>D400-D4??</tt> - Temporary string storage
* <tt>D400-D4??</tt> - Temporary string storage
* <tt>D600-D648</tt> - Current level map. Format is 8 rows of 9 single byte metatile indices
* <tt>D600-D648</tt> - Current level map. Format is 8 rows of 9 single byte metatile indices
** See [Solomon's_Club:Notes#Metatile_list_for_levels|here]] for a list of tiles.
** See [[Solomon's_Club:Notes#Metatile_list_for_levels|here]] for a list of tiles.
* <tt>FFC0-FFC1</tt> - (big endian) Time remaining
* <tt>FFC0-FFC1</tt> - (big endian) Time remaining
* <tt>FFC2-FFC6</tt> - Time remaining as tile indices
* <tt>FFC2-FFC6</tt> - Time remaining as tile indices

Revision as of 08:19, 30 October 2023

Chip tiny.png The following article is a ROM map for Solomon's Club.

  • C100 - Level (0-based)
    • 00-04 - Levels 1 through 5
    • 05 - Special
      • Loads the shop first but then valid levels if you leave, with the level as S
  • C101 - Room (0-based)
    • 00-09 = Rooms 00 through 10
    • 0A = Hidden level
    • 0B = Shows as the current level with glitched tiles for the room, but loads the first room of the next level
    • 0C = Second room of the next level, etc
  • C122 - Skips time decrement and collision checks when set to a non-zero value
  • D400-D4?? - Temporary string storage
  • D600-D648 - Current level map. Format is 8 rows of 9 single byte metatile indices
    • See here for a list of tiles.
  • FFC0-FFC1 - (big endian) Time remaining
  • FFC2-FFC6 - Time remaining as tile indices
  • FFC7 - Control scheme
    • 00 = A
    • 01 = B
  • FFC8 - Lives (a value of 01 shows P×0 in the pause screen)
  • FFC9 - Lives as a tile index
  • FFCB - Number of fairies collected
  • FFCC-FFCE - (big endian) Money
  • FFD0-FFD6 - Money as tile indices
  • FFD8 - Number of fireballs
  • FFD9 - Number of hammers
  • FFDA - Number of water guns
  • FFDB - Number of hourglasses
  • FFDC - 1 if shoes are obtained, 0 if not
  • FFDD - 1 if hat is obtained, 0 if not