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Dragon Warrior II (NES)/RAM map: Difference between revisions
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{{rammap | {{rammap}} | ||
{| border="1" cellpadding="1" | {| border="1" cellpadding="1" | ||
|'''RAM Byte Address''' || '''Function''' || '''Details''' | |'''RAM Byte Address''' || '''Byte Size''' || '''Function''' || '''Details''' | ||
|- | |- | ||
| 0x0400 - 0x04ff || (Overworld) Something with status screens || This block of RAM seems to be a bitmap showing what overworld tiles are overlaid with status popups like health or a menu... but changing it seems to have no effect. This block of RAM seems to have a different purpose during battles. | | 0x0400 - 0x04ff || 256 || (Overworld) Something with status screens || This block of RAM seems to be a bitmap showing what overworld tiles are overlaid with status popups like health or a menu... but changing it seems to have no effect. This block of RAM seems to have a different purpose during battles. | ||
|- | |- | ||
| | | 0x05fb || 1 || Movement counter || Counts up as you move, unknown purpose | ||
|- | |- | ||
| | | 0x0600 - 0x0607 || 8 || Character 1: Inventory Slots || Each byte is one inventory slot. Values are as follows: | ||
|- | |- | ||
| 0x063b || Character 1: Current HP || Current hit points for the first character. | | || || || | ||
0x00 = [Empty Slot] | |||
0x01 = Bamboo Stick | |||
0x02 = Magic Knife | |||
0x03 = Wizard's Wand | |||
0x04 = Staff of Thunder | |||
0x05 = Club | |||
0x06 = Copper Sword | |||
0x07 = Chain Sickle | |||
0x08 = Iron Spear | |||
0x09 = Falcon Sword | |||
0x0a = Broad Sword | |||
0x0b = Giant Hammer | |||
0x0c = Sword of Destruction | |||
0x0d = Dragon Killer | |||
0x0e = Light Sword | |||
0x0f = Sword of Erdrick | |||
0x10 = Thunder Sword | |||
0x11 = Clothes | |||
0x12 = Clothes Hiding | |||
0x13 = Water Flying Cloth | |||
0x14 = Mink Coat | |||
0x15 = Leather Armor | |||
0x16 = Chain Mail | |||
0x17 = Gremlin's Armor | |||
0x18 = Magic Armor | |||
0x19 = Full Plate Armor | |||
0x1a = Armor of Gaia | |||
0x1b = Armor of Erdrick | |||
0x1c = Leather Shield | |||
0x1d = Shield of Strength | |||
0x1e = Steel Shield | |||
0x1f = Evil Shield | |||
0x20 = Shield of Erdrick | |||
0x21 = Mysterious Hat | |||
0x22 = Iron Helmet | |||
0x23 = Helmet of Erdrick | |||
0x24 = Token of Erdrick | |||
0x25 = Treasures | |||
0x26 = Moon Fragment | |||
0x27 = Charm of Rubiss | |||
0x28 = Eye of Malroth | |||
0x29 = Leaf of The World Tree | |||
0x2a = Echoing Flute | |||
0x2b = Mirror of Ra | |||
0x2c = Dew's Yarn | |||
0x2d = Magic Loom | |||
0x2e = Cloak of Wind | |||
0x2f = Gremlin's Tail | |||
0x30 = Dragon's Bane | |||
0x31 = Dragon's Potion | |||
0x32 = Golden Card | |||
0x33 = Lottery Ticket | |||
0x34 = Fairy Water | |||
0x35 = Wing of the Wyvern | |||
0x36 = [Blank, If used it says you have taken Golden Card, Sell price is 2 Gold] | |||
0x37 = Golden Key | |||
0x38 = Silver Key | |||
0x39 = Jailor's Key | |||
0x3a = Watergate Key | |||
0x3b = Antidote Herb | |||
0x3c = Medical Herb | |||
0x3d = Wizard's Ring | |||
0x3e = Perilous [Purpose unknown... appears as しのオルゴール in Japanese Dragon Quest 2 inventory, Sell price is 2 Gold] | |||
0x3f = [Blank, Use and nothing happens, Sell price is 2 Gold] | |||
0x40 = [Equipped Blank] | |||
0x41 - 0x63 = [Equipped Versions of 0x01 - 0x23] | |||
|- | |||
| 0x0608 - 0x060f || 8 || Character 2: Inventory Slots || Each byte is one inventory slot. | |||
|- | |||
| 0x0610 - 0x0607 || 8 || Character 3: Inventory Slots || Each byte is one inventory slot. | |||
|- | |||
| 0x0624 - 0x0625 || 2 || Party Gold || Little-endian value. Total gold for your party is 255 * 0x0625 byte plus the 0x0624 byte. You can just set the 0x0625 byte to 0xff for a LOT of gold. | |||
|- | |||
| 0x062d || 1 || Character 1: Status || Status of first character as one byte bit mask field. Values are as follows: | |||
|- | |||
| || || || | |||
Bit Mask Description | |||
--- ---- ----------- | |||
0 1 Stopped | |||
1 2 ??? TBD | |||
2 4 On by default? TBD | |||
3 8 ??? TBD | |||
4 16 ??? TBD | |||
5 32 Poisoned | |||
6 64 Sleep | |||
7 128 On by default? TBD | |||
Toggle bit: byte value ^= mask | |||
Add bit: byte value |= mask | |||
|- | |||
| 0x0630 || 1 || Character 1: Max HP || Current max hit points for the first character. Changes to this will be undone when character is leveled up. | |||
|- | |||
| 0x0632 || 1 || Character 1: Max MP || Current max magic points for the first character. Changes to this will be undone when character is leveled up. | |||
|- | |||
| 0x0633 - 0x0635 || 3 || Character 1: Current XP || Little-endian value. Current total experience points for the first character. Careful, changing this will potentially result in a long process of level up messages after your next battle! | |||
|- | |||
| 0x063b || 1 || Character 1: Current HP || Current hit points for the first character. You can temporarily set this higher than your max HP, but healing may bring you back down to your max! | |||
|- | |||
| 0x063d || 1 || Character 1: Current MP || Current magic points for the first character. You can temporarily set this higher than your max MP, but healing may bring you back down to your max! | |||
|- | |||
| 0x063f || 1 || Character 2: Status || Status of second character as one byte bit mask field. | |||
|- | |||
| 0x0642 || 1 || Character 2: Max HP || Current max hit points for the second character. Changes to this will be undone when character is leveled up. | |||
|- | |||
| 0x0644 || 1 || Character 2: Max MP || Current max magic points for the second character. Changes to this will be undone when character is leveled up. | |||
|- | |||
| 0x0645 - 0x0647 || 3 || Character 2: Current XP || Little-endian value. Current total experience points for the second character. Careful, changing this will potentially result in a long process of level up messages after your next battle! | |||
|- | |||
| 0x064d || 1 || Character 2: Current HP || Current hit points for the second character. You can temporarily set this higher than your max HP, but healing may bring you back down to your max! | |||
|- | |||
| 0x064f || 1 || Character 2: Current MP || Current magic points for the second character. You can temporarily set this higher than your max MP, but healing may bring you back down to your max! | |||
|- | |||
| 0x0651 || 1 || Character 3: Status || Status of second character as one byte bit mask field. | |||
|- | |||
| 0x0654 || 1 || Character 3: Max HP || Current max hit points for the third character. Changes to this will be undone when character is leveled up. | |||
|- | |||
| 0x0656 || 1 || Character 3: Max MP || Current max magic points for the third character. Changes to this will be undone when character is leveled up. | |||
|- | |||
| 0x0657 - 0x0659 || 3 || Character 3: Current XP || Little-endian value. Current total experience points for the third character. Careful, changing this will potentially result in a long process of level up messages after your next battle! | |||
|- | |||
| 0x065f || 1 || Character 3: Current HP || Current hit points for the third character. You can temporarily set this higher than your max HP, but healing may bring you back down to your max! | |||
|- | |||
| 0x0661 || 1 || Character 3: Current MP || Current magic points for the third character. You can temporarily set this higher than your max MP, but healing may bring you back down to your max! | |||
|- | |- | ||
|} | |} | ||
{{Internal Data}} |
Latest revision as of 05:02, 18 April 2024
The following article is a RAM map for Dragon Warrior II (NES).
RAM Byte Address | Byte Size | Function | Details |
0x0400 - 0x04ff | 256 | (Overworld) Something with status screens | This block of RAM seems to be a bitmap showing what overworld tiles are overlaid with status popups like health or a menu... but changing it seems to have no effect. This block of RAM seems to have a different purpose during battles. |
0x05fb | 1 | Movement counter | Counts up as you move, unknown purpose |
0x0600 - 0x0607 | 8 | Character 1: Inventory Slots | Each byte is one inventory slot. Values are as follows: |
0x00 = [Empty Slot] 0x01 = Bamboo Stick 0x02 = Magic Knife 0x03 = Wizard's Wand 0x04 = Staff of Thunder 0x05 = Club 0x06 = Copper Sword 0x07 = Chain Sickle 0x08 = Iron Spear 0x09 = Falcon Sword 0x0a = Broad Sword 0x0b = Giant Hammer 0x0c = Sword of Destruction 0x0d = Dragon Killer 0x0e = Light Sword 0x0f = Sword of Erdrick 0x10 = Thunder Sword 0x11 = Clothes 0x12 = Clothes Hiding 0x13 = Water Flying Cloth 0x14 = Mink Coat 0x15 = Leather Armor 0x16 = Chain Mail 0x17 = Gremlin's Armor 0x18 = Magic Armor 0x19 = Full Plate Armor 0x1a = Armor of Gaia 0x1b = Armor of Erdrick 0x1c = Leather Shield 0x1d = Shield of Strength 0x1e = Steel Shield 0x1f = Evil Shield 0x20 = Shield of Erdrick 0x21 = Mysterious Hat 0x22 = Iron Helmet 0x23 = Helmet of Erdrick 0x24 = Token of Erdrick 0x25 = Treasures 0x26 = Moon Fragment 0x27 = Charm of Rubiss 0x28 = Eye of Malroth 0x29 = Leaf of The World Tree 0x2a = Echoing Flute 0x2b = Mirror of Ra 0x2c = Dew's Yarn 0x2d = Magic Loom 0x2e = Cloak of Wind 0x2f = Gremlin's Tail 0x30 = Dragon's Bane 0x31 = Dragon's Potion 0x32 = Golden Card 0x33 = Lottery Ticket 0x34 = Fairy Water 0x35 = Wing of the Wyvern 0x36 = [Blank, If used it says you have taken Golden Card, Sell price is 2 Gold] 0x37 = Golden Key 0x38 = Silver Key 0x39 = Jailor's Key 0x3a = Watergate Key 0x3b = Antidote Herb 0x3c = Medical Herb 0x3d = Wizard's Ring 0x3e = Perilous [Purpose unknown... appears as しのオルゴール in Japanese Dragon Quest 2 inventory, Sell price is 2 Gold] 0x3f = [Blank, Use and nothing happens, Sell price is 2 Gold] 0x40 = [Equipped Blank] 0x41 - 0x63 = [Equipped Versions of 0x01 - 0x23] | |||
0x0608 - 0x060f | 8 | Character 2: Inventory Slots | Each byte is one inventory slot. |
0x0610 - 0x0607 | 8 | Character 3: Inventory Slots | Each byte is one inventory slot. |
0x0624 - 0x0625 | 2 | Party Gold | Little-endian value. Total gold for your party is 255 * 0x0625 byte plus the 0x0624 byte. You can just set the 0x0625 byte to 0xff for a LOT of gold. |
0x062d | 1 | Character 1: Status | Status of first character as one byte bit mask field. Values are as follows: |
Bit Mask Description --- ---- ----------- 0 1 Stopped 1 2 ??? TBD 2 4 On by default? TBD 3 8 ??? TBD 4 16 ??? TBD 5 32 Poisoned 6 64 Sleep 7 128 On by default? TBD Toggle bit: byte value ^= mask Add bit: byte value |= mask | |||
0x0630 | 1 | Character 1: Max HP | Current max hit points for the first character. Changes to this will be undone when character is leveled up. |
0x0632 | 1 | Character 1: Max MP | Current max magic points for the first character. Changes to this will be undone when character is leveled up. |
0x0633 - 0x0635 | 3 | Character 1: Current XP | Little-endian value. Current total experience points for the first character. Careful, changing this will potentially result in a long process of level up messages after your next battle! |
0x063b | 1 | Character 1: Current HP | Current hit points for the first character. You can temporarily set this higher than your max HP, but healing may bring you back down to your max! |
0x063d | 1 | Character 1: Current MP | Current magic points for the first character. You can temporarily set this higher than your max MP, but healing may bring you back down to your max! |
0x063f | 1 | Character 2: Status | Status of second character as one byte bit mask field. |
0x0642 | 1 | Character 2: Max HP | Current max hit points for the second character. Changes to this will be undone when character is leveled up. |
0x0644 | 1 | Character 2: Max MP | Current max magic points for the second character. Changes to this will be undone when character is leveled up. |
0x0645 - 0x0647 | 3 | Character 2: Current XP | Little-endian value. Current total experience points for the second character. Careful, changing this will potentially result in a long process of level up messages after your next battle! |
0x064d | 1 | Character 2: Current HP | Current hit points for the second character. You can temporarily set this higher than your max HP, but healing may bring you back down to your max! |
0x064f | 1 | Character 2: Current MP | Current magic points for the second character. You can temporarily set this higher than your max MP, but healing may bring you back down to your max! |
0x0651 | 1 | Character 3: Status | Status of second character as one byte bit mask field. |
0x0654 | 1 | Character 3: Max HP | Current max hit points for the third character. Changes to this will be undone when character is leveled up. |
0x0656 | 1 | Character 3: Max MP | Current max magic points for the third character. Changes to this will be undone when character is leveled up. |
0x0657 - 0x0659 | 3 | Character 3: Current XP | Little-endian value. Current total experience points for the third character. Careful, changing this will potentially result in a long process of level up messages after your next battle! |
0x065f | 1 | Character 3: Current HP | Current hit points for the third character. You can temporarily set this higher than your max HP, but healing may bring you back down to your max! |
0x0661 | 1 | Character 3: Current MP | Current magic points for the third character. You can temporarily set this higher than your max MP, but healing may bring you back down to your max! |
Internal Data for Dragon Warrior II (NES)
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