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{{rammap|game=Wario Land 3}} | {{rammap|game=Wario Land 3}} | ||
== General == | |||
* <tt>0xC09B</tt> = Current scene | |||
0 = start screen | |||
1 = overworld map (20:4392) | |||
2 = level (2:4000) | |||
3 = end of level, displaying treasures and musical coins collected. | |||
4 = pause menu | |||
5 = golf minigame | |||
6 = ??? | |||
7 = tutorials | |||
8 = key obtention in level (collect key type of the region & suspends action temporarily) | |||
9 = credits | |||
A = playing golf minigame in the green dome (after collecting all color crayons) | |||
B = ??? | |||
C = game over (failing against rudy the clown) | |||
D = time attack mode triggered | |||
E = choosing langage when creating new game | |||
* <tt>0xC09C</tt> = Current operation(s) in the scene. | |||
Level (C09B at 2) : | |||
0 = entering level from overworld, white screen fade in. (function 47B) | |||
1 = loading everything related to the level, warping into the start of the level. (2:4024) | |||
2 = white screen fade out. (function 5ed) | |||
3 = level active time. (Main level function, 2:40aa) | |||
4 = door style warping start (function 928) | |||
5 = start of warping sequence (into another region), white screen fade in. (function 47B) | |||
6 = warping into the new region. (Main Warping function, 2:446e) | |||
How C09B & C09C are used to access to the correct code for each scene : | |||
C09B is read at 1:4000, right below is a jumptable | |||
containing 1 address for each scene (in order and little endian) : rst28 does the jump accordingly. | |||
It does the same for C09C afterwards after doing an indirect call. | |||
* <tt>0xCA04</tt> = Coins (first digit) | * <tt>0xCA04</tt> = Coins (first digit) | ||
* <tt>0xCA05</tt> = Coins (last two digits) | * <tt>0xCA05</tt> = Coins (last two digits) | ||
** Note: This value is stored as a decimal value; for example, when you have 99 coins, this is stored as 99 in hex, not 63 as you might expect. | ** Note: This value is stored as a decimal value; for example, when you have 99 coins, this is stored as 99 in hex, not 63 as you might expect. | ||
* <tt>0xCA06</tt> = Current Level | |||
* <tt>0xCA39</tt> = Number of treasures (first digit) | |||
* <tt>0xCA3A</tt> = Number of treasures (last two digits) | |||
** Note: This value is stored as a decimal value; for example, when you have 99 treasures, this is stored as 99 in hex, not 63 as you might expect. | |||
* <tt>0xCA3B</tt> = Day/Night (day when bit 0 = 0; night when bit 0 = 1) | |||
* <tt>0xCA3C</tt> = Wario's power-ups (values 0A-0C do not affect Wario, but they do change the Action Help screen to the special screens for certain situations) | |||
* <tt>0xCA3D</tt> = Completion state | |||
This is a 4-bit binary value. The format is as follows: | |||
xxxxx... - Unused? | |||
.....x.. - Ability to skip the final boss intro cutscene by pressing the B button; set during either the Game Over or ending sequences | |||
......x. - Time Attack enabled; set if <tt>0xCA39</tt> (first digit of number of treasures) is 1 either during the ending sequence or when the Perfect screen appears after a level is exited while the Rudy defeated flag is also set | |||
.......x - Rudy defeated; set during the ending sequence | |||
This value is then translated into hex. | |||
Example 1: You have defeated Rudy without collecting all treasures. The binary value would be 00000101. In hex, this would be 05. | |||
Example 2: All chests are collected while Rudy is defeated and Time Attack is enabled as a result. The binary value would be 00000111. In hex, this would be 07. | |||
* <tt>0xCA46</tt> = Language (Japanese when bit 0 = 0; English when bit 0 = 1) | |||
* <tt>0xCA5B</tt> = Keys | * <tt>0xCA5B</tt> = Keys | ||
Line 16: | Line 66: | ||
Example 3: You have all the keys. The binary value would be 00001111. In hex, this would be 0F. | Example 3: You have all the keys. The binary value would be 00001111. In hex, this would be 0F. | ||
* <tt>0xCA5C</tt> = Musical Coins | * <tt>0xCA5C</tt> = Musical Coins | ||
* <tt>0xCED4</tt> = provokes level end result sequence and treasure collection (and some other events). | |||
0 - do nothing | |||
---- following triggers level end sequence | |||
1 - grey treasure | |||
2 - red " | |||
3 - green " | |||
4 - blue " | |||
5 - no treasure | |||
From 8 to 7F - treasures from other levels. Glitched visuals, which treasure is collected seems relative to the level wario is in. | |||
---- special events | |||
6 = game over against rudy | |||
7 = victory, credits. | |||
* <tt>0xCEE3</tt> = Last collected treasure in current game. | |||
* <tt>2xD00E</tt> = Next treasure to collect | |||
== Wario == | |||
* <tt>0xCA61</tt> = Sector Y position | |||
* <tt>0xCA62</tt> = Y position | |||
* <tt>0xCA61</tt> = Sector X position | |||
* <tt>0xCA62</tt> = X position | |||
* <tt>0xCA69</tt> = Orientation (1 = right ; 0 = left) | |||
* <tt>0xCA6F</tt> = Hitbox top border (signed byte, negative) | |||
* <tt>0xCA70</tt> = Hitbox bottom border (positive) | |||
* <tt>0xCA71</tt> = Hitbox left border (signed byte, negative) | |||
* <tt>0xCA72</tt> = Hitbox right border (positive) | |||
* <tt>0xCA73</tt> = Scrolling screen flag, suspends action. | |||
* <tt>0xCA74</tt> = Jump type. Higher value means bigger jump. Linked to CA75. | |||
- 0 : contact with ground (no jump) | |||
- 1 : 1 tile jump (ex : fat wario jumps) | |||
- 2 : 2 tiles jump (ex : crouch jumping) | |||
- 3 : 3 tiles jump (ex : high jump upgrade) | |||
- 4 : normal spring jump | |||
- 5 : boosted spring jump | |||
* <tt>0xCA75</tt> = counter increasing each frame, starting at 0 (start of jump) and ending at 0x27 (end of fall). | |||
It helps determining the vertical speed at each frame of the jump/fall. | |||
The jumping/falling mechanism is located in 0:1488. | |||
For each type of jump, an address is given pointing to a list which contains the vertical speed for each frame of the chosen jump. | |||
- Jump 1 : 18f7 | |||
- Jump 2 : 18a7 | |||
- Jump 3 : 18cf | |||
- Jump 4 : 191f | |||
- Jump 5 : 1947 | |||
It selects the value in the list corresponding to the CA75 frame counter and simply adds it to Wario's Y position. | |||
Starting with high negative values for the jump (Y-axis is inverted), progressing towards 0 and then positive values (fall), so it creates that pseudo-parabolic curve. | |||
* <tt>0xCA83</tt> = Wario Animation | |||
0 - standing still | |||
1 - walking | |||
2 - turning over while walking | |||
4 - jumping | |||
5 - landing | |||
6 - crouch sliding | |||
7 - shoulderbash on ground | |||
8 - shoulderbash in air | |||
9 - bumping into walls, getting bumped by some enemies, etc. (19 does too in some cases) | |||
A - falling into water | |||
B - swimming slowly | |||
C - paddling at the surface (not moving) | |||
D - same as C but moving right or left. | |||
E - swimming rapidly | |||
F - bumping into walls while swimming rapidly | |||
10 - hurt in water | |||
12 - crouching | |||
13 - crawling | |||
14 - crouch jump | |||
15 - hurt on ground (or in air) | |||
16 - end of 15 | |||
1A - stomping ground | |||
1E - grabbing object on ground | |||
1F - holding object while standing on ground | |||
20 - 1F but walking | |||
21 - 1F but in the air | |||
22 - initiating throw | |||
23 - charging mad throw | |||
24 - throwing object while standing on ground | |||
25 - 24 but in the air | |||
27 - gliding on slope | |||
28 - rolling on ground | |||
29 - rolling in the air | |||
4B - sleeping | |||
At 7:4000 is the "hub" for all animations. | |||
First it checks invicibility and earthquake timer. Then it proceeds to separate animations into 4 groups with conditions. | |||
Locations of the 4 groups of animations : | |||
- 0 to 2F : 7:404d | |||
- 30 to 5F : 6:5c1b | |||
- 60 to AF : A:4000 | |||
- B0 and superior : 7B:4000 | |||
(Precise location of each animation is as usual given in the jumptable below these 4 addresses) | |||
* <tt>0xCA84-CA85</tt> = frame counter to trigger various animations | |||
Examples : | |||
- When wario is standing still and doing nothing, it increments until it reaches 0x700 (~29s duration), which makes Wario falls asleep. | |||
- Crouch sliding is stopped when counter reaches 0x40 (~1s). | |||
* <tt>0xCA8A</tt> = Intangibility flag, used when a door is entered by Wario to avoid being hurt or bumped by passing enemy. | |||
* <tt>0xCA8C</tt> = Invincibility trigger (and timer). Prevents from being attacked or transformed by the environment. | |||
0 : vulnerable | |||
Other values : invulnerable. | |||
Starts at 1 and increments by 1 each frame until 0x28 is attained (reset to 0). | |||
* <tt>0xCA8D</tt> = Invisibility trigger. (0 = wario sprites allowed in OAM ; 1 = no wario sprites allowed) | |||
* <tt>0xCA8E</tt> = Wario Status. | |||
0 : normal state | |||
9 : spring | |||
48 : zombie | |||
53 : teruteru on wario's head (dark screen, vision blocked) | |||
84 : fat | |||
85 : electrocuted | |||
C1 : wario in fire | |||
* <tt>0xCA8F</tt> = 2 | |||
* <tt>0xCA90-CA91</tt> = Status timer. (for fat, spring, fire wario, etc) | |||
* <tt>0xCA93</tt> = Interaction upon contact with objects. | |||
0 : normal | |||
1 : ?? freezes the game until another value is set | |||
2 : can't grab objects | |||
3 : bash them | |||
4 : destroy them (crushing effect ) | |||
Rest of values seem to do a similar effect as 2. | |||
* <tt>0xCA96</tt> = Butt stomping flags. (1 = butt stomping in the air ; 81 = butt stomping on ground) | |||
* <tt>0xCA97</tt> = Earthquake timer. | |||
* <tt>0xCA98</tt> = Earthquake type flag. (1 = wario earthquake ; 0 = from enemy). | |||
{{Internal Data|game=Wario Land 3}} |
Latest revision as of 02:42, 24 January 2024
The following article is a RAM map for Wario Land 3.
General
- 0xC09B = Current scene
0 = start screen 1 = overworld map (20:4392) 2 = level (2:4000) 3 = end of level, displaying treasures and musical coins collected. 4 = pause menu 5 = golf minigame 6 = ??? 7 = tutorials 8 = key obtention in level (collect key type of the region & suspends action temporarily) 9 = credits A = playing golf minigame in the green dome (after collecting all color crayons) B = ??? C = game over (failing against rudy the clown) D = time attack mode triggered E = choosing langage when creating new game
- 0xC09C = Current operation(s) in the scene.
Level (C09B at 2) : 0 = entering level from overworld, white screen fade in. (function 47B) 1 = loading everything related to the level, warping into the start of the level. (2:4024) 2 = white screen fade out. (function 5ed) 3 = level active time. (Main level function, 2:40aa) 4 = door style warping start (function 928) 5 = start of warping sequence (into another region), white screen fade in. (function 47B) 6 = warping into the new region. (Main Warping function, 2:446e)
How C09B & C09C are used to access to the correct code for each scene : C09B is read at 1:4000, right below is a jumptable containing 1 address for each scene (in order and little endian) : rst28 does the jump accordingly. It does the same for C09C afterwards after doing an indirect call.
- 0xCA04 = Coins (first digit)
- 0xCA05 = Coins (last two digits)
- Note: This value is stored as a decimal value; for example, when you have 99 coins, this is stored as 99 in hex, not 63 as you might expect.
- 0xCA06 = Current Level
- 0xCA39 = Number of treasures (first digit)
- 0xCA3A = Number of treasures (last two digits)
- Note: This value is stored as a decimal value; for example, when you have 99 treasures, this is stored as 99 in hex, not 63 as you might expect.
- 0xCA3B = Day/Night (day when bit 0 = 0; night when bit 0 = 1)
- 0xCA3C = Wario's power-ups (values 0A-0C do not affect Wario, but they do change the Action Help screen to the special screens for certain situations)
- 0xCA3D = Completion state
This is a 4-bit binary value. The format is as follows: xxxxx... - Unused? .....x.. - Ability to skip the final boss intro cutscene by pressing the B button; set during either the Game Over or ending sequences ......x. - Time Attack enabled; set if 0xCA39 (first digit of number of treasures) is 1 either during the ending sequence or when the Perfect screen appears after a level is exited while the Rudy defeated flag is also set .......x - Rudy defeated; set during the ending sequence This value is then translated into hex. Example 1: You have defeated Rudy without collecting all treasures. The binary value would be 00000101. In hex, this would be 05. Example 2: All chests are collected while Rudy is defeated and Time Attack is enabled as a result. The binary value would be 00000111. In hex, this would be 07.
- 0xCA46 = Language (Japanese when bit 0 = 0; English when bit 0 = 1)
- 0xCA5B = Keys
This is a 4-bit binary value. The format is as follows: xxxx.... - Unused ....x... - Blue Key .....x.. - Green Key ......x. - Red Key .......x - Gray Key This value is then translated into hex. Example 1: You have only a gray key. The binary value would be 00000001. In hex, this would be 01. Example 2: You have both the blue and green keys. The binary value would be 00001100. In hex, this would be 0C. Example 3: You have all the keys. The binary value would be 00001111. In hex, this would be 0F.
- 0xCA5C = Musical Coins
- 0xCED4 = provokes level end result sequence and treasure collection (and some other events).
0 - do nothing ---- following triggers level end sequence 1 - grey treasure 2 - red " 3 - green " 4 - blue " 5 - no treasure From 8 to 7F - treasures from other levels. Glitched visuals, which treasure is collected seems relative to the level wario is in. ---- special events 6 = game over against rudy 7 = victory, credits.
- 0xCEE3 = Last collected treasure in current game.
- 2xD00E = Next treasure to collect
Wario
- 0xCA61 = Sector Y position
- 0xCA62 = Y position
- 0xCA61 = Sector X position
- 0xCA62 = X position
- 0xCA69 = Orientation (1 = right ; 0 = left)
- 0xCA6F = Hitbox top border (signed byte, negative)
- 0xCA70 = Hitbox bottom border (positive)
- 0xCA71 = Hitbox left border (signed byte, negative)
- 0xCA72 = Hitbox right border (positive)
- 0xCA73 = Scrolling screen flag, suspends action.
- 0xCA74 = Jump type. Higher value means bigger jump. Linked to CA75.
- 0 : contact with ground (no jump) - 1 : 1 tile jump (ex : fat wario jumps) - 2 : 2 tiles jump (ex : crouch jumping) - 3 : 3 tiles jump (ex : high jump upgrade) - 4 : normal spring jump - 5 : boosted spring jump
- 0xCA75 = counter increasing each frame, starting at 0 (start of jump) and ending at 0x27 (end of fall).
It helps determining the vertical speed at each frame of the jump/fall.
The jumping/falling mechanism is located in 0:1488.
For each type of jump, an address is given pointing to a list which contains the vertical speed for each frame of the chosen jump.
- Jump 1 : 18f7 - Jump 2 : 18a7 - Jump 3 : 18cf - Jump 4 : 191f - Jump 5 : 1947
It selects the value in the list corresponding to the CA75 frame counter and simply adds it to Wario's Y position.
Starting with high negative values for the jump (Y-axis is inverted), progressing towards 0 and then positive values (fall), so it creates that pseudo-parabolic curve.
- 0xCA83 = Wario Animation
0 - standing still 1 - walking 2 - turning over while walking 4 - jumping 5 - landing 6 - crouch sliding 7 - shoulderbash on ground 8 - shoulderbash in air 9 - bumping into walls, getting bumped by some enemies, etc. (19 does too in some cases) A - falling into water B - swimming slowly C - paddling at the surface (not moving) D - same as C but moving right or left. E - swimming rapidly F - bumping into walls while swimming rapidly 10 - hurt in water 12 - crouching 13 - crawling 14 - crouch jump 15 - hurt on ground (or in air) 16 - end of 15 1A - stomping ground 1E - grabbing object on ground 1F - holding object while standing on ground 20 - 1F but walking 21 - 1F but in the air 22 - initiating throw 23 - charging mad throw 24 - throwing object while standing on ground 25 - 24 but in the air 27 - gliding on slope 28 - rolling on ground 29 - rolling in the air 4B - sleeping
At 7:4000 is the "hub" for all animations. First it checks invicibility and earthquake timer. Then it proceeds to separate animations into 4 groups with conditions.
Locations of the 4 groups of animations :
- 0 to 2F : 7:404d - 30 to 5F : 6:5c1b - 60 to AF : A:4000 - B0 and superior : 7B:4000
(Precise location of each animation is as usual given in the jumptable below these 4 addresses)
- 0xCA84-CA85 = frame counter to trigger various animations
Examples : - When wario is standing still and doing nothing, it increments until it reaches 0x700 (~29s duration), which makes Wario falls asleep. - Crouch sliding is stopped when counter reaches 0x40 (~1s).
- 0xCA8A = Intangibility flag, used when a door is entered by Wario to avoid being hurt or bumped by passing enemy.
- 0xCA8C = Invincibility trigger (and timer). Prevents from being attacked or transformed by the environment.
0 : vulnerable Other values : invulnerable.
Starts at 1 and increments by 1 each frame until 0x28 is attained (reset to 0).
- 0xCA8D = Invisibility trigger. (0 = wario sprites allowed in OAM ; 1 = no wario sprites allowed)
- 0xCA8E = Wario Status.
0 : normal state 9 : spring 48 : zombie 53 : teruteru on wario's head (dark screen, vision blocked) 84 : fat 85 : electrocuted C1 : wario in fire
- 0xCA8F = 2
- 0xCA90-CA91 = Status timer. (for fat, spring, fire wario, etc)
- 0xCA93 = Interaction upon contact with objects.
0 : normal 1 : ?? freezes the game until another value is set 2 : can't grab objects 3 : bash them 4 : destroy them (crushing effect ) Rest of values seem to do a similar effect as 2.
- 0xCA96 = Butt stomping flags. (1 = butt stomping in the air ; 81 = butt stomping on ground)
- 0xCA97 = Earthquake timer.
- 0xCA98 = Earthquake type flag. (1 = wario earthquake ; 0 = from enemy).
Internal Data for Wario Land 3
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