River City Ransom/ROM map: Difference between revisions

From Data Crystal
Jump to navigation Jump to search
mNo edit summary
 
(5 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{Template: Rommap|game=River City Ransom}}
{{rommap|game=River City Ransom}}


$005CBB: Room captions - Array of [[River City Ransom:Page1Text|Page1Text]] indexed by [[River City Ransom:RoomNumber|RoomNumber]]
0x005CBB = Room captions - Array of [[River City Ransom:Page1Text|Page1Text]] indexed by [[River City Ransom:RoomNumber|RoomNumber]]<br>
0x00A4F9 = Array[128] of pointer to item records indexed by [[River City Ransom:ItemNumber|ItemNumber]]<br>
Each item record:
* [variable] item name terminated by 05
* [03 bytes] YZ WX 0V: item cost $VWX.YZ (digits are BCD)
* [03 bytes] ?? ?? ??: unknown
* [01 byte] Abilities enhanced bitmask:
    * 7 = punch
    * 6 = kick
    * 5 = weapon
    * 4 = throw
    * 3 = agility
    * 2 = defense
    * 1 = strength
    * 0 = will power
* [01 byte] Status enhanced bitmask:
    * 7 = stamina
* [variable] Variable length array of ability values, in the order above.
  Array element is present only if corresponding bit is set above.


$00A4F9: Array[128] of pointer to item records indexed by [[River City Ransom:ItemNumber|ItemNumber]]
{{Internal Data|game=River City Ransom}}
 
Each item record:
* [variable] item name terminated by 05
* [03 bytes] YZ WX 0V: item cost $VWX.YZ (digits are BCD)
* [03 bytes] ?? ?? ??: unknown
* [01 byte] Abilities enhanced bitmask:
** 7 = punch
** 6 = kick
** 5 = weapon
** 4 = throw
** 3 = agility
** 2 = defense
** 1 = strength
** 0 = will power
* [01 byte] Status enhanced bitmask:
** 7 = stamina
* [variable] Variable length array of ability values, in the order above. Array element is present only if corresponding bit is set above.

Latest revision as of 08:15, 24 January 2024

Chip tiny.png The following article is a ROM map for River City Ransom.

0x005CBB = Room captions - Array of Page1Text indexed by RoomNumber
0x00A4F9 = Array[128] of pointer to item records indexed by ItemNumber
Each item record: * [variable] item name terminated by 05 * [03 bytes] YZ WX 0V: item cost $VWX.YZ (digits are BCD) * [03 bytes] ?? ?? ??: unknown * [01 byte] Abilities enhanced bitmask: * 7 = punch * 6 = kick * 5 = weapon * 4 = throw * 3 = agility * 2 = defense * 1 = strength * 0 = will power * [01 byte] Status enhanced bitmask: * 7 = stamina * [variable] Variable length array of ability values, in the order above. Array element is present only if corresponding bit is set above.