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ActRaiser/RAM map: Difference between revisions
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{{rammap|game=ActRaiser}} | {{rammap|game=ActRaiser}} | ||
Most things on the platformer side seem to use [http://en.wikipedia.org/wiki/Binary-coded_decimal BCD]. | Most things on the platformer side seem to use [http://en.wikipedia.org/wiki/Binary-coded_decimal BCD]. | ||
<pre> | <pre> | ||
7E0018 = Game mode (00 = Non-Platformer, 01 = Platformer) | 7E0018 = Game mode (00 = Non-Platformer, 01 = Platformer) | ||
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They are spent when buildings are built. | They are spent when buildings are built. | ||
</pre> | </pre> | ||
{{Internal Data}} |
Latest revision as of 14:30, 24 January 2024
Most things on the platformer side seem to use BCD.
7E0018 = Game mode (00 = Non-Platformer, 01 = Platformer) 7E0019 = Map - Current map number <-- Second byte of unique map ID 7E001A = Map - Destination map number <-- Second byte of unique map ID 7E001B = Map - Destination map group <-- First byte of unique map ID 7E001C = Platformer - Lives 7E001D = Platformer - Current HP 7E001E = Platformer - Max HP 7E001F to 7E0020 = Platformer - Score 7E0021 = Platformer - MP 7E0022 to 7E0023 = Palace - X position 7E0024 to 7E0025 = Palace - Y position 7E00A5 to 7E00A7 = Decompression - Long pointer to current byte of compressed input 7E00AB to 7E00AD = Music - Long pointer to current music 7E00AE = Decompression - Weight of current bit (0x80, 0x40, ... 0x01) 7E00AF to 7E00B0 = Decompression - Current position in sliding window 7E00B1 to 7E00B2 = Decompression - Source position in sliding window, used by the pastcopy case 7E00B3 to 7E00B4 = Decompression - Output size 7E00B5 to 7E00B6 = Decompression - Output destination 7E00B7 to 7E00B8 = Decompression - Scratch space for pastcopy case 7E00E6 to 7E00E7 = Platformer - Time remaining 7E0200 = Text speed 7E0218 to 7E0219 = Population - Total 7E021A to 7E021B = Population - Most recently visited town 7E021C to 7E021D = Population - Fillmore 7E021E to 7E021F = Population - Bloodpool 7E0220 to 7E0221 = Population - Kasandora 7E0222 to 7E0223 = Population - Aitos 7E0224 to 7E0225 = Population - Marahna 7E0226 to 7E0227 = Population - Northwall 7E0228 = Town growth rate - Fillmore 7E0229 = Town growth rate - Bloodpool 7E022A = Town growth rate - Kasandora 7E022B = Town growth rate - Aitos 7E022C = Town growth rate - Marahna 7E022D = Town growth rate - Northwall 7E022E to 7E022F = Town technology level - Fillmore 7E0230 to 7E0231 = Town technology level - Bloodpool 7E0232 to 7E0233 = Town technology level - Kasandora 7E0234 to 7E0235 = Town technology level - Aitos 7E0236 to 7E0237 = Town technology level - Marahna 7E0238 to 7E0239 = Town technology level - Northwall 7E023A to 7E023B = Number of offerings - Fillmore 7E023C to 7E023D = Number of offerings - Bloodpool 7E023E to 7E023F = Number of offerings - Kasandora 7E0240 to 7E0241 = Number of offerings - Aitos 7E0242 to 7E0243 = Number of offerings - Marahna 7E0244 to 7E0245 = Number of offerings - Northwall 7E0246 = ??? - Fillmore 7E0247 = ??? - Bloodpool 7E0248 = ??? - Kasandora 7E0249 = ??? - Aitos 7E024A = ??? - Marahna 7E024B = ??? - Northwall 7E024C to 7E0254 = Offerings - Fillmore 7E0255 to 7E025D = Offerings - Bloodpool 7E025E to 7E0266 = Offerings - Kasandora 7E0267 to 7E026F = Offerings - Aitos 7E0270 to 7E0278 = Offerings - Marahna 7E0279 to 7E0281 = Offerings - Northwall 7E0282 to 7E0283 = Angel - Current SP 7E0284 to 7E0285 = Angel - Max SP 7E0286 = Angel - Current HP 7E0287 = Angel - Max HP 7E0288 to 7E0290 = Master - Name 7E0291 to 7E0292 = Master - Level 7E0293 to 7E0294 = Master - HP 7E0295 to 7E0296 = Master - MP 7E0297 to 7E0298 = Master - Population required for next level 7E0299 to 7E02A1 = Master - Magic inventory 7E02A2 to 7E02AA = Master - Offerings inventory 7E02AB = Master - Number of lives 7E02B3 to 7E02B4 = Platformer score record - Fillmore, Act I 7E02B5 to 7E02B6 = Platformer score record - Fillmore, Act II 7E02B7 to 7E02B8 = Platformer score record - Bloodpool, Act I 7E02B9 to 7E02BA = Platformer score record - Bloodpool, Act II 7E02BB to 7E02BC = Platformer score record - Kasandora, Act I 7E02BD to 7E02BE = Platformer score record - Kasandora, Act II 7E02BF to 7E02C0 = Platformer score record - Aitos, Act I 7E02C1 to 7E02C2 = Platformer score record - Aitos, Act II 7E02C3 to 7E02C4 = Platformer score record - Marahna, Act I 7E02C5 to 7E02C6 = Platformer score record - Marahna, Act II 7E02C7 to 7E02C8 = Platformer score record - Northwall, Act I 7E02C9 to 7E02CA = Platformer score record - Northwall, Act II 7E0314 to 7E0315 = Palace - Map rotation (used by platform stage intro zoom-in) 7E0316 to 7E0317 = Palace - Zoom level (current) 7E0318 to 7E0319 = Palace - Zoom level (target) 7E033E = When inside a temple, which action to carry out 00 = Give an Oracle (same as "Take an Offering", except for the name) 01 = Let us Listen 02 = Take an Offering 7E0341 = Current town 7E0347 = 0x7 after completing Death Heim (used by ending sequence stuff)? 7E035A = Low eight bits of accumulator at last COP instruction 7E035B = Low eight bits of accumulator at last BRK instruction 7E06A0 = Root of a table with 0x12-byte entries? Used by menu icons? Has at least 0x30 entries... 7E0B30 to 7E0B55 = Statistics for current monster from local lair #1 7E0B56 to 7E0B7B = Statistics for current monster from local lair #2 7E0B7C to 7E0BA1 = Statistics for current monster from local lair #3 7E0BA2 to 7E0BC7 = Statistics for current monster from local lair #4 7E2000 to 7E20FF = Decompression - Sliding window 7E4000 to ------ = Map metadata [01 00] for current map 7E5000 to ------ = Map metadata [01 01] for current map 7E6000 to 7E7FFF = WRAM storage for map metadata [80] (graphics) <-- Unsure about end address 7F2000 to ------ = Arrangement for current map? 7F6800 to ------ = Related to which roads have been constructed? One word for each 4x4 block, where 1 is the width of a road. Setting the 0x40 bit of a word obstructs the "building direction" selector. Setting the 0x200 bit of a word makes a 4x4 block show the "obstacle" layer instead of "base". [29 38] = Single road straight up [38 F8] = Crossroads [3A C8] = Single road straight across Doesn't seem to change when houses are built... I think this is ordered by town? The first 0x80 bytes for Fillmore, the next for Bloodpool, etc. 7F6B18 to 7F6B19 = Number of platformer Acts completed - Fillmore 7F6B1A to 7F6B1B = Number of platformer Acts completed - Bloodpool 7F6B1C to 7F6B1D = Number of platformer Acts completed - Kasandora 7F6B1E to 7F6B1F = Number of platformer Acts completed - Aitos 7F6B20 to 7F6B21 = Number of platformer Acts completed - Marahna 7F6B22 to 7F6B23 = Number of platformer Acts completed - Northwall 7F6B9F to 7F6BA0 = Building Direction highlight, X position - Fillmore 7F6BA1 to 7F6BA2 = Building Direction highlight, X position - Bloodpool 7F6BA3 to 7F6BA4 = Building Direction highlight, X position - Kasandora 7F6BA5 to 7F6BA6 = Building Direction highlight, X position - Aitos 7F6BA7 to 7F6BA8 = Building Direction highlight, X position - Marahna 7F6BA9 to 7F6BAA = Building Direction highlight, X position - Northwall 7F6BAB to 7F6BAC = Building Direction highlight, Y position - Fillmore 7F6BAD to 7F6BAE = Building Direction highlight, Y position - Bloodpool 7F6BAF to 7F6BB0 = Building Direction highlight, Y position - Kasandora 7F6BB1 to 7F6BB2 = Building Direction highlight, Y position - Aitos 7F6BB3 to 7F6BB4 = Building Direction highlight, Y position - Marahna 7F6BB5 to 7F6BB6 = Building Direction highlight, Y position - Northwall 7F6BE7 to 7F77E6 = ???, existence attested to by 03/A784 7F9101 = Flags 0x01 = Death Heim related? 0x02 = Death Heim related? 7F910B = Flags 0x20 = Bloodpool has bridge technology? 7F9250 to 7F954F = ???, existence attested to by 03/A79C 7F9568 to 7F9597 = Monster Lairs - X position on town map 7F9598 to 7F95C7 = Monster Lairs - Y position on town map 7F95C8 to 7F95F7 = Monster Lairs - Lair image 7F95F8 to 7F9627 = Monster Lairs - Monster type 7F9628 to 7F9657 = Monster Lairs - Delay between defeat and respawn 7F9658 to 7F9687 = Monster Lairs - Decrementing count of time between defeat and respawn 7F9688 to 7F96B7 = Monster Lairs - WRAM address of current monster statistics 7F96B8 to 7F96E7 = Monster Lairs - Number of monsters remaining 7F9750 = When nonzero, displays the first-two-people lightning sequence once and becomes zero 7F9EFA to 7F9EFB = Town growth points - Fillmore 7F9EFC to 7F9EFD = Town growth points - Bloodpool 7F9EFE to 7F9EFF = Town growth points - Kasandora 7F9F00 to 7F9F01 = Town growth points - Aitos 7F9F02 to 7F9F03 = Town growth points - Marahna 7F9F04 to 7F9F05 = Town growth points - Northwall 7FB000 to 7FB7FF = BG3 tilemap (B000-00FF or B000-B6BF is visible, depending on $F1) ............................................................................. Lair Images ----------- Lair images 07 through 0A are used exclusively in Northwall. I have no idea why. 00 = Cave (Bloodpool) 01 = Castle (Bloodpool) 02 = Great Tree (Northwall) 03 = Lair - X 04 = Lair - O 05 = Lair - Bat 06 = Lair - Diamond 07 = Lair - X 08 = Lair - O 09 = Lair - Diamond 0A = Lair - Diamond 0B = N/A 0C = N/A 0D = N/A 0E = Hole (Fillmore) 0F = Pyramid (Kasandora) 10 = Temple (Marahna) Monster Types ------------- 12 = Blue Dragon 13 = Napper Bat 14 = Red Demon 15 = Skull Head Monster Lair Index ------------------ 00 = Fillmore Blue Dragon (southwest) 02 = Fillmore Napper Bat (northeast) 04 = Fillmore Napper Bat (south) 06 = Fillmore Napper Bat (northwest) 08 = Bloodpool Red Demon (southwest) 0A = Bloodpool Napper Bat (northwest) 0C = Bloodpool Blue Dragon (south) 0E = Bloodpool Blue Dragon (east) 10 = Kasandora Blue Dragon (northeast) 12 = Kasandora Red Demon (north) 14 = Kasandora Red Demon (southeast) 16 = Kasandora Napper Bat (center) 18 = Aitos Blue Dragon (northwest) 1A = Aitos Skull Head (west) 1C = Aitos Blue Dragon (northeast) 1E = Aitos Blue Dragon (southwest) 20 = Marahna Red Demon (northwest) 22 = Marahna Napper Bat (southwest) 24 = Marahna Blue Dragon (southeast) 26 = Marahna Blue Dragon (west) 28 = Northwall Skull Head (east) 2A = Northwall Skull Head (north) 2C = Northwall Blue Dragon (south) 2E = Northwall Red Demon (northwest) Town growth rates ----------------- 00 = None 01 = Stop 02 = Slow 03 = Norm 04 = Fast 05 = Max Town growth points ------------------ Town growth points are acquired by defeating monsters and sealing Monster Lairs. They are spent when buildings are built.
Internal Data for ActRaiser
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