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Pokémon Trading Card Game/RAM map: Difference between revisions
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{{rammap|game=Pokémon | {{rammap|game=Pokémon Trading Card Game}} | ||
==USA== | |||
RAM map there: https://github.com/pret/poketcg/blob/master/src/wram.asm <br> | |||
Letting some data here for quick access though. | |||
== | ===SRAM=== | ||
Address Size Description | |||
------- ---- ----------- | |||
A101 227 Cards (including built decks) (SRAM) | |||
B701 2 Number of decks registered without name | |||
===WRAM=== | |||
Address Size Description | |||
------- ---- ----------- | |||
C001 227 Cards (excluding built decks) | |||
C200 60 P1 card positions during battle | |||
C27E 60 P1 deck card order during battle | |||
C2BB 6 P1 Pokémon on the field IDs | |||
C2C8 6 P1 Pokémon HPs | |||
C300 60 P2 card positions during battle | |||
C37E 60 P2 deck card order during battle | |||
C3BA 1 P2 Number of cards drawn from Deck | |||
C3BB 6 P2 Pokémon on the field IDs | |||
C3C8 6 P2 Pokémon HPs | |||
C3E8 1 P2 Active Sub-status 1 | |||
C3E8 1 P2 Active Sub-status 2 | |||
C3E9 1 P2 Active Sub-status 3 | |||
C3EA 1 P2 Active Sub-status 4 | |||
C3EB 1 P2 Active Sub-status 5 | |||
C3EC 1 P2 Number of Prizes | |||
C3ED 1 P2 Number of cards in Discard Pile | |||
C3EE 1 P2 Number of cards in hand | |||
C3EF 1 P2 Number of Pokémon in play | |||
C400 60 During battle : P1 deck | |||
Out of battle : Booster pack | |||
C480 60 P2 deck | |||
CAC5 1 Time (frames) | |||
CAC6 1 Time (seconds) | |||
CAC7 1 Time (minutes) | |||
CAC8 2 Time (hours) | |||
CACA 2 Pseudo Random Number | |||
Its value changes on: | |||
• coin toss (once) | |||
• deck shuffle (once) | |||
• random Attack (e. g. Lv. 68 Zapdos's Big Thunder) (once) | |||
• random Pokémon Power (e. g. L. 40 Moltres's Firegiver) (once) | |||
• Tutorial battle (set to predetermined value) | |||
• new game / continue menu (every frame) | |||
• start menu (every frame) | |||
• building (every 60 frames) | |||
CACC 1 PRNG count | |||
CC0B 1 Has an Energy card been played this turn ? (stays at 0 if Water Energy with Rain Dance) | |||
CC0D 1 Current player's turn | |||
CD0A 1 ? | |||
CD0B 1 ? | |||
CD0D 1 Uppercase switch | |||
CDD2 1 P1 Prizes left | |||
CF68 32 Amount of each card in selected color (deck builder) | |||
D0BB 1 [[Pokémon Trading Card Game:Notes#Room_IDs|Room ID]] | |||
D0BC 1 x coordinate | |||
D0BD 1 y coordinate | |||
D0BF 1 World Map mode | |||
0x00: On | |||
0x01: Off | |||
D117 1 ? | |||
D11D 1 [[Pokémon Trading Card Game:Notes#Mail_IDs|Mail ID currently selected]] | |||
D11E 15 [[Pokémon Trading Card Game:Notes#Mail_IDs|Mail IDs + already opened status]] | |||
D12E 1 [[Pokémon Trading Card Game:Notes#Mail_IDs|Mail read + already opened status]] | |||
D291 1 ? | |||
D32E 1 World Map cursor | |||
D32F 1 Room ID (Copy) | |||
D3D2 1 Medals | |||
D669 1 Booster generation: Booster data offset | |||
D66A 1 Booster generation: Pseudo-Random Number between 0 and ''n'' | |||
D66B 1 ? (Booster generation) | |||
D66C 1 ? (Booster generation) | |||
D66D 1 ? (Booster generation, generated from array at 7:64E4 by func_7:6430) | |||
D66E 3 ? (Booster generation) | |||
D686 12 Booster data array (retrieved from 7:64E4) | |||
1:D334 1 Direction of character | |||
00 : Up | |||
01 : Right | |||
02 : Down | |||
03 : Left | |||
1:D4D5 1 Direction of character | |||
1E : Up | |||
1F : Right | |||
20 : Down | |||
21 : Left | |||
1:D4D7 1 Direction of character | |||
05 : Up | |||
DA : Right | |||
E9 : Down | |||
00 : Left | |||
===HRAM=== | |||
Address Size Description | |||
------- ---- ----------- | |||
FF80 1 ROM Bank | |||
FF81 1 RAM Bank | |||
FF82 1 VRAM Bank | |||
FF97 1 Current turn | |||
FFB6 1 ? (set to 0x10 by func_0:3C5A) | |||
==Europe A== | |||
===WRAM=== | |||
Address Size Description | |||
------- ---- ----------- | |||
C591 20 Text to be copied to VRAM | |||
CC04 1 Language | |||
00 : English | |||
01 : German | |||
02 : French | |||
CD10 1 ? | |||
CD11 1 Character being read | |||
CFEF 20 Deck name | |||
{{Internal Data|game=Pokémon Trading Card Game}} | |||
= | |||
Latest revision as of 02:42, 24 January 2024
The following article is a RAM map for Pokémon Trading Card Game.
USA
RAM map there: https://github.com/pret/poketcg/blob/master/src/wram.asm
Letting some data here for quick access though.
SRAM
Address Size Description ------- ---- ----------- A101 227 Cards (including built decks) (SRAM) B701 2 Number of decks registered without name
WRAM
Address Size Description ------- ---- ----------- C001 227 Cards (excluding built decks) C200 60 P1 card positions during battle C27E 60 P1 deck card order during battle C2BB 6 P1 Pokémon on the field IDs C2C8 6 P1 Pokémon HPs C300 60 P2 card positions during battle C37E 60 P2 deck card order during battle C3BA 1 P2 Number of cards drawn from Deck C3BB 6 P2 Pokémon on the field IDs C3C8 6 P2 Pokémon HPs C3E8 1 P2 Active Sub-status 1 C3E8 1 P2 Active Sub-status 2 C3E9 1 P2 Active Sub-status 3 C3EA 1 P2 Active Sub-status 4 C3EB 1 P2 Active Sub-status 5 C3EC 1 P2 Number of Prizes C3ED 1 P2 Number of cards in Discard Pile C3EE 1 P2 Number of cards in hand C3EF 1 P2 Number of Pokémon in play C400 60 During battle : P1 deck Out of battle : Booster pack C480 60 P2 deck CAC5 1 Time (frames) CAC6 1 Time (seconds) CAC7 1 Time (minutes) CAC8 2 Time (hours) CACA 2 Pseudo Random Number Its value changes on: • coin toss (once) • deck shuffle (once) • random Attack (e. g. Lv. 68 Zapdos's Big Thunder) (once) • random Pokémon Power (e. g. L. 40 Moltres's Firegiver) (once) • Tutorial battle (set to predetermined value) • new game / continue menu (every frame) • start menu (every frame) • building (every 60 frames) CACC 1 PRNG count CC0B 1 Has an Energy card been played this turn ? (stays at 0 if Water Energy with Rain Dance) CC0D 1 Current player's turn CD0A 1 ? CD0B 1 ? CD0D 1 Uppercase switch CDD2 1 P1 Prizes left CF68 32 Amount of each card in selected color (deck builder) D0BB 1 Room ID D0BC 1 x coordinate D0BD 1 y coordinate D0BF 1 World Map mode 0x00: On 0x01: Off D117 1 ? D11D 1 Mail ID currently selected D11E 15 Mail IDs + already opened status D12E 1 Mail read + already opened status D291 1 ? D32E 1 World Map cursor D32F 1 Room ID (Copy) D3D2 1 Medals D669 1 Booster generation: Booster data offset D66A 1 Booster generation: Pseudo-Random Number between 0 and n D66B 1 ? (Booster generation) D66C 1 ? (Booster generation) D66D 1 ? (Booster generation, generated from array at 7:64E4 by func_7:6430) D66E 3 ? (Booster generation) D686 12 Booster data array (retrieved from 7:64E4) 1:D334 1 Direction of character 00 : Up 01 : Right 02 : Down 03 : Left 1:D4D5 1 Direction of character 1E : Up 1F : Right 20 : Down 21 : Left 1:D4D7 1 Direction of character 05 : Up DA : Right E9 : Down 00 : Left
HRAM
Address Size Description ------- ---- ----------- FF80 1 ROM Bank FF81 1 RAM Bank FF82 1 VRAM Bank FF97 1 Current turn FFB6 1 ? (set to 0x10 by func_0:3C5A)
Europe A
WRAM
Address Size Description ------- ---- ----------- C591 20 Text to be copied to VRAM CC04 1 Language 00 : English 01 : German 02 : French CD10 1 ? CD11 1 Character being read CFEF 20 Deck name
Internal Data for Pokémon Trading Card Game
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