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Game Boy Wars 3/RAM map: Difference between revisions
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m (Xkeeper moved page Game Boy Wars 3:RAM map to Game Boy Wars 3/RAM map: normalize subpages and titles) |
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*C685 - Configuration menu flags (?, ?, Superiority, ?, Auto-Supply, Action Animation, ?, Battle Animation) | *C685 - Configuration menu flags (?, ?, Superiority, ?, Auto-Supply, Action Animation, ?, Battle Animation) | ||
*C686 - Beginner/Campaign/Standard | *C686 - Beginner/Campaign/Standard | ||
*C6A8~C77F - Reserve unit stats (Unit Type, EXP (2 bytes), ?) | |||
*C883 - Map number - 1 | *C883 - Map number - 1 | ||
Line 57: | Line 59: | ||
*CD33 - Loaded unit count | *CD33 - Loaded unit count | ||
*CD34~CD37 - Loaded units' IDs | *CD34~CD37 - Loaded units' IDs | ||
*CD3A - number of units that can supply the unit | |||
*CD3B~CD40 - units that can supply the unit in order from left to right, then top to bottom | |||
*CD41 - Unit # | *CD41 - Unit # | ||
*CD42 - Unit Type | *CD42 - Unit Type | ||
*CD44~CD76 - selected unit's Movement Costs | |||
*D000~DD7F - map data arrange from west to east, then north to south (largest map size is theoretically 64x54) | *D000~DD7F - map data arrange from west to east, then north to south (largest map size is theoretically 64x54) |
Latest revision as of 02:41, 24 January 2024
The following article is a RAM map for Game Boy Wars 3.
Map stats
- C62F - active Game Mode (0 = Beginner; 1 = Campaign; 2 = Standard; 3 = Map Edit; 4 = VS; 5 = Attraction)
- C631 - Red Star's AI check (0 = Human; 1 = CPU)
- C632 - White Moon's AI check (0 = Human; 1 = CPU)
- C633 - Current Phase number (divide by 2 and add one to get the Day number; the remainder determines the active army)
- C634 - Red Star's current Gold (3 bytes)
- C637 - White Moon's current Gold (3 bytes)
- C63A - Red Star's current Materials (2 bytes)
- C63C - White Moon's current Materials (2 bytes)
- C63E - Red Star's current Gold Income / 10 (2 bytes)
- C640 - White Moon's current Gold Income / 10 (2 bytes)
- C642 - Red Star's current Materials Income (2 bytes)
- C644 - White Moon's current Materials Income (2 bytes)
- C646 - Red Star HQ coordinates
- C648 - White Moon HQ coordinates
- C64B~C669 - Property counts
- C685 - Configuration menu flags (?, ?, Superiority, ?, Auto-Supply, Action Animation, ?, Battle Animation)
- C686 - Beginner/Campaign/Standard
- C6A8~C77F - Reserve unit stats (Unit Type, EXP (2 bytes), ?)
- C883 - Map number - 1
- C8B3 - Red Star's built units count (2 bytes)
- C8B5 - White Moon's built units count (2 bytes)
- C8B7 - Red Star's lost units count (2 bytes)
- C8B9 - White Moon's lost units count (2 bytes)
- C942 - unit's distance from opponent's HQ
- C989 - map's horizontal measure
- C98A - map's vertical measure
- C98B - columns to left of view
- C98C - rows above view
- C98E - 1 = property can be used for building
- C98F - cursor X within view coordinate (0~8)
- C990 - cursor Y within view coordinate (0~8)
- C991 - cursor X coordinate
- C992 - cursor X coordinate
- C993~C994 - Red Star HQ location
- C995~C996 - White Moon HQ location
- C9A1 - active phase song
- C9A7 - displayed property type (HQ, City, Ruined City, Factory, Ruined Factory, Airport, Ruined Airport, Simple Airport*, Harbor, Ruined Harbor, Communications Tower)
- C9A8 - displayed property Strength
- CA99 - unit scroll current ID #
- CCDD~CCEC - selected unit's stats (Type, Coordinates, Status (End Turn, ?, ?, ?, ?, Supplied, Reserve, Loaded), HP, Load Count, Loading Unit's #, Fuel, Ammo 1, Ammo 2, EXP (2 bytes; maxes at 400), ?, ?, ?, ?)
- CCED~CCFA - selected unit's Primary Weapon stats (Name (9 bytes), ID, Current Ammo, Minimum Range, Maximum Range, Maximum Ammo)
- CCFB~CD08 - selected unit's Secondary Weapon stats (Name (9 bytes), ID, Current Ammo, Minimum Range, Maximum Range, Maximum Ammo)
- CD09 - Red Star unit headcount
- CD0A - White Moon unit headcount
- CD0B - buyable Unit Type count for property
- CD0C~CD1A - buyable Unit Types for property
- CD28 - Primary Weapon name data
- CD33 - Loaded unit count
- CD34~CD37 - Loaded units' IDs
- CD3A - number of units that can supply the unit
- CD3B~CD40 - units that can supply the unit in order from left to right, then top to bottom
- CD41 - Unit #
- CD42 - Unit Type
- CD44~CD76 - selected unit's Movement Costs
- D000~DD7F - map data arrange from west to east, then north to south (largest map size is theoretically 64x54)
- DD80 - property count
- DD81~DEAC - each property's stats (3 bytes per property: Strength, Coordinates)
Battle stats
- DBC8 - Attacker's Unit ID
- DBC9 - Defender's Unit ID
Attacker's stats
- DBCA - Unit Type
- DBCB - Old HP
- DBCC - New HP
- DBCD - Terrain
- DBCE - Used Weapon
- DBCF - Focus
- DBD0~DBD1 - Coordinates
- DBD2 - Unit Family
- DBD3 - New HP
- DBD4 - ATK
- DBD5 - DEF
- DBD6 - Cover value
- DBD7 - Level value
- DBD8 - Flank value (shown as negative in-game)
- DBD9 - Support value (invisible in-game)
- DBDA~DBDB - Total ATK (2 bytes)
- DBDC~DBDD - Total DEF (2 bytes)
- DBDE - Weapon choice
Defender's stats
- DBDF - Unit Type
- DBE0 - Old HP
- DBE1 - New HP
- DBE2 - Terrain
- DBE3 - Used Weapon
- DBE4 - Focus
- DBE5~DBE6 - Coordinates
- DBE7 - Unit Family
- DBE8 - New HP
- DBE9 - ATK
- DBEA - DEF
- DBEB - Cover value
- DBEC - Level value
- DBED - Flank value (shown as negative in-game)
- DBEE - Support value (invisible in-game)
- DBEF~DBF0 - Total ATK (2 bytes)
- DBF1~DBF2 - Total DEF (2 bytes)
- DBF3 - Weapon choice
Other
- DBF4~DBF5 - unit's Coordinates
Internal Data for Game Boy Wars 3
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