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Gargoyle's Quest II/RAM map: Difference between revisions
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(Created page with "{{rammap|game=Gargoyle's Quest II}} Object attribute arrays: 0x0314 - X-subpixel 0x0328 - X-pixel 0x033C - X-screen 0x0350 - Y-subpixel 0x0364 - Y-pixel 0x0378 - Y-scre...") |
m (Xkeeper moved page Gargoyle's Quest II:RAM map to Gargoyle's Quest II/RAM map: normalize subpages and titles) |
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{{rammap|game=Gargoyle's Quest II}} | {{rammap|game=Gargoyle's Quest II}} | ||
0x40 - Room ID | |||
00: Overworld | |||
01: Town (outside) | |||
02: Town (building) | |||
03+: Battle scene (room #) | |||
0xE4-0xE7 - RNG (Fibonacci LFSR) | |||
Object attribute arrays: | Object attribute arrays: | ||
0x0314 - X-subpixel | X = object slot (20 total) | ||
0x0328 - X-pixel | 00: Firebrand | ||
0x033C - X-screen | 01-03: Firebrand's projectiles | ||
0x0350 - Y-subpixel | 04-13: Other objects | ||
0x0364 - Y-pixel | |||
0x0378 - Y-screen | 0x0300,X - Action script ID ('''00''' = empty) | ||
0x038C - X-speed low (subpixels/frame) | 0x0314,X - X-subpixel | ||
0x03A0 - X-speed high (pixels/frame) | 0x0328,X - X-pixel | ||
0x03B4 - Y-speed low | 0x033C,X - X-screen | ||
0x03C8 - Y-speed high | 0x0350,X - Y-subpixel | ||
0x0364,X - Y-pixel | |||
0x0378,X - Y-screen | |||
0x038C,X - X-speed low (subpixels/frame) | |||
0x03A0,X - X-speed high (pixels/frame) | |||
0x03B4,X - Y-speed low | |||
0x03C8,X - Y-speed high | |||
0x03DC,X - Object attribute flags | |||
0x80: Damages Firebrand on contact | |||
0x40: Able to be damaged by Firebrand | |||
0x03F0,X - Object movement flags | |||
0x0418,X - Object HP | |||
0x042C,X - Object local memory 1 | |||
0x0440,X - Object local memory 2 | |||
0x0454,X - Object local memory 3 | |||
0x0468,X - Object local memory 4 | |||
The purpose of these attributes varies, but they are most commonly used as counters/timers. | |||
0x04CC,X - Object sprite flags | |||
0x04E0,X - Object animation frame | |||
0x04F4,X - Object animation ID | |||
0x0508,X - Object animation timer | |||
0x051C,X - Pointer to object's AI script (low byte) | |||
0x0530,X - Pointer to object's AI script (high byte) | |||
Note: These values are originally set to the beginning of an object's AI script ("Phase 0"), but can be overwritten within that object's script in order to switch to different phases. | |||
{{Internal Data|game=Gargoyle's Quest II}} |
Latest revision as of 02:41, 24 January 2024
The following article is a RAM map for Gargoyle's Quest II.
0x40 - Room ID 00: Overworld 01: Town (outside) 02: Town (building) 03+: Battle scene (room #)
0xE4-0xE7 - RNG (Fibonacci LFSR)
Object attribute arrays:
X = object slot (20 total) 00: Firebrand 01-03: Firebrand's projectiles 04-13: Other objects
0x0300,X - Action script ID (00 = empty) 0x0314,X - X-subpixel 0x0328,X - X-pixel 0x033C,X - X-screen 0x0350,X - Y-subpixel 0x0364,X - Y-pixel 0x0378,X - Y-screen 0x038C,X - X-speed low (subpixels/frame) 0x03A0,X - X-speed high (pixels/frame) 0x03B4,X - Y-speed low 0x03C8,X - Y-speed high 0x03DC,X - Object attribute flags 0x80: Damages Firebrand on contact 0x40: Able to be damaged by Firebrand 0x03F0,X - Object movement flags 0x0418,X - Object HP
0x042C,X - Object local memory 1 0x0440,X - Object local memory 2 0x0454,X - Object local memory 3 0x0468,X - Object local memory 4
The purpose of these attributes varies, but they are most commonly used as counters/timers.
0x04CC,X - Object sprite flags 0x04E0,X - Object animation frame 0x04F4,X - Object animation ID 0x0508,X - Object animation timer
0x051C,X - Pointer to object's AI script (low byte) 0x0530,X - Pointer to object's AI script (high byte)
Note: These values are originally set to the beginning of an object's AI script ("Phase 0"), but can be overwritten within that object's script in order to switch to different phases.
Internal Data for Gargoyle's Quest II
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