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Wario Land 3/RAM map: Difference between revisions
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This is a 4-bit binary value. The format is as follows: | This is a 4-bit binary value. The format is as follows: | ||
xxxxx... - Unused? | xxxxx... - Unused? | ||
.....x.. - | .....x.. - Ability to skip the final boss intro cutscene by pressing the B button; set during either the Game Over or ending sequences | ||
......x. - Time Attack enabled; set if <tt>0xCA39</tt> (first digit of number of treasures) is 1 either during the ending sequence or when the Perfect screen appears after a level is exited while the Rudy defeated flag is also set | ......x. - Time Attack enabled; set if <tt>0xCA39</tt> (first digit of number of treasures) is 1 either during the ending sequence or when the Perfect screen appears after a level is exited while the Rudy defeated flag is also set | ||
.......x - Rudy defeated; set during the ending sequence | .......x - Rudy defeated; set during the ending sequence | ||
Line 135: | Line 135: | ||
13 - crawling | 13 - crawling | ||
14 - crouch jump | 14 - crouch jump | ||
15 - hurt on ground (or in air) | |||
16 - end of 15 | |||
1A - stomping ground | 1A - stomping ground | ||
1E - grabbing object on ground | 1E - grabbing object on ground |
Latest revision as of 02:42, 24 January 2024
The following article is a RAM map for Wario Land 3.
General
- 0xC09B = Current scene
0 = start screen 1 = overworld map (20:4392) 2 = level (2:4000) 3 = end of level, displaying treasures and musical coins collected. 4 = pause menu 5 = golf minigame 6 = ??? 7 = tutorials 8 = key obtention in level (collect key type of the region & suspends action temporarily) 9 = credits A = playing golf minigame in the green dome (after collecting all color crayons) B = ??? C = game over (failing against rudy the clown) D = time attack mode triggered E = choosing langage when creating new game
- 0xC09C = Current operation(s) in the scene.
Level (C09B at 2) : 0 = entering level from overworld, white screen fade in. (function 47B) 1 = loading everything related to the level, warping into the start of the level. (2:4024) 2 = white screen fade out. (function 5ed) 3 = level active time. (Main level function, 2:40aa) 4 = door style warping start (function 928) 5 = start of warping sequence (into another region), white screen fade in. (function 47B) 6 = warping into the new region. (Main Warping function, 2:446e)
How C09B & C09C are used to access to the correct code for each scene : C09B is read at 1:4000, right below is a jumptable containing 1 address for each scene (in order and little endian) : rst28 does the jump accordingly. It does the same for C09C afterwards after doing an indirect call.
- 0xCA04 = Coins (first digit)
- 0xCA05 = Coins (last two digits)
- Note: This value is stored as a decimal value; for example, when you have 99 coins, this is stored as 99 in hex, not 63 as you might expect.
- 0xCA06 = Current Level
- 0xCA39 = Number of treasures (first digit)
- 0xCA3A = Number of treasures (last two digits)
- Note: This value is stored as a decimal value; for example, when you have 99 treasures, this is stored as 99 in hex, not 63 as you might expect.
- 0xCA3B = Day/Night (day when bit 0 = 0; night when bit 0 = 1)
- 0xCA3C = Wario's power-ups (values 0A-0C do not affect Wario, but they do change the Action Help screen to the special screens for certain situations)
- 0xCA3D = Completion state
This is a 4-bit binary value. The format is as follows: xxxxx... - Unused? .....x.. - Ability to skip the final boss intro cutscene by pressing the B button; set during either the Game Over or ending sequences ......x. - Time Attack enabled; set if 0xCA39 (first digit of number of treasures) is 1 either during the ending sequence or when the Perfect screen appears after a level is exited while the Rudy defeated flag is also set .......x - Rudy defeated; set during the ending sequence This value is then translated into hex. Example 1: You have defeated Rudy without collecting all treasures. The binary value would be 00000101. In hex, this would be 05. Example 2: All chests are collected while Rudy is defeated and Time Attack is enabled as a result. The binary value would be 00000111. In hex, this would be 07.
- 0xCA46 = Language (Japanese when bit 0 = 0; English when bit 0 = 1)
- 0xCA5B = Keys
This is a 4-bit binary value. The format is as follows: xxxx.... - Unused ....x... - Blue Key .....x.. - Green Key ......x. - Red Key .......x - Gray Key This value is then translated into hex. Example 1: You have only a gray key. The binary value would be 00000001. In hex, this would be 01. Example 2: You have both the blue and green keys. The binary value would be 00001100. In hex, this would be 0C. Example 3: You have all the keys. The binary value would be 00001111. In hex, this would be 0F.
- 0xCA5C = Musical Coins
- 0xCED4 = provokes level end result sequence and treasure collection (and some other events).
0 - do nothing ---- following triggers level end sequence 1 - grey treasure 2 - red " 3 - green " 4 - blue " 5 - no treasure From 8 to 7F - treasures from other levels. Glitched visuals, which treasure is collected seems relative to the level wario is in. ---- special events 6 = game over against rudy 7 = victory, credits.
- 0xCEE3 = Last collected treasure in current game.
- 2xD00E = Next treasure to collect
Wario
- 0xCA61 = Sector Y position
- 0xCA62 = Y position
- 0xCA61 = Sector X position
- 0xCA62 = X position
- 0xCA69 = Orientation (1 = right ; 0 = left)
- 0xCA6F = Hitbox top border (signed byte, negative)
- 0xCA70 = Hitbox bottom border (positive)
- 0xCA71 = Hitbox left border (signed byte, negative)
- 0xCA72 = Hitbox right border (positive)
- 0xCA73 = Scrolling screen flag, suspends action.
- 0xCA74 = Jump type. Higher value means bigger jump. Linked to CA75.
- 0 : contact with ground (no jump) - 1 : 1 tile jump (ex : fat wario jumps) - 2 : 2 tiles jump (ex : crouch jumping) - 3 : 3 tiles jump (ex : high jump upgrade) - 4 : normal spring jump - 5 : boosted spring jump
- 0xCA75 = counter increasing each frame, starting at 0 (start of jump) and ending at 0x27 (end of fall).
It helps determining the vertical speed at each frame of the jump/fall.
The jumping/falling mechanism is located in 0:1488.
For each type of jump, an address is given pointing to a list which contains the vertical speed for each frame of the chosen jump.
- Jump 1 : 18f7 - Jump 2 : 18a7 - Jump 3 : 18cf - Jump 4 : 191f - Jump 5 : 1947
It selects the value in the list corresponding to the CA75 frame counter and simply adds it to Wario's Y position.
Starting with high negative values for the jump (Y-axis is inverted), progressing towards 0 and then positive values (fall), so it creates that pseudo-parabolic curve.
- 0xCA83 = Wario Animation
0 - standing still 1 - walking 2 - turning over while walking 4 - jumping 5 - landing 6 - crouch sliding 7 - shoulderbash on ground 8 - shoulderbash in air 9 - bumping into walls, getting bumped by some enemies, etc. (19 does too in some cases) A - falling into water B - swimming slowly C - paddling at the surface (not moving) D - same as C but moving right or left. E - swimming rapidly F - bumping into walls while swimming rapidly 10 - hurt in water 12 - crouching 13 - crawling 14 - crouch jump 15 - hurt on ground (or in air) 16 - end of 15 1A - stomping ground 1E - grabbing object on ground 1F - holding object while standing on ground 20 - 1F but walking 21 - 1F but in the air 22 - initiating throw 23 - charging mad throw 24 - throwing object while standing on ground 25 - 24 but in the air 27 - gliding on slope 28 - rolling on ground 29 - rolling in the air 4B - sleeping
At 7:4000 is the "hub" for all animations. First it checks invicibility and earthquake timer. Then it proceeds to separate animations into 4 groups with conditions.
Locations of the 4 groups of animations :
- 0 to 2F : 7:404d - 30 to 5F : 6:5c1b - 60 to AF : A:4000 - B0 and superior : 7B:4000
(Precise location of each animation is as usual given in the jumptable below these 4 addresses)
- 0xCA84-CA85 = frame counter to trigger various animations
Examples : - When wario is standing still and doing nothing, it increments until it reaches 0x700 (~29s duration), which makes Wario falls asleep. - Crouch sliding is stopped when counter reaches 0x40 (~1s).
- 0xCA8A = Intangibility flag, used when a door is entered by Wario to avoid being hurt or bumped by passing enemy.
- 0xCA8C = Invincibility trigger (and timer). Prevents from being attacked or transformed by the environment.
0 : vulnerable Other values : invulnerable.
Starts at 1 and increments by 1 each frame until 0x28 is attained (reset to 0).
- 0xCA8D = Invisibility trigger. (0 = wario sprites allowed in OAM ; 1 = no wario sprites allowed)
- 0xCA8E = Wario Status.
0 : normal state 9 : spring 48 : zombie 53 : teruteru on wario's head (dark screen, vision blocked) 84 : fat 85 : electrocuted C1 : wario in fire
- 0xCA8F = 2
- 0xCA90-CA91 = Status timer. (for fat, spring, fire wario, etc)
- 0xCA93 = Interaction upon contact with objects.
0 : normal 1 : ?? freezes the game until another value is set 2 : can't grab objects 3 : bash them 4 : destroy them (crushing effect ) Rest of values seem to do a similar effect as 2.
- 0xCA96 = Butt stomping flags. (1 = butt stomping in the air ; 81 = butt stomping on ground)
- 0xCA97 = Earthquake timer.
- 0xCA98 = Earthquake type flag. (1 = wario earthquake ; 0 = from enemy).
Internal Data for Wario Land 3
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