Castlevania II: Belmont's Revenge/RAM map: Difference between revisions

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{{subpage}}
{{rammap|game=Castlevania II - Belmont's Revenge}}
{{rammap|game=Castlevania II - Belmont's Revenge}}
Please add more.
Please add more.
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  0xC008 flags set when Belmont is hurt? Reset bits 0 and 1 to induce iframes; set bit 7 to cause knockback.
  0xC008 flags set when Belmont is hurt? Reset bits 0 and 1 to induce iframes; set bit 7 to cause knockback.
  0xC009 Belmont's facing (CHR code). Bit 5 is Belmont's facing (20: left. 0: right.); bit 6 is Belmont's vertical flip, etc.
  0xC009 Belmont's facing (CHR code). Bit 5 is Belmont's facing (20: left. 0: right.); bit 6 is Belmont's vertical flip, etc.
  0xC00A Belmont's image. (see "Images" in ROM map.)
  0xC00A Belmont's sprite index. (see "Sprites" in ROM map.)
  0xC00B Belmont's animation frame minus animation base (?)
  0xC00B Belmont's animation frame minus animation base (?)
  0xC00C Belmont's animation timer (when walking, repeatedly counts down from C to 0)
  0xC00C Belmont's animation timer (when walking, repeatedly counts down from C to 0)
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  0xC300 [u] subweapon projectile id. (0 if no subweapon being thrown currently; 1 if cross/axe; 2 if holy water.)
  0xC300 [u] subweapon projectile id. (0 if no subweapon being thrown currently; 1 if cross/axe; 2 if holy water.)
  0xC301 [u] subweapon mode. (0: belmont is still winding up to toss. 1: in the air. 2: become flame/return [cross])
  0xC301 [u] subweapon mode. (0: belmont is still winding up to toss. 1: in the air. 2: become flame/return [cross])
  0xC880 game mode (0: konami logo. 1: title screen. 2: title fade-in. 3: stage select and title screen selected. 4: stage entry. 5: normal gameplay. 6: death. 7: game over. 9: Credits. D: password entry. E: intro reel.)
  0xC880 game mode (0: konami logo. 1: title screen. 2: title fade-in. 3: stage select and title screen selected. 4: stage entry. 5: normal gameplay. 6: death. 7: game over. 9: Credits. D: password entry. E: intro reel.) See also: $CAE0.
  0xC882 global 1-byte game timer
  0xC882 global 1-byte game timer
  0xC884 Vblank re-entrance lock. Set to 1 during vblank interrupt to prevent recursive interrupt.
  0xC884 Vblank re-entrance lock. Set to 1 during vblank interrupt to prevent recursive interrupt.
  0xC886 current input (1: right. 2: left. 4: up. 8: down. 10: A. 20: B. 40: select. 80: start)
  0xC886 current input (1: right. 2: left. 4: up. 8: down. 10: A. 20: B. 40: select. 80: start)
  0xC887 input pressed (like 0xC886, but only what was just pressed this frame.)
  0xC887 input pressed (like 0xC886, but only what was just pressed this frame.)
0xC88B if bit 0 is not set, routine $302E is permitted to run during vblank. Same with routine $3077.
0xC88C [u] next free index of $c980 array (plus $80).
0xC894 [u] effect y 1 (see DEC1)
0xC895 [u] effect x 1 (see DEC1)
0xC896 [u] screen palette
0xC898 [u] effect y 2 (see DEC1) ($7E for effect 1, which is the HUD display)
0xC899 [u] entity palette
  0xC8C0 current stage (0: plant (glitched). 1: plant. 2: crystal. 3: cloud. 4: rock. 5: Drac 1. 6: Drac 2. 7: Drac 3.)
  0xC8C0 current stage (0: plant (glitched). 1: plant. 2: crystal. 3: cloud. 4: rock. 5: Drac 1. 6: Drac 2. 7: Drac 3.)
  0xC8C1 current substage (initially 0, increments every time belmont passes through a door.)
  0xC8C1 current substage (initially 0, increments every time belmont passes through a door.)
  0xC8C2 [d3] points/score
  0xC8C2 [d3] points/score
  0xC8C5 [d] lives ("rest")
  0xC8C5 [d] lives ("rest")
0xC8D0 subweapon (0: none. 1: axe (us) / cross (jp). 2: holy water)
0xC8D1 whip upgrade (0: leather. 1: chain. 2: fireball)
  0xC980... array of values to copy to vram during the next vblank. Format is:
  0xC980... array of values to copy to vram during the next vblank. Format is:
   - [2 bytes] address to update
   - [2 bytes] address to update
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  0xCA90 [p] pointer to base of 4x4 tile-chunk map. Each tile-chunk is 16 bytes, each byte representing 1 tile in the chunk. This generally depends on the level.
  0xCA90 [p] pointer to base of 4x4 tile-chunk map. Each tile-chunk is 16 bytes, each byte representing 1 tile in the chunk. This generally depends on the level.
  0xCA92 [p] pointer to bank 6 base of 4x4 tile chunk data for this sublevel. Every 20 bytes is a screen of 4x4 tile chunks.
  0xCA92 [p] pointer to bank 6 base of 4x4 tile chunk data for this sublevel. Every 20 bytes is a screen of 4x4 tile chunks.
  0xCa95 low bit is 1 if sublevel scrolls vertically, otherwise horizontal.
  0xCA95 bit 0 is 1 if sublevel scrolls vertically, otherwise horizontal.
  0xCA97 [u] low nibble is current screen in tile chunk data. Upper nibble is screen scrolling constraint (see $DD00). This is set by looking up the screen (x,y) coords in the $DD00 screen array.
  0xCA97 [u] low nibble is current screen in tile chunk data. Upper nibble is screen scrolling constraint (see $DD00). This is set by looking up the screen (x,y) coords in the $DD00 screen array.
0xCAC0 [u] when non-zero, transfer 8x8 tile data to vram in routine $305a during vblank. The data is as described by the following 5 bytes
0xCAC1 [u] source bank for transfer routine $305a
0xCAC2 [2] source address for $305a transfer routine $305a
0xCAC4 [2] destination (vram) address for transfer routine $305a
0xCACB    if non-zero, transfer routine $305a transfers 8x8 tiles in 1-bit format instead of 2-bit like normal.
0xCAE0 Gameplay submode. (0=normal, 1=load screen, 2=passing through door, 3=pause during powerup select)
  0xCBC0 [u]: offset into misc. entity table ($d240/$d340)
  0xCBC0 [u]: offset into misc. entity table ($d240/$d340)
  0xCBC1 [u]: offset into enemy entity table ($d440/$d540)
  0xCBC1 [u]: offset into enemy entity table ($d440/$d540)
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  0xCBC3 [u] stores screen dimension (0xa0 if horizontal, 0x80 if vertical) for various operations.
  0xCBC3 [u] stores screen dimension (0xa0 if horizontal, 0x80 if vertical) for various operations.
  0xCBE0... array of what lanterns have been smashed. (e.g. if Belmont returns to this area, then the lantern will remain gone.)
  0xCBE0... array of what lanterns have been smashed. (e.g. if Belmont returns to this area, then the lantern will remain gone.)
0xC8D0 subweapon (0: none. 1: axe (us) / cross (jp). 2: holy water)
0xC8D1 whip upgrade (0: leather. 1: chain. 2: fireball)
  0xCC80 [d2] time remaining
  0xCC80 [d2] time remaining
  0xCC86 [d] hearts
  0xCC86 [d] hearts
  0xCC89 [u] Belmont's hitpoints
  0xCC89 [u] Belmont's hitpoints
0xC88C [u] next free index of $c980 array plus $80.
0xC894 [u] scanline at which to begin vertically-moving spikes (like for cloud-3)
0xC898 [u] scanline at which to begin scanline effect ($7E for effect 1, which is the HUD display)
  0xD240 array. Stores the minimum spawn coordinate and entity type for each misc. entity in sublevel. Consulted when scrolling left/up.
  0xD240 array. Stores the minimum spawn coordinate and entity type for each misc. entity in sublevel. Consulted when scrolling left/up.
  0xD340 array. Stores the maximum spawn coordinate and entity type for each misc. entity in sublevel. Consulted when scrolling right/down.
  0xD340 array. Stores the maximum spawn coordinate and entity type for each misc. entity in sublevel. Consulted when scrolling right/down.
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  0xDEA0 [u] scratch? entity loading: x position. Also commonly used as an iterator.
  0xDEA0 [u] scratch? entity loading: x position. Also commonly used as an iterator.
  0xDEA1 [u] scratch? entity loading: y position. Also commonly used as an iterator.
  0xDEA1 [u] scratch? entity loading: y position. Also commonly used as an iterator.
0xDEA3 [u] scratch? Commonly used as an iterator—for example, while loading sprites (stores number of tiles remaining to load).
  0xDEA4 [u] scratch? entity loading: category. (0=misc, 1=enemies, 2=items)
  0xDEA4 [u] scratch? entity loading: category. (0=misc, 1=enemies, 2=items)
  0xDEC1 [u] scanline effect. 0: none (skip HUD). 1: standard (show HUD). 0F: flicker (like in cloud castle). (Non-HUD routines have to take care of the HUD themselves.)
  0xDEC1 [u] scanline effect. 0: none (skip HUD). 1: standard (show HUD). 0F: flicker (like in cloud castle). 10: crusher. (Non-HUD routines have to take care of the HUD themselves.)
DF00-DFxx array of pointers to sprites. Indexed by entity property 0A (entity sprite index). See "sprites" in ROM map.
  0xFF80-0xFFFE stack (127 bytes)
  0xFF80-0xFFFE stack (127 bytes)


Entities
== Entities ==


Each entity has 20 bytes of data, located at **00 (where ** ranges from C0-D7).
Each entity has 20 bytes of data, located at **00 (where ** ranges from C0-D7).
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**05: entity load index (see $DEA4)
**05: entity load index (see $DEA4)
**09: sprite flags (flip, palette, etc.)
**09: sprite flags (flip, palette, etc.)
**0A: image (see "Images" in ROM map)
**0A: sprite (see "Sprites" in ROM map)
**0B-0D: animation data (TODO)
**0B-0D: animation data (TODO)
**0F: [s2] Y velocity (subpixel, pixel)
**0F: [s2] Y velocity (subpixel, pixel)
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**16: [bu2] X position (pixel, subpixel)
**16: [bu2] X position (pixel, subpixel)
**18: timer
**18: timer
{{Internal Data}}

Latest revision as of 14:30, 24 January 2024

This is a sub-page of Castlevania II: Belmont's Revenge.

Chip tiny.png The following article is a RAM map for Castlevania II: Belmont's Revenge.

Please add more.

Legend: [u] is unsigned, [s] is signed, [d] is binary-coded decimal. [2] is a 2 byte word, [3] and so on likewise. [p] is a 2-byte pointer. [b] is big-endian; otherwise, values are assumed to be little-endian. [k*u] is an array of k unsigned bytes.

During entity update routines, register d stores the high byte of the entity data. Belmont's data begins at c000, so d is always c0 during belmont's update routine. Most of Belmont's entity data, such as the velocity data, repeats every 0x100 bytes for subsequent entities.

0x7FFF [u] index of currently-loaded swappable bank.
0xC001 Belmont state (0: standing. 1: walking. 2: crouching. 3: jumping.)
0xC002 Belmont's substate (0: none. 1: attacking, including both whip and subweapon. 2: knockback.)
0xC008 flags set when Belmont is hurt? Reset bits 0 and 1 to induce iframes; set bit 7 to cause knockback.
0xC009 Belmont's facing (CHR code). Bit 5 is Belmont's facing (20: left. 0: right.); bit 6 is Belmont's vertical flip, etc.
0xC00A Belmont's sprite index. (see "Sprites" in ROM map.)
0xC00B Belmont's animation frame minus animation base (?)
0xC00C Belmont's animation timer (when walking, repeatedly counts down from C to 0)
0xC00F [s2] Belmont's Y velocity. Negative is upward
0xC011 [u] Belmont's Y subpixel
0xC012 [u] Belmont's Y pixel
0xC014 [s2] Belmont's X velocity. Negative is leftward.
0xC016 [u] Belmont's X subpixel
0xC017 [u] Belmont's X pixel
0xC018 [u] hitstun
0xC300 [u] subweapon projectile id. (0 if no subweapon being thrown currently; 1 if cross/axe; 2 if holy water.)
0xC301 [u] subweapon mode. (0: belmont is still winding up to toss. 1: in the air. 2: become flame/return [cross])
0xC880 game mode (0: konami logo. 1: title screen. 2: title fade-in. 3: stage select and title screen selected. 4: stage entry. 5: normal gameplay. 6: death. 7: game over. 9: Credits. D: password entry. E: intro reel.) See also: $CAE0.
0xC882 global 1-byte game timer
0xC884 Vblank re-entrance lock. Set to 1 during vblank interrupt to prevent recursive interrupt.
0xC886 current input (1: right. 2: left. 4: up. 8: down. 10: A. 20: B. 40: select. 80: start)
0xC887 input pressed (like 0xC886, but only what was just pressed this frame.)
0xC88B if bit 0 is not set, routine $302E is permitted to run during vblank. Same with routine $3077.
0xC88C [u] next free index of $c980 array (plus $80).
0xC894 [u] effect y 1 (see DEC1)
0xC895 [u] effect x 1 (see DEC1)
0xC896 [u] screen palette
0xC898 [u] effect y 2 (see DEC1) ($7E for effect 1, which is the HUD display)
0xC899 [u] entity palette
0xC8C0 current stage (0: plant (glitched). 1: plant. 2: crystal. 3: cloud. 4: rock. 5: Drac 1. 6: Drac 2. 7: Drac 3.)
0xC8C1 current substage (initially 0, increments every time belmont passes through a door.)
0xC8C2 [d3] points/score
0xC8C5 [d] lives ("rest")
0xC8D0 subweapon (0: none. 1: axe (us) / cross (jp). 2: holy water)
0xC8D1 whip upgrade (0: leather. 1: chain. 2: fireball)
0xC980... array of values to copy to vram during the next vblank. Format is:
  - [2 bytes] address to update
  - [1 byte] bits 0-6: stride (e.g. 1 to edit consecutive values). bit 7: unknown.
  - [...] any data other than $FF
  - [1 byte] $FF terminator. Can be followed by more such packets.
0xCA82 [u2] screen scroll speed (horizontal)
0xCA86 [u] Screen x. Every screen that Belmont moves right, this increments, and vice versa.
0xCA8B [u2] screen scroll speed (vertical)
0xCA8D [u] Screen y. Every screen that Belmont moves downward, this increments, and vice versa.
0xCA90 [p] pointer to base of 4x4 tile-chunk map. Each tile-chunk is 16 bytes, each byte representing 1 tile in the chunk. This generally depends on the level.
0xCA92 [p] pointer to bank 6 base of 4x4 tile chunk data for this sublevel. Every 20 bytes is a screen of 4x4 tile chunks.
0xCA95 bit 0 is 1 if sublevel scrolls vertically, otherwise horizontal.
0xCA97 [u] low nibble is current screen in tile chunk data. Upper nibble is screen scrolling constraint (see $DD00). This is set by looking up the screen (x,y) coords in the $DD00 screen array.
0xCAC0 [u] when non-zero, transfer 8x8 tile data to vram in routine $305a during vblank. The data is as described by the following 5 bytes
0xCAC1 [u] source bank for transfer routine $305a
0xCAC2 [2] source address for $305a transfer routine $305a
0xCAC4 [2] destination (vram) address for transfer routine $305a
0xCACB     if non-zero, transfer routine $305a transfers 8x8 tiles in 1-bit format instead of 2-bit like normal.
0xCAE0 Gameplay submode. (0=normal, 1=load screen, 2=passing through door, 3=pause during powerup select)
0xCBC0 [u]: offset into misc. entity table ($d240/$d340)
0xCBC1 [u]: offset into enemy entity table ($d440/$d540)
0xCBC2 [u]: offset into item  entity table ($d640/$d740)
0xCBC3 [u] stores screen dimension (0xa0 if horizontal, 0x80 if vertical) for various operations.
0xCBE0... array of what lanterns have been smashed. (e.g. if Belmont returns to this area, then the lantern will remain gone.)
0xCC80 [d2] time remaining
0xCC86 [d] hearts
0xCC89 [u] Belmont's hitpoints
0xD240 array. Stores the minimum spawn coordinate and entity type for each misc. entity in sublevel. Consulted when scrolling left/up.
0xD340 array. Stores the maximum spawn coordinate and entity type for each misc. entity in sublevel. Consulted when scrolling right/down.
0xD440 array. Stores the minimum spawn coordinate and entity type for each enemy in sublevel.
0xD540 array. Stores the maximum spawn coordinate and entity type for each enemy in sublevel.
0xD640 array. Stores the minimum spawn coordinate and entity type for each item/lantern in sublevel.
0xD740 array. Stores the maximum spawn coordinate and entity type for each item/lantern in sublevel.
0xDD00 - 0xDDFF: Sublevel area layout. A grossly inefficient use of space. A 16x16 array of screens. The low byte in the array indicates which screen of 4x4 tile chunk data to use (i.e. added to the pointer at $CA92). High byte as follows: (9-begin. 8-middle. A-end. B-single screen.). This array is indexed by the x and y screen coordinates at $CA86 and $CA8D.
0xDEA0 [u] scratch? entity loading: x position. Also commonly used as an iterator.
0xDEA1 [u] scratch? entity loading: y position. Also commonly used as an iterator.
0xDEA3 [u] scratch? Commonly used as an iterator—for example, while loading sprites (stores number of tiles remaining to load).
0xDEA4 [u] scratch? entity loading: category. (0=misc, 1=enemies, 2=items)
0xDEC1 [u] scanline effect. 0: none (skip HUD). 1: standard (show HUD). 0F: flicker (like in cloud castle). 10: crusher. (Non-HUD routines have to take care of the HUD themselves.)
DF00-DFxx array of pointers to sprites. Indexed by entity property 0A (entity sprite index). See "sprites" in ROM map.
0xFF80-0xFFFE stack (127 bytes)

Entities

Each entity has 20 bytes of data, located at **00 (where ** ranges from C0-D7).

    • 00: entity ID (see the ROM map for a listing)
    • 01: state?
    • 05: entity load index (see $DEA4)
    • 09: sprite flags (flip, palette, etc.)
    • 0A: sprite (see "Sprites" in ROM map)
    • 0B-0D: animation data (TODO)
    • 0F: [s2] Y velocity (subpixel, pixel)
    • 11: [bu2] Y position (pixel, subpixel)
    • 14: [s2] X velocity (subpixel, pixel)
    • 16: [bu2] X position (pixel, subpixel)
    • 18: timer