Castlevania (NES, Famicom Disk System)/Notes: Difference between revisions

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The bytes contained at 0x1002D - 0x10037 control the height/trajectory of the character's jump. It has been quite awhile since I've played with this, so I don't remember which values do what but by changing these values, you can change the jump physics. This applies to all versions of the ROM (including Japanese, American, European, Play Choice 10 and Konamic Classics) with the exception of Vs Castlevania which stores the information from 0x10557 - 10561.
The bytes contained at 0x1002D - 0x10037 control the height/trajectory of the character's jump. It has been quite awhile since I've played with this, so I don't remember which values do what but by changing these values, you can change the jump physics. This applies to all versions of the ROM (including Japanese, American, European, Play Choice 10 and Konamic Classics) with the exception of Vs Castlevania which stores the information from 0x10557 - 10561.


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The Crow's flight pattern is a bug due to an [apparent] typo in state #03 of the Crow's code. The horizontal speed is set twice: once after determining Simon's horizontal proximity to the Crow, and again after determining Simon's vertical proximity to the Crow. Every other time Simon's vertical proximity is checked, the Crow's vertical speed is set. Furthermore, state #04 of the Crow's code handles vertical movement, but there is no vertical movement. You would need to change $0148A0 in the US version to #EAEC, or change $01792C in the JP version to #AD9E. -TheouAegis
The Crow's flight pattern is a bug due to an [apparent] typo in state #03 of the Crow's code. The horizontal speed is set twice: once after determining Simon's horizontal proximity to the Crow, and again after determining Simon's vertical proximity to the Crow. Every other time Simon's vertical proximity is checked, the Crow's vertical speed is set. Furthermore, state #04 of the Crow's code handles vertical movement, but there is no vertical movement. You would need to change $0148A0 in the US version to #EAEC, or change $01792C in the JP version to #AD9E. -TheouAegis


{{Internal Data|game=Castlevania}}
{{Internal Data|game=Castlevania (NES)}}

Latest revision as of 15:35, 15 June 2024

Chip tiny.png The following article is a Notes Page for Castlevania (NES, Famicom Disk System).

The bytes contained at 0x1002D - 0x10037 control the height/trajectory of the character's jump. It has been quite awhile since I've played with this, so I don't remember which values do what but by changing these values, you can change the jump physics. This applies to all versions of the ROM (including Japanese, American, European, Play Choice 10 and Konamic Classics) with the exception of Vs Castlevania which stores the information from 0x10557 - 10561.


The Crow's flight pattern is a bug due to an [apparent] typo in state #03 of the Crow's code. The horizontal speed is set twice: once after determining Simon's horizontal proximity to the Crow, and again after determining Simon's vertical proximity to the Crow. Every other time Simon's vertical proximity is checked, the Crow's vertical speed is set. Furthermore, state #04 of the Crow's code handles vertical movement, but there is no vertical movement. You would need to change $0148A0 in the US version to #EAEC, or change $01792C in the JP version to #AD9E. -TheouAegis