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Vagrant Story/RAM map: Difference between revisions
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800EB608: GIM LBA Sector address and Number of sectors | 800EB608: GIM LBA Sector address and Number of sectors | ||
800E9D30: 256 x 4 Byte Script Opcode Function Pointers | 800E9D30: 256 x 4 Byte Script Opcode Function Pointers | ||
8011F9F0: [[Vagrant Story:actor data|Actor data]] list pointer | |||
8011FA10: Ashley Riot Character Data | 8011FA10: Ashley Riot Character Data | ||
8011FA10: CurrentMode (NormalMode=0, BattleMode=1) | 8011FA10: CurrentMode (NormalMode=0, BattleMode=1) | ||
Line 44: | Line 44: | ||
8011FA73: RunningSpeed | 8011FA73: RunningSpeed | ||
8011FA78: [[Vagrant Story:range|range]] | 8011FA78: [[Vagrant Story:range|range]] | ||
8011FA98: WeaponType | |||
801203C0: X coordinate | 801203C0: X coordinate | ||
801203C2: Z coordinate (jump height) | 801203C2: Z coordinate (jump height) |
Latest revision as of 15:13, 26 May 2024
The following article is a RAM map for Vagrant Story.
This is a list of VRAM addresses from the US version of the game (SLUS-010.40). This is how memory is organised when in game. A different memory layout is used when the opening sequence and title screen are being displayed. The RAM map is split into two parts the first deals with data while the second part deals with code, each part is independantly listed sequentially though the data and code are actually interweaved.
Warping to Rooms: 800F1AB0 = Zone ID (Rooms List) 800F1AB1 = Room ID 800F1A48 = Trigger Load Room(when this = 0x02 then the game loads the new room)
Data: 8004B9DC: 256 x skills ($34 bytes each) 8005FFD8: 64-bytes of 1-bit Map Tracking flags 80060F68: Gadget Bag Misc Items ($100 Bytes) 80061958: 64 x 1-byte Chest Tracking flags 800E8508: 64-bytes of 1-bit Map Tracking flags bit-masks 800E8660: SHP LBA Sector Offsets (Relative to LBA 00.SHP 0x00017318) 800E9C30: 256 x 1 Byte Containing Script Opcode Lengths (Length includes the opcode byte) 800EB5C8: MENUX.PRG LBA Sector address and Number of sectors 800EB608: GIM LBA Sector address and Number of sectors 800E9D30: 256 x 4 Byte Script Opcode Function Pointers 8011F9F0: Actor data list pointer 8011FA10: Ashley Riot Character Data 8011FA10: CurrentMode (NormalMode=0, BattleMode=1) 8011FA15: EquippedWeaponCategoryID 8011FA2C: ptrName 8011FA34: ptr00ShpHdr 8011FA38: ptrWeaponWEPHdr 8011FA3C: ptr00ShpData 8011FA40: CharacterName $18str "Ashley Riot" 8011FA58: CurrentHP 8011FA5A: MaxHP 8011FA5C: CurrentMP 8011FA5E: MaxMP 8011FA60: RISK 8011FA62: EquippedSTR 8011FA64: OriginalSTR 8011FA66: EquippedINT 8011FA68: OriginalINT 8011FA6A: EquippedAGL 8011FA6C: OriginalAGL 8011FA71: WalkingSpeedWhenCarryingBoxes 8011FA73: RunningSpeed 8011FA78: range 8011FA98: WeaponType 801203C0: X coordinate 801203C2: Z coordinate (jump height) 801203C4: Y coordinate 8011FA7C: Equipped Weapon Name $18str 8011FA94: Equipped Weapon Blade equip data 8011FAC4: Equipped Weapon Grip equip data 8011FAF4: Equipped Weapon Gem Slot 1 equip data 8011FB24: Equipped Weapon Gem Slot 2 equip data 8011FB54: Equipped Weapon Gem Slot 3 equip data 8011FC2C: Equipped Shield equip data 8011FC5C: Equipped Shield Gem Slot 1 equip data 8011FC8C: Equipped Shield Gem Slot 2 equip data 8011FCBC: Equipped Shield Gem Slot 3 equip data 8011FD78: Equipped Accessory equip data 8011FDF8: Equipped Right Arm equip data 8011FED4: Equipped Left Arm equip data 8011FFB0: Equipped Helm equip data 8012008C: Equipped Breastplate equip data 80120168: Equipped Leggings equip data 801203A4: 00.SHP Header file 80120A08: Table of LBA addresses for Ashleys SEQ files
Code: 80011AD4-8002F52F (01DA5C Bytes) 8004261C: CDROM Read File 80043EC4: Generic : Converts file offsets to RAM pointers 800490B0: Generic : Loads section of a file to RAM 8006B57C: Battle Engine : AddBladeToDropList 8006B6AC: Battle Engine : AddGripToDropList 8006B728: Battle Engine : AddGemToDropList 8006B7BC: Battle Engine : AddArmourToDropList (Also adds Shields and Accessories) 8006B8C0: Battle Engine : ListWeapon 8006B9E0: Battle Engine : ListShield 8006BAA8: Battle Engine : ListArmour 8006BADC: Battle Engine : ListAccessory 8006BB0C: Battle Engine : DropWeapon 8006BBEC: Battle Engine : DropShield 8006BCB0: Battle Engine : DropArmour 8006BD14: Battle Engine : DropAccesory 8006BDA0: Battle Engine : DropItemAlways 8006BDF0: Battle Engine : DropItemRandom 8006BE64: Battle Engine : Main Drop Routine 8006C1CC: Battle Engine : KillCharacter 8006E158: Battle Engine : CameraControl 8007357C: Battle Engine : EnterMenu 800735F8: Battle Engine : ExitMenu 80076784: Battle Engine : ResetCharacterNewGame 80078248: Battle Engine : Target Sphere Routine 800784AC: Battle Engine : Launch Attack 80078748: Battle Engine : Use Item 800787F0: Battle Engine : Cast Spell 80079AB4: Battle Engine : Chain Attack Timing Check 80079030: Battle Engine : Chain Attack Timing Succeeded 80079050: Battle Engine : Chain Attack Timing Failed 800790BC: Battle Engine : Final Chain Attack 800793C0: Battle Engine : Eventually calls Main Item Drop 800797BC: Battle Engine : Item Drop Screen 8007980C: Battle Engine : Master Spell Or Break Art Display Yellow Magic Effect 8007983C: Battle Engine : Master Spell Or Break Art Displays Message 800798A4: Battle Engine : Main Battle Engine 8007A4D8: Battle Engine : Main Switch Statement 80088554: Battle Engine : Replenish HP, MP and RISK 80088D40: Battle Engine : ZndMapEnemyDataToRAM 80088EF0: Battle Engine : LoadZndFile 80089DC0: Battle Engine : LoadMpdFileMain 8008A908: Battle Engine : LoadMpdFile 8009AC84: Battle Engine : OpenShpFile 8009B240: 3D Model Loader : Main SHP File Loader 800A0204: Battle Engine : AnimateCharacter(r4_idCharacter, r5_idAnim, r7_timer) 800A48CC: Battle Engine : JumpAnimateCharacter 800AFE00: 3D Model Loader : Animation SEQ Frame Loader 800AD008: Battle Engine : LoadAnimation(r4_ptrShpHeader, r7_ptrAnimationHeaders) 800B66A8: Script Engine : Scipt Opcode Functions 800B76A8: Script Engine : ScriptAnimateCharacter(r4_ptrScriptOpcode) 800BE98C: Script Engine : LoadMpdScript 800BFBB8: Script Engine : Script Opcode Decoder 800C0218: Render Engine : ShowDialogBalloonText 800C0990: Render Engine : ShowTargetSphere 800C1DC4: Render Engine : ShowTargetBodyPart 800C97BC: Menu Engine : ExecMenuRoutine 800CA2DC: Render Engine : ShowHeadsUpDisplay 800CB66C: Menu Engine : ExitMenuRoutine 800CB83C: Render Engine : ShowInformationText 800CD3A0: Rander Engine : ShowDialogBalloonTail 800CD3E4: Render Engine : ShowDialogBalloon
Internal Data for Vagrant Story
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