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Kirby's Adventure/RAM map: Difference between revisions
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{{rammap|game=Kirby's Adventure}} | {{rammap|game=Kirby's Adventure}} | ||
* <tt>0042</tt> = PPU sprite banks 0-1 | |||
* <tt>0043</tt> = PPU sprite banks 2-3 | |||
* <tt>0044</tt> = PPU background bank 0 | |||
* <tt>0045</tt> = PPU background bank 1 | |||
* <tt>0046</tt> = PPU background bank 2 | |||
* <tt>0047</tt> = PPU background bank 3 | |||
* <tt>0521</tt> = Level 1 progress | |||
**Bit 0 = Stage 1-1 clear status | |||
**Bit 1 = Stage 1-2 clear status | |||
**Bit 2 = Stage 1-3 clear status | |||
**Bit 3 = Stage 1-4 clear status | |||
* <tt>0522</tt> = Level 2 progress | |||
**Bit 0 = Stage 2-1 clear status | |||
**Bit 1 = Stage 2-2 clear status | |||
**Bit 2 = Stage 2-3 clear status | |||
**Bit 3 = Stage 2-4 clear status | |||
**Bit 4 = Stage 2-5 clear status | |||
* <tt>0523</tt> = Level 3 main progress | |||
**Bit 0 = Stage 3-1 clear status | |||
**Bit 1 = Stage 3-2 clear status | |||
**Bit 2 = Stage 3-3 clear status | |||
**Bit 3 = Stage 3-4 clear status | |||
**Bit 4 = Stage 3-5 clear status | |||
**Bit 5 = Stage 3-6 clear status | |||
* <tt>0524</tt> = Level 4 main progress | |||
**Bit 0 = Stage 4-1 clear status | |||
**Bit 1 = Stage 4-2 clear status | |||
**Bit 2 = Stage 4-3 clear status | |||
**Bit 3 = Stage $-4 clear status | |||
**Bit 4 = Stage 4-5 clear status | |||
**Bit 5 = Stage 4-6 clear status | |||
* <tt>0525</tt> = Level 5 main progress | |||
**Bit 0 = Stage 5-1 clear status | |||
**Bit 1 = Stage 5-2 clear status | |||
**Bit 2 = Stage 5-3 clear status | |||
**Bit 3 = Stage 5-4 clear status | |||
**Bit 4 = Stage 5-5 clear status | |||
**Bit 5 = Stage 5-6 clear status | |||
* <tt>0526</tt> = Level 6 main progress | |||
**Bit 0 = Stage 6-1 clear status | |||
**Bit 1 = Stage 6-2 clear status | |||
**Bit 2 = Stage 6-3 clear status | |||
**Bit 3 = Stage 6-4 clear status | |||
**Bit 4 = Stage 6-5 clear status | |||
**Bit 5 = Stage 6-6 clear status | |||
* <tt>0527</tt> = Level 7 main progress | |||
**Bit 0 = Stage 7-1 clear status | |||
**Bit 1 = Stage 7-2 clear status | |||
**Bit 2 = Stage 7-3 clear status | |||
**Bit 3 = Stage 7-4 clear status | |||
**Bit 4 = Stage 7-5 clear status | |||
**Bit 5 = Stage 7-6 clear status | |||
* <tt>0528</tt> = Game progress state | |||
**<tt>00</tt> = Level 1 in progress | |||
**<tt>01</tt> = Level 2 in progress | |||
**<tt>02</tt> = Level 3 in progress | |||
**<tt>03</tt> = Level 4 in progress | |||
**<tt>04</tt> = Level 5 in progress | |||
**<tt>05</tt> = Level 6 in progress | |||
**<tt>06</tt> = Level 7 in progress | |||
**<tt>08</tt> = Game cleared | |||
**<tt>09</tt> = Extra Game cleared | |||
* <tt>052B</tt> = Level 3 switch progress | |||
**Bit 0 = Stage 3-1 switch status | |||
**Bit 5 = Stage 3-6 switch status | |||
* <tt>052C</tt> = Level 4 switch progress | |||
**Bit 0 = Stage 4-1 switch status | |||
**Bit 2 = Stage 4-3 switch status | |||
**Bit 5 = Stage 4-6 switch status | |||
* <tt>052D</tt> = Level 5 switch progress | |||
**Bit 0 = Stage 5-1 switch status | |||
**Bit 3 = Stage 5-4 switch status | |||
**Bit 4 = Stage 5-5 switch status | |||
**Bit 5 = Stage 5-6 switch status | |||
* <tt>052E</tt> = Level 6 switch progress | |||
**Bit 0 = Stage 6-1 switch status | |||
**Bit 1 = Stage 6-2 switch status | |||
**Bit 2 = Stage 6-3 switch status | |||
**Bit 3 = Stage 6-4 switch status | |||
**Bit 4 = Stage 6-5 switch status | |||
**Bit 5 = Stage 6-6 switch status | |||
* <tt>052F</tt> = Level 7 switch progress | |||
**Bit 0 = Stage 7-1 clear status | |||
**Bit 5 = Stage 7-6 clear status | |||
* <tt>0531</tt> = Level 1 boss status (set bit 7 for defeated state) | |||
* <tt>0532</tt> = Level 2 boss status (set bit 7 for defeated state) | |||
* <tt>0533</tt> = Level 3 boss status (set bit 7 for defeated state) | |||
* <tt>0534</tt> = Level 4 boss status (set bit 7 for defeated state) | |||
* <tt>0535</tt> = Level 5 boss status (set bit 7 for defeated state) | |||
* <tt>0536</tt> = Level 6 boss status (set bit 7 for defeated state) | |||
* <tt>0593 - 0595 (0003)</tt> = score (1 per 10 points) | * <tt>0593 - 0595 (0003)</tt> = score (1 per 10 points) | ||
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**<tt>00</tt> = lives only | **<tt>00</tt> = lives only | ||
**<tt>01</tt> = power & lives | **<tt>01</tt> = power & lives | ||
**<tt>02-FF</tt> = | **<tt>02-FF</tt> = lives only when in overworld room | ||
* <tt>05E2</tt> = power of eaten enemy | * <tt>05E2</tt> = power of eaten enemy | ||
* <tt>05E3</tt> = current power (see [[Kirby's Adventure:Notes#Powers|Notes]]) | * <tt>05E3</tt> = current power (see [[Kirby's Adventure:Notes#Powers|Notes]]) | ||
**NOTE: bytes for actually being able to use power are VERY COMPLICATED ( | **NOTE: bytes for actually being able to use power are VERY COMPLICATED (<tt>627F 6291 62A3 / 62D9 62EB 62FD</tt>) | ||
* <tt>058C</tt> = background graphics cycle - current | * <tt>058C</tt> = background graphics cycle - current | ||
Line 24: | Line 129: | ||
* <tt>62C7</tt> = kirby state (see [[Kirby's Adventure:Notes#Kirby State|Notes]]) | * <tt>62C7</tt> = kirby state (see [[Kirby's Adventure:Notes#Kirby State|Notes]]) | ||
* <tt>67EE - 74C7 (0CDA)</tt> = current map data (see [[Kirby's Adventure:RAM map#Map Data Format|Map Data Format]]) | |||
* <tt>7A00 - 7FFF (0600)</tt> = current tileset data (see [[Kirby's Adventure:RAM map#Tileset Data Format|Tileset Data Format]]) | |||
* <tt>67EE - 74C7 (0CDA)</tt> = | == Tileset Data Format == | ||
Tileset data is decompressed to <tt>67EE - 6D2D (0540)</tt>, then decoded to <tt>7A00 - 7FFF (0600)</tt> | |||
* <tt>7A00 - 7AFF (0100)</tt> = tileset - top-left | Original format: | ||
* <tt>7B00 - 7BFF (0100)</tt> = tileset - top-right | * <tt>67EE - 6BED (0400)</tt> = tileset - sets of PPU tiles (4 bytes per full tile) | ||
* <tt>7C00 - 7CFF (0100)</tt> = tileset - bottom-left | * <tt>6BEE - 6C2D (0040)</tt> = tileset - palettes (2 bits per tile) | ||
* <tt>7D00 - 7DFF (0100)</tt> = tileset - bottom-right | * <tt>6C2E - 6D2D (0100)</tt> = tileset - attributes | ||
Decoded format: | |||
* <tt>7A00 - 7AFF (0100)</tt> = tileset - top-left PPU tile | |||
* <tt>7B00 - 7BFF (0100)</tt> = tileset - top-right PPU tile | |||
* <tt>7C00 - 7CFF (0100)</tt> = tileset - bottom-left PPU tile | |||
* <tt>7D00 - 7DFF (0100)</tt> = tileset - bottom-right PPU tile | |||
* <tt>7E00 - 7EFF (0100)</tt> = tileset - palette | * <tt>7E00 - 7EFF (0100)</tt> = tileset - palette | ||
* <tt>7F00 - 7FFF (0100)</tt> = tileset - | * <tt>7F00 - 7FFF (0100)</tt> = tileset - attribute (see [[Kirby's Adventure:Notes#Tile Attributes|Notes]]) | ||
== Map Data Format == | |||
After the tileset data is decoded, the map data is decompressed to <tt>67EE - 74C7 (0CDA)</tt> (no decoding necessary) | |||
NOTE: Maps can have 1-16 different screens, and screens can be duplicated in the map screen order | |||
* <tt>67EE - 68C7 (00DA)</tt> = header | |||
** <tt>67EE</tt> = map width | |||
** <tt>67EF</tt> = map height | |||
** <tt>67F0</tt> = PPU background banks (see [[Kirby's Adventure:ROM map#Map.2FEnemy.2FTileset Data|ROM 0x0B428]]) | |||
** <tt>67F1</tt> = PPU background palettes (see [[Kirby's Adventure:ROM map#Background Palettes|Background Palettes]]) | |||
** <tt>67F2</tt> = PPU sprite banks | |||
** <tt>67F3</tt> = PPU sprite palettes (see [[Kirby's Adventure:ROM map#Misc|ROM 0x24E65]]) | |||
** <tt>67F4</tt> = music | |||
** <tt>67F5</tt> = background animation delay (00 = off) | |||
** <tt>67F6 - 68C7 (0010)</tt> = map screen order (from top, by rows) | |||
* <tt>68C8 - 6987 (00C0)</tt> = map screen 1 | |||
* <tt>6988 - 6A47 (00C0)</tt> = map screen 2 | |||
* <tt>6A48 - 6B07 (00C0)</tt> = map screen 3 | |||
* <tt>6B08 - 6BC7 (00C0)</tt> = map screen 4 | |||
* <tt>6BC8 - 6C87 (00C0)</tt> = map screen 5 | |||
* <tt>6C88 - 6D47 (00C0)</tt> = map screen 6 | |||
* <tt>6D48 - 6E07 (00C0)</tt> = map screen 7 | |||
* <tt>6E08 - 6EC7 (00C0)</tt> = map screen 8 | |||
* <tt>6EC8 - 6F87 (00C0)</tt> = map screen 9 | |||
* <tt>6F88 - 7047 (00C0)</tt> = map screen 10 | |||
* <tt>7048 - 7107 (00C0)</tt> = map screen 11 | |||
* <tt>7108 - 71C7 (00C0)</tt> = map screen 12 | |||
* <tt>71C8 - 7287 (00C0)</tt> = map screen 13 | |||
* <tt>7288 - 7347 (00C0)</tt> = map screen 14 | |||
* <tt>7348 - 7407 (00C0)</tt> = map screen 15 | |||
* <tt>7408 - 74C7 (00C0)</tt> = map screen 16 | |||
{{Internal Data|game=Kirby's Adventure}} |
Latest revision as of 02:41, 24 January 2024
The following article is a RAM map for Kirby's Adventure.
- 0042 = PPU sprite banks 0-1
- 0043 = PPU sprite banks 2-3
- 0044 = PPU background bank 0
- 0045 = PPU background bank 1
- 0046 = PPU background bank 2
- 0047 = PPU background bank 3
- 0521 = Level 1 progress
- Bit 0 = Stage 1-1 clear status
- Bit 1 = Stage 1-2 clear status
- Bit 2 = Stage 1-3 clear status
- Bit 3 = Stage 1-4 clear status
- 0522 = Level 2 progress
- Bit 0 = Stage 2-1 clear status
- Bit 1 = Stage 2-2 clear status
- Bit 2 = Stage 2-3 clear status
- Bit 3 = Stage 2-4 clear status
- Bit 4 = Stage 2-5 clear status
- 0523 = Level 3 main progress
- Bit 0 = Stage 3-1 clear status
- Bit 1 = Stage 3-2 clear status
- Bit 2 = Stage 3-3 clear status
- Bit 3 = Stage 3-4 clear status
- Bit 4 = Stage 3-5 clear status
- Bit 5 = Stage 3-6 clear status
- 0524 = Level 4 main progress
- Bit 0 = Stage 4-1 clear status
- Bit 1 = Stage 4-2 clear status
- Bit 2 = Stage 4-3 clear status
- Bit 3 = Stage $-4 clear status
- Bit 4 = Stage 4-5 clear status
- Bit 5 = Stage 4-6 clear status
- 0525 = Level 5 main progress
- Bit 0 = Stage 5-1 clear status
- Bit 1 = Stage 5-2 clear status
- Bit 2 = Stage 5-3 clear status
- Bit 3 = Stage 5-4 clear status
- Bit 4 = Stage 5-5 clear status
- Bit 5 = Stage 5-6 clear status
- 0526 = Level 6 main progress
- Bit 0 = Stage 6-1 clear status
- Bit 1 = Stage 6-2 clear status
- Bit 2 = Stage 6-3 clear status
- Bit 3 = Stage 6-4 clear status
- Bit 4 = Stage 6-5 clear status
- Bit 5 = Stage 6-6 clear status
- 0527 = Level 7 main progress
- Bit 0 = Stage 7-1 clear status
- Bit 1 = Stage 7-2 clear status
- Bit 2 = Stage 7-3 clear status
- Bit 3 = Stage 7-4 clear status
- Bit 4 = Stage 7-5 clear status
- Bit 5 = Stage 7-6 clear status
- 0528 = Game progress state
- 00 = Level 1 in progress
- 01 = Level 2 in progress
- 02 = Level 3 in progress
- 03 = Level 4 in progress
- 04 = Level 5 in progress
- 05 = Level 6 in progress
- 06 = Level 7 in progress
- 08 = Game cleared
- 09 = Extra Game cleared
- 052B = Level 3 switch progress
- Bit 0 = Stage 3-1 switch status
- Bit 5 = Stage 3-6 switch status
- 052C = Level 4 switch progress
- Bit 0 = Stage 4-1 switch status
- Bit 2 = Stage 4-3 switch status
- Bit 5 = Stage 4-6 switch status
- 052D = Level 5 switch progress
- Bit 0 = Stage 5-1 switch status
- Bit 3 = Stage 5-4 switch status
- Bit 4 = Stage 5-5 switch status
- Bit 5 = Stage 5-6 switch status
- 052E = Level 6 switch progress
- Bit 0 = Stage 6-1 switch status
- Bit 1 = Stage 6-2 switch status
- Bit 2 = Stage 6-3 switch status
- Bit 3 = Stage 6-4 switch status
- Bit 4 = Stage 6-5 switch status
- Bit 5 = Stage 6-6 switch status
- 052F = Level 7 switch progress
- Bit 0 = Stage 7-1 clear status
- Bit 5 = Stage 7-6 clear status
- 0531 = Level 1 boss status (set bit 7 for defeated state)
- 0532 = Level 2 boss status (set bit 7 for defeated state)
- 0533 = Level 3 boss status (set bit 7 for defeated state)
- 0534 = Level 4 boss status (set bit 7 for defeated state)
- 0535 = Level 5 boss status (set bit 7 for defeated state)
- 0536 = Level 6 boss status (set bit 7 for defeated state)
- 0593 - 0595 (0003) = score (1 per 10 points)
- 0596 = health (max) (count by 8)
- 0597 = health (current) (count by 8)
- 0598 = power (for mike, crash, light)
- only used for display, except mike
- 0599 = lives
- max of 63 (99 decimal)
- 059D = lives display
- 00 = lives only
- 01 = power & lives
- 02-FF = lives only when in overworld room
- 05E2 = power of eaten enemy
- 05E3 = current power (see Notes)
- NOTE: bytes for actually being able to use power are VERY COMPLICATED (627F 6291 62A3 / 62D9 62EB 62FD)
- 058C = background graphics cycle - current
- 058D = background graphics cycle - countdown
- 058E = background graphics cycle - type
- 62C7 = kirby state (see Notes)
- 67EE - 74C7 (0CDA) = current map data (see Map Data Format)
- 7A00 - 7FFF (0600) = current tileset data (see Tileset Data Format)
Tileset Data Format
Tileset data is decompressed to 67EE - 6D2D (0540), then decoded to 7A00 - 7FFF (0600)
Original format:
- 67EE - 6BED (0400) = tileset - sets of PPU tiles (4 bytes per full tile)
- 6BEE - 6C2D (0040) = tileset - palettes (2 bits per tile)
- 6C2E - 6D2D (0100) = tileset - attributes
Decoded format:
- 7A00 - 7AFF (0100) = tileset - top-left PPU tile
- 7B00 - 7BFF (0100) = tileset - top-right PPU tile
- 7C00 - 7CFF (0100) = tileset - bottom-left PPU tile
- 7D00 - 7DFF (0100) = tileset - bottom-right PPU tile
- 7E00 - 7EFF (0100) = tileset - palette
- 7F00 - 7FFF (0100) = tileset - attribute (see Notes)
Map Data Format
After the tileset data is decoded, the map data is decompressed to 67EE - 74C7 (0CDA) (no decoding necessary)
NOTE: Maps can have 1-16 different screens, and screens can be duplicated in the map screen order
- 67EE - 68C7 (00DA) = header
- 67EE = map width
- 67EF = map height
- 67F0 = PPU background banks (see ROM 0x0B428)
- 67F1 = PPU background palettes (see Background Palettes)
- 67F2 = PPU sprite banks
- 67F3 = PPU sprite palettes (see ROM 0x24E65)
- 67F4 = music
- 67F5 = background animation delay (00 = off)
- 67F6 - 68C7 (0010) = map screen order (from top, by rows)
- 68C8 - 6987 (00C0) = map screen 1
- 6988 - 6A47 (00C0) = map screen 2
- 6A48 - 6B07 (00C0) = map screen 3
- 6B08 - 6BC7 (00C0) = map screen 4
- 6BC8 - 6C87 (00C0) = map screen 5
- 6C88 - 6D47 (00C0) = map screen 6
- 6D48 - 6E07 (00C0) = map screen 7
- 6E08 - 6EC7 (00C0) = map screen 8
- 6EC8 - 6F87 (00C0) = map screen 9
- 6F88 - 7047 (00C0) = map screen 10
- 7048 - 7107 (00C0) = map screen 11
- 7108 - 71C7 (00C0) = map screen 12
- 71C8 - 7287 (00C0) = map screen 13
- 7288 - 7347 (00C0) = map screen 14
- 7348 - 7407 (00C0) = map screen 15
- 7408 - 74C7 (00C0) = map screen 16
Internal Data for Kirby's Adventure
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