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Dragon Warrior/RAM map: Difference between revisions
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| 0x003E || Player V-position on Overworld Map || #00 = Horizontal Strip two rows north of Garinham. | | 0x003E || Player V-position on Overworld Map || #00 = Horizontal Strip two rows north of Garinham. | ||
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| 0x0042 || Player H-position on Overworld Map || #00 = | | 0x0042 || Player H-position on Overworld Map || #00 = Vertical Strip two columns west of Garinham. | ||
|- | |- | ||
| 0x0045 || Map ID? || Seems to be unique for each map; changing it sometime screws up tiles and exits and definitely screws up NPC dialog. | | 0x0045 || Map ID? || Seems to be unique for each map; changing it sometime screws up tiles and exits and definitely screws up NPC dialog. Different IDs bring different dialogs. Talking to the King with this set to 6 starts the Dragonlord conversation. | ||
|- | |- | ||
| 0x0047 || Button(s) pressed || Uses binary processing. Here are the values: | | 0x0047 || Button(s) pressed || Uses binary processing. Here are the values: |
Revision as of 22:24, 2 August 2010
The following article is a RAM map for Dragon Warrior.
RAM | Function | Details | |||||||||||||||||||||||||||||||||||||||||||||
0x0011 | Map horizontal offset | Modifying this offset seems to shift map tiles horizontally? | |||||||||||||||||||||||||||||||||||||||||||||
0x0012 | Map load information | Modifying this causes other maps to load entirely, but does not impact NPCs | |||||||||||||||||||||||||||||||||||||||||||||
0x0013-14 | Tiles, linked | Both bytes are always the same and differ on each map. Setting the bytes to 9 will cause the world map to become entirely water. | |||||||||||||||||||||||||||||||||||||||||||||
0x0015 | Exterior Tile | Changing this changes the tile that is displayed on the border of maps. 0 is grass, 15 is water, 16 in caves, 21 in the throne room | |||||||||||||||||||||||||||||||||||||||||||||
0x0016 | Tile ?? | 32 for caves, 16 for towns, 0 for world map, changing value causes random tiles and obstruction issues to show up. Could have to do with reduced visibility? | |||||||||||||||||||||||||||||||||||||||||||||
0x003A | Player X Position | X position on current map. Map not redrawn on direct change. | |||||||||||||||||||||||||||||||||||||||||||||
0x003B | Player Y Position | Y position on current map. | |||||||||||||||||||||||||||||||||||||||||||||
0x003E | Player V-position on Overworld Map | #00 = Horizontal Strip two rows north of Garinham. | |||||||||||||||||||||||||||||||||||||||||||||
0x0042 | Player H-position on Overworld Map | #00 = Vertical Strip two columns west of Garinham. | |||||||||||||||||||||||||||||||||||||||||||||
0x0045 | Map ID? | Seems to be unique for each map; changing it sometime screws up tiles and exits and definitely screws up NPC dialog. Different IDs bring different dialogs. Talking to the King with this set to 6 starts the Dragonlord conversation. | |||||||||||||||||||||||||||||||||||||||||||||
0x0047 | Button(s) pressed | Uses binary processing. Here are the values:
| |||||||||||||||||||||||||||||||||||||||||||||
0x004F | Countup Clock on Overworld | Activates small status window in upper-left corner when player doesn't move. | |||||||||||||||||||||||||||||||||||||||||||||
0x0090-91 | Player X Position (Sprite) | Increments of 0x10 for major position. Relates to NPCs. Should match with 0x003A to ensure NPCs are in correct location on the map. | |||||||||||||||||||||||||||||||||||||||||||||
0x0092-93 | Player Y Position (Sprite) | Increments of 0x10 for major position. Relates to NPCs. Should match with 0x003B to ensure NPCs are in correct location on the map. | |||||||||||||||||||||||||||||||||||||||||||||
0x0094-95 | Random Number generator state | 0x95 is used for the random value; influenced by 0x94. | |||||||||||||||||||||||||||||||||||||||||||||
0x00BA-BB | Experience | Raw experience amount. Level and other stats are generated from this value (eventually reverting changes wihtin 0x00C5-CD) | |||||||||||||||||||||||||||||||||||||||||||||
0x00BE | Equipment | This byte contains your current equipment. It's compiled from the three values for your sword, your armor, and your shield. Values are below. | |||||||||||||||||||||||||||||||||||||||||||||
0x00BC-BD | Gold | Gold | |||||||||||||||||||||||||||||||||||||||||||||
0x00BF | Magic Keys | Set $00-$0A for that amount of keys. $0A will not show a number. $0B=1, $0C=2, etc. | |||||||||||||||||||||||||||||||||||||||||||||
0x00C0 | Amount of Herbs | ||||||||||||||||||||||||||||||||||||||||||||||
0x00C1-0x00C4 | Items | Each nybble represents an item for a total of 8 items (not counting Magic Keys) in your inventory:
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0x00C5 | Player HP | ||||||||||||||||||||||||||||||||||||||||||||||
0x00C6 | Player MP | ||||||||||||||||||||||||||||||||||||||||||||||
0x00C7 | Player LV | ||||||||||||||||||||||||||||||||||||||||||||||
0x00C8 | Player Strength | ||||||||||||||||||||||||||||||||||||||||||||||
0x00C9 | Player Agility | ||||||||||||||||||||||||||||||||||||||||||||||
0x00CA | Player Max HP | ||||||||||||||||||||||||||||||||||||||||||||||
0x00CB | Player Max MP | ||||||||||||||||||||||||||||||||||||||||||||||
0x00CC | Player Attack Power | ||||||||||||||||||||||||||||||||||||||||||||||
0x00CD | Player Defense Power | ||||||||||||||||||||||||||||||||||||||||||||||
0x00CE | Spells | Uses binary processing. Here are the values:
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0x00CF | More Spells / Quest Progress | This byte is used for the last two spells, two plot events, and four equipment pieces.
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0x00d0 | Light radius | Used to determine vision within dungons. Valid values are 01, 03, 05, 07. Can be set to 16, but values that high don't necessarily update the screen outside the centered 7x7 grid. | |||||||||||||||||||||||||||||||||||||||||||||
0x00d8 | Menu horiz ptr | Horizontal position pointer for battle menu | |||||||||||||||||||||||||||||||||||||||||||||
0x00d9 | Menu vert ptr | Vertical position pointer for battle menu | |||||||||||||||||||||||||||||||||||||||||||||
0x00da | Light timer | Set by Radiant spell and counts down. When it reaches 0, light radius is decreased. | |||||||||||||||||||||||||||||||||||||||||||||
0x00DF | Quest / Combat Progress? | 1-bit = rescued princess, 2-bit = returned princess, 8-bit = left the first room. If you are asleep in combat, the 128-bit is set. When you wake up, it is cleared. 16-bit, 32-bit, 64-bit, 128-bit all cleared when you enter combat. | |||||||||||||||||||||||||||||||||||||||||||||
0x00e0 | Terrain / Enemy pointer | In battle, is a pointer to the current enemy type. Out of battle, is a pointer to the current terrain type. Enemy list below. | |||||||||||||||||||||||||||||||||||||||||||||
0x00e2 | Enemy HP | Does not get reset after battle. | |||||||||||||||||||||||||||||||||||||||||||||
0x00e4 | Quest Progress | 2-bit = killed Golem, 4-bit = killed Dragonlord, 64-bit = killed Green Dragon | |||||||||||||||||||||||||||||||||||||||||||||
0x00e6-e7 | Music Track 1 position | Pointer | |||||||||||||||||||||||||||||||||||||||||||||
0x00ea-eb | Music Track 2 position | Pointer | |||||||||||||||||||||||||||||||||||||||||||||
0x00f4 | Music note delay timer (drum/track 1) | Timers for two independent music sources. If set to 00, that track is paused. | |||||||||||||||||||||||||||||||||||||||||||||
0x00f8 | Music note delay timer (flute/track 2) | ||||||||||||||||||||||||||||||||||||||||||||||
0x00fc | Music tempo | 00=off, ff=full | |||||||||||||||||||||||||||||||||||||||||||||
0x6003 | In battle or not? | 03=in battle, 02=not in battle. |
Enemy IDs:
00 = slime
01 = red slime
02 = drakee
03 = ghost
04 = magician
05 = magidrakee
06 = scorpion
07 = druin
08 = poltergeist
09 = droll
0a = drameema
0b = skeleton
0c = warlock
0d = metal scorpion
0e = wolf
0f = wraith
10 = metal slime
11 = specter
12 = wolflord
13 = druinlord
14 = drollmagi
15 = wyvern
16 = rogue scorpion
17 = wraith knight
18 = golem
19 = goldman
1a = knight
1b = magiwyvern
1c = demon knight
1d = werewolf
1e = green dragon
1f = starwyvern
20 = wizard
21 = axe knight
22 = blue dragon
23 = stoneman
24 = armored knight
25 = red dragon
26 = dragonlord form 1
27 = dragonlord form 2 * setting this outside of battle will freeze all NPCs, make movement impossible, black out parts of the screen, etc.
Equipment values:
Swords:
Bamboo Pole: 0x20
Club: 0x40
Copper Sword: 0x60
Hand Axe: 0x80
Broad Sword: 0xA0
Flame Sword: 0xC0
Erdrick's Sword: 0xE0
Armor:
Clothes: 0x04
Leather Armor: 0x08
Chain Mail: 0x0C
Half Plate Armor: 0x10
Full Plate Armor: 0x14
Magic Armor: 0x18
Erdrick's Armor: 0x1C
Shields:
Small Shield: 0x01
Large Shield: 0x02
Silver Shield: 0x03
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |