Gargoyle's Quest II/RAM map: Difference between revisions

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Object attribute arrays:
Object attribute arrays:
  0x0300 - Action script ID
X = object slot (20 total)
  0x0314 - X-subpixel
0: Firebrand
  0x0328 - X-pixel
1-2: Firebrand's projectiles
  0x033C - X-screen
 
  0x0350 - Y-subpixel
  0x0300,X - Action script ID
  0x0364 - Y-pixel
  0x0314,X - X-subpixel
  0x0378 - Y-screen
  0x0328,X - X-pixel
  0x038C - X-speed low (subpixels/frame)
  0x033C,X - X-screen
  0x03A0 - X-speed high (pixels/frame)
  0x0350,X - Y-subpixel
  0x03B4 - Y-speed low
  0x0364,X - Y-pixel
  0x03C8 - Y-speed high
  0x0378,X - Y-screen
  0x038C,X - X-speed low (subpixels/frame)
  0x03A0,X - X-speed high (pixels/frame)
  0x03B4,X - Y-speed low
  0x03C8,X - Y-speed high
   
   
  0x051C - Pointer to object's AI script (low byte)
  0x051C,X - Pointer to object's AI script (low byte)
  0x0530 - Pointer to object's AI script (high byte)
  0x0530,X - Pointer to object's AI script (high byte)

Revision as of 06:57, 12 June 2019

Chip tiny.png The following article is a RAM map for Gargoyle's Quest II.

0x40 - Room ID
 00 = Overworld
 01 = Town (outside)
 02 = Town (building)
 03+ = Battle scene (room #)
0xE4-0xE7 - RNG (Fibonacci LFSR)

Object attribute arrays:

X = object slot (20 total)
0: Firebrand
1-2: Firebrand's projectiles
0x0300,X - Action script ID
0x0314,X - X-subpixel
0x0328,X - X-pixel
0x033C,X - X-screen
0x0350,X - Y-subpixel
0x0364,X - Y-pixel
0x0378,X - Y-screen
0x038C,X - X-speed low (subpixels/frame)
0x03A0,X - X-speed high (pixels/frame)
0x03B4,X - Y-speed low
0x03C8,X - Y-speed high

0x051C,X - Pointer to object's AI script (low byte)
0x0530,X - Pointer to object's AI script (high byte)