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Castlevania III: Dracula's Curse/RAM map: Difference between revisions
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Line 2: | Line 2: | ||
Address Size Description | Address Size Description | ||
-------- ---- ----------- | -------- ---- ----------- | ||
$0017 Repeat Counter | |||
$0018 System State | |||
$ | 00 = Title; 02 = New Game; 03 = In-game Transition; 04 = In-Game; | ||
$ | 05 = Game Over Transition; 06 = Game Over; 07 = Stage Select Debug; | ||
08 = Map Screen; 09 = Prayer Scene; 0a = Name Entry; 0b = Password Entry; | |||
$ | 0c = Epilogue; 0d = Credit Roll; 0e = Respawn; 0f = Sound Test Debug | ||
$ | $0019 System Substate | ||
$ | $001A Step Counter | ||
$ | $001C Blackout Delay | ||
$001F Randomizer | |||
$0026 #02 Controller Buttons Pressed | |||
01 = right; 02 = left; 04 = down; 08 = up; | |||
10 = start; 20 = select; 40 = B; 80 = A | |||
$0028 #02 Controller Buttons Held | |||
$002A Game State | |||
$ | $002B User Paused (toggled by Start button) | ||
$ | $002C Boss Defeated | ||
$002E Checkpoint | |||
$002F Grant Defeated | |||
$0030 #02 System Effect Timer | |||
$0032 Stage | |||
$0033 Block | |||
$0034 Room | |||
$0035 Lives | |||
$0036 #03 Score | |||
$003A Partner | |||
00 = Trevor; 01 = Syfa; 02 = Grant; 03 = Alucard; ff = None | |||
$003B Partner Active | |||
$003C Player's Health | |||
40 = full | |||
$003D Boss Health | |||
$003E Score Target (for extra life) | |||
$003F Default Drawing State (write to $006D) | |||
$0046 #08 CHR Banks | |||
$004E Hard Mode CHR Bank (overwrites $0049) | |||
$0056 #02 View Position (little endian) | |||
$0058 View Subpixel Position | |||
$0059 Left Spawn Area | |||
$005A Right Spawn Area | |||
$005C Tile Assembly Row Iterator | |||
$005D #02 Tile Assembly Pointer | |||
$005F #02 Pallet Map Pointer | |||
$0061 #02 Nametable Write Address | |||
$0063 Tile Assembly ID | |||
$0064 Transition Timer | |||
$0065 Scroll Direction | |||
00 = left; 01 = right; 02 = unchanged | |||
$0066 View Refreshed Position | |||
$0067 Update View | |||
$0068 Room Orientation | |||
00 = horizontal; 80 or 81 = vertical; 82 = scroll up; | |||
83 = scroll down; 84 = collapse up; 85 = collapse down | |||
$0069 #02 Stair Map Address | |||
$006B Player Animation State (for transitions) | |||
and menu selections | |||
$006C Current Instance (saves X register) | |||
$006D Drawing State | |||
$006E View Speed | |||
$006F #02 PPU Scroll | |||
$0071 Room Size | |||
$0072 CHR Write Mode | |||
00 or 03 = all CHR banks; 01 = status bar banks; 02 = clear NPC banks | |||
$0073 Previous Room Orientation | |||
$0074 Music Loaded | |||
$0075 Transition Nametable (nametable to use after door closes) | |||
$0076 Horizontal Spawner Block | |||
$0077 First Spawner Block | |||
$0078 Boss Scroll Lock | |||
$0079 Vertical Spawner Block | |||
$007A Vertical Spawner Previous (?) | |||
$007B Spawner Count | |||
$007D Room Type | |||
10 = Stormclouds; 20 = Autowalk; 30 = River; 40 = Clockwork; | |||
50 and 60 = Watery Grave; 70 = Flood Zone; 80 = Collapsing Bridge | |||
Note: lower 4 bits alter behavior | |||
$007E #02 Time | |||
$0080 Wounded Timer (invincibility frames) | |||
$0081 Damage Received | |||
$0082 PC Height | |||
00 = Trevor standing; 01 = Syfa standing; 02 = Grant standing; 03 = Alucard standing; | |||
04 = Trevor duck; 05 = Syfa duck; 06 = Grant duck; 07 = Alucard duck; 08 = Bat | |||
$0084 Hearts | |||
$0085 Trevor Subweapon | |||
00 = none; 01 = axe; 02 = boomerang; 03 = knife/book; 04 = holy water; 05 = fireball; | |||
06 = freeze; 07 = orb; 08 = axe; 09 = boomerang; 0a = knife/book ;0b = clock | |||
$0086 Partner Subweapon | |||
$0087 Trevor Subweapon Multiplier 00 = none; 01 = [II]; 02 = [III] | |||
$0088 Partner Subweapon Multiplier | |||
$008B Conveyance | |||
01 = Elevator/Frozen enemy; 02 = Scroll-locked right; 05 = Teeter-totter; | |||
06 = Cogwheel; 07 = Mud; 08 = Waterfall; 09 = Waterfall w/current; | |||
0a = Conveyor left; 0b = Conveyor right; 0d = Petrified; 0e = Auto-walk | |||
$008C Whip Spark Timer | |||
$008D Room Initialized | |||
$008E Trevor Weapon Level | |||
00 = short; 01 = medium; 02 = long | |||
$008F Partner Weapon Level | |||
00 = one orb; 01 = two orbs; 03 = three orbs | |||
$0090 Knockback Direction | |||
00 = left; 01 = right | |||
$0091 Conveyor (see $008B) | |||
$0093 Cog Proximity | |||
00 = none; 01 = right OR below; 02 = right AND below | |||
$0094 Cog ID | |||
$0095 Cogwheel Size | |||
00 = small; 01 = large | |||
$009C Subweapon Kill Count (affects multiplier drops) | |||
$009D Variable Jump (for Grant) | |||
$009E Subweapon Iterator | |||
$009F Previous Game State | |||
$00A0 Recent Player Direction (copy of $009E) | |||
$00A1 Previous Player Direction (copy of $0062) | |||
$00A3 Game Step Counter (only increments while game not paused) | |||
$00A5 Check Right Tile | |||
$00AB Stopwatch Active | |||
$00AC Stopwatch Timer | |||
$00AD Invincibility Potion Timer | |||
$00AE Alucard Bat Timer (drains 1 heart when decreased to 0) | |||
$00AF Landing Delay (prevents walking between elevators) | |||
$00B0 Load Doppelganger Sprites (forces CHR updates) | |||
$00B1 Current Instance (backup for X register) | |||
$00B8 Current Platform (ID of elevator or frozen enemy) | |||
$00B9 Crash Timer (stuns Player after falling too far) | |||
$00BA Boss Fight | |||
$00BF Faint Pause (pauses game when killed or time runs out) | |||
$00C8 Horizontal Scroll Lock (used by crumbling bridge) | |||
$00CA Flood Height | |||
$00CE Weapon Kill Count (affects item drops) | |||
$00CF Previous Conveyance (backup of $0088) | |||
$00D0 Vertical Ceiling (lowest y-coordinate in vertical room) | |||
$00EF Audio Sample | |||
$00F0 #04 Candle Status (32-bit mask) | |||
$00F4 #04 Breakable Wall Status | |||
00 = unused/unbroken; ff = broken | |||
$00F8 #02 Previous Controller Buttons Pressed | |||
$00FA #02 Previous Controller Buttons Held | |||
$00FC #02 PPU Scroll | |||
$00FE PPU Mask (for hue shifts and greyscale) | |||
$00FF PPU Control | |||
$0200 $100 OAM (sprites) | $0200 $100 OAM (sprites) | ||
$05D8 Timer | $0400 #1c Sprite Frame Index | ||
$041C #1c Y-Coordinate | |||
$0790 $ | $0438 #1c X-Coordinate | ||
$ | $0454 #1c Pallet Offset | ||
$07F8 | $0470 #1c Attributes | ||
01 = destroyed; 02 = frozen; 04 = unknown; 08 = flicker; | |||
10 = illusory; 20 = inanimate; 40 = moving; 80 = invisible | |||
$048C #1c Animation Batch (even numbers) | |||
00-06 = Player; 08-12 = NPCs; 14 = Epilogue; 16-1C = Doppelganger | |||
$04A8 #1C Sprite Mirrored | |||
$04C4 #17 X-Coordinate Subpixel | |||
$04DB #17 Y-Coordinate Subpixel | |||
$04F2 #17 Horizontal Speed | |||
$0509 #17 Horizontal Speed Subpixel | |||
$0520 #17 Vertical Speed | |||
$0537 #17 Vertical Speed Subpixel | |||
$054E #17 Object Index | |||
$0565 Player State | |||
$0566 #11 Stun Timer | |||
$0578 Weapon State | |||
$0579 #03 Subweapon State | |||
$057C #17 Animation Timer | |||
$0593 #17 Sprite Frame (used to calculate $0400,X) | |||
$05AA #17 Sprite Index | |||
$05C1 Moving Down | |||
$05C2 #12 NPC State | |||
$05D4 Player Stunned State | |||
$05D5 #03 Subweapon Throw Delay | |||
$05D8 Player Jump State | |||
00-1D = Trevor/Syfa/Alucard; 1E-39 = Grant | |||
$05D9 #0c Boss Use | |||
$05E5 #06 Candle Drop | |||
83 = Axe; 84 = Cross; 85 = Dagger; 86 = Holy Water; 87 = Stopwatch; | |||
88 = Syfa Fire; 89 = Syfa Ice; 8a = Syfa Water; 8b = Grant Dagger; | |||
8c Grant Axe; 8d-8f = Upgrades (8f removed); 90 = Wall Meat; | |||
91 = Invincibility Potion; 92 = Rosary; 93-9b = Coins; 9c = 1UP; | |||
9d = Big Heart; 9e = Small Heart; 9f-a0 = Multipliers | |||
$05EB Stair Stun Timer | |||
$05EF Stair Direction | |||
Grant Jump State Fraction (functions like speed variables) | |||
$05F0 #12 AI Class (determines behavior) | |||
$0602 Stair Stun (decreases $05EB) | |||
$0606 Grant Gravity Subpixel (increases $05EF for Grant) | |||
$0607 #12 State Timer (time between state changes for most NPCs) | |||
Sinusoid Center Axis | |||
$0619 Ally Swap Y-Coordinate | |||
$061A #03 Subweapon Damage | |||
$061D Stair Timer (time to climb one step) | |||
Grant Gravity (increases $05D8 for Grant) | |||
$061E #12 Miscellaneous Ticker (usually timer or counter for NPCs) | |||
$0630 Weapon Damage | |||
$0631 #03 Subweapon Deflection (copy of $0658,X on Cross hit) | |||
$0634 #17 Miscellaneous Use (used by a couple NPCs) | |||
$0646 #12 Spawner Index | |||
$0658 #0d NPC Damage | |||
$0664 #06 Candle Active | |||
$066A #12 Applied Effect (copy of $061A,X on subweapon hit) | |||
$067B #12 NPC Hitpoints | |||
$068E #12 Weapons Impact | |||
01 = weapon; 02 = subweapon 1; 04 = subweapon 2; 08 = subweapon 3 | |||
$06DC Music Paused | |||
$06DD Boss Scream Cutoff | |||
$06E0 #90 Collision Map | |||
$0770 #08 CHR5 Solid Definitions | |||
Byte 0 = empty; Byte 1 = mud; Byte 2 = convey right; Byte 3 = convey left; | |||
Byte 4 = crumbling; Byte 5 = ceiling spike; Byte 6 = solid; Byte 7 = floor spike | |||
$0778 #08 CHR6 Solid Definitions | |||
$0780 Background Animation Frame | |||
$0780 Entry Selector Column | |||
$0780 Map Clipping | |||
00 = To Grant; 01 = To Syfa; 02 = From Alucard | |||
$0781 Background Animation Timer | |||
$0781 Entry Selector Row | |||
$0781 Map Fade-out Value | |||
$0782 Previous Selector Column | |||
$0782 Map Timer | |||
$0782 Epilogue Ally | |||
$0783 Previous Selector Row | |||
$0783 Map Horizontal Speed Subpixel | |||
$0783 Epilogue State | |||
$0784 Name Cursor Position | |||
$0784 Map Horizontal Speed | |||
$0784 Castle Shake Direction | |||
$0785 Map Vertical Speed Subpixel | |||
$0785 Epilogue Text Page | |||
$0786 Password Icon | |||
$0786 Map Vertical Speed | |||
$0787 Previous Password Icon | |||
$0787 Map Scroll Timer | |||
$0788 #02 Password Decryption Dump | |||
$0788 Map X-coordinate Subpixel | |||
$0788 Epilogue Scroll Timer | |||
$0789 Map Y-coordinate Subpixel | |||
$078A Epilogue Timer | |||
$078A Map Path PPU Scroll | |||
$078B Password Errors (used for debugging) | |||
$088B Map Path PPU Control | |||
$078C #02 Map Path PPU Address | |||
$078C Update Selector | |||
$0790 #10 Entered Password | |||
00 = empty; 01 = whip; 02 = cross; 03 = heart | |||
$0790 Map Screen Platform | |||
00 = full; 01 = short west; 02 = bottom east; | |||
03 = top west; 04 = middle west; 05 = bottom west | |||
$07A0 #0a Generated Password | |||
$07B1 #02 Stacked Breakable Wall | |||
$07B3 #02 Lower Block Broken | |||
$07B5 #02 Upper Block Broken | |||
$07B7 #02 Wall ID (points to $00F4,X) | |||
$07C2 #06 Spawner Type | |||
$07C8 #06 Spawner State | |||
$07CE #06 Spawner Timer | |||
$07D4 #06 Spawner Y-Coordinate | |||
$07DA #06 Spawner x-Coordinate | |||
$07E0 #06 Spawner Offscreen | |||
$07E6 #06 Spawner NPC Object | |||
$07EC #06 Bone Dragon King Frames (two ribs per byte) | |||
$07EC Cyclops Lightning State | |||
Bone Dragon Cycle | |||
Giant Bat Leader | |||
Dracula Phase | |||
00 = Dracula; 01 = demon; 02 = Pazuzu | |||
$07ED Victory State | |||
Bone Dragon Mirrored | |||
Collapsing Bridge Length | |||
Giant Bat State | |||
$07EE Bone Dragon Fireball Timer | |||
Death Scythe Count | |||
$07EF Bone Dragon Attacking | |||
$07F3 Boss Phase | |||
00 = boss fight; 01 = boss defeat; 02 = crystal drop; | |||
03 = battle over; 80 = boss waiting | |||
Victory Delay (timer after battle over) | |||
$07F6 Hard Mode | |||
$07F8 #08 Player Name | |||
Line 42: | Line 293: | ||
$0020 Randomizer | $0020 Randomizer | ||
$0021 PPU Bank (write to $B003) | $0021 PPU Bank (write to $B003) | ||
$0028 | $0028 #02 Controller Buttons Pressed | ||
01 = right; 02 = left; 04 = down; 08 = up; | 01 = right; 02 = left; 04 = down; 08 = up; | ||
10 = start; 20 = select; 40 = B; 80 = A | 10 = start; 20 = select; 40 = B; 80 = A | ||
$002A | $002A #02 Controller Buttons Held | ||
$002C Game State | $002C Game State | ||
$002D User Paused (toggled by Start button) | $002D User Paused (toggled by Start button) | ||
$002E | $002E Boss Defeated | ||
$0030 Checkpoint (used for Password Entry) | $0030 Checkpoint (used for Password Entry) | ||
$0031 Grant Defeated | $0031 Grant Defeated | ||
$0032 | $0032 #02 System Effect Timer | ||
$0034 Stage | $0034 Stage | ||
$0035 Block | $0035 Block | ||
$0036 Room | $0036 Room | ||
$0037 Lives | $0037 Lives | ||
$0038 | $0038 #08 CHR Banks | ||
$0040 IRQ Control | $0040 IRQ Control | ||
$0041 | $0041 #02 IRQ Latch | ||
$0043 Default Drawing State (write to $006A) | $0043 Default Drawing State (write to $006A) | ||
$0044 | $0044 #03 Score | ||
$0048 Partner | $0048 Partner | ||
00 = Trevor; 01 = Syfa; 02 = Grant; 03 = Alucard; ff = None | 00 = Trevor; 01 = Syfa; 02 = Grant; 03 = Alucard; ff = None | ||
$0049 Partner Active | $0049 Partner Active | ||
$004A Player's Health | $004A Player's Health | ||
40 = full | 40 = full | ||
$004B Boss Health | $004B Boss Health | ||
$0053 | $004C Score Target (for extra life) | ||
$0053 #02 View Position | |||
$0055 View Subpixel Position | $0055 View Subpixel Position | ||
$0056 Left Spawn Area | $0056 Left Spawn Area | ||
$0057 Right Spawn Area | $0057 Right Spawn Area | ||
$005A | $005A #02 Tile Assembly Pointer | ||
$005C | $005C #02 Pallet Map Pointer | ||
$005E | $005E #02 Nametable Write Address | ||
$0060 Tile Assembly ID | $0060 Tile Assembly ID | ||
$0061 Transition Timer | $0061 Transition Timer | ||
$0062 | $0062 Scroll Direction | ||
00 = left; 01 = right; 02 = | 00 = left; 01 = right; 02 = unchanged | ||
$0063 View Refreshed Position | $0063 View Refreshed Position | ||
$0064 Update View | $0064 Update View | ||
Line 83: | Line 335: | ||
00 = horizontal; 80 or 81 = vertical; 82 = scroll up; | 00 = horizontal; 80 or 81 = vertical; 82 = scroll up; | ||
83 = scroll down; 84 = collapse up; 85 = collapse down | 83 = scroll down; 84 = collapse up; 85 = collapse down | ||
$0066 | $0066 #02 Stair Map Address | ||
$0068 Player Animation State (for transitions) | $0068 Player Animation State (for transitions) | ||
$0069 Current Instance (saves X register) | $0069 Current Instance (saves X register) | ||
$006A Drawing State | $006A Drawing State | ||
$006B View Speed | $006B View Speed | ||
$006C | $006C #02 PPU Write Position | ||
$006E Room Size | $006E Room Size | ||
$006F CHR Write Mode | $006F CHR Write Mode | ||
Line 96: | Line 348: | ||
$0072 Transition Nametable (nametable to use after door closes) | $0072 Transition Nametable (nametable to use after door closes) | ||
$0073 Horizontal Spawner Block | $0073 Horizontal Spawner Block | ||
$0074 | $0074 First Spawner Block | ||
$0075 Boss Scroll Lock | $0075 Boss Scroll Lock | ||
$0076 Vertical Spawner Block | $0076 Vertical Spawner Block | ||
Line 104: | Line 356: | ||
10 = Stormclouds; 20 = Autowalk; 30 = River; 40 = Clockwork; | 10 = Stormclouds; 20 = Autowalk; 30 = River; 40 = Clockwork; | ||
50 and 60 = Watery Grave; 70 = Flood Zone; 80 = Collapsing Bridge | 50 and 60 = Watery Grave; 70 = Flood Zone; 80 = Collapsing Bridge | ||
$ | Note: lower 4 bits alter behavior | ||
$007B #02 Time | |||
$007D Wounded Timer (invincibility frames) | |||
$007E Damage Received | |||
$007F PC Height | |||
00 = Trevor standing; 01 = Syfa standing; 02 = Grant standing; 03 = Alucard standing; | |||
04 = Trevor duck; 05 = Syfa duck; 06 = Grant duck; 07 = Alucard duck; 08 = Bat | |||
$0081 Hearts | $0081 Hearts | ||
$0082 Trevor | $0082 Trevor Subweapon | ||
00 = none; 01 = axe; 02 = boomerang; 03 = knife/book; 04 = holy water; 05 = fireball; | 00 = none; 01 = axe; 02 = boomerang; 03 = knife/book; 04 = holy water; 05 = fireball; | ||
06 = freeze; 07 = orb; 08 = axe; 09 = boomerang; 0a = knife/book ;0b = clock | 06 = freeze; 07 = orb; 08 = axe; 09 = boomerang; 0a = knife/book ;0b = clock | ||
$0083 Partner | $0083 Partner Subweapon | ||
$0084 Trevor Subweapon Multiplier 00 = none; 01 = [II]; 02 = [III] | |||
$0085 Partner Subweapon Multiplier | |||
$0088 Conveyance | |||
01 = Elevator/Frozen enemy; 02 = Scroll-locked right; 05 = Teeter-totter; | |||
06 = Cogwheel; 07 = Mud; 08 = Waterfall; 09 = Waterfall w/current; | |||
0a = Conveyor left; 0b = Conveyor right; 0d = Petrified; 0e = Auto-walk | |||
$0089 Whip Spark Timer | |||
$008A Room Initialized | |||
$008B Trevor Weapon Level | |||
00 = short; 01 = medium; 02 = long | |||
$008C Partner Weapon Level | |||
00 = one orb; 01 = two orbs; 03 = three orbs | |||
$008D Knockback Direction | |||
00 = left; 01 = right | |||
$008E Conveyor (see $0088) | |||
$0090 Cog Proximity | |||
00 = none; 01 = right OR below; 02 = right AND below | |||
$0091 Cog ID | |||
$0092 Cogwheel Size | |||
00 = small; 01 = large | |||
$0099 Subweapon Kill Count (affects multiplier drops) | |||
$009A Variable Jump (for Grant) | |||
$009B Subweapon Iterator | |||
$009C Previous Game State | |||
$009D Recent Player Direction (copy of $009E) | |||
$009E Previous Player Direction (copy of $0062) | |||
$00A0 Game Step Counter (only increments while game not paused) | |||
$00A2 Check Right Tile | |||
$00A8 Stopwatch Active | |||
$00A9 Stopwatch Timer | |||
$00AA Invincibility Potion Timer | |||
$00AB Alucard Bat Timer (drains 1 heart when decreased to 0) | |||
$00AC Landing Delay (prevents walking between elevators) | |||
$00AD Load Doppelganger Sprites (forces CHR updates) | |||
$00AE Current Instance (backup for X register) | |||
$00B5 Current Platform (ID of elevator or frozen enemy) | |||
$00B6 Crash Timer (stuns Player after falling too far) | |||
$00B7 Boss Fight | |||
$00BC Faint Pause (pauses game when killed or time runs out) | |||
$00C5 Horizontal Scroll Lock (used by crumbling bridge) | |||
$00C7 Flood Height | |||
$00CB Weapon Kill Count (affects item drops) | |||
$00CC Previous Conveyance (backup of $0088) | |||
$00CD Vertical Ceiling (lowest y-coordinate in vertical room) | |||
$00EF Audio Sample | |||
$00F0 #04 Candle Status (32-bit mask) | |||
$00F4 #04 Breakable Wall Status | |||
00 = unused/unbroken; ff = broken | |||
$00F8 #02 Previous Controller Buttons Pressed | |||
$00FA #02 Previous Controller Buttons Held | |||
$00FC #02 PPU Scroll | |||
$00FE PPU Mask (for hue shifts and greyscale) | |||
$00FF PPU Control | |||
$0400 #1c Sprite Frame Index | |||
$041C #1c Y-Coordinate | |||
$0438 #1c X-Coordinate | |||
$0454 #1c Pallet Offset | |||
$0470 #1c Attributes | |||
01 = destroyed; 02 = frozen; 04 = unknown; 08 = flicker; | |||
10 = illusory; 20 = inanimate; 40 = moving; 80 = invisible | |||
$048C #1c Animation Batch (even numbers) | |||
00-06 = Player; 08-12 = NPCs; 14 = Epilogue; 16-1C = Doppelganger | |||
$04A8 #1C Sprite Mirrored | |||
$04C4 #17 X-Coordinate Subpixel | |||
$04DB #17 Y-Coordinate Subpixel | |||
$04F2 #17 Horizontal Speed | |||
$0509 #17 Horizontal Speed Subpixel | |||
$0520 #17 Vertical Speed | |||
$0537 #17 Vertical Speed Subpixel | |||
$054E #17 Object Index | |||
$0565 Player State | |||
$0566 #11 Stun Timer | |||
$0578 Weapon State | |||
$0579 #03 Subweapon State | |||
$057C #17 Animation Timer | |||
$0593 #17 Sprite Frame (used to calculate $0400,X) | |||
$05AA #17 Sprite Index | |||
$05C1 Moving Down | |||
$05C2 #12 NPC State | |||
$05D4 Player Stunned State | |||
$05D5 #03 Subweapon Throw Delay | |||
$05D8 Player Jump State | |||
00-1D = Trevor/Syfa/Alucard; 1E-39 = Grant | |||
$05D9 #0c Boss Use | |||
$05E5 #06 Candle Drop | |||
83 = Axe; 84 = Cross; 85 = Dagger; 86 = Holy Water; 87 = Stopwatch; | |||
88 = Syfa Fire; 89 = Syfa Ice; 8a = Syfa Water; 8b = Grant Dagger; | |||
8c Grant Axe; 8d-8f = Upgrades (8f removed); 90 = Wall Meat; | |||
91 = Invincibility Potion; 92 = Rosary; 93-9b = Coins; 9c = 1UP; | |||
9d = Big Heart; 9e = Small Heart; 9f-a0 = Multipliers | |||
$05EB Stair Stun Timer | |||
$05EF Stair Direction | |||
Grant Jump State Fraction (functions like speed variables) | |||
$05F0 #12 AI Class (determines behavior) | |||
$0602 Stair Stun (decreases $05EB) | |||
$0606 Grant Gravity Subpixel (increases $05EF for Grant) | |||
$0607 #12 State Timer (time between state changes for most NPCs) | |||
Sinusoid Center Axis | |||
$0619 Ally Swap Y-Coordinate | |||
$061A #03 Subweapon Damage | |||
$061D Stair Timer (time to climb one step) | |||
Grant Gravity (increases $05D8 for Grant) | |||
$061E #12 Miscellaneous Ticker (usually timer or counter for NPCs) | |||
$0630 Weapon Damage | |||
$0631 #03 Subweapon Deflection (copy of $0658,X on Cross hit) | |||
$0634 #17 Miscellaneous Use (used by a couple NPCs) | |||
$0646 #12 Spawner Index | |||
$0658 #0d NPC Damage | |||
$0664 #06 Candle Active | |||
$066A #12 Applied Effect (copy of $061A,X on subweapon hit) | |||
$067B #12 NPC Hitpoints | |||
$068E #12 Weapons Impact | |||
01 = weapon; 02 = subweapon 1; 04 = subweapon 2; 08 = subweapon 3 | |||
$06DC Music Paused | |||
$06DD Boss Scream Cutoff | |||
$06E0 #90 Collision Map | |||
$0770 #08 CHR5 Solid Definitions | |||
Byte 0 = empty; Byte 1 = mud; Byte 2 = convey right; Byte 3 = convey left; | |||
Byte 4 = crumbling; Byte 5 = ceiling spike; Byte 6 = solid; Byte 7 = floor spike | |||
$0778 #08 CHR6 Solid Definitions | |||
$0780 Background Animation Frame | |||
$0781 Background Animation Timer | |||
$0782 Epilogue Ally | |||
$0783 Epilogue State | |||
$0784 Castle Shake | |||
$0785 Epilogue Text Page | |||
$0780 Entry Selector Column | |||
$0780 Entry Selector Column | |||
$0780 Map Clipping | |||
00 = To Grant; 01 = To Syfa; 02 = From Alucard | |||
$0781 Background Animation Timer | |||
$0781 Entry Selector Row | |||
$0781 Map Fade-out Value | |||
$0782 Previous Selector Column | |||
$0782 Map Timer | |||
$0782 Epilogue Ally | |||
$0783 Previous Selector Row | |||
$0783 Map Horizontal Speed Subpixel | |||
$0783 Epilogue State | |||
$0784 Name Cursor Position | |||
$0784 Map Horizontal Speed | |||
$0784 Castle Shake Direction | |||
$0785 Map Vertical Speed Subpixel | |||
$0785 Epilogue Text Page | |||
$0786 Password Icon | |||
$0786 Map Vertical Speed | |||
$0787 Previous Password Icon | |||
$0787 Map Scroll Timer | |||
$0788 #02 Password Decryption Dump | |||
$0788 Map X-coordinate Subpixel | |||
$0788 Epilogue Scroll Timer | |||
$0789 Map Y-coordinate Subpixel | |||
$078A Epilogue Timer | |||
$078A Map Path PPU Scroll | |||
$078B Password Errors (used for debugging) | |||
$088B Map Path PPU Control | |||
$078C #02 Map Path PPU Address | |||
$078C Update Selector | |||
$0790 #10 Entered Password | |||
00 = empty; 01 = whip; 02 = cross; 03 = heart | |||
$0790 Map Screen Platform | |||
00 = full; 01 = short west; 02 = bottom east; | |||
03 = top west; 04 = middle west; 05 = bottom west | |||
$07A0 #0a Generated Password | |||
$07B1 #02 Stacked Breakable Wall | |||
$07B3 #02 Lower Block Broken | |||
$07B5 #02 Upper Block Broken | |||
$07B7 #02 Wall ID (points to $00F4,X) | |||
$07C2 #06 Spawner Type | |||
$07C8 #06 Spawner State | |||
$07CE #06 Spawner Timer | |||
$07D4 #06 Spawner Y-Coordinate | |||
$07DA #06 Spawner x-Coordinate | |||
$07E0 #06 Spawner Offscreen | |||
$07E6 #06 Spawner NPC Object | |||
$07EC #06 Bone Dragon King Frames (two ribs per byte) | |||
$07EC Cyclops Lightning State | |||
Bone Dragon Cycle | |||
Giant Bat Leader | |||
Dracula Phase | |||
00 = Dracula; 01 = demon; 02 = Pazuzu | |||
$07ED Victory State | |||
Bone Dragon Mirrored | |||
Collapsing Bridge Length | |||
Giant Bat State | |||
$07EE Bone Dragon Fireball Timer | |||
Death Scythe Count | |||
$07EF Bone Dragon Attacking | |||
$07F3 Boss Phase | |||
00 = boss fight; 01 = boss defeat; 02 = crystal drop; | |||
03 = battle over; 80 = boss waiting | |||
Victory Delay (timer after battle over) | |||
$07F6 Hard Mode | |||
$07F8 #08 Player Name | |||
{{Internal Data|game=Castlevania III}} | {{Internal Data|game=Castlevania III}} |
Revision as of 21:09, 17 June 2022
The following article is a RAM map for Castlevania III: Dracula's Curse.
Address Size Description -------- ---- ----------- $0017 Repeat Counter $0018 System State 00 = Title; 02 = New Game; 03 = In-game Transition; 04 = In-Game; 05 = Game Over Transition; 06 = Game Over; 07 = Stage Select Debug; 08 = Map Screen; 09 = Prayer Scene; 0a = Name Entry; 0b = Password Entry; 0c = Epilogue; 0d = Credit Roll; 0e = Respawn; 0f = Sound Test Debug $0019 System Substate $001A Step Counter $001C Blackout Delay $001F Randomizer $0026 #02 Controller Buttons Pressed 01 = right; 02 = left; 04 = down; 08 = up; 10 = start; 20 = select; 40 = B; 80 = A $0028 #02 Controller Buttons Held $002A Game State $002B User Paused (toggled by Start button) $002C Boss Defeated $002E Checkpoint $002F Grant Defeated $0030 #02 System Effect Timer $0032 Stage $0033 Block $0034 Room $0035 Lives $0036 #03 Score $003A Partner 00 = Trevor; 01 = Syfa; 02 = Grant; 03 = Alucard; ff = None $003B Partner Active $003C Player's Health 40 = full $003D Boss Health $003E Score Target (for extra life) $003F Default Drawing State (write to $006D) $0046 #08 CHR Banks $004E Hard Mode CHR Bank (overwrites $0049) $0056 #02 View Position (little endian) $0058 View Subpixel Position $0059 Left Spawn Area $005A Right Spawn Area $005C Tile Assembly Row Iterator $005D #02 Tile Assembly Pointer $005F #02 Pallet Map Pointer $0061 #02 Nametable Write Address $0063 Tile Assembly ID $0064 Transition Timer $0065 Scroll Direction 00 = left; 01 = right; 02 = unchanged $0066 View Refreshed Position $0067 Update View $0068 Room Orientation 00 = horizontal; 80 or 81 = vertical; 82 = scroll up; 83 = scroll down; 84 = collapse up; 85 = collapse down $0069 #02 Stair Map Address $006B Player Animation State (for transitions) and menu selections $006C Current Instance (saves X register) $006D Drawing State $006E View Speed $006F #02 PPU Scroll $0071 Room Size $0072 CHR Write Mode 00 or 03 = all CHR banks; 01 = status bar banks; 02 = clear NPC banks $0073 Previous Room Orientation $0074 Music Loaded $0075 Transition Nametable (nametable to use after door closes) $0076 Horizontal Spawner Block $0077 First Spawner Block $0078 Boss Scroll Lock $0079 Vertical Spawner Block $007A Vertical Spawner Previous (?) $007B Spawner Count $007D Room Type 10 = Stormclouds; 20 = Autowalk; 30 = River; 40 = Clockwork; 50 and 60 = Watery Grave; 70 = Flood Zone; 80 = Collapsing Bridge Note: lower 4 bits alter behavior $007E #02 Time $0080 Wounded Timer (invincibility frames) $0081 Damage Received $0082 PC Height 00 = Trevor standing; 01 = Syfa standing; 02 = Grant standing; 03 = Alucard standing; 04 = Trevor duck; 05 = Syfa duck; 06 = Grant duck; 07 = Alucard duck; 08 = Bat $0084 Hearts $0085 Trevor Subweapon 00 = none; 01 = axe; 02 = boomerang; 03 = knife/book; 04 = holy water; 05 = fireball; 06 = freeze; 07 = orb; 08 = axe; 09 = boomerang; 0a = knife/book ;0b = clock $0086 Partner Subweapon $0087 Trevor Subweapon Multiplier 00 = none; 01 = [II]; 02 = [III] $0088 Partner Subweapon Multiplier $008B Conveyance 01 = Elevator/Frozen enemy; 02 = Scroll-locked right; 05 = Teeter-totter; 06 = Cogwheel; 07 = Mud; 08 = Waterfall; 09 = Waterfall w/current; 0a = Conveyor left; 0b = Conveyor right; 0d = Petrified; 0e = Auto-walk $008C Whip Spark Timer $008D Room Initialized $008E Trevor Weapon Level 00 = short; 01 = medium; 02 = long $008F Partner Weapon Level 00 = one orb; 01 = two orbs; 03 = three orbs $0090 Knockback Direction 00 = left; 01 = right $0091 Conveyor (see $008B) $0093 Cog Proximity 00 = none; 01 = right OR below; 02 = right AND below $0094 Cog ID $0095 Cogwheel Size 00 = small; 01 = large $009C Subweapon Kill Count (affects multiplier drops) $009D Variable Jump (for Grant) $009E Subweapon Iterator $009F Previous Game State $00A0 Recent Player Direction (copy of $009E) $00A1 Previous Player Direction (copy of $0062) $00A3 Game Step Counter (only increments while game not paused) $00A5 Check Right Tile $00AB Stopwatch Active $00AC Stopwatch Timer $00AD Invincibility Potion Timer $00AE Alucard Bat Timer (drains 1 heart when decreased to 0) $00AF Landing Delay (prevents walking between elevators) $00B0 Load Doppelganger Sprites (forces CHR updates) $00B1 Current Instance (backup for X register) $00B8 Current Platform (ID of elevator or frozen enemy) $00B9 Crash Timer (stuns Player after falling too far) $00BA Boss Fight $00BF Faint Pause (pauses game when killed or time runs out) $00C8 Horizontal Scroll Lock (used by crumbling bridge) $00CA Flood Height $00CE Weapon Kill Count (affects item drops) $00CF Previous Conveyance (backup of $0088) $00D0 Vertical Ceiling (lowest y-coordinate in vertical room) $00EF Audio Sample $00F0 #04 Candle Status (32-bit mask) $00F4 #04 Breakable Wall Status 00 = unused/unbroken; ff = broken $00F8 #02 Previous Controller Buttons Pressed $00FA #02 Previous Controller Buttons Held $00FC #02 PPU Scroll $00FE PPU Mask (for hue shifts and greyscale) $00FF PPU Control $0200 $100 OAM (sprites) $0400 #1c Sprite Frame Index $041C #1c Y-Coordinate $0438 #1c X-Coordinate $0454 #1c Pallet Offset $0470 #1c Attributes 01 = destroyed; 02 = frozen; 04 = unknown; 08 = flicker; 10 = illusory; 20 = inanimate; 40 = moving; 80 = invisible $048C #1c Animation Batch (even numbers) 00-06 = Player; 08-12 = NPCs; 14 = Epilogue; 16-1C = Doppelganger $04A8 #1C Sprite Mirrored $04C4 #17 X-Coordinate Subpixel $04DB #17 Y-Coordinate Subpixel $04F2 #17 Horizontal Speed $0509 #17 Horizontal Speed Subpixel $0520 #17 Vertical Speed $0537 #17 Vertical Speed Subpixel $054E #17 Object Index $0565 Player State $0566 #11 Stun Timer $0578 Weapon State $0579 #03 Subweapon State $057C #17 Animation Timer $0593 #17 Sprite Frame (used to calculate $0400,X) $05AA #17 Sprite Index $05C1 Moving Down $05C2 #12 NPC State $05D4 Player Stunned State $05D5 #03 Subweapon Throw Delay $05D8 Player Jump State 00-1D = Trevor/Syfa/Alucard; 1E-39 = Grant $05D9 #0c Boss Use $05E5 #06 Candle Drop 83 = Axe; 84 = Cross; 85 = Dagger; 86 = Holy Water; 87 = Stopwatch; 88 = Syfa Fire; 89 = Syfa Ice; 8a = Syfa Water; 8b = Grant Dagger; 8c Grant Axe; 8d-8f = Upgrades (8f removed); 90 = Wall Meat; 91 = Invincibility Potion; 92 = Rosary; 93-9b = Coins; 9c = 1UP; 9d = Big Heart; 9e = Small Heart; 9f-a0 = Multipliers $05EB Stair Stun Timer $05EF Stair Direction Grant Jump State Fraction (functions like speed variables) $05F0 #12 AI Class (determines behavior) $0602 Stair Stun (decreases $05EB) $0606 Grant Gravity Subpixel (increases $05EF for Grant) $0607 #12 State Timer (time between state changes for most NPCs) Sinusoid Center Axis $0619 Ally Swap Y-Coordinate $061A #03 Subweapon Damage $061D Stair Timer (time to climb one step) Grant Gravity (increases $05D8 for Grant) $061E #12 Miscellaneous Ticker (usually timer or counter for NPCs) $0630 Weapon Damage $0631 #03 Subweapon Deflection (copy of $0658,X on Cross hit) $0634 #17 Miscellaneous Use (used by a couple NPCs) $0646 #12 Spawner Index $0658 #0d NPC Damage $0664 #06 Candle Active $066A #12 Applied Effect (copy of $061A,X on subweapon hit) $067B #12 NPC Hitpoints $068E #12 Weapons Impact 01 = weapon; 02 = subweapon 1; 04 = subweapon 2; 08 = subweapon 3 $06DC Music Paused $06DD Boss Scream Cutoff $06E0 #90 Collision Map $0770 #08 CHR5 Solid Definitions Byte 0 = empty; Byte 1 = mud; Byte 2 = convey right; Byte 3 = convey left; Byte 4 = crumbling; Byte 5 = ceiling spike; Byte 6 = solid; Byte 7 = floor spike $0778 #08 CHR6 Solid Definitions $0780 Background Animation Frame $0780 Entry Selector Column $0780 Map Clipping 00 = To Grant; 01 = To Syfa; 02 = From Alucard $0781 Background Animation Timer $0781 Entry Selector Row $0781 Map Fade-out Value $0782 Previous Selector Column $0782 Map Timer $0782 Epilogue Ally $0783 Previous Selector Row $0783 Map Horizontal Speed Subpixel $0783 Epilogue State $0784 Name Cursor Position $0784 Map Horizontal Speed $0784 Castle Shake Direction $0785 Map Vertical Speed Subpixel $0785 Epilogue Text Page $0786 Password Icon $0786 Map Vertical Speed $0787 Previous Password Icon $0787 Map Scroll Timer $0788 #02 Password Decryption Dump $0788 Map X-coordinate Subpixel $0788 Epilogue Scroll Timer $0789 Map Y-coordinate Subpixel $078A Epilogue Timer $078A Map Path PPU Scroll $078B Password Errors (used for debugging) $088B Map Path PPU Control $078C #02 Map Path PPU Address $078C Update Selector $0790 #10 Entered Password 00 = empty; 01 = whip; 02 = cross; 03 = heart $0790 Map Screen Platform 00 = full; 01 = short west; 02 = bottom east; 03 = top west; 04 = middle west; 05 = bottom west $07A0 #0a Generated Password $07B1 #02 Stacked Breakable Wall $07B3 #02 Lower Block Broken $07B5 #02 Upper Block Broken $07B7 #02 Wall ID (points to $00F4,X) $07C2 #06 Spawner Type $07C8 #06 Spawner State $07CE #06 Spawner Timer $07D4 #06 Spawner Y-Coordinate $07DA #06 Spawner x-Coordinate $07E0 #06 Spawner Offscreen $07E6 #06 Spawner NPC Object $07EC #06 Bone Dragon King Frames (two ribs per byte) $07EC Cyclops Lightning State Bone Dragon Cycle Giant Bat Leader Dracula Phase 00 = Dracula; 01 = demon; 02 = Pazuzu $07ED Victory State Bone Dragon Mirrored Collapsing Bridge Length Giant Bat State $07EE Bone Dragon Fireball Timer Death Scythe Count $07EF Bone Dragon Attacking $07F3 Boss Phase 00 = boss fight; 01 = boss defeat; 02 = crystal drop; 03 = battle over; 80 = boss waiting Victory Delay (timer after battle over) $07F6 Hard Mode $07F8 #08 Player Name
The following article is a RAM map for Castlevania III: Dracula's Curse.
Address Size Description -------- ---- ----------- $0018 System State 00 = Title; 02 = New Game; 03 = In-game Transition; 04 = In-Game; 05 = Game Over Transition; 06 = Game Over; 07 = Stage Select Debug; 08 = Map Screen; 09 = Prayer Scene; 0a = Name Entry; 0b = Password Entry; 0c = Epilogue; 0d = Credit Roll; 0e = Respawn; 0f = Sound Test Debug $0019 System Substate $001B System Step Counter $001D Blackout Delay $0020 Randomizer $0021 PPU Bank (write to $B003) $0028 #02 Controller Buttons Pressed 01 = right; 02 = left; 04 = down; 08 = up; 10 = start; 20 = select; 40 = B; 80 = A $002A #02 Controller Buttons Held $002C Game State $002D User Paused (toggled by Start button) $002E Boss Defeated $0030 Checkpoint (used for Password Entry) $0031 Grant Defeated $0032 #02 System Effect Timer $0034 Stage $0035 Block $0036 Room $0037 Lives $0038 #08 CHR Banks $0040 IRQ Control $0041 #02 IRQ Latch $0043 Default Drawing State (write to $006A) $0044 #03 Score $0048 Partner 00 = Trevor; 01 = Syfa; 02 = Grant; 03 = Alucard; ff = None $0049 Partner Active $004A Player's Health 40 = full $004B Boss Health $004C Score Target (for extra life) $0053 #02 View Position $0055 View Subpixel Position $0056 Left Spawn Area $0057 Right Spawn Area $005A #02 Tile Assembly Pointer $005C #02 Pallet Map Pointer $005E #02 Nametable Write Address $0060 Tile Assembly ID $0061 Transition Timer $0062 Scroll Direction 00 = left; 01 = right; 02 = unchanged $0063 View Refreshed Position $0064 Update View $0065 Room Orientation 00 = horizontal; 80 or 81 = vertical; 82 = scroll up; 83 = scroll down; 84 = collapse up; 85 = collapse down $0066 #02 Stair Map Address $0068 Player Animation State (for transitions) $0069 Current Instance (saves X register) $006A Drawing State $006B View Speed $006C #02 PPU Write Position $006E Room Size $006F CHR Write Mode 00 or 03 = all CHR banks; 01 = status bar banks; 02 = clear NPC banks $0070 Previous Room Orientation $0071 Music Loaded $0072 Transition Nametable (nametable to use after door closes) $0073 Horizontal Spawner Block $0074 First Spawner Block $0075 Boss Scroll Lock $0076 Vertical Spawner Block $0077 Vertical Spawner Previous (?) $0078 Spawner Count $007A Room Type 10 = Stormclouds; 20 = Autowalk; 30 = River; 40 = Clockwork; 50 and 60 = Watery Grave; 70 = Flood Zone; 80 = Collapsing Bridge Note: lower 4 bits alter behavior $007B #02 Time $007D Wounded Timer (invincibility frames) $007E Damage Received $007F PC Height 00 = Trevor standing; 01 = Syfa standing; 02 = Grant standing; 03 = Alucard standing; 04 = Trevor duck; 05 = Syfa duck; 06 = Grant duck; 07 = Alucard duck; 08 = Bat $0081 Hearts $0082 Trevor Subweapon 00 = none; 01 = axe; 02 = boomerang; 03 = knife/book; 04 = holy water; 05 = fireball; 06 = freeze; 07 = orb; 08 = axe; 09 = boomerang; 0a = knife/book ;0b = clock $0083 Partner Subweapon $0084 Trevor Subweapon Multiplier 00 = none; 01 = [II]; 02 = [III] $0085 Partner Subweapon Multiplier $0088 Conveyance 01 = Elevator/Frozen enemy; 02 = Scroll-locked right; 05 = Teeter-totter; 06 = Cogwheel; 07 = Mud; 08 = Waterfall; 09 = Waterfall w/current; 0a = Conveyor left; 0b = Conveyor right; 0d = Petrified; 0e = Auto-walk $0089 Whip Spark Timer $008A Room Initialized $008B Trevor Weapon Level 00 = short; 01 = medium; 02 = long $008C Partner Weapon Level 00 = one orb; 01 = two orbs; 03 = three orbs $008D Knockback Direction 00 = left; 01 = right $008E Conveyor (see $0088) $0090 Cog Proximity 00 = none; 01 = right OR below; 02 = right AND below $0091 Cog ID $0092 Cogwheel Size 00 = small; 01 = large $0099 Subweapon Kill Count (affects multiplier drops) $009A Variable Jump (for Grant) $009B Subweapon Iterator $009C Previous Game State $009D Recent Player Direction (copy of $009E) $009E Previous Player Direction (copy of $0062) $00A0 Game Step Counter (only increments while game not paused) $00A2 Check Right Tile $00A8 Stopwatch Active $00A9 Stopwatch Timer $00AA Invincibility Potion Timer $00AB Alucard Bat Timer (drains 1 heart when decreased to 0) $00AC Landing Delay (prevents walking between elevators) $00AD Load Doppelganger Sprites (forces CHR updates) $00AE Current Instance (backup for X register) $00B5 Current Platform (ID of elevator or frozen enemy) $00B6 Crash Timer (stuns Player after falling too far) $00B7 Boss Fight $00BC Faint Pause (pauses game when killed or time runs out) $00C5 Horizontal Scroll Lock (used by crumbling bridge) $00C7 Flood Height $00CB Weapon Kill Count (affects item drops) $00CC Previous Conveyance (backup of $0088) $00CD Vertical Ceiling (lowest y-coordinate in vertical room) $00EF Audio Sample $00F0 #04 Candle Status (32-bit mask) $00F4 #04 Breakable Wall Status 00 = unused/unbroken; ff = broken $00F8 #02 Previous Controller Buttons Pressed $00FA #02 Previous Controller Buttons Held $00FC #02 PPU Scroll $00FE PPU Mask (for hue shifts and greyscale) $00FF PPU Control $0400 #1c Sprite Frame Index $041C #1c Y-Coordinate $0438 #1c X-Coordinate $0454 #1c Pallet Offset $0470 #1c Attributes 01 = destroyed; 02 = frozen; 04 = unknown; 08 = flicker; 10 = illusory; 20 = inanimate; 40 = moving; 80 = invisible $048C #1c Animation Batch (even numbers) 00-06 = Player; 08-12 = NPCs; 14 = Epilogue; 16-1C = Doppelganger $04A8 #1C Sprite Mirrored $04C4 #17 X-Coordinate Subpixel $04DB #17 Y-Coordinate Subpixel $04F2 #17 Horizontal Speed $0509 #17 Horizontal Speed Subpixel $0520 #17 Vertical Speed $0537 #17 Vertical Speed Subpixel $054E #17 Object Index $0565 Player State $0566 #11 Stun Timer $0578 Weapon State $0579 #03 Subweapon State $057C #17 Animation Timer $0593 #17 Sprite Frame (used to calculate $0400,X) $05AA #17 Sprite Index $05C1 Moving Down $05C2 #12 NPC State $05D4 Player Stunned State $05D5 #03 Subweapon Throw Delay $05D8 Player Jump State 00-1D = Trevor/Syfa/Alucard; 1E-39 = Grant $05D9 #0c Boss Use $05E5 #06 Candle Drop 83 = Axe; 84 = Cross; 85 = Dagger; 86 = Holy Water; 87 = Stopwatch; 88 = Syfa Fire; 89 = Syfa Ice; 8a = Syfa Water; 8b = Grant Dagger; 8c Grant Axe; 8d-8f = Upgrades (8f removed); 90 = Wall Meat; 91 = Invincibility Potion; 92 = Rosary; 93-9b = Coins; 9c = 1UP; 9d = Big Heart; 9e = Small Heart; 9f-a0 = Multipliers $05EB Stair Stun Timer $05EF Stair Direction Grant Jump State Fraction (functions like speed variables) $05F0 #12 AI Class (determines behavior) $0602 Stair Stun (decreases $05EB) $0606 Grant Gravity Subpixel (increases $05EF for Grant) $0607 #12 State Timer (time between state changes for most NPCs) Sinusoid Center Axis $0619 Ally Swap Y-Coordinate $061A #03 Subweapon Damage $061D Stair Timer (time to climb one step) Grant Gravity (increases $05D8 for Grant) $061E #12 Miscellaneous Ticker (usually timer or counter for NPCs) $0630 Weapon Damage $0631 #03 Subweapon Deflection (copy of $0658,X on Cross hit) $0634 #17 Miscellaneous Use (used by a couple NPCs) $0646 #12 Spawner Index $0658 #0d NPC Damage $0664 #06 Candle Active $066A #12 Applied Effect (copy of $061A,X on subweapon hit) $067B #12 NPC Hitpoints $068E #12 Weapons Impact 01 = weapon; 02 = subweapon 1; 04 = subweapon 2; 08 = subweapon 3 $06DC Music Paused $06DD Boss Scream Cutoff $06E0 #90 Collision Map $0770 #08 CHR5 Solid Definitions Byte 0 = empty; Byte 1 = mud; Byte 2 = convey right; Byte 3 = convey left; Byte 4 = crumbling; Byte 5 = ceiling spike; Byte 6 = solid; Byte 7 = floor spike $0778 #08 CHR6 Solid Definitions $0780 Background Animation Frame $0781 Background Animation Timer $0782 Epilogue Ally $0783 Epilogue State $0784 Castle Shake $0785 Epilogue Text Page $0780 Entry Selector Column $0780 Entry Selector Column $0780 Map Clipping 00 = To Grant; 01 = To Syfa; 02 = From Alucard $0781 Background Animation Timer $0781 Entry Selector Row $0781 Map Fade-out Value $0782 Previous Selector Column $0782 Map Timer $0782 Epilogue Ally $0783 Previous Selector Row $0783 Map Horizontal Speed Subpixel $0783 Epilogue State $0784 Name Cursor Position $0784 Map Horizontal Speed $0784 Castle Shake Direction $0785 Map Vertical Speed Subpixel $0785 Epilogue Text Page $0786 Password Icon $0786 Map Vertical Speed $0787 Previous Password Icon $0787 Map Scroll Timer $0788 #02 Password Decryption Dump $0788 Map X-coordinate Subpixel $0788 Epilogue Scroll Timer $0789 Map Y-coordinate Subpixel $078A Epilogue Timer $078A Map Path PPU Scroll $078B Password Errors (used for debugging) $088B Map Path PPU Control $078C #02 Map Path PPU Address $078C Update Selector $0790 #10 Entered Password 00 = empty; 01 = whip; 02 = cross; 03 = heart $0790 Map Screen Platform 00 = full; 01 = short west; 02 = bottom east; 03 = top west; 04 = middle west; 05 = bottom west $07A0 #0a Generated Password $07B1 #02 Stacked Breakable Wall $07B3 #02 Lower Block Broken $07B5 #02 Upper Block Broken $07B7 #02 Wall ID (points to $00F4,X) $07C2 #06 Spawner Type $07C8 #06 Spawner State $07CE #06 Spawner Timer $07D4 #06 Spawner Y-Coordinate $07DA #06 Spawner x-Coordinate $07E0 #06 Spawner Offscreen $07E6 #06 Spawner NPC Object $07EC #06 Bone Dragon King Frames (two ribs per byte) $07EC Cyclops Lightning State Bone Dragon Cycle Giant Bat Leader Dracula Phase 00 = Dracula; 01 = demon; 02 = Pazuzu $07ED Victory State Bone Dragon Mirrored Collapsing Bridge Length Giant Bat State $07EE Bone Dragon Fireball Timer Death Scythe Count $07EF Bone Dragon Attacking $07F3 Boss Phase 00 = boss fight; 01 = boss defeat; 02 = crystal drop; 03 = battle over; 80 = boss waiting Victory Delay (timer after battle over) $07F6 Hard Mode $07F8 #08 Player Name
Internal Data for Castlevania III
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