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Castlevania: The Adventure/ROM map: Difference between revisions
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0x3614-362C Stage 1 sublevel 1 screen 5 definition | 0x3614-362C Stage 1 sublevel 1 screen 5 definition | ||
0x4206-420D Stage | 0x4206-420D Stage sublevel transitions pointer table. | ||
This data is read each time the player jumps. | Ropes at the extremities of sublevels serve as sublevel transitions. | ||
They have a hit box that locks the player to the rope, allowing to climb up/down to the next sublevel. | |||
This data is read each time the player jumps, to see if he is in the hitbox. | |||
0x420E-421D Stage 1 pointer table | 0x420E-421D Stage 1 pointer table | ||
0x421E-4227 Stage 2 pointer table | 0x421E-4227 Stage 2 pointer table | ||
0x4228-4247 Stage 3 pointer table | 0x4228-4247 Stage 3 pointer table | ||
0x4248-4267 Stage 4 pointer table | 0x4248-4267 Stage 4 pointer table | ||
0x4268-426E Stage 1 sublevel 1 to sublevel 2 data | 0x4268-426E Stage 1 sublevel 1 to sublevel 2 data | ||
Data in chunks of 7 bytes: 1 & 2 = hitbox Xpos / 3 & 4 = Ypos of hitbox / 5 = sublevel transitionID / 6 & 7 = unclear, but another Xpos) | |||
0x44A7-4548 Spawn position pointer table | 0x44A7-4548 Spawn position pointer table | ||
0x4549-46D8? Spawn position data (5 bytes: sublevel / X metatile offset / Xpos 1 and 2 / Ypos) | 0x4549-46D8? Spawn position data (5 bytes: sublevel / X metatile offset / Xpos 1 and 2 / Ypos) | ||
0xA63F-A6A1 Candle data pointer table (first 4 pointers are for the stages, the others for the sublevels) | |||
0xA342-AA31 Candle data | |||
In chunks of 5 bytes: 1&2 = candle Xpos / 3 = Ypos / 4 = itemID (0=ball/1=invincibility/2=heart/3=blinking heart/4=1UP/5=coin/6=boss orb) / 5 = candleID) |
Revision as of 11:54, 27 May 2023
The following article is a ROM map for Castlevania: The Adventure.
(r:symbol) marks the start of a callable subroutine. (RSTxy:symbol) marks a callable subroutine which can be called with the special quick-access RST commands.
Address Description ---------------------------- 0x0000 (RST0:jumptable) jumptable following RST0 call by register A. 0x09AA-09B1 Timer data pointer table (4 pointers, one per stage) 0x09B2-09B7 Stage 1 timer data (2 bytes for each clear point) 0x09B8-09BF Stage 2 timer data 0x09C0-09B5 Stage 3 timer data 0x09B6-09BC Stage 4 timer data
0x1833 Belmont's state jumptable
0x3505-350C Stage data definition pointer table (4 pointers, one per stage). 0x350D-3526 Stage 1 sublevel data pointer table (8 pointers, one for each sublevel, starting from left). 0x3527-351C Stage 2 sublevel data pointer table 0x351D-3546 Stage 3 sublevel data pointer table 0x3547-356D Stage 4 sublevel data pointer table 0x35B0-35C8 Stage 1 sublevel 1 screen 1 definition (25 bytes, defining the screen row by row of metatiles) 0x35C9-35E1 Stage 1 sublevel 1 screen 2 definition ... 0x3614-362C Stage 1 sublevel 1 screen 5 definition
0x4206-420D Stage sublevel transitions pointer table. Ropes at the extremities of sublevels serve as sublevel transitions. They have a hit box that locks the player to the rope, allowing to climb up/down to the next sublevel. This data is read each time the player jumps, to see if he is in the hitbox. 0x420E-421D Stage 1 pointer table 0x421E-4227 Stage 2 pointer table 0x4228-4247 Stage 3 pointer table 0x4248-4267 Stage 4 pointer table 0x4268-426E Stage 1 sublevel 1 to sublevel 2 data Data in chunks of 7 bytes: 1 & 2 = hitbox Xpos / 3 & 4 = Ypos of hitbox / 5 = sublevel transitionID / 6 & 7 = unclear, but another Xpos) 0x44A7-4548 Spawn position pointer table 0x4549-46D8? Spawn position data (5 bytes: sublevel / X metatile offset / Xpos 1 and 2 / Ypos)
0xA63F-A6A1 Candle data pointer table (first 4 pointers are for the stages, the others for the sublevels) 0xA342-AA31 Candle data In chunks of 5 bytes: 1&2 = candle Xpos / 3 = Ypos / 4 = itemID (0=ball/1=invincibility/2=heart/3=blinking heart/4=1UP/5=coin/6=boss orb) / 5 = candleID)