EarthBound/RAM map: Difference between revisions

From Data Crystal
Jump to navigation Jump to search
(→‎Miscellaneous: Locate decompressed map animation palettes)
(→‎Core Engine Data: Locate CGRAM DMA Transfer Style)
Line 2: Line 2:


===Core Engine Data===
===Core Engine Data===
* <tt>000030 (000001)</tt>: CGRAM DMA Transfer Style (minus 8 for offset into [[EarthBound:CGRAM_DMA_Transfer_Style_Table|table]])
* <tt>000065-00008C (000028)</tt> = [[EarthBound:Controller input memory|Controller input memory]]
* <tt>000065-00008C (000028)</tt> = [[EarthBound:Controller input memory|Controller input memory]]
* <tt>000091-000098 (000008)</tt> = [[EarthBound:VRAM_DMA_memory|VRAM DMA memory]]
* <tt>000091-000098 (000008)</tt> = [[EarthBound:VRAM_DMA_memory|VRAM DMA memory]]

Revision as of 03:09, 1 July 2023

Chip tiny.png The following article is a RAM map for EarthBound.

Core Engine Data

Active Palettes

  • 000200-00023F (000040) = Current text palette
  • 000240-0002FF (0000C0) = Current map palette
  • 000300-00039F (0000A0) = Unclassified data
  • 0003A0-0003BF (000020) = Current party palette
  • 0003C0-0003DF (000020) = Current NPC palette (humans?)
  • 0003E0-0003FF (000020) = Current NPC palette (nonhumans?)

Credits Sequence

  • 001E60-001E6F (00000F) = Chosen four and pet's name stored for Credits parsing (Paula's mom, Paula's dad, Poo's Master).

Miscellaneous

  • 005D62-005D63 (000002) = Current TPT entry
  • 005D64-005D9F (00003C) = Unclassified data
  • 005DA0-005DA1 (000002) = If nonzero, causes mushroomization walking-direction-jumbling.

Windows and text

  • 008650-0088DF (000290) = Window statistics table
  • 0088E0-0088E3 (000004) = Unclassified data
  • 0088E4-008957 (000074) = Window existence table
  • 008958-008958 (000001) = Current window with focus (what values does this use?)
  • 008959-009642 (000CF0) = Unclassified data
  • 009643-009644 (000002) = 0x00 outside of battle, 0x01 in battle (if nonzero, treat like 0x01)
  • 009645-009645 (000001) = Locks button input during text parsing if 01 (used by 1F 50 and 1F 51)
  • 009646-00964C (000007) = Unclassified data
  • 00964D-00964D (000001) = 0x00 = Blinking triangle prompt, nonzero = Absence of this prompt
  • 00964E-0096C4 (000077) = Unclassified data
  • 0096C5-0097B7 (0000F2) = Text parser call stack
  • 0097B8-0097B9 (000002) = Text parser stack pointer
  • 0097BA-0097CA (000011) = Memory used by control code parser

Player data

  • 0097F5-009800 (00000C) = First twelve letters of player name with spaces (0x50) replaced with K (0x7B). Left over from translation - Tony would try-make the English version of your name in katakana or hirigana in Mother 2.
  • 009801-009818 (000018) = Player name
  • 009819-00981E (000006) = Pet's name
  • 00981F-009824 (000006) = Favourite food
  • 009825-009828 (000004) = "PSI "
  • 009829-00982E (000006) = Favourite thing
  • 00982F-009830 (000002) = " " and 0x00, used with favourite thing text stuff
  • 009831-009834 (000004) = Money on hand
  • 009835-009838 (000004) = Money in ATM
  • 009839-009839 (000001) = Learned PSI
  • 00983A-00983F (000006) = Unclassified data
  • 009840-009840 (000001) = Status (00 = Normal, 01 = Burnt, 03 = Skip Sandwich)
  • 009841-00984A (00000A) = Unclassified data
  • 00984B-00986E (000024) = Escargo Express stored items
  • 00986F-009876 (000008) = Unclassified data
  • 009877-009878 (000002) = Party leader X coordinate
  • 009879-00987A (000002) = Unclassified data
  • 00987B-00987C (000002) = Party leader Y coordinate
  • 00987D-00987E (000002) = Unclassified data
  • 00987F-00987F (000001) = Direction Ness is facing
  • 009880-009882 (000003) = Unclassified data
  • 009883-009883 (000001) = Party movement style
  • 009884-00988A (000007) = Unclassified data
  • 00988B-009891 (000007) = Current party members
  • 009892-009895 (000004) = Current player-controlled party members
  • 009896-0098A2 (00000D) = Unclassified data
  • 0098A3-0098A3 (000001) = Number of party members
  • 0098A4-0098A4 (000001) = Number of player controlled party members
  • 0098A5-0098B0 (00000C) = Unclassified data
  • 0098B1-0098B1 (000001) = Auto Fight toggle (00 = Off, 01 = On)
  • 0098B2-0098B5 (000004) = Exit Mouse coordinates, stored when 1F 68 is used
  • 0098B6-0098B6 (000001) = Text speed (1 = Fast, 2 = Medium, 3 = Slow)
  • 0098B7-0098B7 (000001) = Sound setting (1 = Stereo, 2 = Mono)
  • 0098B8-0099CD (000116) = Unclassified data
  • 0099CE-009B49 (00017C) = Character stats table

Miscellaneous

  • 009C08-009C88 (000080) = Flag value table
  • 009C89-009E53 (0001cb) = Unclassified data
  • 009E54-009E55 (000002) = Timer for Dad's phone calls
  • 00A21C-00A??? (000???) = Enemies in battle table
  • 00AA10-00AA11 (000002) = Item-be received at the end of battle (High byte unused)
  • 00B4A1-00B4A1 (000001) = Current selected save slot (1-3)
  • 00B549-00B549 (000001) = Sector boundary behavior
  • 00B54A-00B7FF (0002b6) = Unclassified data
  • 00B800-00BDFF (000600) = Decompressed map animation palettes

Enemy in-battle data

  • 7EA21C-7EA269 (00004e) = In Battle Enemy Entry (78 Addresses between each entry)
  • 7EA21C-7EA21D (000002) = Enemy ID (includes the Enemy ID's attacks, does not update the enemy sprite nor their stats)
  • 7EA21E-7EA21F (000002) = Unclassified data
  • 7EA220-7EA220 (000001) = Enemy's Turn Action (The action number will be writen to this address before the enemy attacks)
  • 7EA221-7EA226 (000006) = Unclassified data
  • 7EA227-7EA227 (000001) = Unclassified data
  • 7EA228-7EA228 (000001) = Enemy's Letter Number (Like "Enemy A" = 01 and "Enemy B" = 02)
  • 7EA21E-7EA21F (000002) = Appearance? (00 = invisible, but can't attack and be attacked; 01 = visible and can attack/be attacked; 02+ = visible, can attack, and be targetable, but cannot be attacked)
  • 7EA229-7EA229 (000001) = Has the enemy gotten a turn? (00 = false, 01 = true)
  • 7EA22A-7EA22A (000001) = Same as 7EA228 in Battle appearance (Probably different in function, but can't be certain. As of right now, both addresses function the same)
  • 7EA22B-7EA22B (000001) = Unclassified data
  • 7EA22C-7EA22C (000001) = Row Placement(00 = Front Row, 01 = Back Row, 02+ = More Rows but does not show the enemy sprite, however it can be targeted)
  • 7EA22D-7EA22F (000003) = Enemy HP (Both has to have the same number or it's get corrected to their default value[probably...])
  • 7EA22E-7EA230 (000003) = Unclassified data (Going to assume that those are the PP values of the enemy, but can't be certain)
  • 7EA231-7EA231 (000001) = Enemy's Max HP (?)
  • 7EA232-7EA232 (000001) = Unknown (similar to 7EA22E and 7EA230)
  • 7EA233-7EA238 (000006) = Unclassified data
  • 7EA239-7EA239 (000001) = Enemy Status Condition (00 = normal, 01 = Death, 02 = Diamonized, 03 = Numb, 04 = Nausia, 05 = Poison, 06 = Heat Stroke, 07 = Cold, 08 = Mushroomized, 09 = Li'l Ghost, 0A+ = normal)
  • 7EA23A-7EA241 (000008) = Unclassified data
  • 7EA242-7EA243 (000002) = Enemy 1's Offense Stat
  • 7EA244-7EA245 (000002) = Enemy 1's Defense Stat
  • 7EA246-7EA247 (000002) = Enemy 1's Speed Stat
  • 7EA248-7EA249 (000002) = Enemy 1's Guts Stat
  • 7EA24A-7EA24B (000002) = Enemy 1's Luck Stat
  • 7EA24C-7EA261 (000016) = Unclassified data
  • 7EA262-7EA263 (000002) = Turn Priority (Highest number goes first, then next highest number. Speed Stat affects this.)
  • 7EA264-7EA264 (000001) = Blinking Counter (Blinks transparent. For example: When an enemy takes damage)
  • 7EA265-7EA265 (000001) = Blinking Counter (How long does the blinking last. Enemy's Turn: Blinks White, Player's Turn: Blinks Black)
  • 7EA266-7EA266 (000001) = Blinking Target Indicator (But does not choose the actual target though. 00 = No blink but dark shade, 01 = Normal blinking)
  • 7EA267-7EA267 (000001) = Darkens or Grays the Enemy Sprite (00 = Normal, 01+ = Dark shade if Player is deciding actions, Gray during battle interaction)
  • 7EA268-7EA269 (000002) = "the" flag (If this number is not the same as the Enemy ID of the enemy being targeted, then "the" will be displayed with the Enemy's Name)