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Secret of Mana (SNES)/RAM map: Difference between revisions
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==enemy related addresses== | ==enemy related addresses== | ||
<br> | |||
7EE600 - base address of enemy 1 on screen | 7EE600 - base address of enemy 1 on screen<br> | ||
7EE800 - base address of enemy 2 on screen | 7EE800 - base address of enemy 2 on screen<br> | ||
7EEA00 - base address of enemy 3 on screen | 7EEA00 - base address of enemy 3 on screen<br> | ||
<br> | |||
enemies are assigned in first fit fashion. | enemies are assigned in first fit fashion.<br> | ||
<br> | |||
+2 = y coordinate | +2 = y coordinate<br> | ||
+4 = x coordinate | +4 = x coordinate<br> | ||
+181 = level | +181 = level<br> | ||
+182 = current HP | +182 = current HP<br> | ||
+184 = maximum HP | +184 = maximum HP<br> | ||
+186 = current MP | +186 = current MP<br> | ||
+187 = maximum MP | +187 = maximum MP<br> | ||
+188 = strength | +188 = strength<br> | ||
+189 = speed | +189 = speed<br> | ||
+18D = experience | +18D = experience<br> | ||
+1C8 = GP | +1C8 = GP<br> | ||
+1CE = probability of enemy to drop a chest | +1CE = probability of enemy to drop a chest<br> | ||
+1ED = niceness factor, set to 99 for rabites and counted down each frame, if it reaches zero the enemy attacks. | +1ED = niceness factor, set to 99 for rabites and counted down each frame, if it reaches zero the enemy attacks.<br> | ||
<br> | |||
Note +18D means an address of 7EE78D for example, so no complicated calc. | Note +18D means an address of 7EE78D for example, so no complicated calc.<br> | ||
<br> |
Revision as of 23:55, 23 April 2006
The following article is a RAM map for Secret of Mana (SNES).
Location NPC/Enemies
7EC800 - 16 bytes each, number of objects loaded is dependant on location
*Byte 1 - Spawn type? *Byte 2 - Unknown *Byte 3 - Unknown *Byte 4 - Unknown *Byte 5 - Unknown *Byte 6 - Unknown *Byte 7 - Unknown *Byte 8 - Unknown *Byte 9 - Unknown *Byte 10 - Unknown *Byte 11 - Starting X coord *Byte 12 - Starting Y coord *Byte 13 - Palette - zplane? *Byte 14 - Sprite *Byte 15 - Reaction to button press *Byte 16 - Reaction to button press
7E0030 - Layer 2 transparency toggle
7E00DC - 7E00DD - Exit Destiniation (0F = Debug room?)
7E00DE - Exit Destination X coord
7E00DF - Exit Destination Y coord
7E00E1 - Exit Destination entrance style (running in, walking in, walk over a few feet upon entrance, etc...)
7E00E2 - Exit Destination screen effects (camera centering, pixelation effects, color flashing, etc...)
7E00E4 - Screen Fade Wait Timer
7E00E5 - Screen Fade Timer (higher numbers = longer fade time)
7E00E6 - Screen Brightness
7E00E8 - Entrance Style (flammie drops you off or picks you up)
7E00ED - Can you use your sword in this location? (80 = yes, 00 = no)
7EE600 - base address of enemy 1 on screen
7EE800 - base address of enemy 2 on screen
7EEA00 - base address of enemy 3 on screen
enemies are assigned in first fit fashion.
+2 = y coordinate
+4 = x coordinate
+181 = level
+182 = current HP
+184 = maximum HP
+186 = current MP
+187 = maximum MP
+188 = strength
+189 = speed
+18D = experience
+1C8 = GP
+1CE = probability of enemy to drop a chest
+1ED = niceness factor, set to 99 for rabites and counted down each frame, if it reaches zero the enemy attacks.
Note +18D means an address of 7EE78D for example, so no complicated calc.