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F-Zero/ROM map: Difference between revisions
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== ROM Map == | == ROM Map == | ||
=== Car Data === | |||
* 0x14A37 - Acceleration Data. 19 bytes per car. 5 cars. ("Car 0" appears to be enemy data) | |||
* 0x14A96 - Brake Data. 32 bytes per car. 4 cars. | |||
* 0x7AB1 - Damage Data 1, crash damage. 4 bytes. 1 byte per car. | |||
* 0x7AB5 - Damage Data 2, graze damage. 4 bytes. 1 byte per car. | |||
* 0x7AB9 - Damage Data 3, on-wall damage. 4 bytes. 1 byte per car. | |||
* 0x7ABD - Damage Data 4, out-of-course damage. 4 bytes. 1 byte per car. | |||
* 0x7AC1 - Damage Data 5, bomb damage. 4 bytes. 1 byte per car. | |||
* 0x7ACD - Damage Speed (on-wall speed). 4 words. 1 word per car. | |||
* 0x7AED - Damage Time (frame). 4 bytes. 1 byte per car. | |||
* 0x149F7 - Dash Handle. 33 bytes. (handling data while car has boost enabled?) | |||
* 0x7AE5 - Enemy Spin Velocity (crash). 4 words. 1 word per car. | |||
* 0x7AA9 - Friction Data. 4 bytes. 1 byte per car. | |||
* 0x7AA1 - Grip Speed Limit. 4 words. 1 word per car. | |||
* 0x7A85 - Grip Vecspd (angle). 4 bytes. 1 byte per car. | |||
* 0x149AB - Handle Data. 19 bytes. 1 byte per car. | |||
* 0x7A91 - Maximum Speed. 4 words. 1 word per car. | |||
* 0x7ADD - My Car Spin Velocity (crash). 4 words. 1 word per car. | |||
* 0x7AD5 - Power Down Sensitivity. 4 words. 1 word per car. | |||
* 0x7AAD - Reduce Data. 4 bytes. 1 byte per car. | |||
* 0x7AC5 - Repair Speed. 4 words. 1 word per car. | |||
* 0x14A18 - Slide Data. 31 bytes. | |||
* 0x7A99 - Slip Speed. 4 words. 1 word per car. | |||
* 0x7A81 - Slip Vector (angle). 4 bytes. 1 byte per car. | |||
* 0x7A89 - Slip Vecspd 1. 4 bytes. 1 byte per car. | |||
* 0x7A8D - Slip Vecspd 2. 4 bytes. 1 byte per car. | |||
=== Map Data === | |||
* <tt>36CD0?-?????</tt> - Mute City I map data, starting with the corner of the track behind the finish line. Data is in 2-byte sets; each is a pointer to a portion of column data stored elsewhere in the ROM. The game follows the pointer to an address and reads the 16 bytes following that address. | * <tt>36CD0?-?????</tt> - Mute City I map data, starting with the corner of the track behind the finish line. Data is in 2-byte sets; each is a pointer to a portion of column data stored elsewhere in the ROM. The game follows the pointer to an address and reads the 16 bytes following that address. | ||
* <tt>380EE-3810D</tt> - Column data for a barrier 16 tiles in length. | * <tt>380EE-3810D</tt> - Column data for a barrier 16 tiles in length. |
Revision as of 04:18, 23 August 2020
ROM Map
Car Data
- 0x14A37 - Acceleration Data. 19 bytes per car. 5 cars. ("Car 0" appears to be enemy data)
- 0x14A96 - Brake Data. 32 bytes per car. 4 cars.
- 0x7AB1 - Damage Data 1, crash damage. 4 bytes. 1 byte per car.
- 0x7AB5 - Damage Data 2, graze damage. 4 bytes. 1 byte per car.
- 0x7AB9 - Damage Data 3, on-wall damage. 4 bytes. 1 byte per car.
- 0x7ABD - Damage Data 4, out-of-course damage. 4 bytes. 1 byte per car.
- 0x7AC1 - Damage Data 5, bomb damage. 4 bytes. 1 byte per car.
- 0x7ACD - Damage Speed (on-wall speed). 4 words. 1 word per car.
- 0x7AED - Damage Time (frame). 4 bytes. 1 byte per car.
- 0x149F7 - Dash Handle. 33 bytes. (handling data while car has boost enabled?)
- 0x7AE5 - Enemy Spin Velocity (crash). 4 words. 1 word per car.
- 0x7AA9 - Friction Data. 4 bytes. 1 byte per car.
- 0x7AA1 - Grip Speed Limit. 4 words. 1 word per car.
- 0x7A85 - Grip Vecspd (angle). 4 bytes. 1 byte per car.
- 0x149AB - Handle Data. 19 bytes. 1 byte per car.
- 0x7A91 - Maximum Speed. 4 words. 1 word per car.
- 0x7ADD - My Car Spin Velocity (crash). 4 words. 1 word per car.
- 0x7AD5 - Power Down Sensitivity. 4 words. 1 word per car.
- 0x7AAD - Reduce Data. 4 bytes. 1 byte per car.
- 0x7AC5 - Repair Speed. 4 words. 1 word per car.
- 0x14A18 - Slide Data. 31 bytes.
- 0x7A99 - Slip Speed. 4 words. 1 word per car.
- 0x7A81 - Slip Vector (angle). 4 bytes. 1 byte per car.
- 0x7A89 - Slip Vecspd 1. 4 bytes. 1 byte per car.
- 0x7A8D - Slip Vecspd 2. 4 bytes. 1 byte per car.
Map Data
- 36CD0?-????? - Mute City I map data, starting with the corner of the track behind the finish line. Data is in 2-byte sets; each is a pointer to a portion of column data stored elsewhere in the ROM. The game follows the pointer to an address and reads the 16 bytes following that address.
- 380EE-3810D - Column data for a barrier 16 tiles in length.