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Wario Land 3/RAM map: Difference between revisions
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{{rammap|game=Wario Land 3}} | {{rammap|game=Wario Land 3}} | ||
== General == | |||
* <tt>0xCA04</tt> = Coins (first digit) | * <tt>0xCA04</tt> = Coins (first digit) | ||
* <tt>0xCA05</tt> = Coins (last two digits) | * <tt>0xCA05</tt> = Coins (last two digits) | ||
** Note: This value is stored as a decimal value; for example, when you have 99 coins, this is stored as 99 in hex, not 63 as you might expect. | ** Note: This value is stored as a decimal value; for example, when you have 99 coins, this is stored as 99 in hex, not 63 as you might expect. | ||
* <tt>0xCA06</tt> = Current Level | |||
* <tt>0xCA3B</tt> = Day/Night (day when bit 0 = 0; night when bit 0 = 1) | |||
* <tt>0xCA5B</tt> = Keys | * <tt>0xCA5B</tt> = Keys |
Revision as of 19:37, 27 August 2012
The following article is a RAM map for Wario Land 3.
General
- 0xCA04 = Coins (first digit)
- 0xCA05 = Coins (last two digits)
- Note: This value is stored as a decimal value; for example, when you have 99 coins, this is stored as 99 in hex, not 63 as you might expect.
- 0xCA06 = Current Level
- 0xCA3B = Day/Night (day when bit 0 = 0; night when bit 0 = 1)
- 0xCA5B = Keys
This is a 4-bit binary value. The format is as follows: xxxx.... - Unused ....x... - Blue Key .....x.. - Green Key ......x. - Red Key .......x - Gray Key This value is then translated into hex. Example 1: You have only a gray key. The binary value would be 00000001. In hex, this would be 01. Example 2: You have both the blue and green keys. The binary value would be 00001100. In hex, this would be 0C. Example 3: You have all the keys. The binary value would be 00001111. In hex, this would be 0F.
- 0xCA5C = Musical Coins