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Wario Land: Super Mario Land 3/RAM map: Difference between revisions
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(Created page with '{| border="1" cellpadding="1" |'''RAM''' || '''Purpose''' |- |A200-A2FF || active actors on the screen (enemies, bonuses, throwed coins, ...). each actor take 32 bytes. there is…') |
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|A80E-A80F || treasures collected (1 bit per treasure, since there is 15 treasures one bit is unused) | |A80E-A80F || treasures collected (1 bit per treasure, since there is 15 treasures one bit is unused) | ||
|- | |- | ||
|A810 || stove | |A810 || stove canyon completion | ||
|- | |- | ||
|A811 || ss tea cup completion | |A811 || ss tea cup completion | ||
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|- | |- | ||
|AA0A || flame thrower timer | |AA0A || flame thrower timer | ||
|- | |||
|AD00-AEFF || this array maps level 16x16 blocks to hardware 8x8 tiles. | |||
there is 128 blocks in total, each defined by the 4 indexes of 8x8 tiles. | |||
|- | |||
|C000-DFFF || level 16x16 block indexes are decompressed here. level size is 256 x 32 blocks. | |||
|} | |} |
Revision as of 10:59, 7 January 2013
RAM | Purpose |
A200-A2FF | active actors on the screen (enemies, bonuses, throwed coins, ...).
each actor take 32 bytes. there is a maximum of 8 actors. enemies with throwable items (eg : boomerang) need a second actor to manage the item. a lot of information is enemy specific. actors that are not used anymore (status = 00) are recycled when need of a new actor. only actors that have status = 02 are drawn. +00 : status 00 : inactive 01 : out of screen (not visible) but still active 02 : visible +01-02 : x position +03-04 : y position +0A : y position (relative to screen) +0B : x position (relative to screen) +0E : orientation (01 : right - 02 : left) +0F : animation counter |
A375 | writing something here terminate level |
A376 | indicate if level exit is open (00 : closed, 01 : rising up, 02 : open) |
A805-A807 | total player money |
A808 | hearts |
A809 | lives |
A80B | rice beach completion.
each bit indicate if a specific level have been completed total number of bits used can be different for each world. last bit generally indicate if world have been completed (a flag is then show on map) |
A80C | mt. teapot completion |
A80D | numbers of levels completed |
A80E-A80F | treasures collected (1 bit per treasure, since there is 15 treasures one bit is unused) |
A810 | stove canyon completion |
A811 | ss tea cup completion |
A812 | parsely woods completion |
A813 | sherbet land completion |
A814 | syrup castle completion |
A815 | indicate if level check point has been activated (00 : inactive, 01 : active) |
A816 | this value is overwritten everytime a level check point is activated. value is different for each level. |
A817 | indicate if game have been completed at least once |
A8C4 | control level transition
01 : show level title 02 : warp player to start of level 03 : normal gameplay 0A : warp to last door used (if no door entered, crashes) |
A900-A901 | level scroll y |
A902-A903 | level scroll x |
A911-A912 | player position y |
A913-A914 | player position x |
A915 | player animation (walking, swimming etc...) |
A916 | player h/v orientation / invert palette |
A94B | wario invicibility timer |
A964-A965 | remaining level time |
A97A-A97B | level coins collected |
A998 | wario flying timer |
A9A3 | screen shaker timer |
AA0A | flame thrower timer |
AD00-AEFF | this array maps level 16x16 blocks to hardware 8x8 tiles.
there is 128 blocks in total, each defined by the 4 indexes of 8x8 tiles. |
C000-DFFF | level 16x16 block indexes are decompressed here. level size is 256 x 32 blocks. |