The Little Mermaid/RAM map: Difference between revisions

From Data Crystal
Jump to navigation Jump to search
No edit summary
No edit summary
Line 2: Line 2:
{| border="1" cellpadding="1"
{| border="1" cellpadding="1"
|'''RAM'''||'''Function'''||'''Details'''
|'''RAM'''||'''Function'''||'''Details'''
|-
|0x0030||Ariel's current action||0x07 = Taking damage
|-
|-
|0x003A||Object being held||# of object slot
|0x003A||Object being held||# of object slot
Line 14: Line 16:
|-
|-
|0X00E4 - 0X00E7||RNG Seed||Fibonacci LFSR (Function [[The_Little_Mermaid:ROM_map#Function_0xC250|0xC250]])
|0X00E4 - 0X00E7||RNG Seed||Fibonacci LFSR (Function [[The_Little_Mermaid:ROM_map#Function_0xC250|0xC250]])
|-
|0x00EF||Current slot||Used in [[The_Little_Mermaid:ROM_map#Function_0x8000|Function 0x8000 (Page 6)]]
|-
|-
|0x0100 - 0x01FF||Stack||
|0x0100 - 0x01FF||Stack||

Revision as of 23:53, 27 December 2018

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

RAM Function Details
0x0030 Ariel's current action 0x07 = Taking damage
0x003A Object being held # of object slot
0X00B0 Lives
0X00B1 Health
0x00B4 Bubble power
0x00B5 Bubble range
0X00E4 - 0X00E7 RNG Seed Fibonacci LFSR (Function 0xC250)
0x00EF Current slot Used in Function 0x8000 (Page 6)
0x0100 - 0x01FF Stack
0x0300 - 0x030F Object Phase 0x80 = slot occupied, 0x0F = phase within script
0x0310 - 0x031F Object ID Determines object's behavior
0x0320 - 0x032F y-position subpixel
0x0330 - 0x033F x-position low byte (pixel)
0x0340 - 0x034F x-position high byte
0x0350 - 0x035F y-position subpixel
0x0360 - 0x036F y-position low byte (pixel)
0x0370 - 0x037F y-position high byte
0x0380 - 0x038F x-speed low byte (subpixels/frame)
0x0390 - 0x039F x-speed high byte (pixels/frame)
0x03A0 - 0x03AF y-speed low byte (subpixels/frame)
0x03B0 - 0x03BF y-speed high byte (pixels/frame)
0x03C0 - 0x03CF Attributes 0x40 = damage hitbox active, 0x20 = able to be bubbled
0x03D0 - 0x03DF Direction of movement 0x01 = left, 0x02 = right
0x03F0 - 0x03FF HP
0x0400 - 0x040F Sprite orientation 0x04 = invisible
0x0430 - 0x043F Graphic ID Determines object's animation loop
0x0460 - 0x046F Timer 1 Use depends on object
0x0470 - 0x047F Timer 2 Use depends on object
0x0480 - 0x048F Timer 3 Use depends on object
0x04A0 - 0x04AF Stun timer Actions/animation paused until zero
0x0620 - 0x063F Current color palettes