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The Little Mermaid/RAM map: Difference between revisions
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{| 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 | ||
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|- | |- | ||
|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
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 |