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The Little Mermaid/RAM map: Difference between revisions
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|0x0016||PAD1 input||All current input | |0x0016||PAD1 input||All current input | ||
*0x80 = A | |||
*0x40 = B | |||
*0x20 = Select | |||
*0x10 = Start | |||
*0x08 = Up | |||
*0x04 = Down | |||
*0x02 = Left | |||
*0x01 = Right | |||
|- | |- | ||
|0x0017||PAD2 input||All current input | |0x0017||PAD2 input||All current input | ||
Line 21: | Line 29: | ||
|- | |- | ||
|0x003A||Object being held||# of object slot | |0x003A||Object being held||# of object slot | ||
|- | |||
|0x003B||Timer between bubble shots|| | |||
|- | |- | ||
|0x0092||Global timer|| | |0x0092||Global timer|| |
Revision as of 05:44, 29 December 2018
The following article is a RAM map for The Little Mermaid.
RAM | Function | Details |
0x0000 - 0x0001 | Pointer address | Used to jump to specific section |
0x0014 | PAD1 new input | Input new to current frame |
0x0015 | PAD2 new input | Input new to current frame |
0x0016 | PAD1 input | All current input
|
0x0017 | PAD2 input | All current input |
0x0030 | Ariel's current action |
|
0x003A | Object being held | # of object slot |
0x003B | Timer between bubble shots | |
0x0092 | Global timer | |
0X00B0 | Lives | |
0X00B1 | Health | |
0x00B4 | Bubble power | |
0x00B5 | Bubble range | |
0X00E4 - 0X00E7 | RNG Seed | Fibonacci LFSR (Function 0xC250) |
0x00EF | Current object slot | Used in Function 0x8000 (Page 6) |
0x0100 - 0x01FF | Stack | |
0x0300 - 0x030F | Object Phase |
|
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 |
|
0x03D0 - 0x03DF | Direction of movement | Speed values above are scalar. They are used in conjunction with this value to determine velocity.
|
0x03F0 - 0x03FF | HP | |
0x0400 - 0x040F | Sprite orientation |
|
0x0430 - 0x043F | Graphic ID | Determines object's animation loop |
0x0460 - 0x046F | Counter 1 | Use depends on object |
0x0470 - 0x047F | Counter 2 | Use depends on object |
0x0480 - 0x048F | Counter 3 | Use depends on object |
0x0490 - 0x049F | Counter 4 | Use depends on object |
0x04A0 - 0x04AF | Stun timer | Actions/animation paused while nonzero |
0x0620 - 0x063F | Current color palettes |