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L'Empereur/ROM map: Difference between revisions
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===E1:9F9F=== | ===E1:9F9F=== | ||
Table of cities by their map locations. | Table of cities by their map locations. | ||
01 = Northwest, 02 = Northeast, 03 = Southwest, 04 = Southeast | |||
01 DUBLIN 01 | 01 DUBLIN 01 |
Revision as of 05:02, 4 January 2019
The following article is a ROM map for L'Empereur.
Note that most functions in this game are essentially written in a higher-level computer language than 6502. By using a jump table, more complex operations are able to be identified by single hex codes. These functions are prefaced by "20 09 E5 ## ##" (JSR $E509) and terminated by the operation "CF". (## ## indicates how many memory spaces need to be dedicated to the new function, written as an inverse. A function that requires no new memory space will say "00 00", while one that requires 16 spaces will say "F0 FF".
Sometimes one of these functions will jump to a subroutine which is written "normally" (without upper-level operations). These routines are prefaced by "20 E3 E2 ## ## ##" (JSR $E2E3).
A list of these operations is located here. This same system seems to be used by the other MMC5 Koei games.
Page E0 ($A000-$BFFF)
ROM location: 0x00010-0x0200F
E0:A03A
Prints graphic (5) to tile coordinates (1),(3)
E0:A2CC
Checks if City 1 (1/2) can sail to City 2 (3/4). (5) = whether sea control matters
E0:A327
Checks if it's safe to sail from City (1/2). Returns 0 if city is landlocked or sea is controlled by a hostile nation; otherwise, returns 1.
E0:A39C
Checks if officer (1/2) is player-controlled.
E0:A3E0
Checks if commander of city (1/2) is player-controlled.
E0:A425
Checks if city (1/2) is adjacent to city (3/4) [by either land or sea]
E0:A805
Check if nation (3/4) exists. (Parameter 1/2 serves no function?)
E0:A8A0
Verifies checksum when loading game(?)
E0:A99D
Erase sprites #(1) to #(1)+(3)
E0:BC7E
Determines which nation has control of sea (1/2).
00 = Baltic, 01 = North, 02 = Atlantic, 03 = Mediterranean
Page E1 ($8000-$9FFF)
ROM location: 0x02010-0x0400F
E1:86B6
Print graphic (1) to coordinate 16,14.
E1:8A1A
Prints the text "More will have no effect" & waits 3 time units for input before advancing.
E1:8A2C
Prints the text "No [x]", where [x] is entry #(1) in Page F8, Table 3
E1:8BA5
Identifies map location of city (01/02) from table $9F9F
E1:8BB8
Center map on city (1/2) and change banner to nation (3/4)
E1:8C4A
Retrieve text string (1) from Page F7.
E1:8C5B
Retrieve text string (1) from Page F8.
E1:8C6C
Retrieve text string (1) from Page F9 (Table $B076).
E1:8C8E
Retrieve text string (1) from Table 2 of Page F7
E1:8CA8
Retrieve text string (1) from Table 3 of Page F7
E1:8D4B
Print text string (1/2) as an officer quote.
E1:8DF1
Returns the difference in French aggression values between nations (1/2) and (3/4).
E1:9D13
Finds the officer in a city with the best given stat.
E1:9D73
Checks if France has won the game (captured all cities).
E1:9F9F
Table of cities by their map locations.
01 = Northwest, 02 = Northeast, 03 = Southwest, 04 = Southeast
01 DUBLIN 01 02 EDINBURGH 01 03 LIVERPOOL 01 04 BRISTOL 01 05 LONDON 01 06 CHRISTIANIA 01 07 STOCKHOLM 02 08 COPENHAGEN 01 09 AMSTERDAM 01 10 LUBECK 01 11 BERLIN 01 12 WARSAW 02 13 KONIGSBERG 02 14 STPETERSBURG 02 15 MINSK 02 16 SMOLENSK 02 17 MOSCOW 02 18 KIEV 02 19 KLAUSENBURG 04 20 BUCHAREST 04 21 BUDAPEST 04 22 VIENNA 04 23 PRAGUE 02 24 MUNICH 03 25 FRANKFURT 01 26 LILLE 01 27 ST.MALO 03 28 PARIS 03 29 BORDEAUX 03 30 LYON 03 31 MARSEILLES 03 32 MILAN 03 33 FLORENCE 04 34 VENICE 04 35 SARAJEVO 04 36 BELGRADE 04 37 ROME 04 38 NAPLES 04 39 ISTANBUL 04 40 ATHENS 04 41 CORUNNA 03 42 LISBON 03 43 GIBRALTAR 03 44 MADRID 03 45 SARAGOSSA 03 46 BARCELONA 03
Page E2 ($A000-$BFFF)
ROM location: 0x04010-0x0600F
Page E3 ($A000-$BFFF)
ROM location: 0x06010-0x0800F
Page E4 ($A000-$BFFF)
ROM location: 0x08010-0x0A00F
Page E5 ($A000-$BFFF)
ROM location: 0x0A010-0x0C00F
Page E6 ($A000-$BFFF)
ROM location: 0x0C010-0x0E00F
Page E7 ($A000-$BFFF)
ROM location: 0x0E010-0x1000F
Page E8 ($A000-$BFFF)
ROM location: 0x10010-0x1200F
Contains functions pertaining to CPU actions during the city phase.
E8:A8DF
Main function for all CPU city actions.
A8E4 AA D1 7C / Push $7CD1/$7CD2 to stack / (+2) Active city A8E7 E9 DB BA 02 / Run function $BADB / (-2)
...
E8:BADB
Page FA ($A000-$BFFF)
FA:A004
Table of Nations
$A004 + #$0A x (Nation code) = Beginning of nation data starting with name and ending with hidden stat.
FA:A09A
Table of Cities
$A09A + #$20 x (City code) = Beginning of city data starting with name and ending with hidden stat.
FA:A650
Table of Officers
$A650 + #$11 x (Officer code) = Beginning of officer data starting with name and ending with hidden stat.
See Notes for more detail on hidden stats.
Page FE ($C000-$DFFF)
ROM location: 0x3C010-0x3E00F
FE:C003
Main game loop. Executes all game functions then waits until interrupt
C008 61 / Push #$01 to stack / (+2) C009 E9 6F CF 02 / Run function $CF6F / (-2) C00D 8D 1F / Push #$1F to stack / (+2) C00F 60 / Push #$00 to stack / (+2) C010 E9 C9 CF 04 / Run function $CFC9 / (-4) C014 8D 14 / Push #$14 to stack / (+2) C016 67 / Push #$07 to stack / (+2) C017 E9 BC C3 04 / Run function $C3BC / (-4) C01B AA 00 60 / Push $6000/$6001 to stack / (+2) C01E 8E 16 DF / Push #$DF16 to stack / (+2) C021 E9 27 C6 04 / Run function $C627 / (-4) C025 61 / Push #$01 to stack / (+2) C026 64 / Push #$04 to stack / (+2) C027 E9 1E EF 04 / Run function $EF1E / (-4) C02B B3 / Push M8 to stack / (+2) C02C 8E 22 DF / Push #$DF22 to stack / (+2) C02F E9 27 C6 04 / Run function $C627 / (-4) C033 62 / Push #$02 to stack / (+2) C034 64 / Push #$04 to stack / (+2) C035 E9 1E EF 04 / Run function $EF1E / (-4) C039 B3 / Push M8 to stack / (+2) C03A 8E 2A DF / Push #$DF2A to stack / (+2) C03D E9 27 C6 04 / Run function $C627 / (-4) C041 D6 41 C0 / Jump to $C041 / Stall until interrupt C042 CF / Exit
FE:C232
Officer gains 1 EXP.
Parameter 1/2 = Officer address
C237 0C / Store parameter 1/2 to M8 / Officer address C238 76 / Add #$06 to M8 / Officer exp address C239 2B / Store M8 to storage 1/2 C23A 0B / Store storage 1/2 to M8 C23B B3 / Push M8 to stack / (+2) C23C D3 / Replace M8 with 1-byte value / Officer exp (old) C23D D0 / Increment M8 / +1 exp C23E D4 / Pull 2 meta, store $0008 / (-2) Update exp C23F 0B / Store meta 01/02 to M8 C240 D3 / Replace M8 with 1-byte val / Officer exp (new) C241 8B 64 / Store #$64 to MC C243 C9 / Check if M8 >= MC / Check if 100+ C244 D8 4F C2 / Jump to $C24F if not / Exit C247 3B / Push storage 1/2 to stack / (+2) C248 40 / Store #$00 to M8 C249 D4 / Pull 2 meta, store $0008 / (-2) Roll EXP over to 00 C24A 3C / Push params 1/2 to stack / (+2) C24B E9 D6 C1 02 / Run function $C1D6 / (-2) Officer Levels Up C24F CF / Exit
Page FF ($E000-$FFFF)
FF:E2E3
Prep for assembly functions.
FF:E509
Prep for higher-level functions.