Legacy of the Wizard/RAM map: Difference between revisions

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(add inventory)
(a few more stats)
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|005B || # of Keys ||
|005B || # of Keys ||
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|005C || Player Jump ||
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|005D || Player Strength ||
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|005E || Player Shots Allowed ||
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|005F || Player Range ||
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|0060~006F || Inventory || Count of each item on inventory screen.
|0060~006F || Inventory || Count of each item on inventory screen.
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|00F2 || Boss Life ||
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|0400~048F || Sprite Tables || 9 sprites, 16 bytes per sprite:<br />
|0400~048F || Sprite Tables || 9 sprites, 16 bytes per sprite:<br />

Revision as of 04:39, 13 April 2020

Chip tiny.png The following article is a RAM map for Legacy of the Wizard.

RAM Function Details
0038 Upper bound / modulus for RNG e.g. if this is $04, RNG will roll guaranteed within 0-3 range
0039~003B RNG values these values aren't directly used as a random number but instead as part of RNG calculation, they get reset in password screen to something reliable, but after that change each time a random number is needed
0058 Health
0059 Magic
005A Gold
005B # of Keys
005C Player Jump
005D Player Strength
005E Player Shots Allowed
005F Player Range
0060~006F Inventory Count of each item on inventory screen.
00F2 Boss Life
0400~048F Sprite Tables 9 sprites, 16 bytes per sprite:

Byte x0: OAM graphic index
Byte x1: state (??)
Byte x2: OAM palette & info
Byte x3~4: ???
Byte x5: Health
Byte x6: Timer?
Byte x7~B: ???
Byte xC: X pixel within tile ($00~$0F)
Byte xD: X tile coordinate
Byte xE: Y coordinate
Byte xF: ???