Dragon Warrior IV (NES)/RAM map: Difference between revisions

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* 0x6F40 (0x20 bytes long) = Collision or Effect of tiles for current tileset
* 0x6F20 (0x20 bytes long) = 'Smoothing Flags' that determine if walls use the front facing tile, or the regular tile.
** Values:
* 0x6F40 (0x40 bytes long) = Behavior of tiles (normal, wall, water, stairs, etc.) for current tile set (see [[Dragon Warrior IV/Tile Behaviors|Tile Behaviors]])
** 0x00 = Walkable tile
* 0x7600 (0xC0 bytes long) = Tile numbers for current tileset of 32 tiles (33rd tile is Roof tile)
** 0x01 = Poison Swamp
* 0x76C0 (0x40 bytes long) = Attribute values for current tile set (33rd tile is Roof tile)
** 0x02 = Barrier
** 0x03 = ?
** 0x04 = Treasure Chest
** 0x05 = Pitfall?
** 0x06 = Exit?
** 0x07 = Exit?
** 0x08 = Stairs Up
** 0x09 = Stairs Down
** 0x0A = Travel Door
** 0x0B = Pitfall?
** 0x0C = Exit?
** 0x0D = ?
** 0x0E = ?
** 0x0F = ??? (crashes game)
** 0x10 = Up Arrow Tile
** 0x11 = Right Arrow Tile
** 0x12 = Down Arrow Tile
** 0x13 = Left Arrow Tile
** 0x24 = Top part of opened big door
** 0x31 = Healing Tile
** 0x80 = Wall
** 0x83 = Water
** 0x94 = Unlocked Door
** 0x95 = Thieves Key Door
** 0x96 = Magic Key Door
** 0xA0 = Part of Big Door
** 0xA7 = Desk
** 0xA8 = Sign
** 0xA9 = Bookshelf?
** 0xAB = Chest of drawers
** 0xAC = ?
** 0xAD = ?
* 0x7600 (0x84 bytes long) = Tile numbers for current tileset of 32 tiles (33rd tile is Roof tile)
* 0x76C0 (0x21 bytes long) = Attribute values for current tile set (33rd tile is Roof tile)
* 0x7800 (??? bytes long) = Map data for current map.
* 0x7800 (??? bytes long) = Map data for current map.
** Format: RRRttttt  
** Format: RRRttttt  
** ttttt = tile number 0-31
** ttttt = tile number 0-31
** RRR = roof number  0-7  (0 = no roof)
** RRR = roof number  0-7  (0 = no roof)

Revision as of 17:53, 2 April 2021

Chip tiny.png The following article is a RAM map for Dragon Warrior IV (NES).

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
  • 0x6F20 (0x20 bytes long) = 'Smoothing Flags' that determine if walls use the front facing tile, or the regular tile.
  • 0x6F40 (0x40 bytes long) = Behavior of tiles (normal, wall, water, stairs, etc.) for current tile set (see Tile Behaviors)
  • 0x7600 (0xC0 bytes long) = Tile numbers for current tileset of 32 tiles (33rd tile is Roof tile)
  • 0x76C0 (0x40 bytes long) = Attribute values for current tile set (33rd tile is Roof tile)
  • 0x7800 (??? bytes long) = Map data for current map.
    • Format: RRRttttt
    • ttttt = tile number 0-31
    • RRR = roof number 0-7 (0 = no roof)