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Castlevania: The Adventure/RAM map: Difference between revisions
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{{rammap}} | |||
Address Description | |||
---------------------------- | ---------------------------- | ||
0xC00C Input held (1: right. 2: left. 4: up. 8: down. 10: a [jump]. 20: b [whip]. 40: select. 80: start.) Copied to C41A. | 0xC00C Input held (1: right. 2: left. 4: up. 8: down. 10: a [jump]. 20: b [whip]. 40: select. 80: start.) Copied to C41A. |
Revision as of 13:02, 24 January 2024
The following article is a RAM map for Castlevania: The Adventure.
Address Description
---------------------------- 0xC00C Input held (1: right. 2: left. 4: up. 8: down. 10: a [jump]. 20: b [whip]. 40: select. 80: start.) Copied to C41A. 0xC00D Input pressed this frame. (As above.) Copied to C41D. 0xC02A Current sublevel transition tracker 0xC02B Current stage 0xC030-C032 Hi-Score (C030 = ones and tens, C031 = hundreds and thousands, C032 = tens of thousands) 0xC034-C036 Current Score 0xC040 Current lives
0xC171-C172 Channel 1 music note pointer? 0xC173 Channel 1 music note timer 0xC178 Channel 1 music note cuts/releases/echo? 0xC17C Channel 1 music octave 0xC17D-C17E Channel 1 music pitch 0xC181 Channel 1 music volume envelope 0xC183 Channel 1 music note length before silence? 0xC196-C197 Channel 2 music note pointer?
0xC300-C39F Copied to OAM (0xFE00-FE9F) 0xC3C8-C3C9 Copy of C00C,C00D; used only during input polling routine for robustness to entropy 0xC3CB Tracks if player's Xpos is in the bounding zone for a sublevel transition (set at 0x1EDA)
0xC402 Current sublevel X position in metatiles (4 tiles) 0xC412 Current sublevel 0xC41A Copy of 0xC00C. Code prefers to read this address instead of 0xC00C for some reason. 0xC00C seems to be exclusively read/written during the input polling routine. 0xC41D as above, for input pressed this frame. 0xC436 Level Timer's seconds 0xC437 Level Timer's minutes
0xC502 Christopher's action state ($00 = standing/walking. $01 = jumping. $02 = crouching. $03 = rope. $04 = whipping/whip-jumping/whip-crouching. ) 0xC505 Timer related to Christopher whipping 0xC50A-C50C Christopher's current X position (pixels and sub-pixels) 0xC50D Christopher's jump state ($00 = grounded, $01 = jumpsquat, $0F = rising, $0A = falling) 0xC50E Christopher's gravity (sub-pixels, normally $60) 0xC50F-C510 Christopher's current Y velocity (pixels and sub-pixels) 0xC511-C512 Christopher's current Y position in camera? (pixels and sub-pixels) 0xC513 Christopher's current X position in camera 0xC514 Christopher's pose ($01 = standing/walking, $02 = crouching/jumping, $03 = whipping, $05 = crouch-whipping, $07 = knockback, $09 = climbing rope...) 0xC515 Bit 5 of this is facing ($20 = right; 0 = left) 0xC519 Christopher's current health 0xC51B Christopher's current whip attack type ($00 = grounded, $01 = jumping, $02 = crouching) 0xC51C Christopher's whip status ($00 = regular / $01 = chain whip / $02 = fireball whip)
0xC6xx Enemy slot (20 bytes) 0xC600 Is slot taken? x80 if slot taken 0xC601 EnemyID or AI 0xC602 Enemy status (for eyeball, 01 = midair / 02 = rolling) 0xC606 Related to enemy movement (for eyeball, set at 1A; if change, it spins in place) 0xC607 Enemy Xpos 0xC60C Respawn? 0 = yes / 1 = no 0xC612 Enemy Ypos 0xC615 Sprite information 0xC616 Animation counter 0xC617 Current animation frame ID 0xC618 More sprite information