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Sindibad: Chitei no Daimakyuu/RAM map: Difference between revisions
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Abridgewater (talk | contribs) (Created page with "{{rammap|game=Sindibad: Chitei no Daimakyuu}} ==Zero Page== <pre> - 00-0D: Scratch locations used for various purposes. - 10-14: Current controller input status - Controller statuses are a bitmask. The two nybbles correspond to the values read from the external port. - Bit 0 is I, Bit 1 is II, Bit 2 is SELECT, bit 3 is RUN, bit 4 is UP, bit 5 is RIGHT, bit 6 is DOWN, bit 7 is LEFT. - 15-19: Previous controller input status - Same layout as for $10...") |
Lelegofrog (talk | contribs) mNo edit summary |
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- 3FC9-3FFF: ?? possibly unused ?? | - 3FC9-3FFF: ?? possibly unused ?? | ||
</pre> | </pre> | ||
{{Internal Data|game=Sindibad: Chitei no Daimakyuu}} |
Latest revision as of 02:47, 21 February 2024
The following article is a RAM map for Sindibad: Chitei no Daimakyuu.
Zero Page
- 00-0D: Scratch locations used for various purposes. - 10-14: Current controller input status - Controller statuses are a bitmask. The two nybbles correspond to the values read from the external port. - Bit 0 is I, Bit 1 is II, Bit 2 is SELECT, bit 3 is RUN, bit 4 is UP, bit 5 is RIGHT, bit 6 is DOWN, bit 7 is LEFT. - 15-19: Previous controller input status - Same layout as for $10-$14 and $1a-$1e. - 1A-1E: Controller buttons newly down since last read - Same layout as for $10-$14 and $15-$19. - 1F: Congtiuous bitmask of controllers (starting from bit 0) to check for reset. Initialized to 7 (the first three controllers), and never changed. - 20: ??? - 24: ??? (set $04.6407, $04.640C) - Seems to be used as a flag while reading a password, but once a password is entered is some game state used by the backup memory logic?? - 25: ??? Zero if in the new-game intro sequence? - 38: STA absolute instruction. - 39.W: STA absolute address. - 3B: RTS instruction - 3C: LDA absolute instruction. - 3D.W: LDA absolute address. - 3F: RTS instruction. - 40: Text(?) window horizontal cursor position. - 41: Text(?) window vertical cursor position. - 42: Text(?) window left border position. - 43: Text(?) window top border position. - 44: Text(?) window width, including borders. - 45: Text(?) window height, including borders. - 46: Text(?) window right border position. - 47: Text(?) window bottom border position. - 48: ??? paired with $49, input to routines in bank $12? - 49: ??? paired with $48, input to routines in bank $12? - 4A: ??? - 4B: ??? (tested for #$88 by $13.792f?) - 4E: ??? possibly paired with $4f? (see $01.4a91 and $01.4aa2) - 4F: ??? possibly paired with $4e? (see $01.4a91 and $01.4aa2) - 51.W: ??? some sort of upper bound? (see $04.68a6-$04.68ca) - 53: Text(?) window BAT entry high byte (palette and top four bits of character code). - 54.W: Text-printer read pointer. - 56: Text-printer End-Of-Text escape code. - 57: Text-printer End-Of-Line escape code. - 58: Text-printer Wait-For-Input escape code. - 59: Text-printer CLear-Window escape code. - 5A: Dakuten diacritic "character" code. - 5B: Handakuten diacritic "character" code. - 5C: Text-printer diacritic position offsets as 4/4 fields, initialized to $11. - 5D: Text(?) window horizontal cursor start position - 5E: Text(?) window vertical cursor start position. - 63.W: VRAM address, set and used in $12.7106 from result of $00.e518. - 65-6A: decimal-print formatting buffer? (see $12.73bb, $12.7587) - 6B: ??? (see $03.75ab, $12.75af) - 6C: ??? text-printer (?) variable, initialized to $A0 (sword?), set to $9C (right-pointing triangle) for menu interaction ?? read $12.75a3, used as a tile id ?? - 6D: ??? per-character output delay to use for combat messaging ?? for message speed generally ?? - 6E.W: ??? - 70.W: ??? - 72: ??? (see $41.7451, $04.685b, $04.6865) - 73.W: ??? sprite coordinate for comparison? (see $01.5262, $01.52bb) - 75.W: ??? sprite coordinate for comparison? (see $01.5262, $01.52bb) - 77: ??? (see $01.5262) - 78: ??? (see $01.5262) - 79: Text-printer 4-SPace escape code. - 7A: Text-printer 4-SPace space count (initialized to $04). - 80: ??? Sprite animation frame, maybe? Only ever $00 or $01, see $00.e3b6, $01.4576, and $04.7e40 - 81: ??? First party character facing? (copy of controller input?) - 82: ??? First party character X position? - 83: ??? First party character Y position? - 84: ??? Second party character facing? - 87: ??? Third party character facing? - 8A: ??? Fourth party character facing? - 8D.W: X scroll position. ??? referenced by $00.e26e, $00.e518, bank $43? - 8F.W: Y scroll position. ??? referenced by $00.e26e, $00.e518, bank $43? - 91.W: First party member base sprite tile ID - 93.W: Second party member base sprite tile ID - 95.W: Third party member base sprite tile ID - 97.W: Fourth party member base sprite tile ID - 99: ??? #$ff if starting a "designated" encounter? #$00 if combat is disabled for an area? Has actual semantics (see $02.6043) otherwise ?? - 9A: ??? combat result (0=in-progress, 1=victory, 2=party-wipe, other=ran-away) - 9B: ??? used in script search? Search start pointer low? (set by $12.717C, referenced by $12.7207) - 9C: ??? used in script search? Search start pointer high? (set by $12.7182, referenced by $12.720C) - 9D: Script ID marker (set to $FA from $12.71F8, referenced by $12.723C). - 9E: ?? map data starting bank? (see $01.51e2, $12.70bb, $12.7134) - 9F: Map set ID ($00 = world, $01 = outdoor/town, $02 = indoor/dungeon). - A0: ??? municipality ID, range 0-9 (see $03.71a6) ?? May be 0-F (see $45.70f3 and associated table) ?? - 00: Baghdad - 01: Basra - 02: Mecca - 03: Cairo - 04: Buhara - 05: Byzantine port (?) - 06: Uganjo(?) - 07: Persian town (?) - 08: Parugia (?) - 09: Bagwaji (?) - 0A: Mountain town (unnamed?) - 0B: unused? - 0C: Baghdad Palace - 0D: Byzantine Palace - 0E: Oasis - 0F: Darius' Outpost - A1: ??? something to do with cave/dungeon areas, range 0-7 ?? range 0-3 ?? - $01.5188 (select area bgm) checks for specific values of 2, 3, and 5. - $02.759d (??), does an indexed lookup of $05.9138. This sets an upper limit of 8, as $05.9141 is accounted for elsewhere. - $08.799c, $08.79a0, $08.79a4, and $08.79a8 supply values of 0, 1, 7, and 3, respectively. - $41.7675-$787C supplies values 2 and 3. - Bank 47 is all 3s and 5s. - $04.7f40 only attests to 0-3 before it runs into something else, with the specific caveat that this is for NPC interactions. - $04.7909 appears to be a table of coordinate pairs attesting to 0-5 and 7. - $04.7919 appears to be a table of coordinate pairs attesting to 0-3. - A2: Second party member id? (zero, one=Ali Baba) - A3: Third party member id? (zero, two=Scheherazade, or three=Cherubim) - A4: Fourth party member id? (zero, three=Cherubim, or four=Goku) - A6: Map BAT high byte (palette + 8k VRAM section selector). - A7: ??? designated-encounter monster id if $99 is #$ff ?? - A8.W: ??? Set to $2500 at $01.5428, never modified(?), points to a sprite count ?? - AA: ??? person in area being talked to (see bank $13) ?? - AB: ??? - AC: ??? paired with $AD, used with $48 to set $82? - AD: ??? paired with $AC, used with $49 to set $83? - AE: ??? - AF: ??? - B0: ??? affects chance of entering combat (zeroed $47.73a0, set to #$01 or zeroed, multiple places in bank $03, tested $02.6038) ?? - B1: ??? (read $08.7625) - B2: ??? monster frozen turns counter (set #$02 at $45.7959, something to do with ice?, decremented $02.624a) ?? - B3: ??? (set to #$02 by $04.6d99, set to zero by $04.6daa, read $02.7227) - C8.W: ??? Seems to be used as a scratch variable? - CA: ??? Seems to be used as a scratch variable? - CC.W: ??? Sprite X coordinate ?? scratch variable? - CE.W: ??? Sprite Y coordinate ?? scratch variable? - D0.W: ??? - D8.W: ??? - E0-ED: Audio driver memory. - E0.W: ??? pointer ?? - E2.W: ??? pointer ?? - E4.W: ??? pointer ?? - E6.W: ??? pointer ?? - E8: ??? - E9: ??? - EA: ??? - EB: TMA or TAM instruction (see $00.f1f7 and $00.f20d). - EC: TMA or TAM instruction operand. - ED: RTS instruction. - F0-F1: Audio driver configuration. - F0: Bank ID for (most?) audio data (set to #$06 by $01.45a9). - F1: MPR for audio driver to use (set to 6 by $01.45a9). - F2.W: ??? pointer? - F4.W: ??? pointer? - F6: ??? - F7.W: ??? pointer? Window geometry pointer ?? - FB-FF: ?? possibly unused ??
RAM
- 2200-22A4: ??? initialized-data section ?? possibly save-game state image ?? - 2200: Sinbad's current HP. - 2201: Sinbad's current MP. - 2202: Sinbad's maximum HP. - 2203: Sinbad's maximum MP. - 2204: Sinbad's AT (attack strength) - 2205: Sinbad's DF (defensive strength) (decremented by $221b at end of each combat round?) - 2206: Sinbad's SP (speed), determines combat turn order (higher=sooner) and combat hit chance (relative to opponent value) ?? - 2207: Sinbad's equipped weapon ?? - 2208: Sinbad's equipped headgear ?? - 2209: Sinbad's equipped shield ?? - 220A: Sinbad's equipped armor ?? - 220B[8]: ??? spell table (8 bytes) ?? - 2213[8]: Sinbad's inventory ?? - 221B: ??? defensive strength boost from defensive action (cleared at start of each combat round, subtracted from defense and cleared again at end of each combat round?) - 221C: ??? non-zero if magic has been sealed ?? - 221D-221F: ??? poss. unused ?? - 2220: Ali Baba's current HP, or $ff if not in the party. - 2221: Ali Baba's current MP. - 2222: Ali Baba's maximum HP. - 2223: Ali Baba's maximum MP. - 2225: ??? (decremented by $223b at end of each combat round?) - 2226: ??? - 2227: Ali Baba's equipped weapon ?? - 2228: Ali Baba's equipped headgear ?? - 2229: Ali Baba's equipped shield ?? - 222A: Ali Baba's equipped armor ?? - 222B[8]: ??? spell table (8 bytes) ?? - 2233-223A: Ali Baba's inventory ?? - 223B: ??? - 223C: ??? - 2240: Scheherazade's current HP, or $ff if not in the party. - 2241: Scheherazade's current MP. - 2242: Scheherazade's maximum HP. - 2243: Scheherazade's maximum MP. - 2245: ??? (decremented by $225b at end of each combat round?) - 2246: ??? - 2247: Scheherazade's equipped weapon ?? - 2248: Scheherazade's equipped headgear ?? - 2249: Scheherazade's equipped shield ?? - 224A: Scheherazade's equipped armor ?? - 224B[8]: ??? spell table (8 bytes) ?? - 2253-225A: Scheherazade's inventory ?? - 225B: ??? - 225C: ??? - 2260: Cherubim's current HP, or $ff if not in the party. - 2261: Cherubim's current MP. - 2262: Cherubim's maximum HP. - 2263: Cherubim's maximum MP. - 2265: ??? (decremented by $227b at end of each combat round?) - 2266: ??? - 2267: Cherubim's equipped weapon ?? - 2268: Cherubim's equipped headgear ?? - 2269: Cherubim's equipped shield ?? - 226A: Cherubim's equipped armor ?? - 226B[8]: ??? spell table (8 bytes) ?? - 227B: ??? - 227C: ??? - 2280: Goku's current HP, or $ff if not in the party. - 2281: Goku's current MP. - 2282: Goku's maximum HP. - 2283: Goku's maximum MP. - 2285: ??? (decremented by $229b at end of each combat round?) - 2286: ??? - 2287: Goku's equipped weapon ?? - 2288: Goku's equipped headgear ?? - 2289: Goku's equipped shield ?? - 228A: Goku's equipped armor ?? - 228B[8]: ??? spell table (8 bytes) ?? - 2293-229A: Goku's inventory ?? - 229B: ??? - 229C: ??? - 22A0.W: Party experience - 22A2.W: Party gold - 22A4: Party level - 2300-231F: Party-character sprite table entries? - 2304: ??? initialized to $80 ?? - 2305: ??? initialized to $02 ?? - 230C.W: ??? Sprite tile ID? - 2314.W: ??? Sprite tile ID? - 231C.W: ??? Sprite tile ID? - 2400-241F: enemy data records (four) ?? First 12 ($0c) bytes of each record are copied from templates in bank $05, the rest are initialized by code, if at all. - 2400: Enemy 0 name tag (in section 30). - 2401.W: Enemy 0 ?? (HP?) - 2403: Enemy 0 ?? (MP?) - 2404: Enemy 0 AT (attack) ?? - 2405: Enemy 0 DF (defense) ?? - 2406: Enemy 0 SP (speed) determines combat turn order (higher=sooner) and combat hit chance (relative to opponent value) ?? - 2407: Enemy 0 ??? (only zero if MP is zero, spell set ??) - 2408.W: Enemy 0 gold. - 240A: Enemy 0 experience. - 240B: Enemy 0 droppable item ID. - 240C: Enemy 0 flag, non-zero if magic sealed ?? - 240D.W: Enemy 0 ?? (HP? Max HP?) - 2416: Enemy 1 SP (speed) determines combat turn order (higher=sooner) and combat hit chance (relative to opponent value) ?? - 2418.W: Enemy 1 gold. - 241A: Enemy 1 experience. - 241B: Enemy 1 droppable item ID. - 241D.W: Enemy 1 ?? (HP? Max HP?) - 2426: Enemy 2 SP (speed) determines combat turn order (higher=sooner) and combat hit chance (relative to opponent value) ?? - 2428.W: Enemy 2 gold. - 242A: Enemy 2 experience. - 242B: Enemy 2 droppable item ID. - 242D.W: Enemy 2 ?? (HP? Max HP?) - 2436: Enemy 3 SP (speed) determines combat turn order (higher=sooner) and combat hit chance (relative to opponent value) ?? - 2438.W: Enemy 3 gold. - 243A: Enemy 3 experience. - 243B: Enemy 3 droppable item ID. - 243D.W: Enemy 3 ?? (HP? Max HP?) - 2440[$15]: ??? queued combat commands ?? (cleared $02.6127, indexed by party member id * 4 $02.6428) - 2442, 2446, 244A, 244E, 2452: Target (monster?) id? (see $02.644f) - 2500-26FF: ??? (see $01.5430) - 2501-???: ??? (has 8-byte stride, see $01.5afc) - In-memory SATB copy? - 2700-273F: Animated tile pattern data, tile pair "A0". - 2740-277F: Animated tile pattern data, tile pair "A1". - 2780-27BF: Animated tile pattern data, tile pair "A2". - 27C0-27FF: Animated tile pattern data, tile pair "A3". - 2800-283F: Animated tile pattern data, tile pair "B0". - 2840-287F: Animated tile pattern data, tile pair "B1". - 2880-28BF: Animated tile pattern data, tile pair "B2". - 28C0-28FF: Animated tile pattern data, tile pair "B3". - 2900-2911: Code fragment (see $01.5b1b-$5b58, esp. $01.5b3f) - 2912-2923: Code fragment (see $01.5b59-$5b96, esp. $01.5b7d) - 2A00-2A3C: ??? (see $43.7713) poss. table of spell MP costs?? - 2A00: ??? - 2A01: ??? - 2A2D: ??? (written with constant #$14, $43.77ba. read $03.6d82, $03.70f0), something to do with casting magic, possibly "return" specifically ?? - 2A35: ??? write-only by $45.7738 (?), a copy of $303b ?? - 2B00[$52]: ??? something to do with savegame password (see $04.6006) ?? - 2B50[$50]: ??? something to do with savegame password (see $04.6283) ?? - 2BE0: ??? (modified $04.6c2d) - 2BE2: ??? (read $04.68de, written $04.6c00) - 2BE4: ??? - 2BE9: ??? (written $04.6bfc) - 2C00.W: ??? dungeon/cave step counter (see $04.6895) ?? - 2C02.W: ??? BG tile data read from VRAM (see $01.4e1c-$4f36) ?? - 2C04.W: ??? BG tile data read from VRAM (see $01.4e1c-$4f36) ?? - 2C06.W: ??? BG tile data read from VRAM (see $01.4e1c-$4f36) ?? - 2C08.W: ??? BG tile data read from VRAM (see $01.4e1c-$4f36) ?? - 2C0A: ??? (see $00.e32d, $13.631d, $13.6334, $13.78e6) - 2C0B: ??? text-printer variable? Per-character output delay? - 2C0C: ??? (tested for zero by $13.760c?) - 2C0D: ??? (tested for zero by $13.78ee, set to #$01 by $13.792c?) - 2C10: ??? flag, non-zero if (?? end of game condition met ??) ?? - 2C11: ??? flag, non-zero if saved the princess a second time ?? - Non-zero if yeeted the teribura egg into the fire? - 2C12: Flag, non-zero ($01) if Gorotsuki(?) has been paid off in Baghdad. - 2C13: ??? flag, non-zero if seen Aladdin enter the bandit cave ?? - 2C14: ??? flag, non-zero if Omar has been given coffee ?? - 2C15: ??? flag, non-zero if saved the princess the first time ?? - 2C16: ??? (set to #$01 by $13.6344, when Hasan leaves Baghdad?) - 2C17: Flag, non-zero ($01) if talked to northeast sage in Mecca. - 2C18: ??? (tested for zero by $04.7f33, $13.6454?) - $03.6943, ??? checks for non-zero. - $03.6fe9, trying to use the clay seal (ねんどばん), sets value to #$02. - $04.69ce, ??? checks specifically for value of #$02 ?? - $04.7aee, cherubim joining party, sets value to #$01? - $04.7f33, cave/dungeon sprite setup, checks for non-zero. - $13.6454, Basra dialogue test, checks for non-zero. - $47.752e, ??? checks for non-zero. - 2C19: ??? (tested for zero by $13.6d9a, $13.6df3?) - 2C1A: Flag, non-zero ($01) if talked to Sanzo in Cairo. - 2C1B: Flag, non-zero ($01) if ??? in Cairo. - 2C1C: ??? (tested for zero by $13.68f6, $13.695f, $13.697c?, defeated-Incubus flag?) - 2C1D: Flag, non-zero ($01) if talked to old man of the mountain without Cherubim in the party. - 2C1F: ??? (set to #$01 by $13.695b, ??) - 2C1F[]: ??? (indices used are $02, $04, and $05, see $2c4b) - 2C20: Flag, non-zero ($01) if Darius' boat is available for use. - This is set by $13.7ac4, and cleared again by $47.76c8. - 2C21: ??? (see $2c1f[]) - 2C22: Flag, non-zero ($01) if talked to Hasan in Basra while holding the Sea Chart. - 2C23: ??? (see $2c1f[]) - 2C24: ??? (see $2c1f[]) - 2C25: ??? - 2C26: ??? - 2C27: ??? - 2C28: ??? - 2C29: ??? (set to #$01 by $13.651d?) - 2C40: ??? (see $00.e305) - 2C42.W: ??? (see $02.745c-$7490, and $43.73b2-$73f6) poss. VRAM address (see $42.73f7-$7418) ?? - 2C44.W: ??? (see $03.77bc-$77df, and $02.???) - 2C46: Currently selected menu item index. - 2C47: ??? (set $08.7a21) - 2C4B: ??? (see $13.6490, $13.64a1, $13.6508, $13.6be7, $13.6bf8, $13.6c5f, $13.6f95, $13.6fa6, $13.700d), takes values $02, $04, and $05, used to index $2c1f[]? - 2C4E: ??? (used to set $99, see $08.7a52) - 2C4F: ??? (used to set $99, see $08.7848) - 2F00: ??? (paired with $2f01, something to do with party movement?) - 2F01: ??? (paired with $2f00, something to do with party movement?) - 2F02: ??? (paired with $2f03, something to do with party movement?) - 2F03: ??? (paired with $2f02, something to do with party movement?) - 2F04: ??? (paired with $2f05, something to do with party movement?) - 2F05: ??? (paired with $2f04, something to do with party movement?) - 2F0C.W: ??? (see $00.e28a) - 2F0E.W: ??? (see $00.e1a0) - 2F10.W: ??? (used only within $00.e831-$e8d0) - 2F12: ??? - 2F13: ??? - 2F14: ??? - 2F15: ??? - 2F16: ??? - 2F20.W: ??? pointer ?? v. temporary stash, written and read within $01.540a through $01.5437. - 2F26.W: ??? pointer ?? - 2F2E-2F3E: Password entry variables. - 2F2E: ??? password entry edit index ?? - 2F2F: ??? boundary for $2f2e (see $04.626d) ?? accumulated password length ?? - 2F30: ??? saved text cursor X coordinate (for pw entry) ?? - 2F31: ??? saved text cursor Y coordinate (for pw entry) ?? - 2F32: ??? coordinate ?? password entry saved cursor X ?? - 2F33: ??? coordinate ?? password entry saved cursor Y ?? - 2F34: ??? coordinate of some sort ?? password entry cursor X coordinate ?? - 2F35: ??? coordinate of some sort ?? password entry cursor Y coordinate ?? - 2F36: ??? - 2F37: Space or dakuten tile ID used during password text display (see $04.61c2-$61ef). - 2F38: ??? something with password entry ?? (set at $04.6056, $04.6142, read at $04.6111). - Set to one when buttons have been seen to have been released? - Cleared to zero when ?? - 2F40.W: ??? video buffer pointer? - 2F42: ??? paired with $2F43, used in bank $12? - 2F43: ??? paired with $2F42, used in bank $12? - 2F44: ??? used in bank $12? $2f40 buffer length / fixed output length? - 2F45: ??? used in bank $12? - 2F46: ??? used in bank $12? - 2F47: ??? used in bank $12? - 2F48: ??? used in script search? Search pointer? - 2F49: ??? used in script search? - 2F4A: Script ID low (second) byte, set at $12.7201, read at $12.7279. - 2F4B: Script ID high (first) byte, set at $12.7204, read at $12.725A. - 2F4C: ??? fixed video tile ID if non-zero? (see $12.711f) - 2F4D.W: Current RNG state (see $12.72d7-$7321 and $12.7322-$732c). - 2F4F: ??? (see $12.75b1) - 2F51[]: ?? backup memory file metadata buffer ?? - 2F60.W: ??? - 2F62.W: Experience to next level ?? General word temporary ?? - 2F64: ??? X coordinate of something ?? - 2F65: ??? Y coordinate of something ?? - 2F66: ??? - 2F68: ??? - 2F69: ??? saved /stack pointer/ for non-local exit in bank $03 ?? - 2F6B: ??? - 2F6C: Shopkeeper type (2, 3, or 4, corresponding to the indexed message ID of their opening salutation). - 2: weapon store - 3: armor store - 3: item store - 2F6D: ??? general temporary storage for the menuing code ?? - 2F6E: ??? - 2F6F: ??? - 2F70: ??? menu item count ?? (see $03.71d9) - 2F71: menu item vertical spacing - 2F72: menu item horizontal spacing - 2F73: menu vertical entry count - 2F74: menu horizontal entry count - 2F75.W[]: ??? Array of script section/tag pairs, for menu display use? - 2F85.W[]: ??? Array of ??? for menu display use? - 2F97: ??? - 2F98: ??? target party member id (compare $2fa6) ?? - 2F9A.W: ??? code pointer of some sort ?? - 2F9C: ??? twice $2fa3, for indexing word data ?? - 2F9D: ??? some kind of flag, either $00 or $01 ?? - 2F9E-2FA0: ??? code fragment (see $03.703c) ?? - 2FA1: ??? - 2FA2: ??? - 2FA3: ??? range 2-7 ?? command ID ?? - This drives much of the shopkeeper and main non-combat menu logic. - Value $00: buy item from shopkeeper. - Value $01: sell item to shopkeeper. - Value $02: "equip" items. - Value $03: "give" items from one party member to another. - Value $04: "use" items. - Value $05: cast "magic" spells. - Value $06: "drop" items. - Value $07: "search", not handled via the same mechanism as other commands. - 2FA4: ??? - 2FA5: ??? selected item id ?? - 2FA6: ??? selected party member ID ?? - 2FA7: ??? menu action result? Appears to be $00 for an accepted menu choice, $01 for a cancelled menu choice, $ff under some circumstances. May also have other values. - Attempting to select Cherubim in non-combat menus tends to set this to $ff (see $03.753a). - Attempting to select an "invalid" inventory item in non-combat menus also tends to set this to $ff. - Notably, $03.7186 tests for a value of $80. - 2FA9-2FAC: ??? window geometry ?? - 2FAD: ??? zeroed at $03.6804 ?? - 2FAE: ??? last opened indexed window? (written $03.7609, read $03.7a47) - 2FAF: ??? a window ID (written $03.7cfc, ignored otherwise?) ?? - 2FB0: ??? temporary stash, either $00 or $01, controls if a message is displayed at some point (written $03.74d8, read $03.7530)?? - Message is "ケルビムは ものを もてない", something about Cherubim not being a valid choice? - 2FB1: ??? temporary stash (written $03.7d6a, mutated $03.7d81), used as a loop index for how many lines of a window to erase. - 2FBE: World-map tile animation frame (0-3, will treat values over 3 as 3, see $08.7bf7). - 2FBF: ??? A stack pointer value, specific to bank $08 (written $08.7786, read $08.79d3) ?? - 2FC4: Palace/city/town/oasis-map tile animation frame (0-3, will treat values over 3 as 3, see $41.78e3). - 2FC6: ??? - 2FC7: ??? - 2FC8: ??? (dungeon/cave id?) - 2FD3-2FDF: ?? map2 (dungeon?) variables (specific to bank $04) ?? - 2FD7: ??? - 2FD9: ??? A stack pointer value, specific to bank $04 (written $04.67de) ?? - 2FDA: ??? - 2FDB: ??? (used to set $99, see $04.764c, $04.7b18, $04.7baa) - 2FDE: ??? script tag id or zero? - 2FDF: ??? script tag id or zero? - 2FF6: ??? local to $02.64f3-$65a6 party member defends routine. - 2FF7: ??? local to $02.64f3-$65a6 party member defends routine. - 2FF8: ??? (set $02.613c) - 2FF9: ??? tried/failed to escape flag? (set $02.6131, $02.6f7b, read $02.6225 and several other places) - 2FFB: Combat event index? local to $02.621a-$62fb one round of combat routine. - 2FFC.W[9]: ??? combat event records? (initialized $02.62fc, parsed $02.6255) - 300E: "did-something" flag, local to $02.6363-$63a1 sort routine. - 300F.W: Empty inventory slot address, local to $02.67e2-$683b. - $3011: Combat item drop, local to $02.67e2-$683b. - 3012: ??? encounter table id (see $02.75a2) ?? - 3013: ?? Section 24 tag IDs for critical strike type, or zero for no critical (written $02.6422, $02.64c3, $02.6871, $02.691c, read $02.6a20, $02.6a27, values are $00, $1b (27), and $1c (28)) ?? - 301C.W: ??? something with enemy animation (written $43.726c, $43.727a, read $43.7402, $43.7424, $43.7451, $43.747a) ?? - 3023.W: ??? VRAM address ?? - 3039.W: Pointer to monster ??? data, local to $45.771c-$7794. - 303B: ??? local to $45.771c-$7794. - 3A00-3A9F: ??? VRAM data(?), see $04.7862 ?? - 3B00.W: ??? pointer ?? random encounter data (written $02.75b1-$75cc, read $02.72d9-$02.72e7) ?? - 3B02.W: ??? pointer ?? monster data ?? - 3B04.W: ??? pointer ?? - 3B06: ??? (monster record id?) ?? - 3B07.W: ??? pointer (lowest address $8c00), monster data template, 12-byte ($0c-byte) stride ?? - 3B09: ??? number of enemies minus one ?? - 3B0A: ??? character id ?? combat-only ?? - 3B0C[8]: ??? - 3B16: ??? - 3B17: ??? character id ?? combat-only ?? - 3B18.W: ??? character data pointer ?? combat-only ?? - 3B1A.W: ??? - 3B1B: ??? - 3B1C-3B3B: ??? copied character data record ?? - 3B1C: current HP. - 3B1D: current MP. - 3B1E: maximum HP. - 3B1F: maximum MP. - 3B20: Attack power. - 3B21: Defense power. - 3B22: Speed; determines combat turn order (higher=sooner) and combat hit chance (relative to opponent value) ?? - 3B23: equipped weapon. - 3B24: equipped headgear. - 3B25: equipped shield. - 3B26: equipped armor. - 3B27[8]: spell table. - 3B2F[8]: inventory. - 3B37: ??? defense strength boost ?? - 3B38: ??? non-zero if magic has been sealed ?? - 3B3C-3B4B: ??? copied monster data record ?? - 3B3C: name tag (in section 30). - 3B3D.W: ?? (HP?) - 3B3F: ?? (MP?) - 3B40: Attack ?? - 3B41: Defense ?? - 3B42: Speed; determines combat turn order (higher=sooner) and combat hit chance (relative to opponent value) ?? - 3B43: ??? (only zero if MP is zero, spell set ??) - 3B44.W: gold. - 3B46: experience. - 3B47: droppable item ID. - 3B48: ??? (ref. banks $45 and $47, poss. magic being sealed?) - 3B49.W: ?? (HP? Max HP?) - 3B4B: ?? unused ?? - 3C00: ??? - 3C12: ??? - 3C19: ??? - 3D00[$52]: ??? something to do with savegame passwords (see $04.6611) ?? - 3D50[$50]: ??? something to do with savegame passwords (see $04.6604) ?? - 3E00-3FC8(?): Audio driver memory. - 3E00: ??? (see $01.5188-$51e1) sound effect to play ?? BGM track to play ?? - 3E01[6]: ??? See $00.f000 ?? - 3E07[2]: ??? See $00.f00c ?? - 3E0D: ??? bank ID of some sort ?? - 3E0E: ??? bank ID of some sort ?? - 3FC9-3FFF: ?? possibly unused ??
Internal Data for Sindibad: Chitei no Daimakyuu
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