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The Little Mermaid/RAM map
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The following article is a RAM map for The Little Mermaid.
RAM | Function | Details | |
0x003A | Object being held | # of object slot | |
0X00B0 | Lives | ||
0X00B1 | Health | ||
0x00B4 | Bubble power | ||
0x00B5 | Bubble range | ||
0X00E4 - 0X00E7 | RNG Seed | Fibonacci LFSR (Function 0xC250) | |
0x0100 - 0x01FF | Stack | ||
0x0300 - 0x030F | Object Phase | 0x80 = slot occupied, 0x0F = phase within script | |
0x0310 - 0x031F | Object ID | Determines object's behavior | |
0x0320 - 0x032F | y-position subpixel | ||
0x0330 - 0x033F | x-position low byte (pixel) | ||
0x0340 - 0x034F | x-position high byte | ||
0x0350 - 0x035F | y-position subpixel | ||
0x0360 - 0x036F | y-position low byte (pixel) | ||
0x0370 - 0x037F | y-position high byte | ||
0x0380 - 0x038F | x-speed low byte (subpixels/frame) | ||
0x0390 - 0x039F | x-speed high byte (pixels/frame) | ||
0x03A0 - 0x03AF | y-speed low byte (subpixels/frame) | ||
0x03B0 - 0x03BF | y-speed high byte (pixels/frame) | ||
0x03C0 - 0x03CF | Attributes | 0x40 = damage hitbox active, 0x20 = able to be bubbled | |
0x03D0 - 0x03DF | Direction of movement | 0x01 = left, 0x02 = right | |
0x03F0 - 0x03FF | HP | ||
0x0400 - 0x040F | Sprite orientation | 0x04 = invisible | |
0x0430 - 0x043F | Graphic ID | Determines object's animation loop | |
0x0460 - 0x046F | Timer 1 | Use depends on object | |
0x0470 - 0x047F | Timer 2 | Use depends on object | |
0x0480 - 0x048F | Timer 3 | Use depends on object | |
0x04A0 - 0x04AF | Stun timer | Actions/animation paused until zero | |
0x0620 - 0x063F | Current color palettes |