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Castlevania II: Belmont's Revenge/ROM map
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The following article is a ROM map for Castlevania II: Belmont's Revenge.
Format for PRG-ROM is Bank:RAM address.
(r:symbol) marks the start of a callable subroutine.
During entity update routines, register d stores the high byte of the entity data. Belmont's data begins at c0, so d is always c0 during belmont's update routine.
X:7FFF all swappable banks store list their bank number as the last byte of the bank. 0:0038 (RST 38) get Y position of current entity. 0:01D9 (r:mbc_bankswap_call) stores current bank (read from $7FFF) on stack, calls some (?) routine, then returns to caller bank. 0:3DAF (r) Entity x velocity <- cb. 0:35A9 (r:mbc_bankswap_1) loads swappable bank 1. 0:35AF (r:mbc_bankswap_2) loads swappable bank 2. 0:35B5 (r:mbc_bankswap_6) loads swappable bank 6. 0:35BB (r:mbc_bankswap_7) loads swappable bank 7. 0:35C1 (r:mbc_bankswap_3) loads swappable bank 3. 6:421D (r:belmont_update) Belmont frame update routine. Called from 0:05FA. 6:461B (r:input_A_pressed) A gets zero or 10 depending on if the A button was pressed this frame. Status flags set 6:4621 (r:input_up_down_held) A and status flags 6:4627 (r:input_left_right_held) A and status flags 6:462D (r:input_B_pressed) A and status flags 6:4633 (r:input_B_held) A and status flags 6:4639 (r:input_down_held) A and status flags 6:464B (r:input_up_held) A and status flags 6:4651 (r:input_any_held) A and status flags
Bank swap routines:
- All are in bank 0, and all write to $2180 to change the bank. For some reason, bank 5 is always swapped inline rather than by function call.