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R.C. Pro-Am II/RAM map
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The following article is a RAM map for R.C. Pro-Am II.
- (T) denotes temporary use. Don't mess with these.
- Unless otherwise noted, a size of 04 means one byte per racer.
- Plane bytes shared by plane weapons too ("06" range is not a typo).
- Coordinates are listed as either "map" - the standard Cartesian layout,
- or "room" - the isometric layout visible to the player.
Address Size Description -------- ---- ----------- 0x08C 02 (T) Attribute Table Address 0x090 (T) Repeat Counter (T) Tally 0x0A4 02 (T) Secondary Subroutine Address 0x0A7 (T) Tile Assembly Nametable Address 0x0A8 02 (T) Primary Subroutine Address 0x0AA 02 Track Subsection Layout Address 0x0AE 02 Track Terrain Set Address 0x0B0 02 Track Terrain Map Address 0x0B9 (T) Item Palette 0x0BA 02 (T) Item X On Screen 0x0BC 02 (T) Item Y On Screen 0x0BF 3C Pickup Status bits 0-1 = player restriction, bit 2 = all players, bit 6 = obtained 0x0C4 04 Shop Sub-Menu Position 0x0FC Track ID 0x0FD Track Tileset 00 = grass, 01 = city, 02 = offroad 0x100 05 Hi-Score First Initial bit 7 = animate initials (gets reset when hi-score table loaded) 0x105 05 Hi-Score Second Initial 0x10A 05 Hi-Score Third Initial 0x10F 05 Hi-Score "Track" Races 0x114 05 Hi-Score Continues Used 0x119 05 Hi-Score Points (low) 0x11E 05 Hi-Score Points (high) 0x123 Hi-Score Star Animation Timer 0x124 Hi-Score Star Animation State 0x1D4 05 Boot-up Signature 0x3C3 SFX Square Channel 1 Track 0x3C4 SFX Square Channel 2 Track 0x3C5 SFX Triangle Channel Track 0x3C6 SFX Noise Channel Track 0x3C7 Working X-register Value 0x3C9 Working Y-register Value 0x3CA Working Iterator 0x3CB BGM Track (also used for title screen data) 0x3CC 0C Exhaust Smoke Sprites (3 per car) 0x432 04 Car Draw Order (0x432 = bottom, 0x435 = top) 0x436 Track Sections Total 0x437 Leading Player (determines CPU speed) 0x438 04 Catch-up Distance Remaining (players only) 0x43C Frame Counter 0x43D Starting Light Appearance Delay 0x43F PPU Mask (clearing bits 3 or 4 will freeze the game) 0x443 Minigame Mode 00 = normal race, 01 = tug-o-war, 02 = drag race 0x444 Paused 0x445 Pause Spam Delay 0x446 02 Track Tile Attribute Table Address 0x448 02 Track Tile Square Assembly Address 0x44A Track Lap Length 0x44C 02 Track Tilemap Address 0x44E Nametable Column Write Address Low Byte (high byte always #22) 0x44F 02 Nametable Row Write Address 0x451 1E Tile Column Data to Write 0x46F 20 Tile Row Data to Write 0x4CF Attribute Table Row Iterator Title & Hi-Score Screen Timer 0x4D0 Attribute Table Row Count Title & Hi-Score Screen Delay 0x4D1 Attribute Table Row Address 0x4D2 Camera Map X (low) (relative to 0x530) 0x4D3 Camera Map X (high) (relative to 0x535) 0x4D4 Camera Map Y (low) (relative to 0x53A) 0x4D5 Camera Map Y (high) (relative to 0x53F) 0x4D6 Copy of 0x4D2 for Tile Updates 0x4D7 Copy of 0x4D4 for Tile Updates 0x4D8 Attribute Table Updates X-Offset (same as 0x4D2) 0x4D9 Attribute Table Updates Y-Offset 0x4DA Horizontal Scroll 0x4DB Vertical Scroll 0x4DC Based on 0x4D5 for Attribute Table Updates 0x4DD Nametable Write Address (unpacked to 0x44F-0x450) 0x4DE Copy of 0x4DC 0x4DF Load New Tile Row Flag (set to #01) 0x4E0 Load New Tile Column Flag (set to #02) 0x4E1 Unknown Tile Update Flag (set to #04) 0x504 04 Map X (low) 0x508 Camera Target Map X (low) 0x509 04 Map X (high) 0x50D Camera Target Map X (high) 0x50E 04 Copy of 0x504 0x512 Copy of 0x508 0x513 04 Copy of 0x509 0x517 Copy of 0x50D 0x518 04 Map Y (low) 0x51C Camera Target Map Y (low) 0x51D 04 Map Y (high) 00 is center of map, y-axis is inverted) 0x521 Camera Target Map Y (high) 0x522 04 Copy of 0x518 0x526 Copy of 0x51C 0x527 04 Copy of 0x51D 0x52B Copy of 0x521 0x52C 04 Room X (low) 0x530 Camera Room X (low) 0x531 04 Room X (high) 0x535 Camera Room X (high) 0x536 04 Room Y (low) 0x53A Camera Room Y (low) 0x53B 04 Room Y (high) 0x53F Camera Room Y (high) 0x540 04 Map X (subpixel) 0x544 Camera Map X (subpixel) 0x545 04 Map Y (subpixel) 0x549 Camera Map Y (subpixel) 0x554 04 Track Position (high) 0x559 04 Current Track Section 0x55E 04 Laps Completed 0x563 04 Track Section Type 0x568 04 Copy of 0x563 0x56D 04 Track Position (low) 0x572 04 Air Height (integer) 0x576 04 Air Height (subpixel) 0x57A 04 Race Position 01 = 1st, 02 = 2nd, 03 = 3rd, 04 = 4th 0x57E 04 Shadow Distance (integer) 0x582 04 Shadow Distance (subpixel) 0x586 04 Z-Speed (integer) 0x58A 04 Z-Speed (fraction) 0x58E 04 Track Height 0x592 04 Speed (fraction) 0x596 04 Speed (integer) 0x59A 04 Steer Direction (fraction) 0x59E 04 Steer Direction (integer) 0x5A2 04 Real Direction (integer) 0x5A6 04 Real Direction (fraction) 0x5AA 04 Visual Direction (angle) 00 = northwest, rotate clockwise to 17 0x5AE 04 Catch-up Speed (players only) 0x5B2 04 Chevron Boost (integer) 0x5B6 04 Chevron Boost (fraction) 0x5BA 04 Tire Traction (low) 0x5BE 04 Tire Traction (high) 0x5C2 04 Tire Traction (fraction) 0x5C6 04 Hit Timer 0x5CA 04 Big Hit Timer 0x5CE 04 Attacked Count 0x5D2 04 Acceleration Rate (low) 0x5D6 04 Acceleration Rate (high) 0x5DA 04 Deceleration Rate (low) 0x5DE 04 Deceleration Rate (high) 0x5EA 04 Car Sprite 04 Continue Screen Text 0x5EE 04 Car Sprite Attributes 0x5F2 04 Accumulated Cash (high) 0x5F6 04 Accumulated Cash (low) 0x5FA 04 Track Minimum Edge (depends on section type) 0x5FE 04 Track Width 0x602 04 Human Player Catch-up 0x612 04 Max Speed 0x616 04 CPU Cruising Speed (used when ahead of player) 04 CPU Tug-O-Truck Shift Speed (resets both trucks' speed when reached) 04 CPU Drag Race Speed (varies by racer) 0x61A 04 CPU Safe Lead Speed (used when ahead 2+ checkpoints) 04 Tug-O-Truck Max Speed (unused, value is hard-coded for player) 0x68E 04 Spin Timer 0x692 04 Cornering Behavior (glitches player, affects CPU steering) 0x69E 04 CPU Steering Behavior(?) (lock this and CPU will get stuck in a turn) 0x6AA 04 CPU Driving Style 0x6B6 04 Car Draw Depth (low) 0x6BA 04 Car Draw Depth (high) 0x6CA 04 Pole Position (randomized) 04 Tug-O-Truck Position (00 vs. 02, 01 vs. 03) 0x6CE 04 Freeze Timer 0x6D2 04 Pulser Timer 0x6D6 04 Shield Timer 0x6DA 04 Respawn Flash Timer 0x6DE 04 Invincibility Timer 0x6E2 Starting Light Timer 0x6E3 Starting Light State 0x6E4 Heads-Up Display State 00 = map, 01 = hide display, 02 = warning w/klaxon, 03 = silent warning 0x6E5 Gamepad 1 State 0x6E6 Gamepad 2 State 0x6E7 Copy of 0x6E5 0x6E8 Copy of 0x6E6 0x6E9 Gamepad 1 Pressed 0x6EA Gamepad 2 Pressed 0x6EB Copy of 0x6E9 0x6EC Copy of 0x6EA 0x6ED 02 Water Pattern Table Write Address (overwrites 1 of 4 tiles each frame) 0x6EF 06 Water Pattern Table Write Value (draws waves on water tiles) 0x6F5 02 Unused Water Pattern Table Write Values (always 00, never used) 0x700 04 Motor Level 0x704 04 Tire Level 0x708 04 Active Weapon (reset after race) 0x70C 04 Active Extra (reset after race) 0x710 04 Toy Model 00 = truck, 01 = sports, 02 = formula Note: can be set at title screen 0x714 04 Default Extra 0x718 04 Default Weapon 0x71C 04 CPU Shopping Pattern (determines upgrade order) 0x720 04 CPU Handicap (max 02, determines speed limits) 0x724 04 CPU Purchases 0x728 04 Buckshot Ammo 0x72C 04 Missile Ammo 0x730 04 Bomb Ammo 0x734 04 Lazer Ammo 0x738 04 Freeze Ammo 0x73C 04 Pulser Ammo 0x740 04 Shield Supply 0x744 04 Oil Slick Supply 0x748 04 Nitros Supply 0x74C 04 Car Active 00 = display Continue option after race 01 = draw shadow, allow crossing finish, goto next race 0x750 Race Number 0x751 04 Shop Main Selection 00 = motor, 01 = tires, 02 = guns, 03 = extra, 04 = race, 05 = game over 0x755 Screen Display Type 00 = active race, 01 = static image (e.g. blank, preview), 02 = parts shop, 03 = player entry, 04 = racer overview, 05 = continue screen, 06 = title screen, 07 = hi-score table 0x756 04 Randomizer (32 bits, 0x756 = working value) 0x75A Blank Screen (waits until VBLANK) 0x75B 04 Cash (low) 0x75F 04 Cash (high) (max glitchless cash is #270F or $99990) 0x763 Human Player Count 0x764 04 Car Status bit 0 = invisible, bit 1 = on ice, bit 2 = off-screen, bit 3 = turn right, bit 4 = turn left, bit 5 = behind background, bit 6 = finished, bit 7 = CPU 0x768 04 Mini-Game Button Pressed 40 = B button, 80 = A button 04 CPU Status bit 2 = ahead of lead player 0x76D 04 Finish Line Placement 0x771 04 Continues Remaining 0x775 04 Continues Used 0x77A Ammo Purchased (bitmasked by player) 0x77B Shield Purchased (bitmasked by player) 0x77C Oil Slick Purchased (bitmasked by player) 0x77D Nitros Purchased (bitmasked by player) 0x77E Continue Purchased (bitmasked by player) 0x77F Buckshot Purchased (bitmasked by player) 0x780 Missile Purchased (bitmasked by player) 0x781 Bomb Purchased (bitmasked by player) 0x782 Lazer Purchased (bitmasked by player) 0x783 Freeze Purchased (bitmasked by player) 0x784 Pulser Purchased (bitmasked by player) 0x785 04 Ammo Mark-up 0x789 04 Continue Mark-up 0x78D 04 Racer First Initial 0x791 04 Racer Second Initial 0x795 04 Racer Third Initial 0x799 04 Circuit Point Score (low) 0x79D 04 Circuit Point Score (high) 0x7A1 04 Collected Letters bit 0 = I (2nd), bit 1 = I (1st), bit 2 = M, bit 3 = A, bit 4 = O, bit 5 = R, bit 6 = P 0x7A6 First Place Car 0x7A7 Second Place Car 0x7A8 Third Place Car 0x7A9 Last Place Car 0x7AA 05 Plane Attack Pointer ff = no more planes max 2 planes, must be 3 bytes apart 0x7AF 05 Plane Map X (low) 0x7B4 05 Plane Map X (high) 0x7B9 05 Plane Map Y (low) 0x7BE 05 Plane Map Y (high) 0x7C3 05 Plane Animation Timer (integer) 0x7C8 05 Plane Animation Timer (fraction) 0x7CD 05 Plane Sprite Attributes 0x7D2 05 Plane Map X (subpixel) 0x7D7 05 Plane Map Y (subpixel) 0x7DC 05 Plane Room X (low) 0x7E1 05 Plane Map X (high) 0x7E6 05 Plane Room Y (low) 0x7EB 05 Plane Room Y (high) 0x7F0 06 Plane Sprites 0x7F6 06 Plane General Timer
Internal Data for R.C. Pro-Am II
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