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The Little Mermaid/ROM map
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The following article is a ROM map for The Little Mermaid.
Page 06 (0x8000-0xBFFF)
Address in ROM: 0x18010-0x1C00F
Function 0x8000
Runs the action scripts of every object slot from lowest to highest and checks for collisions each frame.
06:8000:A5 B1 LDA $00B1 ; Check Ariel's health 06:8002:F0 3A BEQ $803E ; Exit if zero 06:8004:A2 01 LDX #$01 06:8006:86 EF STX $00EF ; Current slot # 06:8008:A9 06 LDA #$06 06:800A:85 99 STA $0099 ; ? 06:800C:BD 00 03 LDA $0300,X 06:800F:10 25 BPL $8036 ; Skip ahead if slot is empty 06:8011:BD A0 04 LDA $04A0,X ; Check if object is stunned 06:8014:D0 16 BNE $802C ; If so, skip action script 06:8016:BC 10 03 LDY $0310,X 06:8019:B9 20 85 LDA $8520,Y ; Obtain address of action script 06:801C:85 00 STA $0000 ; from jump table 06:801E:B9 80 85 LDA $8580,Y ; 06:8021:85 01 STA $0001 06:8023:A9 80 LDA #$80 ; Set return address 06:8025:48 PHA 06:8026:A9 2B LDA #$2B 06:8028:48 PHA 06:8029:6C 00 00 JMP ($0000) ; Run object's action script 06:802C:E0 03 CPX #$03 ; Check if object is a bubble 06:802E:90 06 BCC $8036 ; Jump ahead if so 06:8030:20 3F 80 JSR $803F ; Test collision with Ariel 06:8033:20 FF 80 JSR $80FF ; Test collision with bubble 06:8036:E6 EF INC $00EF ; Tick up to next object slot 06:8038:A6 EF LDX $00EF 06:803A:E0 10 CPX #$10 ; Loop until all slots examined 06:803C:D0 CA BNE $8008 06:803E:60 RTS -----------------------------------------
Function 0x803F
Checks if Ariel is colliding with object X and performs appropriate action if so.
06:803F:20 F2 FA JSR $FAF2 ; Check if Ariel is colliding with object X 06:8042:B0 79 BCS $80BD ; Exit if not 06:8044:BD C0 03 LDA $03C0,X ; Check if item has damage flag 06:8047:29 40 AND #$40 ; 06:8049:F0 73 BEQ $80BE ; Skip to next section if not ARIEL COLLIDES WITH DAMAGING OBJECT 06:804B:A5 3F LDA $003F 06:804D:05 2F ORA $002F 06:804F:D0 6C BNE $80BD ; Exit unless both are zero 06:8051:A5 BB LDA $00BB 06:8053:D0 68 BNE $80BD ; Exit if not zero 06:8055:A9 07 LDA #$07 06:8057:C5 30 CMP $0030 06:8059:F0 62 BEQ $80BD ; Exit if Ariel is already in damage animation ARIEL TAKES DAMAGE 06:805B:C6 B1 DEC $00B1 ; Tick down health 06:805D:D0 05 BNE $8064 ; Jump ahead if not zero 06:805F:A0 00 LDY #$00 06:8061:8C 80 04 STY $0480 ; Clear Parameter 3 06:8064:A4 30 LDY $0030 06:8066:8C 60 04 STY $0460 ; Preserve Ariel's previous action phase 06:8069:85 30 STA $0030 ; Set damage animation 06:806B:A9 1D LDA #$1D 06:806D:20 A0 FC JSR $FCA0 06:8070:C0 04 CPY #$04 06:8072:F0 27 BEQ $809B 06:8074:C0 05 CPY #$05 06:8076:F0 23 BEQ $809B 06:8078:A9 08 LDA #$08 06:807A:8D 30 04 STA $0430 06:807D:A9 00 LDA #$00 06:807F:8D 18 04 STA $0418 06:8082:8D 48 04 STA $0448 06:8085:8D 60 04 STA $0460 06:8088:C0 02 CPY #$02 06:808A:D0 0F BNE $809B 06:808C:8C 60 04 STY $0460 06:808F:AC B0 03 LDY $03B0 06:8092:30 29 BMI $80BD 06:8094:8D A0 03 STA $03A0 06:8097:8D B0 03 STA $03B0 06:809A:60 RTS ----------------------------------------- 06:809B:A9 00 LDA #$00 06:809D:85 3A STA $003A 06:809F:8D 80 03 STA $0380 06:80A2:A9 01 LDA #$01 06:80A4:8D 90 03 STA $0390 06:80A7:A9 10 LDA #$10 06:80A9:8D 70 04 STA $0470 06:80AC:A9 01 LDA #$01 06:80AE:8D D0 03 STA $03D0 06:80B1:AD 00 04 LDA $0400 06:80B4:29 40 AND #$40 06:80B6:F0 21 BEQ $80D9 06:80B8:A9 02 LDA #$02 06:80BA:8D D0 03 STA $03D0 06:80BD:60 RTS ----------------------------------------- ARIEL COLLIDES WITH CARRYABLE OBJECT 06:80BE:A5 3A LDA $003A 06:80C0:05 30 ORA $0030 06:80C2:D0 15 BNE $80D9 06:80C4:BD 10 03 LDA $0310,X 06:80C7:C9 30 CMP #$30 ; Check if object is shell 06:80C9:F0 0C BEQ $80D7 ; If so, set as carried object 06:80CB:C9 02 CMP #$02 ; Check if object is bubble 06:80CD:D0 0A BNE $80D9 ; If not, exit 06:80CF:86 3A STX $003A ; Set bubble as carried object 06:80D1:A9 00 LDA #$00 06:80D3:9D 80 04 STA $0480,X ; Set bubble's parameter 3 as zero 06:80D6:60 RTS ----------------------------------------- 06:80D7:86 3A STX $003A 06:80D9:60 RTS -----------------------------------------
Data Table 0x8520
Jump table for object action functions
Action # | Address | Description |
0x00 | 0x85E0 | Blank (used for Ariel) |
0x01 | 0x85E1 | Thrown objects |
0x02 | 0x888F | Enemy in bubble |
0x03 | 0x8A14 | Fish, Type 1 |
0x04 | 0x867A | |
0x05 | 0x8A65 | Seahorse |
0x06 | 0x8A9B | |
0x07 | 0x8BDC | |
0x08 | 0x8BE2 | Spitting fish |
0x09 | 0x8CA3 | |
0x0A | 0x8CBA | Octopus |
0x0B | 0x8DC5 | Octopus' rock |
0x0C | 0x9BA7 | Stage 1 Boss (Shark): Sending Fish |
0x0D | 0x9CC4 | Stage 1 Boss (Shark): Dashing |
0x0E | 0x9D37 | Fish (Stage 1 Boss fight) |
0x0F | 0xA3B3 | Cannon (Stage 4 Boss fight) |
0x10 | 0x8F89 | |
0x11 | 0x8FC7 | |
0x12 | 0x9046 | Fish, Type 2 |
0x13 | 0xAF50 | |
0x14 | 0xAF50 | |
0x15 | 0x908F | Crab (Stage 2 Boss fight) |
0x16 | 0x91D9 | Tiny fish (following Ariel) |
0x17 | 0x913F | |
0x18 | 0x913F | |
0x19 | 0x913F | |
0x1A | 0x913F | |
0x1B | 0x913F | |
0x1C | 0x92A9 | Sleeper fish |
0x1D | 0x9229 | Tiny fish (default action) |
0x1E | 0x9367 | |
0x1F | 0x9274 | Tiny fish (quad pattern) |
0x20 | 0x940C | Shrimp |
0x21 | 0x9460 | Poor Unfortunate Soul (Stage 5) |
0x22 | 0x9461 | Starfish spawner |
0x23 | 0x954F | Starfish (shooting upward) |
0x24 | 0x9604 | Frozen fish |
0x25 | 0x908F | Helmet crab |
0x26 | 0x869D | Crab (walking) |
0x27 | 0x86C1 | Crab (ducking/falling) |
0x28 | 0x86F1 | |
0x29 | 0x8715 | |
0x2A | 0x9D3A | Stage 3 Boss (Walrus): Default |
0x2B | 0x9EC7 | Stage 3 Boss (Walrus): Dropping item |
0x2C | 0x9F60 | Stage 2 Boss (Eel) #1 |
0x2D | 0x9F60 | Stage 2 Boss (Eel) #2 |
0x2E | 0xA1CF | Stage 4 Boss (Seahorse) |
0x2F | 0xA324 | Fish (Stage 4 Boss fight) |
0x30 | 0x986D | Carried item |
0x31 | 0x97D5 | |
0x32 | 0x97D5 | |
0x33 | 0x97D5 | |
0x34 | 0x9A36 | |
0x35 | 0x9A36 | |
0x36 | 0x9A11 | |
0x37 | 0x87EE | |
0x38 | 0x998B | Red Orb |
0x39 | 0x998B | Green Orb |
0x3A | 0x9A69 | |
0x3B | 0x9A69 | |
0x3C | 0x8DCB | Volcano |
0x3D | 0x878B | |
0x3E | 0xA63D | |
0x3F | 0x888E | |
0x40 | 0x888E | Water splash |
0x41 | 0x8EE3 | |
0x42 | 0x877D | End-of-stage jar |
0x43 | 0x8DCB | Upside-down volcano |
0x44 | 0x8E8C | Volcanic rock |
0x45 | 0x9654 | |
0x46 | 0x96E1 | |
0x47 | 0xA3D9 | Stage 5 Boss (Ursula 1) |
0x48 | 0xA54F | Enemy Spawn 1 (Stage 5 Boss fight) |
0x49 | 0xA5F0 | Enemy Spawn 2 (Stage 5 Boss fight) |
0x4A | 0xA5F6 | Orb (Stage 5 Boss fight) |
0x4B | 0x8F6E | |
0x4C | 0x876B | |
0x4D | 0x9AA1 | Hidden item (?) |
0x4E | 0x9AA1 | Hidden item (?) |
0x4F | 0x9AA1 | Hidden item (?) |
0x50 | 0x9AA1 | Hidden item (?) |
0x51 | 0x9AA1 | Hidden item (?) |
0x52 | 0x9B0A | Flounder |
0x53 | 0x9B0A | |
0x54 | 0x9B0A | |
0x55 | 0x9B0A | |
0x56 | 0x9B0A | |
0x57 | 0xA692 | Stage 6 Boss (Ursula 2) |
0x58 | 0xA83E | Fish (Stage 6 Boss fight) |
0x59 | 0xA879 | |
0x5A | 0xA0D8 | Crab spawner (Stage 2 Boss fight) |
0x5B | 0xA324 | |
0x5C | 0x8821 | |
0x5D | 0x8872 | |
0x5E | 0x887F | |
0x5F | 0x888E | Urchin (Stage 4 Boss fight) |
Function 0x85E0
Action script 0x00 (Ariel)
06:85E0:60 RTS -----------------------------------------
Page 07 (0xC000-0xFFFF)
Location in ROM: 0x1C010-0x2000F
Function 0xC250
Advance random number generator each frame
07:C250:A2 00 LDX #$00 07:C252:A0 04 LDY #$04 07:C254:B5 E4 LDA $E4,X 07:C256:29 02 AND #$02 07:C258:85 00 STA $0000 07:C25A:B5 E5 LDA $E5,X 07:C25C:29 02 AND #$02 07:C25E:45 00 EOR $0000 ; If 0x02 bits of 0xE4 and 0xE5 07:C260:18 CLC ; are the same, highest bit of 07:C261:F0 01 BEQ $C264 ; new RNG value will be zero. 07:C263:38 SEC ; Otherwise, it will be one. 07:C264:76 E4 ROR $E4,X ; Then shift all previous bits right. 07:C266:E8 INX 07:C267:88 DEY 07:C268:D0 FA BNE $C264 07:C26A:60 RTS -----------------------------------------
Function 0xFFC8
Set RAM bank 0x8000-0xBFFF to Page A
07:FFC8:AA TAX 07:FFC9:9D DE FF STA $FFDE,X 07:FFCC:60 RTS -----------------------------------------
Function 0xFFCD
Set RAM bank 0x8000-0xBFFF to Page A, retaining X/Y values Store Page # to 0x9B/0x9C?
07:FFCD:85 9B STA $009B 07:FFCF:85 BF STA $00BF 07:FFD1:86 9C STX $009C 07:FFD3:84 9D STY $009D 07:FFD5:AA TAX 07:FFD6:9D DE FF STA $FFDE,X 07:FFD9:A6 9C LDX $009C 07:FFDB:A4 9D LDY $009D 07:FFDD:60 RTS -----------------------------------------
Data Table 0xFFDE=
Used by functions 0xFFC8 and 0xFFCD for bank switching. See UNROM for more info.
07:FFDE:00 07:FFDF:01 07:FFE0:02 07:FFE1:03 07:FFE2:04 07:FFE3:05 07:FFE4:06