Shingen the Ruler/ROM map

From Data Crystal
< Shingen the Ruler
Revision as of 00:51, 7 August 2021 by Armagon (talk | contribs) (Created page with "{{rommap|game=Shingen The Ruler}} <pre> Castle DATA Start Note: Castle data is loaded into RAM at $6150. ROM Data is #$1A(00 - 25) bytes each, but RAM includes other data an...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Chip tiny.png The following article is a ROM map for Shingen the Ruler.


Castle DATA Start
	Note: Castle data is loaded into RAM at $6150. ROM Data is #$1A(00 - 25) bytes each, but RAM includes other data and is #$38(00 - 55) bytes each.
	CASTTLE DATA CASTLES BY ORDER: KAI, SHINANO, SAGAMI, MUSASHI, KOZUKE, ECHIGO, N SHINANO, W SHINANO, SURUGA, TOTOUMI, MIKAWA, OWARI, MINO, HIDA, ETCHU, NOTO, KAGA, ECHIZEN, OUMI, ISE, YAMASHIRO.


0x016016 - 0x016237	
	BYTE #$00		This byte represents a ruler's capital. Ruler's ID (#$01 - #$11/ + #$11 for heirs)  is stored here if it is The ruler's capital, otherwise it is     #$00.
	BYTE #$01		Castle controlled (non capital) RULER ID (#$01 - #$11/ + #$11 for heirs)
	BYTE #$02		YIF(YIELD INCREMENTAL FACTOR) This byte directly corresponds to the games FA-Development Command. Castle Yield is subtracted from this value to determine whether or not to add the Castles Rank to the base YI(YIELD INCREMENTAL - see https://gamefaqs.gamespot.com/nes/587609-shingen-the-ruler/faqs/76326 Territory Management Guide by ireant) of 0x03B7BF(#$28/YIELD), 0x3B85D(#$32/WEALTH). Basically any time the castles yield is above this value, the castles rank is added to the price to increase YIELD/WEALTH via the FA-DEVELOPMENT COMMAND. Setting these values to #$64(#100) or above means that the $$ price to increase YIELD/WEALTH via FA_DEVELOPMENT will never increase.
	BYTE #$03		Castle YIELD
	BYTE #$04		Castle DISASTER
	BYTE #$05		Castle CULTURE
	BYTE #$06		Castle LOYALTY
	BYTE #$07		Castle WEALTH
	BYTE #$08 - BYTE #$09 	Castle $$(money) LOW/HIGH BYTE max #$0F27(#9999)
	BYTE #$0A - BYTE #$0B		Castle PRODUCT; LOW/HIGH BYTE max #$0F27(#9999)
	BYTE #$0C		Castle Gold Mines (#00 - #100)
	BYTE #$0D and BYTE #$0E	unknown.
	BYTE #$0F		Epidemic #$00 = NO / #$01 = YES
	BYTE #$10 - BYTE #$11 	Castle RANK (i think max is #$64(#100), so only the first byte is used)
	BYTE #$12 - BYTE #$13		Castle XP; LOW/HIGH BYTE max I think is #$07E3(#999)
	BYTE #$14 - BYTE #$19		# of troops 1 BYTE each (max #$FF) for each of HQ(headquarters). CAV(Cavalry), RM(Riflemen), AR(Archer), LNC(Lancer), INF(Infantry)