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Wario Land 3/RAM map
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The following article is a RAM map for Wario Land 3.
General
- 0xC09B = Current scene
0 = start screen 1 = overworld map (20:4392) 2 = level (2:4000) 3 = end of level, displaying treasures and musical coins collected. 4 = pause menu 5 = golf minigame 6 = ??? 7 = tutorials 8 = key obtention in level (collect key type of the region & suspends action temporarily) 9 = credits A = playing golf minigame in the green dome (after collecting all color crayons) B = ??? C = game over (failing against rudy the clown) D = time attack mode triggered E = choosing langage when creating new game
- 0xC09C = Current operation(s) in the scene.
Level (C09B at 2) : 0 = entering level from overworld, white screen fade in. (function 47B) 1 = loading everything related to the level, warping into the start of the level. (2:4024) 2 = white screen fade out. (function 5ed) 3 = level active time. (Main level function, 2:40aa) 4 = door style warping start (function 928) 5 = start of warping sequence (into another region), white screen fade in. (function 47B) 6 = warping into the new region. (Main Warping function, 2:446e)
How C09B & C09C are used to access to the correct code for each scene : C09B is read at 1:4000, right below is a jumptable containing 1 address for each scene (in order and little endian) : rst28 does the jump accordingly. It does the same for C09C afterwards after doing an indirect call.
- 0xCA04 = Coins (first digit)
- 0xCA05 = Coins (last two digits)
- Note: This value is stored as a decimal value; for example, when you have 99 coins, this is stored as 99 in hex, not 63 as you might expect.
- 0xCA06 = Current Level
- 0xCA39 = Number of treasures (first digit)
- 0xCA3A = Number of treasures (last two digits)
- Note: This value is stored as a decimal value; for example, when you have 99 treasures, this is stored as 99 in hex, not 63 as you might expect.
- 0xCA3B = Day/Night (day when bit 0 = 0; night when bit 0 = 1)
- 0xCA3C = Wario's power-ups (values 0A-0C do not affect Wario, but they do change the Action Help screen to the special screens for certain situations)
- 0xCA46 = Language (Japanese when bit 0 = 0; English when bit 0 = 1)
- 0xCA5B = Keys
This is a 4-bit binary value. The format is as follows: xxxx.... - Unused ....x... - Blue Key .....x.. - Green Key ......x. - Red Key .......x - Gray Key This value is then translated into hex. Example 1: You have only a gray key. The binary value would be 00000001. In hex, this would be 01. Example 2: You have both the blue and green keys. The binary value would be 00001100. In hex, this would be 0C. Example 3: You have all the keys. The binary value would be 00001111. In hex, this would be 0F.
- 0xCA5C = Musical Coins
- 0xCED4 = provokes level end result sequence and treasure collection (and some other events).
0 - do nothing ---- following triggers level end sequence 1 - grey treasure 2 - red " 3 - green " 4 - blue " 5 - no treasure From 8 to 7F - treasures from other levels. Glitched visuals, which treasure is collected seems relative to the level wario is in. ---- special events 6 = game over against rudy 7 = victory, credits.
- 0xCEE3 = Last collected treasure in current game.
- 2xD00E = Next treasure to collect
Wario
- 0xCA61 = Sector Y position
- 0xCA62 = Y position
- 0xCA61 = Sector X position
- 0xCA62 = X position
- 0xCA69 = Orientation (1 = right ; 0 = left)
- 0xCA6F = Hitbox top border (signed byte, negative)
- 0xCA70 = Hitbox bottom border (positive)
- 0xCA71 = Hitbox left border (signed byte, negative)
- 0xCA72 = Hitbox right border (positive)
- 0xCA73 = Scrolling screen flag, suspends action.
- 0xCA83 = Wario Animation
0 - standing still 1 - walking 2 - turning over while walking 4 - jumping 5 - landing 6 - crouch sliding 7 - shoulderbash on ground 8 - shoulderbash in air 9 - bumping into walls, getting bumped by some enemies, etc. (19 does too in some cases) A - falling into water B - swimming slowly C - paddling at the surface (not moving) D - same as C but moving right or left. E - swimming rapidly F - bumping into walls while swimming rapidly 10 - hurt in water 12 - crouching 13 - crawling 14 - crouch jump 1A - stomping ground 1E - grabbing object on ground 1F - holding object while standing on ground 20 - 1F but walking 21 - 1F but in the air 22 - initiating throw 23 - charging mad throw 24 - throwing object while standing on ground 25 - 24 but in the air 27 - gliding on slope 28 - rolling on ground 29 - rolling in the air
At 7:4000 is the "hub" for all animations. First it checks invicibility and earthquake timer. Then it proceeds to separate animations into 4 groups with conditions.
Locations of the 4 groups of animations :
- 0 to 2F : 7:404d - 30 to 5F : 6:5c1b - 60 to AF : A:4000 - B0 and superior : 7B:4000
(Precise location of each animation is as usual given in the jumptable below these 4 addresses)
Internal Data for Wario Land 3
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