Dragon Warrior IV (NES)/RAM map

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< Dragon Warrior IV (NES)
Revision as of 23:28, 25 July 2023 by Ansarya (talk | contribs) (→‎Main: some more Taloon stats in RAM)
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Chip tiny.png The following article is a RAM map for Dragon Warrior IV (NES).

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

Main

Category Address Size Description
Stats $6098 byte? Taloon's current HP
Stats $609d byte Taloon's strength
Stats $609e byte Taloon's agility
Stats $609f byte Taloon's vitality
Stats $60a0 byte Taloon's intelligence
Stats $60a1 byte Taloon's luck
Stats $60a2 - $60a3 word Taloon's max hp

Zeropage

  • 0x63 = Current Map Number (See: Map List)
  • 0x64 = Current Submap Number

WRAM

  • 0x615A = Current Chapter number (00 = chapter 1, 04 = chapter 5)
  • 0x615B = Current Tactics (00 = Normal, 01 = Save MP, 02 = Offensive, 03 = Defensive, 04 = Try Out, 05 = Use No MP)
  • 0x6EFE (0x20 bytes long) = ??? (initialized to FF bytes)
  • 0x6F20 (0x20 bytes long) = 'Smoothing Flags' that determine if walls use the front facing tile, or the regular tile.
  • 0x6F40 (0x40 bytes long) = Behavior of tiles (normal, wall, water, stairs, etc.) for current tile set (see Tile Behaviors)
  • 0x7600 (0xC0 bytes long) = Tile numbers for current tileset of 32 tiles (33rd tile is Roof tile)
  • 0x76C0 (0x40 bytes long) = Attribute values for current tile set (33rd tile is Roof tile)
  • 0x7800 (??? bytes long) = Map data for current map.
    • Format: RRRttttt
    • ttttt = tile number 0-31
    • RRR = roof number 0-7 (0 = no roof)