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Adventures of Lolo 3/RAM map
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The following article is a RAM map for Adventures of Lolo 3.
Foreword
The role of certain memory addresses varies and depends on whether one is in the main game or is on other screens such as the world map, training levels, etc.
RAM During Gameplay
This is memory when in the main game (i.e. solving puzzles)
RAM Address | Function | Details |
0000 | PPU Control Clone | |
0001 | PPU Mask Clone | |
0007 | Vblank Flag | Will be 0 when waiting for vblank, non-zero when in vblank |
0015 | Misc/Scratch memory | |
0016 | 〃 | |
0017 | 〃 | |
0018 | 〃 | |
0019 | 〃 | |
001a | 〃 | |
001b | 〃 | |
001c | 〃 | |
001d | 〃 | Generally for backing up A register |
001e | 〃 | Generally for backing up X register |
001f | 〃 | Generally for backing up Y register |
002b | Frame counter | Is incremented every NMI |
0049 | Controller Buttons Being Held (Gameplay only) | Buttons that constantly repeat actions when held (D-pad) |
004a | Controller Buttons Being Pressed (Gameplay only) | Buttons that trigger upon press and require a release/re-press to trigger again |
004c | Misc/Scratch memory for interacting with objects | Relates to the X position |
004d | Misc/Scratch memory for interacting with objects | Relates to the Y position |
004e | Power Heart Blink Animation flag | When the next heart yields a power, will indicate which hearts should blink. Alternates between columns every frame. |
0051 | Level's Room ID | Acts as a lookup index for the room among all the rooms in the game. (Will be a value of 0-109) |
0052 | Character/Misc Flags | Bitwise flags
%---1---- Set if ally is captured / Clear if both characters active |
0053 | Scripted Button Timer | If giving up in a training level, it's possible to have the game show the solution. This is a timer between scripted button presses |
0054 | Scripted Button Current Index | Index for the pointer of scripted button presses |
0055 - 0056 | Scripted Button Pointer | Pointer to scripted button press data |
0057 | Magic Shot Quantity | |
0058 | Available Power (Slot 1) | Will be 0: None 1: Arrow 2: Bridge 3: Hammer |
0059 | Available Power (Slot 2) | 〃 |
005a | Available Power (Slot 3) | 〃 |
005b | Hearts Needed for Power (Slot 1) | |
005c | Hearts Needed for Power (Slot 2) | 〃 |
005d | Hearts Needed for Power (Slot 3) | 〃 |
005e | Treasure Chest X Position | |
005f | Treasure Chest Y Position | 〃 |
0060 | Treasure Chest has Been Taken flag | |
0061 | Level Frame Timer | Unlike the global frame timer, this starts counting once the level actually starts (i.e. Lolo has moved at least once) |
0062 | Lolo Has Not Moved flag | Acts as pause until Lolo makes a move. Will be 1 if Lolo hasn't moved or 0 if he has |
0063 | Level Timer Paused flag | Acts as a freeze flag for most enemies/objects in the level. Will be 1 if active (i.e. no enemies/objects will move) or 0 if inactive (i.e. enemies/objects will move). Gets set to 0 once Lolo makes his first move. |
0064 | Lolo is Frozen flag | Gets set when entering the line of sight of a Medusa/Don Medusa |
0065 | Lolo State index | Will be 0: Standard 1: Playing death animation 2: Giving up the level |
0066 | Egg is in Water flag | |
0067 | Lolo Riding Egg in Water Enemy index | Will be a value between $00-$1f if true, signifying which enemy is being ridden Will be $ff if false |
00CB | Lolo's X Position(α) (Dungeon) | Pixel value |
00CD | Lolo's Y Position(α) (Dungeon) | Pixel value |
00CE | Lolo's X Position(β) (Dungeon) | Moves in increments of $08(8) and aligns with 00CB |
00CF | Lolo's Y Position(β) (Dungeon) | Moves in increments of $08(8) and aligns with 00CD |
00F9 | Heart Frames in the room | |
00FA | Heart Frames collected | If 00FA = 00F9 then the chest opens, etc. |
RAM During Overworld
RAM Address | Function | Details |
0079 | Lolo's X Position (Overworld) | |
007A | Lala's X Position (Overworld) | |
0081 | Lolo's Y Position (Overworld) | |
0082 | Lala's Y Position (Overworld) | |
008A | Lolo's Sprite Frame (Overworld) | |
008B | Lala's Sprite Frame (Overworld) |