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Castlevania (NES, Famicom Disk System)/RAM map
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The following article is a RAM map for Castlevania (NES, Famicom Disk System).
Address Size Description -------- ---- ----------- $0012 02 Various CHR Data Pointer Points to CHR data, stored as follows: byte 0 = value for $0027; byte 1-2 = CHR data RAM address; byte 3-4 = PPU write address; byte 5-6 = data size $0018 System State 00 = Booting; 01 = Title Screen; 02 = Demo Mode; 03 = Start Game; 04 = Introduction; 05 = Gameplay; 06 = Respawning; 07 = Game Over; 08 = Door Transition; 09 = Autowalk; 0a = Entering Castle; 0b = Autoclimb; 0c = Scoring & Map; 0d = Continue; 0e = Falling; 0f = Ending $0019 System Substate $001A Frame Counter (resets to 01 when changing rooms) $001B Graphics Enabled $001D Transition Timer (used for autowalk sequences, death animation, and loading rooms) $001E Title Screen Bat State $001F Fade-in Timer $0020 Tile Data Pointer $0022 User Paused $0024 Current ROM Bank $0027 Previous ROM Bank $0028 Stage $0029 Previous Stage $002A Lives (01 = last life, can be set to #ff but displays as 99 max) $002B Difficulty $002C Score Target (grants 1Up when equal to $07FE, then increments by 3) $002D View Position Subpixel $002E 02 View Position $0035 Rightmost Tile Section $0036 Leftmost Tile Section $0037 02 Tile Map 1 Address $0039 02 Tile Map 2 Address $003B Tile Refresh Cutoff (toggles #20 every 32 pixels view moves) $003C Scroll State bit 0 = scroll right; bit 1 = scroll left; bit 2 = at room edge $003D Scroll Speed Subpixel $003E Off Stairs (always 00 at start of frame) $003F Simon Real Y-Coordinate $0040 02 Simon X-Coordinate Copy (for solid collisions) $0042 02 Timer $0044 Simon Display Health (adjusts every 4 frames to match $0045) $0045 Simon Real Health $0046 Floor (for stages with stair transitions) $0047 Stun Timer (when hit by enemies) $0048 Boss Screen (locks scrolling) $0049 Rightward Scroll Speed $004A Music Continuity (00 = load new BGM after stair & gate transitions) $004B Various Y-coordinate offset for solid collision Whip Collision Object Sprite Mirrored copy for rendering Subweapon ID ($015B - #08) Display Health copy for adjusting health bars gradually Crusher Y-Offset $004C Various X-coordinate offset for solid collision Sprite Data Low Byte Enemy Drops Low Byte (indexed by [Stage-1]/3) Collision Width (max horizontal distance in collision check) Tile Solidity 40 = #5F<Tile ID<#6C; 80 = Tile ID is #66 $004D Various Sprite Data High Byte Enemy Drops High Byte Collision Height (max vertical distance in collision check) $004E Various Tile Position Iterator (when loading new tiles) Current Instance ID Current Crusher ID $004F Various Potential Spawner Pointer Off-screen Attribute Overflow Crusher Sequence ($001A - $004E) $0051 Scroll Attribute Mask (ref. $0300) 00 = scrolled right; ff = scrolled left $0052 Scroll Speed $0053 Scroll Speed subpixel $005B Wounded Timer (for iFrames) $005F Simon Height $0063 Ghoul Counter (spaces Ghouls apart in Stages 01 & 20) $0064 Weapon Multiplier $006D Spawn Area To Load ($0075-5 or $0076+5) $006F Randomizer $0070 Whip Level $0071 Hearts $0072 Subweapon Dropped (prevents multiple subweapons dropping) $0073 Whip Length $0074 Whip Height $0075 Leftward Stage Spawn Zone $0076 Rightward Stage Spawn Zone $0079 Subweapon Kills (until Multiplier drop) $007B Enemy Drops ($007B & 3 determines item, ref. $004C) $007D Invincibility Potion Timer (unused, game uses $005B instead) $007F Ignore Sound Effect Request $0080 Square Wave 1 Duration $0081 Square Wave 1 Octave $0082 Square Wave 1 Track $0083 02 Square Wave 1 Note Address $0085 Square Wave 1 Volume Envelope $0087 Square Wave 1 Volume Write $0088 Square Wave 1 Halt $0089 Square Wave 1 Next Duration $008A Square Wave 1 Timbre $008B Square Wave 1 Fade Delay $008C Square Wave 1 Fade $008D Square Wave 1 Fade Speed $008E 02 Square Wave 1 Loop Address $0090 Square Wave 2 Duration $0091 Square Wave 2 Octave $0092 Square Wave 2 Track $0093 02 Square Wave 2 Note Address $0095 Square Wave 2 Volume Envelope $0097 Square Wave 2 Volume Write $0098 Square Wave 2 Halt $0099 Square Wave 2 Next Duration $009A Square Wave 2 Timbre $009B Square Wave 2 Fade Delay $009C Square Wave 2 Fade $009D Square Wave 2 Fade Speed $009E 02 Square Wave 2 Loop Address $00A0 Triangle Wave Duration $00A1 Triangle Wave Octave $00A2 Triangle Wave Track $00A3 02 Triangle Wave Note Address $00A5 Triangle Wave Linear Counter $00A7 Audio Timer Low copy 1 $00A9 Triangle Wave Next Duration $00AB Audio Channel Index 80 = Square 1; 90 = Square 2; A0 = Triangle B0 = Noise; C0 = Square 1 SFX; D0 = Square 2 SFX $00AC Audio Channel Offset $00AE 02 Triangle Wave Loop Address $00B0 Noise Duration $00B1 Noise Octave? $00B2 Noise Track $00B3 02 Noise Note Address $00B7 Noise Volume $00B8 Audio Timer Low copy 2 $00BA 02 Working Note Address (used by all channels) $00BC Audio Timer Hi $00BD Audio Timer Low $00BE 02 Updated Note Address (same as $0083, $0093, $00A3, and $00B3) $00C0 Square Wave 1 SFX Duration $00C1 Square Wave 1 SFX Octave $00C2 Square Wave 1 SFX Track $00C3 02 Square Wave 1 SFX Note Address $00C5 Square Wave 1 SFX Volume Envelope $00C7 Square Wave 1 SFX Volume Write $00C8 Square Wave 1 SFX Halt $00C9 Square Wave 1 SFX Next Duration $00CA Square Wave 1 SFX Timbre $00CB Square Wave 1 SFX Fade Delay $00CC Square Wave 1 SFX Fade $00CD Square Wave 1 SFX Fade Speed $00CE 02 Square Wave 1 SFX Loop Address $00D0 Square Wave 2 SFX Duration $00D1 Square Wave 2 SFX Octave $00D2 Square Wave 2 SFX Track $00D3 02 Square Wave 2 SFX Note Address $00D5 Square Wave 2 SFX Volume Envelope $00D7 Square Wave 2 SFX Volume Write $00D8 Square Wave 2 SFX Halt $00D9 Square Wave 2 SFX Next Duration $00DA Square Wave 2 SFX Timbre $00DB Square Wave 2 SFX Fade Delay $00DC Square Wave 2 SFX Fade $00DD Square Wave 2 SFX Fade Speed $00DE 02 Square Wave 2 SFX Loop Address $00E0 02 Audio Track Address $00E2 Audio Fade-Out $00E3 Audio Fade-Out Timer $00E4 Audio Track Offset $00E5 Audio Track $00E6 Channel Pointer Alternate $00E7 Channel Pointer $00EE Stopwatch Mute $00EF Pause Music $00F1 02 Demo Behavior Address $00F3 Demo Cycle (determines stage and behavior) $00F4 Demo Mode $00F5 Gamepad 1 Input Pressed $00F6 Gamepad 2 Input Pressed $00F7 Gamepad 1 Input Held $00F8 Gamepad 2 Input Held $00FC 02 PPU Scroll $00FE PPU Mask (to change colors or disable sprites) $00FF PPU Control $0143 Fall Distance (stuns if greater than 7 when landing) $0144 Secrets Found (per stage) $0145 Secret Timer (how long Simon stands still) $0146 Blocks Broken $014A 03 Crusher State bit 0 = active; bit 2 = pause all crushers; bit 3 = falling $014D 03 Crusher Y-Coordinate (top of chain) $0150 03 Crusher X-Coordinate Low $0153 03 Crusher X-Coordinate High $0156 03 Crusher Position bits 0-3 = vertical-offset, multiplied by 8; bits 4-7 = return position ($0156 >> 4 = $004B) $015B Subweapon 08 = Dagger; 09 = Boomerang; 0A = Rosary (cut); 0B = Holy Water; 0D = Axe; 0F = Stopwatch $015C Subweapons Locked $015D Rosary Flash Spawners indexed by position in room, modulo 06 $0160 06 Spawner Disabled $0166 06 Spawner Object $016C 06 Spawner State $0172 06 Spawner X-Coordinate $017E 06 Spawner Y-Coordinate $0184 06 Spawner Timer $0190 0f Candle Status 0f = upper floor destroyed; f0 = lower floor destroyed $01A9 Boss Real Health $01AA Boss Display Health $0200 ff OAM Data Instances typically ordered as follows: Gameplay: 00 = Simon; 01-02 = Whip; 03-0d = Enemies; 0e-13 = Candles; 14-16 = Subweapons; 17 = Hidden Treasure; 17-18 = Moving Platforms; 18-1b = Debris (deliberately handled even while game is paused) Title Screen: 00 = Bat; 01 = "C" Top; 02 = "C" Bottom Gate Screen: 00 = Simon; 01 = Cloud; 02 = Left Bat; 03 = Right Bat Map Screen: 00 = Simon; 17 = Map Position; 18 = Target Position; $0300 1c Attributes bit 0 = In-view; bit 7 = Invisible $031C 1c Sprite Frame $0338 1c Pallet Offset $0354 1c Y-Coordinate $0370 1c Y-Coordinate Subpixel $038C 1c X-Coordinate $03A8 1c X-Coordinate Subpixel $03C4 1c Vertical Speed $03E0 1c Vertical Speed Subpixel $03FC 1c Horizontal Speed $0418 1c Horizontal Speed Subpixel $0434 1c Object Index Simon's Objects (just another state machine): 00 = Passive; 01 = Standing Whip (and on stairs); 02 = Ducking Whip; 03 = Jumping Whip; 81 = Standing Subweapon; 83 = Jumping Subweapon $0450 1c Sprite Mirrored $046C 1c State Simon's States: 00 = Walking; 01 = Jumping (and Air Attack); 02 = Ground Attack; 03 = Ducking; 04 = Climbing Stairs; 05 = Knocked Back; 06 = Approach Stairs; 07 = Dropping; 08 = Dead; 09 = Stunned; $0488 Jump State $0489 1b Animation Time $049F Moving Platform Speed (doubles per speed) $04A4 Simon Step Count (determines walking sprite frame) $04A5 1b Animation Frame $04C0 1c Sprite Index $04C2 Gate Bats Animation Timer (changes image every 4 frames) $04C3 Gate Right Bat Bob Timing $04DC Vertical Vector Address Low Byte $04DF 0b Various Bat & Medusae Base Focal Y-coordinate Simon above enemy Skeleton Motion Substate Fishman walking Bone Dragon Part Motion Substate Axe Armor Axe ID $04DF Gate Right Bat Bob Offset (add to $0533) $04EA 06 Candle Index (for $0190,Y writes) $04F0 03 Subweapon Collision ID $04F8 Vertical Vector Address High Byte $04FB 11 Various Movement Direction for moving backward 00 = right; 01 = left; Bone Dragon Part Vertical Offset Drop Pickup Delay (pointless) $050C 03 Individual Subweapon Kills $050F 04 Moving Platform X-Coordinate Subpixel $0514 Vertical Direction $0517 11 Various Small Heart Focal X-coordinate Bone Dragon Part Vertical Offset Subpixel $052B Moving Platform Left Edge $0530 Simon Attack State (same as $046C) $0531 15 Spawner ID (based on 6 room positions) $0533 Gate Right Bat Y-Origin $054C In-Air Attack $054F 0d Generic Timer $0568 Whip Timer (counts up to #16) $056B 11 Extinguish Timer (duration of flare and drop) For subweapons: Boomerang = return time; Holy Water = burn duration $057F 02 Moving Platform Y-coordinate Subpixel $0582 Hidden Treasure Object 00 = Coins; 01 = 1UP; 02 = Crown; 03 = Chest; 04 = Moai $0584 Gamepad 1 Input Held Copy $0587 11 Item Drop $059B 02 Moving Platform Y-Coordinate $05A0 160 Collision Map $0700 c0 Tile Data Dump $07F5 Previous Y Register (when audio loaded) $07F6 Next Sound Effect $07F8 Demo Gamepad Input Delay $07F9 Demo Gamepad Input Pressed $07FA Demo Gamepad Input Held $07FC 03 Score ($07FE used for 1UP checks)
Internal Data for Castlevania (NES)
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