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Castlevania Chronicles/RAM map
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The following article is a RAM map for Castlevania Chronicles.
Note:
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$80010...
Address Function Details ------- ------------------ ---------------------------- 3A8-C7 Top row of the HUD Contains score, timer and stage counts 3C8-D3 "PRESS START" Flashes over enemy health meter during idle demos
$8005...
Address Function Details
-------- ------------------ ----------------------------
90CB-D1 "NOMIS" (!!) "SIMON" backwards, unknown purpose
90F0-12A Names & health meters "PLAYER", "ENEMY", pointers for both meters' tile graphics
911B-12A Heart and life counts Heart icon, "P-", pointers for both counts tile graphics
9248-9 Camera sector coords (!!) See $800592D4-5, unknown why information is duplicated in RAM
9270 Input detection 1 Left nybble for face buttons, right for back triggers
9271 Input detection 2 Left nybble for directional inputs, right for start and select
9274 "PRESS START" demo flag The "PRESS START" that flashes over the enemy healthbar/name in the HUD during idle demos, 00 is off, any
other value is on, can flash even during normal gameplay
9290-1 Timer value Two bytes in little-endian format
9292 Life count
92C4 Block number Acts like an instant level select, goes up to 07 (Dracula's block), does not change the stage value
92D0 Stage number (!!) Each block's separated rooms have numbers dedicated to them, exiting a room adds one to this value, game
crashes if the block has no room dedicated to an incremented value of the byte, tiles are corrupted when the
room byte doesn't match up to the loaded room's given byte
92D4-5 Room position (!!) Two bytes in little-endian, seems to be based off of the camera's position rather than Simon's
92DC-F Score value
92E8 Entity y-axis floor (!!) Value for entities' floor collision?
930D Camera movement type (!!) 00 results in an instant death, 01 and 02 lock vertical scrolling (any open drops are death pits), 03+ moves
with Simon aside from level edges
A822 Player health value Byte starts at 10 (visually full)
A823 Petrified palette flag Unsigned, any nonzero value changes Simon's palette to the gray one used for when you're petrified by Medusa
A834 Simon airtime Byte adding stops at 28, where Simon begins dropping like a brick (if dropping without jumping, very quickly
incremented to 28)
A835 State of Simon whipping 00 if not whipping, 01 if whipping forward, 02 if whipping directly downward in air, 03 if whipping diagonally
downward in air
A836 Whip level/sprites 00 for leather whip, 01 for chain whip, 02 for Morning Star, beyond results in glitched sprites
A837 Whip state counter When the whip button is pressed, counts up to 14, returns to 00 during the last couple frames of the whipping
action, can be interrupted, where it will stay at the value it was up to before being interrupted, but will
return to 01 and count up to 14 again when a whip button is pressed
A838 Hearts value Maximum is FF, overflows back to 00 when added to at max
A839 Stairs flag (!!) Byte is set to 01 if Simon is on stairs, if set to 01 when not on stairs, Simon slides forward facing one
direction involuntarily until the jump button is pressed
$8010...
Address Function Details
-------- ------------------ ----------------------------
02D0-2F0 Sound test menu display (!!) Does not include song names or song visualization* (*visualization might be in/near the range but
requires further investigation)
0318-39F Save select menu display
03A0-3D6 Time attack menu display
03D7-3DE Somewhat unknown (!!) Says "L1" and "R1" both separated by bytes of 00 (likely connected to the secret sound module menu)
03DF-412 Ranking menu display (!!) (Address range might be off)
04A7-4CB Game over display
068F-69C Unknown (!!) Arranged to make "PRESS BUTTON"
06CF-724 Secret "Extra Mode" menu display
0877-8E0 Options menu display
08F7-93E Arrange option menu display (!!) Strangely, "ON" and "OFF" are not found in the RAM for the Time Limit option
093F-96A Adjust display menu display
F5D7-794 Sound test menu song names