Little Magic/RAM map

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Chip tiny.png The following article is a RAM map for Little Magic.

(The strategy game for the Famicom, not the puzzle game for the GB or Super Famicom.)

In-Battle

  • 0323 - P1's class
  • 0324 - P2's class
  • 0325 - P1's HP
  • 0326 - P2's HP
  • 0327 - P1's ATK
  • 0328 - P2's ATK
  • 0329 - P1's DEF
  • 032A - P2's DEF
  • 032B - P1's LVL
  • 032C - P2's LVL

Units

  • 6DC5 to 6DDD - P1 units' classes
  • 6DDE to 6DF6 - P2 units' classes
  • 6DF7 to 6E0F - P1 units' levels
  • 6E10 to 6E28 - P1 units' levels
  • 6E29 to 6E41 - P1 units' HP
  • 6E42 to 6E5A - P2 units' HP
  • 6E5B to 6E73 - P1 units' MP
  • 6E74 to 6E8C - P2 units' MP
  • 6E8D to 6EA5 - P1 units' ATK
  • 6EA6 to 6EBE - P2 units' ATK
  • 6EBF to 6ED7 - P1 units' DEF
  • 6ED8 to 6EF0 - P2 units' DEF
  • 6EF1 to 6F09 - P1 units' EXP
  • 6F0A to 6F22 - P2 units' EXP
  • 6F23 to 6F3B - P1 units' terrain
  • 6F3C to 6F54 - P2 units' terrain
  • 6F55 to 6F6D - P1 units' status (128=End Turn; 2=Boarded; 1=Reserves)
  • 6F6E to 6F86 - P2 units' status (128=End Turn; 2=Boarded; 1=Reserves)

Armies

  • 6D82 - current Turn
  • 6D83 - final Turn
  • 6D85 - P1's Gold (increments of 10, 2 bytes)
  • 6D87 - P2's Gold (increments of 10, 2 bytes)
  • 6D8B - P1's spent Gold (increments of 10, 2 bytes)
  • 6D8D - P2's spent Gold (increments of 10, 2 bytes)
  • 6D8F - P1's music
  • 6D90 - P2's music
  • 6D91 - Battle default
  • 6D94 - Current Player's Castle location (X coordinates)
  • 6D95 - Current Player's Castle location (Y coordinates)
  • 6D99 to 6DAC - hired units of each type (odd addresses for P1, even addresses for P2)
  • 6DAD - P1's total current units
  • 6DAE - P2's total current units
  • 6DAF to 6DC2 - lost units of each type (odd addresses for P1, even addresses for P2)
  • 6DC3 - P1's total lost units
  • 6DC4 - P2's total lost units