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Robotrek/RAM map
< Robotrek
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SRAM
File Structure (0x2000 = 8192 bytes) Offset | Len | Description _______|______|____________ 0x0000 | 256 | Blank (0x60) 0x0100 | 1280 | Slot #1 0x0600 | 1280 | Slot #2 0x0B00 | 1280 | Slot #3 0x1000 | 256 | Blank (0x60) 0x1100 | 1280 | Back #1 0x1600 | 1280 | Back #2 0x1B00 | 1280 | Back #3 Save Slot Structure (0x500 = 1280 bytes) Offset | Len | Description _______|______|_________________________________________ 0x0000 | 144 | Inventory (72 slots, 0=equipt, 71=trash) 0x0302 | 1 | Player Facing (0:Down 1:Up 2:Left 3:Right) 0x0303 | 2 | Player X-axis 0x0305 | 2 | Player Y-axis 0x0312 | 7 | Player Name 0x031E | 7 | Robot1 Name 0x0325 | 7 | Robot2 Name 0x0336 | 7 | Robot3 Name 0x0342 | 7 | Player Name String 0x034E | 7 | Robot1 Name String 0x035A | 7 | Robot2 Name String 0x036D | 7 | Robot3 Name String 0x0388 | 2 | Program Points 0x038A | 6 | 3 x Cur HP 0x0390 | 6 | 3 x Max HP 0x0396 | 6 | 3 x Power 0x039C | 6 | 3 x Guard 0x03A2 | 6 | 3 x Speed 0x03A8 | 6 | 3 x Charge 0x03E9 | 3 | GP (hex -> dec) 0x04FA | 4 | Checksum
WRAM
(hex) Offset | Len | Description ----------------------------------------------------------------------------------- 00100 | 100 | Program stack 00300 | 100 | Scratch memory for file decompression dictionary. Not sure it has any other use. 005A6 | 002 | Next map ID to load. The game reads this continuously to see if a new map needs to be loaded. Ignored during dialog. 005A8 | 002 | Current map ID 005AA | 002 | Current map ID << 1, not sure how this is used.... 00600 | 1F9 | Copy of the save slot information from SRAM, populated when the game is loaded 007FA | 006 | This is the location of the checksum from SRAM but it appears to be unused, as these bytes are not copied 00BA6 | 002 | Character X position in pixels 00BA8 | 002 | Character Y position in pixels 00BAA | 002 | Character facing direction ( 0 = Down, 1 = Up, 2 = Left, 3 = Right ) 00BB2 | 002 | Character X position in tiles 00BB4 | 002 | Character Y position in tiles 00BB6 | 002 | Character X position in pixels. Snaps to tile boundary ( & 0xFFF0 ) 00BB8 | 002 | Character Y position in pixels. Snaps to tile boundary ( & 0xFFF0 ) 00C00 | 220 | Staging memory for OAM sprites 03800 | 200 | Staging memory for CGRAM palettes
Internal Data for Robotrek
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