Robotrek/RAM map

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

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