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return_of_samus:data_locations:ram_map

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return_of_samus:data_locations:ram_map [2019/02/13 04:07]
quantam Correct error in definition of "solid block"
return_of_samus:data_locations:ram_map [2020/04/03 20:07]
kkzero
Line 118: Line 118:
 C415: left-most visible metatile column index in map * $10 (big-endian word). C415: left-most visible metatile column index in map * $10 (big-endian word).
  
 +C417: Number of tile that Baby Metroid is touching.
 C418: Set to [$D058] in $2:4000 C418: Set to [$D058] in $2:4000
  
Line 456: Line 457:
 D027: Samus X position D027: Samus X position
 D029: Samus Y position D029: Samus Y position
-D02B: Direction Samus is facing+D02B: Direction Samus is facing, mirrored from $D81E at save load.
         0: Left         0: Left
         1: Right         1: Right
Line 486: Line 487:
         Eh: On meet of right-facing wall and floor         Eh: On meet of right-facing wall and floor
  
-D045: Samus' equipment+D045: Samus' equipment, mirrored from $D815 at save load.
         01: Bombs         01: Bombs
         02: Hi-jump         02: Hi-jump
Line 497: Line 498:
 D047: Tiles update flag (see $FFB1..B6, $2BA3, $27BA) D047: Tiles update flag (see $FFB1..B6, $2BA3, $27BA)
  
-D04D: Weapon equipped.  Mirror of $D816?+D04D: Weapon equipped.
         0: Normal         0: Normal
         1: Ice         1: Ice
Line 506: Line 507:
 D04E: Bank D04E: Bank
  
-D050: Samus' energy tanks, mirror of $D817? +D050: Samus' max energy tanks, mirrored from $D817 at save load. 
-D051: Samus' health,       mirror of $D818? +D051: Samus' health, mirrored from $D818 at save load. 
-D053: Samus' missiles,     mirror of $D81C? +D052: Samus' filled energy tanks, mirrored from $D819 at save load. 
-D055: Samus' beam. Saved to SRAM, mirror of $D04D/$D816?+D053: Samus' missiles(upper nybble tenslower nybble ones), mirrored from $D81C at save load. 
 +D054: Samus' missiles(upper nybble thousands, lower nybble hundreds), mirrored from $D81D at save load. 
 +D055: Samus' beam. Saved to SRAM, mirrored from $D816 at save load.
         0: Normal         0: Normal
         1: Ice         1: Ice
Line 546: Line 549:
 D07F: Object 0 palette D07F: Object 0 palette
 D080: Object 1 palette D080: Object 1 palette
-D081: Samus' max missiles, mirror of $D81A?+D081: Samus' max missiles(upper nybble tenslower nybble ones), mirrored from $D81A at save load. 
 +D082: Samus' max missiles(upper nybble thousands, lower nybble hundreds), mirrored from $D81B at save load.
 D083: Read in $1:7A34, adjusts sprite Y position in $1:4DDF D083: Read in $1:7A34, adjusts sprite Y position in $1:4DDF
 D084: Samus' health for display,   mirror of $D051/D818? D084: Samus' health for display,   mirror of $D051/D818?
Line 591: Line 595:
  
 D0A7: Metroids remaining in area D0A7: Metroids remaining in area
 +
 +D600-1F: OAM data for the starry background in the credits.
  
 D700-3F: Screen transition commands D700-3F: Screen transition commands
Line 608: Line 614:
     D813: Enemy passable block threshold     D813: Enemy passable block threshold
     D814: Projectile passable block threshold     D814: Projectile passable block threshold
-    D815: Samus' equipment +    D815: Samus' equipment at save load. 
-    D816: Samus' beam +    D816: Samus' beam at save load. 
-    D817: Samus' energy tanks +    D817: Samus' max energy tanks at save load. 
-    D818: Samus' health +    D818: Samus' health at save load. 
-    D81A: Samus' max missiles +    D819: Samus' filled energy tanks at save load. 
-    D81C: Samus' missiles +    D81A: Samus' max missiles at save load. Upper nybble tens, lower nybble ones. 
-    D81E: Direction Samus is facing+    D81B: Samus' max missiles at save load. Upper nybble thousands, lower nybble hundreds. 
 +    D81C: Samus' missiles at save load. Upper nybble tens, lower nybble ones. 
 +    D81D: Samus' missiles at save load. Upper nybble thousands, lower nybble hundreds. 
 +    D81E: Direction Samus is facing at save load.
     D81F: Acid damage     D81F: Acid damage
     D820: Spike damage     D820: Spike damage
Line 625: Line 634:
 D900-FF: 10h byte slots? The first byte of which each is cleared when saving D900-FF: 10h byte slots? The first byte of which each is cleared when saving
 DA00-DBFF: Metatile definitions DA00-DBFF: Metatile definitions
-DC00-FF: Collision data buffer+DC00-FF: Tile properties 
 +    1: Viscous. Reduces jumping and detaches spider ball on movement. Also causes morph ball sound effect glitch. 
 +    2: Jump-through block. Passable when jumping, impassable in all other states (in all directions). 
 +    4: Fall-through block. Passable when falling, impassable in all other states (in all directions). 
 +    8: Spike 
 +    10h: Acid 
 +    20h: Destructible by shot/bomb 
 +    40h: Destructible by bomb 
 +    80h: Save pillar 
 DD00-FF: Projectile RAM DD00-FF: Projectile RAM
 +    Beams - Takes up three 16-byte rows for each shot on-screen. Spazer and Plasma take up all three immediately.
 +    DD00, DD10, DD20: Beam state.
 +        0-4: On-screen, being fired. Value will match the currently-equipped beam's as stored at D055.
 +        FFh: Not on-screen.
 +    DD01, DD11, DD21: Direction of fire.
 +        1: To the right.
 +        2: to the left.
 +        4: Upwards.
 +        8: Downwards.
 +    DD02, DD12, DD22: Shot Y position.
 +    DD03, DD13, DD23: Shot X position.
 +    DD04, DD14, DD24: Unknown, switches between 0 and 8 on a seemingly random interval between firings.
 +    DD05, DD15, DD25: Displacement from position fired at, ends up differently for each direction.
 +    
 +    Missiles - Shares a 16-byte row with the third beam slot.
 +    DD20: Missile state.
 +        8: On-screen, being fired.
 +        FFh: Not on-screen.
 +    DD21: Direction of fire.
 +        1: To the right.
 +        2: to the left.
 +        4: Upwards.
 +        8: Downwards.
 +    DD22: Shot Y position.
 +    DD23: Shot X position.
 +    DD24: Unknown, switches between 0 and 8 on a seemingly random interval between firings.
 +    DD25: Displacement from position fired at, ends up differently for each direction.
 +    
 +    Bombs - Takes up three 16-byte rows for each bomb on-screen.
 +    DD30, DD40, DD50: Bomb state.
 +        1: Laid, waiting to explode.
 +        2: Exploding.
 +        FFh: No bomb on-screen.
 +    DD31, DD41, DD51: Bomb timer. Starts at the value it was set at and decreases to zero.
 +    DD32, DD42, DD52: Bomb Y position.
 +    DD33, DD43, DD53: Bomb X position.
 +    
 DE00-FF: Metatile update entries DE00-FF: Metatile update entries
     + 0: Dest. address. $0000 terminates update     + 0: Dest. address. $0000 terminates update
return_of_samus/data_locations/ram_map.txt · Last modified: 2020/04/04 20:15 by kkzero