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return_of_samus:data_locations:ram_map

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return_of_samus:data_locations:ram_map [2019/02/19 04:46] – Describe last tile property quantamreturn_of_samus:data_locations:ram_map [2019/06/28 21:47] – Clarifications and a few new offsets kkzero
Line 456: Line 456:
 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 486:
         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 497:
 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 506:
 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 548:
 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 608: Line 611:
     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 626: Line 632:
 DA00-DBFF: Metatile definitions DA00-DBFF: Metatile definitions
 DC00-FF: Tile properties DC00-FF: Tile properties
-    1: Viscous. Reduces jumping and prevents spider ball vertical movement. Also causes morph ball sound effect glitch.+    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).     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).     4: Fall-through block. Passable when falling, impassable in all other states (in all directions).
return_of_samus/data_locations/ram_map.txt · Last modified: 2020/04/04 20:15 by kkzero