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return_of_samus:data_locations:ram_map [2019/02/19 04:53] – More accurate description of viscous tile property quantam | return_of_samus:data_locations:ram_map [2019/06/28 21:47] – Clarifications and a few new offsets kkzero | ||
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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. | + | D04D: Weapon equipped. |
0: Normal | 0: Normal | ||
1: Ice | 1: Ice | ||
Line 506: | Line 506: | ||
D04E: Bank | D04E: Bank | ||
- | D050: Samus' energy tanks, | + | D050: Samus' |
- | D051: Samus' health, | + | D051: Samus' health, |
- | D053: Samus' missiles, | + | 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 tens, lower 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, | + | D081: Samus' max missiles(upper nybble tens, lower 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, | D084: Samus' health for display, | ||
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 |
- | D816: Samus' beam | + | D816: Samus' beam at save load. |
- | D817: Samus' energy tanks | + | D817: Samus' |
- | D818: Samus' health | + | D818: Samus' health |
- | D81A: Samus' max missiles | + | D819: Samus' filled energy tanks at save load. |
- | D81C: Samus' missiles | + | D81A: Samus' max missiles |
- | D81E: Direction Samus is facing | + | D81B: Samus' max missiles at save load. Upper nybble thousands, lower nybble hundreds. |
+ | D81C: Samus' missiles | ||
+ | D81D: Samus' missiles at save load. Upper nybble thousands, lower nybble hundreds. | ||
+ | D81E: Direction Samus is facing | ||
D81F: Acid damage | D81F: Acid damage | ||
D820: Spike damage | D820: Spike damage |