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return_of_samus:data_locations:ram_map [2018/12/27 13:23] – Document scrolling bounding box quantamreturn_of_samus:data_locations:ram_map [2020/04/04 20:15] (current) kkzero
Line 46: Line 46:
     + 17: Source address of data for $DC00..FF (bank 8, 2 bytes)     + 17: Source address of data for $DC00..FF (bank 8, 2 bytes)
     + 19: Bank for current room     + 19: Bank for current room
-    + 1A: Samus solid block threshold +    + 1A: Samus passable block threshold 
-    + 1B: Enemy solid block threshold +    + 1B: Enemy passable block threshold 
-    + 1C: Projectile solid block threshold+    + 1C: Projectile passable block threshold
     + 1D: Samus' equipment     + 1D: Samus' equipment
     + 1E: Samus' beam     + 1E: Samus' beam
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 137: Line 138:
 C45C: Used as index for table at $1:729C, value for $FFEA C45C: Used as index for table at $1:729C, value for $FFEA
  
-C500-FE: Offscreen enemy bytes (for current map) +C500-FE: Object spawn states (map-specific) 
-    C540-7F: Item/Metroid data bytes (for current mapgets copied to $C900 when switching maps)+    C500-C53F: Non-persistent object (e.g. enemy) spawn states 
 +        01: Spawned in object table ("visible"
 +        02: Dead/acquired 
 +        FF: Not spawned 
 +    C540-7F: Persistent object (e.g. itemMetroidspawn states
  
 C600..C7FF: Enemy data. 20h byte slots according to $30BB, current address is kept in $D05E C600..C7FF: Enemy data. 20h byte slots according to $30BB, current address is kept in $D05E
Line 410: Line 415:
         4: Up         4: Up
         8: Down         8: Down
-D00F: Set to [$C423] by $2EE3, set to 1 by escaping Metroid Queen / in Metroid Queen's mouth+D00F: Direction facing while spin-jumping or morph-jumping. 
 +        00: Up 
 +        01: Right 
 +        FF: Left 
 +        
 D010: Counter for spin-jumping D010: Counter for spin-jumping
 D011: Nothing. Only cleared D011: Nothing. Only cleared
Line 452: Line 461:
 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 482: Line 491:
         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 493: Line 502:
 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 502: Line 511:
 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 511: Line 522:
         3: Spazer         3: Spazer
         4: Plasma         4: Plasma
-D056: Samus solid block threshold+D056: Samus passable block threshold
 D057: Room sprite priority D057: Room sprite priority
         0: Sprites over BG         0: Sprites over BG
Line 523: Line 534:
 D067: Used in title. Set to 01h by $0CA3 and game mode Ah D067: Used in title. Set to 01h by $0CA3 and game mode Ah
  
-D069: Enemy solid block threshold+D069: Enemy passable block threshold
  
 D06E: Highest OAM stack pointer D06E: Highest OAM stack pointer
Line 542: Line 553:
 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 548: Line 560:
  
 D089: Real number of Metroids remaining D089: Real number of Metroids remaining
-D08A: Projectile solid block threshold+D08A: Projectile passable block threshold
 D08B: Metroid Queen's room flag D08B: Metroid Queen's room flag
         11h: In Metroid Queen's room (set by screen transition command 8)         11h: In Metroid Queen's room (set by screen transition command 8)
Line 587: Line 599:
  
 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 601: Line 615:
     D80F: Source address of data for $DC00-FF (bank 8, 2 bytes)     D80F: Source address of data for $DC00-FF (bank 8, 2 bytes)
     D811: Bank for current room     D811: Bank for current room
-    D812: Samus solid block threshold +    D812: Samus passable block threshold (>= this tile index is passable, < is impassible) 
-    D813: Enemy solid block threshold +    D813: Enemy passable block threshold 
-    D814: Projectile solid 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 621: Line 638:
 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.1545916984.txt.gz · Last modified: 2018/12/27 13:23 by quantam