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return_of_samus:data_locations:ram_map [2019/06/28 21:47] – Clarifications and a few new offsets kkzero | return_of_samus:data_locations:ram_map [2020/04/04 20:15] (current) – kkzero | ||
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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 $2:4000 | ||
Line 414: | Line 415: | ||
4: Up | 4: Up | ||
8: Down | 8: Down | ||
- | D00F: Set to [$C423] by $2EE3, set to 1 by escaping Metroid Queen / in Metroid Queen' | + | 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 594: | 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 642: | Line 649: | ||
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 |