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super:data_maps:ram_map [2016/09/06 19:17] black_falconsuper:data_maps:ram_map [2018/10/18 00:22] (current) mentlegen
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  7E:0994 - 7E:0995    Current X position of block(s) in VRAM BG1 or 2 tilemap to update?   7E:0994 - 7E:0995    Current X position of block(s) in VRAM BG1 or 2 tilemap to update?
  7E:0996 - 7E:0997    Current Y position of block(s) in VRAM BG1 or 2 tilemap to update?   7E:0996 - 7E:0997    Current Y position of block(s) in VRAM BG1 or 2 tilemap to update?
- 7E:0998 - 7E:0999    Game state. \\ 01 = Title screen \\ 04 = menus \\ 05 = Load area \\ 06 = Loading game \\ 07 = Samus being electrified in save capsule \\ 08 = normal gameplay \\ 0C = pausing \\ 0F = paused \\ 12 = unpausing \\ 15, 17, 18, 19, 1A = Dead or dying \\ 22 = Landing on Zebes \\ 23 = Timer up \\ 24 = blackout and gameover (Ceres explodes if not escaping Zebes) \\ 2A = intro demos + 7E:0998 - 7E:0999    Game state. 
 +                      01 = Title screen 
 +                      04 = menus 
 +                      05 = Load area 
 +                      06 = Loading game 
 +                      07 = Samus being electrified in save capsule 
 +                      08 = normal gameplay 
 +                      0C = pausing 
 +                      0F = paused 
 +                      12 = unpausing 
 +                      15, 17, 18, 19, 1A = Dead or dying 
 +                      22 = Landing on Zebes 
 +                      23 = Timer up 
 +                      24 = blackout and gameover (Ceres explodes if not escaping Zebes) 
 +                      2A = intro demos
  7E:099C - 7E:099D    Pointer to next frame of code in bank 82 for room transitions   7E:099C - 7E:099D    Pointer to next frame of code in bank 82 for room transitions
  7E:099E - 7E:099F    Which option in the title screen menus Samus has selected   7E:099E - 7E:099F    Which option in the title screen menus Samus has selected
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  7E:0ACA - 7E:0ACB    Which tileset for Samus's bottom half to save to VRAM? Written to, but virtually never used.   7E:0ACA - 7E:0ACB    Which tileset for Samus's bottom half to save to VRAM? Written to, but virtually never used.
  7E:0ACC - 7E:0ACD    What kind of timer to use for 0A68? 2*this = JSL index for 91:D72D.   7E:0ACC - 7E:0ACD    What kind of timer to use for 0A68? 2*this = JSL index for 91:D72D.
- 7E:0ACE - 7E:0ACF    Some unknown related to running (0 if running with speed boots)  + 7E:0ACE - 7E:0ACF    Increments up by two's when samus is speedboosting. Some sort of counter  
- 7E:0AD0 - 7E:0AD1    Some unknown related to running (1 if running with speed boots) + 7E:0AD0 - 7E:0AD1    Counter until blue-suit is given (also cycles from 1-4 when speed boosting)
  7E:0AD4 - 7E:0ADB    Atmospheric graphics animation timers (1-4). 8000+ means 'don't run related code during timer'   7E:0AD4 - 7E:0ADB    Atmospheric graphics animation timers (1-4). 8000+ means 'don't run related code during timer'
  7E:0ADC - 7E:0AE3    Atmospheric graphics X position (1-4)   7E:0ADC - 7E:0AE3    Atmospheric graphics X position (1-4)
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  7E:0B4A - 7E:0B4B    Something to do with momentum and speed. Cause of mockball. (0 = increasing momentum, !0(always 1?) = decreasing momentum)   7E:0B4A - 7E:0B4B    Something to do with momentum and speed. Cause of mockball. (0 = increasing momentum, !0(always 1?) = decreasing momentum)
  7E:0B4C              1/256 Multiplier for momentum subtraction (0 = normal momentum subtraction)   7E:0B4C              1/256 Multiplier for momentum subtraction (0 = normal momentum subtraction)
 + 7E:0B4D - 7E:0B55    Unused in the normal game
  7E:0B56 - 7E:0B57    Moves Samus this distance horizontally, in subpixels.   7E:0B56 - 7E:0B57    Moves Samus this distance horizontally, in subpixels.
  7E:0B58 - 7E:0B59    Moves Samus this distance horizontally, in pixels.   7E:0B58 - 7E:0B59    Moves Samus this distance horizontally, in pixels.
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  7E:1E9D - 7E:1EAC    Used for glow colors.   7E:1E9D - 7E:1EAC    Used for glow colors.
  7E:1EAD - 7E:1EBC    Pointer to code. Like pre-PLM code, I guess.   7E:1EAD - 7E:1EBC    Pointer to code. Like pre-PLM code, I guess.
- 7E:1EBD - 7E:1ECC    Pointer to current PLM-like instruction. If positive, store in delay and put 1E8D,X into X. If the argument is also positive, put it into 7E:C000,X and INC X and Y twice. Repeat until the next argument is negative, put a value onto the stack to loop at RTS, and JMP to the argument. Similar to the normal instruction loop, except Y is not incremented, and points to 2 bytes *before* the current instruction, not just after it. + 7E:1EBD - 7E:1ECC    Pointer to current PLM-like instruction. If positive, store in delay and put 1E8D,X into X. 
 +                  If the argument is also positive, put it into 7E:C000,X and INC X and Y twice. 
 +                      Repeat until the next argument is negative, put a value onto the stack to loop at RTS, and JMP to the argument. 
 +                      Similar to the normal instruction loop, except Y is not incremented, and points to 2 bytes *before* the current instruction, not just after it.
  7E:1ECD - 7E:1EDC    Delay counter.   7E:1ECD - 7E:1EDC    Delay counter.
  7E:1EF1 - 7E:1EF2    Flag, disables misc. animations if positive (spikes, FX1)   7E:1EF1 - 7E:1EF2    Flag, disables misc. animations if positive (spikes, FX1)
super/data_maps/ram_map.txt · Last modified: 2018/10/18 00:22 by mentlegen