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Memory Map
Address(es) | Description | Details |
---|---|---|
001C | Currently loaded memory bank | |
0026 | Game State | 0 - Active |
1 - Inventory | ||
2 - Pause |
0031 - Lives 0033 - Index of selected inventory section 00 - Quest items (Dracula parts and crystal) 01 - Weapons, laurels, and garlic 003D - Map Value 1 003E - Map Value 2 0037 - D-Pad Pushing (00-Idle 01-Left FF-Right) 0046 - Experience: 99XX 0047 - Experience: XX99 0048 - Hearts: 99XX 0049 - Hearts: XX99 004A - Weapon Bit Flag 01 - Dagger 02 - Silver Dagger 03 - Golden Knife 04 - Holy Water 05 - Crystal 06 - Sacred Flame 07 - Oak Stake 08 - Nothing 004C - Laurels 004D - Garlic 004F - Index of quest item selected in inventory 01 - Rib 02 - Heart 03 - Eyeball 04 - Nail 05 - Ring 06 - Crystal 0058 - Map X Chunk 0059 - Map X Position 006A - Simon Y Position 006D - Simon X Delta 0077 - Dialog writing text row 0078 - Dialog writing text column 007B - Dialog text timeout until next letter. 007C - Dialog text memory offset 007D - Dialog starting column Also the dialog timeout to automatically disappear Also the option highlighted for Yes/No questions. 0080 - Current Hit Points (x8) 0080 - Maximum Hit Points (x8) 0082 - Sun flag (0=Day, 1=Night) 0083 - Game Time (Days) 0084 - Game Time (Seconds) 0085 - Game Time (Minutes) 0086 - Game Time (Hours) (6-17 Day time, 18-5 Night time) 0087 - Counter for day/night palette shift. 0088 - Counter for day/night palette shift. 008B - Level 0090 - Index of selected weapon in inventory 01 - Dagger 02 - Silver Knife 03 - Golden Knife 04 - Holy Water 05 - Diamond 06 - Sacred Flame 07 - Oak Stake 08 - Laurels 09 - Garlic 0091 - Inventory Bit Flag 01 - Rib 02 - Heart 03 - Eye 04 - Nail 05 - Ring 06 - White Crystal 07 - Blue Crystal 6+7 - Red Crystal 0092 - Carry Items Bit Flag 01 - Silk Bag 02 - Magic Cross 03 - Laurels 04 - Garlic 00AE - Pulse sound effect enable (0 or 1) 00AF - Noise sound effect enable (0 or 1) 00B4 - Pulse sound effect id 00B5 - Noise sound effect id 00BA - Pulse sound effect pointer (low byte) 00BB - Noise sound effect pointer (low byte) 00C0 - Pulse sound effect pointer (high byte) 00C1 - Noise sound effect pointer (high byte) 00C6 - Pulse sound effect enable (0 or 1) 00C7 - Noise sound effect enable (0 or 1) 00FC - PPU_SCROLL (y-axis) 00FD - PPU_SCROLL (x-axis) 00FE - PPU_MASK 00FF - PPU_CONTROL 0110-0150 - Music 0197 - Laurels effect countdown (laurels active if value greater than 0) 0300 - Simon Sprite Frame 0303-0305 - Weapon Frame 0306-030B - Object Frame 0318-031D - Object Palette 0324 - Simon Y Pos on Screen 0327-0329 - Weapon Y 032A-032F - Object Y 0336 - Simon Jumping Work (Y subpixel for floor drops) 0339-033B - Weapon Work 1? 033C - Object Work ? 0348 - Simon X Pos on Screen 034B-034D - Weapon X 034E-0353 - Object X 0360 - Object Work? 036C - Simon Y Delta 036F-0371 - Weapon Y Delta (Signed) 0372-0377 - Object Y Delta (Signed) 037E - Object Work ? 0381-0383 - Weapon Work 2? 0384 - Object Work? 0393-0395 - Weapon X Delta (Signed) 0396-039B - Object X Delta (Signed) 03B5 - When not zero, trigger simon whipping animation 03B7-03B9 - Weapon Index (See List) 03BA-03BF - Object Index (See List) 03D8 - Simon Action 00 - Idle 01 - Walking 02 - Jumping 03 - Crouching 04 - Attacking 05 - Floor Drop (Walking + Attacking bits) 06 - Damage Boosting 09 - On Stairs (Standing Still) 0A - On Stairs (2nd frame of moving animation) 80 - Dead (First frame) 81 - Dead (Flying into air) 82 - Dead (Lying on ground) 03DB-03DD - Weapon Flags 0402-0407 - Object Frame 040E - Movement flag? (00 - when moving, 01 - When jumping or crouching, 11 - When idle) 0420 - Simon Sprite Mirroring 0423-0425 - Weapon Sprite Mirroring 0426-042B - Object Sprite Mirroring 0434 - Whip 00 - Leather Whip 01 - Thorn Whip 02 - Chain Whip 03 - Morning Star 04 - Flame Whip 0445 - Whip State 00 - Idle 01 - Back 02 - Middle 03 - Forward 0446 - Jumping Flag 0447-0449 - Weapon Flags 044A - Object Work? 0457 - Delay between next whip. 045C - Object Work? 046E - Object Work? 04C2 - Set at 1 when up is pressed, set to 0 when down is pressed. 04C5-04C7 - Weapon State 04C8-04CD - Object Hit Points / OR - Index2 (See Table) 04DA - Object Work? 04F8 - Invulnerable Timeout 0700-07FF - PPU Instructions (See PPU Instruction format)
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