Difference between revisions of "ActRaiser:Lair Data"
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− | 0x1BA25, eight-byte entries. | + | * 0x1BA25, eight-byte entries.<br> |
Code that deals with this data/WRAM is right above the table. | Code that deals with this data/WRAM is right above the table. | ||
+ | * AA is one byte, and stored in 7F9568+unknown. | ||
+ | * BB is one byte, and stored in 7F9598+unknown. | ||
+ | * CC is one byte, and stored in 7F95C8+unknown. | ||
+ | * DD is one byte, and stored in 7F95F8+unknown. | ||
+ | * EE is one byte, and stored in 7F96B8+unknown. | ||
+ | * FF is two bytes. Stored in 7F9628+unknown and 7F9658+unknown. | ||
+ | * GG is two bytes. Stored in 7E9688+unknown. | ||
− | AA | + | AA BB CC DD EE FF FF GG GG |
− | + | -------------------------- | |
− | + | 00 10 03 12 C8 01 00 30 0B | |
− | + | 18 08 05 13 64 01 00 56 0B | |
+ | 10 1C 05 13 64 01 00 7C 0B | ||
+ | 04 04 05 13 64 01 00 A2 0B | ||
− | + | 04 18 04 14 64 01 00 30 0B | |
− | + | 00 04 05 13 32 01 00 56 0B | |
+ | 10 1C 03 12 5A 01 00 7C 0B | ||
+ | 1C 10 03 12 5A 01 00 A2 0B | ||
− | + | 18 04 03 12 6E 01 00 30 0B | |
+ | 10 04 04 14 7D 01 00 56 0B | ||
+ | 18 18 04 14 7D 01 00 7C 0B | ||
+ | 10 10 05 13 5A 01 00 A2 0B | ||
+ | 04 04 03 12 50 01 00 30 0B | ||
+ | 08 10 06 15 50 8D 00 56 0B | ||
+ | 18 08 03 12 50 01 00 7C 0B | ||
+ | 04 18 03 12 50 01 00 A2 0B | ||
+ | 04 04 04 14 32 01 00 30 0B | ||
+ | 00 18 05 13 3C 01 00 56 0B | ||
+ | 18 18 03 12 32 01 00 7C 0B | ||
+ | 08 0C 03 12 32 01 00 A2 0B | ||
+ | 18 10 0A 15 1E 64 00 30 0B | ||
+ | 10 0C 09 15 1E 64 00 56 0B | ||
+ | 10 18 07 12 3C 01 00 7C 0B | ||
+ | 04 08 08 14 3C 01 00 A2 0B | ||
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− | + | AA = X position<br> | |
− | + | BB = Y position<br> | |
− | + | CC = Lair image<br> | |
− | + | DD = Enemy type | |
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− | AA = X position | ||
− | BB = Y position | ||
− | CC = Lair image | ||
− | + | 12 = Blue Dragon<br> | |
− | + | 13 = Napper Bat<br> | |
− | + | 14 = Red Demon<br> | |
− | + | 15 = Skull Head | |
− | |||
EE = Number of enemies | EE = Number of enemies | ||
− | FF = Delay between defeat and respawn | + | FF = Delay between defeat and respawn<br> |
GG = WRAM address for current monster statistics | GG = WRAM address for current monster statistics |
Revision as of 10:20, 20 January 2007
- 0x1BA25, eight-byte entries.
Code that deals with this data/WRAM is right above the table.
- AA is one byte, and stored in 7F9568+unknown.
- BB is one byte, and stored in 7F9598+unknown.
- CC is one byte, and stored in 7F95C8+unknown.
- DD is one byte, and stored in 7F95F8+unknown.
- EE is one byte, and stored in 7F96B8+unknown.
- FF is two bytes. Stored in 7F9628+unknown and 7F9658+unknown.
- GG is two bytes. Stored in 7E9688+unknown.
AA BB CC DD EE FF FF GG GG -------------------------- 00 10 03 12 C8 01 00 30 0B 18 08 05 13 64 01 00 56 0B 10 1C 05 13 64 01 00 7C 0B 04 04 05 13 64 01 00 A2 0B
04 18 04 14 64 01 00 30 0B 00 04 05 13 32 01 00 56 0B 10 1C 03 12 5A 01 00 7C 0B 1C 10 03 12 5A 01 00 A2 0B
18 04 03 12 6E 01 00 30 0B 10 04 04 14 7D 01 00 56 0B 18 18 04 14 7D 01 00 7C 0B 10 10 05 13 5A 01 00 A2 0B
04 04 03 12 50 01 00 30 0B 08 10 06 15 50 8D 00 56 0B 18 08 03 12 50 01 00 7C 0B 04 18 03 12 50 01 00 A2 0B
04 04 04 14 32 01 00 30 0B 00 18 05 13 3C 01 00 56 0B 18 18 03 12 32 01 00 7C 0B 08 0C 03 12 32 01 00 A2 0B
18 10 0A 15 1E 64 00 30 0B 10 0C 09 15 1E 64 00 56 0B 10 18 07 12 3C 01 00 7C 0B 04 08 08 14 3C 01 00 A2 0B
AA = X position
BB = Y position
CC = Lair image
DD = Enemy type
12 = Blue Dragon
13 = Napper Bat
14 = Red Demon
15 = Skull Head
EE = Number of enemies
FF = Delay between defeat and respawn
GG = WRAM address for current monster statistics