Difference between revisions of "Castlevania II - Belmont's Revenge:ROM map"

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Line 19: Line 19:
 
  0:01D9 (r:longcall_2_438D) stores current bank (read from $7FFF) on stack, calls routine 2:438D, then returns to caller bank.
 
  0:01D9 (r:longcall_2_438D) stores current bank (read from $7FFF) on stack, calls routine 2:438D, then returns to caller bank.
 
  0:0D23 (r:entity_set_state_and_substate) entity state <- b, substate (attacking) <- c
 
  0:0D23 (r:entity_set_state_and_substate) entity state <- b, substate (attacking) <- c
 +
0:2868 (r:load_substage_data) hl <- ((hl + stage) + substage).
 +
0:2881 (r:add_bc_a) bc += a, then a <- c.
 
  0:297B (r:leftshift_bc_4) leftshifts bc by 4.
 
  0:297B (r:leftshift_bc_4) leftshifts bc by 4.
 
  0:2986 (r:lda_00) a <- $00
 
  0:2986 (r:lda_00) a <- $00
Line 43: Line 45:
 
  3:58AC (t:stage_table_unkB) (index via load_substage_data): ??
 
  3:58AC (t:stage_table_unkB) (index via load_substage_data): ??
 
  3:5D25 (t:stage_table_lantern) (index via load_substage_data): lantern data
 
  3:5D25 (t:stage_table_lantern) (index via load_substage_data): lantern data
  3:2868 (r:load_substage_data) hl <- ((hl + stage) + substage).
+
  3:6D6B (r:inc_CBC4) increments $(CBC4)
 
  6:421D (r:entity_update) Belmont frame update routine. Called from 0:05FA.
 
  6:421D (r:entity_update) Belmont frame update routine. Called from 0:05FA.
 
  6:4235-4241 Belmont update jumptable
 
  6:4235-4241 Belmont update jumptable
Line 70: Line 72:
  
 
Images
 
Images
 +
 
- Entities' images are stored in property 0A. Editing this value will change the entity's image -- for example, the axe might appear as a torch, at least until the axe's animation restores the image to the next frame of axe animation. Below is a partially-complete table of images (Please contribute!).
 
- Entities' images are stored in property 0A. Editing this value will change the entity's image -- for example, the axe might appear as a torch, at least until the axe's animation restores the image to the next frame of axe animation. Below is a partially-complete table of images (Please contribute!).
  
Line 90: Line 93:
 
   
 
   
 
and so on.
 
and so on.
 +
 +
Entity indices (stored in RAM addresses XY00, XY >= $C6) -- range from 0-7F.
 +
 +
00: (no entity)
 +
01: Lantern/Item: Axe/Cross
 +
02: Lantern/Item: Holy Water
 +
03: Lantern/Item: Coin
 +
04: Lantern/Item: Whip Upgrade Orb
 +
05: Lantern/Item: Small Heart
 +
06: Big Heart
 +
07: (debris)
 +
08: (debris with big heart?)
 +
09: Rat?
 +
0A: ?
 +
0B: breakable block?
 +
0C: Punaguchi
 +
0D: Punaguchi
 +
0E: Rat?
 +
0F: ? (explodes when struck)
 +
10-13: ?
 +
14: vertically moving flame?
 +
15-16: ?
 +
17-1B: ? (palette cycles, and turns to flame when struck.)
 +
1C: ? (ascends)
 +
1D: ? (gravity)
 +
1E: ? (descends)
 +
1F: bat?
 +
20: bat?
 +
21: ? (sessile enemy)
 +
22: Lantern/Item: orb that crashes the game
 +
23-24: ?
 +
25: eyeball spawner (right)
 +
26: eyeball spawner (left)
 +
27-29: ?
 +
2A: (immediately explodes)
 +
2B: ? (deals contact damage, but cannot be destroyed)
 +
2C: ? (like 2B but larger and does more damage)
 +
2D: ? (like 2D)
 +
2E-2F: ?
 +
30: ? (sessile enemy)
 +
31: ? (like 2B)
 +
32: ?
 +
33: ? (descending enemy)
 +
34: raven
 +
35: whip upgrade orb
 +
36: ?
 +
37-3A: ?
 +
3B: ? (sessile enemy, explodes)
 +
3C: eyeball spawner (above)
 +
3D-3E: ?
 +
3F: ? (sessile enemy)
 +
40: ?
 +
41: jumping dagger-thrower
 +
42-44: ? (like 2B)
 +
45: Lantern/Item: boss start (Darkside)
 +
46: ?
 +
47: ? (enemy, drops and dies)
 +
48-49: ?
 +
4A: moving platform, contact damage?
 +
4B-4D: ?
 +
4E: background flame
 +
50: moving platform, covers screen?
 +
51: ? (sticks to top of screen)
 +
52: ?
 +
53: Lantern/Item: boss start (Angel mummy)
 +
54: ?
 +
55: ? (projectile?)
 +
56: ? (moves across screen, leaving trail.)
 +
57: like 56, but in reverse.
 +
58-5A: ?
 +
5B: Night Stalker
 +
5C: ? (contact damage)
 +
5D: ?
 +
60: Lantern/Item: boss start?
 +
61: ?
 +
62: ? (palette cycles, deals damage)
 +
64: ? (like 5C)
 +
65-68: ?
 +
69: Lantern/Item: boss start (Bone Serpent)
 +
6A: Bone Serpent (part)
 +
6B: ? (moves to constant position at top of screen)
 +
6C: Bone Serpent (part)
 +
6D: Bone Serpent (part)
 +
6E: moves to side of screen
 +
6F: Bone Serpent (part)
 +
70: ? (strange glitching tiles)
 +
71: ?
 +
72: Lantern/Item: boss start (Soleil)
 +
73: Lantern/Item: boss start
 +
74: ? (circular movement)
 +
75-78: ?
 +
79-7E: (crashes game)
 +
7F: ?

Latest revision as of 15:44, 27 September 2022

Format for PRG-ROM is Bank:RAM address.

(r:symbol) marks the start of a callable subroutine. (RSTxy:symbol) marks a callable subroutine which can be called with the special quick-access RST commands. (t:symbol) marks the start of a data table.

X:7FFF all swappable banks store list their bank number as the last byte of the bank.
0:0000 (RST00:jumptable_entity_state) jumptable (indirect jump by entry in table following call to RST00 according to current entity's state variable)
0:0003 (r:jumptable) jumptable by A.
0:0008 (RST08:ld_from_table) hl <- (hl + 2a)
0:000C (r:ld_hl_hl) hl <- (hl)
0:0010 (RST10:entity_set_image) sets entity's image (see "Images" section below)
0:0018 (RST18:entity_set_timer) sets entity property $08 to A. This seems to be the entity's timer, such as how long until fire despawns or belmont's hitstun.
0:0028 (RST28:add_hl_a) hl += a, then a <- l.
0:0030 (RST30:entity_inc_state) increments the state variable (D:01) of the current entity.
0:0038 (RST38:entity_get_y) get Y position of current entity.
0:01D9 (r:longcall_2_438D) stores current bank (read from $7FFF) on stack, calls routine 2:438D, then returns to caller bank.
0:0D23 (r:entity_set_state_and_substate) entity state <- b, substate (attacking) <- c
0:2868 (r:load_substage_data) hl <- ((hl + stage) + substage).
0:2881 (r:add_bc_a) bc += a, then a <- c.
0:297B (r:leftshift_bc_4) leftshifts bc by 4.
0:2986 (r:lda_00) a <- $00
0:2989 (r:lda_06) a <- $06
0:298C (r:lda_7F) a <- $7F
0:298F (r:lda_06) a <- $80
0:2AC7 (r:wait_for_blank) Seems to wait to the end of the current blanking period (if applicable) and then to the start of the next.
0:35A9 (r:mbc_bankswap_1) loads swappable bank 1.
0:35AA (r:mbc_bankswap) loads swappable bank from cpu register a.
0:35AF (r:mbc_bankswap_2) loads swappable bank 2.
0:35B5 (r:mbc_bankswap_6) loads swappable bank 6.
0:35BB (r:mbc_bankswap_7) loads swappable bank 7.
0:35C1 (r:mbc_bankswap_3) loads swappable bank 3.
0:38E0 (r:entity_set_animation) Set animation (prop 0C,0B,0A) to (bc):0:(bc+1) (bc):0:(bc+1)
0:3DAC (r:entity_set_x_velocity_0) Entity x velocity <- 00.
0:3DAF (r:entity_set_x_velocity) Entity x velocity <- cb.
0:3DB4 (r:entity_set_y_velocity_0) Entity y velocity <- 00.
0:3DB7 (r:entity_set_y_velocity) Entity y velocity <- cb.
0:3DBA (r:write_word) (hl) <- cb
0:3DBE (r:entity_get_x_velocity) cb <- Entity x velocity.
0:3DC5 (r:entity_get_y_velocity) cb <- Entity x velocity.
0:3DC8 (r:read_word) cb <- (hl)
3:5242 (t:stage_table_unkA) (index via load_substage_data): ??
3:58AC (t:stage_table_unkB) (index via load_substage_data): ??
3:5D25 (t:stage_table_lantern) (index via load_substage_data): lantern data
3:6D6B (r:inc_CBC4) increments $(CBC4)
6:421D (r:entity_update) Belmont frame update routine. Called from 0:05FA.
6:4235-4241 Belmont update jumptable
6:427F Belmont state 0 (standing) routine
6:4289 Belmont state 2 (crouching) routine
6:42E9 Belmont state 1 (walking) routine
6:4293 Belmont state 3 (jumping) routine
6:42A1 Belmont state 4 (??) routine
6:44A6 Belmont state 5 (??) routine
6:44D2 Belmont state 6 (??) routine
6:4510 Belmont state 7 (??) routine
6:461B (r:input_A_pressed) A gets zero or 10 depending on if the A button was pressed this frame. Status flags set
6:4621 (r:input_up_down_held) A and status flags
6:4627 (r:input_left_right_held) A and status flags
6:462D (r:input_B_pressed) A and status flags
6:4633 (r:input_B_held) A and status flags
6:4639 (r:input_down_held) A and status flags
6:464B (r:input_up_held) A and status flags
6:4651 (r:input_any_held) A and status flags
6:4801 (r:belmont_set_walk) Read left/right input and set Belmont to be walking left or right accordingly.
6:4817 (r:entity_move_face_right) Entity moves and faces right at velocity  0x90
6:4817 (r:entity_move_face_left)  Entity moves and faces left at velocity -0x90

Bank swap routines:

- All are in bank 0, and all write to $2180 to change the bank. For some reason, bank 5 is always swapped inline rather than by function call.

Images

- Entities' images are stored in property 0A. Editing this value will change the entity's image -- for example, the axe might appear as a torch, at least until the axe's animation restores the image to the next frame of axe animation. Below is a partially-complete table of images (Please contribute!).

0: Torch (frame 0)
1: Torch (frame 1)
2: Coin (frame 0)
3: Coin (frame 1)
4: Score Orb
5: Small heart
6: Large Heart
7: Wall meat
08: fire (frame 0)
09: fire (frame 1)
0A: 1-up
0B: holy water (icon)
0C: holy water (projectile)
0D-10: Axe/Cross (frames 0-3)
11-23: Belmont poses
24-29: whip

and so on.

Entity indices (stored in RAM addresses XY00, XY >= $C6) -- range from 0-7F.

00: (no entity)
01: Lantern/Item: Axe/Cross
02: Lantern/Item: Holy Water
03: Lantern/Item: Coin
04: Lantern/Item: Whip Upgrade Orb
05: Lantern/Item: Small Heart
06: Big Heart
07: (debris)
08: (debris with big heart?)
09: Rat?
0A: ?
0B: breakable block?
0C: Punaguchi
0D: Punaguchi
0E: Rat?
0F: ? (explodes when struck)
10-13: ?
14: vertically moving flame?
15-16: ?
17-1B: ? (palette cycles, and turns to flame when struck.)
1C: ? (ascends)
1D: ? (gravity)
1E: ? (descends)
1F: bat?
20: bat?
21: ? (sessile enemy)
22: Lantern/Item: orb that crashes the game
23-24: ?
25: eyeball spawner (right)
26: eyeball spawner (left)
27-29: ?
2A: (immediately explodes)
2B: ? (deals contact damage, but cannot be destroyed)
2C: ? (like 2B but larger and does more damage)
2D: ? (like 2D)
2E-2F: ?
30: ? (sessile enemy)
31: ? (like 2B)
32: ?
33: ? (descending enemy)
34: raven
35: whip upgrade orb
36: ?
37-3A: ?
3B: ? (sessile enemy, explodes)
3C: eyeball spawner (above)
3D-3E: ?
3F: ? (sessile enemy)
40: ?
41: jumping dagger-thrower
42-44: ? (like 2B)
45: Lantern/Item: boss start (Darkside)
46: ?
47: ? (enemy, drops and dies)
48-49: ?
4A: moving platform, contact damage?
4B-4D: ?
4E: background flame
50: moving platform, covers screen?
51: ? (sticks to top of screen)
52: ?
53: Lantern/Item: boss start (Angel mummy)
54: ?
55: ? (projectile?)
56: ? (moves across screen, leaving trail.)
57: like 56, but in reverse.
58-5A: ?
5B: Night Stalker
5C: ? (contact damage)
5D: ?
60: Lantern/Item: boss start?
61: ?
62: ? (palette cycles, deals damage)
64: ? (like 5C)
65-68: ?
69: Lantern/Item: boss start (Bone Serpent)
6A: Bone Serpent (part)
6B: ? (moves to constant position at top of screen)
6C: Bone Serpent (part)
6D: Bone Serpent (part)
6E: moves to side of screen
6F: Bone Serpent (part)
70: ? (strange glitching tiles)
71: ?
72: Lantern/Item: boss start (Soleil)
73: Lantern/Item: boss start
74: ? (circular movement)
75-78: ?
79-7E: (crashes game)
7F: ?