Difference between revisions of "Crystalis:ROM map"
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== Misc == | == Misc == | ||
* <tt>0x34BEE - 0x34C03 (0016)</tt> = Gold drop amounts (2-byte values) | * <tt>0x34BEE - 0x34C03 (0016)</tt> = Gold drop amounts (2-byte values) | ||
+ | * <tt>25550-257A0</tt> = Title screen layout data |
Revision as of 19:35, 8 March 2007
Areas/Maps
- 0x00010 - 0x1000F (10000) (256 sets of 0x100 bytes)
- (00F0) = Map Screens
- (0010) = palettes, text, other data
- 0x10010 - 0x1300F (3000) = Map Tileset Patterns (12 sets of 0x400 bytes)
- 16x16 map tiles are built from 4 8x8 PPU tiles
- Tilesets contain 4 sets of 0x100 bytes (top-left, top-right, bottom-left, bottom-right)
- 0x13010 - 0x1330F (0300) = Map Tileset Palettes (12 sets of 0x40 bytes)
- Chooses the PPU background palette for each tile
- Each palette set corresponds to one pattern set
- Two bits per map tile
- 0x13310 - 0x13E0F (0B00) = Map Collision Flags (11 sets of 0x100 bytes)
- 0x13E10 - 0x1400F (0200) = unknown
- 0x14010 - 0x1430F (0300) = (3 sets of 0x100 bytes)
- (00F0) = Map Screens
- (0010) = unknown
- 0x14310 - 0x14507 (01F8) = Area Data Pointers (252 2-byte pointers)
- 0x14508 - 0x17D09 (3802) = Area Data
Sprites
- 0x19211 - 0x19408 (01F8) = Sprite List Pointers (252 2-byte pointers)
- 0x19409 - 0x1ABB2 (17AA) = Sprite Lists
- Sprite lists correspond to area data
- 0x1AC10 - 0x1AE0F (0200) = Sprite Data Pointers (256 2-byte pointers)
- 0x1AE10 - 0x1BE90 (1081) = Sprite Data
Equipment Screen
- 0x20C0B - 0x20C1A (0010) = Equipment Palettes
- 0x20F6A - 0x20FB4 (004B) = Equipment Tilemaps - Outline
- 0x20FB5 - 0x20FFF (004B) = Equipment Tilemaps - Color fill
- 0x21000 - 0x2104A (004B) = Equipment Graphics Flags
- .0-1 Palette (see 0x20C0B)
- .2-4 unused?
- .5 unknown
- .6 Droppable (00 = can drop, 40 = can't drop)
- .7 Color fill size (00 = 2x2 centered, 80 = 3x3 full)
- 0x2104B - 0x21095 (004B) = Equipment value for "equipped" RAM bytes
- 0x21096 - 0x21129 (0094) = Equipment Name String Pointers
- 0x2112A - 0x21480 (0357) = Equipment Name Strings (74 11-byte strings)
Levels
- 0x34B90 - 0x34B9F (0016) = Level-up - Max HP
- 0x34BA0 - 0x34BAF (0016) = Level-up - Max MP
- 0x34BB0 - 0x34BCF (0032) = Level-up - EXP to next level (2-byte values)
Equipment Stats
- 0x34BD0 - 0x34BD8 (0009) = Equipment - Armor Defense
- 0x34BD9 - 0x34BE1 (0009) = Equipment - Shield Defense
- 0x34BE2 - 0x34BE7 (0006) = Equipment - Sword Attack
- 0x34BE8 - 0x34BEC (0006) = Equipment - Sword Level 3 MP cost
Misc
- 0x34BEE - 0x34C03 (0016) = Gold drop amounts (2-byte values)
- 25550-257A0 = Title screen layout data