# Difference between revisions of "L'Empereur:ROM map"

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{{rommap|game=L'Empereur}} | {{rommap|game=L'Empereur}} | ||

− | Note that most functions in this game are essentially written in a higher-level computer language than 6502. By using a jump table, more complex operations are able to be identified by single hex codes. These functions are prefaced by "20 09 E5 ## ##" (JSR $E509) and terminated by the operation "CF". (## ## indicates how many memory spaces need to be dedicated to the new function, written as an inverse. A function that requires no new memory space will say "00 00", while one that requires 16 spaces will say "F0 FF". | + | Note that most functions in this game are essentially written in a higher-level computer language than 6502. By using a jump table, more complex operations are able to be identified by single hex codes. These functions are prefaced by "20 09 E5 ## ##" (JSR $[[L%27Empereur:ROM_map#FF:E509|E509]]) and terminated by the operation "CF". (## ## indicates how many memory spaces need to be dedicated to the new function, written as an inverse. A function that requires no new memory space will say "00 00", while one that requires 16 spaces will say "F0 FF". |

− | Sometimes one of these functions will jump to a subroutine which is written "normally" (without upper-level operations). These routines are prefaced by "20 E3 E2 ## ## ##" (JSR $E2E3). | + | Sometimes one of these functions will jump to a subroutine which is written "normally" (without upper-level operations). These routines are prefaced by "20 E3 E2 ## ## ##" (JSR $[[L%27Empereur:ROM_map#FF:E2E3|E2E3]]). |

A list of these operations is located [[L%27Empereur/Jump_Table_Operations|here]]. This same system seems to be used by the other MMC5 Koei games. | A list of these operations is located [[L%27Empereur/Jump_Table_Operations|here]]. This same system seems to be used by the other MMC5 Koei games. | ||

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C24B E9 D6 C1 02 / Run function $[[L%27Empereur:ROM_map#FE:C1D6|C1D6]] / (-2) Officer Levels Up | C24B E9 D6 C1 02 / Run function $[[L%27Empereur:ROM_map#FE:C1D6|C1D6]] / (-2) Officer Levels Up | ||

C24F CF / Exit | C24F CF / Exit | ||

+ | |||

+ | ==Page FF ($E000-$FFFF)== | ||

+ | ===FF:E2E3=== | ||

+ | Prep for assembly functions. | ||

+ | ===FF:E509=== | ||

+ | Prep for higher-level functions. |

## Revision as of 23:25, 3 January 2019

The following article is a ROM map for

L'Empereur.

Note that most functions in this game are essentially written in a higher-level computer language than 6502. By using a jump table, more complex operations are able to be identified by single hex codes. These functions are prefaced by "20 09 E5 ## ##" (JSR $E509) and terminated by the operation "CF". (## ## indicates how many memory spaces need to be dedicated to the new function, written as an inverse. A function that requires no new memory space will say "00 00", while one that requires 16 spaces will say "F0 FF".

Sometimes one of these functions will jump to a subroutine which is written "normally" (without upper-level operations). These routines are prefaced by "20 E3 E2 ## ## ##" (JSR $E2E3).

A list of these operations is located here. This same system seems to be used by the other MMC5 Koei games.

## Page E8 ($A000-$BFFF)

ROM location: 0x10010-0x1200F

### E8:A8DF

Main function for all CPU city actions.

A8E4 AA D1 7C / Push $7CD1/$7CD2 to stack / (+2) Active city A8E7 E9 DB BA 02 / Run function $BADB / (-2)

...

### E8:BADB

## Page FA ($A000-$BFFF)

### FA:A004

Table of Nations

$A004 + #$0A x (Nation code) = Beginning of nation data starting with name and ending with hidden stat.

### FA:A09A

Table of Cities

$A09A + #$20 x (City code) = Beginning of city data starting with name and ending with hidden stat.

### FA:A650

Table of Officers

$A650 + #$11 x (Officer code) = Beginning of officer data starting with name and ending with hidden stat.

See Notes for more detail on hidden stats.

## Page FE ($C000-$DFFF)

ROM location: 0x3C010-0x3E00F

### FE:C003

Main game loop. Executes all game functions then waits until interrupt

C008 61 / Push #$01 to stack / (+2) C009 E9 6F CF 02 / Run function $CF6F / (-2) C00D 8D 1F / Push #$1F to stack / (+2) C00F 60 / Push #$00 to stack / (+2) C010 E9 C9 CF 04 / Run function $CFC9 / (-4) C014 8D 14 / Push #$14 to stack / (+2) C016 67 / Push #$07 to stack / (+2) C017 E9 BC C3 04 / Run function $C3BC / (-4) C01B AA 00 60 / Push $6000/$6001 to stack / (+2) C01E 8E 16 DF / Push #$DF16 to stack / (+2) C021 E9 27 C6 04 / Run function $C627 / (-4) C025 61 / Push #$01 to stack / (+2) C026 64 / Push #$04 to stack / (+2) C027 E9 1E EF 04 / Run function $EF1E / (-4) C02B B3 / Push M8 to stack / (+2) C02C 8E 22 DF / Push #$DF22 to stack / (+2) C02F E9 27 C6 04 / Run function $C627 / (-4) C033 62 / Push #$02 to stack / (+2) C034 64 / Push #$04 to stack / (+2) C035 E9 1E EF 04 / Run function $EF1E / (-4) C039 B3 / Push M8 to stack / (+2) C03A 8E 2A DF / Push #$DF2A to stack / (+2) C03D E9 27 C6 04 / Run function $C627 / (-4) C041 D6 41 C0 / Jump to $C041 / Stall until interrupt C042 CF / Exit

### FE:C232

Officer gains 1 EXP.

Parameter 1/2 = Officer address

C237 0C / Store parameter 1/2 to M8 / Officer address C238 76 / Add #$06 to M8 / Officer exp address C239 2B / Store M8 to storage 1/2 C23A 0B / Store storage 1/2 to M8 C23B B3 / Push M8 to stack / (+2) C23C D3 / Replace M8 with 1-byte value / Officer exp (old) C23D D0 / Increment M8 / +1 exp C23E D4 / Pull 2 meta, store $0008 / (-2) Update exp C23F 0B / Store meta 01/02 to M8 C240 D3 / Replace M8 with 1-byte val / Officer exp (new) C241 8B 64 / Store #$64 to MC C243 C9 / Check if M8 >= MC / Check if 100+ C244 D8 4F C2 / Jump to $C24F if not / Exit C247 3B / Push storage 1/2 to stack / (+2) C248 40 / Store #$00 to M8 C249 D4 / Pull 2 meta, store $0008 / (-2) Roll EXP over to 00 C24A 3C / Push params 1/2 to stack / (+2) C24B E9 D6 C1 02 / Run function $C1D6 / (-2) Officer Levels Up C24F CF / Exit

## Page FF ($E000-$FFFF)

### FF:E2E3

Prep for assembly functions.

### FF:E509

Prep for higher-level functions.