Difference between revisions of "Legacy of the Wizard:RAM map"

From Data Crystal
Jump to: navigation, search
(add inventory)
Line 15: Line 15:
 
|-
 
|-
 
|005B || # of Keys ||
 
|005B || # of Keys ||
 +
|-
 +
|0060~006F || Inventory || Count of each item on inventory screen.
 
|-
 
|-
 
|0400~048F || Sprite Tables || 9 sprites, 16 bytes per sprite:<br />
 
|0400~048F || Sprite Tables || 9 sprites, 16 bytes per sprite:<br />

Revision as of 23:37, 12 April 2020

RAM Function Details
0038 Upper bound / modulus for RNG e.g. if this is $04, RNG will roll guaranteed within 0-3 range
0039~003B RNG values these values aren't directly used as a random number but instead as part of RNG calculation, they get reset in password screen to something reliable, but after that change each time a random number is needed
0058 Health
0059 Magic
005A Gold
005B # of Keys
0060~006F Inventory Count of each item on inventory screen.
0400~048F Sprite Tables 9 sprites, 16 bytes per sprite:

Byte x0: OAM graphic index
Byte x1: state (??)
Byte x2: OAM palette & info
Byte x3~4: ???
Byte x5: Health
Byte x6: Timer?
Byte x7~B: ???
Byte xC: X pixel within tile ($00~$0F)
Byte xD: X tile coordinate
Byte xE: Y coordinate
Byte xF: ???


Internal Data for Legacy of the Wizard

ROM MapRAM MapText TableNotesTutorials