Difference between revisions of "Momotarou Densetsu:RAM map"

From Data Crystal
Jump to: navigation, search
 
Line 4: Line 4:
 
|'''RAM'''  || '''Purpose'''
 
|'''RAM'''  || '''Purpose'''
 
|-
 
|-
|0x00CE || Randomized from 0x01 to 0x10 after each step, used to determine whether to decrement the step counter ($D6).
+
|$00CE || Randomized from 0x01 to 0x10 after each step, used to determine whether to decrement the step counter ($D6).
 
|-
 
|-
 
|-
 
|-
|0x00D6 || Step counter for battles. Re-randomized each time you exit a battle scene.
+
|$00D6 || Step counter for battles. Re-randomized each time you exit a battle scene.
 
|-
 
|-
 
|-
 
|-
|0x00D9 || Enemy HP
+
|$00D9 || Enemy HP
 +
|-
 +
|-
 +
|$0200-$02FF || ID# for every 16x16 tile on the screen. Momotarou is centered on the tile at $0278.
 +
|-
 +
|-
 +
|$0700-$07FF || Sprite DMA table
 
|-
 
|-

Latest revision as of 23:51, 7 June 2011


RAM Purpose
$00CE Randomized from 0x01 to 0x10 after each step, used to determine whether to decrement the step counter ($D6).
$00D6 Step counter for battles. Re-randomized each time you exit a battle scene.
$00D9 Enemy HP
$0200-$02FF ID# for every 16x16 tile on the screen. Momotarou is centered on the tile at $0278.
$0700-$07FF Sprite DMA table