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ActRaiser/Lair Data: Difference between revisions

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0x1BA25, eight-byte entries.
* 0x1BA25, eight-byte entries.<br>
Code that deals with this data/WRAM is right above the table.
Code that deals with this data/WRAM is right above the table.


* AA is one byte, and stored in 7F9568+unknown.
* BB is one byte, and stored in 7F9598+unknown.
* CC is one byte, and stored in 7F95C8+unknown.
* DD is one byte, and stored in 7F95F8+unknown.
* EE is one byte, and stored in 7F96B8+unknown.
* FF is two bytes. Stored in 7F9628+unknown and 7F9658+unknown.
* GG is two bytes. Stored in 7E9688+unknown.


   AA is one byte, and stored in 7F9568+unknown.
   AA BB CC DD EE FF FF GG GG
   BB is one byte, and stored in 7F9598+unknown.
  --------------------------
   CC is one byte, and stored in 7F95C8+unknown.
  00 10 03 12 C8 01 00 30 0B
   DD is one byte, and stored in 7F95F8+unknown.
   18 08 05 13 64 01 00 56 0B
   10 1C 05 13 64 01 00 7C 0B
   04 04 05 13 64 01 00 A2 0B


   FF is two bytes. Stored in 7F9628+unknown and 7F9658+unknown.
   04 18 04 14 64 01 00 30 0B
   GG is two bytes. Stored in 7E9688+unknown.
   00 04 05 13 32 01 00 56 0B
  10 1C 03 12 5A 01 00 7C 0B
  1C 10 03 12 5A 01 00 A2 0B


   EE is one byte, and stored in 7F96B8+unknown.
   18 04 03 12 6E 01 00 30 0B
  10 04 04 14 7D 01 00 56 0B
  18 18 04 14 7D 01 00 7C 0B
  10 10 05 13 5A 01 00 A2 0B


  04 04 03 12 50 01 00 30 0B
  08 10 06 15 50 8D 00 56 0B
  18 08 03 12 50 01 00 7C 0B
  04 18 03 12 50 01 00 A2 0B


  04 04 04 14 32 01 00 30 0B
  00 18 05 13 3C 01 00 56 0B
  18 18 03 12 32 01 00 7C 0B
  08 0C 03 12 32 01 00 A2 0B


  18 10 0A 15 1E 64 00 30 0B
  10 0C 09 15 1E 64 00 56 0B
  10 18 07 12 3C 01 00 7C 0B
  04 08 08 14 3C 01 00 A2 0B


AA BB CC DD EE FF FF GG GG
--------------------------
00 10 03 12 C8 01 00 30 0B
18 08 05 13 64 01 00 56 0B
10 1C 05 13 64 01 00 7C 0B
04 04 05 13 64 01 00 A2 0B


04 18 04 14 64 01 00 30 0B
AA = X position<br>
00 04 05 13 32 01 00 56 0B
BB = Y position<br>
10 1C 03 12 5A 01 00 7C 0B
CC = Lair image<br>
1C 10 03 12 5A 01 00 A2 0B
DD = Enemy type
 
18 04 03 12 6E 01 00 30 0B
10 04 04 14 7D 01 00 56 0B
18 18 04 14 7D 01 00 7C 0B
10 10 05 13 5A 01 00 A2 0B
 
04 04 03 12 50 01 00 30 0B
08 10 06 15 50 8D 00 56 0B
18 08 03 12 50 01 00 7C 0B
04 18 03 12 50 01 00 A2 0B
 
04 04 04 14 32 01 00 30 0B
00 18 05 13 3C 01 00 56 0B
18 18 03 12 32 01 00 7C 0B
08 0C 03 12 32 01 00 A2 0B
 
18 10 0A 15 1E 64 00 30 0B
10 0C 09 15 1E 64 00 56 0B
10 18 07 12 3C 01 00 7C 0B
04 08 08 14 3C 01 00 A2 0B
 
 
AA = X position
BB = Y position
CC = Lair image


DD = Enemy type
12 = Blue Dragon<br>
  12 = Blue Dragon
13 = Napper Bat<br>
  13 = Napper Bat
14 = Red Demon<br>
  14 = Red Demon
15 = Skull Head
  15 = Skull Head


EE = Number of enemies
EE = Number of enemies


FF = Delay between defeat and respawn
FF = Delay between defeat and respawn<br>
GG = WRAM address for current monster statistics
GG = WRAM address for current monster statistics

Revision as of 14:20, 20 January 2007

  • 0x1BA25, eight-byte entries.

Code that deals with this data/WRAM is right above the table.

  • AA is one byte, and stored in 7F9568+unknown.
  • BB is one byte, and stored in 7F9598+unknown.
  • CC is one byte, and stored in 7F95C8+unknown.
  • DD is one byte, and stored in 7F95F8+unknown.
  • EE is one byte, and stored in 7F96B8+unknown.
  • FF is two bytes. Stored in 7F9628+unknown and 7F9658+unknown.
  • GG is two bytes. Stored in 7E9688+unknown.
 AA BB CC DD EE FF FF GG GG
 --------------------------
 00 10 03 12 C8 01 00 30 0B 
 18 08 05 13 64 01 00 56 0B 
 10 1C 05 13 64 01 00 7C 0B 
 04 04 05 13 64 01 00 A2 0B 
 04 18 04 14 64 01 00 30 0B 
 00 04 05 13 32 01 00 56 0B 
 10 1C 03 12 5A 01 00 7C 0B 
 1C 10 03 12 5A 01 00 A2 0B 
 18 04 03 12 6E 01 00 30 0B 
 10 04 04 14 7D 01 00 56 0B 
 18 18 04 14 7D 01 00 7C 0B 
 10 10 05 13 5A 01 00 A2 0B 
 04 04 03 12 50 01 00 30 0B 
 08 10 06 15 50 8D 00 56 0B 
 18 08 03 12 50 01 00 7C 0B 
 04 18 03 12 50 01 00 A2 0B 
 04 04 04 14 32 01 00 30 0B 
 00 18 05 13 3C 01 00 56 0B 
 18 18 03 12 32 01 00 7C 0B 
 08 0C 03 12 32 01 00 A2 0B 
 18 10 0A 15 1E 64 00 30 0B 
 10 0C 09 15 1E 64 00 56 0B 
 10 18 07 12 3C 01 00 7C 0B 
 04 08 08 14 3C 01 00 A2 0B


AA = X position
BB = Y position
CC = Lair image
DD = Enemy type

12 = Blue Dragon
13 = Napper Bat
14 = Red Demon
15 = Skull Head

EE = Number of enemies

FF = Delay between defeat and respawn
GG = WRAM address for current monster statistics