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Castlevania (NES)/RAM map: Difference between revisions

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|0x0392 || Enemy 3's X position (in screen) ||
|0x0392 || Enemy 3's X position (in screen) ||
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|-
|0x0395 || Bat's X position (in screen) ||
|0x0395 || Bat's X position (in screen) || Is it only bats?
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|-
|0x0450 || Direction Simon looks || $00 = right, $01 = left
|0x0450 || Direction Simon looks || $00 = right, $01 = left

Revision as of 23:47, 3 September 2017

Chip tiny.png The following article is a RAM map for Castlevania (NES).

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?


RAM Function Details
0x001A Timer Increments by 1 each frame. Resets each time you "change stage?"
0x001E Title Screen timer(time until attract mode) Counts down from FF to 00.
0x0022 Paused $01 = yes
0x0028 Current Stage
0x002A Number of Lives
0x002E Camera's X position
0x003E Is Simon on stairs $00 = yes, $01 = no
0x003F Simon's Y position (in level)
0x0040 Simon's X position (in level)
0x0042 1's and 10's place of Time in BCD
0x0043 100's and 1000's place of Time in BCD
0x0044 Life Meter (Graphic) 2 bars = +$08, Max = $40(64)
0x0045 Life Meter (Actual) 2 bars = +$08, Max = $40(64)
0x0070 Whip length Set to $00, $01, or $02.
0x0071 Number of Hearts $00 to $63 (99 in decimal).
0x00F7 Player 1 Controller Similar to Metroid's 0x0014.
0x0159 Simon's current image (probably used for sound) $00=standing,

$01-03 = walk,

$04 = jump and crouch,

$05-07 = whip/sub-weapon,

$0D-0E = walk up stairs,

$0F-10 = walk down stairs,

$12 = hurt

$1C = dead

$1D = collapsing

0x0160 Simon's screen position (in room)
0x0162 Simon's screen position (in room) not 0x0160.
0x038C Simon's X position (in screen)
0x0390 Enemy 1's X position (in screen)
0x0391 Enemy 2's X position (in screen)
0x0392 Enemy 3's X position (in screen)
0x0395 Bat's X position (in screen) Is it only bats?
0x0450 Direction Simon looks $00 = right, $01 = left
0x0584 Simon's state