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Castlevania (NES)/RAM map: Difference between revisions

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(Added stuff about sounds (need a lil' help cuz i'm no good with sound engines))
mNo edit summary
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|0x0071 || Number of Hearts || $00 to $63 (99 in decimal).
|0x0071 || Number of Hearts || $00 to $63 (99 in decimal).
|-
|-
|0x008X || Pulse 1 channel || Values determining how the sound plays.
|0x008x || Pulse 1 channel || Values determining how the sound plays.
|-
|-
|0x009X || Pulse 2 channel || Ditto.
|0x009x || Pulse 2 channel || Ditto.
|-
|-
|0x00AX || Triangle channel || '
|0x00Ax || Triangle channel || '
|-
|-
|0x00BX || Noise channel || '
|0x00Bx || Noise channel || '
|-
|-
|0x00F7 || Player 1 Controller || Similar to [https://datacrystal.romhacking.net/wiki/Metroid:RAM_map#Zero_Page_.28.240000.29 Metroid's 0x0014].
|0x00F7 || Player 1 Controller || Similar to [https://datacrystal.romhacking.net/wiki/Metroid:RAM_map#Zero_Page_.28.240000.29 Metroid's 0x0014].

Revision as of 16:37, 2 July 2018

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
0x0004 RNG Changes seemingly randomly.
0x0007 Title Bat Current sprite May be used by something else.
0x001A Timer Increments by 1 each frame. Resets each time you "change stage?"
0x001E Title Screen timer (time until demo mode) Counts slowly (each 8 frames) up to $11 (until castle bat becomes close),

then (each frame) down from $FF to $00.

0x0022 Paused $01 = yes, $00 = no
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).
0x008x Pulse 1 channel Values determining how the sound plays.
0x009x Pulse 2 channel Ditto.
0x00Ax Triangle channel '
0x00Bx Noise channel '
0x00F7 Player 1 Controller Similar to Metroid's 0x0014.
0x0159 Simon's current image

(unknown use : dosen't seem to affect gameplay)

$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)
0x0393 Boss 1?'s X position (in screen)
0x0395 Bat/Medusa Head 1's X position (in screen)
0x0396 Bat/Medusa Head 2's X position (in screen)
0x0397 Bat/Medusa Head 3/Drac's Top Fireball's X position (in screen)
0x0398 Bat/Medusa Head 4/Drac's Middle Fireball's X position (in screen)
0x0399 Bat/Medusa Head 5/Drac's Bottom Fireball's X position (in screen)
0x03A0 Sub-weapon 1's X position (in screen)
0x03A1 Sub-weapon 2's X position (in screen)
0x03A3 Platform 1's X position (in screen)
0x03A4 Platform 2's X position (in screen)
0x0450 Direction Simon looks $00 = right, $01 = left
0x0498-049A Timers Count down from $08 to $00. May be related to sprites in some way.
0x04B2 Candle 1's current image Oscillates from $01 to $02.
0x04B3 Candle 2's current image Ditto 'til address 0x04B7.
0x04B4 Candle 3's current image
0x04B5 Candle 4's current image
0x04B6 Candle 5's current image
0x04B7 Candle 6's current image
0x0584 Simon's state $00 = standing, $01 = going right, $02 = going left, etc.
0x6000-7FFF RNG 2 Strangely, these 8192 values are all equal to the same thing.