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Dragon Warrior IV (NES)/RAM map: Difference between revisions

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==WRAM==
==WRAM==
* 0x6EFE (0x20 bytes long) = ???  (initialized to FF bytes)
* 0x6F20 (0x20 bytes long) = 'Smoothing Flags' that determine if walls use the front facing tile, or the regular tile.
* 0x6F20 (0x20 bytes long) = 'Smoothing Flags' that determine if walls use the front facing tile, or the regular tile.
* 0x6F40 (0x40 bytes long) = Behavior of tiles (normal, wall, water, stairs, etc.) for current tile set (see [[Dragon Warrior IV/Tile Behaviors|Tile Behaviors]])
* 0x6F40 (0x40 bytes long) = Behavior of tiles (normal, wall, water, stairs, etc.) for current tile set (see [[Dragon Warrior IV/Tile Behaviors|Tile Behaviors]])

Revision as of 18:55, 21 April 2021

Chip tiny.png The following article is a RAM map for Dragon Warrior IV (NES).

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

Zeropage

  • 0x63 = Current Map Number (See: Map List)
  • 0x64 = Current Submap Number

WRAM

  • 0x6EFE (0x20 bytes long) = ??? (initialized to FF bytes)
  • 0x6F20 (0x20 bytes long) = 'Smoothing Flags' that determine if walls use the front facing tile, or the regular tile.
  • 0x6F40 (0x40 bytes long) = Behavior of tiles (normal, wall, water, stairs, etc.) for current tile set (see Tile Behaviors)
  • 0x7600 (0xC0 bytes long) = Tile numbers for current tileset of 32 tiles (33rd tile is Roof tile)
  • 0x76C0 (0x40 bytes long) = Attribute values for current tile set (33rd tile is Roof tile)
  • 0x7800 (??? bytes long) = Map data for current map.
    • Format: RRRttttt
    • ttttt = tile number 0-31
    • RRR = roof number 0-7 (0 = no roof)