Welcome to Data Crystal's new home! Data Crystal is now part of the TCRF family (sort of).
The wiki has recently moved; please report any issues in Discord. Pardon the dust.

Momotarou Densetsu/RAM map: Difference between revisions

From Data Crystal
Jump to navigation Jump to search
No edit summary
No edit summary
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
|-
|-

Revision as of 04:51, 8 June 2011

Chip tiny.png The following article is a RAM map for Momotarou Densetsu.


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