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Secret of Mana (SNES)/RAM map: Difference between revisions

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==enemy related addresses==
==enemy related addresses==
 
<br>
7EE600 - base address of enemy 1 on screen
7EE600 - base address of enemy 1 on screen<br>
7EE800 - base address of enemy 2 on screen
7EE800 - base address of enemy 2 on screen<br>
7EEA00 - base address of enemy 3 on screen
7EEA00 - base address of enemy 3 on screen<br>
 
<br>
enemies are assigned in first fit fashion.
enemies are assigned in first fit fashion.<br>
 
<br>
+2 = y coordinate
+2 = y coordinate<br>
+4 = x coordinate
+4 = x coordinate<br>
+181 = level
+181 = level<br>
+182 = current HP
+182 = current HP<br>
+184 = maximum HP
+184 = maximum HP<br>
+186 = current MP
+186 = current MP<br>
+187 = maximum MP
+187 = maximum MP<br>
+188 = strength
+188 = strength<br>
+189 = speed
+189 = speed<br>
+18D = experience
+18D = experience<br>
+1C8 = GP
+1C8 = GP<br>
+1CE = probability of enemy to drop a chest
+1CE = probability of enemy to drop a chest<br>
+1ED = niceness factor, set to 99 for rabites and counted down each frame, if it reaches zero the enemy attacks.
+1ED = niceness factor, set to 99 for rabites and counted down each frame, if it reaches zero the enemy attacks.<br>
 
<br>
Note +18D means an address of 7EE78D for example, so no complicated calc.
Note +18D means an address of 7EE78D for example, so no complicated calc.<br>
<br>

Revision as of 23:55, 23 April 2006

Chip tiny.png The following article is a RAM map for Secret of Mana (SNES).

Location NPC/Enemies

7EC800 - 16 bytes each, number of objects loaded is dependant on location

    *Byte 1 - Spawn type?
    *Byte 2 - Unknown
    *Byte 3 - Unknown
    *Byte 4 - Unknown
    *Byte 5 - Unknown
    *Byte 6 - Unknown
    *Byte 7 - Unknown
    *Byte 8 - Unknown
    *Byte 9 - Unknown
    *Byte 10 - Unknown
    *Byte 11 - Starting X coord
    *Byte 12 - Starting Y coord
    *Byte 13 - Palette - zplane?
    *Byte 14 - Sprite
    *Byte 15 - Reaction to button press
    *Byte 16 - Reaction to button press


Location related addresses

7E0030 - Layer 2 transparency toggle
7E00DC - 7E00DD - Exit Destiniation (0F = Debug room?)
7E00DE - Exit Destination X coord
7E00DF - Exit Destination Y coord
7E00E1 - Exit Destination entrance style (running in, walking in, walk over a few feet upon entrance, etc...)
7E00E2 - Exit Destination screen effects (camera centering, pixelation effects, color flashing, etc...)
7E00E4 - Screen Fade Wait Timer
7E00E5 - Screen Fade Timer (higher numbers = longer fade time)
7E00E6 - Screen Brightness
7E00E8 - Entrance Style (flammie drops you off or picks you up)
7E00ED - Can you use your sword in this location? (80 = yes, 00 = no)

enemy related addresses


7EE600 - base address of enemy 1 on screen
7EE800 - base address of enemy 2 on screen
7EEA00 - base address of enemy 3 on screen

enemies are assigned in first fit fashion.

+2 = y coordinate
+4 = x coordinate
+181 = level
+182 = current HP
+184 = maximum HP
+186 = current MP
+187 = maximum MP
+188 = strength
+189 = speed
+18D = experience
+1C8 = GP
+1CE = probability of enemy to drop a chest
+1ED = niceness factor, set to 99 for rabites and counted down each frame, if it reaches zero the enemy attacks.

Note +18D means an address of 7EE78D for example, so no complicated calc.