Difference between revisions of "ActRaiser:Lair Data"

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0x1BA25, eight-byte entries.
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{{subpage|game=ActRaiser}}
 +
 
 +
* 0x1B825, eight-byte entries.<br>
 
Code that deals with this data/WRAM is right above the table.
 
Code that deals with this data/WRAM is right above the table.
  
 +
* AA is one byte, and stored in 7F9568+unknown.
 +
* BB is one byte, and stored in 7F9598+unknown.
 +
* CC is one byte, and stored in 7F95C8+unknown.
 +
* DD is one byte, and stored in 7F95F8+unknown.
 +
* EE is one byte, and stored in 7F96B8+unknown.
 +
* FF is two bytes. Stored in 7F9628+unknown and 7F9658+unknown.
 +
* GG is two bytes. Stored in 7E9688+unknown.
  
   AA is one byte, and stored in 7F9568+unknown.
+
   AA BB CC DD EE FF FF GG GG
  BB is one byte, and stored in 7F9598+unknown.
+
   --------------------------
   CC is one byte, and stored in 7F95C8+unknown.
+
   00 10 03 12 C8 01 00 30 0B
   DD is one byte, and stored in 7F95F8+unknown.
+
   18 08 05 13 64 01 00 56 0B
 
+
   10 1C 05 13 64 01 00 7C 0B
   FF is two bytes. Stored in 7F9628+unknown and 7F9658+unknown.
+
   04 04 05 13 64 01 00 A2 0B
   GG is two bytes. Stored in 7E9688+unknown.
 
 
 
   EE is one byte, and stored in 7F96B8+unknown.
 
 
 
  
 +
  04 18 04 14 64 01 00 30 0B
 +
  00 04 05 13 32 01 00 56 0B
 +
  10 1C 03 12 5A 01 00 7C 0B
 +
  1C 10 03 12 5A 01 00 A2 0B
  
 +
  18 04 03 12 6E 01 00 30 0B
 +
  10 04 04 14 7D 01 00 56 0B
 +
  18 18 04 14 7D 01 00 7C 0B
 +
  10 10 05 13 5A 01 00 A2 0B
  
AA BB CC DD EE FF FF GG GG
+
  04 04 03 12 50 01 00 30 0B  
--------------------------
+
  08 10 06 15 50 8D 00 56 0B  
00 10 03 12 C8 01 00 30 0B  
+
  18 08 03 12 50 01 00 7C 0B  
18 08 05 13 64 01 00 56 0B  
+
  04 18 03 12 50 01 00 A2 0B  
10 1C 05 13 64 01 00 7C 0B  
 
04 04 05 13 64 01 00 A2 0B  
 
  
04 18 04 14 64 01 00 30 0B  
+
  04 04 04 14 32 01 00 30 0B  
00 04 05 13 32 01 00 56 0B  
+
  00 18 05 13 3C 01 00 56 0B  
10 1C 03 12 5A 01 00 7C 0B  
+
  18 18 03 12 32 01 00 7C 0B  
1C 10 03 12 5A 01 00 A2 0B  
+
  08 0C 03 12 32 01 00 A2 0B  
  
18 04 03 12 6E 01 00 30 0B  
+
  18 10 0A 15 1E 64 00 30 0B  
10 04 04 14 7D 01 00 56 0B  
+
  10 0C 09 15 1E 64 00 56 0B  
18 18 04 14 7D 01 00 7C 0B  
+
  10 18 07 12 3C 01 00 7C 0B  
10 10 05 13 5A 01 00 A2 0B  
+
  04 08 08 14 3C 01 00 A2 0B
  
04 04 03 12 50 01 00 30 0B
 
08 10 06 15 50 8D 00 56 0B
 
18 08 03 12 50 01 00 7C 0B
 
04 18 03 12 50 01 00 A2 0B
 
 
04 04 04 14 32 01 00 30 0B
 
00 18 05 13 3C 01 00 56 0B
 
18 18 03 12 32 01 00 7C 0B
 
08 0C 03 12 32 01 00 A2 0B
 
 
18 10 0A 15 1E 64 00 30 0B
 
10 0C 09 15 1E 64 00 56 0B
 
10 18 07 12 3C 01 00 7C 0B
 
04 08 08 14 3C 01 00 A2 0B
 
 
 
AA = X position
 
BB = Y position
 
CC = Lair image
 
  
 +
AA = X position<br>
 +
BB = Y position<br>
 +
CC = Lair image<br>
 
DD = Enemy type
 
DD = Enemy type
  12 = Blue Dragon
+
:12 = Blue Dragon<br>
  13 = Napper Bat
+
:13 = Napper Bat<br>
  14 = Red Demon
+
:14 = Red Demon<br>
  15 = Skull Head
+
:15 = Skull Head<br>
 +
EE = Number of enemies<br>
 +
FF = Delay between defeat and respawn<br>
 +
GG = WRAM address for current monster statistics
  
EE = Number of enemies
+
==References==
 
+
* [http://starmen.net/pkhack/misc/actraiser/actraiser_lairs.txt A file] concerning lair data
FF = Delay between defeat and respawn
 
GG = WRAM address for current monster statistics
 

Latest revision as of 21:35, 6 April 2013


  • 0x1B825, eight-byte entries.

Code that deals with this data/WRAM is right above the table.

  • AA is one byte, and stored in 7F9568+unknown.
  • BB is one byte, and stored in 7F9598+unknown.
  • CC is one byte, and stored in 7F95C8+unknown.
  • DD is one byte, and stored in 7F95F8+unknown.
  • EE is one byte, and stored in 7F96B8+unknown.
  • FF is two bytes. Stored in 7F9628+unknown and 7F9658+unknown.
  • GG is two bytes. Stored in 7E9688+unknown.
 AA BB CC DD EE FF FF GG GG
 --------------------------
 00 10 03 12 C8 01 00 30 0B 
 18 08 05 13 64 01 00 56 0B 
 10 1C 05 13 64 01 00 7C 0B 
 04 04 05 13 64 01 00 A2 0B 
 04 18 04 14 64 01 00 30 0B 
 00 04 05 13 32 01 00 56 0B 
 10 1C 03 12 5A 01 00 7C 0B 
 1C 10 03 12 5A 01 00 A2 0B 
 18 04 03 12 6E 01 00 30 0B 
 10 04 04 14 7D 01 00 56 0B 
 18 18 04 14 7D 01 00 7C 0B 
 10 10 05 13 5A 01 00 A2 0B 
 04 04 03 12 50 01 00 30 0B 
 08 10 06 15 50 8D 00 56 0B 
 18 08 03 12 50 01 00 7C 0B 
 04 18 03 12 50 01 00 A2 0B 
 04 04 04 14 32 01 00 30 0B 
 00 18 05 13 3C 01 00 56 0B 
 18 18 03 12 32 01 00 7C 0B 
 08 0C 03 12 32 01 00 A2 0B 
 18 10 0A 15 1E 64 00 30 0B 
 10 0C 09 15 1E 64 00 56 0B 
 10 18 07 12 3C 01 00 7C 0B 
 04 08 08 14 3C 01 00 A2 0B


AA = X position
BB = Y position
CC = Lair image
DD = Enemy type

12 = Blue Dragon
13 = Napper Bat
14 = Red Demon
15 = Skull Head

EE = Number of enemies
FF = Delay between defeat and respawn
GG = WRAM address for current monster statistics

References