Difference between revisions of "Secret of Evermore:RAM map"
From Data Crystal
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x1E-x1F = Window Height | x1E-x1F = Window Height | ||
x26-x27 = Window Pattern pointer | x26-x27 = Window Pattern pointer | ||
+ | x2A-x2B = Bit 0 - Window allows Continue Arrow | ||
7E05B1 to ...... = Current line text including procedure bytes | 7E05B1 to ...... = Current line text including procedure bytes |
Revision as of 02:39, 7 March 2020
The following article is a RAM map for Secret of Evermore.
306000 = Bit 0: Control Prefs screen - Sound: 0 = Mono, 1 = Stereo, global across all save slots ===================================================================================== 7E0000 to ...... = Script interpreter? Contains mostly temporarily stored values and pointer to scripts 0059 to 005A = (Sometimes) X position on map (Copy) 005B to 005C = (Sometimes) Y position on map (Copy) 0082 to 0084 = Pointer to the most recent script (0083 and 0084 get cleared afterwards) 0093 to 0095 = (Sometimes) Most recent ring menu (Copy?, 0093 and 0094 get cleared afterwards) 8C0000 = Boy 980000 = Dog 9C0000 = Buy consumables AC0000 = Buy ingredients A40000 = Sell consumables B00000 = Call Beads - Choose person C20000 = Call Beads - Choose spell 7E0100 to 7E0103 = Frame counter 7E0104 to 7E0105 = Inputs player 1 (Copy) (Mnemonic: BYsS ↑↓←→ AXLR 0123) 7E0106 = Screen brightness setting 7E0133 to 7E013A = Shifting registers for random number generator 7E013B to 7E013C = Location 0~511 (always multiple of 8) in Graphics Tiles Queue - update progress 7E013D to 7E013E = Location 0~511 (always multiple of 8) in Graphics Tiles Queue - update quota 7E013F to 7E033E = Graphics Tiles Queue x00-x00 = VMain value (set to $80 in general) x01-x03 = Location of Graphics Tile on ROM x04-x05 = Designated VRAM Address / 2 x06-x07 = Number of Graphics Tiles to store x 16 7E0343 to 7E0344 = Number of frames left before choice shift happens from holding button 7E0345 to 7E0346 = Buttons being held (only changed when any registered buttons are released) 7E0347 to 7E0348 = Frames to hold button before fast-shifting starts 7E0349 to 7E034A = Frames between each choice shift during fast-shifting 7E034D to ...... = Text basic information, likely x2C bytes x00-x01 = Progress X x02-x03 = Progress Y x06-x07 = Space in pixels between each character x0A-x0B = Offset X x0C-x0D = Offset Y x0E-x0F = Allowed width in pixels per line x10-x11 = Number of Text Pointers in Stack for Window x14-x15 = Window Base Tile Y x16-x17 = Window Base Tile X x18-x19 = Window Location pointer x1A-x1B = Window VRAM Destination pointer x1C-x1D = Window Width x1E-x1F = Window Height x26-x27 = Window Pattern pointer x2A-x2B = Bit 0 - Window allows Continue Arrow 7E05B1 to ...... = Current line text including procedure bytes 7E0A26 to 7E0A28 = Boy - Pointer to name 7E0A35 to 7E0A36 = Boy - Stats - Max HP 7E0A3F to 7E0A40 = Boy - Stats - Attack 7E0A41 to 7E0A42 = Boy - Stats - Defense 7E0A43 to 7E0A44 = Boy - Stats - Magic Def 7E0A45 to 7E0A46 = Boy - Stats - Evade % 7E0A47 to 7E0A48 = Boy - Stats - Hit % 7E0A49 to 7E0A4C = Boy - Stats - Experience 7E0A50 to 7E0A51 = Boy - Stats - Level 7E0A52 to 7E0A53 = Boy - Max Chargeup 7E0A54 to 7E0A55 = Boy - Chargeup Rate 7E0A58 to 7E0A59 = Boy - Pointer to stationary sprites 7E0A5A to 7E0A5B = Boy - Pointer to walking sprites 7E0A5C to 7E0A5D = Boy - Pointer to running sprites 7E0A5E to 7E0A5F = Boy - Pointer to sub-100% weapon attack sprites 7E0A60 to 7E0A61 = Boy - Pointer to 100% weapon attack sprites 7E0A62 to 7E0A63 = Boy - Pointer to Level 2 weapon attack sprites 7E0A64 to 7E0A65 = Boy - Pointer to Level 3 weapon attack sprites 7E0A66 to 7E0A67 = Boy - Pointer to getting hit sprites 7E0A6E to 7E0A6F = Boy - Pointer to dodging hit sprites 7E0A70 to 7E0A72 = Dog - Pointer to name 7E0A7F to 7E0A80 = Dog - Stats - Max HP 7E0A89 to 7E0A8A = Dog - Stats - Attack 7E0A8B to 7E0A8C = Dog - Stats - Defense 7E0A8D to 7E0A8E = Dog - Stats - Magic Def 7E0A8F to 7E0A90 = Dog - Stats - Evade % 7E0A91 to 7E0A92 = Dog - Stats - Hit % 7E0A93 to 7E0A96 = Dog - Stats - Experience 7E0A9A to 7E0A9B = Dog - Stats - Level 7E0A9C to 7E0A9D = Dog - Max Chargeup 7E0A9E to 7E0A9F = Dog - Chargeup Rate 7E0ABA to 7E0ABB = Current equipped weapon (0000 - 001A, even numbers, inclusive. see 7E22DA and 7E22DB lists below for weapon order.) 7E0ABE to 7E0ABF = Dog - Pointer to current Collar stats 7E0AC0 to 7E0AC1 = Boy - Pointer to current Armor stats 7E0AC2 to 7E0AC3 = Boy - Pointer to current Helmet stats 7E0AC4 to 7E0AC5 = Boy - Pointer to current Armband stats 7E0AC6 to 7E0AC8 = Money - Talons 7E0AC9 to 7E0ACB = Money - Jewels 7E0ACC to 7E0ACE = Money - Gold Coins 7E0ACF to 7E0AD1 = Money - Credits 7E0AD2 to 7E0ADA = Equipped alchemy 7E0ADB = Current map number (NOTE: each Weapon Level uses 2 bytes with the low part first; the low part of the weapon levels / 256 * 100 is the right-hand value you'll see on the Level screen [or Stat screen for Dog]) 7E0ADD = Weapon level for bare hands (you can't ever fight with them) 7E0ADF = Weapon level for Bone Crusher (%256 * 100 gives in-game display) 7E0AE1 = Weapon level for Gladiator Sword 7E0AE3 = Weapon level for Crusader Sword 7E0AE5 = Weapon level for Neutron Blade 7E0AE7 = Weapon level for Spider's Claw 7E0AE9 = Weapon level for Bronze Axe 7E0AEB = Weapon level for Knight Basher 7E0AED = Weapon level for Atom Smasher 7E0AEF = Weapon level for Horn Spear 7E0AF1 = Weapon level for Bronze Spear 7E0AF3 = Weapon level for Lance 7E0AF5 = Weapon level for Laser Lance 7E0AF7 = Weapon level for Bazooka (high part never initialized to 1 like the other weapons are, and its default of 0 causes bugs with the computer-controlled character and with Energize.) 7E0B07 = Attack level for Dog 7E0B09 to 7E0B0A = Action screen - Boy combativeness (00-06) 7E0B0B to 7E0B0C = Action screen - Boy AI weapon charging (Even numbers 00-06, inclusive) 7E0B0D to 7E0B0E = Action screen - Dog combativeness (00-06) 7E0B0F to 7E0B10 = Action screen - Dog AI weapon charging (Even numbers 00-06, inclusive) 7E0B15 to 7E0B16 = Window Prefs screen - Pattern (24, 34, ... A4) 7E0B17 to 7E0B18 = Window Prefs screen - Border (Even numbers 00-14, inclusive) 7E0B19 to 7E0B1C = "Timer" for scripted events 7E0B21 to 7E0B22 = Control Prefs screen - Configuration (00, 02) 7E0B23 to 7E0B24 = Run Button 7E0B25 to 7E0B26 = Action/Attack Button 7E0B2B to 7E0B2C = Countdown timer for a non-windowed message to be displayed. 7E0B57 to 7E0B58 = Location of next quick message text string to fill in 7E0B95 to ...... = BYTE array holding items in the current shopping ring menu 7E0BC5 to ...... = WORD array holding item prices in the current shopping ring menu 7E0DFB to 7E0E15 = 3 byte Pointers to quick message text to load 7E0E4B to 7E0E4C = Current music 7E0E4F to 7E0E50 = Current sound effect 7E0E6C to 7E0E6D = Indicator for the type of current shopping ring menu active (0002 = item shop, 0004 = armor shop, 0008 = ingredient shop, 0000 = no shopping menu) 7E0EA0 to 7E0EA1 = Amount of damage from most recent attack 7E0EA2 to 7E0EA3 = Flags that determine how monster remains event is activated (only 0040 works properly) 7E0EA4 to 7E0EA5 = Boolean that is set when there is a valid target for revealer 7E0EA6 to 7E0EA7 = Boolean that is set when there is a valid target for levitate 7E0EA8 to 7E0EA9 = Boolean that is set when a custom event occurs when you switch characters 7E0EAA to 7E0EAB = Boolean that is set when wings/escape can be used. 7E0EAC to 7E0EAD = Indicates Event script that executes when you pick up monster remains 7E0EAE to 7E0EAF = Indicates Event script that executes when you use revealer on a valid target. 7E0EB0 to 7E0EB1 = Indicates Event script that executes when you use levitate on a valid target. 7E0EB2 to 7E0EB3 = Indicates Event script that executes when you switch characters(used in pyramid) 7E0EB4 to 7E0EB5 = Indicates Event script that executes when you use wings/escape. 7E0EC6 to 7E0EC7 = Active buttons 7E0F3E to 7E0F3F = Pointer to Boy's data block (generally 4E89) 7E0F40 to 7E0F41 = Pointer to Dog's data block (generally 4F37) 7E0F42 to 7E0F43 = Pointer to data block of character being controlled by player 7E0FB2 to 7E0FB3 = Number of total statuses on all entities; briefly set to token value of 1 when inflicting status 7E1062 to 7E1063 = Length of following section in bytes 7E1064 to 7E1066 = Pointer to unknown (script?) section of current map 7E1067 to 7E1068 = Length of following section in bytes 7E1069 to 7E107B = Pointer to B-trigger script section of current map 7E107E to 7E10CD = Current Room treasure/event status indicators (1 byte per treasure/event) 7E10CE to 7E111D = Previous Room treasure/event status indicators (1 byte per treasure/event) 7E111E to 7E116D = Room treasure/event status change indicators (1 byte per treasure/event) 7E128E to 7E128F = Location 0~223 (always multiple of 7) in Colors Queue - update queue 7E1290 to 7E1291 = Location 0~223 (always multiple of 7) in Colors Queue - update progress 7E1292 to 7E1371 = Colors Queue x00-x02 = Location of Colors on ROM x03-x04 = Designated CGRAM Address x05-x06 = Number of Colors to store x 2 7E2210 to 7E2233 = Boy - Name 7E2234 to 7E2257 = Dog - Name 7E2258 = Known alchemy 01 = Acid Rain 02 = Atlas 04 = Barrier 08 = Call Up 10 = Corrosion 20 = Crush 40 = Cure 80 = Defend 7E2259 = Known alchemy 01 = Double Drain 02 = Drain 04 = Energize 08 = Escape 10 = Explosion 20 = Fireball 40 = Fire Power 80 = Flash 7E225A = Known alchemy 01 = Force Field 02 = Hard Ball 04 = Heal 08 = Lance 10 = Laser 20 = Levitate 40 = Lightning Storm 80 = Miracle Cure 7E225B = Known alchemy 01 = Nitro 02 = One Up 04 = Reflect 08 = Regrowth 10 = Revealer 20 = Revive 40 = Slow Burn 80 = Speed 7E225C = Known alchemy and call bead summons 01 = Sting 02 = Stop 04 = Super Heal ..... 80 = Horace 7E225D = Known call bead summons 01 = Camellia 02 = Sidney ..... 7E2261 = Hero availability/Charms 01 = Dog unavailable 02 = Boy unavailable ..... 20 = Armor Polish 40 = Chocobo Egg 80 = Insect Incense 7E2262 = Charms 01 = Jade Disk 02 = Jaguar Ring 04 = Magic Gourd 08 = Moxa Stick 10 = Oracle Bone 20 = Ruby Heart 40 = Silver Sheath 80 = Staff of Life 7E2263 = Charms 01 = Sun Stone 02 = Thug's Cloak 04 = Wizard's Coin ..... 7E2264 = Rare items 01 = Diamond Eye 02 = Diamond Eyes 04 = Gauge 08 = Wheel 10 = Queen's Key 20 = Energy Core ..... FE Village Inn treasure pots: 7E2265, 08 10 20 bits 7E228x to 7E22Dx = Found hidden ingredients, 1 bit each (exact address range not yet known) 7E22DA = Weapons 01 = ??? 02 = Bone Crusher 04 = Gladiator Sword 08 = Crusader Sword 10 = Neutron Blade 20 = Spider's Claw 40 = Bronze Axe 80 = Knight Basher 7E22DB = Weapons and call bead spells 01 = Atom Smasher 02 = Horn Spear 04 = Bronze Spear 08 = Lance 10 = Laser Lance 20 = Bazooka 40 = Horace - Aura 80 = Horace - Regenerate 7E22FF = Alchemy - Ingredient amount - Wax 7E2300 = Alchemy - Ingredient amount - Water 7E2301 = Alchemy - Ingredient amount - Vinegar 7E2302 = Alchemy - Ingredient amount - Root 7E2303 = Alchemy - Ingredient amount - Oil 7E2304 = Alchemy - Ingredient amount - Mushroom 7E2305 = Alchemy - Ingredient amount - Mud Pepper 7E2306 = Alchemy - Ingredient amount - Meteorite 7E2307 = Alchemy - Ingredient amount - Limestone 7E2308 = Alchemy - Ingredient amount - Iron 7E2309 = Alchemy - Ingredient amount - Gunpowder 7E230A = Alchemy - Ingredient amount - Grease 7E230B = Alchemy - Ingredient amount - Feather 7E230C = Alchemy - Ingredient amount - Ethanol 7E230D = Alchemy - Ingredient amount - Dry Ice 7E230E = Alchemy - Ingredient amount - Crystal 7E230F = Alchemy - Ingredient amount - Clay 7E2310 = Alchemy - Ingredient amount - Brimstone 7E2311 = Alchemy - Ingredient amount - Bone 7E2312 = Alchemy - Ingredient amount - Atlas Amulet 7E2313 = Alchemy - Ingredient amount - Ash 7E2314 = Alchemy - Ingredient amount - Acorn 7E2315 = Inventory - Item amount - Petal 7E2316 = Inventory - Item amount - Nectar 7E2317 = Inventory - Item amount - Honey 7E2318 = Inventory - Item amount - Dog Biscuit 7E2319 = Inventory - Item amount - Wings 7E231A = Inventory - Item amount - Essence 7E231B = Inventory - Item amount - Pixie Dust 7E231C = Inventory - Item amount - Call Bead 7E231D = Inventory - Armor amount - Grass Vest 7E231E = Inventory - Armor amount - Shell Plate 7E231F = Inventory - Armor amount - Dino Skin 7E2320 = Inventory - Armor amount - Bronze Armor 7E2321 = Inventory - Armor amount - Stone Plate 7E2322 = Inventory - Armor amount - Centurion Cape 7E2323 = Inventory - Armor amount - Silver Mail 7E2324 = Inventory - Armor amount - Gold-Plated Vest 7E2325 = Inventory - Armor amount - Shining Armor 7E2326 = Inventory - Armor amount - Magna Mail 7E2327 = Inventory - Armor amount - Titanium Vest 7E2328 = Inventory - Armor amount - Virtual Vest 7E2329 = Inventory - Helm amount - Grass Hat 7E232A = Inventory - Helm amount - Shell Hat 7E232B = Inventory - Helm amount - Dino Helm 7E232C = Inventory - Helm amount - Bronze Helm 7E232D = Inventory - Helm amount - Obsidian Helm 7E232E = Inventory - Helm amount - Centurion Helm 7E232F = Inventory - Helm amount - Titan Crown 7E2330 = Inventory - Helm amount - Dragon Helm 7E2331 = Inventory - Helm amount - Knight Helm 7E2332 = Inventory - Helm amount - Lightning Helm 7E2333 = Inventory - Helm amount - Old Reliable 7E2334 = Inventory - Helm amount - Brainstorm 7E2335 = Inventory - Armband amount - Vine Bracelet 7E2336 = Inventory - Armband amount - Mammoth Guard 7E2337 = Inventory - Armband amount - Claw Guard 7E2338 = Inventory - Armband amount - Serpent Bracer 7E2339 = Inventory - Armband amount - Bronze Gauntlet 7E233A = Inventory - Armband amount - Gloves of Ra 7E233B = Inventory - Armband amount - Iron Bracer 7E233C = Inventory - Armband amount - Magician Ring 7E233D = Inventory - Armband amount - Dragon Claw 7E233E = Inventory - Armband amount - Cyberglove 7E233F = Inventory - Armband amount - Protector Ring 7E2340 = Inventory - Armband amount - Virtual Glove 7E2341 = Inventory - Collar amount - Leather Collar 7E2342 = Inventory - Collar amount - Spiky Collar 7E2343 = Inventory - Collar amount - Defender Collar 7E2344 = Inventory - Collar amount - Spot's Collar 7E2345 = Inventory - Bazooka ammo amount - Thunder Ball 7E2346 = Inventory - Bazooka ammo amount - Particle Bomb 7E2347 = Inventory - Bazooka ammo amount - Cryo-Blast 7E2348 = Curreng Region (0 = Prehistoria, 2 = Antiqua, 4 = Gothica, 6 = Omnitopia) 7E2349 = Ammunition type of currently chosen shell (0 = Thunder Ball, 2 = Particle Bomb, 4 = Cryo Blast) 7E2355 = Flying machine type (00 = none, 01 = Windwalker, 02 = Escape Pod) 7E235F = Current equipped weapon (00 - 1A, even numbers, inclusive. see 7E22DA and 7E22DB lists above for weapon order.) 7E2363 = Dog state 02 = Prehistorica (wolf) 04 = Prehistorica (bonechaser) - only used in the scene where the dog fetches the Bone Crusher. It is mostly identical to 02. 06 = Antiqua (greyhound) 08 = Gothica (poodle) 0A = Podunk (normal) 0C = Omnitopia (toaster) 7E237B to 7E237C = Last landing location of the flying machine 7E2391 to 7E2392 = ID of prize you're currently retrieving 7E2393 to 7E2394 = Quantity of prize you're currently retrieving (seems to be quickly decremented to 0001, though) 7E239B to 7E239C = Probability (numerator) of winning 1st prize from monster remains in screen/area 7E239D to 7E239E = Probability (numerator) of winning 2nd prize in area 7E239F to 7E23A0 = Probability (numerator) of winning 3rd prize in area (Denominator of the prize probability is the sum of the 3 above variables.) 7E23A1 to 7E23A2 = ID of 1st prize from monster remains in area 7E23A3 to 7E23A4 = ID of 2nd prize in area 7E23A5 to 7E23A6 = ID of 3rd prize in area Prize ID list: 00 00 = Nothing 01 00 = Money (currency depends on current world) XX 08 = Item (XX = 00 - 07. see 7E2315 list above for ordering.) XX 02 = Ingredient (XX = 00 - 15. see 7E22FF list above for ordering, EXCEPT Mud Pepper and Mushroom are oddly reversed. also, winning Mud Pepper has issues.) XX 04 = Equipment (XX = 01 - 28. see 7E231D list above for ordering.) 01 01 = Chocobo Egg (can't figure out how to make other Charms be won.) 7E23A7 to 7E23A8 = Quantity of 1st prize from monster remains in area 7E23A9 to 7E23AA = Quantity of 2nd prize in area 7E23AB to 7E23AC = Quantity of 3rd prize in area 7E2461 = Incrementor to found ingredient or item quantity. Game can set immediately before or after retrieval. Set to 0 when you enter a new screen. 7E2517 to 7E2518 = Trade good amount - Annihilation Amulet 7E2519 to 7E251A = Trade good amount - Bead 7E251B to 7E251C = Trade good amount - Ceramic Pot 7E251D to 7E251E = Trade good amount - Chicken 7E251F to 7E2520 = Trade good amount - Golden Jackal 7E2521 to 7E2522 = Trade good amount - Jeweled Scarab 7E2523 to 7E2524 = Trade good amount - Limestone Tablet 7E2525 to 7E2526 = Trade good amount - Perfume 7E2527 to 7E2528 = Trade good amount - Rice 7E2529 to 7E252A = Trade good amount - Spice 7E252B to 7E252C = Trade good amount - Spoon 7E252D to 7E252E = Trade good amount - Tapestry 7E252F to 7E2530 = Trade good amount - Ticket for Exhibition 7E28FC to 7E2F27 = List / stack of 20 active scripts with entry size of 0x4F When opening a gourd, script address gets written to 7E28FC-7E28FD When that calls a "sub script", 7E28FC-7E28FD is already occupied, so 7F294B-7F294C will be used, etc. 7E2F52 to 7E2F97 = Alchemy spell levels (low component). One word per spell. Alphabetical order. 7E2F98 to 7E2FDD = Alchemy spell levels (high component). One word per spell. Alphabetical order. 7E3074 to 7E3273 = Quick Message Text strings (0x40 bytes per string) 7E3274 to 7E3291 = Unknown purpose, but updates if the boys or dogs attack energy reach 0 or 100 7E3294 to 7E3363 = Currently flying alchemy attack projectiles? (x18 bytes per projectile alchemy attack) x11 Marks the projectile as currently active (from before the it's on the screen, till the enemies death animation) 7E3364 to 7E3563 = Alchemy attack slots (x40 bytes per active alchemy attack). x28-x29 = Pointer to caster x2A-x2B = Alchemy power/damage x2E-x40 = Pointers to target players/monsters/npcs 7E3564 to ...... = Alchemy attack slots (x76 bytes per active alchemy attack). Filled by projectile type alchemy like flash and fireball. x28-x29 = Pointer to caster x2A-x2B = Alchemy power/damage x2E-x40 = Pointers to target players/monsters/npcs 7E3DDF to 7E3DE0 = Pointer to data structure for first valid entity 7E3DE5 to 7E4E88 = Monster/NPC data for the current room. Each Monster/NPC gets x8E bytes of data. x00-x02 = Sprite/Animation script pointer x03-x05 = Sprite/Animation script pointer x06-x07 = Partial pointer to a ROM location with Monster/NPC data x1A-x1B = X position on map x1C-x1D = Y position on map x22-x23 = Used to determine the direction creature is facing x24-x25 = Pointer to ram address of the target of the monster's attacks x2A-x2B = Hit Points x2E-x2F = Charge level for attack. x5E-x5F = Pointer to data structure of next valid entity. 0 if end of list. x60-x61 = Used to identify the type of monster/npc x62-x63 = X,Y position on the map in terms of tiles x66-x67 = Dialog/Event indicator x68-x69 = Flags that determine when Event specified in x66-x67 is triggered (0040 = occurs when player presses talk/activate in proximity to NPC) (0100 = occurs when NPC takes damage) (0200 = occurs when NPC is killed) x76-x77 = damage taken from last attack 7E4E89 to 7E4E8B = Boy - Sprite/animation script pointer 7E4E8C to 7E4E8E = Boy - Sprite/animation script pointer 7E4EA3 to 7E4EA4 = Boy - X position on map 7E4EA5 to 7E4EA6 = Boy - Y position on map 7E4EAB to 7E4EAC = Direction the boy is facing 7E4EB3 to 7E4EB4 = Boy - Current HP 7E4EB7 to 7E4EB8 = Boy - Current weapon charging level (0400 = 100%) 7E4ECF to 7E4ED0 = Boy - Status 1 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see list of IDs below) 7E4ED1 to 7E4ED2 = Boy - Status 1 - Main Timer (ascending from 0, frame-based) 7E4ED3 to 7E4ED4 = Boy - Status 1 - Boost provided to statistic(s), OR Time since/until last/next damage/healing interval 7E4ED5 to 7E4ED6 = Boy - Status 2 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see list of IDs below) 7E4ED7 to 7E4ED8 = Boy - Status 2 - Main Timer (ascending from 0, frame-based) 7E4ED9 to 7E4EDA = Boy - Status 2 - Boost provided to statistic(s), OR Time since/until last/next damage/healing interval 7E4EDB to 7E4EDC = Boy - Status 3 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see list of IDs below) 7E4EDD to 7E4EDE = Boy - Status 3 - Main Timer (ascending from 0, frame-based) 7E4EDF to 7E4EE0 = Boy - Status 3 - Boost provided to statistic(s), OR Time since/until last/next damage/healing interval 7E4EE1 to 7E4EE2 = Boy - Status 4 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see list of IDs below) 7E4EE3 to 7E4EE4 = Boy - Status 4 - Main Timer (ascending from 0, frame-based) 7E4EE5 to 7E4EE6 = Boy - Status 4 - Boost provided to statistic(s), OR Time since/until last/next damage/healing interval NOTE: Since Plague doesn't auto-expire, it has Time since last interval where the Timer would go, and an unknown value in the third (Time interval) slot. 7E4EE7 to 7E4EE8 = Boy - Pointer to data structure of next valid entity. 0 if end of list. 7E4F1D to 7E4F20 = Boy - Total experience needed to reach next level 7E4F29 to 7E4F2A = Boy - Overall boost to Attack statistic from alchemy/items/statuses 7E4F2B to 7E4F2C = Boy - Overall boost to Defense statistic from alchemy/items/statuses 7E4F2D to 7E4F2E = Boy - Overall boost to Evade % statistic from alchemy/items/statuses 7E4F2F to 7E4F30 = Boy - Overall boost to Hit % statistic from alchemy/items/statuses 7E4F31 to 7E4F32 = Boy - Overall boost to Magic Defense statistic from alchemy/items/statuses (unused) 7E4F33 to 7E4F34 = Boy - Last damage taken. Used by time Warp (Horace). 7E4F35 to 7E4F36 = Boy - Regenerate (Horace) or Pixie Dust protection in effect (0001 = yes, 0000 = no) 7E4F37 to 7E4F39 = Dog - Animation/Sprite script pointer 7E4F3A to 7E4F3C = Dog - Animation/Sprite script pointer 7E4F51 to 7E4F52 = Dog - X position on map 7E4F53 to 7E4F54 = Dog - Y position on map 7E4F59 to 7E4F5A = Direction that the dog is facing 7E4F61 to 7E4F62 = Dog - Current HP 7E4F65 to 7E4F66 = Dog - Current weapon charging level (0400 = 100%) 7E4F7D to 7E4F7E = Dog - Status 1 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see list of IDs below) 7E4F7F to 7E4F80 = Dog - Status 1 - Main Timer (ascending from 0, frame-based) 7E4F81 to 7E4F82 = Dog - Status 1 - Boost provided to statistic(s), OR Time since/until last/next damage/healing interval 7E4F83 to 7E4F84 = Dog - Status 2 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see list of IDs below) 7E4F85 to 7E4F86 = Dog - Status 2 - Main Timer (ascending from 0, frame-based) 7E4F87 to 7E4F88 = Dog - Status 2 - Boost provided to statistic(s), OR Time since/until last/next damage/healing interval 7E4F89 to 7E4F8A = Dog - Status 3 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see list of IDs below) 7E4F8B to 7E4F8C = Dog - Status 3 - Main Timer (ascending from 0, frame-based) 7E4F8D to 7E4F8E = Dog - Status 3 - Boost provided to statistic(s), OR Time since/until last/next damage/healing interval 7E4F8F to 7E4F90 = Dog - Status 4 - Status ID (FFFFh = none, Bit 15: 1 = most recently given, see list of IDs below) 7E4F91 to 7E4F92 = Dog - Status 4 - Main Timer (ascending from 0, frame-based) 7E4F93 to 7E4F94 = Dog - Status 4 - Boost provided to statistic(s), OR Time since/until last/next damage/healing interval NOTE: Since Plague doesn't auto-expire, it has Time since last interval where the Timer would go, and an unknown value in the third (Time interval) slot. Status ID list for above structures: 00h = Atlas, 08h = Aura (Horace) , 10h = Barrier, 18h = Defend, 20h = Energize, 28h = Force Field, 30h = Reflect, 38h = Shield (Camellia), 40h = Regrowth, 48h = Speed, 50h = Regenerate (Horace) and Pixie Dust, 58h = Stop * , 60h = Confound, 68h = Disrupt * , 70h = Slow Burn, 78h = Corrosion, 80h = Hypnotize *, 88h = Plague, 90h = Poison, 98h = Wings helper status FFFFh = Nothing * Boy and Dog don't receive 7E4F95 to 7E4F96 = Dog - Pointer to data structure of next valid entity. 0 if end of list. 7E4FCB to 7E4FCE = Dog - Total experience needed to reach next level 7E4FD7 to 7E4FD8 = Dog - Overall boost to Attack statistic from alchemy/items/statuses 7E4FD9 to 7E4FDA = Dog - Overall boost to Defense statistic from alchemy/items/statuses 7E4FDB to 7E4FDC = Dog - Overall boost to Evade % statistic from alchemy/items/statuses 7E4FDD to 7E4FDE = Dog - Overall boost to Hit % statistic from alchemy/items/statuses 7E4FDF to 7E4FE0 = Dog - Overall boost to Magic Defense statistic from alchemy/items/statuses (unused) 7E4FE1 to 7E4FE2 = Dog - Last damage taken. Used by time Warp (Horace). 7E4FE3 to 7E4FE4 = Dog - Regenerate (Horace) or Pixie Dust protection in effect (0001 = yes, 0000 = no) 7E5DC3 to 7E6182 = Conditional NPC/Monster Spawn List, 16 bytes per entry x00-x01 = Offset for specific type of monster/npc x02-x03 = X position for spawn x04-x05 = Y position for spawn 7E6387 to 7E64E6 = Physical projectile list, 44 bytes per entry, 8 entries total x0C-x0D = Y Position x10-x11 = Pointer to Owner x1A-x1B = Direction x28-x29 = Attack value x2A-x2B = Attack calculation type ===================================================================================== 7FC300 to ------ = Current map arrangement? (unsure)
Internal Data for Secret of Evermore |
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ROM Map • RAM Map • Text Table • Notes • Tutorials |