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Legacy of the Wizard/RAM map: Difference between revisions

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m (Xkeeper moved page Legacy of the Wizard:RAM map to Legacy of the Wizard/RAM map: normalize subpages and titles)
 
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{| border="1" cellpadding="1"
{| border="1" cellpadding="1"
| '''RAM'''  || '''Function''' || '''Details'''
| '''RAM'''  || '''Function''' || '''Details'''
|-
|0038 || Upper bound / modulus for RNG || e.g. if this is $04, RNG will roll guaranteed within 0-3 range
|-
|0039~003B || RNG values || these values aren't directly used as a random number but instead as part of RNG calculation, they get reset in password screen to something reliable, but after that change each time a random number is needed
|-
|0040 || Current Character || 0-4, 6 when selecting
|-
|0043 || Player X Fine || 0-15
|-
|0044 || Player X Tile || 0-63
|-
|0045 || Player Y || 0-191
|-
|0047 || Map X || 0-3
|-
|0048 || Map Y || 0-17
|-
|0051-53 || Carried Items || 0: empty
|-
|0055 || Equipped Item || 0-2
|-
|-
|0058 || Health ||
|0058 || Health ||
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|-
|-
|005B || # of Keys ||
|005B || # of Keys ||
|-
|005C || Player Jump ||
|-
|005D || Player Strength ||
|-
|005E || Player Shots Allowed ||
|-
|005F || Player Range ||
|-
|0060~006F || Inventory || Count of each item on inventory screen.
|-
|007B || Current X Fine Scroll || 0-15
|-
|007C || Current X Tile Scroll || 0-48
|-
|00F2 || Boss Life ||
|-
|0300-0321 || Last Save || Bytes 0300-31F: inventory<br />
Byte 0320: keys<br />
Byte 0321: gold
|-
|-
|0400~048F || Sprite Tables || 9 sprites, 16 bytes per sprite:<br />
|0400~048F || Sprite Tables || 9 sprites, 16 bytes per sprite:<br />

Latest revision as of 02:42, 24 January 2024

Chip tiny.png The following article is a RAM map for Legacy of the Wizard.

RAM Function Details
0038 Upper bound / modulus for RNG e.g. if this is $04, RNG will roll guaranteed within 0-3 range
0039~003B RNG values these values aren't directly used as a random number but instead as part of RNG calculation, they get reset in password screen to something reliable, but after that change each time a random number is needed
0040 Current Character 0-4, 6 when selecting
0043 Player X Fine 0-15
0044 Player X Tile 0-63
0045 Player Y 0-191
0047 Map X 0-3
0048 Map Y 0-17
0051-53 Carried Items 0: empty
0055 Equipped Item 0-2
0058 Health
0059 Magic
005A Gold
005B # of Keys
005C Player Jump
005D Player Strength
005E Player Shots Allowed
005F Player Range
0060~006F Inventory Count of each item on inventory screen.
007B Current X Fine Scroll 0-15
007C Current X Tile Scroll 0-48
00F2 Boss Life
0300-0321 Last Save Bytes 0300-31F: inventory

Byte 0320: keys
Byte 0321: gold

0400~048F Sprite Tables 9 sprites, 16 bytes per sprite:

Byte x0: OAM graphic index
Byte x1: state (??)
Byte x2: OAM palette & info
Byte x3~4: ???
Byte x5: Health
Byte x6: Timer?
Byte x7~B: ???
Byte xC: X pixel within tile ($00~$0F)
Byte xD: X tile coordinate
Byte xE: Y coordinate
Byte xF: ???