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Wario Land 3/RAM map: Difference between revisions

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== General ==
== General ==
* <tt>0xC09B</tt> = Current scene
0 = start screen
1 = overworld map
2 = level
3 = end of level, displaying treasures and musical coins collected.
4 = pause menu
5 = golf minigame
6 = ???
7 = tutorials
8 = key obtention in level (collect key type of the region & suspends action temporarily)
9 = credits
A = playing golf minigame in the green dome (after collecting all color crayons)
B = ???
C = game over (failing against rudy the clown)
D = time attack mode triggered
E = choosing langage when creating new game
* <tt>0xC09C</tt> = Current operation(s) in the scene.
Level (C09B at 2) :
  0 = entering level from overworld, white screen fade in. (function 47B)
  1 = loading everything related to the level, warping into the start of the level. (2:4024)
  2 = white screen fade out. (function 5ed)
  3 = level active time. (Main level function, 2:40aa)
  4 = door style warping start (function 928)
  5 = start of warping sequence (into another region), white screen fade in. (function 47B)
  6 = warping into the new region. (Main Warping function, 2:446e)
How C09B & C09C to access to the correct code for each scene :
  C09B is read at 1:4000, right below is a jumptable containing addresses to branch to in the same bank for each scene (in order).
  It does the same for C09C afterwards after doing an indirect call.
* <tt>0xCA04</tt> = Coins (first digit)
* <tt>0xCA04</tt> = Coins (first digit)
* <tt>0xCA05</tt> = Coins (last two digits)
* <tt>0xCA05</tt> = Coins (last two digits)
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  Example 3: You have all the keys. The binary value would be 00001111. In hex, this would be 0F.
  Example 3: You have all the keys. The binary value would be 00001111. In hex, this would be 0F.
* <tt>0xCA5C</tt> = Musical Coins
* <tt>0xCA5C</tt> = Musical Coins
* <tt>0xCED4</tt> = provokes level end result sequence and treasure collection (and some other events).
0 - do nothing
---- following triggers level end sequence
1 - grey treasure
2 - red "
3 - green "
4 - blue "
5 - no treasure
From 8 to 80 - treasures from other levels. Glitched visuals, which treasure is collected seems relative to the level wario is in.
---- special events
6 = game over against rudy
7 = victory, credits.
* <tt>0xCEE3</tt> = Last collected treasure in current game.
* <tt>0xCEE3</tt> = Last collected treasure in current game.
* <tt>2xD00E</tt> = Next treasure to collect
* <tt>2xD00E</tt> = Next treasure to collect
{{Internal Data|game=Wario Land 3}}
{{Internal Data|game=Wario Land 3}}

Revision as of 14:31, 9 October 2021

Chip tiny.png The following article is a RAM map for Wario Land 3.

General

  • 0xC09B = Current scene
0 = start screen
1 = overworld map
2 = level
3 = end of level, displaying treasures and musical coins collected.
4 = pause menu
5 = golf minigame
6 = ???
7 = tutorials
8 = key obtention in level (collect key type of the region & suspends action temporarily)
9 = credits
A = playing golf minigame in the green dome (after collecting all color crayons)
B = ???
C = game over (failing against rudy the clown)
D = time attack mode triggered
E = choosing langage when creating new game
  • 0xC09C = Current operation(s) in the scene.
Level (C09B at 2) : 
 0 = entering level from overworld, white screen fade in. (function 47B)
 1 = loading everything related to the level, warping into the start of the level. (2:4024)
 2 = white screen fade out. (function 5ed)
 3 = level active time. (Main level function, 2:40aa)
 4 = door style warping start (function 928)
 5 = start of warping sequence (into another region), white screen fade in. (function 47B)
 6 = warping into the new region. (Main Warping function, 2:446e)
How C09B & C09C to access to the correct code for each scene :
 C09B is read at 1:4000, right below is a jumptable containing addresses to branch to in the same bank for each scene (in order).
 It does the same for C09C afterwards after doing an indirect call.

  • 0xCA04 = Coins (first digit)
  • 0xCA05 = Coins (last two digits)
    • Note: This value is stored as a decimal value; for example, when you have 99 coins, this is stored as 99 in hex, not 63 as you might expect.
  • 0xCA06 = Current Level
  • 0xCA39 = Number of treasures (first digit)
  • 0xCA3A = Number of treasures (last two digits)
    • Note: This value is stored as a decimal value; for example, when you have 99 treasures, this is stored as 99 in hex, not 63 as you might expect.
  • 0xCA3B = Day/Night (day when bit 0 = 0; night when bit 0 = 1)
  • 0xCA3C = Wario's power-ups (values 0A-0C do not affect Wario, but they do change the Action Help screen to the special screens for certain situations)
  • 0xCA46 = Language (Japanese when bit 0 = 0; English when bit 0 = 1)
  • 0xCA5B = Keys
This is a 4-bit binary value. The format is as follows:
xxxx.... - Unused
....x... - Blue Key
.....x.. - Green Key
......x. - Red Key
.......x - Gray Key
This value is then translated into hex.
Example 1: You have only a gray key. The binary value would be 00000001. In hex, this would be 01.
Example 2: You have both the blue and green keys. The binary value would be 00001100. In hex, this would be 0C.
Example 3: You have all the keys. The binary value would be 00001111. In hex, this would be 0F.
  • 0xCA5C = Musical Coins
  • 0xCED4 = provokes level end result sequence and treasure collection (and some other events).
0 - do nothing
---- following triggers level end sequence
1 - grey treasure
2 - red "
3 - green "
4 - blue "
5 - no treasure
From 8 to 80 - treasures from other levels. Glitched visuals, which treasure is collected seems relative to the level wario is in.
---- special events
6 = game over against rudy
7 = victory, credits.
  • 0xCEE3 = Last collected treasure in current game.
  • 2xD00E = Next treasure to collect