Castlevania: Aria of Sorrow (Game Boy Advance):RAM map

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RAM Size Information
2000000 4 Frame counter
2000004 2? General timer (count up or down to whatever big event is happening or will happen)
2000008 4 RNG?
2000010 1 Game Mode
  • 00: Konami Logo
  • 01: Title Screen
  • 02: Main Menu
  • 04: Game
  • 05: Game Over
  • 06: Credits
  • 07: Intro Cutscene
  • 08: Boss Rush Menu
  • 0A: Soul Trade Menu
  • 0B: Sound Test Menu
  • 0C: Licensed by Nintendo
  • 0D: Reset
  • 0E: Debug Mode
  • 10: Debug Mode "Exit" Option
  • 11: Debug Mode "1967" Option
  • 12: Debug Mode "2229" Option
  • 13: Debug Mode "2739" Option
  • 14: Debug Mode "4531" Option
2000011 1 Game Sub-Mode
2000012 1 Debug Mode Cursor Position (option you're going to select)
2000014 2 Controller Input Held
2000016 2 Controller Input Pressed this frame
2000018 2 Controller Input Auto-Fire (set to input pressed this frame, but when auto-fire timer reaches 0000, set to input held and set timer back up to 0006)
200001A 2 Controller Input Auto-Fire Timer (set to 0020 when new button is pressed, decrements every frame. probably should have been 1 byte instead of 2)
200001B 1 ??? (set to 04 at game launch and during cutscenes. does not appear to conflict with upper byte of auto-fire timer except at game launch, where the upper byte gets overwritten)
200001C 2 Player Input Held (typically the same as controller, but changes in cutscenes)
200001E 2 Player Input Pressed this frame
2000020 8 Selected Save File Name
20000AC 4 Current Total Time Played in Frames
20000B0-2000334 4 Map Fill (repeats the following sequence for the whole map)
  • first 4 bytes: filled in grey from Castle Maps
  • next 4 bytes: filled in blue from your exploration
  • final 4 bytes: adds to the map completion percentage
2000422 1 Enemy and item name messages timer
20004C8 4 Current Time Played This Session in Frames
20004CE 1 Cutscene Dialogue Mugshot
20004EE 1 Player Movement State
  • 00: Regular movement
  • 01: Weapon Attack
  • 02: Sub-Weapon Attack
  • 03: Slide Kick
  • 04: Crouched Recovery
  • 05: High Jump
  • 06: High Jump Bonk
  • 07: Dive Kick
  • 08: Bat Form
  • 09: Rush Soul Form
  • 0A: Grand Cross
  • 0C: Hurt on the Ground
  • 0D: Hurt in the Air
  • 0E: Flung in the Air by a powerful force
  • 0F: Petrified
  • 10: Dead
  • 11: Immobilised (by Succubus, by Chaos...)
20004EF 1 Player Movement Sub-State
2000551 1 Player Animation
2000552 1 Player Animation Sprite
2000553 1 Player Animation Sprite Time