Difference between revisions of "Gargoyle's Quest II:RAM map"
From Data Crystal
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Object attribute arrays: | Object attribute arrays: | ||
− | 0x0300 - Action script ID | + | X = object slot (20 total) |
− | 0x0314 - X-subpixel | + | 0: Firebrand |
− | 0x0328 - X-pixel | + | 1-2: Firebrand's projectiles |
− | 0x033C - X-screen | + | |
− | 0x0350 - Y-subpixel | + | 0x0300,X - Action script ID |
− | 0x0364 - Y-pixel | + | 0x0314,X - X-subpixel |
− | 0x0378 - Y-screen | + | 0x0328,X - X-pixel |
− | 0x038C - X-speed low (subpixels/frame) | + | 0x033C,X - X-screen |
− | 0x03A0 - X-speed high (pixels/frame) | + | 0x0350,X - Y-subpixel |
− | 0x03B4 - Y-speed low | + | 0x0364,X - Y-pixel |
− | 0x03C8 - Y-speed high | + | 0x0378,X - Y-screen |
+ | 0x038C,X - X-speed low (subpixels/frame) | ||
+ | 0x03A0,X - X-speed high (pixels/frame) | ||
+ | 0x03B4,X - Y-speed low | ||
+ | 0x03C8,X - Y-speed high | ||
− | 0x051C - Pointer to object's AI script (low byte) | + | 0x051C,X - Pointer to object's AI script (low byte) |
− | 0x0530 - Pointer to object's AI script (high byte) | + | 0x0530,X - Pointer to object's AI script (high byte) |
Revision as of 02:57, 12 June 2019
The following article is a RAM map for Gargoyle's Quest II.
0x40 - Room ID 00 = Overworld 01 = Town (outside) 02 = Town (building) 03+ = Battle scene (room #)
0xE4-0xE7 - RNG (Fibonacci LFSR)
Object attribute arrays:
X = object slot (20 total) 0: Firebrand 1-2: Firebrand's projectiles
0x0300,X - Action script ID 0x0314,X - X-subpixel 0x0328,X - X-pixel 0x033C,X - X-screen 0x0350,X - Y-subpixel 0x0364,X - Y-pixel 0x0378,X - Y-screen 0x038C,X - X-speed low (subpixels/frame) 0x03A0,X - X-speed high (pixels/frame) 0x03B4,X - Y-speed low 0x03C8,X - Y-speed high 0x051C,X - Pointer to object's AI script (low byte) 0x0530,X - Pointer to object's AI script (high byte)