Talk:Castlevania:RAM map

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Revision as of 10:09, 12 July 2022 by TheouAegis (talk | contribs) (Created page with "Huge shout-out to MarioFan for the audio stuff. I always forget to look for APU-related code. I had to do a lot of NESDev reading while I worked on this, and MarioFan's previo...")
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Huge shout-out to MarioFan for the audio stuff. I always forget to look for APU-related code. I had to do a lot of NESDev reading while I worked on this, and MarioFan's previous work was an invaluable asset! With that said, there are still some variables unmapped after over a week of looking over the game's code, so we still have a lot of work to do. There are quite a few bytes that appear to never be used within the 300-5ff range, as well as the 7D0-7FF range. We shouldn't try to map all the various uses of the lower Zero-Page bytes, which are typically just used for passing arguments to functions, but some of the bytes may have value being mapped even if they get overwritten 100 CPU cycles later.