Difference between revisions of "The Little Mermaid:RAM map"

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|'''RAM'''||'''Function'''||'''Details'''
 
|'''RAM'''||'''Function'''||'''Details'''
 
|-
 
|-
|0x0030||Ariel's current action||0x07 = Taking damage
+
|0x0030||Ariel's current action||
 +
*0x07 = Taking damage
 
|-
 
|-
 
|0x003A||Object being held||# of object slot
 
|0x003A||Object being held||# of object slot
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|0x0100 - 0x01FF||Stack||
 
|0x0100 - 0x01FF||Stack||
 
|-
 
|-
|0x0300 - 0x030F||Object Phase||0x80 = slot occupied, 0x0F = phase within script
+
|0x0300 - 0x030F||Object Phase||
 +
*0x80 = slot occupied  
 +
*0x0F = phase within script
 
|-
 
|-
 
|0x0310 - 0x031F||Object ID||Determines object's behavior
 
|0x0310 - 0x031F||Object ID||Determines object's behavior
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|0x03B0 - 0x03BF||y-speed high byte (pixels/frame)||
 
|0x03B0 - 0x03BF||y-speed high byte (pixels/frame)||
 
|-
 
|-
|0x03C0 - 0x03CF||Attributes||0x40 = damage hitbox active, 0x20 = able to be bubbled
+
|0x03C0 - 0x03CF||Attributes||
 +
*0x40 = damage hitbox active
 +
*0x20 = able to be bubbled
 
|-
 
|-
|0x03D0 - 0x03DF||Direction of movement||0x01 = left, 0x02 = right
+
|0x03D0 - 0x03DF||Direction of movement||Speed values above are scalar. They are used in conjunction with this value to determine velocity.
 +
*0x08 = up
 +
*0x04 = down
 +
*0x02 = right
 +
*0x01 = left
 
|-
 
|-
 
|0x03F0 - 0x03FF||HP||
 
|0x03F0 - 0x03FF||HP||

Revision as of 13:36, 28 December 2018

RAM Function Details
0x0030 Ariel's current action
  • 0x07 = Taking damage
0x003A Object being held # of object slot
0X00B0 Lives
0X00B1 Health
0x00B4 Bubble power
0x00B5 Bubble range
0X00E4 - 0X00E7 RNG Seed Fibonacci LFSR (Function 0xC250)
0x00EF Current slot Used in Function 0x8000 (Page 6)
0x0100 - 0x01FF Stack
0x0300 - 0x030F Object Phase
  • 0x80 = slot occupied
  • 0x0F = phase within script
0x0310 - 0x031F Object ID Determines object's behavior
0x0320 - 0x032F y-position subpixel
0x0330 - 0x033F x-position low byte (pixel)
0x0340 - 0x034F x-position high byte
0x0350 - 0x035F y-position subpixel
0x0360 - 0x036F y-position low byte (pixel)
0x0370 - 0x037F y-position high byte
0x0380 - 0x038F x-speed low byte (subpixels/frame)
0x0390 - 0x039F x-speed high byte (pixels/frame)
0x03A0 - 0x03AF y-speed low byte (subpixels/frame)
0x03B0 - 0x03BF y-speed high byte (pixels/frame)
0x03C0 - 0x03CF Attributes
  • 0x40 = damage hitbox active
  • 0x20 = able to be bubbled
0x03D0 - 0x03DF Direction of movement Speed values above are scalar. They are used in conjunction with this value to determine velocity.
  • 0x08 = up
  • 0x04 = down
  • 0x02 = right
  • 0x01 = left
0x03F0 - 0x03FF HP
0x0400 - 0x040F Sprite orientation 0x04 = invisible
0x0430 - 0x043F Graphic ID Determines object's animation loop
0x0460 - 0x046F Timer 1 Use depends on object
0x0470 - 0x047F Timer 2 Use depends on object
0x0480 - 0x048F Timer 3 Use depends on object
0x04A0 - 0x04AF Stun timer Actions/animation paused until zero
0x0620 - 0x063F Current color palettes