RAM map (Boktai 1): Difference between revisions
No edit summary |
(→IWRAM) |
||
(19 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
This is the RAM map for Boktai 1 (U). <!-- Please create a new page for maps of other languages! For example "RAM map (Boktai 1, J)". --> | This is the RAM map for Boktai 1 (U). [[ROM map (Boktai 1)|Go to ROM map]]. | ||
<!-- | |||
IMPORTANT: Please keep each table sorted by address, thanks. | |||
Please create a new page for maps of other languages! For example "RAM map (Boktai 1, J)". | |||
--> | |||
= EWRAM = | = EWRAM = | ||
{| class="wikitable exportable" | |||
|- | |||
! Address || Type || Description | |||
|- | |||
| 0x020011c0 || i32 || [[Solar sensor]]: Calibrated level (0=dark, 140=max brightness. Calibrated level = calibration - raw level, then clamp to 0-140) | |||
|- | |||
| 0x020011c2 || i32 || Solar sensor: Bars. Calculated from calibrated level (0=dark, 8=max brightness) | |||
|- | |||
| 0x02001b5e || i16 || Current boss health (read only) | |||
|- | |||
| 0x02001b6a || i16 || Current trap health (read only) | |||
|- | |||
| 0x02005610 || i16 || Link points in status room | |||
|- | |||
| 0x02007542 || i16 || Permafrost: frost ceiling | |||
|- | |||
| 0x02008436 || i16 || Purification: top left tower health | |||
|- | |||
| 0x020086c6 || i16 || Purification: bottom right tower health | |||
|- | |||
| 0x02008956 || i16 || Purification: top right tower health | |||
|- | |||
| 0x02008be6 || i16 || Purification: bottom left tower health | |||
|- | |||
| 0x0201a400 || struct || Decompressed [[tile map file]] (only used if the tile map file was compressed, uncompressed files are accessed directly from ROM) | |||
|- | |||
| 0x0203c800 || u16[1024] || [[Random number generator|RNG table]] (generated by the bootstrap RNG once on power-on) | |||
|- | |||
| 0x0203d800 || byte[0x580] || [[#Stat struct]] | |||
|- | |||
| 0x0203e000 || byte[0x580] || Stat struct - backup (created on screen transitions, reloaded on death, saved to save file when saving) | |||
|- | |||
| 0x0203e800 || byte[0x400] || [[#World struct]] | |||
|- | |||
| 0x0203ec00 || byte[0x400] || World struct - backup | |||
|- | |||
| 0x0203f000 || byte[?] || [[#Scratch struct]] | |||
|} | |||
== Stat struct == | == Stat struct == | ||
{| class="wikitable" | See also: [[Inventory (Boktai 1)]] | ||
{| class="wikitable exportable" | |||
|- | |- | ||
! Address || Type || Description | ! Address || Type || Description | ||
|- | |||
| 0x0203d80a || i16[7] || Grenade amounts | |||
|- | |||
| 0x0203d818 || i16[7] || Battery charges | |||
|- | |||
| 0x0203d828 || char[?] || Player name | |||
|- | |||
| 0x0203d840 || i16 || Max HP | |||
|- | |||
| 0x0203d878 || i32 || Doomy debt | |||
|- | |||
| 0x0203d88c || i16 || Equipped lens | |||
|- | |||
| 0x0203d88e || i16 || Equipped frame | |||
|- | |||
| 0x0203d890 || i16 || Equipped grenades | |||
|- | |||
| 0x0203d892 || i16 || Equipped battery | |||
|- | |||
| 0x0203d894 || i16 || Pineapple grenade charge | |||
|- | |||
| 0x0203d898 || i32[5] || Solar plant progress | |||
|- | |- | ||
| 0x0203d8b0 || i32 || Unlock Astro battery (must be set to <code>*(*0x03001c90 + 0x7dc)</code>) | | 0x0203d8b0 || i32 || Unlock Astro battery (must be set to <code>*(*0x03001c90 + 0x7dc)</code>) | ||
|- | |||
| 0x0203d8b6 || i16 || Playthrough count (0=New Game, 1=New Game+, 2=New Game++, etc.) | |||
|- | |- | ||
| 0x0203d8f0 || i16[3] || Django position | | 0x0203d8f0 || i16[3] || Django position | ||
|- | |||
| 0x0203d8f6 || i16 || Django oritentation | |||
|- | |||
| 0x0203d8fa || i16 || Current HP | |||
|- | |||
| 0x0203d8fc || i32 || IGT frames since creating save file | |||
|- | |||
| 0x0203d900 || i16 || Current [[Maps (Boktai 1)|Map ID]] | |||
|- | |||
| 0x0203d90c || u16 || Current map's init script ID | |||
|- | |||
| 0x0203d910 || i32 || Dungeon IGT | |||
|- | |||
| 0x0203d914 || i32 || Dungeon charged energy | |||
|- | |||
| 0x0203d918 || i16 || Dungeon detections | |||
|- | |||
| 0x0203d91c || u16 || Room flags (bit 2=indoors (no sun)) | |||
|- | |||
| 0x0203d91e || i32 || Solar sensor: Calibrated level (see 0x020011c0) | |||
|- | |||
| 0x0203d928 || i32 || Dungeon completion flags | |||
|- | |||
| 0x0203dadc || i32 || Current [[Maps (Boktai 1)#Areas|Area ID]] | |||
|- | |||
| 0x0203daf0 || u16 || Dungeon related flags? | |||
|- | |||
| 0x0203daf4 || i32 || Purification: Immortal health | |||
|- | |||
| 0x0203dc18 || i16 || Item inventory size | |||
|- | |||
| 0x0203dc1a || i16[42] || Item inventory IDs | |||
|- | |||
| 0x0203dc6e || i16[42] || Item inventory amounts | |||
|- | |||
| 0x0203dcc2 || i16 || Grenade limit | |||
|- | |||
| 0x0203dcc4 || i32 || Lens inventory (bitmask, 1 bit per lens and level) | |||
|- | |||
| 0x0203dcc8 || i32 || Frame inventory (bitmask) | |||
|- | |||
| 0x0203dcd0 || i32 || Battery inventory (bitmask) | |||
|- | |||
| 0x0203dcd8 || i16[8] || Lens EXP | |||
|- | |||
| 0x0203dce8 || i32 || Solar station | |||
|- | |||
| 0x0203dd2c || i16 || Link points source | |||
|- | |||
| 0x0203dd2e || i16 || Link battles total | |||
|- | |||
| 0x0203dd30 || i16 || Link battles won | |||
|- | |||
| 0x0203dd32 || i16 || Item exchange amount | |||
|- | |||
| 0x0203dd38 || char[?] || Item exchange partner name | |||
|} | |||
== World struct == | |||
{| class="wikitable exportable" | |||
|- | |||
! Address || Type || Description | |||
|- | |||
| 0x0203e80e || i16 || Global story progress | |||
|- | |||
| 0x0203e898:5 || bit[6] || Roadblock cleared flags: Fog castle, Dark castle (unlocks warp), Firetop, Permafrost, Sol City, Bloodrust | |||
|- | |||
| 0x0203e8bc || i32 || Action difficulty (0=Easy, 1=Normal, 2=Hard) | |||
|- | |||
| 0x0203e8c0:0 || bit[30] || Silver coin collection flags | |||
|- | |||
| 0x0203e8c3:6 || bit[16] || Life fruit collection flags | |||
|- | |||
| 0x0203e8c5:6 || bit[64] || "Chest opened" flags for current area (resets on area change) | |||
|- | |||
| 0x0203e8cf || u8 || Last dungeon rank | |||
|- | |||
| 0x0203e8d0:3 || bit || Undead: Trigger dungeon intro | |||
|- | |||
| 0x0203e8d4 || u8 || Azure Sky Tower: Current room (0=NE, 1=SE, 2=NW, 3=SW) | |||
|- | |||
| 0x0203e8dc || u8 || Azure Sky Tower: Enemy index of key holder (see 0x0203eab4 and 0x0203eac4) | |||
|- | |||
| 0x0203e8dd || u8 || Azure Sky Tower: Current floor | |||
|- | |||
| 0x0203e8e0 || u8 || Azure Sky Tower: Number of completions | |||
|- | |||
| 0x0203e8de || u8 || Azure Sky Tower: Current palette (0-7) | |||
|- | |||
| 0x0203e8e1 || u8[4] || Azure Sky Tower: Current floor room indices (indices: 0=NE, 1=SE, 2=NW, 3=SW). The index of the current room will be copied to 0x0203f2f6. | |||
|- | |||
| 0x0203ea1a || i16 || Current door ID | |||
|- | |||
| 0x0203ea1c || i32 || Current door script ID (used for respawning the player after using the bank/loans) | |||
|- | |||
| 0x0203ea91 || u8 || Bloodrust mansion courtyard layout | |||
|- | |||
| 0x0203eab4 || u8[16] || Azure Sky Tower: Current floor enemy types. Entries 0-3=NE room, 4-7=SE, 8-11=NW, 12-15=SW. (TODO: value list) | |||
|- | |||
| 0x0203eac4 || u8[32] || Azure Sky Tower: Current floor enemy coordinates (TODO: how does this work?) | |||
|} | |} | ||
== Scratch struct == | == Scratch struct == | ||
{| class="wikitable" | {| class="wikitable exportable" | ||
|- | |- | ||
! Address || Type || Description | ! Address || Type || Description | ||
|- | |||
| 0x0203f01f || u8 || Current cutscene progress | |||
|- | |||
| 0x0203f0cc || i16 || Dungeon base score | |||
|- | |||
| 0x0203f140 || u8 || TAIYOJU: Tree palette (0=dark brown, 1=dark blue, 2=light brown) | |||
|- | |- | ||
| 0x0203f1b4 || u8[13] || Carmilla: Pattern list - one of 4 hardcoded lists will be chosen at random when starting the fight | | 0x0203f1b4 || u8[13] || Carmilla: Pattern list - one of 4 hardcoded lists will be chosen at random when starting the fight | ||
Line 24: | Line 199: | ||
| 0x0203f1c4 || u8[3] || Carmilla: ??? | | 0x0203f1c4 || u8[3] || Carmilla: ??? | ||
|- | |- | ||
| 0x0203f1c7 || u8 | | 0x0203f1c7 || u8 || Carmilla: Next pool value | ||
|- | |- | ||
| 0x0203f1c8 || u8 | | 0x0203f1c8 || u8 || Carmilla: Pattern index (index into pattern pool) - the (current/next?) pattern is pattern_list[pattern_pool[next_pool_value]] | ||
|- | |||
| 0x0203f2f6 || u8 || Azure Sky Tower: Current room index (0-31) | |||
|} | |} | ||
= IWRAM = | = IWRAM = | ||
{| class="wikitable" | {| class="wikitable exportable" | ||
|- | |- | ||
! Address || Type || Description | ! Address || Type || Description | ||
|- | |- | ||
| | | 0x03000600 || void* || ID of [[Tile map file]] that has been decompressed to 0x0201a400 | ||
|- | |||
| 0x03000630 || i32 || Solar sensor interface: State (0=measuring, 1=resetting, 2=idle) | |||
|- | |||
| 0x03000634 || i32 || Solar sensor interface: Counter (0-511, counts half-cycles of the 74LV4040 counter chip) | |||
|- | |||
| 0x0300063c || i32 || Solar sensor interface: shift out (next value to be written to GPIO_DATA) | |||
|- | |||
| 0x03000648 || void* || [[Script directory]]: Script index pointer | |||
|- | |||
| 0x03000648 || void* || Script directory: Script count | |||
|- | |||
| 0x03000108 || treasure_data* || Pointer to this map's [[#Treasure data]] (NULL if map has no treasures) | |||
|- | |||
| 0x03001c2c || i16 || Solar sensor: Bars. See 0x020011c2. | |||
|- | |||
| 0x03001c40 || u16 || Active item effects (bitmask) | |||
|- | |||
| 0x03001c54 || i16 || Grenade effect duration | |||
|- | |||
| 0x03001c58 || u16 || Active grenade effect (bitmask) | |||
|- | |||
| 0x03001c60 || i16 || Item effect duration | |||
|- | |||
| 0x03001c90 || void* || Pointer to Django's actor data? | |||
|- | |||
| + 0x18 || i32 || Current lens level | |||
|- | |||
| + 0x24 || i16[3] || Current position | |||
|- | |||
| + 0x11a || || Max HP - Current HP | |||
|- | |||
| + 0x79a || u16 || Enduranut buffered damage | |||
|- | |||
| + 0x7dc || i32 || Astro battery unlock password | |||
|- | |||
| 0x03001cc8 || void* || Pointer to linked list of bat enemies? | |||
|- | |||
| 0x03004438 || u32 || [[Actor]] disable flags | |||
|- | |||
| 0x03004450 || u16 || Keypad: down buttons (active-high) | |||
|- | |||
| 0x03004452 || u16 || Keypad: pressed buttons (down current frame, up on previous frame) | |||
|- | |||
| 0x03004454 || u16 || Keypad: released buttons (up on current frame, down on previous frame) | |||
|- | |||
| 0x03004478 || i32 || [[Random number generator|Bootstrap RNG seed]] | |||
|- | |||
| 0x03004480 || Array || [[Actor]] list | |||
|- | |||
| 0x030044f8 || i32 || Solar sensor interface: Is enabled (true/false) | |||
|- | |||
| 0x030044fc || i32 || Solar sensor interface: Last result (GPIO_DATA & 8) | |||
|- | |||
| 0x03004508 || i32 || Solar sensor interface: Raw level (counter / 2 when GPIO_DATA & 8 becomes nonzero. 0=max brightness, 255=dark) | |||
|- | |||
| 0x03004520 || void* || [[Bytecode]]: Program counter | |||
|- | |||
| 0x03004524 || void* || Bytecode: Return value | |||
|- | |||
| 0x0300450c || i32 || Solar sensor interface: Timer interval (TM3CNT_LO will be set to -this value) | |||
|- | |||
| 0x03004610 || struct* || Pointer to current [[Map file]] descriptor (usually/always 0x02000010) | |||
|- | |||
| + 0x00 || i32 || Number of [[Map file#Zone data|Zones]] | |||
|- | |- | ||
| + 0x04 || void* || Pointer to map file tile data | | + 0x04 || void* || Pointer to map file tile data | ||
Line 44: | Line 285: | ||
|- | |- | ||
| + 0x14 || void* || Pointer to map file unknown block 2 | | + 0x14 || void* || Pointer to map file unknown block 2 | ||
|- | |||
| + 0x24 || zone_callback[] || List of zone callbacks: | |||
struct zone_callback { | |||
/* offset 0x08 */ u16 zone_id; | |||
/* offset 0x24 */ void* bytecode_ptr; // Generally points into a [[Script directory|Script]] | |||
}; | |||
|- | |- | ||
| 0x03004620 || i32 || [[Random_number_generator|RNG]] index | | 0x03004620 || i32 || [[Random_number_generator|RNG]] index | ||
|- | |||
| 0x030046a8 || struct* || Pointer to [[#Save data header]] (usually/always? 0x03000768) | |||
|- | |||
| 0x030046c4 || struct* || Pointer to [[#Global save data]] (always 0x03000750) | |||
|- | |- | ||
| 0x030046e8 || i16[3] || [[Coordinate systems|Camera]] position | | 0x030046e8 || i16[3] || [[Coordinate systems|Camera]] position | ||
|} | |} | ||
== Save data header == | |||
{| class="wikitable exportable" | |||
|- | |||
! Offset || Type || Description | |||
|- | |||
| 0x2c || char[?] || Player name | |||
|} | |||
== Global save data == | |||
{| class="wikitable exportable" | |||
|- | |||
! Offset || Type || Description | |||
|- | |||
| 0x00 || i32 || Global frame counter | |||
|- | |||
| 0x04 || i32 || Solar sensor calibration (<code>raw level - 2</code> at time of calibration) | |||
|- | |||
| 0x08 || i32 || Solar bank | |||
|} | |||
= Other structs = | |||
== Treasure data == | |||
<syntaxhighlight lang="c"> | |||
// pointer to this struct is at 0x03000108 | |||
struct treasure_data { | |||
/* offset 0x24 */ treasure_node* list_head; | |||
}; | |||
struct treasure_node { | |||
/* offset 0x14 */ treasure_trigger* trigger; | |||
/* offset 0x28 */ u32 callback_script_id; | |||
/* offset 0x2c */ u32 callback_args[?]; | |||
/* offset 0xb8 */ treasure_node* list_next; | |||
}; | |||
struct treasure_trigger { | |||
/* offset 0x20 */ i16 position[3]; | |||
}; | |||
</syntaxhighlight> | |||
= EEPROM = | = EEPROM = | ||
[[Save data checksums]] | {| class="wikitable exportable" | ||
|- | |||
! Byte address || Byte size || Description | |||
|- | |||
| 0x0000 || 0x18 || [[#Global save data]] | |||
|- | |||
| 0x00c0 || 0x28 || Slot 1: [[#Save data header]] | |||
|- | |||
| 0x0200 || 0x28 || Slot 2: [[#Save data header]] | |||
|- | |||
| 0x0340 || 0x400 || Slot 1: [[#World struct]] | |||
|- | |||
| 0x0780 || 0x418 || Slot 1: [[#Stat struct]] | |||
|- | |||
| 0x0dc0 || 0x400 || Slot 2: [[#World struct]] | |||
|- | |||
| 0x1200 || 0x418 || Slot 2: [[#Stat struct]] | |||
|- | |||
| 0x1840 || 0x168 || | |||
|- | |||
| 0x1a40 || 0x168 || | |||
|} | |||
Each block is followed by its checksum, see [[Save data checksums]]. | |||
[[Category:Documentation]] | [[Category:Documentation]] | ||
[[Category:Boktai 1]] | [[Category:Boktai 1]] |
Latest revision as of 14:41, 23 November 2024
This is the RAM map for Boktai 1 (U). Go to ROM map.
EWRAM
Address | Type | Description |
---|---|---|
0x020011c0 | i32 | Solar sensor: Calibrated level (0=dark, 140=max brightness. Calibrated level = calibration - raw level, then clamp to 0-140) |
0x020011c2 | i32 | Solar sensor: Bars. Calculated from calibrated level (0=dark, 8=max brightness) |
0x02001b5e | i16 | Current boss health (read only) |
0x02001b6a | i16 | Current trap health (read only) |
0x02005610 | i16 | Link points in status room |
0x02007542 | i16 | Permafrost: frost ceiling |
0x02008436 | i16 | Purification: top left tower health |
0x020086c6 | i16 | Purification: bottom right tower health |
0x02008956 | i16 | Purification: top right tower health |
0x02008be6 | i16 | Purification: bottom left tower health |
0x0201a400 | struct | Decompressed tile map file (only used if the tile map file was compressed, uncompressed files are accessed directly from ROM) |
0x0203c800 | u16[1024] | RNG table (generated by the bootstrap RNG once on power-on) |
0x0203d800 | byte[0x580] | #Stat struct |
0x0203e000 | byte[0x580] | Stat struct - backup (created on screen transitions, reloaded on death, saved to save file when saving) |
0x0203e800 | byte[0x400] | #World struct |
0x0203ec00 | byte[0x400] | World struct - backup |
0x0203f000 | byte[?] | #Scratch struct |
Stat struct
See also: Inventory (Boktai 1)
Address | Type | Description |
---|---|---|
0x0203d80a | i16[7] | Grenade amounts |
0x0203d818 | i16[7] | Battery charges |
0x0203d828 | char[?] | Player name |
0x0203d840 | i16 | Max HP |
0x0203d878 | i32 | Doomy debt |
0x0203d88c | i16 | Equipped lens |
0x0203d88e | i16 | Equipped frame |
0x0203d890 | i16 | Equipped grenades |
0x0203d892 | i16 | Equipped battery |
0x0203d894 | i16 | Pineapple grenade charge |
0x0203d898 | i32[5] | Solar plant progress |
0x0203d8b0 | i32 | Unlock Astro battery (must be set to *(*0x03001c90 + 0x7dc) )
|
0x0203d8b6 | i16 | Playthrough count (0=New Game, 1=New Game+, 2=New Game++, etc.) |
0x0203d8f0 | i16[3] | Django position |
0x0203d8f6 | i16 | Django oritentation |
0x0203d8fa | i16 | Current HP |
0x0203d8fc | i32 | IGT frames since creating save file |
0x0203d900 | i16 | Current Map ID |
0x0203d90c | u16 | Current map's init script ID |
0x0203d910 | i32 | Dungeon IGT |
0x0203d914 | i32 | Dungeon charged energy |
0x0203d918 | i16 | Dungeon detections |
0x0203d91c | u16 | Room flags (bit 2=indoors (no sun)) |
0x0203d91e | i32 | Solar sensor: Calibrated level (see 0x020011c0) |
0x0203d928 | i32 | Dungeon completion flags |
0x0203dadc | i32 | Current Area ID |
0x0203daf0 | u16 | Dungeon related flags? |
0x0203daf4 | i32 | Purification: Immortal health |
0x0203dc18 | i16 | Item inventory size |
0x0203dc1a | i16[42] | Item inventory IDs |
0x0203dc6e | i16[42] | Item inventory amounts |
0x0203dcc2 | i16 | Grenade limit |
0x0203dcc4 | i32 | Lens inventory (bitmask, 1 bit per lens and level) |
0x0203dcc8 | i32 | Frame inventory (bitmask) |
0x0203dcd0 | i32 | Battery inventory (bitmask) |
0x0203dcd8 | i16[8] | Lens EXP |
0x0203dce8 | i32 | Solar station |
0x0203dd2c | i16 | Link points source |
0x0203dd2e | i16 | Link battles total |
0x0203dd30 | i16 | Link battles won |
0x0203dd32 | i16 | Item exchange amount |
0x0203dd38 | char[?] | Item exchange partner name |
World struct
Address | Type | Description |
---|---|---|
0x0203e80e | i16 | Global story progress |
0x0203e898:5 | bit[6] | Roadblock cleared flags: Fog castle, Dark castle (unlocks warp), Firetop, Permafrost, Sol City, Bloodrust |
0x0203e8bc | i32 | Action difficulty (0=Easy, 1=Normal, 2=Hard) |
0x0203e8c0:0 | bit[30] | Silver coin collection flags |
0x0203e8c3:6 | bit[16] | Life fruit collection flags |
0x0203e8c5:6 | bit[64] | "Chest opened" flags for current area (resets on area change) |
0x0203e8cf | u8 | Last dungeon rank |
0x0203e8d0:3 | bit | Undead: Trigger dungeon intro |
0x0203e8d4 | u8 | Azure Sky Tower: Current room (0=NE, 1=SE, 2=NW, 3=SW) |
0x0203e8dc | u8 | Azure Sky Tower: Enemy index of key holder (see 0x0203eab4 and 0x0203eac4) |
0x0203e8dd | u8 | Azure Sky Tower: Current floor |
0x0203e8e0 | u8 | Azure Sky Tower: Number of completions |
0x0203e8de | u8 | Azure Sky Tower: Current palette (0-7) |
0x0203e8e1 | u8[4] | Azure Sky Tower: Current floor room indices (indices: 0=NE, 1=SE, 2=NW, 3=SW). The index of the current room will be copied to 0x0203f2f6. |
0x0203ea1a | i16 | Current door ID |
0x0203ea1c | i32 | Current door script ID (used for respawning the player after using the bank/loans) |
0x0203ea91 | u8 | Bloodrust mansion courtyard layout |
0x0203eab4 | u8[16] | Azure Sky Tower: Current floor enemy types. Entries 0-3=NE room, 4-7=SE, 8-11=NW, 12-15=SW. (TODO: value list) |
0x0203eac4 | u8[32] | Azure Sky Tower: Current floor enemy coordinates (TODO: how does this work?) |
Scratch struct
Address | Type | Description |
---|---|---|
0x0203f01f | u8 | Current cutscene progress |
0x0203f0cc | i16 | Dungeon base score |
0x0203f140 | u8 | TAIYOJU: Tree palette (0=dark brown, 1=dark blue, 2=light brown) |
0x0203f1b4 | u8[13] | Carmilla: Pattern list - one of 4 hardcoded lists will be chosen at random when starting the fight |
0x0203f1c1 | u8[3] | Carmilla: Pattern pool (indices into pattern list) |
0x0203f1c4 | u8[3] | Carmilla: ??? |
0x0203f1c7 | u8 | Carmilla: Next pool value |
0x0203f1c8 | u8 | Carmilla: Pattern index (index into pattern pool) - the (current/next?) pattern is pattern_list[pattern_pool[next_pool_value]] |
0x0203f2f6 | u8 | Azure Sky Tower: Current room index (0-31) |
IWRAM
Address | Type | Description |
---|---|---|
0x03000600 | void* | ID of Tile map file that has been decompressed to 0x0201a400 |
0x03000630 | i32 | Solar sensor interface: State (0=measuring, 1=resetting, 2=idle) |
0x03000634 | i32 | Solar sensor interface: Counter (0-511, counts half-cycles of the 74LV4040 counter chip) |
0x0300063c | i32 | Solar sensor interface: shift out (next value to be written to GPIO_DATA) |
0x03000648 | void* | Script directory: Script index pointer |
0x03000648 | void* | Script directory: Script count |
0x03000108 | treasure_data* | Pointer to this map's #Treasure data (NULL if map has no treasures) |
0x03001c2c | i16 | Solar sensor: Bars. See 0x020011c2. |
0x03001c40 | u16 | Active item effects (bitmask) |
0x03001c54 | i16 | Grenade effect duration |
0x03001c58 | u16 | Active grenade effect (bitmask) |
0x03001c60 | i16 | Item effect duration |
0x03001c90 | void* | Pointer to Django's actor data? |
+ 0x18 | i32 | Current lens level |
+ 0x24 | i16[3] | Current position |
+ 0x11a | Max HP - Current HP | |
+ 0x79a | u16 | Enduranut buffered damage |
+ 0x7dc | i32 | Astro battery unlock password |
0x03001cc8 | void* | Pointer to linked list of bat enemies? |
0x03004438 | u32 | Actor disable flags |
0x03004450 | u16 | Keypad: down buttons (active-high) |
0x03004452 | u16 | Keypad: pressed buttons (down current frame, up on previous frame) |
0x03004454 | u16 | Keypad: released buttons (up on current frame, down on previous frame) |
0x03004478 | i32 | Bootstrap RNG seed |
0x03004480 | Array | Actor list |
0x030044f8 | i32 | Solar sensor interface: Is enabled (true/false) |
0x030044fc | i32 | Solar sensor interface: Last result (GPIO_DATA & 8) |
0x03004508 | i32 | Solar sensor interface: Raw level (counter / 2 when GPIO_DATA & 8 becomes nonzero. 0=max brightness, 255=dark) |
0x03004520 | void* | Bytecode: Program counter |
0x03004524 | void* | Bytecode: Return value |
0x0300450c | i32 | Solar sensor interface: Timer interval (TM3CNT_LO will be set to -this value) |
0x03004610 | struct* | Pointer to current Map file descriptor (usually/always 0x02000010) |
+ 0x00 | i32 | Number of Zones |
+ 0x04 | void* | Pointer to map file tile data |
+ 0x0c | void* | Pointer to map file zones |
+ 0x10 | void* | Pointer to map file unknown block 1 |
+ 0x14 | void* | Pointer to map file unknown block 2 |
+ 0x24 | zone_callback[] | List of zone callbacks:
struct zone_callback { /* offset 0x08 */ u16 zone_id; /* offset 0x24 */ void* bytecode_ptr; // Generally points into a Script }; |
0x03004620 | i32 | RNG index |
0x030046a8 | struct* | Pointer to #Save data header (usually/always? 0x03000768) |
0x030046c4 | struct* | Pointer to #Global save data (always 0x03000750) |
0x030046e8 | i16[3] | Camera position |
Save data header
Offset | Type | Description |
---|---|---|
0x2c | char[?] | Player name |
Global save data
Offset | Type | Description |
---|---|---|
0x00 | i32 | Global frame counter |
0x04 | i32 | Solar sensor calibration (raw level - 2 at time of calibration)
|
0x08 | i32 | Solar bank |
Other structs
Treasure data
// pointer to this struct is at 0x03000108
struct treasure_data {
/* offset 0x24 */ treasure_node* list_head;
};
struct treasure_node {
/* offset 0x14 */ treasure_trigger* trigger;
/* offset 0x28 */ u32 callback_script_id;
/* offset 0x2c */ u32 callback_args[?];
/* offset 0xb8 */ treasure_node* list_next;
};
struct treasure_trigger {
/* offset 0x20 */ i16 position[3];
};
EEPROM
Byte address | Byte size | Description |
---|---|---|
0x0000 | 0x18 | #Global save data |
0x00c0 | 0x28 | Slot 1: #Save data header |
0x0200 | 0x28 | Slot 2: #Save data header |
0x0340 | 0x400 | Slot 1: #World struct |
0x0780 | 0x418 | Slot 1: #Stat struct |
0x0dc0 | 0x400 | Slot 2: #World struct |
0x1200 | 0x418 | Slot 2: #Stat struct |
0x1840 | 0x168 | |
0x1a40 | 0x168 |
Each block is followed by its checksum, see Save data checksums.