RAM map (Boktai 1): Difference between revisions
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| 0x02008be6 || i16 || Purification: bottom left 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) | | 0x0203c800 || u16[1024] || [[Random number generator|RNG table]] (generated by the bootstrap RNG once on power-on) | ||
|- | |- | ||
| 0x0203d800 || byte[ | | 0x0203d800 || byte[0x580] || [[#Stat struct]] | ||
|- | |- | ||
| 0x0203e000 || byte[ | | 0x0203e000 || byte[0x580] || Stat struct - backup (created on screen transitions, reloaded on death, saved to save file when saving) | ||
|- | |- | ||
| 0x0203e800 || byte[ | | 0x0203e800 || byte[0x400] || [[#World struct]] | ||
|- | |- | ||
| 0x0203ec00 || byte[ | | 0x0203ec00 || byte[0x400] || World struct - backup | ||
|- | |- | ||
| 0x0203f000 || byte[?] || [[#Scratch struct]] | | 0x0203f000 || byte[?] || [[#Scratch struct]] | ||
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| 0x0203dcd8 || i16[8] || Lens EXP | | 0x0203dcd8 || i16[8] || Lens EXP | ||
|- | |- | ||
| 0x0203dce8 || i32 || Solar | | 0x0203dce8 || i32 || Solar station | ||
|- | |- | ||
| 0x0203dd2c || i16 || Link points source | | 0x0203dd2c || i16 || Link points source | ||
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|- | |- | ||
| 0x0203e8d0:3 || bit || Undead: Trigger dungeon intro | | 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 | | 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 | | 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?) | |||
|} | |} | ||
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|- | |- | ||
| 0x0203f1c8 || u8 || Carmilla: Pattern index (index into pattern pool) - the (current/next?) pattern is pattern_list[pattern_pool[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) | |||
|} | |} | ||
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|- | |- | ||
! 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) | | 0x03000630 || i32 || Solar sensor interface: State (0=measuring, 1=resetting, 2=idle) | ||
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| + 0x18 || i32 || Current lens level | | + 0x18 || i32 || Current lens level | ||
|- | |- | ||
| + | | + 0x24 || i16[3] || Current position | ||
| | |- | ||
|Max HP - Current HP | | + 0x11a || || Max HP - Current HP | ||
|- | |||
| + 0x79a || u16 || Enduranut buffered damage | |||
|- | |- | ||
| + 0x7dc || i32 || Astro battery unlock password | | + 0x7dc || i32 || Astro battery unlock password | ||
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|- | |- | ||
| 0x04 || i32 || Solar sensor calibration (<code>raw level - 2</code> at time of calibration) | | 0x04 || i32 || Solar sensor calibration (<code>raw level - 2</code> at time of calibration) | ||
|- | |||
| 0x08 || i32 || Solar bank | |||
|} | |} | ||
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.