RAM map (Boktai 1): Difference between revisions
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| | 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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| | 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 | ||
Revision as of 16:29, 1 October 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 | 
| 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 bank | 
| 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 | 
| 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 | 
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]] | 
IWRAM
| Address | Type | Description | 
|---|---|---|
| 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 | 
| + 0x11a | Max HP - Current HP | |
| + 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 - 2at time of calibration) | 
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.