RAM map (Boktai 1): Difference between revisions

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| 0x03001c90 || void* || Pointer to Django's actor data?
| 0x03001c90 || void* || Pointer to Django's actor data?
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| + 0x18 || i32 || Current lens level
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| + 0x7dc || i32 || Astro battery unlock password
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| 0x03001cc8 || void* || Pointer to linked list of bat enemies?
| 0x03001cc8 || void* || Pointer to linked list of bat enemies?
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| 0x03004478 || i32 || [[Random number generator|Bootstrap RNG seed]]
| 0x03004478 || i32 || [[Random number generator|Bootstrap RNG seed]]
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| + 0x18 || i32 || Current lens level
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| + 0x7dc || i32 || Astro battery unlock password
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| 0x030044f8 || i32 || Solar sensor interface: Is enabled (true/false)
| 0x030044f8 || i32 || Solar sensor interface: Is enabled (true/false)

Revision as of 06:49, 6 August 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)
0x0203c800 u16[1024] RNG table (generated by the bootstrap RNG once on power-on)
0x0203d800 byte[?] #Stat struct
0x0203e000 byte[?] Stat struct - backup (created on screen transitions, reloaded on death, saved to save file when saving)
0x0203e800 byte[?] #World struct
0x0203ec00 byte[?] World struct - backup
0x0203f000 byte[?] #Scratch struct

Stat struct

Address Type Description
0x0203d80a i16[7] Grenade amounts
0x0203d88c i16 Equipped lens
0x0203d88e i16 Equipped frame
0x0203d892 i16 Equipped grenades
0x0203d892 i16 Equipped battery
0x0203d8b0 i32 Unlock Astro battery (must be set to *(*0x03001c90 + 0x7dc))
0x0203d8f0 i16[3] Django position
0x0203d91e i32 Solar sensor: Calibrated level (see 0x020011c0)
0x0203dc18 i16 Item inventory size
0x0203dc1a i16[42] Item inventory IDs
0x0203dc6e i16[42] Item inventory amounts
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

World struct

Address Type Description
0x0203e8c5:6 bit[64] "Chest opened" flags for current area (resets on area change)

Scratch struct

Address Type Description
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.
0x03001c90 void* Pointer to Django's actor data?
+ 0x18 i32 Current lens level
+ 0x7dc i32 Astro battery unlock password
0x03001cc8 void* Pointer to linked list of bat enemies?
0x03004478 i32 Bootstrap RNG seed
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)

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.