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This is the RAM map for Boktai 1 (U). [[ROM map (Boktai 1)|Go to ROM map]]. | This is the RAM map for Boktai 1 (U). [[ROM map (Boktai 1)|Go to ROM map]]. | ||
<!-- Please create a new page for maps of other languages! For example "RAM map (Boktai 1, J)". --> | <!-- | ||
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 = | ||
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|- | |- | ||
| 0x020011c2 || i32 || Solar sensor: Bars. Calculated from calibrated level (0=dark, 8=max brightness) | | 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] || [[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) | ||
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== Stat struct == | == Stat struct == | ||
See also: [[Inventory (Boktai 1)]] | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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|- | |- | ||
| 0x0203d80a || i16[7] || Grenade amounts | | 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 | | 0x0203d88c || i16 || Equipped lens | ||
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| 0x0203d88e || i16 || Equipped frame | | 0x0203d88e || i16 || Equipped frame | ||
|- | |- | ||
| | | 0x0203d890 || i16 || Equipped grenades | ||
|- | |- | ||
| 0x0203d892 || i16 || Equipped battery | | 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) | | 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 | | 0x0203dc18 || i16 || Item inventory size | ||
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|- | |- | ||
| 0x0203dc6e || i16[42] || Item inventory amounts | | 0x0203dc6e || i16[42] || Item inventory amounts | ||
|- | |||
| 0x0203dcc2 || i16 || Grenade limit | |||
|- | |- | ||
| 0x0203dcc4 || i32 || Lens inventory (bitmask, 1 bit per lens and level) | | 0x0203dcc4 || i32 || Lens inventory (bitmask, 1 bit per lens and level) | ||
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|- | |- | ||
| 0x0203dcd8 || i16[8] || Lens EXP | | 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 | |||
|} | |} | ||
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|- | |- | ||
! Address || Type || Description | ! 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) | | 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 | |||
|- | |||
| 0x0203ea91 || u8 || Bloodrust mansion courtyard layout | |||
|} | |} | ||
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|- | |- | ||
! 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 | ||
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|- | |- | ||
| 0x03001c2c || i16 || Solar sensor: Bars. See 0x020011c2. | | 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? | | 0x03001c90 || void* || Pointer to Django's actor data? |