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rom map de aos

2022-01-16 02:23 作者:韓法混血十蘿Official  | 我要投稿


Starting stats (hardcoded):

08033DC2,1 - Starting STR

08033DC6,1 - Starting CON

08033DCA,1 - Starting INT

08033DCE,1 - Starting LCK


0804BA26,1 - Number of ability souls in the game (hardcoded).


080E0DF8 - List of songs->text indexes for sound test mode.

? Entry length 4.

? 00,2: Song index.

? 02,2: Text index.


080E1320 - List of damage multipliers for the player's jumpkick/weapon/slide attacks.

? Each entry is a halfword.

? Indexes:

? ? 2 (080E1324) - Jumpkick

? ? 3 (080E1326) - Weapon

? ? 4 (080E1328) - Slide (and Julius's uppercut)

? The other types of attack don't use this list so those entries are just 0.

? A 0x10 multiplier is equivalent to 1.0. For example, jumpkick has a multiplier of 8, meaning jumpkick damage is equivalent to STR*0.5.


080E13BC-080E1553 - List of skill gfx.

? Entry length 0xC.

? 00,4: GFX pointer

? 04,4: Palette pointer

? 08,4: Sprite pointer


080E15A8 - List of red souls.


080E1CD0 - List of OBJ palette indexes for each soul type.

? 4 entries, each is a byte, the OBJ palette index for that type of soul.

? 0 (red) - 7

? 1 (blue) - 6

? 2 (yellow) - 8

? 3 (ability) - 9


080E2B04-080E2B23 - List of how VRAM indexes map to tile offsets in VRAM.

? Each entry is a halfword.

? The index is a VRAM index in terms of 128x32px chunks.

? Each value is an offset in VRAM in terms of 8x8px tiles. So multiply this by 0x20 to get the offset in bytes.

? The way these indexes would map out visually to VRAM is like this:

? ? [ ? ?0 ? ?] [ ? ?4 ? ?]

? ? [ ? ?1 ? ?] [ ? ?5 ? ?]

? ? [ ? ?2 ? ?] [ ? ?6 ? ?]

? ? [ ? ?3 ? ?] [ ? ?7 ? ?]

? ? [ ? ?8 ? ?] [ ? ?C ? ?]

? ? [ ? ?9 ? ?] [ ? ?D ? ?]

? ? [ ? ?A ? ?] [ ? ?E ? ?]

? ? [ ? ?B ? ?] [ ? ?F ? ?]

? So e.g. F means the player's spot in VRAM, 0 means the common sprite's spot, E means the player's weapon's spot, etc.


080E2B34-080E2B43 - List of animation function pointers?

? 4 entries in total.

? The animation's function index is the index in this list.


080E2B4C - List of metadata about variable-width font characters.

? Entry length 4. 0xDD entries in total?

? The index in this list is the index of the text character.

? 00,01: ? (This is read, but is always just 0.)

? 01,01: Width of this character in pixels.

? 02,02: ? (This doesn't seem to be read, and is always just 0.)


0850A136-0850AD75 - List of font pixel data.

? Entry length 0xE. 0xE0 entries total.

? The first entry is character 0x20.

? 00,0C: The pixels.

? 0C,02: The character number (big endian). Not sure if this is used for anything.


080E9644 - List of enemy DNA.


080EA628-020EA709 - List of the enemy name text IDs.

? Entry length 2.

08506936-08506A49 - List of item description text IDs.

? Entry length 2.


080E11C4 - Soma's sprite pointer.

? This sprite has no animations and only a single static frame composed of two parts placed on top of each other.

? This is basically just a dummy to put Soma's top and bottom halves together from how they're arranged in VRAM.


08118D08-08118D23 - List of entity sizes for checking if certain entities have gone off screen (so their logic can be paused until they're on screen again).

? Entry length 4.

? 00,2: Width.

? 02,2: Height.

? These aren't perfect representations of every entity's size, just generic sizes like 8x8, 16x16, 48x48, etc, used to estimate the size.


081183F4-08118437 - A palette list, probably for several things?

? Palette 01 has the text colors used in the bestiary list.


082097D4 - Soma's palette.

? 0801462E - Has it hardcoded.


08264398 - GFX tiles for the pause screen.

0826664C - Palette list for the pause screen.

? These include Soma's face, the static text, menu borders, etc.


084F0D8C,1 - New game starting sector index.

084F0D8D,1 - New game starting room index.

084F0D92,2 - New game starting X pos.

084F0D94,2 - New game starting Y pos.


084F106C - List of songs that play in each sector.

? Halfwords.


084F10AC-084F10B3 - List of create function pointers for each player character (Soma and Julius).

084F10B4-084F10BB - List of update function pointers for each player character (Soma and Julius).


084F1238 - List of pointers to weapon swing animation indexes.

? Index is the player's state, 0 for standing, 1 for crouching, 2 for in the air. (Maybe more?)

? Each pointer points to a list of player animation indexes. Each group of 3 bytes is for a weapon attack type. Each byte within the group is for a weapon swing animation.


084F128C - differentiates evil butcher/ripper knives

? Entry length 0x10.

? 00,4: GFX pointer

? 04,4: Palette pointer

? 08,4: Sprite pointer

? 0C,


084F12C8 - Has data to differentiate projectile red souls that share the same code pointer 08025785/08028EC1.

? The red soul data's var A is the index in this list.

? Entry length 0x18.

? 00,4: X velocity.

? 04,4: Initial Y velocity.

? 08,4: Y acceleration (gravity).

? 0C,1: Skill GFX index.

? 0D,1: Sprite frame index.

? 0E,1: Sprite animation index.

? 0F,1: Palette index?

? 10,2: SFX to play on throw.

? ? 0 means no SFX.

? 12,2: Bitfield affecting the behavior of the projectile.

? ? ?

? ? 0001 - Whether this projectile's sprite should be animated as opposed to a static frame.

? ? ? If set, the projectile's animation is set to the animation index at 0E.

? ? ? If not, the projectile's frame is set to the frame index at 0D.

? ? 0002 - Breaks on contact with the floor?

? ? 0008 - If set, this entity's pointer gets stored to 02013160.

? ? 0080 - runs code at 0802583C

? ? 0200?

? ? 0400?

? 14,2:?

? 16,?


0850E968 - List of room pointers for transition rooms.

? 00000000 marks the end of the list.


085254A0-085254BF - List of layer metadata pointer for each pause menu subscreen.

? 8 entries in total.

? Each entry:

? ? 00 0815E940 - Main pause screen

? ? 01 0815E790 - Soul set

? ? 02 0815E8B0 - Equip

? ? 03 0815E820 - Item use

? ? 04 0815E700 - Ability souls

? ? 05 0815E700 - Unused (would be for Sleep)

? ? 06 0815E670 - Config

? ? 07 0815E700 - Unused (would be for Enemy)


085255FC - List of palette shifts.

? Entry length 8.

? 0,4: Palette list pointer.

? 4,2: Palette index.

? 6,2: Duration in frames to stay on this palette.


08525FBC-08525FFB - List of warp points.

? Entry length 8.

? 00,2: X pos on the map in tiles.

? 02,2: Y pos on the map in tiles.

? 04,4: Room pointer of the warp point.


08526004 - List of breakable wall gfx/palette/sprites.

? Entry length 0xC.

? 0x8 entries total.

? 00,4: GFX asset pointer.

? 04,4: Palette list pointer.

? 08,4: Sprite pointer.


08526064 - List of breakable walls.

? Entry length 0xC.

? 0x12 entries total.

? Var A of the breakable wall entity is the index in this list.

? 00,2: Which visual type to use for this wall.

? ? Index in list 08526004.

? 02,1: Palette index.

? 03,1: Sprite frame index.

? 04,1:?

? 05,1:?

? 06,1: Width in pixels.

? 07,1: Height in pixels.

? 08,1:?

? 09,1: (gets copied to the breakable wall entity+14,1)

? 0A,2: Unused, padding?


08526390-085263A7 - List of boss rush rewards.

? 00,2: Maximum number of frames you can take to complete boss rush and still get this reward.

? 04,4: Item global ID+1 of the reward.


08526658-085266D7 - List of pointers to event create functions (for object 20).

? The event object's var A is the index in this list.

085266D8-08526757 - List of pointers to event update functions (for object 20).

? The event object's var A is the index in this list.


Shop item pools:

08526C6C-08526C77 - List of shop item pools:

? 08526C04

? 08526C1C

? 08526C40

? In each of those item pools, the first byte is the number of items in this pool.

? Then each item also takes up one byte. But these aren't item IDs - they're indexes in list 085269FC.

085269FC - List of allowable items that can be in the shop.

? Each entry is 4 bytes long.

? 00,1: Item type.

? 01,1: Item index.


08526C78-08526CE3 - List of BG layer info for each event face portrait.

? Entry length 0xC.

? 00,04: GFX pointer.

? 04,04: Palette list pointer.

? 08,04: Layer metadata pointer.


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