ff3:ff3us:doc:asm:ram:field_ram

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ff3:ff3us:doc:asm:ram:field_ram [2019/02/12 08:30]
127.0.0.1 external edit
ff3:ff3us:doc:asm:ram:field_ram [2021/04/24 07:33]
snaphat [$0000-$00FF: Field Direct Page]
Line 120: Line 120:
    ++ $8C Source of BG chunk change data    ++ $8C Source of BG chunk change data
     + $8F XY Position of BG chunk to change     + $8F XY Position of BG chunk to change
-    + $91 Pointer to BG1 Map Data in VRAM (for vertical scrolling)+    + $91 Pointer to BG1 Map Data in VRAM (for vertical scrolling and full updates)
     + $93 Pointer to BG1 Map Data in VRAM (for horizontal scrolling, first column)     + $93 Pointer to BG1 Map Data in VRAM (for horizontal scrolling, first column)
     + $95 Pointer to BG1 Map Data in VRAM (for horizontal scrolling, second column)     + $95 Pointer to BG1 Map Data in VRAM (for horizontal scrolling, second column)
-    + $97 Pointer to BG2 Map Data in VRAM (for vertical scrolling)+    + $97 Pointer to BG2 Map Data in VRAM (for vertical scrolling and full updates)
     + $99 Pointer to BG2 Map Data in VRAM (for horizontal scrolling, first column)     + $99 Pointer to BG2 Map Data in VRAM (for horizontal scrolling, first column)
     + $9B Pointer to BG2 Map Data in VRAM (for horizontal scrolling, second column)     + $9B Pointer to BG2 Map Data in VRAM (for horizontal scrolling, second column)
-    + $9D Pointer to BG3 Map Data in VRAM (for vertical scrolling)+    + $9D Pointer to BG3 Map Data in VRAM (for vertical scrolling and full updates)
     + $9F Pointer to BG3 Map Data in VRAM (for horizontal scrolling, first column)     + $9F Pointer to BG3 Map Data in VRAM (for horizontal scrolling, first column)
     + $A1 Pointer to BG3 Map Data in VRAM (for horizontal scrolling, second column)     + $A1 Pointer to BG3 Map Data in VRAM (for horizontal scrolling, second column)
Line 1272: Line 1272:
   $D000-$D03F BG3 Tile Formation (palette only)   $D000-$D03F BG3 Tile Formation (palette only)
   $D040-$D83F Used as a buffer for decompressing map data etc.   $D040-$D83F Used as a buffer for decompressing map data etc.
-  $D840-$D8BF Partial BG1 Map for Horizontal Scrolling (2 x 32 tiles, 2 bytes per 8x8 tile) +  $D840-$D8BF Partial BG1 Map for Horizontal Scrolling (2 x 32 tiles, 2 bytes per 8x8 tile) (first column, second column
-  $D8C0-$D93F Partial BG2 Map for Horizontal Scrolling (2 x 32 tiles, 2 bytes per 8x8 tile) +  $D8C0-$D93F Partial BG2 Map for Horizontal Scrolling (2 x 32 tiles, 2 bytes per 8x8 tile) (first column, second column
-  $D940-$D9BF Partial BG3 Map for Horizontal Scrolling (2 x 32 tiles, 2 bytes per 8x8 tile) +  $D940-$D9BF Partial BG3 Map for Horizontal Scrolling (2 x 32 tiles, 2 bytes per 8x8 tile) (first column, second column) 
-  $D9C0-$E1BF BG1 Map (32 x 32 tiles, 2 bytes per 8x8 tile) +  $D9C0-$DA3F Partial BG1 Map for Vertical Scrolling (2 x 32 tiles, 2 bytes per 8x8 tile) 
-  $E1C0-$E9BF BG2 Map (32 x 32 tiles, 2 bytes per 8x8 tile) +  $DA40-$E1BF Partial BG2 Map for Vertical Scrolling (2 x 32 tiles, 2 bytes per 8x8 tile) 
-  $E9C0-$F1BF BG3 Map (32 x 32 tiles, 2 bytes per 8x8 tile)+  $E1C0-$E23F Partial BG3 Map for Vertical Scrolling (2 x 32 tiles, 2 bytes per 8x8 tile) 
 +  $D9C0-$E1BF BG1 Map for Full Updates (32 x 32 tiles, 2 bytes per 8x8 tile) 
 +  $E1C0-$E9BF BG2 Map for Full Updates (32 x 32 tiles, 2 bytes per 8x8 tile) 
 +  $E9C0-$F1BF BG3 Map for Full Updates (32 x 32 tiles, 2 bytes per 8x8 tile)
   $F1C0-$F1CF Saved Actor Index   $F1C0-$F1CF Saved Actor Index
   $F1D0-$F1DF Saved Level   $F1D0-$F1DF Saved Level
Line 1297: Line 1300:
         $4420 Window at top of screen         $4420 Window at top of screen
         $4640 Window at bottom of screen         $4640 Window at bottom of screen
-  $4800-$4FFF BG1 Map Data +  $4800-$4FFF BG1 Map Data - 2 buffers that are swapped between during on-screen element updates (e.g. opening doors and chests.) 
-        $4800  +        $4800 - Start Buffer (4bbp, 32x32 map size, 8x8 tile size) 
-        $4C00  +        $4C00 - Alternate Buffer (4bbp, 32x32 map size, 8x8 tile size) 
-  $5000-$57FF BG2 Map Data +  $5000-$57FF BG2 Map Data - 2 buffers that are swapped between during on-screen element updates (e.g. in Narshe cave). 
-  $5800-$5FFF BG3 Map Data+        $5000 - Start Buffer (4bbp, 32x32 map size, 8x8 tile size) 
 +        $5400 - Alternate Buffer (4bbp, 32x32 map size, 8x8 tile size) 
 +  $5800-$5FFF BG3 Map Data - 2 buffers that are swapped between during on-screen element updates. 
 +        $5800 - Start Buffer (4bbp, 32x32 map size, 8x8 tile size) 
 +        $5c00 - Alternate Buffer (4bbp, 32x32 map size, 8x8 tile size)
   $6000-$7FFF Sprite Graphics   $6000-$7FFF Sprite Graphics
         $6000 Object Graphics         $6000 Object Graphics
  • ff3/ff3us/doc/asm/ram/field_ram.txt
  • Last modified: 3 years ago
  • by snaphat