Vampire Savior/Reverse Engineering

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< Vampire Savior
Revision as of 10:15, 14 July 2014 by Jedpossum (talk | contribs) (I have too much data i don't want to lose and some people might want it)
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This page is a way to help keep Jed's notes on this game neat, hopefully.


Main Memory

Range 0xFF0000 ~ 0xFFFFFF

Mid Match

FF8000 Global Settings

FF8400 Player 1

FF8800 Player 2

Win Quote Screen

FF800E - Timer(Signed Value below zero will start transition)

FFF200 - Memory Location where all the data is stored for the text


Known Functions in the assembly code

Fire ball counter

016F8E: tst.b   ($79be,A5); look at firball counter at FFF9BE
016F92: beq     $16fa2; if counter is 0 branch to return to subroutine
016F94: subq.b  #1, ($79be,A5); subtracing from the counter
016F98: movea.l ($7966,A5), A0
016F9C: movea.w (A0)+, A4; writing the address projectile address
016F9E: move.l  A0, ($7966,A5)
016FA2: rts