Vampire Savior/Reverse Engineering
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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