Difference between revisions of "Castlevania II: Simon's Quest"

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==Memory Offsets==
 
==Memory Offsets==
  
  0031 - Lives
+
0031 - Lives
  0037 - D-Pad Pushing (00-Idle 01-Left FF-Right)
+
0037 - D-Pad Pushing (00-Idle 01-Left FF-Right)
  0046 - Experience: 99XX
+
0046 - Experience: 99XX
  0047 - Experience: XX99
+
0047 - Experience: XX99
  0048 - Hearts: 99XX
+
0048 - Hearts: 99XX
  0049 - Hearts: XX99
+
0049 - Hearts: XX99
  004A - Weapon Bit Flag
+
004A - Weapon Bit Flag
  01 - Dagger
+
01 - Dagger
  02 - Silver Dagger
+
02 - Silver Dagger
  03 - Golden Knife
+
03 - Golden Knife
  04 - Holy Water
+
04 - Holy Water
  05 - Crystal
+
05 - Crystal
  06 - Sacred Flame
+
06 - Sacred Flame
  07 - Oak Stake
+
07 - Oak Stake
  08 - Nothing
+
08 - Nothing
  004C - Laurels
+
004C - Laurels
  004D - Garlic
+
004D - Garlic
  0058 - Map X Chunk
+
0058 - Map X Chunk
  0059 - Map X Position
+
0059 - Map X Position
  006A - Simon Y Position
+
006A - Simon Y Position
  0077 - Dialog writing text row
+
0077 - Dialog writing text row
  0078 - Dialog writing text column
+
0078 - Dialog writing text column
  007B - Dialog text timeout until next letter.
+
007B - Dialog text timeout until next letter.
  007C - Dialog text memory offset
+
007C - Dialog text memory offset
  007D - Dialog starting column
+
007D - Dialog starting column
  Also the dialog timeout to automatically disappear
+
Also the dialog timeout to automatically disappear
  Also the option highlighted for Yes/No questions.
+
Also the option highlighted for Yes/No questions.
  007F - Sun flag (1=Day, 0=Night)
+
007F - Sun flag (1=Day, 0=Night)
  0080 - Current Hit Points (x8)
+
0080 - Current Hit Points (x8)
  0080 - Maximum Hit Points (x8)
+
0080 - Maximum Hit Points (x8)
  0083 - Game Time (Days)
+
0083 - Game Time (Days)
  0084 - Game Time (Seconds)
+
0084 - Game Time (Seconds)
  0085 - Game Time (Minutes)
+
0085 - Game Time (Minutes)
  0086 - Game Time (Hours) (6-17 Day time, 18-5 Night time)
+
0086 - Game Time (Hours) (6-17 Day time, 18-5 Night time)
  0087 - Counter for day/night palette shift.
+
0087 - Counter for day/night palette shift.
  0088 - Counter for day/night palette shift.
+
0088 - Counter for day/night palette shift.
  008B - Level
+
008B - Level
  0091 - Inventory Bit Flag
+
0091 - Inventory Bit Flag
  01 - Rib
+
01 - Rib
  02 - Heart
+
02 - Heart
  03 - Eye
+
03 - Eye
  04 - Nail
+
04 - Nail
  05 - Ring
+
05 - Ring
  06 - White Crystal
+
06 - White Crystal
  07 - Blue Crystal
+
07 - Blue Crystal
  6+7 - Red Crystal
+
6+7 - Red Crystal
  0092 - Carry Items Bit Flag
+
0092 - Carry Items Bit Flag
  01 - Silk Bag
+
01 - Silk Bag
  02 - Magic Cross
+
02 - Magic Cross
  03 - Laurels
+
03 - Laurels
  04 - Garlic
+
04 - Garlic
  0300 - Simon Sprite Frame
+
0300 - Simon Sprite Frame
  0303-0305 - Weapon Frame
+
0303-0305 - Weapon Frame
  0306-030B - Object Frame
+
0306-030B - Object Frame
  0318-031D - Object Palette
+
0318-031D - Object Palette
  0324 - Simon Y Pos on Screen
+
0324 - Simon Y Pos on Screen
  0327-0329 - Weapon Y
+
0327-0329 - Weapon Y
  032A-032F - Object Y
+
032A-032F - Object Y
  0336 - Simon Jumping Work ?
+
0336 - Simon Jumping Work ?
  0339-033B - Weapon Work 1?
+
0339-033B - Weapon Work 1?
  033C - Object Work ?
+
033C - Object Work ?
  0348 - Simon X Pos on Screen
+
0348 - Simon X Pos on Screen
  034B-034D - Weapon X
+
034B-034D - Weapon X
  034E-0353 - Object X
+
034E-0353 - Object X
  0360 - Object Work?
+
0360 - Object Work?
  036C - Simon Y Delta
+
036C - Simon Y Delta
  036F-0371 - Weapon Y Delta (Signed)
+
036F-0371 - Weapon Y Delta (Signed)
  0372-0377 - Object Y Delta (Signed)
+
0372-0377 - Object Y Delta (Signed)
  037E - Object Work ?
+
037E - Object Work ?
  0381-0383 - Weapon Work 2?
+
0381-0383 - Weapon Work 2?
  0384 - Object Work?
+
0384 - Object Work?
  0393-0395 - Weapon X Delta (Signed)
+
0393-0395 - Weapon X Delta (Signed)
  0396-039B - Object X Delta (Signed)
+
0396-039B - Object X Delta (Signed)
  03B7-03B9 - Weapon Index (See List)
+
03B7-03B9 - Weapon Index (See List)
  03BA-03BF - Object Index (See List)
+
03BA-03BF - Object Index (See List)
  03D8 - Simon Action
+
03D8 - Simon Action
  00 - Idle
+
00 - Idle
  01 - Walking
+
01 - Walking
  02 - Jumping
+
02 - Jumping
  03 - Crouching
+
03 - Crouching
  04 - Attacking
+
04 - Attacking
  03DB-03DD - Weapon Flags
+
03DB-03DD - Weapon Flags
  0402-0407 - Object Frame
+
0402-0407 - Object Frame
  040E - Movement flag? (00 - when moving, 01 - When jumping or crouching, 11 - When idle)
+
040E - Movement flag? (00 - when moving, 01 - When jumping or crouching, 11 - When idle)
  0420 - Simon Sprite Mirroring
+
0420 - Simon Sprite Mirroring
  0423-0425 - Weapon Sprite Mirroring
+
0423-0425 - Weapon Sprite Mirroring
  0426-042B - Object Sprite Mirroring
+
0426-042B - Object Sprite Mirroring
  0434 - Whip
+
0434 - Whip
  00 - Leather Whip
+
00 - Leather Whip
  01 - Thorn Whip
+
01 - Thorn Whip
  02 - Chain Whip
+
02 - Chain Whip
  03 - Morning Star
+
03 - Morning Star
  04 - Flame Whip
+
04 - Flame Whip
  0445 - Whip State
+
0445 - Whip State
  00 - Idle
+
00 - Idle
  01 - Back
+
01 - Back
  02 - Middle
+
02 - Middle
  03 - Forward
+
03 - Forward
  0446 - Jumping Flag
+
0446 - Jumping Flag
  0447-0449 - Weapon Flags
+
0447-0449 - Weapon Flags
  044A - Object Work?
+
044A - Object Work?
  0457 - Delay between next whip.
+
0457 - Delay between next whip.
  045C - Object Work?
+
045C - Object Work?
  046E - Object Work?
+
046E - Object Work?
  04C2 - Set at 1 when up is pressed, set to 0 when down is pressed.
+
04C2 - Set at 1 when up is pressed, set to 0 when down is pressed.
  04C5-04C7 - Weapon State
+
04C5-04C7 - Weapon State
  04C8-04CD - Object Hit Points / OR - Index2 (See Table)
+
04C8-04CD - Object Hit Points / OR - Index2 (See Table)
  04DA - Object Work?
+
04DA - Object Work?
  04F8 - Invincibility Timeout
+
04F8 - Invincibility Timeout
  
 
==ROM Contents==
 
==ROM Contents==
  
  00000-0000F - iNES Header
+
00000-0000F - iNES Header
  00010-03856 - Not Patterned
+
00010-03856 - Not Patterned
  03856-03FDF - Empty Data (FF)
+
03856-03FDF - Empty Data (FF)
  04010-07728 - Not Patterened  
+
04010-07728 - Not Patterened  
  04642-04649 - Bit increase table (01 02 04 08 10 20 40 80) Read for most bitwise manipulation.
+
04642-04649 - Bit increase table (01 02 04 08 10 20 40 80) Read for most bitwise manipulation.
  05B9C - Berkley Mansion Organ
+
05B9C - Berkley Mansion Organ
  05CE1 - Grim Reaper's Hit Points
+
05CE1 - Grim Reaper's Hit Points
  05D59 - Delay between Camilla's tears
+
05D59 - Delay between Camilla's tears
  05FAE - Bodley Mansion Organ
+
05FAE - Bodley Mansion Organ
  07729-07FDF - Empty Data (FF)
+
07729-07FDF - Empty Data (FF)
  08010-0C00F - Patterend Data (Map Data)
+
08010-0C00F - Patterend Data (Map Data)
  0C010-0CC7F - Not Patterened
+
0C010-0CC7F - Not Patterened
  0CC80-0DD05 - Game Dialog
+
0CC80-0DD05 - Game Dialog
  0DD06-0FFDF - Empty Data (FF)
+
0DD06-0FFDF - Empty Data (FF)
  1000F-11E8F - Patterned Data (Tile Data)
+
1000F-11E8F - Patterned Data (Tile Data)
  10160-101BF - Title Screen
+
10160-101BF - Title Screen
  10360-1042F - Prologue
+
10360-1042F - Prologue
  1043E-???  - Map chunk palette data.
+
1043E-???  - Map chunk palette data.
  124CC-127BF - Ending Dialog
+
124CC-127BF - Ending Dialog
  13AF0-1C00F - Mostly Empty Data (FF)
+
13AF0-1C00F - Mostly Empty Data (FF)
  1C010-1F7F0 - Not Patterned
+
1C010-1F7F0 - Not Patterned
  1C960-1CA4F - Password Entry
+
1C960-1CA4F - Password Entry
  1E0F0-1E103 - Enemy Movement Routine
+
1E0F0-1E103 - Enemy Movement Routine
  1F210-1F23F - Whip Names
+
1F210-1F23F - Whip Names
  1F800-2000F - Patterened Data (Map Data)
+
1F800-2000F - Patterened Data (Map Data)
  20010-40010 - Graphics
+
20010-40010 - Graphics
  
 
==Tables==
 
==Tables==
  
 
===Weapon Index===
 
===Weapon Index===
  01 - Dagger
+
01 - Dagger
  02 - Silver Dagger
+
02 - Silver Dagger
  03 - Golden Knife
+
03 - Golden Knife
  04 - Holy Water
+
04 - Holy Water
  05 - Diamond
+
05 - Diamond
  06 - Sacred Fire
+
06 - Sacred Fire
  07 -  
+
07 -  
  08 -  
+
08 -  
  09 - Garlic
+
09 - Garlic
  
 
===Object Index===
 
===Object Index===
  00 - None
+
00 - None
  01 - Town Bat
+
01 - Town Bat
  02 -  
+
02 -  
  03 - Skeleton / Skeleton Warrior
+
03 - Skeleton / Skeleton Warrior
  04 - Fishman
+
04 - Fishman
  05 - Spearman
+
05 - Spearman
  06 - Gator Men
+
06 - Gator Men
  07 -  
+
07 -  
  08 - Floating Eye
+
08 - Floating Eye
  09 - Bat (Flying)
+
09 - Bat (Flying)
  0A - Medusa
+
0A - Medusa
  0B -  
+
0B -  
  0C - Bouncing Skeleton Bone Fire
+
0C - Bouncing Skeleton Bone Fire
  0D - Bouncing Skeleton
+
0D - Bouncing Skeleton
  0E - Spider
+
0E - Spider
  0F - Winged Devil
+
0F - Winged Devil
  10 - Floating Skull
+
10 - Floating Skull
  11 - Bat (Swooping)
+
11 - Bat (Swooping)
  12 -  
+
12 -  
  13 -  
+
13 -  
  14 -  
+
14 -  
  15 -  
+
15 -  
  16 -  
+
16 -  
  17 - Town Zombie
+
17 - Town Zombie
  18 - Marsh Spitter
+
18 - Marsh Spitter
  19 -
+
19 -
  1A - Spider Silk
+
1A - Spider Silk
  1B -  
+
1B -  
  1C -  
+
1C -  
  1D - Burning Man
+
1D - Burning Man
  1E - Old Man In Cemetery
+
1E - Old Man In Cemetery
  1F - Slime
+
1F - Slime
  20 - Flying Spike
+
20 - Flying Spike
  21 - Horizontally moving platform (Tall)
+
21 - Horizontally moving platform (Tall)
  22 - Horizontally moving platform (Wide) / Vertically Moving Platform (Wide)
+
22 - Horizontally moving platform (Wide) / Vertically Moving Platform (Wide)
  23 -  
+
23 -  
  24 - Sign
+
24 - Sign
  25 - Crystal Orb / Bag
+
25 - Crystal Orb / Bag
  26 -  
+
26 -  
  27 - Clue Book
+
27 - Clue Book
  28 -  
+
28 -  
  29 - Red Woman
+
29 - Red Woman
  2A - Man
+
2A - Man
  2B -  
+
2B -  
  2C - Old Woman
+
2C - Old Woman
  2D - Priest
+
2D - Priest
  2E - Cloaked Man (Town)
+
2E - Cloaked Man (Town)
  2F - Cloaked Man (Outside)
+
2F - Cloaked Man (Outside)
  30 - Enemy Fireball
+
30 - Enemy Fireball
  31 -  
+
31 -  
  32 - Seeking Fireball
+
32 - Seeking Fireball
  33 - Spider Web
+
33 - Spider Web
  34 - Vertically moving platform (Narrow)
+
34 - Vertically moving platform (Narrow)
  35 - Old Man
+
35 - Old Man
  36 - Enemy Explosion
+
36 - Enemy Explosion
  37 - Heart / Half Heart / Big Heart
+
37 - Heart / Half Heart / Big Heart
  38 - Cemetery Hand
+
38 - Cemetery Hand
  39 -  
+
39 -  
  3A - Mummy
+
3A - Mummy
  3B - Harpy
+
3B - Harpy
  3C - Ferryman
+
3C - Ferryman
  3D - Ferryboat
+
3D - Ferryboat
  3E -  
+
3E -  
  3F - Giant Plant
+
3F - Giant Plant
  40 - Leech
+
40 - Leech
  41 -  
+
41 -  
  42 - Camilla
+
42 - Camilla
  43 - Marsh?
+
43 - Marsh?
  44 - Grim Reaper
+
44 - Grim Reaper
  45 - Camilla Tear
+
45 - Camilla Tear
  46 - Reaper Scythe
+
46 - Reaper Scythe
  47 - Dracula
+
47 - Dracula
  48 - Dracula Scythe
+
48 - Dracula Scythe
  49 -  
+
49 -  
  4A -  
+
4A -  
  4B - Organ Bag
+
4B - Organ Bag
  4C - Dracula Summoning Fire
+
4C - Dracula Summoning Fire
  4D - Dracula Explosion Fire
+
4D - Dracula Explosion Fire
  
 
===Object Index 2===
 
===Object Index 2===
  18 - Orb (Rib)
+
18 - Orb (Rib)
  19 - Orb (Heart)
+
19 - Orb (Heart)
  1A - Orb (Eyeball)
+
1A - Orb (Eyeball)
  1B - Orb (Nail)
+
1B - Orb (Nail)
  1C - Orb (Ring)
+
1C - Orb (Ring)
  77 - Golden Knife
+
77 - Golden Knife
  42 - Cloaked man selling Chain Whip
+
42 - Cloaked man selling Chain Whip
  
 
==Code Routines==
 
==Code Routines==
Line 250: Line 250:
 
===Camilla Code===
 
===Camilla Code===
  
  Frame (0306)
+
Frame (0306)
  Palette (0318)
+
Palette (0318)
  Camilla Y, X (032A)(034E)
+
Camilla Y, X (032A)(034E)
  Tear Y, X (032B) (032C)
+
Tear Y, X (032B) (032C)
  ? (033C)
+
? (033C)
  ? (0360)
+
? (0360)
  Camilla Delta (0372), (0396)
+
Camilla Delta (0372), (0396)
  Tear Delta (0373), (0397)
+
Tear Delta (0373), (0397)
  ? (0384)
+
? (0384)
  ? (03A8)
+
? (03A8)
 
+
  Status (044A) (00 - Rising, 02 - Begin Crying, 03 - Crying, 04 - Spinning, 05 - Idle)
+
Status (044A) (00 - Rising, 02 - Begin Crying, 03 - Crying, 04 - Spinning, 05 - Idle)
 
+
  Counter (045C)
+
Counter (045C)
  When spinning: 00-3F for a full rotation.
+
When spinning: 00-3F for a full rotation.
  When crying: 00-FF
+
When crying: 00-FF
 
+
  Flag (046E)
+
Flag (046E)
  0/1 For spinning. Switches each loop.
+
0/1 For spinning. Switches each loop.
  Counts while crying.
+
Counts while crying.
 
+
  Tear Delay (04DA) (00-20)
+
Tear Delay (04DA) (00-20)
  
  
 
[[Category:Games]]
 
[[Category:Games]]

Revision as of 00:52, 26 February 2010

Castlevania 2 - Simon's Quest.png

Castlevania II: Simon's Quest is the sequel to Castlevania. The game play shits from the original to a platform adventure. You control Simon Belmont, a vampire hunter who uses a whip to fight monsters. You must collect items and enter mansions to find the lost body parts of Dracula. Only then can you resurrect him and vanquish him forever. The game itself is a lot of fun, but it suffered such awful translation problems that it's unplayable without a guide. However, there is an unofficial patch that fixes the dialog.

Memory Offsets

0031 - Lives
0037 - D-Pad Pushing (00-Idle 01-Left FF-Right)
0046 - Experience: 99XX
0047 - Experience: XX99
0048 - Hearts: 99XX
0049 - Hearts: XX99
004A - Weapon Bit Flag
	01 - Dagger
	02 - Silver Dagger
	03 - Golden Knife
	04 - Holy Water
	05 - Crystal
	06 - Sacred Flame
	07 - Oak Stake
	08 - Nothing
004C - Laurels
004D - Garlic
0058 - Map X Chunk
0059 - Map X Position
006A - Simon Y Position
0077 - Dialog writing text row
0078 - Dialog writing text column
007B - Dialog text timeout until next letter.
007C - Dialog text memory offset
007D - Dialog starting column
	Also the dialog timeout to automatically disappear
	Also the option highlighted for Yes/No questions.
007F - Sun flag (1=Day, 0=Night)
0080 - Current Hit Points (x8)
0080 - Maximum Hit Points (x8)
0083 - Game Time (Days)
0084 - Game Time (Seconds)
0085 - Game Time (Minutes)
0086 - Game Time (Hours) (6-17 Day time, 18-5 Night time)
0087 - Counter for day/night palette shift.
0088 - Counter for day/night palette shift.
008B - Level
0091 - Inventory Bit Flag
	01 - Rib
	02 - Heart
	03 - Eye
	04 - Nail
	05 - Ring
	06 - White Crystal
	07 - Blue Crystal
	6+7 - Red Crystal
0092 - Carry Items Bit Flag
	01 - Silk Bag
	02 - Magic Cross
	03 - Laurels
	04 - Garlic
0300 - Simon Sprite Frame
0303-0305 - Weapon Frame
0306-030B - Object Frame
0318-031D - Object Palette
0324 - Simon Y Pos on Screen
0327-0329 - Weapon Y
032A-032F - Object Y
0336 - Simon Jumping Work ?
0339-033B - Weapon Work 1?
033C - Object Work ?
0348 - Simon X Pos on Screen
034B-034D - Weapon X
034E-0353 - Object X
0360 - Object Work?
036C - Simon Y Delta
036F-0371 - Weapon Y Delta (Signed)
0372-0377 - Object Y Delta (Signed)
037E - Object Work ?
0381-0383 - Weapon Work 2?
0384 - Object Work?
0393-0395 - Weapon X Delta (Signed)
0396-039B - Object X Delta (Signed)
03B7-03B9 - Weapon Index (See List)
03BA-03BF - Object Index (See List)
03D8 - Simon Action
	00 - Idle
	01 - Walking
	02 - Jumping
	03 - Crouching
	04 - Attacking
03DB-03DD - Weapon Flags
0402-0407 - Object Frame
040E - Movement flag? (00 - when moving, 01 - When jumping or crouching, 11 - When idle)
0420 - Simon Sprite Mirroring
0423-0425 - Weapon Sprite Mirroring
0426-042B - Object Sprite Mirroring
0434 - Whip
	00 - Leather Whip
	01 - Thorn Whip
	02 - Chain Whip
	03 - Morning Star
	04 - Flame Whip
0445 - Whip State
	00 - Idle
	01 - Back
	02 - Middle
	03 - Forward
0446 - Jumping Flag
0447-0449 - Weapon Flags
044A - Object Work?
0457 - Delay between next whip.
045C - Object Work?
046E - Object Work?
04C2 - Set at 1 when up is pressed, set to 0 when down is pressed.
04C5-04C7 - Weapon State
04C8-04CD - Object Hit Points / OR - Index2 (See Table)
04DA - Object Work?
04F8 - Invincibility Timeout

ROM Contents

00000-0000F - iNES Header
00010-03856 - Not Patterned
03856-03FDF - Empty Data (FF)
04010-07728 - Not Patterened 
04642-04649 - Bit increase table (01 02 04 08 10 20 40 80) Read for most bitwise manipulation.
05B9C - Berkley Mansion Organ
05CE1 - Grim Reaper's Hit Points
05D59 - Delay between Camilla's tears
05FAE - Bodley Mansion Organ
07729-07FDF - Empty Data (FF)
08010-0C00F - Patterend Data (Map Data)
0C010-0CC7F - Not Patterened
0CC80-0DD05 - Game Dialog
0DD06-0FFDF - Empty Data (FF)
1000F-11E8F - Patterned Data (Tile Data)
10160-101BF - Title Screen
10360-1042F - Prologue
1043E-???   - Map chunk palette data.
124CC-127BF - Ending Dialog
13AF0-1C00F - Mostly Empty Data (FF)
1C010-1F7F0 - Not Patterned
1C960-1CA4F - Password Entry
1E0F0-1E103 - Enemy Movement Routine
1F210-1F23F - Whip Names
1F800-2000F - Patterened Data (Map Data)
20010-40010 - Graphics

Tables

Weapon Index

01 - Dagger
02 - Silver Dagger
03 - Golden Knife
04 - Holy Water
05 - Diamond
06 - Sacred Fire
07 - 
08 - 
09 - Garlic

Object Index

00 - None
01 - Town Bat
02 - 
03 - Skeleton / Skeleton Warrior
04 - Fishman
05 - Spearman
06 - Gator Men
07 - 
08 - Floating Eye
09 - Bat (Flying)
0A - Medusa
0B - 
0C - Bouncing Skeleton Bone Fire
0D - Bouncing Skeleton
0E - Spider
0F - Winged Devil
10 - Floating Skull
11 - Bat (Swooping)
12 - 
13 - 
14 - 
15 - 
16 - 
17 - Town Zombie
18 - Marsh Spitter
19 -
1A - Spider Silk
1B - 
1C - 
1D - Burning Man
1E - Old Man In Cemetery
1F - Slime
20 - Flying Spike
21 - Horizontally moving platform (Tall)
22 - Horizontally moving platform (Wide) / Vertically Moving Platform (Wide)
23 - 
24 - Sign
25 - Crystal Orb / Bag
26 - 
27 - Clue Book
28 - 
29 - Red Woman
2A - Man
2B - 
2C - Old Woman
2D - Priest
2E - Cloaked Man (Town)
2F - Cloaked Man (Outside)
30 - Enemy Fireball
31 - 
32 - Seeking Fireball
33 - Spider Web
34 - Vertically moving platform (Narrow)
35 - Old Man
36 - Enemy Explosion
37 - Heart / Half Heart / Big Heart
38 - Cemetery Hand
39 - 
3A - Mummy
3B - Harpy
3C - Ferryman
3D - Ferryboat
3E - 
3F - Giant Plant
40 - Leech
41 - 
42 - Camilla
43 - Marsh?
44 - Grim Reaper
45 - Camilla Tear
46 - Reaper Scythe
47 - Dracula
48 - Dracula Scythe
49 - 
4A - 
4B - Organ Bag
4C - Dracula Summoning Fire
4D - Dracula Explosion Fire

Object Index 2

18 - Orb (Rib)
19 - Orb (Heart)
1A - Orb (Eyeball)
1B - Orb (Nail)
1C - Orb (Ring)
77 - Golden Knife
42 - Cloaked man selling Chain Whip

Code Routines

Camilla Code

Frame (0306)
Palette (0318)
Camilla Y, X (032A)(034E)
Tear Y, X (032B) (032C)
? (033C)
? (0360)
Camilla Delta (0372), (0396)
Tear Delta (0373), (0397)
? (0384)
? (03A8)

Status (044A) (00 - Rising, 02 - Begin Crying, 03 - Crying, 04 - Spinning, 05 - Idle)

Counter (045C)
When spinning: 00-3F for a full rotation.
When crying: 00-FF

Flag (046E)
0/1 For spinning. Switches each loop.
Counts while crying.

Tear Delay (04DA) (00-20)