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DevelopmentSega Master System / Mark III / Game Gear |
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The tables for the stats are stored starting at address $1c000 in the ROM. There are a few layers of pointer tables for the data, I'll only give the direct references.
All tables list at least one stat with a different value for each form (Hu-Man, Lizard-Man, etc). However, for the most part, the differences are equivalent to thinking of the character as having an inherent amount of that stat (attack, defence, charm) and the weapon adding a constant amount. The last row of each table lists this "inherent" stat for each form.
In a few cases, a particular item gives an advantage, or disadvantage, to particular forms, and is noted after the table as well as by colour coding.
Names start at $1c2a0, looked up from a table at $1c284. Stats start at $1c01e, looked up from a table at $1c00a. There are 11 bytes per weapon:
Attack points | |||||||||
---|---|---|---|---|---|---|---|---|---|
Weapon | Data | Charm points | Price | ||||||
Legendary Sword | ff 00 00 04 09 ff 9b d7 cd f5 b9 | 255 | 9400 | 255 | 155 | 215 | 205 | 245 | 185 |
Ivory Sword | 00 00 00 00 00 67 03 3f 35 5d 21 | 0 | 0 | 103 | 3 | 63 | 53 | 93 | 33 |
Mithril Sword | 04 05 01 00 00 70 0c 48 3e 66 2a | 4 | 15 | 112 | 12 | 72 | 62 | 102 | 42 |
Shogun Blade | 4e 05 02 02 00 87 23 5f 55 7d 41 | 78 | 225 | 135 | 35 | 95 | 85 | 125 | 65 |
Crystal Sword | 96 00 08 09 02 c8 64 a0 96 be 82 | 150 | 2980 | 200 | 100 | 160 | 150 | 190 | 130 |
Thunder Saber | ff 08 01 03 00 00 00 00 00 00 00 | 255 | 318 | 0 | 0 | 0 | 0 | 0 | 0 |
Magical Saber | ff 00 00 00 00 64 00 3c 32 5a 1e | 255 | 0 | 100 | 0 | 60 | 50 | 90 | 30 |
Lucky Sword | 3e 00 01 03 00 8c 28 64 5a 82 46 | 62 | 310 | 140 | 40 | 100 | 90 | 130 | 70 |
Muramasa Blade | a5 00 00 08 00 9e 3a 76 6c fa 58 | 165 | 800 | 158 | 58 | 118 | 108 | 250 | 88 |
Tasmanian Sword | 32 00 08 04 01 ae 4a 86 7c a4 68 | 50 | 1480 | 174 | 74 | 134 | 124 | 164 | 104 |
"Inherent" attack points | 100 | 0 | 60 | 50 | 90 | 30 |
Names start at $1c348, looked up from a table at $1c32c. Stats start at $1c0a0, looked up from a table at $1c08c. There are 11 bytes per shield:
Defence points | |||||||||
---|---|---|---|---|---|---|---|---|---|
Weapon | Data | Charm points | Price | ||||||
Legendary Shield | 6e 00 04 04 05 9b 64 78 8c 96 6e | 110 | 5440 | 155 | 100 | 120 | 140 | 150 | 110 |
Ivory Shield | 00 01 00 00 00 3a 03 17 2b 35 0d | 0 | 1 | 58 | 3 | 23 | 43 | 53 | 13 |
Mithril Shield | 00 02 03 00 00 43 0c 20 34 3e 16 | 0 | 32 | 67 | 12 | 32 | 52 | 62 | 22 |
Shogun Shield | 4f 00 06 04 00 5a 23 37 4b 55 2d | 79 | 460 | 90 | 35 | 55 | 75 | 85 | 45 |
Crystal Shield | 9b 00 04 01 03 82 4b 5f 73 7d 55 | 155 | 3140 | 130 | 75 | 95 | 115 | 125 | 85 |
Knight Shield | 5c 00 04 01 01 69 32 46 5a 64 3c | 92 | 1140 | 105 | 50 | 70 | 90 | 100 | 60 |
Dancing Shield | 36 00 03 04 00 37 00 41 28 32 0a | 54 | 430 | 55 | 0 | 65 | 40 | 50 | 10 |
Aqua Shield | 30 00 03 04 00 37 00 14 55 32 0a | 48 | 430 | 55 | 0 | 20 | 85 | 50 | 10 |
Master Shield | 6e 00 08 09 01 37 00 14 28 87 0a | 110 | 1980 | 55 | 0 | 20 | 40 | 135 | 10 |
Heavenly Shield | 69 00 08 09 03 37 00 14 28 32 78 | 105 | 3980 | 55 | 0 | 20 | 40 | 50 | 120 |
"Inherent" defence points | 55 | 0 | 20 | 40 | 50 | 10 |
Names start at $1c3f5, looked up from a table at $1c3da. Stats start at $1c122, looked up from a table at $1c10e. There are 17 bytes per armour:
Charm points earned | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Weapon | Data | Charm points | Price | Defence points | ||||||
Legendary Armor | ff 05 04 05 06 64 64 64 64 64 64 9c 64 8c 6e 96 78 | 255 | 6545 | 100 | 156 | 100 | 140 | 110 | 150 | 120 |
Ivory Armor | 00 04 00 00 00 03 03 03 03 03 03 3b 03 2b 0d 35 17 | 0 | 4 | 3 | 59 | 3 | 43 | 13 | 53 | 23 |
Mithril Armor | 00 04 04 00 00 0c 0c 0c 0c 0c 0c 44 0c 34 16 3e 20 | 0 | 44 | 12 | 68 | 12 | 52 | 22 | 62 | 32 |
Shogun Lamellar | 37 00 00 05 00 23 23 23 23 23 23 5b 23 4b 2d 55 37 | 55 | 500 | 35 | 91 | 35 | 75 | 45 | 85 | 55 |
Crystal Armor | 99 00 01 02 03 4b 4b 4b 4b 4b 4b 83 4b 73 55 7d 5f | 153 | 3210 | 75 | 131 | 75 | 115 | 85 | 125 | 95 |
Goblin Mail | 05 00 08 01 00 18 18 18 18 18 18 38 00 28 0a 32 14 | 5 | 180 | 24 | 56 | 0 | 40 | 10 | 50 | 20 |
Samurai Armor | 33 00 00 00 01 2f 2f 2f 2f 2f 2f 67 2f 57 39 61 43 | 51 | 1000 | 47 | 103 | 47 | 87 | 57 | 97 | 67 |
Dragon Mail | 32 00 00 03 00 1e 1e 1e 1e 1e 1e 38 00 28 0a 32 14 | 50 | 300 | 30 | 56 | 0 | 40 | 10 | 50 | 20 |
Prince Armor | 61 00 00 06 01 38 38 38 38 38 38 9b 63 8b 6d 95 77 | 97 | 1600 | 56 | 155 | 99 | 139 | 109 | 149 | 119 |
Hades Armor | 50 00 00 00 02 3f 3f 3f 3f 3f 3f 38 00 28 0a 32 14 | 80 | 2000 | 63 | 56 | 0 | 40 | 10 | 50 | 20 |
"Inherent" charm points | 56 | 0 | 40 | 10 | 50 | 20 |
When entering the hospital, the price for heal gets stored into RAM starting from $d10e. The value that gets written there gets looked up from a table in ROM starting from $1c550. This table consists of 6*8 (transformation * number of heart containers) 2-byte-BCD entries and looks like that:
Containers | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
---|---|---|---|---|---|---|---|---|
60 | 75 | 100 | 135 | 180 | 235 | 300 | 375 | |
5 | 20 | 45 | 80 | 125 | 180 | 245 | 320 | |
25 | 40 | 65 | 100 | 145 | 200 | 265 | 340 | |
45 | 50 | 55 | 60 | 165 | 220 | 285 | 360 | |
55 | 70 | 95 | 130 | 175 | 230 | 295 | 370 | |
15 | 30 | 55 | 90 | 135 | 190 | 255 | 330 |
The game does not set the border colour index VDP register, instead assuming it is set to 0. If using a flashcart that sets the colour to something else, like Everdrive, then the wrong colour border will appear.
Researched by Maxim