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Runtime Memory Map
Vairn edited this page Jun 2, 2026
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Navigation: Home - Runtime & engine - Runtime Memory Map
[TOC]
A4 is anchored at fixed address $7FFE and used as the global state base.
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A4-$860E: current screen/mode id -
A4-$861A: previous screen/mode id -
A4-$8610,A4-$860F: map/player coordinates -
A4-$864F: last input key -
A4-$864E: new-game flag -
A4-$8617: first-time/modal control flag -
A4-$861B: busy/modal status -
A4-$86B0: exit request (ESC path) -
A4-$85E6: draw context pointer -
A4-$EEF4: loaded map/event blob pointer
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A4-$79B4: sub-day time accumulator (256 units = 1 day) -
A4-$79B6: current era/timeline index (0..9) -
A4-$79DE[era]: day-of-year counter (1..180), 10-word array -
A4-$79CA[era]: year counter (capped at 999 → year 1000), 10-word array -
A4-$79B1: month/sign byte for date display
Likely private jump-table entries initialized during startup:
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-$83C2: frame/input pump -
-$83CE: set/update mode -
-$83E0: draw glyph/tile -
-$842E: read key -
-$8440: delay/tick sleep -
-$8392,-$8398: map rendering helpers -
-$802C: major engine init -
-$8140: print string -
-$8158,-$815E,-$8146: display pipeline setup
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LAB_2567C:AllocMem(JMP -198(A6)) -
LAB_254BC,LAB_254CC,LAB_254F4: DOS-related wrappers through saved base pointers
- Treat thunk ids as symbolic API names first.
- Keep offsets and unknown fields explicit until strongly inferred.
- Docs Wiki Hub ← full doc index
- Getting Started ← read this first
- Overview
- Workspace Notes
- Open Questions
- Full Analysis
- Game Remake
- Startup and Init
- Runtime Memory Map
- Main Loop and Map
- Exploration Input and Options
- Party and Session
- Game State Struct
- Data Hunk mm2 data 00
- Time Era Calendar
- GFX Loading
- ANM TV Format
- PC DOS graphics
- SNES graphics
- 3D View and Game Screen
- Amiga 3D Render Process
- Scripted Scene Graphics
- Event Graphics Opcodes
- Title Screen Assets
- Title Screen Animation
- Format inventory
- items.dat
- monsters.dat
- roster.dat
- attrib.dat
- map.dat
- spells & item use
- event.dat
- Events by location ← 71 maps
- Events hub (numbered)
- Event Script Opcodes
-
Event Script DSL ←
.mm2evtauthoring - Event Text Rendering
- Event Graphics Opcodes
- Combat Overview
- Combat System
- Encounter Tables
- Spell Cast ASM
- monsters.dat abilities
- Spells and item use
- Town Services
- Spell Sources
- Character Mechanics
- Skills and Hirelings
- Commerce Formulas
- Commerce World Services
- Mount Farview Class Quest
- Class Quest HP Bug
- Event Runtime
- Event to String Path
- Embedded Exe Strings
- Copy Protection
- Time Era Calendar
- Game State Struct
- MM1 Overview ← hub + decode status
- MM1 MAZEDATA format
- MM1 to MM2 outdoor
- MM1 WALLPIX by sector
- MM1 art & graphics
- MM1 items / monsters (status)
- MM1 map walker ↗
- MM1 2D maps gallery
- MM1 WALLPIX gallery