Super Castlevania 4 Notes
-------------------------

RAM Map
-------
$7E:0070  INT8   Level transition control                                        [TABLE-04]
$7E:007C  INT8   Player's lives.                                                 [$00..$99] *
$7E:0086  INT8   Current area.                                                   [$00..$43] 
$7E:008E  INT8   Secondary weapon.                                               [TABLE-03] 
$7E:0F00  DMA    OAM DMA Transfer block                                          [........]
$7E:13F0  INT16  Timer                                                           [........] *
$7E:13F2  INT16  Heart counter                                                   [$00..$99] *
$7E:13F4  INT16  Player's health.                                                [$00..$10] **
$7E:13F6  INT16  Boss' health.                                                   [........] **
$7E:1700  INT8   Written name letter array, password selection screen.           [TABLE-01]
$7E:1701  INT8   Written name letter array, password selection screen.           [TABLE-01]
$7E:1702  INT8   Written name letter array, password selection screen.           [TABLE-01]
$7E:1703  INT8   Written name letter array, password selection screen.           [TABLE-01]
$7E:1704  INT8   Written name letter array, password selection screen.           [TABLE-01]
$7E:1705  INT8   Written name letter array, password selection screen.           [TABLE-01]
$7E:1706  INT8   Written name letter array, password selection screen.           [TABLE-01]
$7E:1707  INT8   Written name letter array, password selection screen.           [TABLE-01]
$7E:1C04  INT16  Alphabet selection cursor, X coord, password selection screen.  [$00..$08]
$7E:1C06  INT16  Alphabet selection cursor, y coord, password selection screen.  [$00..$03]
$7E:1C08  INT16  Written name cursor, X coord, password selection screen.        [$00..$07]
$7E:1C10  INT8   Password generation checksum (AREA).                            [$00..$43] 
$7E:1C11  INT8   Password generation checksum (UNUSED).                          [........]
$7E:1C12  INT16  Password generation checksum (NAME CHECKSUM).                   [........]
$7E:1C20  INT8   Password figs. matrix[0,0], password selection screen.          [TABLE-02]
$7E:1C21  INT8   Password figs. matrix[0,1], password selection screen.          [TABLE-02]
$7E:1C22  INT8   Password figs. matrix[0,2], password selection screen.          [TABLE-02]
$7E:1C23  INT8   Password figs. matrix[0,3], password selection screen.          [TABLE-02]
$7E:1C24  INT8   Password figs. matrix[1,0], password selection screen.          [TABLE-02]
$7E:1C25  INT8   Password figs. matrix[1,1], password selection screen.          [TABLE-02]
$7E:1C26  INT8   Password figs. matrix[1,2], password selection screen.          [TABLE-02]
$7E:1C27  INT8   Password figs. matrix[1,3], password selection screen.          [TABLE-02]
$7E:1C28  INT8   Password figs. matrix[2,0], password selection screen.          [TABLE-02]
$7E:1C29  INT8   Password figs. matrix[2,1], password selection screen.          [TABLE-02]
$7E:1C2A  INT8   Password figs. matrix[2,2], password selection screen.          [TABLE-02]
$7E:1C2B  INT8   Password figs. matrix[2,3], password selection screen.          [TABLE-02]
$7E:1C2C  INT8   Password figs. matrix[3,0], password selection screen.          [TABLE-02]
$7E:1C2D  INT8   Password figs. matrix[3,1], password selection screen.          [TABLE-02]
$7E:1C2E  INT8   Password figs. matrix[3,2], password selection screen.          [TABLE-02]
$7E:1C2F  INT8   Password figs. matrix[3,3], password selection screen.          [TABLE-02]
$7E:1F40  INT8   Score (10's)                                                    [........]
$7E:1F41  INT8   Score (1000's)                                                  [........]
$7E:1F42  INT8   Score (100000's)                                                [........]
$7E:1F43  INT8   Score (10000000's)                                              [........]

* Status bar counters (lives, score, timer, et al) are in base 16. However, their actual
value is what the number spells in decimal. For instance: 99 (DISPLAY) equals #$99 in (RAM)
not #$63.

** Enemies' damage table located at: $01:AEFC

[TABLE-01]

Password/Name selection screen table.
Refer to scv4.tbl for further detail.

[TABLE-02]

Password selection icons.

$00 = Blank
$01 = Axe
$02 = Holy water
$03 = Heart

[TABLE-03]

Secondary weapons

$00 = None
$01 = Dagger
$02 = Axe
$03 = Holy Water
$04 = Cross
$05 = Clock

[TABLE-04]

$01 = Sub-level transitions (screen fade out, auto-walk)
.,.
$05 = Normal.
$06 = Sub-level transitions (screen fade out, auto-walk)
...
$09 = Stage transition (sphere effect plus animation)