

RYGAR DATA 1.0

2018 Optomon


Table of Contents
--------------------------------

I. DOOR DATA
 - Area index values
 - Door locations and contents
 - Door sprite locations
 - Door exit locations

II. TEXT DATA
 - Text decryption key
 - Giant old man messages

III. SPRITE BEHAVIOUR INDEX

IV. SPRITE FRAMES INDEX
 - Rygar Sprites
 - Non-Rygar Sprites

--------------------------------







================================
I. DOOR DATA
================================

-----------------------------
Area Index Values
-----------------------------

Based on address $1C, each area type has a reference value:

00-01 	GARLOZ
02-03 	DORAGO PALACE
04-05 	SKY CASTLE
06-07 	MT PRIMEVAL
08-09 	SAGILA DEN
0A-0B 	SUNSET
0C-0D 	ERUGA SWAMP
0E-0F 	SUNRISE
10-11 	GRAN MOUNTAIN
12-13 	RAGUA SANDO
14-15	LAPIS		
16-17 	TOWER OF GARBA
18-19 	ROLSA
1A-1B	BOSS ROOM
1C-1D	GIANT OLD MAN ROOM



-----------------------------
Door Locations and content
-----------------------------

There are 103 (0x67) doors in the game.


0x $16731:	index to start reading door data for each area, based on $1C.
		(00 for Garloz, 0C for Dorago Palace, 13 for Sky Castle, etc)
0x $16741:	Location of the doors' X position on the level map (checks 
		address $2F, the players current X map position). The first 
		door "0E" is the far lower left door in Garloz.
0x $167A8:	Location of the doors' Y position on the level map (checks 
		address $2E, the players current Y map position).
0X $1680F:	The content of the door. If the value is:
		
If 00-47: player will appear in a specific location on a 
particular map based on the given value. I don't know yet 
where these are defined. 

For example, "2F" is the game's first door (0x $16857) 
takes the player to the left side of Gran Mountain.

If 48-7F: player is taken to a glitchy non-predefined location.

If 80-A4: giant old man room with specific message. The message to be 
	  displayed is located at 0x $DB04. 

If A5-EF: undefined glitchy old man rooms.
If F0-F3: tunnels in the Sky Castle

	F0: go left
	F1: go right
	F2: go up
	F3: go down

If F4:	exit from giant old man room.
If F5-FF: who knows...


0x 16875:	giant old man rom exits. Location is based on 
		same index values defined in 00-47.



-----------------------------
Door Sprite locations
-----------------------------


The appearance of the door's sprite on each map are based on specific values 
defined from the pointer table at 0x $1A020 (indexed by $1C for each area).
For example, Gran Mountain (value 10-11, "78A0", ) has 9 doors starting at 
0x $1A088. Each door has two bytes, starting with the left most door to the 
right most. The first door is "02 3A", that is: 

02: screen 0 (far left), player X position 2
3A: floor 3 (bottom), player y position A


However... this is only for the door's sprite. For the actual player's exit 
location on the map, it is in a separate table. see this next section.


-----------------------------
Door Exit Locations
-----------------------------

There are officially 76 (0x4C) exit locations in the game. They are actually 
locations for the player to load to and aren't necessarily tied to door exits,
such as with the starting room and the game's ending sequence. These tables 
define their attributes based on the door number's value (00-4C from the 
0x$1680F table):

0x $1868E: The area the player will appear
0x $186DA: The floor
0x $18726: 1st nybble=screen + 1 , 2nd nybble=?
0x $18772: The Y position
0x $1880A: The X position




================================
II. TEXT DATA
================================

-----------------------------
TEXT DECRYPTION KEY
-----------------------------

FE = END LINE
FF = END TEXT

C8 = A
C9 = B
CA = C
CB = D
CC = E
CD = F
CE = G
CF = H
D0 = I
D1 = J
D2 = K
D3 = L
D4 = M
D5 = N
D6 = O
D7 = P
D8 = Q
D9 = R
DA = S
DB = T
DC = U
DD = V
DE = W
DF = X
E0 = Y
E1 = Z

5C 5D 5E 5F 74 75 73 76 = GRAPPLING

68 = 0
69 = 1
6A = 2
6B = 3
6C = 4
6D = 5
6E = 6
6F = 7
70 = 8
71 = 9

00 =   SPACE
01 = & AND
80 = , COMMA
81 = . PERIOD
82 = " LEFT QUOTE
83 = " RIGHT QUOTE
84 = ' APOSTROPHE
85 = r REGISTER SYMBOL
86 = ? QUESTION MARK
87 = ! EXCLAMATION MARK
E2 = c COPYRIGHT SYMBOL





-----------------------------
Giant Old Man Messages
-----------------------------

0x $DB04:	37 (0x25) old man doors and which message is displayed
0x $DB29:	Pointer table for 31 (0x1F) messages below
0x $DB67:	The content of the messages


ROUGH CONTENT OF THE MESSAGES, WITHOUT PUNCTUATION MARKS:

00- WELCOME TAKE A REST TO REGAIN YOUR STRENGTH  
01- DO YOU HAVE THE GOD'S COAT OF ARMS YET  
02- O GREAT WARRIOR YOU HAVE EARNED THE COAT OF ARMS  
03- THE GRAPPLING WEAPON WILL HELP YOU COMPLETE YOUR QUEST  
04- I'M INDORA I'LL GIVE YOU A PULLEY YOU MUST USE TO CROSS  
05- I'M INDORA I'LL GIVE YOU THIS CROSSBOW  
06- YOU CAN USE INDORA'S SUIT OF ARMOUR FOR PROTECTION  
07- O GREAT WARRIOR I'LL ALSO GIVE YOU A COAT OF ARMS   
08- PLAY THIS INSTRUMENT ATOP THE TOWER OF LILE   
09- YOU CAN SEE THE PALACE OF DORAGO ABOVE THIS ISLAND  
0A- FROM HERE YOU CAN'T GO ON WITHOUT THE GRAPPLING WEAPON  
0B- WHEN YOU GET TO GARLOZ FIRST GO WEST THEN GO NORTH  
0C- AROVE HERE IN THE SKIES OF ROLSA IS A FLOATING CASTLE  
0D- IN THE GRAN MOUNTAIN LIES THE ENTRANCE TO GARLOZ   
0E- FROM THIS POINT YOU CAN'T GO ON WITHOUT CROSSBOW  
0F- IF YOU DARE APPROACH GARBA FOUND ATOP THIS MOUNTAIN  
10- YOU MUST MEET 5 INDORAS TO REACH THE CASTLE  
11- CONTINUE STRAIGHT IN THE TOP CAVE TO SEE THE SUNSET  
12- A MONSTER ERUGA LIVES DEEP WITHIN THIS FOREST  
13- YOU CAN GO NO FURTHER YOU MUST GO BACK THE WAY YOU CAME  
14- YOU NEED THE GRAPPLING TO CONTINUE PAST LAPIS  
15- WELL DONE BUT YOU WILL FACE MORE DIFFICULT CHALLENGES  
16- PLEASE GO DOWN FROM HERE LAPIS AWAITS YOU  
17- IF YOU SEE DORAGO ASK HIM TO RELEASE MY DAUGHTER    
18- YOUR QUEST IS HALF COMPLETED FIGHT ON  
19- MEET THE HERMIT WHO LIVES AT THE NEARBY LION FOUNTAIN     
1A- FIGHT FIGHT FIGHT  
1B- DEFEATING LIGAR WILL AGAIN RETURN PEACE TO ARGOOL   
1C- MEET THE 5 WAR GODS INDORA TO ACQUIRE SPECIAL POWERS  
1D- THERE ARE MANY STRONG ENEWIES IN THE TOWER OF GARBA   
1E- IT'S 2AM AND TIME FOR THE MONSTERS TO AWAKEN






================================
III. SPRITE BEHAVIOUR INDEX
================================

Behaviour is indexed from $4A2

Player: $4A2
Diskarmor: $4A3
Enemies: $4A4 to $4B1

Note: (OH) means for overhead sections


00- RYGAR
01- RYGAR (OH)
02- PRAGOKELIS
03- DISKARMOR
04- ROLPHER
05- HYOKING
06- MOLGOLIN
07- BELZAR HEAD
08- BELZAR NECK
09- BELZAR SHOT
0A- SUN
0B- GIANT OLD MAN
0C- OFBIS
0D- ROBOT BARGAN
0E- ROBOT BARGAN SHOT
0F- ERUGA
10- ERUGA SHOT
11- KINOHLE
12- KINOHLE SHOT
13- KINATARNOS
14- KINATARNOS SHOT
15- PIT FLAME
16- MUTANT BABY
17- GRAN MTN LIZARD
18- EPOLSOM
19- EPOLSOM EGG
1A- SAGILA
1B- DORAGO
1C- DORAGO SHOT
1D- DEAD ENEMY
1E- ITEM
1F- LIGAR
20- LIGAR SHOT



================================
IV. SPRITE FRAME INDEX
================================

Sprite frames are indexed from $562

player: $562
diskarmor: $563
enemies: $564 to $571

The player sprite draws it's sprite animation 
frames from a different table than that of all 
the other sprites in the game. Wise move by the 
developers.

Note: (OH) means for overhead sections


-----------------------------
Rygar's sprite frames:
-----------------------------

01-02	RYGAR STAND
03-04	RYGAR JUMP
05-0A	RYGAR WALK
0B-0C	RYGAR DUCK
0D-0F	RYGAR CLIMB
13-24	RYGAR WALK/STAND (OH)
25-28	RYGAR JUMP (OH)
29-2A	RYGAR PULLEY (OH)
2B-2C	RYGAR HIT
2D-2E	RYGAR DEAD
2F	RYGAR HIT (OH)
30-31	RYGAR DEAD (OH)
32-35	RYGAR DROWN (OH)
36-37	RYGAR WHIP STAND
38-39	RYGAR WHIP DUCK
3C-3D	RYGAR WHIP JUMP
3E-45	RYGAR WHIP (OH)
46-47	RYGAR GRAPPLE



-----------------------------
Non-Rygar sprite frames:
-----------------------------

01-04	PRAGOKELIS
05-0C	DISKARMOR (OH)
0D-12	DISKARMOR
13-22	ROLPHER
23-28 	HYOKING
29-2E	MOLGOLIN
2F-31	BELZAR
32-33	BELZAR SHOT
34	SUN
35	GIANT OLD MAN
36	INDORA GOD
37-3E	OFBIS
3F-4A	ROBOT BARGAN
4B-4C	ROBOT BARGAN SHOT
4D-50	ERUGA
51-52	KINOHLE
53	KINOHLE SHOT
54-57 	KINATARNOS
58-59	KINATARNOS SHOT
5A-5B	PIT FLAME
5C-63	MUTANT BABY
64-69	GRAN MTN LIZARD
6A-6F	EPOLSOM
70-72 	EPOLSOM EGG
73-82 	SAGILA
83-85	DEAD ENEMY
86-88	DEAD ENEMY (OH)
89	POTION
8A 	POWER STAR
8B	POWER STARS
8c	POTION (OH)
8D 	POWER STAR (OH)
8E	POWER STARS (OH)
8F-95	OLD MAN ITEMS
96-97	DORAGO
98-99 	DORAGO SHOT
9A-9C	LIGARD
9D 	LIGAR SHOT
9E-A1	PEACE DOOR
A2-A4	DOVE SCREEN
A5	"END"
