Claim set · data/claims/super-castlevania-iv.yaml

Super Castlevania IV (USA), read in the ROM

Game: Super Castlevania IV.

Super Castlevania IV's take-off sets Simon's vertical speed to 4.5 px/frame up and his horizontal speed to 1.25 px/frame toward a held Left or Right, or 0, then puts him in the jumping state. super-castlevania-iv/jump-speed

About: Super Castlevania IV Jump

Value
{
 "up": 4.5,
 "side": 1.25
}
CodeSuper Castlevania IV (USA) · 0x2217-0x2230 — $00:A217-$A230, the dispatch on Simon's state $0552 and its table's first five entries: state 3 runs $A392, state 4 $A3FASuper Castlevania IV (USA) · 0x2392-0x23F9 — $00:A392-$A3F9 (16-bit A): Y speed $055E.$055C = $FFFB.$8000 (−4.5); held Right ($0100 in pad $20) X speed $055A.$0558 = 1.25, Left −1.25, else 0; state $0552 = 4, jump phase $1F86 = 0Checked by claude, 2026-10-21 — disassembled the ranges (65816, 16-bit A and X) in the pinned ROM; the file offsets came from RasmusKarlsson's SuperCastlevaniaIvSNESRecomp (src/character_tuning.cpp), which patches the same operands

Not measured. Castlevania's take-off points a table of steps instead (castlevania/jump-table).

Cited by: Jump, Super Castlevania IV

Super Castlevania IV's jump holds the take-off speed with no gravity while the jump button stays down, for up to 4 frames, then adds 0.375 px/frame² each frame until the rise stops, holds Simon still at the top for about 9 frames, and falls under the same gravity, capped at 8 px/frame. super-castlevania-iv/hold-phases

About: Super Castlevania IV Variable jump height

Value
{
 "holdFrames": 4,
 "gravity": 0.375,
 "apexFrames": 9,
 "maxFall": 8
}
CodeSuper Castlevania IV (USA) · 0x23FA-0x2409 — $00:A3FA-$A409, state 4 each frame: animation, facing ($A792), air control ($A8DE), then the phase routine $A94DSuper Castlevania IV (USA) · 0x294D-0x29CF — $00:A94D-$A9CF: phases by $1F86. 0: while the button in $BE is held, count $0564 to 4, else go on; 1–2: gravity ($A739) until the speed is ≥ 0, then 0; 3–4: speed 0, count to 9; 5–6: gravitySuper Castlevania IV (USA) · 0x2739-0x2769 — $00:A739-$A769: Y speed + $0000.$6000 (0.375); a fall at or past 8.0 is set to 8.0Checked by claude, 2026-10-21 — disassembled the ranges (65816, 16-bit A and X) in the pinned ROM and read the phase table at $A95D

Not measured. $BE is read as the jump button, which the game's options can remap; the atlas hasn't traced where it's set. A tap still gets the first frame at full speed. The apex count runs from 0 to 9, so the exact hang depends on the frame the rise stops.

Cited by: Gravity, Super Castlevania IV, Variable jump height

In Super Castlevania IV's jump a held Left or Right adds 0.25 px/frame² toward that side, up to 1.25 px/frame, and with neither held the speed is left as it is, where Castlevania's take-off fixes the direction for the whole jump. super-castlevania-iv/air-control

About: Super Castlevania IV Air control

Value
{
 "accel": 0.25,
 "max": 1.25
}
CodeSuper Castlevania IV (USA) · 0x23FA-0x2409 — $00:A3FA-$A409, state 4 calling $A8DE each frameSuper Castlevania IV (USA) · 0x28DE-0x294C — $00:A8DE-$A94C: Right held adds $0000.$4000 to X speed $055A.$0558, capped at 1.25; Left adds $FFFF.$C000, capped at −1.25; neither, returnCastlevania (USA) (Rev 1) · 0x19411-0x1944B — Castlevania's take-off copying the held Left and Right into Simon's direction (castlevania/jump-start)Checked by claude, 2026-10-21 — disassembled the ranges in the pinned ROMs

Not measured. The take-off's 1.25 px/frame is the cap, so a running jump starts at full speed and can be slowed, stopped, or reversed in the air.

Cited by: Air control, Castlevania, Super Castlevania IV

Super Castlevania IV prices its five subweapons from one table, 1 heart each for the first four and 5 for the fifth; a use with fewer hearts than the price leaves them as they are, and otherwise subtracts the price in BCD. super-castlevania-iv/hearts

About: Super Castlevania IV Weapon energy

Value
[
 1,
 1,
 1,
 1,
 5
]
CodeSuper Castlevania IV (USA) · 0x3D43-0x3D5B — $00:BD43-$BD5B: Y = subweapon $8E × 2; if hearts $13F2 < the word at $9255 + Y, return; else a decimal-mode subtractionSuper Castlevania IV (USA) · 0x9257-0x9260 — $01:9257-$9260, five words: 1, 1, 1, 1, 5Super Castlevania IV (USA) · 0x0-0x14 — $00:8000-$8014, the reset code: native mode, then with an 8-bit A lda #$01, pha, plb, so the data bank is $01Super Castlevania IV (USA) · 0x1B8-0x1C9 — $00:81B8-$81C9, the native NMI handler (vector $FFEA = $81B8), which also sets the data bank to $01Checked by claude, 2026-10-21 — disassembled the routine and read the table in the pinned ROM; the table's offset is the one SuperCastlevaniaIvSNESRecomp patches as the dagger, axe, holy water, cross, and stopwatch costs

The routine reads $9255 + Y in the data bank; the reset and the NMI handler set that bank to $01, so subweapon 1's price is the word at $01:9257, though the atlas hasn't traced this routine's caller. The names come from the recompilation's tuning code, not the ROM.

Cited by: Super Castlevania IV, Weapon energy