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Hyper Lode Runner/RAM map: Difference between revisions
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E - Block(glitch)<br> | E - Block(glitch)<br> | ||
F - Block(glitch)<br> | F - Block(glitch)<br> | ||
Revision as of 02:48, 29 March 2013
The following article is a RAM map for Hyper Lode Runner.
Level Map Structure
- 11F (hex) size room
- 0xC96B - begin GAME room
- 0xCA8A - end GAME room
- 8F (hex) size each room
- 0xCBAD-0xCC3C - EDIT 1-A
- 0xCC3D-0xCCCC - EDIT 1-B
- 0xCCCD-0xCD5C - EDIT 2-A
- 0xCD5D-0xCDEC - EDIT 2-B
- 0xCDED-0xCE7C - EDIT 3-A
- 0xCE7D-0xCF0C - EDIT 3-B
- 0xCF0D-0xCF9C - EDIT 4-A
- 0xCF9D-0xD02C - EDIT 4-B
Tiles digits
They are put together as a byte to store in RAM/ROM (ie. 0xCDAD=20 for Ladder, Brick)
0 - Brick
1 - Block
2 - Ladder
3 - Rope
4 - Gold
5 - Blank
6 - Blank(glitch)
7 - Blank(glitch)
8 - Hidden Ladder
9 - Fall-thru Brick
A - Player
B - Enemy
C - Door
D - Key
E - Block(glitch)
F - Block(glitch)