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Chip 'n Dale Rescue Rangers/RAM map: Difference between revisions
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|- | |- | ||
|$54||1 byte||2||Chip/Dale action|| | |$54||1 byte||2||Chip/Dale action|| | ||
* | *'''00''': Normal (still/walking/under box) | ||
* | *'''01''': Jumping/falling | ||
* | *'''02''': | ||
* | *'''03''': Picking up object | ||
* | *'''04''': Throwing object | ||
* | *'''05''': Ducking under box | ||
* | *'''06''': | ||
* | *'''07''': | ||
* | *'''08''': | ||
* | *'''09''': Taking damage | ||
* | *'''0A''': Dead | ||
|- | |- | ||
|$5E||1 byte||2||Chip/Dale invincibility timer|| | |$5E||1 byte||2||Chip/Dale invincibility timer|| | ||
Line 34: | Line 34: | ||
|- | |- | ||
|$0400||1 byte||16||Sprite flags|| | |$0400||1 byte||16||Sprite flags|| | ||
* | *'''80''': Visible | ||
* | *'''40''': Facing right | ||
|- | |- | ||
|$0410||1 byte||16||Animation frame #|| | |$0410||1 byte||16||Animation frame #|| | ||
|- | |- | ||
|$0420||1 byte||16||Animation ID||[[ | |$0420||1 byte||16||Animation ID||[[Chip 'n Dale Rescue Rangers/Animation IDs|List of IDs]] | ||
|- | |- | ||
|$0430||1 byte||16||Animation counter|| | |$0430||1 byte||16||Animation counter|| | ||
Line 56: | Line 56: | ||
|- | |- | ||
|$04D0||1 byte||16||Status flags|| | |$04D0||1 byte||16||Status flags|| | ||
* | *'''80''': Exists | ||
* | *'''40''': Causes damage | ||
* | *'''0F''': Phase # | ||
|- | |- | ||
|$04E0||1 byte||16||Action ID|| | |$04E0||1 byte||16||Action ID||[[Chip 'n Dale Rescue Rangers/Action IDs|List of IDs]] | ||
|- | |- | ||
|$04F0||1 byte||16||X-position mid (pixels)|| | |$04F0||1 byte||16||X-position mid (pixels)|| | ||
Line 79: | Line 79: | ||
|- | |- | ||
|$0570||1 byte||16||Other flags|| | |$0570||1 byte||16||Other flags|| | ||
* | *'''40''': Able to be damaged | ||
|- | |- | ||
|$0580||1 byte||16|||| | |$0580||1 byte||16|||| | ||
|} | |} | ||
{{Internal Data}} |
Latest revision as of 14:27, 25 June 2024
The following article is a RAM map for Chip 'n Dale Rescue Rangers.
Zero Page
Address | Entry size | # of entries | Description | Notes |
$10 | 1 byte | 1 | ||
$4D | 1 byte | 1 | Current object slot | |
$54 | 1 byte | 2 | Chip/Dale action |
|
$5E | 1 byte | 2 | Chip/Dale invincibility timer | |
$95 | 1 byte | 1 | ||
$E4 | 1 byte | 4 | Fibonacci LFSR | Used for (& altered by) random events |
Object Data
Address | Entry size | # of entries | Description | Notes |
$0400 | 1 byte | 16 | Sprite flags |
|
$0410 | 1 byte | 16 | Animation frame # | |
$0420 | 1 byte | 16 | Animation ID | List of IDs |
$0430 | 1 byte | 16 | Animation counter | |
$0440 | 1 byte | 16 | ||
$0450 | 1 byte | 16 | ||
$0460 | 1 byte | 16 | Y-position low (subpixels) | |
$0470 | 1 byte | 16 | X-position low (subpixels) | |
$0480 | 1 byte | 16 | ||
$0490 | 1 byte | 16 | Counter | Use varies depending on object |
$04D0 | 1 byte | 16 | Status flags |
|
$04E0 | 1 byte | 16 | Action ID | List of IDs |
$04F0 | 1 byte | 16 | X-position mid (pixels) | |
$0500 | 1 byte | 16 | X-position high (screen sections) | |
$0510 | 1 byte | 16 | ||
$0520 | 1 byte | 16 | ||
$0530 | 1 byte | 16 | X-speed low (subpixels/frame) | |
$0540 | 1 byte | 16 | X-speed high (pixels/frame) | |
$0550 | 1 byte | 16 | Y-speed low (subpixels/frame) | |
$0560 | 1 byte | 16 | Y-speed high (pixels/frame) | |
$0570 | 1 byte | 16 | Other flags |
|
$0580 | 1 byte | 16 |
Internal Data for Chip 'n Dale Rescue Rangers
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