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Mighty Bomb Jack/Notes: Difference between revisions
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{{notes}} | |||
== Room Object Data Format == | == Room Object Data Format == | ||
*0 to 1: | *0 to 1: | ||
Line 50: | Line 52: | ||
07 00/07 hidden, can't open (various) | 07 00/07 hidden, can't open (various) | ||
0C 01/04 closed, sphinx (3-1:96 C8 01) | 0C 01/04 closed, sphinx (3-1:96 C8 01) | ||
16 02/06 hidden, jump | 16 02/06 hidden, jump off (4-2) | ||
1E 03/06 hidden, sphinx (4-3:96 7D 03) | 1E 03/06 hidden, sphinx (4-3:96 7D 03) | ||
24 04/04 closed, sphinx (5-2:96 B8 04) | 24 04/04 closed, sphinx (5-2:96 B8 04) | ||
Line 60: | Line 62: | ||
44 08/04 closed, sphinx (13-1:96 C5 08) | 44 08/04 closed, sphinx (13-1:96 C5 08) | ||
46 08/06 hidden, sphinx (7-2:96 9E 08) | 46 08/06 hidden, sphinx (7-2:96 9E 08) | ||
4C 09/04 hidden, | 4C 09/04 hidden, took warp (7-3:xx xx 09) | ||
54 0A/04 closed, sphinx (8-1:16 C9 0A) | 54 0A/04 closed, sphinx (8-1:16 C9 0A) | ||
5C 0B/04 closed, sphinx (11-1:36 6C 0B) (14-2:96 42 0B) (15-1:96 35 0B) | 5C 0B/04 closed, sphinx (11-1:36 6C 0B) (14-2:96 42 0B) (15-1:96 35 0B) | ||
66 0C/06 hidden, | 66 0C/06 hidden, bomb order (11-2:xx xx 0C) | ||
6D 0D/05 hidden, sphinx (12-1:96 7A 0D) | 6D 0D/05 hidden, sphinx (12-1:96 7A 0D) | ||
6E 0D/06 hidden, sphinx (10-1:36 CB 0D) | 6E 0D/06 hidden, sphinx (10-1:36 CB 0D) | ||
Line 75: | Line 77: | ||
DC 1B/04 hidden, mighty (7-9) | DC 1B/04 hidden, mighty (7-9) | ||
E6 1C/06 hidden, sphinx (12-29:96 D1 1C) | E6 1C/06 hidden, sphinx (12-29:96 D1 1C) | ||
EE 1D/06 hidden, | EE 1D/06 hidden, time over (4-8:xx xx 1D) | ||
F5 1E/05 hidden, | F5 1E/05 hidden, die twice (5-5:xx xx 1E) | ||
FC 1F/04 closed, [opens?] (11-1)</pre> | FC 1F/04 closed, [opens?] (11-1)</pre> | ||
Line 122: | Line 124: | ||
* 7F = ''[nothing?]'' | * 7F = ''[nothing?]'' | ||
{{Internal Data}} |
Latest revision as of 02:26, 5 August 2024
The following article is a Notes Page for Mighty Bomb Jack.
Room Object Data Format
- 0 to 1:
- 1 byte = palette [E0-E8]
- 1 byte = music
- 1 byte = ???
- 0 to many:
- 1 byte = door position [80-8F]
- 1 byte =
- 5 bit = door index
- 3 bit = door type
- 0 to 1:
- 1 byte = bomb amount
- Bomb amount:
- 1 byte = bomb position
- 0 to many:
- 1 byte = item type
- 1 byte = item position
- [1 byte] = door index [SPHINX ONLY]
- 1
- 1 byte = FF
Door Positions
0123456789ABCDEF ---------------- 0| | 1| 82 83 | 2|8 8 8 8| 3|E C 8 A| 4| | 5| | 6| | 7| | 8| | 9| | A| | B|8 8| C|F B| D| 86 87 | E| 84 85 | F| | ----------------
80=82, 81=83, 89=8B, 8D=8F
Door Types
00 00/00 closed, can't open (various) 01 00/01 open (various) 03 00/03 closed, all bombs (end rooms) 04 00/04 closed, sphinx (2-1:16 C3 00) 06 00/06 hidden, [???] (17-3) (17-4) (17-5) 07 00/07 hidden, can't open (various) 0C 01/04 closed, sphinx (3-1:96 C8 01) 16 02/06 hidden, jump off (4-2) 1E 03/06 hidden, sphinx (4-3:96 7D 03) 24 04/04 closed, sphinx (5-2:96 B8 04) 26 04/06 hidden, sphinx (4-6:96 8E 04) 2B 05/03 closed, sphinx (5-1:96 5A 05) 2D 05/05 hidden, sphinx (7-5:96 5E 05) 36 06/06 hidden, sphinx (5-2:96 56 06) 3C 07/04 closed, mighty (6-1) 44 08/04 closed, sphinx (13-1:96 C5 08) 46 08/06 hidden, sphinx (7-2:96 9E 08) 4C 09/04 hidden, took warp (7-3:xx xx 09) 54 0A/04 closed, sphinx (8-1:16 C9 0A) 5C 0B/04 closed, sphinx (11-1:36 6C 0B) (14-2:96 42 0B) (15-1:96 35 0B) 66 0C/06 hidden, bomb order (11-2:xx xx 0C) 6D 0D/05 hidden, sphinx (12-1:96 7A 0D) 6E 0D/06 hidden, sphinx (10-1:36 CB 0D) 7D 0F/05 hidden, sphinx (17-1:96 62 0F) 85 10/05 hidden, sphinx (17-1:96 DC 10) 8E 11/06 hidden, sphinx (13-6:96 3E 11) A4 14/04 closed, sphinx (16-2:96 BE 14) A6 14/06 hidden, [???] (17-6) BC 17/04 closed, mighty (5-3) C4 18/04 closed, mighty (13-5) DC 1B/04 hidden, mighty (7-9) E6 1C/06 hidden, sphinx (12-29:96 D1 1C) EE 1D/06 hidden, time over (4-8:xx xx 1D) F5 1E/05 hidden, die twice (5-5:xx xx 1E) FC 1F/04 closed, [opens?] (11-1)
Item Types
- 10-1F = red chest
- 20-2F = red chest
- 30-3F = orange chest
- 40-4F = orange chest
- 50-5F = [unused - invisible red chest?]
- 60-6F = disappearing block
- 70-7F = item (no chest)
- 90-9F = invisible chest
- A0-AF = invisible chest
Chests
- x0 = bag - 100
- x1 = bag - 300
- x2 = bag - 1000
- x3 = gold coin
- x4 = mighty drink
- x5 = bomb
- x6 = sphinx [16,36,96]
- x7 = rabbit
- x8 = mighty coin
- x9 = extra coin
- xA = secret coin
- xB = green pharoah
- xC = balloon
- xD = enemy
- xE = bonus coin
- xF = enemy
Disappearing Blocks
- 60 = [doesn't work?]
- 61-6F = jump 1-15 times
Item (no chest)
- 70-78 = [same as chest]
- 79 = crystal ball 1
- 7A = crystal ball 2
- 7B = king
- 7C = queen
- 7D = princess
- 7E = beelzebub
- 7F = [nothing?]
Internal Data for Mighty Bomb Jack
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