Mickey's Dangerous Chase/ROM map: Difference between revisions

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Address        In ROM          Description
{{rommap}}
 
Address        In ROM          Description
  ---------------------------------------------
  ---------------------------------------------
  0:04B6          04B6          Initial lives  
  0:04B6          04B6          Initial lives  
Line 7: Line 9:
  0:3AD6-3B55    3AD6-3B55      Tileset loading instructions (for tiles in banks 6 & 7 only )  
  0:3AD6-3B55    3AD6-3B55      Tileset loading instructions (for tiles in banks 6 & 7 only )  


  1:4000-404D    4000-4055      Pointer table (7 pointers to more pointer tables): 1:intro text / 2-6:cut scene texts for stages 1-5 / 7:stage name
  1:4000-404D    4000-4055      Pointer table (7 pointers to more pointer tables): 1:intro text / 2-6:cut scene texts for stages 1–5 / 7:stage name
  # Text data syntax: VRAM address + nbr of tiles; 00=stop / FD=Goofy speaks / FE=Mickey or Minnie speak / FF=prompt button press to clear text
  # Text data syntax: VRAM address + nbr of tiles; 00=stop / FD=Goofy speaks / FE=Mickey or Minnie speak / FF=prompt button press to clear text
  1:4056-40A2    4056-40A2      Text data (FD) "LOOK!" (FF) "PETE WENT INTO THE SHOPPING CENTER!" (FE) "LET'S FOLLOW HIM."
  1:4056-40A2    4056-40A2      Text data (FD) "LOOK!" (FF) "PETE WENT INTO THE SHOPPING CENTER!" (FE) "LET'S FOLLOW HIM."
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  6:6EEB          1AEEB          Stage 1-3 length
  6:6EEB          1AEEB          Stage 1-3 length
  6:7A35          1BA35          Stage 2-1 length
  6:7A35          1BA35          Stage 2-1 length
{{Internal Data}}

Latest revision as of 14:28, 24 January 2024

Chip tiny.png The following article is a ROM map for Mickey's Dangerous Chase.

Address In ROM Description

---------------------------------------------
0:04B6          04B6           Initial lives 
0:3A18-3A2F     3A18-3A2F      Pointer table to tileset loading instructions (xB pointers)
0:3030-3AC3     3030-3AC3       Tileset loading instructions (chunks of 4 bytes: 1:ROM bank / 2&3: address / 4:?)) - (for tiles in banks 3,4 & 5 only)
0:3AC4-3AD5     3AC4-3AD5      Another pointer table to tileset loading instructions (x9 pointers)
0:3AD6-3B55     3AD6-3B55       Tileset loading instructions (for tiles in banks 6 & 7 only ) 
1:4000-404D     4000-4055      Pointer table (7 pointers to more pointer tables): 1:intro text / 2-6:cut scene texts for stages 1–5 / 7:stage name
# Text data syntax: VRAM address + nbr of tiles; 00=stop / FD=Goofy speaks / FE=Mickey or Minnie speak / FF=prompt button press to clear text
1:4056-40A2     4056-40A2       Text data (FD) "LOOK!" (FF) "PETE WENT INTO THE SHOPPING CENTER!" (FE) "LET'S FOLLOW HIM."
1:40A3-4114     40A3-4114       Text data (FD) "GAWRSH.  PETE JUST CROSSED THE LAKE!" (FF) "WHAT'LL WE DO NOW?" (FE) "WE'LL BORROW A BOAT AND GO AFTER HIM."
1:4115-4172     4115-4172       Text data (FD) "WE JUST MISSED HIM!" (FF) "HE WENT INTO THE WOODS." (FE) "MICKEY WILL FIND HIM COME ON."
1:4173-41ED     4173-41ED       Text data (FD) "IF YOU'RE CAREFUL, YOU CAN CLIMB ON" (FF) "A BEAR'S BACK WITHOUT HIM NOTICING." (FE) "WE'LL TRY THAT. THANKS, GOOFY."
1:41EE-4244     41EE-4244       Text data (FD) "LOOK! PETE'S CLIMBING THE MOUNTAIN!" (FE) "WE'LL HEAD HIM OFF WITH A BALLOON!"
1:4245-42B3     4245-42B3       Text data (FD) "A-HYUCK! THERE GOES PETE," (FF) "DOWN THAT PRAIRIE DOG HOLE." (FE) "OOH. I'M SURE WE'LL CATCH HIM NOW!"
1:42B4-4323     42B4-4323       Text data (FD) "GAWRSH!" (FF) "PETE JUST RAN DOWN INTO THAT OLD, RUN-DOWN SHACK." (FE) "DON'T WORRY GOOFY." (FF) "HE CAN'T GO FAR."
1:4324-43B9     4324-43B9       Text data (FD) "OH NO!" (FF) "PETE'S HEADIN' DOWN THE MOUNTAIN!" (FF) "WE'LL NEVER CATCH UP." (FE) "MAYBE WE CAN GET A RIDE DOWN" (FF) "WITH THAT NICE, FRIENDLY BIRD."
1:43BA-4425     43BA-4425       Text data (FD) "WE GOT HIM THIS TIME!" (FF) "PETE JUST WENT INTO THE WAREHOUSE!" (FE) "SWELL! I KNOW ANOTHER WAY IN!"
1:4426-447D     4426-447D       Text data (FD) "WHOOPS!" (FF) "NOW PETE WENT INTO THE FACTORY." (FE) "IF WE RUN, WE CAN CATCH HIM!"
1:447E-44C8     447E-44C8       Text data (FD) "OH NO! PETE DROVE INTO TOWN!" (FE) "WE CAN CATCH HIM IF WE HURRY."
1:44C9-4512     44C9-4512       Text data (FD) "GAWRSH! THERE HE IS!" (FE) "OH,MICKEY!" (FF) "I KNEW YOU COULD TRACK HIM DOWN."
1:4513-456E     4513-456E       Text data (FD) "PETE'S ON TOP OF THE BUILDING." (FF) "WE BETTER WATCH OUR STEP." (FE) "LET'S GO!"
1:456F-45C3     456F-45C3       Text data (FD) "PETE'S A TOUGH GUY." (FF) "WE GOTTA BE CAREFUL." (FE) "WE WILL,GOOFY-BUT THANKS"
1:45C4          45C4            Text data (nothing is said)
1:45C5-45DB     45C5-45DB       Text data "MICKEY'S HOMETOWN"
1:45DC-45E8     45DC-45E8       Text data "THE WOODS"
1:45E9-45F7     45E9-45F7       Text data "THE MOUNTAIN"
1:45F8-4613     45F7-4613       Text data "THE INDUSTRIAL AREA"
1:4614-4630     4614-4630       Text data "THE BUSINESS DISTRICT"
1:4631          4631            Text data (nothing is said)
1:4632-4651     4632-4651       Text data "PLEASE SELECT YOUR PLAYER."
1:4652-46B2     4652-46B2       Text data "GAME OVER!" (FF) "HEY, YOU THERE!" (FF) "ARE YOU GONNA KEEP CHASING ME?" (FF) "YES-PUSH A NO -PUSH B"
1:46B3-46C0     46B3-46C0       Text data "GAME OVER!"
1:46C1-46F7     46C1-46F7       Text data "AW,GOSH, MINNIE." (FF) "I HAVE A PRESENT FOR YOU."
1:46F8-4710     46F8-4710       Text data "YOU DO? WHAT IS IT?"
1:4711-4728     4711-4728       Text data "OH NO!! IT'S GONE!"
1:4729-47C5     4729-47C5       Text data (FD) "WULL, I SAW PETE!" (FF) "HE WAS RUNNIN' OFF WITH SOMETHIN'!" (FE) "THAT'S IT!" (FF) "WE HAVE TO GET MINNIE'S PRESENT BACK!" (FD) "I'LL HELP YOU! LET'S GO!"
1:47C6-4805     47C6-4805       Text data "LOOK! THERE'S PETE!" (FF) "WE GOT THE PRESENT! HERE IT IS."
1:4806-482D     4806-482D       Text data "HERE MINNIE. IT'S FOR YOU. HA-HA"
1:482E-4844     482E-4844       Text data "WHAT COULD IT BE?"
1:4845-4868     4845-4868       Text data "OH, WHAT A CUTE LITTLE BIRD."
1:4869-4899     4869-4899       Text data "NOW YOU'RE SAFE, LITTLE BIRD" (FF) "YOU BET!"
1:61D7-xxxx     61D7-xxxx      Item data pointer table (use 2*itemID to offset to the appropriate item)
3:4860-4C60     C860-CC60      Stage 1-1 sprite tileset (x400 bytes copied to 8400-87FF; Mickey's tiles occupy the other half)
3:6060-6800     E060-E860      Stage 1-1 background tileset (x800 bytes copied to 9000-97FF)
4:4000          10000-         Stage 1-1 sprite tileset for Mickey (x400 bytes copied to 8000-83FF)
6:57F2-57F7     197F2-197F7    Stage 1 pointer table (3 pointers, one for each sub-stage)
6:57F8-5805     197F8-19805     Stage 1-1 pointer table (6 pointers: 1=level data/2=metatile data/5=metatile filler for background once a mystery block removed/6=mystery block data)
6:5806-5813     19806-19813     Stage 1-2 pointer table
6:5814-5821     19814-19821     Stage 1-3 pointer table
6:5822-59E2     19822-199E2      Stage 1-1 level data (succession of screens of 8x8 metatiles, each 4x4 tiles; stage length is defined elsewhere)
6:5A22-xxxx     19A22-xxxxx    Stage 1-1 metatile definitions (same for 1-2 and 1-3)
6:6A2A-6A39     1AA2A-1AA39    Stage 1-1 mystery block pointer table (8 pointers, one for each of the 8 screens of 1-1)
6:6A3A-6A5C     1AA3A-1AA5C    Stage 1-1 mystery block data (3 byte chunks: Xpos/Ypos/itemID, where itemID={coin=43/heart=46/1 star=49/5 stars=4C/1UP=4F}; FF=screen separator
6:69DC          1A9DC          Stage 1-1 length (in screens)
6:6C68          1AC68          Stage 1-2 length
6:6EEB          1AEEB          Stage 1-3 length
6:7A35          1BA35          Stage 2-1 length