Chip 'n Dale Rescue Rangers/RAM map: Difference between revisions

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|'''Address'''  ||'''Entry size''' || '''# of entries''' || '''Description''' || '''Notes'''
|'''Address'''  ||'''Entry size''' || '''# of entries''' || '''Description''' || '''Notes'''
|-
|-
|$0400||1 byte||16||||
|$0400||1 byte||16||Sprite flags||
*<b>80</b>: Visible
*<b>40</b>: Facing right
|-
|-
|$0410||1 byte||16||Animation frame #||
|$0410||1 byte||16||Animation frame #||
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|-
|-
|$0450||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||||
|$0480||1 byte||16||||
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|$04E0||1 byte||16||Action ID||
|$04E0||1 byte||16||Action ID||
|-
|-
|$04F0||1 byte||16||||
|$04F0||1 byte||16||X-position mid (pixels)||
|-
|-
|$0500||1 byte||16||||
|$0500||1 byte||16||X-position high (screen sections)||
|-
|-
|$0510||1 byte||16||||
|$0510||1 byte||16||||
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|$0520||1 byte||16||||
|$0520||1 byte||16||||
|-
|-
|$0530||1 byte||16||||
|$0530||1 byte||16||X-speed low (subpixels/frame)||
|-
|-
|$0540||1 byte||16||||
|$0540||1 byte||16||X-speed high (pixels/frame)||
|-
|-
|$0550||1 byte||16||||
|$0550||1 byte||16||Y-speed low (subpixels/frame)||
|-
|-
|$0560||1 byte||16||||
|$0560||1 byte||16||Y-speed high (pixels/frame)||
|-
|-
|$0570||1 byte||16||Other flags||
|$0570||1 byte||16||Other flags||

Revision as of 15:22, 31 May 2019

Chip tiny.png 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
  • 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
$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
  • 80: Visible
  • 40: Facing right
$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
$04D0 1 byte 16 Status flags
  • 80: Exists
  • 40: Causes damage
  • 0F: Phase #
$04E0 1 byte 16 Action ID
$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
  • 40: Able to be damaged
$0580 1 byte 16