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Mickey's Dangerous Chase/RAM map: Difference between revisions
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C202 Player Ypos | C202 Player Ypos | ||
C203 Current screen index (compared against C52E to track progression) | C203 Current screen index (compared against C52E to track progression) | ||
C2xx-C3xx Enemy slot ( | C2xx-C3xx Enemy slot (20 bytes starting at C210 + matching C3xx containing additional information) | ||
C210 Slot taken? (80=empty) | C210 Slot taken? (80=empty) | ||
C211 Still alive? (copied from C601) | C211 Still alive? (copied from C601) | ||
Line 10: | Line 10: | ||
C216 Animation sprite index | C216 Animation sprite index | ||
C217 Sprite ID used | C217 Sprite ID used | ||
C218 Enemy type ( | C218 Enemy type (7=walking guy/8=dog that stops at ledges/9=fire hydrant/2B=dog that goes off ledges) | ||
C219 Behavior ID (for dog: | C219 Behavior ID (for dog: 0=walk right/1=bark facing left/2=walk left/3=bark facing right, etc.) | ||
C310-12 More behavior data | C310-12 More behavior data | ||
C313 Current behavior timer | C313 Current behavior timer | ||
Line 21: | Line 21: | ||
C52A Player solidity index (determines which tiles the player can walk through or collide with, each tile has its own solidity index) | C52A Player solidity index (determines which tiles the player can walk through or collide with, each tile has its own solidity index) | ||
C52B Related to scrolling? | C52B Related to scrolling? | ||
C52C Sprite priority versus background (ex: in 1-1, replacing | C52C Sprite priority versus background (ex: in 1-1, replacing FE with 1F makes player and enemies walk behind most of the background) | ||
C530 Current ROM bank | C530 Current ROM bank | ||
C52E Stage length (in screens) | C52E Stage length (in screens) | ||
C557 Current stage (ex: 2-1 is | C557 Current stage (ex: 2-1 is 20, 4-3 is 42) | ||
C558 Current stage (copied from C557) | C558 Current stage (copied from C557) | ||
C561-C580 One column of background (there are of course more, | C561-C580 One column of background (there are of course more, didn't dig into this much) | ||
C61E Current lives (initialized at 0:04B6) | C61E Current lives (initialized at 0:04B6) | ||
Line 34: | Line 34: | ||
FF96/98 Player Xpos | FF96/98 Player Xpos | ||
FF97/99 Player Ypos (with | FF97/99 Player Ypos (with an 0F offset) |
Revision as of 21:51, 31 May 2023
Address Description ---------------------------- C202 Player Ypos C203 Current screen index (compared against C52E to track progression) C2xx-C3xx Enemy slot (20 bytes starting at C210 + matching C3xx containing additional information) C210 Slot taken? (80=empty) C211 Still alive? (copied from C601) C212 Ypos C214 Xpos C216 Animation sprite index C217 Sprite ID used C218 Enemy type (7=walking guy/8=dog that stops at ledges/9=fire hydrant/2B=dog that goes off ledges) C219 Behavior ID (for dog: 0=walk right/1=bark facing left/2=walk left/3=bark facing right, etc.) C310-12 More behavior data C313 Current behavior timer C258 Current mystery block contents
C520/21 Pointer offset for next line of stage to draw C522/23 Pointer to metatile data C528/29 Accessed when a block is removed, used for metatile replacement C52A Player solidity index (determines which tiles the player can walk through or collide with, each tile has its own solidity index) C52B Related to scrolling? C52C Sprite priority versus background (ex: in 1-1, replacing FE with 1F makes player and enemies walk behind most of the background) C530 Current ROM bank C52E Stage length (in screens) C557 Current stage (ex: 2-1 is 20, 4-3 is 42) C558 Current stage (copied from C557) C561-C580 One column of background (there are of course more, didn't dig into this much)
C61E Current lives (initialized at 0:04B6) C61F Stars collected C61D Hearts collected C620 Coins collected
FF96/98 Player Xpos FF97/99 Player Ypos (with an 0F offset)