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 (x20 bytes starting at C210 + matching C3xx containing additional information)
  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 (07=walking guy/08=dog that stops at ledges/09=fire hydrant/2B=dog that goes off ledges)
   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: 00=walk right/01=bark facing left/02=walk left/03=bark facing right, etc.)
   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 xFE with x1F makes player and enemies walk behind most of the background)
  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 x20, 4-3 is x42)
  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, I didn't dig into this much)
  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 a x0F offset)
  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)