Mighty Bomb Jack/Notes: Difference between revisions

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(→‎Door Types: add special methods of opening doors)
Line 52: 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       (4-2)
  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 65: Line 65:
  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, [???]      (11-2:xx xx 0C)
  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 77: 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, [???]      (4-8:xx xx 1D)
  EE  1D/06  hidden, time over  (4-8:xx xx 1D)
  F5  1E/05  hidden, [???]      (5-5:xx xx 1E)
  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>



Revision as of 16:51, 4 August 2024

Chip tiny.png 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, [???]       (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?]