If you are still using the old URL (datacrystal.romhacking.net), please update your bookmarks! The old URL may stop working soon.
The current URL is datacrystal.tcrf.net.
The current URL is datacrystal.tcrf.net.
Mickey's Adventures in Numberland/RAM map: Difference between revisions
Jump to navigation
Jump to search
m (Music-related stuff) |
(Removed some lists since the Notes page now exists. Tweaked descriptions. Added 4 new addresses (1-row worth).) |
||
Line 31: | Line 31: | ||
|0x0245/55 || Palette for non-objects that aren't part of the bottom UI (i.e. stages, text, map, etc.). | |0x0245/55 || Palette for non-objects that aren't part of the bottom UI (i.e. stages, text, map, etc.). | ||
|- | |- | ||
|0x0278 || What | |0x0278 || What audio plays when unpausing. | ||
|- | |- | ||
|0x0389 || Input state. Adds the values below to whatever is being pressed. | |0x0389 || Input state. Adds the values below to whatever is being pressed. | ||
Line 64: | Line 60: | ||
|0x0431 || Horizontal acceleration. ('''Doesn't''' update every frame) | |0x0431 || Horizontal acceleration. ('''Doesn't''' update every frame) | ||
|- | |- | ||
|0x0433 || Timer when standing on the edge. | |0x0433 || Timer when standing on the edge. When it hits the threshold value, it resets back to 0x00 and pushes Mickey off. | ||
|- | |- | ||
|0x0435 || Falling time. Resets to 0x00 upon landing. Stops at 0x0436's value while falling, which then stuns Mickey after landing. | |0x0435 || Falling time. Resets to 0x00 upon landing. Stops at 0x0436's value while falling, which then stuns Mickey after landing. | ||
|- | |- | ||
|0x0436 || Falling | |0x0436 || Falling stun threshold. | ||
|- | |- | ||
|0x043E || Idle time. Resets to 0x00 upon moving or finishing an animation (i.e. stunned from falling). When it reaches to 0xFF, Mickey plays his idle animation. | |0x043E || Idle time. Resets to 0x00 upon moving or finishing an animation (i.e. stunned from falling). When it reaches to 0xFF, Mickey plays his idle animation. | ||
|- | |- | ||
|0x0440 || | |0x0440 || Mickey's affecting animation. | ||
|- | |- | ||
|0x044F || Invincibility time from getting hit | |0x044F || Invincibility time from getting hit. | ||
|- | |- | ||
|0x0461/9 || Object | |0x0461/9 || Object 1-9's type. | ||
|- | |- | ||
|0x046A || Something to do with gravity? | |0x046A || Something to do with gravity? | ||
Line 133: | Line 80: | ||
* 0x03 - Going Down, Facing Right | * 0x03 - Going Down, Facing Right | ||
|- | |- | ||
|0x04C4/CC || Object 1-9's | |0x04C4/CC || Object 1-9's X-subposition. | ||
|- | |- | ||
|0x04CD/D5 || Object 1-9's | |0x04CD/D5 || Object 1-9's X-position. | ||
|- | |- | ||
|0x04DF/E7 || Object 1-9's | |0x04DF/E7 || Object 1-9's Y-subposition. | ||
|- | |- | ||
|0x04E8/F0 || Object 1-9's | |0x04E8/F0 || Object 1-9's Y-position. | ||
|- | |- | ||
|0x04F1 || Mickey's current horizontal subspeed. | |0x04F1 || Mickey's current horizontal subspeed. | ||
Line 154: | Line 101: | ||
|- | |- | ||
|0x0645/8 || What animation to use for jumping, walking, standing, and being hurt, respectively. | |0x0645/8 || What animation to use for jumping, walking, standing, and being hurt, respectively. | ||
|- | |- | ||
|0x064B || Magic Number collected in level? | |0x064B || Magic Number collected in level? | ||
Line 189: | Line 110: | ||
* 0xFF - Yes | * 0xFF - Yes | ||
|- | |- | ||
|0x0657 || Cooldown on "Wrong Number" animation | |0x0657 || Cooldown/duration on "Wrong Number" animation. | ||
|- | |- | ||
|0x065D || Selected option during the Math Problem minigame. | |0x065D || Selected option during the Math Problem minigame. | ||
Line 201: | Line 122: | ||
|0x0678 || Magic Number that you must find in the level. 0x0A is Magic Number 10. | |0x0678 || Magic Number that you must find in the level. 0x0A is Magic Number 10. | ||
|- | |- | ||
|0x067A/B || What sound/ | |0x067A/B || What sound/music to play in the next frame. On the frame after, if it's applicable, the audio is played and the value is reduced by 0x80. | ||
If a music is played as a sound, it'll be missing an instrument. | |||
When setting the music manually, after it finishes the audio, it moves onto the next intended one. | |||
Attempting to manually set the value to 0x9F as a music will only play it for a short time before moving onto the next music, unless the value is frozen to 0x1F after it starts playing. | |||
|- | |- | ||
|0x067F || Music Tempo ''(How exactly this works is unknown, the only notable thing is that when set to 0x00, it seems to play its original tempo)'' | |0x067F || Music Tempo ''(How exactly this works is unknown, the only notable thing is that when set to 0x00, it seems to play its original tempo)'' | ||
|- | |||
|0x06CD/D0 || Instrument Pitches | |||
|} | |} | ||
{{Internal Data|game=Mickey's Adventures in Numberland}} | {{Internal Data|game=Mickey's Adventures in Numberland}} |
Revision as of 18:08, 22 March 2016
The following article is a RAM map for Mickey's Adventures in Numberland.
RAM | Information |
---|---|
0x009E | Currently selected area in the map.
|
0x020C | Timer before fading out of the stage.
|
0x020F/12 | Palette for the bottom UI during gameplay. |
0x0216 | Difficulty.
|
0x021B/F | Times cleared on Number City, Number Factory, Space Center, Number Museum, and Pete's Hideout, respectively. |
0x0220 | Total Magic Numbers collected. |
0x0245/55 | Palette for non-objects that aren't part of the bottom UI (i.e. stages, text, map, etc.). |
0x0278 | What audio plays when unpausing. |
0x0389 | Input state. Adds the values below to whatever is being pressed.
i.e. Holding B and A makes the address have a value of 0xC0. |
0x0421/2 | Camera's Y-position. |
0x0425/6 | Camera's X-position. |
0x042C | Maximum falling speed.
|
0x042F | Gravity.
|
0x0430 | Horizontal deceleration. (Updates every frame) |
0x0431 | Horizontal acceleration. (Doesn't update every frame) |
0x0433 | Timer when standing on the edge. When it hits the threshold value, it resets back to 0x00 and pushes Mickey off. |
0x0435 | Falling time. Resets to 0x00 upon landing. Stops at 0x0436's value while falling, which then stuns Mickey after landing. |
0x0436 | Falling stun threshold. |
0x043E | Idle time. Resets to 0x00 upon moving or finishing an animation (i.e. stunned from falling). When it reaches to 0xFF, Mickey plays his idle animation. |
0x0440 | Mickey's affecting animation. |
0x044F | Invincibility time from getting hit. |
0x0461/9 | Object 1-9's type. |
0x046A | Something to do with gravity?
|
0x04C4/CC | Object 1-9's X-subposition. |
0x04CD/D5 | Object 1-9's X-position. |
0x04DF/E7 | Object 1-9's Y-subposition. |
0x04E8/F0 | Object 1-9's Y-position. |
0x04F1 | Mickey's current horizontal subspeed. |
0x04FA | Mickey's current horizontal speed. |
0x0503 | Mickey's current vertical subspeed. |
0x050C | Mickey's current vertical speed. |
0x054F | Is your bubblegum projectile still active?
|
0x0645/8 | What animation to use for jumping, walking, standing, and being hurt, respectively. |
0x064B | Magic Number collected in level?
|
0x064E | Paused?
|
0x0657 | Cooldown/duration on "Wrong Number" animation. |
0x065D | Selected option during the Math Problem minigame. |
0x0674 | Current amount of bubblegum held. |
0x0675 | Current amount of health. |
0x0676 | Current amount of stars collected. |
0x0678 | Magic Number that you must find in the level. 0x0A is Magic Number 10. |
0x067A/B | What sound/music to play in the next frame. On the frame after, if it's applicable, the audio is played and the value is reduced by 0x80.
If a music is played as a sound, it'll be missing an instrument. When setting the music manually, after it finishes the audio, it moves onto the next intended one. Attempting to manually set the value to 0x9F as a music will only play it for a short time before moving onto the next music, unless the value is frozen to 0x1F after it starts playing. |
0x067F | Music Tempo (How exactly this works is unknown, the only notable thing is that when set to 0x00, it seems to play its original tempo) |
0x06CD/D0 | Instrument Pitches |
Internal Data for Mickey's Adventures in Numberland
| |
---|---|