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Chip 'n Dale Rescue Rangers/RAM map: Difference between revisions
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(Created page with "{{rammap|game=Disney's Chip 'n Dale: Rescue Rangers}} ==Object Data== {| border="2" cellpadding="5" style="border-collapse: collapse;text-align: left;" |'''Address''' ||'''En...") |
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{{rammap|game=Disney's Chip 'n Dale: Rescue Rangers}} | {{rammap|game=Disney's Chip 'n Dale: Rescue Rangers}} | ||
==Zero Page== | |||
{| border="2" cellpadding="5" style="border-collapse: collapse;text-align: left;" | |||
|'''Address''' ||'''Entry size''' || '''# of entries''' || '''Description''' || '''Notes''' | |||
|- | |||
|$54||1 byte||2||Chip/Dale action|| | |||
*<b>00</b>: Normal (still/walking/under box) | |||
*<b>01</b>: Jumping/falling | |||
*<b>02</b>: | |||
*<b>03</b>: Picking up object | |||
*<b>04</b>: Throwing object | |||
*<b>05</b>: Ducking under box | |||
*<b>06</b>: | |||
*<b>07</b>: | |||
*<b>08</b>: | |||
*<b>09</b>: Taking damage | |||
*<b>0A</b>: Dead | |||
|- | |||
|} | |||
==Object Data== | ==Object Data== | ||
{| border="2" cellpadding="5" style="border-collapse: collapse;text-align: left;" | {| border="2" cellpadding="5" style="border-collapse: collapse;text-align: left;" | ||
Line 16: | Line 35: | ||
|$0450||1 byte||16|||| | |$0450||1 byte||16|||| | ||
|- | |- | ||
|$04D0||1 byte||16|||| | |$04D0||1 byte||16||Status flags|| | ||
*<b>80</b>: Exists | |||
*<b>40</b>: Causes damage | |||
|- | |- | ||
|$04E0||1 byte||16|||| | |$04E0||1 byte||16||Action ID|| | ||
|- | |- | ||
|$04F0||1 byte||16|||| | |$04F0||1 byte||16|||| | ||
Line 27: | Line 48: | ||
|- | |- | ||
|$0520||1 byte||16|||| | |$0520||1 byte||16|||| | ||
|- | |||
|$0570||1 byte||16||Other flags|| | |||
*<b>40</b>: Able to be damaged | |||
|} | |} |
Revision as of 06:04, 31 May 2019
The following article is a RAM map for Chip 'n Dale Rescue Rangers.
Zero Page
Address | Entry size | # of entries | Description | Notes |
$54 | 1 byte | 2 | Chip/Dale action |
|
Object Data
Address | Entry size | # of entries | Description | Notes |
$0400 | 1 byte | 16 | ||
$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 | ||
$04D0 | 1 byte | 16 | Status flags |
|
$04E0 | 1 byte | 16 | Action ID | |
$04F0 | 1 byte | 16 | ||
$0500 | 1 byte | 16 | ||
$0510 | 1 byte | 16 | ||
$0520 | 1 byte | 16 | ||
$0570 | 1 byte | 16 | Other flags |
|