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Mickey's Dangerous Chase/RAM map
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Address Description ---------------------------- C202 Player Ypos C203 Current screen index (compared against C52E to track progression) C2xx-C3xx Enemy slot (x20 bytes starting at C2xx + 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 (07=walking guy/08=dog that stops at ledges/09=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.) C310-12 More behavior data C313 Current behavior timer 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 xFE with x1F 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 x20, 4-3 is x42) C558 Current stage (copied from C557) C61E Current lives (initialized at 0:04B6) C61F Stars collected C61D Hearts collected C620 Coins collected