Mickey's Dangerous Chase/ROM map

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Address        In ROM          Description
---------------------------------------------
1:4000-404D     4000-4055      Pointer table
# Text data syntax: VRAM address + nbr of tiles; 00=stop / FD=Goofy speaks / FE=Mickey or Minnie speak / FF=prompt button press to clear text
1:4056-40A2     4056-40A2      Text data (FD) "LOOK!" (FF) "PETE WENT INTO THE SHOPPING CENTER!" (FE) "LET'S FOLLOW HIM."
1:40A3-4114     40A3-4114      Text data (FD) "GAWRSH.  PETE JUST CROSSED THE LAKE!" (FF) "WHAT'LL WE DO NOW?" (FE) "WE'LL BORROW A BOAT AND GO AFTER HIM."
1:4115-4172     4115-4172      Text data (FD) "WE JUST MISSED HIM!" (FF) "HE WENT INTO THE WOODS." (FE) "MICKEY WILL FIND HIM COME ON."
1:4173-41ED     4173-41ED      Text data (FD) "IF YOU'RE CAREFUL, YOU CAN CLIMB ON" (FF) "A BEAR'S BACK WITHOUT HIM NOTICING." (FE) "WE'LL TRY THAT. THANKS, GOOFY."
1:41EE-4244     41EE-4244      Text data (FD) "LOOK! PETE'S CLIMBING THE MOUNTAIN!" (FE) "WE'LL HEAD HIM OFF WITH A BALLOON!"
1:4246-42B3     4246-42B3      Text data (FD) "A-HYUCK! THERE GOES PETE," (FF) "DOWN THAT PRAIRIE DOG HOLE." (FE) "OOH. I'M SURE WE'LL CATCH HIM NOW!"
1:42B4-4323     42B4-4323      Text data (FD) "GAWRSH!" (FF) "PETE JUST RAN DOWN INTO THAT OLD, RUN-DOWN SHACK." (FE) "DON'T WORRY GOOFY." (FF) "HE CAN'T GO FAR."
1:4324-43B9     4324-43B9      Text data (FD) "OH NO!" (FF) "PETE'S HEADIN' DOWN THE MOUNTAIN!" (FF) "WE'LL NEVER CATCH UP." (FE) "MAYBE WE CAN GET A RIDE DOWN" (FF) "WITH THAT NICE, FRIENDLY BIRD."
1:43BA-4425     43BA-4425      Text data (FD) "WE GOT HIM THIS TIME!" (FF) "PETE JUST WENT INTO THE WAREHOUSE!" (FE) "SWELL! I KNOW ANOTHER WAY IN!"
1:4426-447D     4426-447D      Text data (FD) "WHOOPS!" (FF) "NOW PETE WENT INTO THE FACTORY." (FE) "IF WE RUN, WE CAN CATCH HIM!"
1:447E-44C8     447E-44C8      Text data (FD) "OH NO! PETE DROVE INTO TOWN!" (FE) "WE CAN CATCH HIM IF WE HURRY."
1:44C9-4512     44C9-4512      Text data (FD) "GAWRSH! THERE HE IS!" (FE) "OH,MICKEY!" (FF) "I KNEW YOU COULD TRACK HIM DOWN."
1:4513-456E     4513-456E      Text data (FD) "PETE'S ON TOP OF THE BUILDING." (FF) "WE BETTER WATCH OUR STEP." (FE) "LET'S GO!"
1:456F-45C3     456F-45C3      Text data (FD) "PETE'S A TOUGH GUY." (FF) "WE GOTTA BE CAREFUL." (FE) "WE WILL,GOOFY-BUT THANKS"
1:45C5-45DB     45C5-45DB      Text data "MICKEY'S HOMETOWN"
1:45DC-45E8     45DC-45E8      Text data "THE WOODS"
1:45E9-45F7     45E9-45F7      Text data "THE MOUNTAIN"
1:45F8-4613     45F7-4613      Text data "THE INDUSTRIAL AREA"
1:4614-4631     4614-4631      Text data "THE BUSINESS DISTRICT"
1:4632-4651     4632-4651      Text data "PLEASE SELECT YOUR PLAYER."
1:4652-465F     4652-465F      Text data "GAME OVER"
1:61D7-xxxx     61D7-xxxx      Item data pointer table (use 2*itemID to offset to the appropriate item)

6:57F2-57F7     197F2-197F7    Pointer table with only 3 pointers, not sure what these are for
6:57F8-5821     197F8-19821    Stage 1-1 pointer table (6 pointers: 1=level data/2=metatile data/5=metatile filler for background once a mystery block removed/6=mystery block data)
6:5822-59E2     19822-199E2    Stage 1-1 level data (succession of screens of 8x8 metatiles, each 4x4 tiles; stage length is defined elsewhere)
6:5A22-xxxx     19A22-xxxxx    Stage 1-1 metatile definitions
6:6A2A-6A39     1AA2A-1AA39    Stage 1-1 mystery block pointer table (8 pointers, one for each of the 8 screens of 1-1)
6:6A3A-6A5C     1AA3A-1AA5C    Stage 1-1 mystery block data (3 byte chunks: Xpos/Ypos/itemID, where itemID={coin=43/heart=46/1 star=49/5 stars=4C/1UP=4F}; FF=screen separator
6:69DC          1A9DC          Stage 1-1 length (in screens)
6:6C68          1AC68          Stage 1-2 length
6:6EEB          1AEEB          Stage 1-3 length
6:7A35          1BA35          Stage 2-1 length