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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 stop scrolling) C2xx-C3xx Enemy slot (20 bytes starting at C210 + 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 (7=walking guy/8=dog that stops at ledges/9=fire hydrant/2B=dog that goes off ledges) C219 Behavior ID (for dog: 0=walk right/1=bark facing left/2=walk left/3=bark facing right, etc.) C310-12 More behavior data C313 Current behavior timer C258 Current mystery block contents C520/21 Pointer offset for next line of stage to draw C522/23 Pointer to metatile data C528/29 Accessed when a block is removed, used for metatile replacement 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 FE with 1F makes player and enemies walk behind most of the background) C530 Current ROM bank C545 Mickey=01 or Minnie=04 C52E Stage length (in screens) C557 Current stage (ex: 2-1 is 20, 4-3 is 42) C558 Current stage (copied from C557) C561-C580 One column of background (there are of course more, didn't dig into this much) C603/04 Xpos of no scrolling back limit C60D Jump state (bit-encoded) C60E Player Ypos offset from standing altitude (C610) C610 Player Ypos (pixels) C611 Player Xpos (pixels) within current screen C61E Current lives (initialized at 0:04B6) C61F Stars collected C61D Hearts collected C620 Coins collected FF96/98 Player Xpos FF97/99 Player Ypos (with an 0F offset)