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Mickey's Dangerous Chase/ROM map
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The following article is a ROM map for Mickey's Dangerous Chase.
Address In ROM Description
--------------------------------------------- 0:04B6 04B6 Initial lives 0:3A18-3A2F 3A18-3A2F Pointer table to tileset loading instructions (xB pointers) 0:3030-3AC3 3030-3AC3 Tileset loading instructions (chunks of 4 bytes: 1:ROM bank / 2&3: address / 4:?)) - (for tiles in banks 3,4 & 5 only) 0:3AC4-3AD5 3AC4-3AD5 Another pointer table to tileset loading instructions (x9 pointers) 0:3AD6-3B55 3AD6-3B55 Tileset loading instructions (for tiles in banks 6 & 7 only )
1:4000-404D 4000-4055 Pointer table (7 pointers to more pointer tables): 1:intro text / 2-6:cut scene texts for stages 1–5 / 7:stage name # 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!" 1:4245-42B3 4245-42B3 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" 1:45C4 45C4 Text data (nothing is said) 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" 1:4614-4630 4614-4630 Text data "THE BUSINESS DISTRICT" 1:4631 4631 Text data (nothing is said) 1:4632-4651 4632-4651 Text data "PLEASE SELECT YOUR PLAYER." 1:4652-46B2 4652-46B2 Text data "GAME OVER!" (FF) "HEY, YOU THERE!" (FF) "ARE YOU GONNA KEEP CHASING ME?" (FF) "YES-PUSH A NO -PUSH B" 1:46B3-46C0 46B3-46C0 Text data "GAME OVER!" 1:46C1-46F7 46C1-46F7 Text data "AW,GOSH, MINNIE." (FF) "I HAVE A PRESENT FOR YOU." 1:46F8-4710 46F8-4710 Text data "YOU DO? WHAT IS IT?" 1:4711-4728 4711-4728 Text data "OH NO!! IT'S GONE!" 1:4729-47C5 4729-47C5 Text data (FD) "WULL, I SAW PETE!" (FF) "HE WAS RUNNIN' OFF WITH SOMETHIN'!" (FE) "THAT'S IT!" (FF) "WE HAVE TO GET MINNIE'S PRESENT BACK!" (FD) "I'LL HELP YOU! LET'S GO!" 1:47C6-4805 47C6-4805 Text data "LOOK! THERE'S PETE!" (FF) "WE GOT THE PRESENT! HERE IT IS." 1:4806-482D 4806-482D Text data "HERE MINNIE. IT'S FOR YOU. HA-HA" 1:482E-4844 482E-4844 Text data "WHAT COULD IT BE?" 1:4845-4868 4845-4868 Text data "OH, WHAT A CUTE LITTLE BIRD." 1:4869-4899 4869-4899 Text data "NOW YOU'RE SAFE, LITTLE BIRD" (FF) "YOU BET!" 1:61D7-xxxx 61D7-xxxx Item data pointer table (use 2*itemID to offset to the appropriate item)
3:4860-4C60 C860-CC60 Stage 1-1 sprite tileset (x400 bytes copied to 8400-87FF; Mickey's tiles occupy the other half) 3:6060-6800 E060-E860 Stage 1-1 background tileset (x800 bytes copied to 9000-97FF)
4:4000 10000- Stage 1-1 sprite tileset for Mickey (x400 bytes copied to 8000-83FF)
6:57F2-57F7 197F2-197F7 Stage 1 pointer table (3 pointers, one for each sub-stage) 6:57F8-5805 197F8-19805 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) 6:5806-5813 19806-19813 Stage 1-2 pointer table 6:5814-5821 19814-19821 Stage 1-3 pointer table 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 (same for 1-2 and 1-3) 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