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Super Pitfall (NES)/ROM map
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The following article is a ROM map for Super Pitfall (NES).
Graphics
sprite manipulation parameters 00 = nothing 40 = flip H 80 = flip V C0 = rotate 180 0x193E8 to 0x193EF = harry's attributes 0x1842E to 0x18453 = harry standing right 0x18454 to 0x18465 = harry walking right 1 0x18466 to 0x18477 = harry walking right 2 0x18478 to 0x18489 = harry walking right 3 0x1848A to 0x1849B = harry walking right 4 0x1849C to 0x184AD = harry walking left 1 0x184AE to 0x184BF = harry walking left 2 0x184C0 to 0x184D1 = harry walking left 3 0x184D2 to 0x184E3 = harry walking left 4 0x18506 to 0x18515 = jumping right 0x18516 to 0x18527 = jumping left 0x1854A to 0x18559 = swimming right 1 0x1855A to 0x18569 = swimming right 2 0x1856A to 0x18579 = swimming right 3 0x1857A to 0x1858B = swimming right 4 0x1858C to 0x1859D = swimming left 1 0x1859E to 0x185AF = swimming left 2 0x185B0 to 0x185C1 = swimming left 3 (185BF change to 40 to fix the tile) 0x185C2 to 0x185D3 = swimming left 4 0x185D4 to 0x185E5 = ladder 1 0x185E6 to 0x185F7 = ladder 2 0x185F8 to 0x18609 = ladder 3 0x1860A to 0x1861B = ladder 4 0x1861C to 0x1862D = ducking 0x18B3C to 0x----- = bullet right amount of tiles 0x18B3D to 0x----- = bullet right vertical position (originally 18. change to 23 [does not affect its hit box though]. 0F shoots from the foot) 0x18B3E to 0x----- = bullet right tile 0x18B3F to 0x----- = bullet right transform and color 0x18B40 to 0x----- = bullet left 0x190B0 to 0x190BD = dying 1 0x190BE to 0x190CB = dying 2 0x19144 to 0x19153 = standing position fine tuning (change to F8 E6 00 E6 F8 EE 00 EE F8 F6 00 F6 F8 FE 00 FE so the standing pose doesn't enter the floor by 2 pixels) 0x1EC22 to 0x----- = change to 0A so standing position is correct when exiting ladder to the left 0x1EC42 to 0x----- = change to 0A so standing position is correct when exiting ladder to the right 0x020B5 to 0x----- = change to 0A so standing position is correct when standing on moving platforms 0x01F96 to 0x----- = change to 0A so standing position is correct when standing on falling platforms 0x1870C to 0x18743 = spider walking 0x1877C to 0x1878F = beta spider 0x18934 to 0x----- = change to D5 to fix waterfall 0x1895A to 0x----- = change to D5 to fix waterfall 0x188C2 to 0x----- = change to FF to fix moai 0x188F6 to 0x----- = change to FF to fix moai 0x189A2 to 0x----- = the balloon metatile 1 0x189C0 to 0x----- = the balloon metatile 2 dynamic (uses background bank): 0x01008 to 0x----- = wide spikes chain 0x01018 to 0x----- = moving spikes background 0x0102C to 0x----- = narrow spikes chain 0x02133 to 0x----- = lava top 0x0219E to 0x----- = water top 0x0246A to 0x02479 = crystal balls 0x0247A to 0x----- = locks 0x02492 to 0x----- = diamond 0x024A6 to 0x----- = lion 0x205FF to 0x----- = niece cursed 0x02905 to 0x----- = width and height of replaced graphics temporary graphic pointers = new pointer 0x02327 to 0x----- = crystal balls (AB48) (2B58) (change to from A9 BA 48 85 22 A8 A4 to A9 48 85 22 A9 AB) 0x02587 to 0x----- = niece (AB40) 0x026A9 to 0x----- = lion 0x02786 to 0x----- = raj 0x02841 to 0x----- = small gold 0x0284A to 0x----- = width and height of replaced small gold 0x02877 to 0x----- = small gold width and height 0x028FC to 0x----- = medium gold 0x02932 to 0x----- = medium gold width and height 0x029B7 to 0x----- = big gold 0x029C0 to 0x----- = width and height of replaced big gold 0x029ED to 0x----- = big gold width and height 0x1D637 to 0x----- = around that, intermission headers 0x1E1DB to 0x----- = change to FF to solve the lives problem 0x1E118 to 0x----- = change to EA EA to fix the demo crashing 0x1E124 to 0x----- = change to EA EA to fix the demo crashing 0x17090 to 0x----- = new FF setter for the hud's 4 digits 0x17050 to 0x----- = where it breaks to the new FF setter 0x01E8D to 0x----- = color or the big moving platform 0x0201B to 0x----- = color or the small moving platform 0x0261A to 0x----- = which sprite to load for the lion cage 0x0261F to 0x----- = which palette to use for the lion cage sprite 0x026EC to 0x----- = lion cage's vertical hitbox 0x026F0 to 0x----- = lion cage's horizontal hitbox 0x025DC to 0x----- = niece's vertical hitbox 0x025E0 to 0x----- = niece's horizontal hitbox 0x18D6A to 0x18D6D = imp's shot right 0x18D6E to 0x18D71 = imp's shot left 0x1936C to 0x19377 = fix imp's metasprite positions 0x19194 to 0x1919B = fix lobster's metasprite positions 0x192F6 to 0x19349 = cavemen metasprites
(Source: nesrocks)
Internal Data for Super Pitfall
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