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Zombies Ate My Neighbors (SNES)/ROM map
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The following article is a ROM map for Zombies Ate My Neighbors (SNES).
Subtract $200 from the values listed to get the un-headered offset.
NOTE: Tables can be found here.
0716: Health? (A90A0022) 07E8: Either max number or starting number of victims per level (00-FF) 07BC: Sound to play when players exit level 07C3: Sound to play when ? (90 Unknown) 07F1 = Starting Level 0801 = Unknown? 0819: Sound to play when ? (00 Silence, maybe a soundtest mode?) 0820: Sound to play when ? (02 Clown Laugh, maybe a soundtest mode?) 0891: Sound to play when ? (00 Silence, maybe a soundtest mode?) 089B: Sound to play when ? (02 Clown Laugh, maybe a soundtest mode?) 08CA: Sound? 09AD: Sound to play when ? (A9 Unknown) 09AE: Sound to play when ?(9F Unknown) 0A7A-0AA0: Starting Attributes 0A7A: Starting Health (00-0A) 0A80: Amount of lives at start? 0A9D: Starting Weapon (Not sure how this works, default is CC, which gives you 150 squirtgun shots, change to CD = 1000 squirtgun shots, change to CE for 150 fire ex., and CF for 1000 Fire Ex. 0A92: Starting Weapon Quantity (0000 - 03E7)? 0A95: Starting Special Item Quantity (00-CE)? 0AA0: Starting Special Item (Not sure how this works either, 1A is one health kit, 0F is 100 speed shoes) 0B92: 100 points? 0E7E: Sound to play when ? (05 Health kit/potion drinking noise) 1015: Sound to play when player ? (10 Door open noise) 1038: Sound to play when ? (06 Boom) 156C-1BB4: Intro Screens 156C-155B: Lucas Arts Screen: 156C: Sound to play on Lucas Arts Intro Screen when player hits R (see table 5 for values) 154D: First sound to play on Lucas Arts Intro Screen when player hits L (see table 5 for values) 155B: Second sound to play on Lucas Arts Intro Screen when player hits L (see table 5 for values) 16EF-1959: Title Screen 16EF: Sound to play when "Start" or "Password" is selected from Title Screen (03 Password Chime) 1735: Sound to play when ? (10 Door Open Noise) 192B: Sound to play when cursor moves between "Start" or "Password" on Title Screen (See Table 5) 1959: Sound to play when ? (10 Door Open Noise) 1936: Sound to play when ? (27 Dr. Tongue Laugh) 19C6: Sound? 1BB4: Character Select Screen 1B5B: Sound to play when ? (27 Dr. Tongue Laugh) 1B92: Sound to play when ? (27 Dr. Tongue Laugh) 1BB4: Sound to play when selecting character on Character Select Screen (See Table 5) 1BBB: Sound to play when ? (01 Pandora's Box Background noise) 1BD9: Sound to play when ? (10 Door open noise) 1C07: Sound to play when ? (01 Pandora's Box Background noise) 1D2E: Sound to play when ? (10 Door Open noise) 1DC7: Sound to play when ? (05 Healthkit/Potion Drinking noise) 22BB: Sound to play when ? (05 Healthkit/Potion Drinking noise) 22C9: Full Health? (A90A008D) 2430: Sound to play when ? (05 Healthkit/Potion Drinking noise) 24B1: Full Health? (A90A008D) 2573: Full Health? (A90A0022) 32DC: ? 3562: Full Health? (A90A0038) 35B6: Full Health? (A90A002B) 4265: 2000 points? 4BE3: Item pick-up spritecode? 4C09: Affects item movement? 4C6C: Graphics pointer for squirtgun (C9DB) 4C6E: Graphics pointer for Fire Extinguisher (D2DB) 4C70: Graphics pointer for Bubble Gun (D2DB) 4C72: Graphics pointer for Weed Whacker (E4DB) 4C74: Graphics pointer for Key (EDDB) 4C76: Graphics pointer for Sneakers (F6DB) 4C78: Graphics pointer for Monster potion (08DC) 4C7A: Graphics pointer for invisible potion? (FFDB) 4C7C: Graphics pointer for Mystery potion (11DC) 4C7E: Graphics pointer for Gray Mystery potion (11DC) 4C80: Graphics pointer for Burger (1ADC) 4C82: Graphics pointer for Soda (23DC) 4C84: Graphics pointer for Tomatos (2CDC) 4C86: Graphics pointer for Popsicle (35DC) 4C88: Graphics pointer for Banana (3EDC) 4C8A: Graphics pointer for Health kit (47DC) 4C8C: Graphics pointer for Plates (50DC) 4C8E: Graphics pointer for Forks? (59DC) 4C90: Graphics pointer for Artifact (62DC) 4C92: Graphics pointer for Bazooka (6BDC) 4C94: Graphics pointer for Football (74DC) 4C96: Graphics pointer for Flamethrower (7DDC) 4C98: Graphics pointer for Pandora's Box (86DC) 4C9A: Graphics pointer for Skull Key (8FDC) 4C9C: Graphics pointer for Clown Decoys (98DC) 4C9E: Graphics pointer for Pile of Keys (A1DC) 4CA0: Graphics pointer for Secret Icon (AADC) 4CA2: Graphics pointer for 1Up (B3DC) 4CA4: Graphics pointer for Dollars (BCDC) 4CA6: Graphics pointer for Coins (C5DC) 4CF9: Tells item to disappear when picked up? (0F Default, 01 and they won't disappear) 507B: Sound to play when player loses a life 5241: Determines how much health you lose when hit, actually a graphics pointer I think (3A default, EA is zero) 5283: Sound to play when player gets hurt? 52D7: Sound to play when ? (0C, Quirky sound only used in Beta?) 533A: some spritecode? 53BA: Crashes game if changed to 00 54C3: Sound to play when player toggles Victim Radar? (See Table 5) 5B60: Health after losing a life (00-0A)? 5B68: Full Health? (A90A0085) 5B98: Sound to play when ? (same noise as collecting weapons) 5BAD: Sound to play when monster potion is used (See Table 5) 5BCD: Affects which direction monsterized player starts out facing (default 0A, 0E faces left, change to 27 to flip player upside down!) 5CD6: Sound to play when invisible potion is used (See Table 5) 5D58: Sound to play when player is Zombiefied 5EB9: Full Health? (A90A0085) 6097: Sound to play when 6226: Full Health? (A90A0085) 6291: Sound to play when player is on trampoline? 631C: Sound to play when player is on trampoline? 6742 - ? 6794: Something to do with monsterized player movements (6020 default, change to 66EE to only move when punching) 67FE: More monsterized player code 684A: Part of code for invisible player 68C1: Part of code for zombified player Key 6B03: Sound to play when player opens door 6B10: Amount to subtract from key stock upon use Skull Key 6B73: Sound to play when player opens skull door 6B80: Amount to subtract from Skull Key stock upon use 6BA8: Determines which tile to replace closed door with when opened? Cabinet 6BCF: Sound to play when player opens cabinet 6BF8: Determines which tile to replace closed cabinet with when opened 6C1E: Something to do with opening of cabinets 6C17: Full Health? (A90A0053) 6C9C: Sound to play when player cycles through weapons inventory? 6CDA: Sound to play when player cycles through special items inventory? 6D3A-6D40: Health Kit 6D3A: Value of health bar after using healthkit (00-0A) 6D40: Sound to play when Health kit is used (See Table 5) 6D58: Amount to subtract from special item stock upon use (except keys and random potions) 6D6A: Pointer to (pandora's box?) animation 6D85: Something to do with pandora's box 6D92: Pointer to (potion drinking?) animation 6D97: Monster potion code pointer 6D9A: Pointer to (potion drinking?) animation (48EB default, change to 42DB to turn into zombie, then zombified player drinks invisible potion immediatly) 6D9F: Invisible potion code pointer 6DA4: Mystery potion code pointer 6DA8: Clown Decoy code starts? 6DAF: Pointer to clown decoys code? 6DF5: Squirtgun speed? 6E1D: Sound to play when ? (05 Healthkit noise) 6E31: Sound to play when ? (05 Healthkit noise 6F26: Affects Squirtgun shooting graphics in diagonal down/left position 00 = Pointing Down 01 = Left and Down (default 02 = Left 6F47: Amount to subtract from weapons upon use (default 0100) 7007: Mystery Potion Code Starts here? 700A: Part of code for monster effect of mystery potion (20 default, 60 to never turn into a monster) 700C: Starts animation sequence for health kit effect of mystery potion? (6020, 66EE for no animation) 7011: Sound to play during healthkit effect of mystery potion? 701A: Value of player health bar after healthkit effect of mystery potion (00-0A) 7020: Code for an effect of mystery potion? (66EE) 7022: Part of code for health kit mystery potion effect? 7027: Sound to play when player is poisoned? 703F: Part of code for poison mystery potion effect 7043: Part of code for zombiefied mystery potion effect (20 default, change to 60 to never be zombiefied) 704A: Part of code for invisible mystery potion effect (20 default, change to 60 to never be invisible) 7054: Part of code for sneakers mystery potion effect 7055: Sound to play during sneakers effect of mystery potion? 7076: Amount to subtract from mystery potion stock upon use 70E9: Animation for something? 7129: Looks like animation for something? 71BE: Direction and animation of player punching as monster? 73AA: Sound to play when Monsterized player tries to go in water or on trampoline? 7A7D: Sound to play when player collects Weapons (See Table 5) 7AAC-7B1D: Weapon and Special Item Pickups: This data indicates how many items you get on a pick-up. For example, if you pick up a squirtgun, you normally get 99 shots added to your total amount of squirtgun ammo. Offset Item/Weapon For normal weapons, 0-999 (0000 - 03E7) is a valid amount 7AAC: Squirtgun 7AAE: Fire Extinguisher 7AB0: Martian Bubble Gun 7AB2: Weed Eater 7AB4: Artifact 7AB6: Bazooka 7AB8: Soda 7ABA: Tomatos 7ABC: Popsicles 7ABE: Bananas 7AC0: Plates 7AC2: Silverware 7AC4: Footballs 7AC6: Flamethrower 7AD8: Sound to play when player collects Special Items? (See Table 5) For special items, 0-99 is a valid amount 7B07: Key 7B09: Sneakers 7B0B: Monster Potion 7B0D: Invisible Potion 7B0F: Mystery Potion 7B11: Gray Potion 7B13: Perhaps a dummied out item, although I think it has something to do with burgers? 7B15: Health Kit 7B17: Pandora's Box 7B19: Skeleton Key 7B1B: Clown Decoys 7B1D: Perhaps a dummied out item, or pile of keys, secret icon, or 1-Up? 7B2E: Sound to play when player rescues victim (See Table 5) 7BBB: Looks like some sort of pointer? (Tells game which secret level to go to when player gets icon?) 7C07: Sound to play when ? (0E Weapon Collect Noise) 7C27: Sound to play when player gets Secret Icon item (See Table 5) 7C4B: Sound to play when player gets 1up item? (See Table 5) 7C5A: How many lives to add when player gets 1up? 7C7A: Coins 7C7A: Sound to play when player gets Coins item (See Table 5) 7C98: Point value of Coins? 7CA5: Dollars 7CA5: Sound to play when player gets Dollars item? (See Table 5) 7CC3: Point value of Dollars? 7CD6: Burger 7CDB: How much health burger gives player (00-0A) 7CE1: Something to do with health burger gives player (00 = Full?, 03 = 3, 06 = 0) 7CE9: Sound to play when player gets a burger (See Table 5) 7D5A: ? 7DCC: ? 84C5: Sound to play when ? (08 Dying/Poisoned/Zombiefied tune) 86EC: Full Health? (A90A0022) 8929-8AB9: Zombie Code 8928: How many points to add to player score when zombie (and mummy?) is killed 89F8: Zombie Sprite Code Starts Here (assuming 18AD DE00 starts sprite code) 8A22: Something to do with taking damage or dying? (8888 default, change to FFFF for invincible zombies, most other things crash game, 7777 makes the screen go crazy, very cool looking) 8A08: Something to do with spawning? 8A0B: Pointer to spawning animation (6C88) 8A1A: Determines speed or player tracking? (eb85) 8A1D: Determines toughness (0000 is default, 0400 is as tough as mummy, FFFF may be equal to 0000) 8A2B: ? (default is 64, change to C8 and zombies can't move) 8A2E: Speed of Zombies (default is 02, change to 01 for fast zombies, 05 for slow) 8A6C: Spawning Animation frame 1 of zombie? (8AC9 0A00) 8A8E: ? 8AB9: Something to do with hit detection or dying of zombies? 8ACA: Super zombie code starts here? (18AD DE00) 8B02: Something to do with spawning of super zombies? 8C45: Unknown (default 64, change to CF for crazy spinning super zombies) 8CFA: Speed of super zombie (default one, change to 05 for light speed) 8E17: Mummy Code starts here (18AD DE00) 8E3C: Mummy Toughness 8E7E: 38AD DE00? 8F10 - 9??? Clone code 8F10: Sound to play when Clone spawns 9091: Clones sprite code starts here? 90D6: Amount to add to player score when clone is killed? 9127: Fast Clone code starts here? 9648: Speed of clone? 9A3A: Chainsaw Maniac code 9A92: Amount of points to add to player score when Chainsaw Maniac is killed? 9AEC: Amount to add to player score when martian is killed? 9BDF: Martian code starts here? 9BC2: Speed of martian? 9BF0: Affects speed of martian somehow (0000 - FFFF, 0000 is fastest) 9C03: Amount of points to add to player score when martian dies? 9C43: Strafing martian code starts here? 9C54: Speed of strafing martian (0000 - FFFF, 0000 is fastest) 9C67: Amount of points to add to player score when strafing martian dies? Frankenstein code: A655: Frankenstein code A6EA: Amount of points to add to player score when Frankenstein dies? ADFB: Werewolf code AE3D: Amount of points to add to score when doll or werewolf dies? Doll Code: B4AC: Amount of points to add to player score when doll dies? B4B0: Doll Code (18AD DE00 change to FFFF DE00 for no dolls in game) B4EF: 200 Points? B516: Which monster will be spawned when doll dies B53F - B54E: Doll Dying animation frames B562: ? B6EA: Doll's axe code? Flameman code: B4AC: Amount of points to add to player score when flameman dies? B864: Flamemen code? BDEB: Amount of points to add to player score when ant dies? C401: Black ants (coming out of hole) code? C492: ??? Ants Carrying items code? C532: Black Ants (coming from offscreen) code? C5BC: Red Ants code? CA80: Football players code? CECF-D1?? Blob and Blob's goo code CECF: Blob Sprite code starts CEFC: Amount of points to add to player score when blob dies? CEE1: Blob speed? D03A: Sound to play when Blob's goo spawns? D0C6: Sound to play when Blob's goo lands (on player or on ground only?) D110: Blob's goo code D115: Blob Goo disappear time? (default 0400) D124: Speed of Blob goo (0200 default) D48C: Mutant Plant code D49F: Speed of plant projectile? D4B3: Amount of points to add to player score when mutant plant dies? D6D0: Speed of plant projectile? D859: Mushroom men code D859: ? D90A: Mushroom men code D91D: Speed of Mushroom Men D933: Amount of points to add to player score when mushroom man dies D9C9: Mushroom men graphics DAC5: ? DDCE: Speed of Squidmen? DFC1: Speed of Squidmen? E69A: Squidman code E69A: Fast Squidman out of water Code E6D4: Amount of points to add to player score when fast squidman dies? E736: Squidman (both types) in water code E767: Amount of points to add to player score when squidman dies? E92C: Squidman out of water code EAAA: Weed Eater Code EC0C: Weed Eater Weapons Properties (See Table 1) ECE6: Artifact Code ECF3: Sound to play when artifact is used ED9E: Artifact Weapon Properties (See Table 1) EDE2: Bazooka Code EFAB: Bazooka Weapon Properties (See Table 1) F0B7: Pandora's Box Code F225: Speed of Pandora's Box F309: Pandora's Box Weapon Properties (See Table 1) F359: Clown Decoy Code F3BE: Sound to play while clown decoy is alive (See Table 5) F41B: Clown Laugh Delay? F42A: ? F42D: Clown Dying Delay? F4AA: Clown Animation Frame 1 F4B2: Sprite code that affects player punching through wall as monster (maybe the smoke cloud?) F58B: Bubble Gun Code F599: Sound to play when Bubble Gun is fired? F5F0: Speed of Bubble Gun F626: ? F6C6: Bubble Gun Weapon Properties (See Table 1) F761: Code for tomatos, popsicle, bananas, plates and silverware F763: Sound to play when throwing stuff (see table 5) F773: Speed of Tomato/Popsicle/Banana/Plates/Silverware F8B8: Tomatos Weapon Properties (See Table 1) F8BC: Popsicles Weapon Properties (See Table 1) F8C0: Bananas Weapon Properties (See Table 1) F8C4: Plates Weapon Properties (See Table 1) F8C8: Forks Weapon Properties (See Table 1) F8D6: Pointer to tomato GFX? F8DC: Animation Speed of Popcicles F8DE: Velocity of Popcicles F8E6: Pointer to animation of Popsicle (56 = Vertical Popsicle, 5A = Diagonal Popsicle) (change to 59, 5D, 61 to throw frankenstein) 03 = big glitch 04 = ant glitch 05 = beast glitch (crashes 06 = perfect ant (crashes) 07 = Chainsaw Maniac + Electric Zombies 08 = Ants, explosion (crashes) 0D = big Glitch 0E = Big Glitch 14 = Part of Vampire? (looks pretty cool, maybe you can make a bat) 15 = perfect Tourists + Football player (crashes) 16 = perfect ant +perfect ant emerging (crashes) 18 = perfect ant + perfect ant climbing (crashes) 1B = perfect red ants + small glitches 1C = perfect tomato (actual code) 23 = perfect ant emerging (looks pretty cool) 24 = big glitch 27 = big glitch with red ants 28 = glitch 35 = glitch with black ants 36 = glitch 39 = throw perfect upside down red (frozen) ant 3D = Throw perfect upside down red (frozen) ants 42 = Tomato Frame 2 (crashes) 46 = Tomato Splat 4A = Tomato Splat 2 4C = Tomato Splat 2 Upside Down (can't duplicate effect? 4E = Tomato Splat 3 55 = Glitch with Female Beast 56 = Popsicle upright 5A = Popsicle Diagonal 5D = Half a Smoke Cloud 5E = Popsicle Diagonal 2 61 = Glitch with Man in Bubble 62 = Upside Down Upright Popsicle 65 = Frankenstien + Dolls (cool looking) 66 = Diagonal Popsicle 3 69 = Frankenstein (very cool) 6A = Popsicle Reverse Diagonal 6B = Invisible Popsicle, Splat stays on ground (crashes) 6C = same as above 6D = Glitch with ants (effed up the screen) 6E = Glitch 70 = Glitch (crashes) 80 = glitch (crashes) 90 = Glitch with Plates (Crashes) A0 = Glitch with Plates D0 = Invisible Popsicle, Splat stays on ground (crashes) F0 = Big mess FE = Sometimes makes weird glitches on screen, then crashes FF = Invisible Popsicle, Invisible Splat, otherwise normal F8EC: Animation Speed of Bananas F8EE: Velocity or Distance of Bananas F8F0: Height of Banana's Arc (03 = Normal, FF = Straight, but set Velocity to 00) (V=6-9, H=0 looks pretty cool) F8F2: Animation Frames of Bananas Flying (00 = No Animation, 06 = Default) F8F4: Unknown (always 0000?) F8F6: Pointer to animation of Bananas? F8F8: Pointer to end of animation? F8FA: Pointer to animation of Banana splat? F8FC: Animation Frames of Banana still being held F906: Pointer to plate animation F916: Pointer to silverware animation? F952: Animation Speed of Tomato Splat Frame 3 F956: Animation for Popsicle and banana Popsicle A8A3 B1A3 BAA3 C3A3 Forks BFA4 C8A4 D1A4 Broken Plate E3A4 ECA4 F5A4 F95A: Something about popsicle (DD = Frozen) F9C1: Animation for plates? FA08: Football code FA1D: Speed of Football (00-FF) FB18: Football Weapon Properties (See Table 1) FB76: Soda can code FB84: Speed of Soda Can FBAB: Soda Can Animation Frame 1 FBB6: Speed of Soda Can Explosion FCCD: Soda Properties FCF8: Fire Extinguisher and flamethrower code FD5F: Speed of Fire Extinguisher/Flamethrower FE0A: Fire Extinguisher Weapon Properties (See Table 1) FE0E: Flamethrower Weapon Properties (See Table 1) FEBF: Squirtgun Code FF41: Speed of squirtgun? 100C3: Squirtgun Weapon Properties (See Table 1) 10082: Graphics while shooting Left and Down? 10096: Graphics while shooting down? 10ACA: Speed of something? 10148-101FF: Free space? 10200: Graphics or Screen Priorities for Flying Saucer? 1093C: Flying Saucer Code 109C0: Amount of points to add to player score when Flying saucer is destroyed 11769: Giant Baby Code 117AC: Amount of points to add to player score when Giant Baby is destroyed 11B1A: Tentacle code 11B3F: Amount of points to add to player score when Tentacle is destroyed 11BD9: Speed of Tentacle? 12633: Speed of Tentacle? 12ACB: Snakeoid (as regular monster only?)code 12AF3: Amount of points to add to player score when snakeoid is destroyed? 12B11: Speed of snakeoid? 12B25: Speed of Snakeoid Boss? 12CE0: Weapon Properties? (6900 0480) 12F16: 2000 points? 1334A: Password: Level Seeds (middle two letters, 13 sets) 13364: Password: Victim Seeds (first & last letters, 1-10 victims) 13378: Password: Encryption String (HNCVWBXKGZTDLFPSRYJMQ) 1338D: Password: Encryption Cypher (add Victim seeds for each of 13 levels to get final values) 133CB: 2000 points? 13461: Sound to play when ? (artifact noise) 134BF: Sound to play when ? (0E weapon collect noise) 135C3: Sound to play when ? (artifact noise) 135EA: Sound to play when ? (artifact noise) 1366C: Sound to play when player enters backspace in Password Screen (See Table 5) 13688: Sound to play when player enters letter in Password Screen (See Table 5) 1453C: Sound to play when ? (artifact noise) 14007: Sound to play when password is given (level 8 only?) 14028: Sound to play when Extra Bonus Victim is earned? 14043: Sound to play when Extra Bonus Player is earned? 14364: Sound to play when Extra Bonus Victim is earned by player 2? 1437B: Sound to play when Extra Bonus Player is earned by player 2? 145CE: Ten Cheerleader Bonus 145CE: Amount of points to add to player (1?) score from "Ten Cheerleader Bonus"? 145E2: Amount of points to add to player (2?) score from "Ten Cheerleader Bonus"? 146A2: All Victims Saved Bonus 146A2: Amount of points to add to player (1?) score from "All Victims Saved Bonus"? 146B6: Amount of points to add to player (2?) score from "All Victims Saved Bonus"? 1477F: You Saved More Victims Bonus 1477F: Amount of points to add to player (1?) score from "You Saved More Victims Bonus"? 1478B: Amount of points to add to player (2?) score from "You Saved More Victims Bonus"? 14845: Massive Destruction 14845: Amount of things to blow up for "Massive Destruction"? 1484F: Amount of points to add to player (1?) score from "Massive Destruction"? 14860: Amount of points to add to player (2?) score from "Massive Destruction"? 14925: Bonus for Pass Completion 14925: Amount of points to add to player (1?) score from "Bonus for Pass Completion"? 14939: Amount of Football players to pass to for "Bonus for Pass Completion"? (player 1 only?) 1493E: Amount of points to add to player (2?) score from "Bonus for Pass Completion"? 14A01: Weed Cutting Bonus 14A01: Amount of points to add to player (1?) score from "Weed Cutting Bonus"? 14A1A: Amount of points to add to player (2?) score from "Weed Cutting Bonus"? 14ADC: No Bazooka Fired Bonus 14ADC: Amount of points to add to player (1?) score from "No Bazooka Fired Bonus"? 14AF2: Amount of points to add to player (2?) score from "No Bazooka Fired Bonus"? 14BB7: Martian Bubbled Bonus 14BB7: Amount of points to add to player (1?) score from "Martian Bubbled Bonus"? 14BD0: Amount of points to add to player (2?) score from "Martian Bubbled Bonus"? 14C95: Monster Frozen Bonus I think this bonus is missing 5 or 6 bytes of code from each section (player 1 and player 2), it was not in the original game, and I can't activate it unless I set it so you don't have to kill anything to get it. 14C95: Amount of points to add to player (1?) score from "Monster Frozen Bonus"? 14C90: Number of blobs to destroy for "Monster Frozen Bonus" 14CA9: Number of blobs to destroy for "Monster Frozen Bonus" 14CAE: Amount of points to add to player (2?) score from "Monster Frozen Bonus"? 14D87: Extermination Bonus 14D73: Amount of points to add to player (1?) score from "Extermination Bonus"? 14D87: Number of ants to destroy for "Extermination Bonus"? 14D8C: Amount of points to add to player (2?) score from "Extermination Bonus"? 14E49: Chainsaw Begone Bonus 14E49: Somehow determines which monster to destroy for "Chainsaw Begone Bonus" (D0) 14E4F: Always 2 more than monster determining byte? (D2) 14E52: Number of Chainsaw Maniacs for player 1 to destroy for "Chainsaw Begone Bonus" 14E57: Amount of points to add to player (1?) score from "Chainsaw Begone Bonus"? 14E5A: Pointer to "Chainsaw Begone Bonus" Text? 14E71: Number of Chainsaw Maniacs for player 2 to destroy for "Chainsaw Begone Bonus"? 14E76: Amount of points to add to player (2?) score from "Chainsaw Begone Bonus"? 14F3C: Fish Fry Bonus 14F3C: Number of Squidmen to destroy for "Fish Fry Bonus"? 14F41: Amount of points to add to player score from "Fish Fry Bonus"? 14F60: Same as above? 1501D: Frankenstein Destroy Bonus 1501D: Somehow determines which monster to destroy for "Frankenstein Destroy Bonus"? (E8) 15023: 2 more than monster determining byte? (EA) 15026: Number of Frankensteins to destroy for "Frankenstein Destroy Bonus" 1502B: Amount of points to add to player score from "Frankenstein Destroy Bonus"? 1504A: Same as above? 15107: Vampire Destroyed 15107: Determines which monster to destroy for "Vampire Destroyed"? (EC) 1510D: 2 more than monster determining byte? (EE) 15110: Number of Vampires to destroy for "Vampire Destroyed"? 15115: Amount of points to add to player score from "Vampire Destroyed"? 15134: Same as above? 151FA: Alien Invasion Repulsed 151FA: Amount of points to add to player score from "Alien Invasion Repulsed"? 15214: Same as above? 152E4: 2000 points for a dummied out bonus? 15308: Same as above? 1568D: Amount of points needed for (first?) "Extra Bonus Victim"? 156D3: Amount of points needed for (every other?) "Extra Bonus Victim"? 156F3: Same as 1568D? 15746: Sound to play when Extra Bonus Victim is earned? 15997: Sound to play when ? (password chime) 159B7: Sound to play when ? (potion drinking/healthkit noise) 15EA0: End of level victim tally sprite code? 15FC9: Sound to play when ? (password chime) 1624A: Sound to play when ? (password chime) 16200: Sound to play when correct password is entered? 16C3E: Sound to play when ? (27 Dr. Tongue Laugh) 17044: Sound to play when ? (password chime) 1713C: Vampire Code 1715B: Amount of points to add to player score when vampire dies? 1723E: Disappearing Dr. Tongue Code 173E6: Something to do with Vampire Bat? 1745D: Bonfire code 176A4: Flying Saucer Lightning Code 17910: Exit Door Code 19899: BBQ Victim code? 198F6: Amount of points to add to player score when BBQ Victim is rescued? 19900: ? 19930: Animation for BBQ Victim 19932: Animation or Graphics pointer of BBQ Victim Frame 1 19934: Animation Delay for BBQ Victim Frame 1 19976: Baby Victim Code? 199D2: Amount of points to add to player score when Baby Victim is rescued? 19A0D: Animation for Baby Victim starts? 19A68: Trampoline Girl Victim code? 19B0B: Amount of points to add to player score when Trampoline Girl Victim is rescued? 19B3D: Army Victim Code? 19BF1: Amount of points to add to player score when Army Victim is rescued? 19C89: Dog Victim Code? 19D45: Amount of points to add to player score when Dog Victim is rescued? 19DAD: Dr Bug Victim Code? 19E19: Amount of points to add to player score when Dr Bug Victim is rescued? 19E6D: Teacher Victim Code? 19EC3: Amount of points to add to player score when Teacher Victim is rescued? 19F00: Pool Guy Victim Code? 19F8B: Amount of points to add to player score when Pool Guy Victim is rescued? 1A015: Explorer Victim code? 1A071: Amount of points to add to player score when Explorer Victim is rescued? 1A0BE: Cheerleader Victim Code 1A0E4: Something about Cheerleader landing after jump? 1A0E7: Cheerleader Delay Rate 1A0F7: Tells cheerleader which frame to jump at? (default 08, change to 0F for standing jump) 1A0F9: Height of Cheerleaders jump? 1A104: How far down after jumping before cheerleader lands? 1A128: Cheerleader falling delay 1A15A: Amount of points to add to player score when Cheerleader Victim is rescued? 1A1E2: Tourists Victim Code 1A249: Amount of points to add to player score when Tourists Victim is rescued? 1A2A8: First monster spawned by tourists at night (see table 4.06 and 4.09 for values) 1A2C2: Second monster spawned by tourists at night (see table 4.06 and 4.09 for values) 1A504: Dying Sound or speed of tourists? 1A68C - 1A69F: Free Space? 1AF36: Pre-Giant Spider Dr. Tongue code? 1AFC7: Sound to play when Dr. Tongue drinks potion (to disappear?) 1AFD0: Sound to play when Dr. Tongue drinks potion (to turn into spider?) 1B059: Sound to play when Dr. Tongue drinks potion (to disappear after spider?) 1B0BE: Sound to play when Dr. Tongue drinks potion (to turn into Giant Head?) 1B14C: Sound to play when ? (27 Dr. Tongue Laugh) 1B28D: Sound to play when Dr. Tongue drinks potion (don't know what this one's for?) 1B3DD: Dr. Tongue/Spider metamorphosis code or giant spider code? 1B480: Small Spiders Code 1B4A9: Amount of points to add to player score when small spider is killed? 1B76B: Sound to play when ? (password chime) 1B7AD: Sound to play when ? (27 Dr Tongue Laugh) 1B7BB: Sound to play when ? (potion/healthkit noise) 1B9F6: Credit Level Boss Kelly Flock code 1BA24: Amount of points to add to player score when Boss Kelly Flock is killed? 1C15E: Sound to play when ? (27 Dr. Tongue Laugh) 1C887: Giant Dr. Tongue head code? 1C91D: Head speed or potion drinking noise? 1C9E0: Sound to play when ? (27 Dr. Tongue Laugh) 1CA04: Giant Dr. Tongue Head speed? 1CA2C: Giant Dr. Tongue Head Eyeball projectile speed? 1CC4A: Giant Dr. Tongue Eyeball projectile code 1634F: Pointers to credit messages See Table 2 for more information 32 entries, add 8200 to pointer to get file offset First pointer is E18F 16390: Credit Messages See Table 2 for more information 0X03(text)YY00 X = How many lines to go down YY = 00 or FF, 00 ends the message, FF continues to next line 1836C: Sound to play during Konami Intro Screen 19CE8: Sound to play when Dog Victim Barks 19AEB: Sound to play when Trampoline Girl Victim bounces? 19F9F: Sound to play when Victim is killed? 1A3A6: Sound to play when Victim is killed? 1A3C7: Sound to play when Victim is killed? 2BE35: Weapon Properties? (0100 0480) 34456: Weapon Properties? (6D00 0180) 38024: Weapon Properties? (6000 0480) 3F135: Weapon Properties? (0000 0480) 3F373: Weapon Properties? (0400 0480) 45460: Weapon Properties? (C400 0480) 5B3EB: Weapon Properties? (FE00 0480) 5E615: Weapon Properties? (0300 0480) 5E671: Weapon Properties? (0800 0480) 68B08: Weapon Properties? (1800 0480) B6900: Graphics for Inventory (Encoded as Gameboy/2BPP) C94F3: ? F8272 - 100151: Pointers to level data Level Data: Tileset pointer(4) Tilesets: What type of level (grass, desert, office, etc) See Table 4.01 for values Background pointer (4) Tileset collision pointer (4) Tileset graphics pointer (4) Palette pointer (4) Background Palettes: 76XX9E00 XX = palette value, see table 4.10 Note: to make a level change palettes after starting (to create the sundown effect) look for that string of data before the title1 data Sprite pointer (4) Sprite Palettes: although others exist, uniformly uses 8F. 93 is a duller/darker shade and exists in some levels' palette shift data, but none that use the palette shift event. 76XX9E00 Palette animation pointer (Affects glow of meteor) (4) Respawning Monster map pointer (2) Victim map pointer (2) Item map pointer (2) Level X Dimension (2) Level Y Dimension (2) Screen Priorities (2) Hidden Tile (tiles greater than this hidden) (2) Player 1 Starting Point X coord (2) Player 1 Starting Point Y coord (2) Player 2 Starting Point X coord (2) Player 2 Starting Point Y coord (2) Music (2) Level Music: What song to play on the level see Table 4.02 for values Sounds (extra level sounds)(2) Pointer to 1st level title (2) Pointer to 2nd level title (2) Bonus map pointer (2) Boss Monster ID code (includes palette shift event (i.e. nightfall), if no boss or event, skip to next) (4) Bosses: What boss (if any) is on the level See Table 4.03 for values Always 0000 0000? (4) Tile Animation? (if no animation, skip to next) (list of tiles (2) and number of frames (2) to display that tile for, ends in FF FE if plays once, FF FF if repeats.) X coordinates of 1st Title (1) Y coordinates of 1st Title (1) Font of 1st Title (1) Page of 1st Title (1) (will always be 1) First title data, ends in '00' to end page data, 'FF' to end line X coordinates of next Title (1) Y coordinates of next Title (1) Font of next Title (1) Page of next Title (1) (0 if second page) Second title data ends in 00 Bonus data (2) ends in 00 00 Bonuses: What bonuses are available on the level See Table 4.05 for values Respawning Monsters: +0 Frequency (1) +1 x coordinates (2) +3 y coordinates (2) +5 radius (1) +6 Monster code pointer (4), see table 4.06 (Non-Respawning enemies may be placed in the non-respawning enemy section of a level and will still generate infinite monsters.) Victims The victim code in each level is 7h Bytes long (12 bytes x 10 Victims) 10 bytes for each victim, followed always by 0x8300 +0: X coordinate (2 bytes) +2: Y coordinate (2 bytes) +4: always 00 (2 bytes) used in developer credits level +6: Victim number(2 bytes) not stored as Hex but as numerals (01 00 - 10 00) +8: Victim code pointer (2 bytes), see table 4.07 *the victim number indicates which victims won't appear if you have less than 10. victim number 01 will always appear since you need at least 1 to continue the game, whereas victim 10 will only appear when no victims have been killed. Non-Respawning Monsters: +0 x coordinates (2) +2 y coordinates (2) +4 always 00 (4) these are unused bytes from the victim code +8 Monster code Pointer (4), see table 4.09 Victims can be placed in the non-respawning monsters section, but they won't count for or against the victim total Section ends in 00 00 Items: +0 X coordinate (2 bytes) +2 Y coordinate (2 bytes) +4 ID Code (1 byte), see table 4.08 Section ends in 00 00, end of that level data 100152 - 1001FF FF'd out data, end of ROM misc info: Add Points to player score: XXXX = Amount of points, low-endian ordered and written in decimal (eg. 1000 is 0010) A0XXXXA2: Points from end of level bonus A2XXXX20: Points from rescuing Victim A2XXXXA5: Points from destroying Monster Add Health:? A9XXXXA6? A9XXXX22? A9XXXX9D: Starting Health A9XXXX8D Play Sound: XX = sound value, see table 4 A9 XX 00 22 3B CC 80 (53 83 80?)