Solar Jetman: Hunt for the Golden Warpship/RAM map

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Chip tiny.png The following article is a RAM map for Solar Jetman: Hunt for the Golden Warpship.


Zero Page

Address Function Detail
0x0008-0b Input Buffers
0x003b Current Map ID 00-0c are worlds 1-13
0x003c Saved Map ID Used for transitioning between submaps
0x004c-4d X Scroll
0x004e-4f Y Scroll
0x0066 Carried object Local object index, 00 is empty
0x00c6-c7 Health
0x00c8-c9 Max Health
0x00cb-d0 Money Stored as decimal, 1 byte per digit
0x00dc Permanent Upgrades 0x80: Shield, 0x40: Boosters, 0x02: Italian Racing Jetpod, 0x01: Nippon Sports Jetpod
0x00de-df Warpship Pieces 1 bit per piece, starting at 0xde high bit

Local Objects

Address Function Detail
0x0197-1b5 X position fractional byte
0x0200-21e X position low byte Pixels
0x021f-23d X position high byte
0x023e-25c Y position fractional byte
0x025d-27b Y position low byte Pixels
0x027c-29a Y position high byte
0x029b-2b9 X velocity low byte Absolute value, fractional per frame
0x02ba-2d8 X velocity high byte Absolute value, pixels per frame
0x02d9-2f7 Y velocity low byte Absolute value, fractional per frame
0x02f8-316 Y velocity high byte Absolute value, pixels per frame
0x0317-335 Object Type
0x0336-354 X velocity negative flag 1: left, 0: right
0x0355-373 Y velocity negative flag 1: down, 0: up
0x0374-392 Sprite ID
0x0393-3b1 Custom data Usage varies based on object type

Persistent Objects

Address Function Detail
0x0513-52c Object ID
0x052d-546 X position low byte
0x0547-560 Y position low byte
0x0561-573 X position high byte
0x057b-594 Y position high byte

Other

Address Function Detail
0x0460-4b6 Persistent enemy IDs
0x05ce Health displayed This value is animated toward the actual value
0x060e-625? Saved object statuses For leaving a map and returning
0x0626-631? Saved enemy statuses For leaving a map and returning
0x0632 Saved map ID
0x0637 Current Music ID


So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?