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Wrecking Crew/RAM map
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The following article is a RAM map for Wrecking Crew.
Object Data
21 - General purpose counter? Initialized to A0 at the start of a phase. When it hits 0, scrolling down begins. 44 - The position of the cursor on the design selection screen 45 - The selection cursor in design mode (high nibble is y position, low nibble is x position) 47 - The selected phase in design mode (0 = phase 1, 1 = phase 2, etc.) Enemy Character Info: 228 - 233: Enemy 1's char information. For every 4 addresses, a new part of the enemy is defined, with 3 parts in total. Address 1 is the Y position Address 2 is the tile id Address 3 is the palette id Address 4 is the X position 234 - 23F: enemy 2's char information 240 - 24B: enemy 3's char information (possibly more enemy char info after this) Mario: 300 - State (2: climbing) 308 - Direction? (bits 1: right, 2: left, 4: down, 8: up) 309 - Mario X Coordinate (also used for editor scrolling) 30B - ? (related to hammer swing) 30E - possibility of going up / down - 00: none - 01: can go down - 02: can go up - 03: can go up/down 30F - Row (high bits), Column (low bits) 315 - Mario Y Coordinate (also used for editor scrolling) Spike: 320 - Spike State 329 - Spike X Coordinate 32F - Spike Row/Column 335 - Spike Y Coordinate Enemy Data: 0x18 bytes each. (340, 358, 370, 388, 3A0, 3B8, 3D0 (reserved for fireball?)) 340 - Enemy #1 State 349 - Enemy #1 X Coordinate 34F - Enemy #1 Row/Column 355 - Enemy #1 Y Coordinate 3DD - Countdown for fireball 500 to 57F -> Current Map layout -0: only floor -1: ladder -2: left column -3: right column -9: empty -10: empty (previously collapsible ladder) -16: only floor (previously 2-hit wall) -48: only floor (previously bomb) -80: only floor (previously bottom of collapsible ladder) -146: 2-hit wall -177: bomb -161: 3-hit wall with 1 hit left -162: 3-hit wall with 2 hits left -163: 3-hit wall -193: 1-hit wall 209: collapsible ladder 225: door 881 - Score
Internal Data for Wrecking Crew
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