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Hyper Lode Runner/RAM map: Difference between revisions

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m (whoop, a different between rom/ram)
m (Xkeeper moved page Hyper Lode Runner:RAM map to Hyper Lode Runner/RAM map: normalize subpages and titles)
 
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{{rammap|game=[[Hyper Lode Runner]]}}
{{rammap|game=Hyper Lode Runner}}


==Level Map Structure==
==Level Map Structure==
11F (hex) size room<br>
* <tt>11F</tt> (hex) size room
0xC96B - begin GAME room<br>
* <tt>0xC96B</tt> - begin GAME room
0xCA8A - end GAME room<br>
* <tt>0xCA8A</tt> - end GAME room
* <tt>8F</tt> (hex) size each room
* <tt>0xCBAD-0xCC3C</tt> - EDIT 1-A
* <tt>0xCC3D-0xCCCC</tt> - EDIT 1-B
* <tt>0xCCCD-0xCD5C</tt> - EDIT 2-A
* <tt>0xCD5D-0xCDEC</tt> - EDIT 2-B
* <tt>0xCDED-0xCE7C</tt> - EDIT 3-A
* <tt>0xCE7D-0xCF0C</tt> - EDIT 3-B
* <tt>0xCF0D-0xCF9C</tt> - EDIT 4-A
* <tt>0xCF9D-0xD02C</tt> - EDIT 4-B


<br>
===Tiles digits===
8F (hex) size each room<br>
They are put together as a byte to store in RAM/ROM (ie. 0xCDAD=20 for Ladder, Brick)
0xCBAD - begin EDIT 1-A<br>
0xCC3C - end EDIT 1-A<br>
0xCC3D - begin EDIT 1-B<br>
0xCCCC - end EDIT 1-B<br>
0xCCCD - begin EDIT 2-A<br>
0xCD5C - end EDIT 2-A<br>
0xCD5D - begin EDIT 2-B<br>
0xCDEC - end EDIT 2-B<br>
0xCDED - begin EDIT 3-A<br>
0xCE7C - end EDIT 3-A<br>
0xCE7D - begin EDIT 3-B<br>
0xCF0C - end EDIT 3-B<br>
0xCF0D - begin EDIT 4-A<br>
0xCF9C - end EDIT 4-A<br>
0xCF9D - begin EDIT 4-B<br>
0xD02C - end EDIT 4-B<br>


==Tiles digits==
0 - Brick<br>
0 - Brick<br>
1 - Stone<br>
1 - Block<br>
2 - Ladder<br>
2 - Ladder<br>
3 - Rope<br>
3 - Rope<br>
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C - Door<br>
C - Door<br>
D - Key<br>
D - Key<br>
E - Stone(glitch)<br>
E - Block(glitch)<br>
F - Stone(glitch)<br>
F - Block(glitch)<br>
 
{{Internal Data|game=Hyper Lode Runner}}
They are put together as a byte to store in RAM/ROM (ie. 0xCDAD=20 for Ladder, Brick)
 
[[Category:Hyper Lode Runner|RAM map]]

Latest revision as of 02:41, 24 January 2024

Chip tiny.png The following article is a RAM map for Hyper Lode Runner.

Level Map Structure

  • 11F (hex) size room
  • 0xC96B - begin GAME room
  • 0xCA8A - end GAME room
  • 8F (hex) size each room
  • 0xCBAD-0xCC3C - EDIT 1-A
  • 0xCC3D-0xCCCC - EDIT 1-B
  • 0xCCCD-0xCD5C - EDIT 2-A
  • 0xCD5D-0xCDEC - EDIT 2-B
  • 0xCDED-0xCE7C - EDIT 3-A
  • 0xCE7D-0xCF0C - EDIT 3-B
  • 0xCF0D-0xCF9C - EDIT 4-A
  • 0xCF9D-0xD02C - EDIT 4-B

Tiles digits

They are put together as a byte to store in RAM/ROM (ie. 0xCDAD=20 for Ladder, Brick)

0 - Brick
1 - Block
2 - Ladder
3 - Rope
4 - Gold
5 - Blank
6 - Blank(glitch)
7 - Blank(glitch)
8 - Hidden Ladder
9 - Fall-thru Brick
A - Player
B - Enemy
C - Door
D - Key
E - Block(glitch)
F - Block(glitch)