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Hyper Lode Runner/RAM map: Difference between revisions
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m (Stone -> Block, makes more sense.) |
mNo edit summary |
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==Level Map Structure== | ==Level Map Structure== | ||
11F (hex) size room< | * <tt>11F</tt> (hex) size room | ||
0xC96B - begin GAME room< | * <tt>0xC96B</tt> - begin GAME room | ||
0xCA8A - end GAME room< | * <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 | |||
===Tiles digits=== | |||
They are put together as a byte to store in RAM/ROM (ie. 0xCDAD=20 for Ladder, Brick) | |||
0 - Brick<br> | 0 - Brick<br> | ||
1 - Block<br> | 1 - Block<br> | ||
Line 42: | Line 34: | ||
E - Block(glitch)<br> | E - Block(glitch)<br> | ||
F - Block(glitch)<br> | F - Block(glitch)<br> | ||
[[Category:Hyper Lode Runner|RAM map]] | [[Category:Hyper Lode Runner|RAM map]] |
Revision as of 12:09, 19 January 2007
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)