Difference between revisions of "Hyper Lode Runner:RAM map"

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m (Stone -> Block, makes more sense.)
m
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==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 - 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>
 
They are put together as a byte to store in RAM/ROM (ie. 0xCDAD=20 for Ladder, Brick)
 
  
 
[[Category:Hyper Lode Runner|RAM map]]
 
[[Category:Hyper Lode Runner|RAM map]]

Revision as of 08:09, 19 January 2007


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)