Snake Rattle N Roll:RAM map

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$0016 - Controller 1 button held

$0017 - Controller 2 button held

$0018 - Controller 1 button pressed

$0019 - Controller 2 button pressed

$00AA - Current Level

$00CE - First digit of timer

$00CF - Second digit of timer

$00D0 - Count down to change timer digit

$00FB - Current Continues left

$03E1 - *00000 value of total score

$03E2 - 0*0000 value of total score

$03E3 - 00*000 value of total score

$03E4 - 000*00 value of total score

$03E5 - 0000*0 value of total score

$03E6 - 00000* value of total score

$03ED - *00000 value of pellet score

$03EE - 0*0000 value of pellet score

$03EF - 00*000 value of pellet score

$03F0 - 000*00 value of pellet score

$03F1 - 0000*0 value of pellet score

$03F2 - 00000* value of pellet score

$03DF - Current Lives

$03F9 - Blue pellets eaten

$03FB - Red pellets eaten

$03FD - Yellow pellets eaten

$0407 - Time left for wind-up key

$040B - Time left for reversed controls

$040D - Time left for invincibility

$059F - Current weight (will not cause buzzer to ring)

$04D7 - Player 1 current x coordinate

$04C3 - Player 1 current high byte x coordinate

$04FF - Player 1 current y coordinate

$04EB - Player 1 current high byte y coordinate

$0527 - Player 1 current z coordinate

$0513 - Player 1 current high byte z coordinate

(Then you're dead you will be restored at old coordinates posiiton)

$0469 - Player 1 old x coordinate

$0467 - Player 1 old x coordinate high byte

$046D - Player 1 old y coordinate

$046A - Player 1 old y coordinate high byte

$0471 - Player 1 old z coordinate

$046F - Player 1 old z coordinate high byte

(Jump coordinates are saved then you're making a jump. You can safely jump only 4 squares down. If you force these values to 0, you can jump any squares down (within level constraints))

$0475 - Player 1 z coordinate of the jump

$0473 - Player 1 z coordinate of the jump high byte

$0499 - Player 1 tongue length. 17 - is a maximum single screen length, but greater values are also allowed.

$05F4 - 2nd level bonus, 2nd level second "gramophone, 3rd level second "grammophone".

$05F3 - 1 st level bonus, 1st level "gramophone", 2nd level nearest "gramophone", 3rd level bonuses, 3rd level nearest "grammophone".

In bonus game, current phase of the "gramophone". Values are:

  • 0 - red pellet
  • 1 - blue pellet
  • 2 - red pellet
  • 3 - blue pellet
  • 4 - yellow pellet
  • 5 - do nothing
  • B - current level color pellet. Acts like a yellow pelet, but has a main level color

If you set this value to a greater than 5, it will continuousely repeat this pattern, but the stop pattern doesn not appear. Bonus game continues as long as there is at least 1 pellet available.

In normal game, this value is increased by 1 by each arriving pellet. Resets to 0 then you're out "gramophone" view.