Welcome to Data Crystal's new home! Data Crystal is now part of the TCRF family (sort of).
The wiki has recently moved; please report any issues in Discord. Pardon the dust.

Motocross Maniacs/Notes

From Data Crystal
Jump to navigation Jump to search
Motocross Maniacs
Internal Name xxx
Region Code xxx
Type Grayscale Game
SGB Support xxx
Cartridge Type xxx
License Code xxx
ROM Size xxx
ROM Checksum xxx
SRAM Size xxx
Header Checksum xxx

The goal of these notes is to provide enough elements for someone to build a basic level editor. The ROM only contains 2 banks!

Level data

General idea

The track of levels 1 to 8 are simply a sequences of track objects, such as ramps, bumps, etc.
Below is the level 1 track: floor, small triangular ramp, floor, etc.
 Motocross Maniacs ScreenData.png
A track object is an array of metatiles, where each metatile is itself a 2x2 array of regular 8x8px tiles.
Below is a small triangular ramp object: it's made of 4 metatiles (each in a different color), and each metatile is made of 4 tiles.
 Motocross Maniacs TriangularRamp.png

Track data

Track data structure

In the ROM data, a track is a sequence of 3-byte words YY XX ZZ:
* ZZ = objectID
* YY XX = coordinates from top left of the level
Below is a sample of level 1 data, with 3-byte word highlighted.
 Motocross Maniacs Level1Data.png
The first floor object (ID=x0F) is at (x00,x00), the second small triangular ramp object (ID=x0E) is at (x0A,x01), etc.

Track data location in ROM

* 0x4760-0x476F - table of 8 pointers to the 8 tracks
* 0x4770-0x4908 - track 1 data
* 0x4909-0x4AE3 - track 2 data
* 0x4AE4-0x4C8E - track 3 data
* 0x4C8F-0x4E9C - track 4 data
* 0x4E9D-0x5062 - track 5 data
* 0x5063-0x52A0 - track 6 data
* 0x52A1-0x54C0 - track 7 data
* 0x54C1-0x56CB - track 8 data
Note that each chunk of track data ends with xFF.

Track object data

Track object data structure

In the ROM data, a track object is defined by a sequence of bytes XX YY AA BB....
 * XX YY define the metatile array's dimensions: XX rows and YY columns.
 * AA BB... are the metatileIDs that will fill the array, one line at a time.
Below are the first two objects of level 1: a floor object, followed by a small triangular ramp object.
  Motocross Maniacs ObjectDefinition.png
  * The floor object is a row of x0A metatiles with ID x09.
  * The small triangular ramp object is a 2x2 array of metatiles x0A, x0B, xC and x0D.

Item data

Item data structure

Items are the various power-ups you can collect throughout a level: N for Nitrous boost, T for tires, S for speed, etc. They are placed on

Item data location in ROM

* 0x5EAB-0x5F0A - table of 8 pointers to item data for each of the 8 tracks
* 0x5F0B-0x4908 - track 1 data
* 0x5F54-0x5F90 - track 2 data
* 0x5F91-0x4AE3 - track 3 data
* 0x5FBF-0x4C8E - track 4 data
* 0x5FF9-0x4E9C - track 5 data
* 0x603C-0x5062 - track 6 data
* 0x60AD-0x52A0 - track 7 data
* 0x6079-0x54C0 - track 8 data
Note that each chunk of item data ends with xFF.