Difference between revisions of "Disney's Chip 'n Dale: Rescue Rangers:Animation IDs"

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(Created page with "{{rammap|game=Disney's Chip 'n Dale: Rescue Rangers}} ==Animation IDs== Note: Normal boxes & (non-hidden) flower tiles are located in the nametable rather than occupying objec...")
 
 
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{{rammap|game=Disney's Chip 'n Dale: Rescue Rangers}}
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These IDs occupy memory addresses <b>0420-042F</b>.
==Animation IDs==
+
 
 
Note: Normal boxes & (non-hidden) flower tiles are located in the nametable rather than occupying object slots.
 
Note: Normal boxes & (non-hidden) flower tiles are located in the nametable rather than occupying object slots.
 
{| border="2" cellpadding="5" style="border-collapse: collapse;text-align: left;"
 
{| border="2" cellpadding="5" style="border-collapse: collapse;text-align: left;"
 
|'''ID #'''  ||'''Description'''  
 
|'''ID #'''  ||'''Description'''  
 +
|-
 +
|<b>00</b>||Chip/Dale under box
 
|-
 
|-
 
|<b>01</b>||Chip (still)
 
|<b>01</b>||Chip (still)
 +
|-
 +
|<b>02</b>||Chip (holding object)
 
|-
 
|-
 
|<b>03</b>||Chip (walking)
 
|<b>03</b>||Chip (walking)
 +
|-
 +
|<b>04</b>||Chip (walking w/ object)
 
|-
 
|-
 
|<b>05</b>||Chip (ducking)
 
|<b>05</b>||Chip (ducking)
 +
|-
 +
|<b>06</b>||Chip (ducking under box)
 
|-
 
|-
 
|<b>07</b>||Chip (jumping/falling)
 
|<b>07</b>||Chip (jumping/falling)
 +
|-
 +
|<b>08</b>||
 +
|-
 +
|<b>09</b>||Chip (throwing object)
 +
|-
 +
|<b>0A</b>||
 +
|-
 +
|<b>0B</b>||Chip (taking damage)
 +
|-
 +
|<b>0C</b>||
 +
|-
 +
|<b>0D</b>||Dale (still)
 +
|-
 +
|<b>0E</b>||Dale (holding object)
 +
|-
 +
|<b>0F</b>||Dale (walking)
 +
|-
 +
|<b>10</b>||Dale (walking w/ object)
 +
|-
 +
|<b>11</b>||Dale (ducking)
 +
|-
 +
|<b>12</b>||Dale (ducking under box)
 +
|-
 +
|<b>13</b>||Dale (jumping/falling)
 +
|-
 +
|<b>14</b>||
 +
|-
 +
|<b>15</b>||Dale (throwing object)
 +
|-
 +
|<b>16</b>||
 +
|-
 +
|<b>17</b>||Dale (taking damage)
 +
|-
 +
|<b>18</b>||
 +
|-
 +
|<b>19</b>||
 +
|-
 +
|<b>1A</b>||
 +
|-
 +
|<b>1B</b>||
 
|-
 
|-
 
|<b>1C</b>||Robot dog (moving)
 
|<b>1C</b>||Robot dog (moving)
 
|-
 
|-
 
|<b>1D</b>||Robot dog (still)
 
|<b>1D</b>||Robot dog (still)
 +
|-
 +
|<b>1E</b>||
 +
|-
 +
|<b>1F</b>||
 +
|-
 +
|<b>20</b>||
 +
|-
 +
|<b>21</b>||
 
|-
 
|-
 
|<b>22</b>||Box (picked up)
 
|<b>22</b>||Box (picked up)
 +
|-
 +
|<b>23</b>||
 +
|-
 +
|<b>24</b>||
 +
|-
 +
|<b>25</b>||
 
|-
 
|-
 
|<b>26</b>||Apple
 
|<b>26</b>||Apple
 +
|-
 +
|<b>27</b>||
 +
|-
 +
|<b>28</b>||
 +
|-
 +
|<b>29</b>||Chip (being carried)
 +
|-
 +
|<b>2A</b>||Dale (being carried)
 +
|-
 +
|<b>2B</b>||
 +
|-
 +
|<b>2C</b>||
 
|-
 
|-
 
|<b>2D</b>||Flower tile (hidden)
 
|<b>2D</b>||Flower tile (hidden)
 
|-
 
|-
 
|}
 
|}

Latest revision as of 14:04, 30 May 2019

These IDs occupy memory addresses 0420-042F.

Note: Normal boxes & (non-hidden) flower tiles are located in the nametable rather than occupying object slots.

ID # Description
00 Chip/Dale under box
01 Chip (still)
02 Chip (holding object)
03 Chip (walking)
04 Chip (walking w/ object)
05 Chip (ducking)
06 Chip (ducking under box)
07 Chip (jumping/falling)
08
09 Chip (throwing object)
0A
0B Chip (taking damage)
0C
0D Dale (still)
0E Dale (holding object)
0F Dale (walking)
10 Dale (walking w/ object)
11 Dale (ducking)
12 Dale (ducking under box)
13 Dale (jumping/falling)
14
15 Dale (throwing object)
16
17 Dale (taking damage)
18
19
1A
1B
1C Robot dog (moving)
1D Robot dog (still)
1E
1F
20
21
22 Box (picked up)
23
24
25
26 Apple
27
28
29 Chip (being carried)
2A Dale (being carried)
2B
2C
2D Flower tile (hidden)