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

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m (moved Hyper Lode Runner: RAM Map to Hyper Lode Runner:RAM map over redirect: Match template)
 
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E - Block(glitch)<br>
 
E - Block(glitch)<br>
 
F - Block(glitch)<br>
 
F - Block(glitch)<br>
 
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{{Internal Data|game=Hyper Lode Runner}}
[[Category: Hyper Lode Runner]]
 

Latest revision as of 13:44, 6 June 2016

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)

Internal Data for Hyper Lode Runner

ROM MapRAM MapText TableNotesTutorials