Hyper Lode Runner:RAM map

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Revision as of 09:32, 4 July 2006 by Ventuz (talk | contribs) (Stone -> Block, makes more sense.)
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Level Map Structure

11F (hex) size room
0xC96B - begin GAME room
0xCA8A - end GAME room


8F (hex) size each room
0xCBAD - begin EDIT 1-A
0xCC3C - end EDIT 1-A
0xCC3D - begin EDIT 1-B
0xCCCC - end EDIT 1-B
0xCCCD - begin EDIT 2-A
0xCD5C - end EDIT 2-A
0xCD5D - begin EDIT 2-B
0xCDEC - end EDIT 2-B
0xCDED - begin EDIT 3-A
0xCE7C - end EDIT 3-A
0xCE7D - begin EDIT 3-B
0xCF0C - end EDIT 3-B
0xCF0D - begin EDIT 4-A
0xCF9C - end EDIT 4-A
0xCF9D - begin EDIT 4-B
0xD02C - end EDIT 4-B

Tiles digits

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)

They are put together as a byte to store in RAM/ROM (ie. 0xCDAD=20 for Ladder, Brick)