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- $1174 (2 bytes) = Layer 1 (camera) x position
- $1176 (2 bytes) = Layer 1 (camera) y position
- $1295 (1 byte) = Current level
- #$00 = Underground
- #$01 = Sky High
- #$02 = Aqua Lake
- #$03 = Green Hills
- #$04 = Gimmick Mt.
- #$05 = Scrambled Egg
- #$06 = Crystal Egg
- #$07 = Ending Sequences
- #$09 = Intro Sequence / Title Screen
- $1296 (1 byte) = Current act. Notes: for the Ending Sequence, #$00 is the Bad and #$01 is the Good; for the Intro/Title, #$00 = Intro Sequence, #$01 = Title Screen.
- $1298 (1 byte) = Life counter, any value above #$09 is displayed with 9
- $1299 (1 byte) = Ring counter (in hexadecimal, the code jumps from #$09 to #$10 for example)
- $12B9 (2 bytes) = Game timer (low byte = seconds, high byte = minutes), Sonic dies when it reaches 10 mins (in hexadecimal, the code jumps from #$09 to #$10 for example)
- $12BC (1 byte) = Frame counter for game timer, adds 1 second in the clock when reaches #$3C (60 frames)
- $13A9 (1 byte) = Invincibility timer, starts at #$78 decrementing each frame
- $13AA (1 byte) = Frames holding button when jumping. Freezing it at some value "enables" a flighting mode
- $13B4 (2 bytes) = Idle frame counter, Sonic will enter idle state when it reaches #$0200
- $14A9 (1 byte?) = Frame counter for tile animation, maybe
- $1501 (1 byte) = Sonic status (prev)
- $1502 (1 byte) = Sonic status
- $1503 (1 byte) = On ground status, kinda
- $1510 (1 byte) = X subposition
- $1511 (2 bytes) = X position
- $1513 (1 byte) = Y subposition
- $1514 (2 bytes) = Y position
- $1516 (1 byte) = X subspeed
- $1517 (1 byte) = X speed
- $1518 (1 byte) = Y subspeed
- $1519 (1 byte) = Y speed
- $151A (2 bytes) = X position in screen
- $151C (2 bytes) = Y position in screen
- $1522 (1 byte) = Blocked status, format: 0000lrdu (l = left, r = right, d = down, u = up)
- $1523 (1 byte) = Blocked status mirror, I guess
- $1707 (1 byte) = Counter for updating $170E, I guess
- $170E (1 byte?) = Related with Ending phase, or timer to Ending go to Game Over screen
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