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Game Resources / G Bx / Scooby Doo Mystery Mayhem

This page attempts to document certain aspects of "Scooby-Doo! Mystery Mayhem for the GBA.

Memory

Memory domain is "Combined WRAM" unless noted otherwise.

Dynamic

This game's character-related addresses all change from room to room. The address for Scooby is obtained by: Character pointer - 0x02000000

where "0x02000000" is a value, not an offset. The equivalent lua code would be

  local char = memory.read_s32_le(addressptr) - 0x02000000
Once Scooby's addresses are located, offset it by +/-0xBC for Shaggy's. Since it's random, use the pointer 0x0130C0 to find Shaggy's instead similar to above.

Scooby

With base being
  local char = memory.read_s32_le(addressptr) - 0x02000000
Offset Type Display Description Notes
0x0C Doubleword Fixed point 16.16 X position Can also display as Unsigned
0x10 Doubleword Fixed point 16.16 Y position Can also display as Unsigned
0x14 Doubleword Signed X Speed Left (Negative); Right (Positive)
0x18 Doubleword Signed Y Speed Up (Negative); Down (Positive)
0x38 Byte Signed Ground flag 1 (Ground); 5 (Air)
0x49 Byte Signed Sneaking flag 0 (Normal); 1 (Sneaking)
0x4A Byte Hexadecimal State Various

Static

Address Set #101: Scooby-Doo! Mystery Mayhem
System: Game Boy Advance
Download .wch file for: BizHawk
Domain Address Data Type Signed Endian Description
System Bus 06B9 Byte Signed Big Room ID
System Bus 112EC Doubleword Hexadecimal Little Scooby pointer
System Bus 11344 Byte Signed Big Battery/Book meter
System Bus 113A4 Byte Signed Big Ghost HP
System Bus 12F40 Byte Signed Big Lives
System Bus 130C0 Doubleword Hexadecimal Big Shaggy pointer

Rooms

Value Description
0x00 ASM logo
0x01 Language Select (Only in (E), crashes in (U
0x02 Stage intro dialogue (Library)
0x03 Stage intro dialogue (Milton Bros Studio)
0x04 Stage intro dialogue (Lab)
0x05 Stage intro dialogue (Wild West)
0x06 Stage intro dialogue (Bayou)
0x07 Stage intro dialogue (Lab)
0x08 Stage intro dialogue (Lab)
0x09 Game over
0x0A Stage intro + Menu
0x0B Credits
0x0C Stage intro dialgoue (Van)
0x0D - 0x1E Library
0x1F - 0x2E Milton Bros Studio
0x2F - 0x43 Wild West
0x44 - 0x51 Bayou
0x52 - 0x5E Lab
0x5F ??
0x60 Copyright
0x61 Developed by
0x62 Options menu
0x63 Options menu (Library background)
0x64 Options menu (Milton Bros Studio background)
0x65 Options menu (Wild West background)
0x66 Options menu (Bayou background)
0x67 Options menu (Lab background)
0x68 Load game
0x69 THQ logo
0x6A Start
0x6B Warner Bros logo
0x6C+ Crash

Ghosts

Name HP Notes
Small ghost 16 not worth stopping for
Medium ghost 44 not easy to dodge; almost always forced to take it
Large ghost 88 ignore it
Book ghost ? It's movement is based on a timer; They also vanish once you get the book
Mummy 88 Ignore it
poltergeist 44 They can shoot projectiles
Knight N/A Cannot absorb; ignore
Dust Devil 88 Required to kill to proceed
Dust Devil boss 122 Required to kill to proceed
Zombie 88 High HP + they come back
Fire ghost 44 Will not reach 0 HP until the fire is gone
Final fire ghost 44 splits into 3 meds which all split into 2 smalls each
Guard N/A All progress for that room is reset if caught
Scientists N/A They can shoot very short ranged projectiles; quite harmless

Glitches/Tricks

Speed build up via switching characters

  1. Press select
  2. At the very last frame of the high-five animation, press select again.
  3. Move to the opposite end of whichever direction you wish to go
  4. Press select twice at the end of the high-five animation
Note: If you already did this before in the room, step 2 must be delayed by an extra frame.

You will then get dragged into the animation, and gain tens of thousands of speed. This can be chained multiples times as well. After step 4, if select is pressed again at the end of that high-five as well, you will swap characters, then get flung a bit further. This can be done over and over to separate Shaggy and Scooby far apart, allowing 200,000+ speed to be obtained.

A final note is that you can skip over enemies, certain obstacles, checkpoints, and objects like this, but solid walls cannot be bypassed.

Walls and speed

If you collide into a wall, your speed instantly resets to 0, regardless of its previous value.

Clipping into a slope

By building up speed at a certain angle, you will clip into it. Press the opposite direction to move further in. In certain cases, the slope cannot be clipped further in after the initial clip.

Reduces recoil from enemies

Hitting an enemy/damaging object at a certain angle or at high speeds eliminates the character from saying "Ouch", and reduces the "knockback" effect.

Preserving speed

Cart scenes

Your speed caps at 1113. Landing, getting hit, and jumping does not slow you down. Going over then edge and slopes do, however. Since taking damage has no effect in this part, it is preferred to get hit rather than encounter any slowdown.

Everywhere else

If you need to get hit by an obstacle, be sure to either reduce the knockback, or if that cannot be done, turn around before getting hit.

Landing briefly slows you down, so try to avoid going into the air too much.

Manipulating undead

Bookcase ghosts

They run at a timer. Triggering them at different times cause them to "float" up lower and attack sooner, before repeating back.

With Book of Doom

Use the book at the opposite direction, and all undead will move away from it horizontally.

Other

Either going near them, or go close then jump over. Delay entering rooms is possible, but often takes too long in comparison.


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GameResources/GBx/ScoobyDooMysteryMayhem last edited by jlun2 on 2016-05-08 04:54:49
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