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Game Resources / SNES / The Flintstones

The purpose of this page is to start the TAS research on The Flintstones (SNES), a game that was not explored at all until now. It was launched in 1995, based on the homonym movie launched in 1994.

The content of this page is updated according to BrunoValads' research on GitHub.

Table of contents [expand all] [collapse all]

Basic Information

Passwords

Password Result
MS STONE MAKES WEIRD JELLY Invincibility
BETTY PICKS BLUE RIBS Starts in Bedrock 1
BAM BAM MAKES SMALL ROCKS Starts in Jungle 1
CLIFF HIDES HOT JUICE Starts in Volcanic 1
ORANGUTAN DRAWS HAIRY FRUIT Starts in Machine 1
BARNEY GRABS BLUE TREES Stage Skip (pause game, press X to activate)
TIGER MIXES MAGIC JUICE Changes trophies into "Game Players" icon
DICTABIRD DRAWS WIERD TREES Changes trophies into OCEAN logo
HOAGIE TAKES COLD TREES View Credits

RAM Map

Notes before reading:
Address Size Description
$7E001C 2-bytes Camera X position.
$7E001E 2-bytes Camera Y position.
$7E0040 2-bytes Game mode. A list of valid values can be found here.
$7E008C 2-bytes Frame counter, maybe[1]. Resets to zero during screen transitions, and pauses when the game is paused.
$7E0622 1-byte Stage skip password flag.
$7E0624 1-byte Invincibility password flag.
$7E0636 1-byte Is paused flag.
$7E0725 1-byte Fred's graphical direction, maybe[1]: #40 = facing right, #104 = facing left. It's controlled by the effective direction ($7E0CB9).
$7E0944 1-byte Fred is loaded flag. #$01 = Fred is loaded, in levels, cutscenes, Password screen, Ocean intro. Also is #$02 when is walking in cutscenes and #$03 when jumping in cutscenes.
$7E0946 58-bytes Sprite type table. Can be interpreted as a status sometimes. You can check this complete list of sprites.
$7E0980 8-bytes Extended sprite type table. Uses the values #$10, #$11, #$14 and #$15 from the sprite type table. Can be interpreted as a status sometimes. You can check this complete list of sprites.
$7E0988 2-bytes X position.
$7E098A 58-bytes Sprite X position table.
$7E09C4 8-bytes Extended sprite X position table.
$7E09CC 2-bytes Y position.
$7E09CE 58-bytes Sprite Y position table.
$7E0A08 8-bytes Extended sprite Y position table.
$7E0A11 1-byte Accumulated X subpixels.
$7E0A13 58-bytes Sprite accumulated X subpixels table.
$7E0A4D 8-bytes Extended sprite accumulated X subpixels table.
$7E0A55 1-byte Accumulated Y subpixels.
$7E0A57 58-bytes Sprite accumulated Y subpixels table.
$7E0A91 8-bytes Extended sprite accumulated Y subpixels table.
$7E0A98 2-bytes[1] Fred's animation poses. A list of valid values can be found here.
$7E0A9A 58-bytes Sprite animation table, maybe[1].
$7E0AD4 8-bytes Extended sprite animation table, maybe[1].
$7E0CB9 1-byte Fred's effective direction, maybe[1]: #00 = facing right, #64 = facing left.
$7E0D84 2-bytes X speed. The low byte is the subspeed, in subpixels/frame, and the high byte (signed) is the speed, in pixels/frame.
$7E0D86 58-bytes Sprite X speed table. The low byte is the subspeed, in subpixels/frame, and the high byte (signed) is the speed, in pixels/frame.
$7E0DC0 8-bytes Extended sprite X speed table. The low byte is the subspeed, in subpixels/frame, and the high byte (signed) is the speed, in pixels/frame.
$7E0DC8 2-bytes Y speed. The low byte is the subspeed, in subpixels/frame, and the high byte (signed) is the speed, in pixels/frame.
$7E0DCA 58-bytes Sprite Y speed table. The low byte is the subspeed, in subpixels/frame, and the high byte (signed) is the speed, in pixels/frame.
$7E0E04 8-bytes Extended sprite Y speed table. The low byte is the subspeed, in subpixels/frame, and the high byte (signed) is the speed, in pixels/frame.
$7E0E94 1-byte Is on ground flag. #01 = yes, #00 = no.
$7E0FF0 2-bytes Last valid X position to respawn (if the player falls on a pit).
$7E0FF2 2-bytes Last valid Y position to respawn (if the player falls on a pit).
$7E0FF6 1-byte Fred's status. A list of valid values can be found here.
$7E1000 1-byte Is smashing flag. When #01, Fred hits enemies and smashable rocks.
$7E1485 2-bytes Width of the current level, in blocks. $7E15B6 seems like a mirror of the low byte.
$7E1487 2-bytes Height of the current level, in blocks.
$7E1D51 1-byte Invincibility timer. The player has 120 frames of invincibility after being hit or falling in a pit.
$7E1D5B 1-byte Current level. A list of valid values can be found here.
$7E1D65 2-bytes Lives.
$7E1D69 2-bytes Health (Fred faces in the life counter, #02 = normal, #01 = tongue out, #00 = tongue out and spiked hair).
$7E1D6D 2-bytes Stones.
$7E1D71 2-bytes Bowling balls.
$7E1D75 2-bytes Score. The maximum score you can see is 042767, which corresponds to $1D75 = 15 and $1D76 = 167, any point further the addresses are updated normally, but the counter becomes 000000,
and you won't get in the Hiscores. Note: the first digit on the counter is never used, there isn't an address for it, apparently.
$7E1D8D 2-bytes Time. Each game second takes 64 frames, so in NTSC (60Hz), 16 game seconds = 15 real seconds.
$7E1DD5 2-bytes Counter for how long you're holding a stone to throw (holding X). When hits #120 you burn you hand and waste the stone. This determines how far the stone can go.
E.g.: if you hold for 20 frames the stone will float without y speed for 20 frames. The high byte is never used, but is updated if you poke a value bigger than #120.
$7E1DD7 2-bytes Idle timer. It's #300 when player is acting, then decrements whenever the player is idle. When reaches #00, activates the idle animation.
$7E1ED6 1-byte Boss HP. The Caveman boss (Quarry 3) has #15, the Tiger boss (Jungle 4) has #5.
$7E2000 2-bytes Width of the level loaded, in blocks. Is set during the level loading/name screen.
$7E2002 2-bytes Height of the level loaded, in blocks. Is set during the level loading/name screen.
$7E2004 ?-bytes[1] Map16 table of tiles (low byte). It's more like the ID of the tile, e.g.: #$9f = blank tile. A list of valid values can be found here.
$7E2005 ?-bytes[1] Map16 table of tiles (high byte). It's more like the properties of the tile. A list of valid values can be found here.

[1]: These addresses need further research to be determined correctly.

Glitches and Tricks

- Hold a stone on hand until it starts to burn, then you jump. Fred's face gets weird, and if you're still in the air when the stone overheat, the animation (overheat animation) happens way faster if you keep jumping. That's because the address $7E1DD5 (counter for how long you're holding the rock) is not reset to zero while in air.

- Throw cancel: release the X button right when you're about to land on ground, Fred won't throw the stone. There's a 22 frame window for this trick, and the only other way to cancel a throw is getting damage.

- Jumping to a ledge from behind you hit an invisible solid block.

- In Jungle 1, right after the 2 bridges, there's a Gorilla that spawns bellow the platform and falls down, in the pit on the right.

- If you're on the right ledge on the top of a Springboard contraption facing its center, you can activate it using a bowling ball. Fred's x pos must be > than springboard x pos + 12 for this trick to work (and < than springboard x pos + 25, leading to a 12 pixels window). Also, sometimes the accumulated x pos is reseted to zero with this trick.

- In the Password screen, Fred creates the dust from walking, but it's invisible, static, and lasts forever.

- Throwing a stone when sticked to a wall makes it falls straight down and passing through the floor. You can do this from sticked to the wall to 12 pixels away from it.

Utilities

Lua Script

BrunoValads made a lua script for Lsnes, based on Amaraticando's generic Lsnes script. It contains:
  • Fred's basic info
  • Level info
  • Sprites and extended sprites info
  • Stone trajectory based on power
  • Frame and lag frame counters
  • Input display with frames (on the left)

RAM Watch

You can use this .wch file to see the basic info on Snes9x or BizHawk.


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GameResources/SNES/TheFlintstones last edited by brunovalads on 2016-01-15 23:10:26
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