Address | Type | Name | Description |
---|
7E054B | b s | X-Speed | Speed along the X-axis. |
7E054A | b u | X-Subspeed | The fractional value of the player's speed. Unlike other games that only use this for acceleration, different values affect your overall speed. |
7E0522 | w u | X-Position | Player's exact position on the X-axis |
7E0BAC | w u | "X" | Player's approximate position. This is strange because this value has dead zones at the beginning and end of a level. Every time the least significant byte of X-position overflows, this increments*. |
7E054D | b s | Y-Speed | Speed along the Y-Axis |
7E054C | b u | Y-Subspeed | The fractional value of the player's speed. |
7E0525 | w u | Y-Position | Player's exact position on the Y-Axis |
7E0526 | w u | "Y" | Similar to "X," but there appear to be no dead zones. |
7E0524 | b u | X-Region | X-Position overflow counter. |
7E0527 | b u | Y-Region | Y-Position overflow counter. |
- In this sense it's similar to pixel and subpixel values, but you can be on different pixels for the same value of "X."
Enemies' HP works the opposite of most games. They start at 0 and go up. There usually will not be more than 4 enemies on the screen, but here are all of them.
Enemy | Address |
---|
1 | 7E0595 |
2 | 7E05D0 |
|
3 | 7E060B |
4 | 7E0646 |
5 | 7E0681 |
6 | 7E06BC |
7 | 7E06F7 |
8 | 7E0732 |
Some stages have a movable object that you have to push by running into it. To help with the last such stage, I found these addresses.
Address | Type | Name |
---|
7E075E | b s | Object Speed |
7E075D | b u | Object Subspeed |
7E074B | w u | Object X-Position (right) |
7E0755 | w u | Object X-Position (center) |
7E0763 | w u | Object X-Position (left) |
It is fun to enable cheats and give yourself infinite health, lives, and time.
Address | Name |
---|
7E1036 | # Shields |
7E1028 | # Lives |
7E1030 | # Gold |
7E1031 | Minutes |
7E1032 | Tens |
7E1033 | Seconds |
7E0FCC | Frames |