This page documents information about The Flintstones
. Many of the tricks demonstrated here are near impossible in real time and documented for the purposes of creating Tool-assisted Speedruns.
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 |
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. |
$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 | 1-byte | Lives. |
$7E1D69 | 1-byte | Health (Fred faces in the life counter, #02 = normal, #01 = tongue out, #00 = tongue out and spiked hair). |
$7E1D6D | 1-byte | Stones. |
$7E1D71 | 1-byte | 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. |