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11-13-07 11:42 PM
rustedmagick forums - The ROM Hacking Data Repository - Dig Dug (J) NES |
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vbVanguard
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Since: 04-22-03

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Posted on 04-22-03 10:36 AMQuote
Modified version of my post at Acmlm's.

I found the level data for Dig Dug. It's stored at $3B9F - $3FD0. There are 3 bytes for each object. The first byte is the X coordinate the object is located inside the playfield. The second byte is the Y coordinate the object is located. The X coordinate doesn't include the leftmost row of dirt. So if the X coordinate was 02, the object is placed in the 3rd column. The third byte is the object number.

Example: 02 03 C4

...would mean that the object is object number C4, and is stored in the 2nd column and in the 4th row. C4 is the straight horizontal hole piece. I have yet to find all the object numbers, but you get the point.

It's the same for the next 3 bytes. First is the X, second is the Y, and third is the object. When the game comes across FF in between two 3-byte objects, that means to stop level 1, and start level 2.

Note that the "objects" are the holes that are pre-dug (heh, funny word), the rest of the level is created automatically. The enemies and the rocks are part of the sprite data, though, and that's different.


(edited by vbVanguard on 04-22-03 01:37 PM)
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