Difference between revisions of "Chip 'n Dale: Rescue Rangers"
From NES Hacker Wiki
(Stun addresses) |
(Stun caveats) |
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0210 - 18 - P1 Infinite HP | 0210 - 18 - P1 Infinite HP | ||
05B4 - 89 - P1 Infinite Lives | 05B4 - 89 - P1 Infinite Lives | ||
− | 005E - 01 - P1 Invulnerable (can be stunned) | + | 005E - 01 - P1 Invulnerable to most objects (can be stunned) |
− | |||
0224 - 18 - P2 Infinite HP | 0224 - 18 - P2 Infinite HP | ||
05E4 - 89 - P2 Infinite Lives | 05E4 - 89 - P2 Infinite Lives | ||
− | 005F - 01 - P2 Invulnerable (can be stunned) | + | 005F - 01 - P2 Invulnerable to most objects (can be stunned) |
− | |||
==North America== | ==North America== | ||
Line 18: | Line 16: | ||
===Memory Addresses=== | ===Memory Addresses=== | ||
− | 0054 - P1 Stunned Flag (07=Stunned,00=Normal) | + | 0054 - P1 Stunned Flag (07=Stunned,00=Normal, locking value at 00 prevents throwing objects horizontally, can only throw upwards) |
− | 0055 - P2 Stunned Flag (07=Stunned,00=Normal) | + | 0055 - P2 Stunned Flag (07=Stunned,00=Normal, locking value at 00 prevents throwing objects horizontally, can only throw upwards) |
005E - P1 Invulnerability Timeout (after getting hit goes from 3B to 00) | 005E - P1 Invulnerability Timeout (after getting hit goes from 3B to 00) | ||
005F - P2 Invulnerability Timeout (after getting hit goes from 3B to 00) | 005F - P2 Invulnerability Timeout (after getting hit goes from 3B to 00) |
Revision as of 14:47, 26 April 2012
Chip 'n Dale: Rescue Rangers is a platform action game based on the television show. You play as Chip or Dale through several levels in an attempt to stop Fat Cat.
Easy Cheats
See the guide on Easy Cheats to find out how to use these.
0210 - 18 - P1 Infinite HP 05B4 - 89 - P1 Infinite Lives 005E - 01 - P1 Invulnerable to most objects (can be stunned) 0224 - 18 - P2 Infinite HP 05E4 - 89 - P2 Infinite Lives 005F - 01 - P2 Invulnerable to most objects (can be stunned)
North America
Memory Addresses
0054 - P1 Stunned Flag (07=Stunned,00=Normal, locking value at 00 prevents throwing objects horizontally, can only throw upwards) 0055 - P2 Stunned Flag (07=Stunned,00=Normal, locking value at 00 prevents throwing objects horizontally, can only throw upwards) 005E - P1 Invulnerability Timeout (after getting hit goes from 3B to 00) 005F - P2 Invulnerability Timeout (after getting hit goes from 3B to 00) 0208 - P1 HP (Hxx) (18=Enabled,F8=Disabled) 020C - P1 HP (xHx) (18=Enabled,F8=Disabled) 0210 - P1 HP (xxH) (18=Enabled,F8=Disabled) 021C - P2 HP (Hxx) (18=Enabled,F8=Disabled) 0220 - P2 HP (xHx) (18=Enabled,F8=Disabled) 0224 - P2 HP (xxH) (18=Enabled,F8=Disabled) 05AA - P1 Flowers: 9xx (80-89) 05AC - P1 Flowers: x9x (80-89) 05AE - P1 Flowers: xx9 (80-89) 05B0 - P1 Stars: 9x (80-89) 05B2 - P1 Stars: x9 (80-89) 05B4 - P1 Lives: 9x (80-89) 05B6 - P1 Lives: x9 (80-89) 05DA - P2 Flowers: 9xx (80-89) 05DC - P2 Flowers: x9x (80-89) 05DE - P2 Flowers: xx9 (80-89) 05E0 - P2 Stars: 9x (80-89) 05E2 - P2 Stars: x9 (80-89) 05E4 - P2 Lives: 9x (80-89) 05E6 - P2 Lives: x9 (80-89)
Text
The ROM contains a set of numbers, letters, and symbols, but it also contains a large kanji set left in from the translation. The CHR graphics are repeated in several of the memory banks in order to lower memory swapping.
80=0 81=1 82=2 83=3 84=4 85=5 86=6 87=7 88=8 89=9 8A=A 8B=B 8C=C 8D=D 8E=E 8F=F 90=G 91=H 92=I 93=J 94=K 95=L 96=M 97=N 98=O 99=P 9A=Q 9B=R 9C=S 9D=T 9E=U 9F=V A0=W A1=X A2=Y A3=Z A4= A5=. A6=- A7== A8=? A9=! AA=© AB=< AC=> AD=' AE=/ AF=,