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Here we documenting hex addresses and guides of Kid Chameleon.
For advanced Kid Edit user this information is useful to make additional changes to their project.


Hex Editing: For hex editing you need to have an hex editing program. We recommend XVI32 [1], which is an free program.

ROM Address: A ROM address can easily be found by the short key (CTRL-G), in most common hex editing programs.

Level[]

Order[]

Assigns maps to each level number. You can change the starting level at address 04033B, don't get confused with maps which are in this table, for their level numbers see List of levels#Hex reference table.

Address Hex Description
04043E 4A Blue Lake Woods 1
04043F 4B Blue Lake Woods 2
040440 2D Highwater Pass 1
040441 2E Highwater Pass 2
040442 01 Under Skull Mountain 1
040443 00 Under Skull Mountain 2
040444 02 Under Skull Mountain 3
040445 0E Isle of the Lion Lord
040446 54 Hills of the Warrior 1
040447 56 Hills of the Warrior 2
040448 18 Windy City
040449 1D Sinister Sewers
04044A 3D The Crystal Crags 1
04044B 37 The Crystal Crags 2
04044C 2C Dragonspike
04044D 2B Stormwalk Mountain
04044E 13 Shishkaboss
04044F 4C The Whispering Woods 1
040450 49 The Whispering Woods 2
040451 14 Devil's Marsh 1
040452 16 Devil's Marsh 2
040453 0B Knight's Isle
040454 0C Whale Grotto
040455 3F Hoverboard Beach
040456 40 Pyramids of Peril
040457 34 Madmaze Mountain
040458 1C The Deadly Skyscrapers
040459 27 Skydragon Castle 1
04045A 21 Skydragon Castle 2
04045B 0D Coral Blade Grotto
04045C 6C Boomerang Bosses
04045D 4F Woods of Despair 1
04045E 4D Woods of Despair 2
04045F 19 Forced Entry
040460 0A The Cliffs of Illusion
040461 5C Lion's Den
040462 25 Wind Castles 1
040463 26 Wind Castles 2
040464 35 Blizzard Mountain
040465 3E Caves of Ice
040466 2F The Nightmare Peaks 1
040467 31 The Nightmare Peaks 2
040468 74 Bagel Brothers
040469 3B Diamond Edge
04046A 5A The Hills Have Eyes
04046B 33 Secrets in the Rocks
04046C 3A Ice God's Vengeance
04046D 57 Beneath the Twisted Hills
04046E 10 Alien Isle
04046F 59 The Land Below
040470 38 The Final Marathon
040471 05 Plethora
040472 30 The Pinnacle
040473 55 Hidden Canyon
040474 32 The Caged Beasts
040475 0F Crab Cove
040476 48 The Crypt (leftover)
040477 47 The Forbidden Tombs
040478 03 Stairway to Oblivion
040479 53 The Valley of Life
04047A 04 The Black Pit
04047B 36 Frosty Doom
04047C 15 Bloody Swamp
04047D 12 Scorpion Isle
04047E 22 Towers of Blood
04047F 41 The Crypt
040480 17 Alien Twilight
040481 4E Tunnels Beneath the Woods
040482 58 Hills of Forever
040483 11 Monster Island
040484 39 The Shimmering Caves
040485 42 The Crypt (leftover)
040486 3C Sky Fortress
040487 61 Elsewhere 1
040488 5E Elsewhere 2
040489 5F Elsewhere 3
04048A 60 Elsewhere 4
04048B 5D Elsewhere 5
04048C 62 Elsewhere 6
04048D 64 Elsewhere 7
04048E 67 Elsewhere 8
04048F 6E Elsewhere 10
040490 75 Elsewhere 9
040491 66 Elsewhere 11
040492 68 Elsewhere 12
040493 6D Elsewhere 13
040494 6F Elsewhere 14
040495 70 Elsewhere 32
040496 77 Elsewhere 16
040497 78 Elsewhere 15
040498 63 Elsewhere 17
040499 65 Elsewhere 19
04049A 69 Elsewhere 18
04049B 6A Elsewhere 22
04049C 6B Elsewhere 20
04049D 71 Elsewhere 21
04049E 08 Elsewhere 23
04049F 7C Elsewhere 24
0404A0 7D Elsewhere 25
0404A1 7A Elsewhere 26
0404A2 7B Elsewhere 27
0404A3 79 Elsewhere 28
0404A4 72 Elsewhere 29
0404A5 73 Elsewhere 30
0404A6 76 Elsewhere 31
0404A7 09 The Crypt (leftover)



Music[]

Sound[]

Theme[]

The music playlist for all the themes start at ROM address 01201E, except the Murder Wall.

Address Hex Description
011FFB 09 Murder wall
01201F 02 Sky
012020 03 Ice
012021 04 Hills
012022 08 Island
012023 01 Desert
012024 0A Swamp
012025 00 Mountain
012026 07 Cave
012027 06 Woods
012028 65 City



Palette[]

Converting color is easier as you may think. The most common color code is Hex which is indicated by the hastag (#) followed with a six digit number which may also contain the letters A,B,C,D,E,F.

Now to start off take a color which you want to use, you can take any program or online colorpicker [2] as long it give's you you're hex number. In this example I use #17C320 Now to make it fit in the ROM we need to remove three digits. let's add some space so we get an better overview #17 C3 20 now you need to remove the last digit of each pair. Which gives us #1 C 2 now read the backwards as you insert them to the ROM and add a 0 in front of it, so your will be inserting #02C1.

If you want to know or have questions, ask them on the forum.

Boss[]

The color combinations for all the bosses. They all share the green color palettes.

Plethora-1 Shishkabos
0A2382 0A23AE
00 00 02 22
00 02 02 26
00 24 02 48
02 46 04 6A
04 68 06 8C
06 8A 08 AE
08 AC 0A CF
02 22 04 44
04 44 06 66
08 88 0A AA
0A AA 0C CC
00 A4 00 6E
00 8C 00 CE
00 08  
02 0C  
0A23A0
00 20
00 40
00 60
00 80
00 A0
00 E0
0A AA

Enemies[]

Pointers: If you take one of these addresses and search for that particular value (CTRL-F) you will see a pointer table, the first pointers are for color palette's. The pointers behind it until the next enemy points to each sprite sheet which makes up the animations for the enemy. They are stored in the following order: top-left to bottom-right

Color palette order
Dragon-1 Dragon-Flying-1 Dragon-2 Dragon-Flying-2 Dragon-3 Dragon-Flying-3 Orca-1 Armadillo-1 Armadillo-2 Armadillo-3 Fire-Demon-1 Fire-Demon-2 Fire-Demon-3 Tar-Monster-1 Tar-Monster-3 Tar-Monster-2 Tornado-1 Tornado-2 Tornado-3 Cloud-1 Cloud-2 Cloud-3 Fireball-1 Fireball-2 Fireball-3 Drips-1 Drips-3 Drips-2
Crab-1 Crab-2 Crab-3 Goat-1 Goat-2 Goat-3 Spinning-Twins-1 Spinning-Twins-2 Spinning-Twins-3 Ninja-1 Ninja-2 Ninja-3 Scorpion-1 Scorpion-3 Scorpion-2 Lion-1 Lion-2 Lion-3 Tank-1 Tank-Shooting-1 Tank-2 Tank-Shooting-2 Tank-3 Tank-Shooting-3 Emo-Rock-1 Emo-Rock-2 Emo-Rock-3
Big-Hopping-Skull-1 Big-Hopping-Skull-2 Big-Hopping-Skull-3 Mini-Hopping-Skull-1 Mini-Hopping-Skull-2 Mini-Hopping-Skull-3 Drill-1 Drill-2 Drill-3 Sphere-1 Sphere-3 Sphere-2 Crystal-1 Crystal-2 Crystal-3 Archer-1 Archer-2 Archer-3 Robot-1 UFO-1 UFO-Pilot-1 Robot-2 UFO-2 UFO-Pilot-2 Robot-3 UFO-3 UFO-Pilot-3

Archer[]

The Archer color combinations.

Archer-1 Archer-2 Archer-3
0A22FE 0A230C 0A231A
0E EE 0E EE 0A EE
0C EA 0E CC 08 CE
0A C8 0C AA 06 AC
08 A4 0A 88 04 8A
06 82 08 66 02 68
04 60 06 44 00 46
02 40 04 22 00 24

Armadillo[]

The Armadillo color combinations.

Armadillo-1 Armadillo-2 Armadillo-3
0A1F08 0A1F16 0A1F24
02 22 06 42 00 48
04 44 08 64 00 6C
06 66 0A 86 02 AE
08 88 0E CA 06 CE
00 24 00 48 08 64
00 48 00 AE 0C AE
04 68 06 CE 0E CA

Big Hopping Skull[]

The Big Hopping Skull color combinations.

Big-Hopping-Skull-1 Big-Hopping-Skull-3 Big-Hopping-Skull-2
0A222C 0A223A 0A2248
02 22 06 20 00 24
04 44 0A 60 00 48
06 66 0C 84 00 6A
08 88 0C A6 02 8C
0A AA 0E CA 06 CE
04 8E 04 8E 08 64
00 48 00 48 0E CA

Cloud[]

The Cloud color combinations.

Cloud-1 Cloud-2 Cloud-3
0A2004 0A2012 0A2020
02 22 00 68 02 06
04 44 02 8A 02 0A
06 66 02 AC 02 2A
08 88 04 CE 02 6E
Cloud-1-Attack Cloud-2-Attack Cloud-3-Attack
0C 42 04 EE 00 8E
0E 84 08 EE 06 CE
0C A8 0E EE 0C EE

Crab[]

The Crab color combinations.

Crab-1 Crab-2 Crab-3
0A20AC 0A20BA 0A20C8
02 02 08 20 00 24
04 04 0A 42 00 46
02 2A 0C 64 02 68
08 4C 0E A4 06 AC
06 6C 0E C8 08 CC
08 8E 0E EA 08 CE
0A AE 0E EC 0E EE

Crystal[]

The Crystal color combinations.

Crystal-1 Crystal-2 Crystal-3
0A22D4 0A22E2 0A22F0
0E 8E 04 8E 04 E8
0E CC 04 CE 0A EC
0A 66 00 6C 06 E4
08 22 00 28 02 80
0A 44 00 4A 02 A0
06 00 00 06 02 60
04 00 00 04 00 40

Dragon[]

The Dragon color combinations.

Dragon-1 Dragon-2 Dragon-3
0A1ED0 0A1EDE 0A1EEC
00 42 04 22 00 24
00 64 06 42 00 48
00 84 08 62 00 6A
00 A6 0A 84 00 AE
08 CE 00 8E 00 8E
00 AC 02 CE 00 CE
08 88 0C CC 0C CC

Driller[]

The Driller color combinations.

Drill-1 Drill-3 Drill-2
0A2280 0A228E 0A229C
02 22 00 24 04 22
04 44 00 48 06 42
06 66 00 6A 08 64
08 88 02 8C 0A 86
0A AA 06 CE 0E CA
02 46 0A 88 02 48
04 68 0C AA 02 8A

Drips[]

The Drips color combinations.

Drips-1 Drips-3 Drips-2
0A2082 0A2090 0A209E
06 C2 0A 6C 0A CE
00 20 00 06 00 24
00 40 02 0A 00 48
00 A6 06 4C 02 AE
00 0A 00 AC 00 2E
00 04 00 40 00 06
00 62 04 2C 00 6C

Emo Rock[]

The Emo Rock color combinations.

Emo-Rock-1 Emo-Rock-3 Emo-Rock-2
0A2202 0A2210 0A221E
02 22 00 04 00 48
04 44 02 08 00 6A
06 66 02 2A 02 8C
08 88 02 4E 06 CE
00 24 00 6A 0A 86
00 48 02 AE 0C A8
04 8E 06 CE 0E EC

Fire Demon[]

The Fire Demon color combinations.

Fire Demons Transparens

The color palette for the animation is as followed one, two, three, two and repeat. If you look at sprite-sheet image you'll see there are three different frames, each frame is animated with two different colors before switching to second frame.

Fire-Demon-1 Fire-Demon-1-2 Fire-Demon-1-3
0A1F32 0A1F40 0A1F4E
0C EE 0E EE 0E EE
04 EE 06 EE 08 EE
02 8E 02 8E 04 AE
00 4C 00 6E 04 8E
00 2A 00 4C 02 6C
00 06 00 28 00 4A
00 00 00 00 00 00
Fire-Demon-2 Fire-Demon-2-2 Fire-Demon-2-3
0A1F5C 0A1F6A 0A1F78
0E EC 0E EE 0E EE
0E D8 0E EA 0E EC
0E A6 0E C8 0E EA
0E 8E 0E AE 0E CA
0C 60 0E 82 0E A4
0A 00 0C 00 0E 00
00 00 00 00 00 00
Fire-Demon-3 Fire-Demon-3-2 Fire-Demon-3-3
0A1F86 0A1F94 0A1FA2
0C EE 0E EE 0E EE
08 EC 0A EE 0C EE
08 E8 0A EA 0C EC
06 C0 08 E2 0A E4
04 A4 06 C6 08 E8
02 62 04 84 06 A6
00 00 00 00 00 00

Fireball[]

The Fireball color combinations.

Fireball-1 Fireball-2 Fireball-3
0A202E 0A203C 0A204A
00 08 0C 22 00 40
00 2C 0C 44 00 60
02 6C 0E 84 00 A0
00 AE 0E A8 04 E0
00 EE 0E CC 0C EE

Goat[]

The Goat color combinations.

Goat-1 Goat-2 Goat-3
0A20D6 0A20E4 0A20F2
00 24 04 22 06 40
00 46 08 66 08 60
02 68 0A A8 0A A0
06 AA 0C CA 0C C8
08 CC 0E EC 0A EE
0C EE 0E EE 0C EE
00 2A 00 4C 09 6E

Hand[]

The Hand color combinations.

Hand-1 Hand-3 Hand-2
0A2058 0A2066 0A2074
00 00 00 00 00 00
0E EE 0B E8 0C DE
08 C8 0C A6 08 AD
04 86 0A 44 04 9A
02 64 08 48 02 88
00 42 04 26 00 64
00 20 00 20 00 20

Lion[]

The Lion color combinations.

Lion-1 Lion-2 Lion-3
0A217E 0A219C 0A21BA
08 22 08 22 08 22
00 48 00 48 00 48
00 8C 00 8C 00 8C
00 CE 00 CE 00 CE
08 EE 08 EE 08 EE
0C 84 0C 84 0C 84
0A 42 0A 42 0A 42
00 02 00 02 00 02
00 06 00 00 04 44
00 2A 02 22 08 88
00 6E 02 44 0C CC
00 C0 00 C0 00 C0
00 A2 00 A2 00 A2
04 E8 04 E8 04 E8
08 E0 08 E0 08 E0

Ninja[]

The Ninja color combinations.

Ninja-1 Ninja-2 Ninja-3
0A212A 0A2138 0A2146
02 00 00 86 00 40
04 22 00 2A 00 60
0A 66 00 4E 04 A0
0C AA 00 8E 08 C4
00 24 02 26 02 26
02 6A 02 6A 02 6A
06 AE 06 AE 06 AE

Mini Hopping Skull[]

The Mini Hopping Skull color combinations.

Mini-Hopping-Skull-1 Mini-Hopping-Skull-3 Mini-Hopping-Skull-2
0A2256 0A2264 0A2272
02 22 00 24 06 20
04 44 00 48 0A 42
06 66 00 6A 0C 64
08 88 02 8C 0E A4
0A AA 04 CE 0E C8
00 00 00 00 00 00
08 AA 0A CC 0A CC

Orca[]

The Orca color combinations. The black color is only the outer edge.

Orca-1
0A1EFA
00 00
04 44
06 66
08 88
0C CC
02 08
00 48

Scorpion[]

The Scorpion color combinations.

Scorpion-1 Scorpion-3 Scorpion-2
0A2154 0A2162 0A2170
00 02 08 22 04 22
00 04 0C 42 08 66
00 28 0E 84 0C A8
00 4C 0E A4 0E CA
04 AE 0E EA 0E EE
00 C0 00 C0 00 C0
00 60 00 80 00 80

Sphere[]

The Sphere color combinations.

Sphere-1 Sphere-3 Sphere-2
0A22AA 0A22B8 0A22C6
02 02 00 40 00 24
06 04 00 60 00 48
0C 06 00 A0 00 8C
Sphere-1-Hit Sphere-3-Hit Sphere-2-Hit
0E AE 0A EA 08 EE
00 EA 02 EE 00 EA
00 A4 02 8E 00 A4
00 60 02 2C 00 80

Spinning Twins[]

The Spinning Twins color combinations.

Spinning-Twins-2 Spinning-Twins-1 Spinning-Twins-3
0A2100 0A210E 0A211C
00 20 00 48 08 62
02 42 02 8C 0C 86
04 84 06 CE 0E C8
08 C8 0A EE 0E EC
00 04 00 0A 00 0A
00 28 00 2C 00 2C
00 4C 00 4E 00 4E

Tank[]

The Tank color combinations.

Tank-1 Tank-3 Tank-2
0A21D8 0A21E6 0A21F4
02 22 00 24 06 30
04 44 00 48 0A 60
06 66 00 6A 0C 84
08 88 02 8C 0C A6
Tank-Shooting-1 Tank-Shooting-3 Tank-Shooting-2
04 22 06 CC 02 26
06 44 0A 66 00 6C
08 66 0E AA 04 AE

Tar Monster[]

The Tar Monster color combinations.

Tar-Monster-1 Tar-Monster-3 Tar-Monster-2
0A1FB0 0A1FBE 0A1FCC
04 00 06 06 00 44
06 20 08 28 02 88
08 42 0A 4A 02 AA
Tar-Monster-1-Hit Tar-Monster-3-Hit Tar-Monster-2-Hit
0A 64 0C 6C 06 CC
0C 86 0E AE 06 EE
0E EE 0E EE 0E EE

Tornado[]

The Tornado color combinations.

Tornado-1 Tornado-2 Tornado-3
0A1FDA 0A1FE8 0A1FF6
02 20 00 02 02 02
04 20 00 04 04 24
06 42 00 0A 06 46
08 64 04 4C 08 68
0A 86 04 6E 0A 8A
0C A8 06 8E 0C AC
0E EE 0A AE 0E EC

UFO[]

The Robot, UFO and Pilot color combinations.

UFO-3 UFO-1 UFO-2
0A2328 0A2346 0A2364
00 00 00 00 00 00
04 22 00 24 02 20
06 42 00 48 02 40
08 64 00 6C 04 80
0A 86 02 AE 06 C2
0E CA 06 EE 08 E8
00 04 00 60 00 08
00 0A 00 80 00 0C
00 4C 00 A0 00 4C
00 8C 02 E2 00 8E
08 EE 08 EE 08 EE
UFO-Pilot-3 UFO-Pilot-1 UFO-Pilot-2
00 20 06 02 04 22
00 60 08 0A 08 64
00 E0 0C 4C 0A 86
04 CA 0E E0 0E 0E

Fonts[]

Level title[]

The address with a red value "00 00" which are properly empty spots.

Font I
019C4A 019C54
00 00 00 00
00 8C 04 AC
00 6C 00 6A
00 48 00 26
00 28

Alternate pallete used on the Continue screen when using the 2-Players mode.

2-Players Continue Font
00D048
0E EE
04 44
06 66
08 88
0A AA

Continue Screen[]

Continue Font
00D034
0E EE
08 88

Intro[]

First screen[]

Intro 1 Intro1 Font only
01C28A 01C2AC 01C2EC
06 60 04 20 0E EE
08 84 0A 64 0A AA
08 A4 0E A8
04 00 0E EE
06 22 00 0C
08 44 00 08
0A 66 00 04
02 68 02 22
02 8A 04 44
04 CE 08 8C
04 44 06 6A
00 6C 04 48
00 00 00 26
0E 0E 00 00
0E EE 00 48
01C2CC
02 02
04 04
06 26

Second screen[]

Intro 2b Font only
01C2F4 01C312 01C324 01C332
04 00 00 06 04 22 0E EE
08 88 00 CE 06 44 0A AA
00 04 00 AE 08 66
00 46 00 8C 0A 88
00 68 00 6A 0E CC
02 8A 00 E0 00 E0
04 40 00 40
00 40 0E EE
00 80 00 00
02 C4
08 88
02 00
04 20
06 42

Third screen[]

Intro 5 Font only
01C346 01C368 01C388 01C396
00 00 00 00 00 00 0E EE
02 02 00 02 00 02 0A AA
04 02 00 24 00 24
02 04 00 48 00 46
02 06 02 48 04 68
06 08 04 6A 08 AC
02 00 06 8C 0E EE
02 02 06 22 06 44
06 42 06 66
04 00 08 88
04 20 0A AA
06 20
0A 22
0C 42
02 28

Fourth screen[]

Intro Red Stealth Intro Maniaxe-1 Intro Juggernaut-1
01C41A 01C466 01C486
00 20 00 24 02 20
00 40 00 46 00 00
00 60 00 68 00 00
00 00 00 00 02 02
00 00 00 00 04 04
00 04 04 20 06 06
00 06 06 40 00 00
00 08 08 60 00 00
00 0C 0C CC 00 20
00 4A 08 88 00 40
00 6C 04 44 00 60
00 8E 00 04 00 80
0C CC 02 26 0C CC
00 00 02 28 04 02
00 00 04 4A 04 22
06 66 06 6C 06 44
N/A N/A 08 66
N/A N/A 0A 88
N/A N/A 02 00
N/A N/A 04 00
N/A N/A 06 00
Red Stealth Mainaxe Juggernaut-1
01C3A8 01C3CC 01C3E2
00 04 0C CC 04 22
00 06 08 88 06 44
00 08 04 44 08 66
00 0C 00 00 0A 88
00 4A 00 00 02 00
00 6C 00 00 04 00
00 8E 00 00 06 00
0C CC 00 00 00 08
This is flickering transformation screen.
01C402
04 20
06 40
08 60
0C CC
08 88
04 44
00 00

lava geyser[]

Lava
07B8B4
00 04
00 08
00 0C
00 2E

logos[]

Kid Chameleon[]

Kid Chameleon Logo
01C442 01C462
0E EE 0E EE
04 20 0A AA
06 40
08 60
0A 80
0E C0
00 08
00 0E
00 6E
00 AE
0C EE
00 00

[]

SEGA Logo
012EEE
00 00
0E EE
0E C0
0E A0
0E 80
0E 60
0E 40
0E 20
0E 00
0C 00
0A 00
08 00
06 00
08 00
0A 00
0C 00
0E 00
0E 20
0E 40
0E 60
0E 80
0E A0
0E C0
0E A0
0E 80
0E 60
0E 40
0E 20
0E 00
0C 00
0A 00
08 00
06 00

Murder wall[]

The Murder wall color combinations.

Murder-Wall
01408C
02 22
04 44
06 66
08 88
0A AA
00 40
00 A0

Score screen[]

The black color is used for the background behind the block, these blocks also have its own green color palette located at the end. Also there is a duplicated with these same colors they are located after the score screen at ROM address 0D02A Don't know where they are used for?

Score Screen Transparens
0D00C
00 06
00 CE
00 AE
00 8C
00 6A
00 E0
00 40
0E EE
00 00
04 22
06 44
08 66
0A 88
0E CC
00 E0

Options Screen[]

Options menu First Font Second Font Third Font Fourth Font
01C97E 01C9BE 01C9C2 01C9DE 01C9E2
00 04 08 80 00 44 0E EE 00 EE
00 8A 00 62 04 20 0E C0 02 8E
00 6A
00 48
00 06
01C9A2
00 24
02 46
04 68
06 8A
08 AC
02 22
04 44
06 00
0A AA
00 A0
00 40
00 4A
00 8C

Snowball[]

07B8BE is used for the Mountain theme levels.
07B8CE is used for the Ice theme levels.

Ice Ball Transparens
07B8BE 07B8CE
0A 64 0A 64
0C 86 0C 86
0E A8 0F CA
0E CA 0F EC
0E CC 0F EE
00 00 00 00

Splash screen[]

Cave[]

Splash Cave
014F4E
02 20
00 00
00 02
00 22
02 44
04 66
06 88
00 00
00 00
00 00
00 20
00 80
08 88

City[]

Splash City
014F8E
02 00
00 00
00 00
00 00
00 00
02 22
06 86
08 A8
00 00
0A CA
00 00
00 00
00 00
02 20
04 20
06 40

Desert[]

Splash Desert
014EEE
04 04
00 02
00 28
00 4A
00 6C
00 8C
00 00
04 20
06 44
0A 66
08 A8
00 04
00 06

Hills[]

Splash Hills
014EAE
08 42
00 00
00 22
04 66
06 88
08 8A
00 40
02 62
04 60
06 AA
00 02
00 22
00 24
02 46

Ice[]

Splash Ice
014E8E
02 20
00 00
02 00
04 00
06 20
08 40
0A 62
0E 86
0E A8

Island[]

Splash Island
014ECE
02 00
00 00
00 00
04 68
06 8A
08 AC
00 00
00 20
00 42
02 64
04 86
00 02
02 22
02 24
04 46

Mountain[]

014F30-014F31

Addresses 014F30-014F31

014F32-014F33

Addresses 014F32-014F33

Intersting to see that the "0 22" colors cover two different areas.

Splash Mountains
014F2E
00 00
00 22
00 22
02 44
04 66
06 88
04 C2
0E 20
0E 40
0E 62
0E A4
00 40
00 80
00 00
00 00
0E EE

Sky[]

Splash Sky
014E6E
02 22
00 00
00 22
02 44
04 66
06 88
08 8A
00 02
00 24
00 46
02 68
02 20
00 20
00 40
02 64
0E EE

Swamp[]

Splash Swamp
014F0E
00 00
00 00
02 04
00 24
02 26
02 48
04 6A
06 8C
08 AE
00 20
00 42
02 64
04 86
02 44

Woods[]

Splash Woods
014F6E
00 00
00 02
00 26
02 46
04 68
00 00
00 42
04 86
00 24

Teleport[]

 
0BD00
00 EE

Demo[]

0C0C is used when the demo ends.
0119FC is used when skipping the demo.

Purpledemo
0C0C
0119FC
08 2A

Theme[]

Cave[]

Cave-1 Cave-2
07B792 07B87C
00 00 00 00
02 22 00 02
04 44 00 04
08 88 00 06
0A AA
04 8C
00 04
00 08
00 0C
00 2E
00 26
00 48
02 6A
02 20
0E EE

City[]

City-1 City-2
07B7CE 07B89C
00 00 0E A8
02 22 02 22
04 44 04 44
06 66 06 66
08 88 08 88
08 66 0A AA
02 46 0E CA
04 68 0E EE
06 8A
08 AC
00 CE
00 64
00 4A
0A AA
0E EE

Desert[]

Desert-1 Desert-2
07B71A 07B82C
00 02 0C 86
00 28 0A CE
00 4A 02 4A
00 6C 02 6C
00 8C 04 8E
00 00 06 AE
04 20 08 8A
06 44 08 64
0A 66
08 A8
00 04
00 06
00 00
02 00
0E EE

Hills[]

Hills-1 Hills-2
07B6DE 07B80C
00 02 02 40
02 44 0E 42
04 66 04 42
06 88 08 24
08 AA 0E CA
00 24 0A 46
00 62 0E 64
04 82 0E A8
04 A2
06 C8
00 22
00 24
00 46
04 68
0E EE

Ice[]

Ice-1 Ice-2
07B6C0 07B7FC
00 00 02 68
08 40 02 00
0A 62 04 22
0E 86 06 44
0E A8 08 66
0E 0E 0A 88
00 02 04 AC
00 22 00 46
00 24
02 46
02 00
04 00
06 20
0C CC
0E EE

Island[]

Island-1 Island-2
07B6FC 07B81C
00 00 0A 60
00 46 02 42
04 68 08 42
06 8A 0A 60
08 AC 0A 86
00 08 0C A8
00 20 0E CA
00 42 04 46
02 64
04 86
00 02
02 22
02 24
04 46
0E EE

Mountain[]

Mountain-1 Mountain-2
07B756 07B84C
00 22 0E 40
00 46 0E A8
02 68 0C 66
04 AA 0A 46
06 CC 06 24
04 C2 04 22
0E 20 0E 86
0E 40 0E 40
0E 62
0E C4
00 40
00 80
06 24
02 26
0E EE

Sky[]

Sky-1 Sky-2
07B6A2 07B7EC
00 00 0E 42
02 22 08 64
04 44 0A 86
06 66 0C A8
08 88 02 60
00 00 00 80
00 04 02 8A
00 46 02 CC
00 68
02 8A
04 40
00 40
00 80
02 C4
0E EE

Swamp[]

Swamp-1 Swamp-2
07B738 07B83C
00 00 04 66
02 46 06 88
04 68 02 44
06 8A 08 66
08 AC 06 66
00 22 04 44
00 42 08 68
00 64 02 22
00 86
00 A8
00 24
0A CE
0E EE
00 02
0E EE

Woods[]

Woods 1 Woods 2
07B7B0 07B88C
00 00 0E 62
00 22 02 80
04 66 02 60
06 88 0E 64
0A CC 0E 84
06 8C 0E A8
00 04 0E CA
00 60 08 24
04 A0
04 E4
00 26
02 48
04 6A
06 48
0E EE

Modified Theme[]

Cave[]

The alternate color of the Cave levels:

Cave 2 Pallete Cave 2 Background
012CDA 012CF8
00 00 00 00
04 00 00 20
08 22 00 40
0C 44 00 60
0E 88
04 8C
00 04
00 08
00 0C
00 2E
00 26
00 48
02 6A
06 00
EE EE

Cave[]

The "Plethora pallete" of the final level.

Plethora Pallete
012CBC
00 00
02 22
04 44
0A AA
08 88
02 46
00 06
00 08
00 2A
00 4C
00 02
00 04
00 24
02 20
EE EE

City[]

A custom theme which is used in Alien Twilight.

City-(AT)-1 City-(AT)-2
012D26 012D54
00 00 00 24
02 00 00 00
04 20 00 00
06 40 00 02
08 62 00 06
08 40
02 20
04 42
06 64
08 86
00 A8
00 40
00 24
0A 84
0E CA

City[]

This is an modified theme which never has been used

City-(UNKNOWN)-1 City-(UNKNOWN)-2
012D08 012D44
00 00 0A A8
00 22 02 46
00 44 04 68
02 66 06 8A
04 88 08 CE
04 66 0A EE
00 46 08 CE
00 68 0C EE
02 8A
04 AC
00 CE
00 64
00 4A
06 AA
0C EE

Mountain[]

A custom theme which is used for the storm featured levels.

Mountain-(S)-1 Mountain-(S)-2 Mountain-(S)-3
07B774 07B85C 07B86A
00 00 00 00 06 64
02 20 02 00 04 00
04 42 04 00 00 00
06 64 04 00 00 00
08 86 02 00 00 00
04 62 00 00 04 00
0A 00 02 00 00 00
0A 20 00 00 0C EE
0A 40
0A 84
02 20
02 40
08 AA
04 22
0E CC

Transformation[]

Part of the helmets are located between the characters and transformations.

Pointers: If you take one of these addresses and search for that particular value (CTRL-F) you will see a pointer table, the first three pointers are for the default character, helmet, and transformation. The pointers behind it until the next character, points to each sprite sheet which makes up the animations for the character. They are stored in the following order: top-left to bottom-right

Color palette order
The-Kid Maniaxe Maniaxe Helmet Maniaxe-Transformation Maniaxe-Transformation Skycutter Skycutter Helmet Skycutter Transformation Micromax Micromax Helmet Micromax-Transformation Berzerker Berzerker Helmet Berzerker-Transformation Red-Stealth Red Stealth Helmet Red Stealth Transformation Eyeclops Eyeclops Helmet Eyeclops-Transformation Cyclone Cyclone Helmet Cyclone-Transformation Juggernaut Juggernaut Helmet Juggernaut-Transformation Iron-Knight Iron Knight Helmet Iron Knight Transformation

The Kid[]

The-Kid
0A1C72
06 66
08 88
0C CC
0E EE
08 64
06 42
06 8E
04 6C
02 4A
00 24
00 02

Berzerker[]

Berzerker Berzerker-Transformation
0A1D68 0A1D86
00 00 00 00
06 66 06 66
08 88 08 88
0C CC 0C CC
0E EE 0E EE
0C CC 0C CC
0A AA 0A AA
04 44 04 44
06 8E 06 8E
02 4C 02 4C
00 DE 00 DE
00 AC 00 AC

Cyclone[]

Cyclone Cyclone-Transformation
0A1E1C 0A1E3A
00 00 00 00
06 66 06 66
08 88 08 88
0C CC 0C CC
00 0E 00 0E
00 0A 00 0A
00 06 00 06
08 06 08 06
0A 48 0A 48
0E 6E 0E 6E
06 8E 06 8E
04 6A 06 8E

Eyeclops[]

Eyeclops Eyeclops-Transformation
0A1DE0 0A1DFE
00 00 00 00
06 66 06 66
08 88 08 88
0C CC 0C CC
0E EE 0E EE
04 E6 04 E6
04 A6 04 A6
00 84 00 84
00 60 00 60
00 40 00 40
06 8E 06 8E
04 6C 04 6C

Iron Knight[]

Iron-Knight Iron Knight Transformation
0A1E94 0A1EB2
00 00 00 00
06 66 06 66
08 88 08 88
0C CC 0C CC
0E EE 0E EE
0A AA 0A AA
04 44 04 44
00 48 00 48
00 6A 00 00
00 8C 00 00
06 04 06 04
08 46 08 46
N/A 0E E6
N/A 0C 84
N/A 06 8E

Juggernaut[]

Juggernaut-Hands

An early version of Juggernaut with hands? At ROM address 0A1E6E and 0A1E6F which is black on default.

Juggernaut Juggernaut-Transformation
0A1E58 0A1E76
00 00 00 00
06 66 06 66
08 88 08 88
0C CC 0C CC
04 44 04 44
00 40 00 00
00 80 00 00
00 A0 00 00
0A 84 0A 84
08 62 08 62
06 42 06 42
N/A 04 6A
N/A 00 4A
N/A 00 8C
N/A 08 CC

Maniaxe[]

Maniaxe Maniaxe-Transformation
0A1C8A 0A1CA8
00 00 00 00
06 66 06 66
08 88 08 88
0C CC 0C CC
0E EE 0E EE
00 48 00 0C
06 8E 00 00
04 6C 00 00
00 0C 06 60
06 60 04 40
04 40 04 6C
02 20 00 46
N/A 08 64
N/A 0A 86

Micromax[]

Micromax Micromax-Transformation
0A1D26 0A1D4A
00 00 00 00
06 66 06 66
08 88 08 88
0C CC 0C CC
0E EE 0E EE
08 64 0A 86
06 42 08 64
04 6C 06 8E
02 4A 04 4A
06 E6 08 E8
04 82 06 A4
00 02 00 04
N/A 08 EE
N/A 04 CE
N/A 00 AC

Red Stealth[]

Red-Stealth Red Stealth Transformation
0A1DA4 0A1DC2
00 00 00 00
06 66 06 66
08 88 08 88
0C CC 0C CC
0E EE 0E EE
04 44 04 44
06 8E 06 8E
00 0E 00 0E
00 0A 00 0A
00 08 00 08
00 CE 00 CE
00 8A 00 8A
N/A 0E CC
N/A 0E A8
N/A 0C 84

Skycutter[]

Skycutter Skycutter Transformation
0A1CE4 0A1D08
00 00 00 00
06 66 06 66
08 88 08 88
0C CC 0C CC
0E EE 0E EE
06 8E 06 8E
04 6C 04 6C
02 4A 02 4A
00 E0 00 E0
00 42 00 A2
00 60 00 60
0E AA 0E AA
N/A 08 E8
N/A 04 E4

Graphics[]

Transformations[]

Transformation graphic locations.
The Kid [start] 00A24C
Maniaxe Helmet 00A5A7
Maniaxe Transformation [frame] 00A5E9
Maniaxe Transformation [frame] 00A66E
Weird Skycutter graphic? Possibly intended uphill image? 00A926
Skycutter 00A981
Skycutter Transformation 00AAA6
Micromax Transformation 00AC2F
Micromax 00AC8F
Berzerker [charging] 00AD2A
Berzerker Transformation 00B0C2
Red Stealth [start] 00B349
Red Stealth Transformation? 00B50A
Eyeclops [start] 00B570
Eyeclops Transformation 00B811
Cyclone [start?]

00BAD6

THIS LIST IS HIGHLY INCOMPLETE.

These are the graphics in the ROM data that have been reassembled into actual images by Tyadran using Tile Layer Pro. Note that, when jumping to these using Tile Layer Pro, you must place another 0 at the end for it to work. Also note that these may not be the precise start of the graphics for each transformation - there are a number of 8-pixel wide pieces of animation that are sliced up and difficult to reassemble, and thus have not been included (excluding Red Stealth's). Feel free to add to this list with any graphics you feel are relavent. Please direct any questions to Tyadran's talk page.


100k Trip[]

The X and Y positions where the player spawns once the trip is activated:

0x0DA5C = "00 20" (xxxx)

0x0DA62 = "04 8F" (yyyy)

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