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.
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.
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.
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
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.
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?
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[]
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.
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[]
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[]
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[]
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[]
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[]
014E8E
02 20
00 00
02 00
04 00
06 20
08 40
0A 62
0E 86
0E A8
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[]
Intersting to see that the "0 22" colors cover two different areas.
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[]
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[]
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[]
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.
This is an modified theme which never has been used
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.
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[]
0A1C72
06 66
08 88
0C CC
0E EE
08 64
06 42
06 8E
04 6C
02 4A
00 24
00 02
Berzerker[]
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[]
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[]
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[]
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[]
An early version of Juggernaut with hands? At ROM address 0A1E6E and 0A1E6F which is black on default.
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: