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ROM Map

Counselor Attributes

Address Description Notes
0x8AEB Counselor names 36 bytes total, fixed width 6 bytes per name. See text table for char values.
0xFF denotes blank character.
0xB268 Counselor walk speed 6 bytes, indexed by counselor id.
0x03 = daytime zombie speed
0x04 = normal
0x05 = fast
0x06 = very fast
0x07 = ludicrous speed
0xCC7E Counselor min-kill for drops 6 bytes, indexed by counselor id. Min number of mob kills for a counselor to get item drops

n.b. that counselor jump skill is at least partially hardcoded into the game.

Misc Attributes

Address Description
0xDF2D Table of weapon damage values
0xDF4B Table of mob health

Zone information

Address Description
0x9806 Length information about each zone?
0x9885 15 Bytes, either 0x00 or 0x01. Accessed by zone id. 0x01 associated with cave and forest zones

Jason Patrol

Address Description
0xB62F Multi-byte list containing Jason’s patrol route

Most of it is a sequence of 2-byte pairs. If the first byte is 0xFF, that’s a special case.

Byte 1 & 0xF0: Id of zone

Byte 1 & 0x0F: ‘Section’ of zone. Sectioning of zones is TBD. There’s logic in the game (0xBA3A) which determines if the counselor meets Jason in the same section which can be used to flesh this out.

Byte 2 & 0x1F: ID of cabin Jason will enter (or 0 if no cabin)

Byte 2 & 0xE0: Dwell time of Jason at location (number of 0x50F ticks to countdown)

The major pointer into this address is the 0x50D-E pair.

When first entering the game proper, the frame counter 0x31 is used to ‘randomly’ initialize where 0x50D-E initially points.

That pointer is updated each time Jason moves.

If Byte 1 is 0xFF, then the next two bytes are used to update the value of the 0x50D-0x50E pointer.