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Bionic Commando (NES)/ROM map: Difference between revisions
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* <tt>30010 to 3400F (4000)</tt> = '''Sound engine and sound data''' | * <tt>30010 to 3400F (4000)</tt> = '''Sound engine and sound data''' | ||
[[Category:Bionic Commando | [[Category: Bionic Commando]] |
Revision as of 09:50, 5 June 2009
The following article is a ROM map for Bionic Commando (NES).
Bank 0 and 1
- 00010 to 000EF (E0) = Room: Screen Usage Pointers
- 000F0 to 004B7 (3C8) = Room: Screen Usage Data
- 00610 to 0600F (5A00) = Screen Data
- 06010 to 06011 (2) = Pointer to: Room Palette Pointers
- 06012 to 060F1 (E0) = Room: Tile Load Pointers
- 060F2 to 07199 (10A8) = Room: Tile Load Data
- 0719A to 07279 (E0) = Room: Palette Pointers
- 0727A to 0790F (696) = Room: Palette Data
- 07910 to 0800F (700) = Introduction Scene Code
Bank 2 and 3
- 08010 to 08011 (2) = Pointer to: Room Structure Data Pointers
- 08012 to 081D1 (1C0) = Room: Screen Layout Pointers/Some other data
- 081D2 to 084D8 (307) = Room: Screen Layout Data
- 084D9 to 085B8 (E0) = Room: Structure Data Pointers
- 08810 to 0EC0F (6400) = Room: Structure Data
- 0ED7B to 0EE5A (E0) = Room: Enemy Data Pointers
- 0EE5B to 0F6DF (885) = Room: Enemy Data
- 0F6E0 to 0F7BF (E0) = Room: Special Event Pointers
- 0F7C0 to 0F8F6 (137) = Room: Special Event Data
- 0F8F7 to 0F9DA (E4) = Room: Sprite CHR Load Pointers
- 0F9DB to 0FBC4 (1EA) = Room: Sprite CHR Load Data
Banks 4 to 9
- 10010 to 2800F (18000) = Game CHR
Bank B
- 2C010 to 2C135 (126) = Dialogue Text Pointers
- 2C136 to 2E78F (265A) = Dialogue Text
- 2EF33 to 2EFA2 (70) = Room: Music Track
- 2F810 to 2FC0F (400) = Font CHR
Bank C
- 30010 to 3400F (4000) = Sound engine and sound data