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Dragon Warrior/ROM map: Difference between revisions
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== Notes == | == Notes == | ||
1 | 1) Each header has five bytes: | ||
<br /> | |||
01 = Pointer to Map | 01 = Pointer to Map | ||
Line 92: | Line 92: | ||
05 = Border Tile | 05 = Border Tile | ||
<br /> | |||
2 | <br /> | ||
2) Song bytes are in the same order as maps (byte 1 plays for map 1, byte 2 plays for map 2 etc.): | |||
<br /> | |||
00 = Nothing | 00 = Nothing | ||
Line 147: | Line 149: | ||
1A = Level up | 1A = Level up | ||
<br /> | |||
<br /> | |||
3) Chest Headers: | |||
<br /> | |||
Byte 01 = Map it's on | |||
Byte 02 = X | |||
02 = X | |||
03 = Y | Byte 03 = Y | ||
04 = What's inside | Byte 04 = What's inside |
Revision as of 00:28, 8 September 2010
The following article is a ROM map for Dragon Warrior.
Miscellany
0-F Rom Header
2A-C0 Map Headers (see 1)
Maps
Castles
C1-188 Charlock Castle
189-250 Hawksness Ruins
251-412 Tantagel Castle
413-444 Tantagel Throne Room
445-606 Dragonlord's Throne Room
Towns
607-726 Kol
727-8E8 Breconary
8E9-AAA Cantlin
AAB-B72 Garinham
B73-D34 Rimuldar
Shrines
D35-D66 Sunlight Shrine
D67-D98 Rain Shrine
D99-DCA Rainbow Shrine
Dragonlord Cavern
DCB-E92 Dragonlord Cavern B1
E93-EC4 Dragonlord Cavern B2
EC5-EF6 Dragonlord Cavern B3
EF7-F28 Dragonlord Cavern B4
F29-F5A Dragonlord Cavern B5
F5B-F8C Dragonlord Cavern B6
Other Caves
F8D-FE6 Rimuldar Passage
FE7-1048 Cave west of Tangerel B1
1049-10AA Cave west of Tangerel B2
10AB-1172 Garin's Grave B1
1173-123A Garin's Grave B3
123B-136C Garin's Grave B4
126D-12C0 Garin's Grave B2
12C1-12F2 Eldrick's Cave B1
12F3-1324 Eldrick's Cave B2
Music
31BE-31DB What music plays on what map (Note 2)
Other
- 1C9F-1D62 - Graphic layout data for the overworld fight background.
- 1D63-2662 - Overworld Map
- 3F30-3FB8 - Title screen data.
- 549F-58D9 - Ending text.
- 5DDD-5E58 - Chest Data (Note 3)
- 6FC7-752B - Menu text.
- 7AC0-7EAD - Item, enemy, and spell menu text.
- 8039-BCBA - Dialogue text.
- F3D8-F471 - Warp Data (Stairs Down)
- F472-F50B - Warp Data (Stairs Up)
- 10110-13FFF - Game Graphics
Notes
1) Each header has five bytes:
01 = Pointer to Map
02 = Pointer to Map
03 = X
04 = Y
05 = Border Tile
2) Song bytes are in the same order as maps (byte 1 plays for map 1, byte 2 plays for map 2 etc.):
00 = Nothing
01 = Title Fanfare
02 = Throne Room
03 = Castle
04 = Town
05 = Overworld
06 = Cave 1
07 = Cave 2
08 = Cave 3
09 = Cave 4
0A = Cave 5
0B = Cave 6
0C = Cave 7
0D = Cave 8
0E = Battle Music
0F = Dragonlord
10 = End Theme
11 = Silver harp
12 = Fairy flute
13 = Rainbow drop
14 = Death
15 = Inn rest
16 = Princess Gwaelin
17 = Curse
18 = Battle without intro
19 = Battle victory
1A = Level up
3) Chest Headers:
Byte 01 = Map it's on
Byte 02 = X
Byte 03 = Y
Byte 04 = What's inside