Bubble Bobble (Game Boy)/ROM map: Difference between revisions

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{{rommap|game=Bubble Bobble (Game Boy)}}
{{rommap|game=Bubble Bobble (Game Boy)}}


==Levels==
==Level Data==
===Level One===
===Level One===
<pre>
<pre>
0x10060 - Misc
0x10060             - Unknown data
0x10061 - Top and Bottom openings
0x10061             - Top and Bottom openings (x0 Top; 0x Bottom)
0x10062 to 0x10066 Misc
0x10067 - Enemy Speed
0x10068 to 0x10069
0x1006A - Item X coord
0x1006B - Item Y coord
0x1006C to 0x101AD - Tile data
</pre>


To get a level you want add 14E * 2(level number)
    * 0:          XXXXXXXXXXXXXXXXXX
    * 1, 2, 5, 6:  XXXXX__XXX___XXXXX
    * 3, 4:        XXXXXXXXXX___XXXXX
    * 8, 9:        XXXXX__XXXXXXXXXXX
    * A,B,C,D,E,F: XX__X____X______XX


==Level Setup==
0x10062 to 0x10066 - Unknown data
0x10067            - Enemy Speed
0x10068 to 0x10069 - Unknown data
0x1006A            - Special item X coord
0x1006B            - Special item Y coord
0x1006C to 0x101AD - Tile data (32x32 grid of 8 by 8 pixel blocks)
    * 0      - Tile
    * 1 to F - Blank tile //I believe These tiles also deal with the movement of your bubble as well


_=Blank
* To get a level you want add 14E * 2(level number) to the addresses for level 1
*


X=Block


After <tt>0F</tt> or <tt>FF</tt> or at the beginning of the level data is the holes data
</pre>
 
===First Digit===
 
(The bottom part, not the top)
 
* <tt>00</tt>
 
XXXXXXXXXXXXXXXXXX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XXXXXXXXXXXXXXXXXX
 
* <tt>10,20,50,60</tt>
 
XXXXXXXXXXXXXXXXXX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XXXXX__XXX___XXXXX
 
* <tt>30,40</tt>
 
XXXXXXXXXXXXXXXXXX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XXXXXXXXXX___XXXXX
 
* <tt>70</tt>
 
XXXXXXXXXXXXXXXXXX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XXXXX__XXXXXXXXXXX
 
* <tt>80,90</tt>
 
XXXXXXXXXXXXXXXXXX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
* <tt>A0,B0,C0,D0,E0,F0</tt>
 
XXXXXXXXXXXXXXXXXX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX__X____X______XX  
 
===Second Digit===
 
(The top part, not the bottom)
 
* <tt>00</tt>
 
XXXXXXXXXXXXXXXXXX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XXXXXXXXXXXXXXXXXX
 
* <tt>01,02,05,06</tt>
 
XXXXX__XXX___XXXXX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XXXXXXXXXXXXXXXXXX
 
* <tt>03,04</tt>
 
XXXXXXXXXX___XXXXX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XXXXXXXXXXXXXXXXXX
 
* <tt>07</tt>
 
XXXXX__XXXXXXXXXXX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XXXXXXXXXXXXXXXXXX
 
* <tt>08,09</tt>
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XXXXXXXXXXXXXXXXXX
 
* <tt>0A,0B,0C,0D,0E,0F</tt>
 
XX__X____X______XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XXXXXXXXXXXXXXXXXX
 
===Level Arrangement===
 
* <tt>00</tt> 
 
XX
 
* <tt>01</tt> to <tt>0F</tt>
 
X_
 
* <tt>10</tt>
 
_X
 
* <tt>11</tt> to <tt>FF</tt>
__

Revision as of 19:08, 11 October 2015

Chip tiny.png The following article is a ROM map for Bubble Bobble (Game Boy).

Level Data

Level One

0x10060             - Unknown data
0x10061             - Top and Bottom openings (x0 Top; 0x Bottom)

    * 0:           XXXXXXXXXXXXXXXXXX
    * 1, 2, 5, 6:  XXXXX__XXX___XXXXX
    * 3, 4:        XXXXXXXXXX___XXXXX
    * 8, 9:        XXXXX__XXXXXXXXXXX
    * A,B,C,D,E,F: XX__X____X______XX 

0x10062 to 0x10066 - Unknown data
0x10067            - Enemy Speed 
0x10068 to 0x10069 - Unknown data
0x1006A            - Special item X coord
0x1006B            - Special item Y coord
0x1006C to 0x101AD - Tile data (32x32 grid of 8 by 8 pixel blocks)
    * 0      - Tile
    * 1 to F - Blank tile //I believe These tiles also deal with the movement of your bubble as well

* To get a level you want add 14E * 2(level number) to the addresses for level 1
*