Dragon Warrior/ROM map: Difference between revisions

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  1D6D to  2662 = Overworld map (RLE encoded by nibbles, 1st nibble is tile, 2nd how many - 1)
  1D6D to  2662 = Overworld map (RLE encoded by nibbles, 1st nibble is tile, 2nd how many - 1)
</pre>
</pre>
note: overworld map uses a strange system of pointers/auto-adjusts for offsetting the land
{{note|text=The overworld map uses a strange system of pointers/auto-adjusts for offsetting the land
from the start of the row. It can't be viewed simply by working out the RLE runs.
from the start of the row. It can't be viewed simply by working out the RLE runs.}}


  31BE to  31DB = [[Dragon_Warrior:Music_Pointers|Music Pointers]] (See Note 2)
  31BE to  31DB = [[Dragon_Warrior:Music_Pointers|Music Pointers]] (See Note 2)

Revision as of 06:40, 10 June 2016

Chip tiny.png The following article is a ROM map for Dragon Warrior.

Miscellany

    0 to     F = iNES header

   2A to    C0 = Map metadata (See Note 1)

Maps

Castles

   C1 to   188 = Charlock Castle
  189 to   250 = Hauksness Ruins
  251 to   412 = Tantegel Castle
  413 to   444 = Tantegel Throne Room
  445 to   606 = Dragonlord's Throne Room

Towns

  607 to   726 = Kol
  727 to   8E8 = Brecconary
  8E9 to   AAA = Cantlin
  AAB to   B72 = Garinham
  B73 to   D34 = Rimuldar

Shrines

  D35 to   D66 = Sunlight Shrine
  D67 to   D98 = Rain Shrine
  D99 to   DCA = Rainbow Shrine

Dragonlord Cavern

  DCB to   E92 = Dragonlord Cavern B1
  E93 to   EC4 = Dragonlord Cavern B2
  EC5 to   EF6 = Dragonlord Cavern B3
  EF7 to   F28 = Dragonlord Cavern B4
  F29 to   F5A = Dragonlord Cavern B5
  F5B to   F8C = Dragonlord Cavern B6

Other Caves

  F8D to   FE6 = Rimuldar Passage
  FE7 to  1048 = Cave west of Tantegel B1
 1049 to  10AA = Cave west of Tantegel B2
 10AB to  1172 = Garin's Grave B1
 1173 to  123A = Garin's Grave B3
 123B to  136C = Garin's Grave B4
 126D to  12C0 = Garin's Grave B2
 12C1 to  12F2 = Erdrick's Cave B1
 12F3 to  1324 = Erdrick's Cave B2

Music Data

From To Description
44DB 44DD Silence, Pulse-1 & Pulse-2
44DE 44E2 Silence, Triangle
44E3 454D Throne Room, Pulse-1
454E 45B9 Throne Room, Triangle
45BA 45C3 Courtyard, Pulse-1
45C4 4639 Courtyard, Triangle
463A 464F Level-Up, Pulse-1
4650 4662 Level-Up, Pulse-2
4663 468A Gwaelin's Love, Pulse-1
468B 46BB Gwaelin's Love, Pulse-2
46BD 46DB Gwaelin's Love, Triangle
46DC 46FA Inn, Pulse-1
46FB 4716 Inn, Pulse-2
4717 471D Battle Over, Pulse-2
471E 473E Battle Over, Pulse-1
473F 47B1 Town, Pulse-1
47B2 4826 Town, Triangle
4827 4853 Overworld, Triangle
4854 489A Overworld, Pulse-1
489B 492C Caverns #1-8, Pulse-1
492D 49B8 Cavern #1, Triangle
4934 49B8 Cavern #2, Triangle
493B 49B8 Cavern #3, Triangle
4942 49B8 Cavern #4, Triangle
4947 49B8 Cavern #5, Triangle
494E 49B8 Cavern #6, Triangle
4955 49B8 Cavern #7, Triangle
495C 49B8 Cavern #8, Triangle
49B9 4ADE Battle Theme, Pulse-1
49CF 4ADE Battle Theme (sans intro), Pulse-1
4ADF 4B71 Battle Theme, Triangle
4AF1 4B71 Battle Theme (sans intro), Triangle
4B72 4BF5 Final Battle, Pulse-1
4BF6 4C29 Final Battle, Pulse-2
4C2A 4C4D Final Battle, Triangle
4C4E 4CA9 Silver Harp, Pulse-2
4C4F 4CA9 Silver Harp, Pulse-2
4CAA 4CF0 Fairy Flute, Triangle
4CF1 4D32 Rainbow Drop, Pulse-2
4CF2 4D32 Rainbow Drop, Pulse-1
4D33 4D59 "Thou Art Dead", Pulse-2
4D34 4D59 "Thou Art Dead", Pulse-1
4D5A 4D7C Cursed!, Pulse-2
4D5B 4D7C Cursed!, Pulse-1
4D7D 4E4C Title Theme, Pulse-1
4E4D 4F15 Title Theme, Pulse-2
4F16 4F71 Title Theme, Triangle
4F72 50C1 Ending Theme, Pulse-1
50C2 523D Ending Theme, Pulse-2
523E 5363 Ending Theme, Triangle

Other

 1C9F to  1D62 = Graphic layout data for the overworld fight background
 1D63 to  1D6C = MP Requirements for the ten Magic Spells
 1D6D to  2662 = Overworld map (RLE encoded by nibbles, 1st nibble is tile, 2nd how many - 1)
Note for template.png
Note:
{{{1}}}


31BE to  31DB = Music Pointers (See Note 2)
 3F30 to  3FB8 = Title screen data

 549F to  58D9 = Ending text

 5DDD to  5E58 = Chest data (See Note 3)

 6FC7 to  752B = Menu text

 7AC0 to  7EAD = Item, enemy, and spell menu text

 8039 to  BCBA = Dialogue text

 F3D8 to  F471 = Warp data (Stairs Down)
 F472 to  F50B = Warp data (Stairs Up)

10110 to 13FFF = Game graphics

Notes

Note 1

Metadata entries are five bytes long:

01 to 02 = Pointer to map data
      03 = X size
      04 = Y size
      05 = Border tile

Note 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
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 = Victory
1A = Level Up

Note 3

Chest data entries are five bytes long:

01 = Map number
02 = X coordinate
03 = Y coordinate
04 = Chest contents

Music

The music is located in Bank 01 from $4000 to $7FFF in MMC1.

80 - C-1
81 - C#1
82 - D-1
83 - D#1
84 - E-1
85 - F-1
86 - F#1
87 - G-1
88 - G#1
89 - A-1
8A - A#1
8B - B-1
8C - C-3
8D - C#2
8E - D-2
8F - D#2
90 - E-2
91 - F-2
92 - F#2
93 - G-2
94 - G#2
95 - A-2
96 - A#2
97 - B-2
98 - C-3
99 - C#3
9A - D-3
9B - D#3
9C - E-3
9D - F-3
9E - F#3
9F - G-3
A0 - G#3
A1 - A-3
A2 - A#3
A3 - B-3
A4 - C-4
A5 - C#4
A6 - D-4
A7 - D#4
A8 - E-4
A9 - F-4
AA - F#4
AB - G-4
AC - A#4
AD - G-4
AE - G#4
AF - B-4
B0 - C-5
B1 - C#5
B2 - D-5
B3 - D#5
B4 - E-5
B5 - F-5
B6 - F#5
B7 - G-5
B8 - G#5
B9 - A-5
BA - A#5
BB - B-5
BC - C-6
BD - C#6
BE - D-6
BF - D#6
C0 - E-6
C1 - F-6
C2 - F#6
C3 - G-6
C4 - G#6
C5 - A-6
C6 - A#6
C7 - B-6
C8 - C-7

The fixed tutorial will be added soon for music hacking.