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Metroid/ROM map: Difference between revisions
(Re-formatted current information on Metroid ROM Map into area-specific sections. Much better organized and easier to read, methinks.) |
(Link maintenance...changed instances of "Rom" to "ROM" so that all links throughout pages led to the same place.) |
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'''Notes:''' These two-byte tables define the ROM addresses where the game is to look for the room data for each room in Brinstar by pointing to the first byte of a particular room's data. Brinstar's room data is normally located between ROM addresses 6451 and 6C93. If entirely new rooms are to be created from scratch in this area, then it is very important to change the values of the pointer tables below to reflect the location of the new rooms in the Metroid ROM so that [[MetEdit]] as well as the game itself can properly read and use these rooms. | '''Notes:''' These two-byte tables define the ROM addresses where the game is to look for the room data for each room in Brinstar by pointing to the first byte of a particular room's data. Brinstar's room data is normally located between ROM addresses 6451 and 6C93. If entirely new rooms are to be created from scratch in this area, then it is very important to change the values of the pointer tables below to reflect the location of the new rooms in the Metroid ROM so that [[MetEdit]] as well as the game itself can properly read and use these rooms. | ||
'''Pointer Format:''' See [[Metroid: | '''Pointer Format:''' See [[Metroid:ROM data formats|ROM Data Formats]] for details... | ||
'''Addresses:''' | '''Addresses:''' | ||
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'''Notes:''' All data in "Addresses" is valid assuming that pointer tables to Brinstar rooms remain unchanged. | '''Notes:''' All data in "Addresses" is valid assuming that pointer tables to Brinstar rooms remain unchanged. | ||
'''Room Format:''' See [[Metroid: | '''Room Format:''' See [[Metroid:ROM data formats|ROM Data Formats]] for details... | ||
'''Addresses:''' | '''Addresses:''' | ||
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'''Notes:''' These two-byte tables define the ROM addresses where the game is to look for the room data for each room in Norfair by pointing to the first byte of a particular room's data. Norfair's room data is normally located between ROM addresses A3BB and ACC8. If entirely new rooms are to be created from scratch in this area, then it is very important to change the values of the pointer tables below to reflect the location of the new rooms in the Metroid ROM so that [[MetEdit]] as well as the game itself can properly read and use these rooms. | '''Notes:''' These two-byte tables define the ROM addresses where the game is to look for the room data for each room in Norfair by pointing to the first byte of a particular room's data. Norfair's room data is normally located between ROM addresses A3BB and ACC8. If entirely new rooms are to be created from scratch in this area, then it is very important to change the values of the pointer tables below to reflect the location of the new rooms in the Metroid ROM so that [[MetEdit]] as well as the game itself can properly read and use these rooms. | ||
'''Pointer Format:''' See [[Metroid: | '''Pointer Format:''' See [[Metroid:ROM data formats|ROM Data Formats]] for details... | ||
'''Addresses:''' | '''Addresses:''' | ||
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'''Notes:''' All data in "Addresses" is valid assuming that pointer tables to Norfair rooms remain unchanged. | '''Notes:''' All data in "Addresses" is valid assuming that pointer tables to Norfair rooms remain unchanged. | ||
'''Room Format:''' See [[Metroid: | '''Room Format:''' See [[Metroid:ROM data formats|ROM Data Formats]] for details... | ||
'''Addresses:''' | '''Addresses:''' | ||
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'''Notes:''' These two-byte tables define the ROM addresses where the game is to look for the room data for each room in Tourian by pointing to the first byte of a particular room's data. Tourian's room data is normally located between ROM addresses E8BF and EC25. If entirely new rooms are to be created from scratch in this area, then it is very important to change the values of the pointer tables below to reflect the location of the new rooms in the Metroid ROM so that [[MetEdit]] as well as the game itself can properly read and use these rooms. | '''Notes:''' These two-byte tables define the ROM addresses where the game is to look for the room data for each room in Tourian by pointing to the first byte of a particular room's data. Tourian's room data is normally located between ROM addresses E8BF and EC25. If entirely new rooms are to be created from scratch in this area, then it is very important to change the values of the pointer tables below to reflect the location of the new rooms in the Metroid ROM so that [[MetEdit]] as well as the game itself can properly read and use these rooms. | ||
'''Pointer Format:''' See [[Metroid: | '''Pointer Format:''' See [[Metroid:ROM data formats|ROM Data Formats]] for details... | ||
'''Addresses:''' | '''Addresses:''' | ||
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'''Notes:''' All data in "Addresses" is valid assuming that pointer tables to Tourian rooms remain unchanged. | '''Notes:''' All data in "Addresses" is valid assuming that pointer tables to Tourian rooms remain unchanged. | ||
'''Room Format:''' See [[Metroid: | '''Room Format:''' See [[Metroid:ROM data formats|ROM Data Formats]] for details... | ||
'''Addresses:''' | '''Addresses:''' | ||
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'''Notes:''' These two-byte tables define the ROM addresses where the game is to look for the room data for each room in Kraid by pointing to the first byte of a particular room's data. Kraid's room data is normally located between ROM addresses 122C7 and 12A7A. If entirely new rooms are to be created from scratch in this area, then it is very important to change the values of the pointer tables below to reflect the location of the new rooms in the Metroid ROM so that [[MetEdit]] as well as the game itself can properly read and use these rooms. | '''Notes:''' These two-byte tables define the ROM addresses where the game is to look for the room data for each room in Kraid by pointing to the first byte of a particular room's data. Kraid's room data is normally located between ROM addresses 122C7 and 12A7A. If entirely new rooms are to be created from scratch in this area, then it is very important to change the values of the pointer tables below to reflect the location of the new rooms in the Metroid ROM so that [[MetEdit]] as well as the game itself can properly read and use these rooms. | ||
'''Pointer Format:''' See [[Metroid: | '''Pointer Format:''' See [[Metroid:ROM data formats|ROM Data Formats]] for details... | ||
'''Addresses:''' | '''Addresses:''' | ||
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'''Notes:''' All data in "Addresses" is valid assuming that pointer tables to Kraid rooms remain unchanged, HOWEVER(!)...the Kraid pointer table that would normally point to Room 11 is actually pointing to Room 12. Therefore, using either Room 11 or Room 12 in Metroid's map data area will always cause Room 12 to appear at that location. Also, selecting both Room 11 and Room 12 within [[MetEdit]] causes Room 12 to be available for editing and use. Changing ROM address 12207 from a value of 47 to a value of 18 via a hex editor will correct this and make Room 12 seperately selectable withing the game's map data area, and will also make that room available for editing and usage within [[MetEdit]]. | '''Notes:''' All data in "Addresses" is valid assuming that pointer tables to Kraid rooms remain unchanged, HOWEVER(!)...the Kraid pointer table that would normally point to Room 11 is actually pointing to Room 12. Therefore, using either Room 11 or Room 12 in Metroid's map data area will always cause Room 12 to appear at that location. Also, selecting both Room 11 and Room 12 within [[MetEdit]] causes Room 12 to be available for editing and use. Changing ROM address 12207 from a value of 47 to a value of 18 via a hex editor will correct this and make Room 12 seperately selectable withing the game's map data area, and will also make that room available for editing and usage within [[MetEdit]]. | ||
'''Room Format:''' See [[Metroid: | '''Room Format:''' See [[Metroid:ROM data formats|ROM Data Formats]] for details... | ||
'''Addresses:''' | '''Addresses:''' | ||
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'''Notes:''' These two-byte tables define the ROM addresses where the game is to look for the room data for each room in Ridley by pointing to the first byte of a particular room's data. Ridley's room data is normally located between ROM addresses 1624F and 169CE. If entirely new rooms are to be created from scratch in this area, then it is very important to change the values of the pointer tables below to reflect the location of the new rooms in the Metroid ROM so that [[MetEdit]] as well as the game itself can properly read and use these rooms. | '''Notes:''' These two-byte tables define the ROM addresses where the game is to look for the room data for each room in Ridley by pointing to the first byte of a particular room's data. Ridley's room data is normally located between ROM addresses 1624F and 169CE. If entirely new rooms are to be created from scratch in this area, then it is very important to change the values of the pointer tables below to reflect the location of the new rooms in the Metroid ROM so that [[MetEdit]] as well as the game itself can properly read and use these rooms. | ||
'''Pointer Format:''' See [[Metroid: | '''Pointer Format:''' See [[Metroid:ROM data formats|ROM Data Formats]] for details... | ||
'''Addresses:''' | '''Addresses:''' | ||
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'''Notes:''' All data in "Addresses" is valid assuming that pointer tables to Ridley rooms remain unchanged. There is no object /door /enemy data for Room 00 of Ridley within the Metroid ROM. The Ridley pointer table that would normally point to Room 00 is actually pointing to Room 01. Therefore, using either Room 00 or Room 01 in Metroid's map data area will always cause Room 01 to appear at that location. Also, selecting both Room 00 and Room 01 within [[MetEdit]] causes Room 01 to be available for editing and use. Using Ridley Room 00 in lieu of Ridley Room 01 in Metroid's map data area is not recommended, as Room 01's data is normally configured as an elevator shaft in all areas and using Room 00 could cause bankswitching problems when using elevators depending on the configuration of Room 00 in other areas. (i.e. A room that completely changes from an elevator shaft to something else.) | '''Notes:''' All data in "Addresses" is valid assuming that pointer tables to Ridley rooms remain unchanged. There is no object /door /enemy data for Room 00 of Ridley within the Metroid ROM. The Ridley pointer table that would normally point to Room 00 is actually pointing to Room 01. Therefore, using either Room 00 or Room 01 in Metroid's map data area will always cause Room 01 to appear at that location. Also, selecting both Room 00 and Room 01 within [[MetEdit]] causes Room 01 to be available for editing and use. Using Ridley Room 00 in lieu of Ridley Room 01 in Metroid's map data area is not recommended, as Room 01's data is normally configured as an elevator shaft in all areas and using Room 00 could cause bankswitching problems when using elevators depending on the configuration of Room 00 in other areas. (i.e. A room that completely changes from an elevator shaft to something else.) | ||
'''Room Format:''' See [[Metroid: | '''Room Format:''' See [[Metroid:ROM data formats|ROM Data Formats]] for details... | ||
'''Addresses:''' | '''Addresses:''' |
Revision as of 21:49, 10 January 2006
BRINSTAR
Brinstar Room Pointer Tables
Notes: These two-byte tables define the ROM addresses where the game is to look for the room data for each room in Brinstar by pointing to the first byte of a particular room's data. Brinstar's room data is normally located between ROM addresses 6451 and 6C93. If entirely new rooms are to be created from scratch in this area, then it is very important to change the values of the pointer tables below to reflect the location of the new rooms in the Metroid ROM so that MetEdit as well as the game itself can properly read and use these rooms.
Pointer Format: See ROM Data Formats for details...
Addresses:
- (6324-6325) = BRINSTAR Room 00 Pointer Table
- (6326-6327) = BRINSTAR Room 01 Pointer Table
- (6328-6329) = BRINSTAR Room 02 Pointer Table
- (632A-632B) = BRINSTAR Room 03 Pointer Table
- (632C-632D) = BRINSTAR Room 04 Pointer Table
- (632E-632F) = BRINSTAR Room 05 Pointer Table
- (6330-6331) = BRINSTAR Room 06 Pointer Table
- (6332-6333) = BRINSTAR Room 07 Pointer Table
- (6334-6335) = BRINSTAR Room 08 Pointer Table
- (6336-6337) = BRINSTAR Room 09 Pointer Table
- (6338-6339) = BRINSTAR Room 0A Pointer Table
- (633A-633B) = BRINSTAR Room 0B Pointer Table
- (633C-633D) = BRINSTAR Room 0C Pointer Table
- (633E-633F) = BRINSTAR Room 0D Pointer Table
- (6340-6341) = BRINSTAR Room 0E Pointer Table
- (6342-6343) = BRINSTAR Room 0F Pointer Table
- (6344-6345) = BRINSTAR Room 10 Pointer Table
- (6346-6347) = BRINSTAR Room 11 Pointer Table
- (6348-6349) = BRINSTAR Room 12 Pointer Table
- (634A-634B) = BRINSTAR Room 13 Pointer Table
- (634C-634D) = BRINSTAR Room 14 Pointer Table
- (634E-634F) = BRINSTAR Room 15 Pointer Table
- (6350-6351) = BRINSTAR Room 16 Pointer Table
- (6352-6353) = BRINSTAR Room 17 Pointer Table
- (6354-6355) = BRINSTAR Room 18 Pointer Table
- (6356-6357) = BRINSTAR Room 19 Pointer Table
- (6358-6359) = BRINSTAR Room 1A Pointer Table
- (635A-635B) = BRINSTAR Room 1B Pointer Table
- (635C-635D) = BRINSTAR Room 1C Pointer Table
- (635E-635F) = BRINSTAR Room 1D Pointer Table
- (6360-6361) = BRINSTAR Room 1E Pointer Table
- (6362-6363) = BRINSTAR Room 1F Pointer Table
- (6364-6365) = BRINSTAR Room 20 Pointer Table
- (6366-6367) = BRINSTAR Room 21 Pointer Table
- (6368-6369) = BRINSTAR Room 22 Pointer Table
- (636A-636B) = BRINSTAR Room 23 Pointer Table
- (636C-636D) = BRINSTAR Room 24 Pointer Table
- (636E-636F) = BRINSTAR Room 25 Pointer Table
- (6370-6371) = BRINSTAR Room 26 Pointer Table
- (6372-6373) = BRINSTAR Room 27 Pointer Table
- (6374-6375) = BRINSTAR Room 28 Pointer Table
- (6376-6377) = BRINSTAR Room 29 Pointer Table
- (6378-6379) = BRINSTAR Room 2A Pointer Table
- (637A-637B) = BRINSTAR Room 2B Pointer Table
- (637C-637D) = BRINSTAR Room 2C Pointer Table
- (637E-637F) = BRINSTAR Room 2D Pointer Table
- (6380-6381) = BRINSTAR Room 2E Pointer Table
Brinstar Object /Door /Enemy Data
Notes: All data in "Addresses" is valid assuming that pointer tables to Brinstar rooms remain unchanged.
Room Format: See ROM Data Formats for details...
Addresses:
- (6451-6463) = BRINSTAR Room 00 Object /Door /Enemy Data
- (6464-646B) = BRINSTAR Room 01 Object /Door /Enemy Data
- (646C-648F) = BRINSTAR Room 02 Object /Door /Enemy Data
- (6490-64CA) = BRINSTAR Room 03 Object /Door /Enemy Data
- (64CB-64FC) = BRINSTAR Room 04 Object /Door /Enemy Data
- (64FD-6533) = BRINSTAR Room 05 Object /Door /Enemy Data
- (6534-6569) = BRINSTAR Room 06 Object /Door /Enemy Data
- (656A-6596) = BRINSTAR Room 07 Object /Door /Enemy Data
- (6597-65C8) = BRINSTAR Room 08 Object /Door /Enemy Data
- (65C9-65EC) = BRINSTAR Room 09 Object /Door /Enemy Data
- (65ED-6624) = BRINSTAR Room 0A Object /Door /Enemy Data
- (6625-6644) = BRINSTAR Room 0B Object /Door /Enemy Data
- (6645-6670) = BRINSTAR Room 0C Object /Door /Enemy Data
- (6671-669C) = BRINSTAR Room 0D Object /Door /Enemy Data
- (669D-66C0) = BRINSTAR Room 0E Object /Door /Enemy Data
- (66C1-66EA) = BRINSTAR Room 0F Object /Door /Enemy Data
- (66EB-6724) = BRINSTAR Room 10 Object /Door /Enemy Data
- (6725-674B) = BRINSTAR Room 11 Object /Door /Enemy Data
- (674C-6777) = BRINSTAR Room 12 Object /Door /Enemy Data
- (6778-679A) = BRINSTAR Room 13 Object /Door /Enemy Data
- (679B-67B2) = BRINSTAR Room 14 Object /Door /Enemy Data
- (67B3-67DF) = BRINSTAR Room 15 Object /Door /Enemy Data
- (67E0-6800) = BRINSTAR Room 16 Object /Door /Enemy Data
- (6801-682A) = BRINSTAR Room 17 Object /Door /Enemy Data
- (682B-686A) = BRINSTAR Room 18 Object /Door /Enemy Data
- (686B-689A) = BRINSTAR Room 19 Object /Door /Enemy Data
- (689B-68C0) = BRINSTAR Room 1A Object /Door /Enemy Data
- (68C1-68F6) = BRINSTAR Room 1B Object /Door /Enemy Data
- (68F7-691F) = BRINSTAR Room 1C Object /Door /Enemy Data
- (6920-693A) = BRINSTAR Room 1D Object /Door /Enemy Data
- (693B-697A) = BRINSTAR Room 1E Object /Door /Enemy Data
- (697B-69A6) = BRINSTAR Room 1F Object /Door /Enemy Data
- (69A7-69D5) = BRINSTAR Room 20 Object /Door /Enemy Data
- (69D6-6A05) = BRINSTAR Room 21 Object /Door /Enemy Data
- (6A06-6A2F) = BRINSTAR Room 22 Object /Door /Enemy Data
- (6A30-6A65) = BRINSTAR Room 23 Object /Door /Enemy Data
- (6A66-6AB3) = BRINSTAR Room 24 Object /Door /Enemy Data
- (6AB4-6AF5) = BRINSTAR Room 25 Object /Door /Enemy Data
- (6AF6-6B28) = BRINSTAR Room 26 Object /Door /Enemy Data
- (6B29-6B57) = BRINSTAR Room 27 Object /Door /Enemy Data
- (6B58-6B80) = BRINSTAR Room 28 Object /Door /Enemy Data
- (6B81-6BA1) = BRINSTAR Room 29 Object /Door /Enemy Data
- (6BA2-6BCE) = BRINSTAR Room 2A Object /Door /Enemy Data
- (6BCF-6C33) = BRINSTAR Room 2B Object /Door /Enemy Data
- (6C34-6C5C) = BRINSTAR Room 2C Object /Door /Enemy Data
- (6C5D-6C79) = BRINSTAR Room 2D Object /Door /Enemy Data
- (6C7A-6C93) = BRINSTAR Room 2E Object /Door /Enemy Data
NORFAIR
Norfair Room Pointer Tables
Notes: These two-byte tables define the ROM addresses where the game is to look for the room data for each room in Norfair by pointing to the first byte of a particular room's data. Norfair's room data is normally located between ROM addresses A3BB and ACC8. If entirely new rooms are to be created from scratch in this area, then it is very important to change the values of the pointer tables below to reflect the location of the new rooms in the Metroid ROM so that MetEdit as well as the game itself can properly read and use these rooms.
Pointer Format: See ROM Data Formats for details...
Addresses:
- (A22B-A22C) = NORFAIR Room 00 Pointer Table
- (A22D-A22E) = NORFAIR Room 01 Pointer Table
- (A22F-A230) = NORFAIR Room 02 Pointer Table
- (A231-A232) = NORFAIR Room 03 Pointer Table
- (A233-A234) = NORFAIR Room 04 Pointer Table
- (A235-A236) = NORFAIR Room 05 Pointer Table
- (A237-A238) = NORFAIR Room 06 Pointer Table
- (A239-A23A) = NORFAIR Room 07 Pointer Table
- (A23B-A23C) = NORFAIR Room 08 Pointer Table
- (A23D-A23E) = NORFAIR Room 09 Pointer Table
- (A23F-A240) = NORFAIR Room 0A Pointer Table
- (A241-A242) = NORFAIR Room 0B Pointer Table
- (A243-A244) = NORFAIR Room 0C Pointer Table
- (A245-A246) = NORFAIR Room 0D Pointer Table
- (A247-A248) = NORFAIR Room 0E Pointer Table
- (A249-A24A) = NORFAIR Room 0F Pointer Table
- (A24B-A24C) = NORFAIR Room 10 Pointer Table
- (A24D-A24E) = NORFAIR Room 11 Pointer Table
- (A24F-A250) = NORFAIR Room 12 Pointer Table
- (A251-A252) = NORFAIR Room 13 Pointer Table
- (A253-A254) = NORFAIR Room 14 Pointer Table
- (A255-A256) = NORFAIR Room 15 Pointer Table
- (A257-A258) = NORFAIR Room 16 Pointer Table
- (A259-A25A) = NORFAIR Room 17 Pointer Table
- (A25B-A25C) = NORFAIR Room 18 Pointer Table
- (A25D-A25E) = NORFAIR Room 19 Pointer Table
- (A25F-A260) = NORFAIR Room 1A Pointer Table
- (A261-A262) = NORFAIR Room 1B Pointer Table
- (A263-A264) = NORFAIR Room 1C Pointer Table
- (A265-A266) = NORFAIR Room 1D Pointer Table
- (A267-A268) = NORFAIR Room 1E Pointer Table
- (A269-A26A) = NORFAIR Room 1F Pointer Table
- (A26B-A26C) = NORFAIR Room 20 Pointer Table
- (A26D-A26E) = NORFAIR Room 21 Pointer Table
- (A26F-A270) = NORFAIR Room 22 Pointer Table
- (A271-A272) = NORFAIR Room 23 Pointer Table
- (A273-A274) = NORFAIR Room 24 Pointer Table
- (A275-A276) = NORFAIR Room 25 Pointer Table
- (A277-A278) = NORFAIR Room 26 Pointer Table
- (A279-A27A) = NORFAIR Room 27 Pointer Table
- (A27B-A27C) = NORFAIR Room 28 Pointer Table
- (A27D-A27E) = NORFAIR Room 29 Pointer Table
- (A27F-A280) = NORFAIR Room 2A Pointer Table
- (A281-A282) = NORFAIR Room 2B Pointer Table
- (A283-A284) = NORFAIR Room 2C Pointer Table
- (A285-A286) = NORFAIR Room 2D Pointer Table
Norfair Object/ Door /Enemy Data
Notes: All data in "Addresses" is valid assuming that pointer tables to Norfair rooms remain unchanged.
Room Format: See ROM Data Formats for details...
Addresses:
- (A3BB-A3CD) = NORFAIR Room 00 Object /Door /Enemy Data
- (A3CE-A3D5) = NORFAIR Room 01 Object /Door /Enemy Data
- (A3D6-A407) = NORFAIR Room 02 Object /Door /Enemy Data
- (A408-A43E) = NORFAIR Room 03 Object /Door /Enemy Data
- (A43F-A482) = NORFAIR Room 04 Object /Door /Enemy Data
- (A483-A4BA) = NORFAIR Room 05 Object /Door /Enemy Data
- (A4BB-A504) = NORFAIR Room 06 Object /Door /Enemy Data
- (A505-A536) = NORFAIR Room 07 Object /Door /Enemy Data
- (A537-A56E) = NORFAIR Room 08 Object /Door /Enemy Data
- (A56F-A5A7) = NORFAIR Room 09 Object /Door /Enemy Data
- (A5A8-A5E8) = NORFAIR Room 0A Object /Door /Enemy Data
- (A5E9-A626) = NORFAIR Room 0B Object /Door /Enemy Data
- (A627-A64D) = NORFAIR Room 0C Object /Door /Enemy Data
- (A64E-A687) = NORFAIR Room 0D Object /Door /Enemy Data
- (A688-A6B9) = NORFAIR Room 0E Object /Door /Enemy Data
- (A6BA-A6EE) = NORFAIR Room 0F Object /Door /Enemy Data
- (A6EF-A71D) = NORFAIR Room 10 Object /Door /Enemy Data
- (A71E-A758) = NORFAIR Room 11 Object /Door /Enemy Data
- (A759-A78D) = NORFAIR Room 12 Object /Door /Enemy Data
- (A78E-A7C2) = NORFAIR Room 13 Object /Door /Enemy Data
- (A7C3-A7F5) = NORFAIR Room 14 Object /Door /Enemy Data
- (A7F6-A83A) = NORFAIR Room 15 Object /Door /Enemy Data
- (A83B-A861) = NORFAIR Room 16 Object /Door /Enemy Data
- (A862-A88E) = NORFAIR Room 17 Object /Door /Enemy Data
- (A88F-A8C1) = NORFAIR Room 18 Object /Door /Enemy Data
- (A8C2-A8EB) = NORFAIR Room 19 Object /Door /Enemy Data
- (A8EC-A918) = NORFAIR Room 1A Object /Door /Enemy Data
- (A919-A956) = NORFAIR Room 1B Object /Door /Enemy Data
- (A957-A988) = NORFAIR Room 1C Object /Door /Enemy Data
- (A989-A9BA) = NORFAIR Room 1D Object /Door /Enemy Data
- (A9BB-A9E4) = NORFAIR Room 1E Object /Door /Enemy Data
- (A9E5-AA0E) = NORFAIR Room 1F Object /Door /Enemy Data
- (AA0F-AA3F) = NORFAIR Room 20 Object /Door /Enemy Data
- (AA40-AA7E) = NORFAIR Room 21 Object /Door /Enemy Data
- (AA7F-AAB6) = NORFAIR Room 22 Object /Door /Enemy Data
- (AAB7-AAE3) = NORFAIR Room 23 Object /Door /Enemy Data
- (AAE4-AB0F) = NORFAIR Room 24 Object /Door /Enemy Data
- (AB10-AB43) = NORFAIR Room 25 Object /Door /Enemy Data
- (AB44-AB7F) = NORFAIR Room 26 Object /Door /Enemy Data
- (AB80-ABB4) = NORFAIR Room 27 Object /Door /Enemy Data
- (ABB5-ABDF) = NORFAIR Room 28 Object /Door /Enemy Data
- (ABEA-AC0F) = NORFAIR Room 29 Object /Door /Enemy Data
- (AC10-AC51) = NORFAIR Room 2A Object /Door /Enemy Data
- (AC52-AC81) = NORFAIR Room 2B Object /Door /Enemy Data
- (AC82-ACA8) = NORFAIR Room 2C Object /Door /Enemy Data
- (ACA9-ACC8) = NORFAIR Room 2D Object /Door /Enemy Data
TOURIAN
Tourian Room Pointer Tables
Notes: These two-byte tables define the ROM addresses where the game is to look for the room data for each room in Tourian by pointing to the first byte of a particular room's data. Tourian's room data is normally located between ROM addresses E8BF and EC25. If entirely new rooms are to be created from scratch in this area, then it is very important to change the values of the pointer tables below to reflect the location of the new rooms in the Metroid ROM so that MetEdit as well as the game itself can properly read and use these rooms.
Pointer Format: See ROM Data Formats for details...
Addresses:
- (E7E1-E7E2) = TOURIAN Room 00 Pointer Table
- (E7E3-E7E4) = TOURIAN Room 01 Pointer Table
- (E7E5-E7E6) = TOURIAN Room 02 Pointer Table
- (E7E7-E7E8) = TOURIAN Room 03 Pointer Table
- (E7E9-E7EA) = TOURIAN Room 04 Pointer Table
- (E7EB-E7EC) = TOURIAN Room 05 Pointer Table
- (E7ED-E7EE) = TOURIAN Room 06 Pointer Table
- (E7EF-E7F0) = TOURIAN Room 07 Pointer Table
- (E7F1-E7F2) = TOURIAN Room 08 Pointer Table
- (E7F3-E7F4) = TOURIAN Room 09 Pointer Table
- (E7F5-E7F6) = TOURIAN Room 0A Pointer Table
- (E7F7-E7F8) = TOURIAN Room 0B Pointer Table
- (E7F9-E7FA) = TOURIAN Room 0C Pointer Table
- (E7FB-E7FC) = TOURIAN Room 0D Pointer Table
- (E7FD-E7FE) = TOURIAN Room 0E Pointer Table
- (E7FF-E800) = TOURIAN Room 0F Pointer Table
- (E801-E802) = TOURIAN Room 10 Pointer Table
- (E803-E804) = TOURIAN Room 11 Pointer Table
- (E805-E806) = TOURIAN Room 12 Pointer Table
- (E807-E808) = TOURIAN Room 13 Pointer Table
- (E809-E80A) = TOURIAN Room 14 Pointer Table
Tourian Object /Door /Enemy Data
Notes: All data in "Addresses" is valid assuming that pointer tables to Tourian rooms remain unchanged.
Room Format: See ROM Data Formats for details...
Addresses:
- (E8BF-E8CC) = TOURIAN Room 00 Object /Door /Enemy Data
- (E8CD-E8D4) = TOURIAN Room 01 Object /Door /Enemy Data
- (E8D5-E909) = TOURIAN Room 02 Object /Door /Enemy Data
- (E90A-E938) = TOURIAN Room 03 Object /Door /Enemy Data
- (E939-E96D) = TOURIAN Room 04 Object /Door /Enemy Data
- (E96E-E984) = TOURIAN Room 05 Object /Door /Enemy Data
- (E985-E99F) = TOURIAN Room 06 Object /Door /Enemy Data
- (E9A0-E9BA) = TOURIAN Room 07 Object /Door /Enemy Data
- (E9BB-E9DE) = TOURIAN Room 08 Object /Door /Enemy Data
- (E9DF-EA01) = TOURIAN Room 09 Object /Door /Enemy Data
- (EA02-EA42) = TOURIAN Room 0A Object /Door /Enemy Data
- (EA43-EA84) = TOURIAN Room 0B Object /Door /Enemy Data
- (EA85-EABD) = TOURIAN Room 0C Object /Door /Enemy Data
- (EABE-EAF2) = TOURIAN Room 0D Object /Door /Enemy Data
- (EAF3-EB21) = TOURIAN Room 0E Object /Door /Enemy Data
- (EB22-EB59) = TOURIAN Room 0F Object /Door /Enemy Data
- (EB5A-EB8B) = TOURIAN Room 10 Object /Door /Enemy Data
- (EB8C-EBB4) = TOURIAN Room 11 Object /Door /Enemy Data
- (EBB5-EBDD) = TOURIAN Room 12 Object /Door /Enemy Data
- (EBDE-EBFE) = TOURIAN Room 13 Object /Door /Enemy Data
- (EBFF-EC25) = TOURIAN Room 14 Object /Door /Enemy Data
KRAID
Kraid Room Pointer Tables
Notes: These two-byte tables define the ROM addresses where the game is to look for the room data for each room in Kraid by pointing to the first byte of a particular room's data. Kraid's room data is normally located between ROM addresses 122C7 and 12A7A. If entirely new rooms are to be created from scratch in this area, then it is very important to change the values of the pointer tables below to reflect the location of the new rooms in the Metroid ROM so that MetEdit as well as the game itself can properly read and use these rooms.
Pointer Format: See ROM Data Formats for details...
Addresses:
- (121E5-121E6) = KRAID Room 00 Pointer Table
- (121E7-121E8) = KRAID Room 01 Pointer Table
- (121E9-121EA) = KRAID Room 02 Pointer Table
- (121EB-121EC) = KRAID Room 03 Pointer Table
- (121ED-121EE) = KRAID Room 04 Pointer Table
- (121EF-121F0) = KRAID Room 05 Pointer Table
- (121F1-121F2) = KRAID Room 06 Pointer Table
- (121F3-121F4) = KRAID Room 07 Pointer Table
- (121F5-121F6) = KRAID Room 08 Pointer Table
- (121F7-121F8) = KRAID Room 09 Pointer Table
- (121F9-121FA) = KRAID Room 0A Pointer Table
- (121FB-121FC) = KRAID Room 0B Pointer Table
- (121FD-121FE) = KRAID Room 0C Pointer Table
- (121FF-12200) = KRAID Room 0D Pointer Table
- (12201-12202) = KRAID Room 0E Pointer Table
- (12203-12204) = KRAID Room 0F Pointer Table
- (12205-12206) = KRAID Room 10 Pointer Table
- (12207-12208) = KRAID Room 11 Pointer Table
- (12209-1220A) = KRAID Room 12 Pointer Table
- (1220B-1220C) = KRAID Room 13 Pointer Table
- (1220D-1220E) = KRAID Room 14 Pointer Table
- (1220F-12210) = KRAID Room 15 Pointer Table
- (12211-12212) = KRAID Room 16 Pointer Table
- (12213-12214) = KRAID Room 17 Pointer Table
- (12215-12216) = KRAID Room 18 Pointer Table
- (12217-12218) = KRAID Room 19 Pointer Table
- (12219-1221A) = KRAID Room 1A Pointer Table
- (1221B-1221C) = KRAID Room 1B Pointer Table
- (1221D-1221E) = KRAID Room 1C Pointer Table
- (1221F-12220) = KRAID Room 1D Pointer Table
- (12221-12222) = KRAID Room 1E Pointer Table
- (12223-12224) = KRAID Room 1F Pointer Table
- (12225-12226) = KRAID Room 20 Pointer Table
- (12227-12228) = KRAID Room 21 Pointer Table
- (12229-1222A) = KRAID Room 22 Pointer Table
- (1222B-1222C) = KRAID Room 23 Pointer Table
- (1222D-1222E) = KRAID Room 24 Pointer Table
Kraid Object /Door /Enemy Data
Notes: All data in "Addresses" is valid assuming that pointer tables to Kraid rooms remain unchanged, HOWEVER(!)...the Kraid pointer table that would normally point to Room 11 is actually pointing to Room 12. Therefore, using either Room 11 or Room 12 in Metroid's map data area will always cause Room 12 to appear at that location. Also, selecting both Room 11 and Room 12 within MetEdit causes Room 12 to be available for editing and use. Changing ROM address 12207 from a value of 47 to a value of 18 via a hex editor will correct this and make Room 12 seperately selectable withing the game's map data area, and will also make that room available for editing and usage within MetEdit.
Room Format: See ROM Data Formats for details...
Addresses:
- (122C7-122D4) = KRAID Room 00 Object /Door /Enemy Data
- (122D5-122DC) = KRAID Room 01 Object /Door /Enemy Data
- (122DD-12317) = KRAID Room 02 Object /Door /Enemy Data
- (12318-12354) = KRAID Room 03 Object /Door /Enemy Data
- (12355-12397) = KRAID Room 04 Object /Door /Enemy Data
- (12398-123C7) = KRAID Room 05 Object /Door /Enemy Data
- (123C8-12410) = KRAID Room 06 Object /Door /Enemy Data
- (12411-12451) = KRAID Room 07 Object /Door /Enemy Data
- (12452-1248D) = KRAID Room 08 Object /Door /Enemy Data
- (1248E-124BC) = KRAID Room 09 Object /Door /Enemy Data
- (124BD-124F1) = KRAID Room 0A Object /Door /Enemy Data
- (124F2-12523) = KRAID Room 0B Object /Door /Enemy Data
- (12524-12567) = KRAID Room 0C Object /Door /Enemy Data
- (12568-1259F) = KRAID Room 0D Object /Door /Enemy Data
- (125A0-125CE) = KRAID Room 0E Object /Door /Enemy Data
- (125CF-125F7) = KRAID Room 0F Object /Door /Enemy Data
- (125F8-12627) = KRAID Room 10 Object /Door /Enemy Data
- (12628-12656) = KRAID Room 11 Object /Door /Enemy Data
- (12657-12692) = KRAID Room 12 Object /Door /Enemy Data
- (12693-126C4) = KRAID Room 13 Object /Door /Enemy Data
- (126C5-126E8) = KRAID Room 14 Object /Door /Enemy Data
- (126E9-12722) = KRAID Room 15 Object /Door /Enemy Data
- (12723-12754) = KRAID Room 16 Object /Door /Enemy Data
- (12755-1278F) = KRAID Room 17 Object /Door /Enemy Data
- (12790-127C1) = KRAID Room 18 Object /Door /Enemy Data
- (127C2-12805) = KRAID Room 19 Object /Door /Enemy Data
- (12806-1284E) = KRAID Room 1A Object /Door /Enemy Data
- (1284F-128B2) = KRAID Room 1B Object /Door /Enemy Data
- (128B3-128D6) = KRAID Room 1C Object /Door /Enemy Data
- (128D7-12932) = KRAID Room 1D Object /Door /Enemy Data
- (12933-1295E) = KRAID Room 1E Object /Door /Enemy Data
- (1295F-12981) = KRAID Room 1F Object /Door /Enemy Data
- (12982-1299F) = KRAID Room 20 Object /Door /Enemy Data
- (129A0-129CD) = KRAID Room 21 Object /Door /Enemy Data
- (129CE-12A0D) = KRAID Room 22 Object /Door /Enemy Data
- (12A0E-12A42) = KRAID Room 23 Object /Door /Enemy Data
- (12A43-12A7A) = KRAID Room 24 Object /Door /Enemy Data
RIDLEY
Ridley Room Pointer Tables
Notes: These two-byte tables define the ROM addresses where the game is to look for the room data for each room in Ridley by pointing to the first byte of a particular room's data. Ridley's room data is normally located between ROM addresses 1624F and 169CE. If entirely new rooms are to be created from scratch in this area, then it is very important to change the values of the pointer tables below to reflect the location of the new rooms in the Metroid ROM so that MetEdit as well as the game itself can properly read and use these rooms.
Pointer Format: See ROM Data Formats for details...
Addresses:
- (1618F-16190) = RIDLEY Room 00 Pointer Table
- (16191-16192) = RIDLEY Room 01 Pointer Table
- (16193-16194) = RIDLEY Room 02 Pointer Table
- (16195-16196) = RIDLEY Room 03 Pointer Table
- (16197-16198) = RIDLEY Room 04 Pointer Table
- (16199-1619A) = RIDLEY Room 05 Pointer Table
- (1619B-1619C) = RIDLEY Room 06 Pointer Table
- (1619D-1619E) = RIDLEY Room 07 Pointer Table
- (1619F-161A0) = RIDLEY Room 08 Pointer Table
- (161A1-161A2) = RIDLEY Room 09 Pointer Table
- (161A3-161A4) = RIDLEY Room 0A Pointer Table
- (161A5-161A6) = RIDLEY Room 0B Pointer Table
- (161A7-161A8) = RIDLEY Room 0C Pointer Table
- (161A9-161AA) = RIDLEY Room 0D Pointer Table
- (161AB-161AC) = RIDLEY Room 0E Pointer Table
- (161AD-161AE) = RIDLEY Room 0F Pointer Table
- (161AF-161B0) = RIDLEY Room 10 Pointer Table
- (161B1-161B2) = RIDLEY Room 11 Pointer Table
- (161B3-161B4) = RIDLEY Room 12 Pointer Table
- (161B5-161B6) = RIDLEY Room 13 Pointer Table
- (161B7-161B8) = RIDLEY Room 14 Pointer Table
- (161B9-161BA) = RIDLEY Room 15 Pointer Table
- (161BB-161BC) = RIDLEY Room 16 Pointer Table
- (161BD-161BE) = RIDLEY Room 17 Pointer Table
- (161BF-161C0) = RIDLEY Room 18 Pointer Table
- (161C1-161C2) = RIDLEY Room 19 Pointer Table
- (161C3-161C4) = RIDLEY Room 1A Pointer Table
- (161C5-161C6) = RIDLEY Room 1B Pointer Table
- (161C7-161C8) = RIDLEY Room 1C Pointer Table
- (161C9-161CA) = RIDLEY Room 1D Pointer Table
- (161CB-161CC) = RIDLEY Room 1E Pointer Table
- (161CD-161CE) = RIDLEY Room 1F Pointer Table
- (161CF-161D0) = RIDLEY Room 20 Pointer Table
- (161D1-161D2) = RIDLEY Room 21 Pointer Table
- (161D3-161D4) = RIDLEY Room 22 Pointer Table
- (161D5-161D6) = RIDLEY Room 23 Pointer Table
- (161D7-161D8) = RIDLEY Room 24 Pointer Table
- (161D9-161DA) = RIDLEY Room 25 Pointer Table
- (161DB-161DC) = RIDLEY Room 26 Pointer Table
- (161DD-161DE) = RIDLEY Room 27 Pointer Table
- (161DF-161E0) = RIDLEY Room 28 Pointer Table
- (161E1-161E2) = RIDLEY Room 29 Pointer Table
Ridley Object /Door /Enemy Data
Notes: All data in "Addresses" is valid assuming that pointer tables to Ridley rooms remain unchanged. There is no object /door /enemy data for Room 00 of Ridley within the Metroid ROM. The Ridley pointer table that would normally point to Room 00 is actually pointing to Room 01. Therefore, using either Room 00 or Room 01 in Metroid's map data area will always cause Room 01 to appear at that location. Also, selecting both Room 00 and Room 01 within MetEdit causes Room 01 to be available for editing and use. Using Ridley Room 00 in lieu of Ridley Room 01 in Metroid's map data area is not recommended, as Room 01's data is normally configured as an elevator shaft in all areas and using Room 00 could cause bankswitching problems when using elevators depending on the configuration of Room 00 in other areas. (i.e. A room that completely changes from an elevator shaft to something else.)
Room Format: See ROM Data Formats for details...
Addresses:
- (1624F-16256) = RIDLEY Room 01 Object /Door /Enemy Data
- (16257-16282) = RIDLEY Room 02 Object /Door /Enemy Data
- (16283-162AD) = RIDLEY Room 03 Object /Door /Enemy Data
- (162AE-162C1) = RIDLEY Room 04 Object /Door /Enemy Data
- (162C2-162F3) = RIDLEY Room 05 Object /Door /Enemy Data
- (162F4-1621E) = RIDLEY Room 06 Object /Door /Enemy Data
- (1621F-1635C) = RIDLEY Room 07 Object /Door /Enemy Data
- (1635D-16392) = RIDLEY Room 08 Object /Door /Enemy Data
- (16393-163C7) = RIDLEY Room 09 Object /Door /Enemy Data
- (163C8-16408) = RIDLEY Room 0A Object /Door /Enemy Data
- (16409-16438) = RIDLEY Room 0B Object /Door /Enemy Data
- (16439-16464) = RIDLEY Room 0C Object /Door /Enemy Data
- (16465-1649B) = RIDLEY Room 0D Object /Door /Enemy Data
- (1649C-164D2) = RIDLEY Room 0E Object /Door /Enemy Data
- (164D3-16505) = RIDLEY Room 0F Object /Door /Enemy Data
- (16506-16534) = RIDLEY Room 10 Object /Door /Enemy Data
- (16535-16564) = RIDLEY Room 11 Object /Door /Enemy Data
- (16565-165B0) = RIDLEY Room 12 Object /Door /Enemy Data
- (165B1-165F4) = RIDLEY Room 13 Object /Door /Enemy Data
- (165F5-16627) = RIDLEY Room 14 Object /Door /Enemy Data
- (16628-16662) = RIDLEY Room 15 Object /Door /Enemy Data
- (16663-1668B) = RIDLEY Room 16 Object /Door /Enemy Data
- (1668C-166B8) = RIDLEY Room 17 Object /Door /Enemy Data
- (166B9-166E5) = RIDLEY Room 18 Object /Door /Enemy Data
- (166E6-1670E) = RIDLEY Room 19 Object /Door /Enemy Data
- (1670F-1673B) = RIDLEY Room 1A Object /Door /Enemy Data
- (1673C-1677A) = RIDLEY Room 1B Object /Door /Enemy Data
- (1677B-167AC) = RIDLEY Room 1C Object /Door /Enemy Data
- (167AD-167DE) = RIDLEY Room 1D Object /Door /Enemy Data
- (167DF-1680B) = RIDLEY Room 1E Object /Door /Enemy Data
- (1680C-16835) = RIDLEY Room 1F Object /Door /Enemy Data
- (16836-16858) = RIDLEY Room 20 Object /Door /Enemy Data
- (16859-16876) = RIDLEY Room 21 Object /Door /Enemy Data
- (16877-1689C) = RIDLEY Room 22 Object /Door /Enemy Data
- (1689D-168CE) = RIDLEY Room 23 Object /Door /Enemy Data
- (168CF-168FB) = RIDLEY Room 24 Object /Door /Enemy Data
- (168FC-16939) = RIDLEY Room 25 Object /Door /Enemy Data
- (1693A-1696C) = RIDLEY Room 26 Object /Door /Enemy Data
- (1696D-1698A) = RIDLEY Room 27 Object /Door /Enemy Data
- (1698B-169B4) = RIDLEY Room 28 Object /Door /Enemy Data
- (169B5-169CE) = RIDLEY Room 29 Object /Door /Enemy Data