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Contra (NES)/ROM map: Difference between revisions
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(Added More Detailed ROM Map) |
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{{rommap|game=Contra}} | {{rommap|game=Contra}} | ||
==Header== | |||
* <tt>00000-0000F</tt> = iNES ROM Header Data | |||
* <tt> | |||
==Bank 0== | |||
* <tt>00010-03D7A</tt> = Enemy Logic | |||
* <tt>03D7B-0400F</tt> = Unused | |||
* | ==Bank 1== | ||
* | * <tt>04010-048F7</tt> = Sound Engine Code | ||
* <tt>048F8-06EAC</tt> = Encoded Sound Data | |||
* <tt>06EAD-0703F</tt> = Code to Draw Sprites | |||
* <tt>07040-07DF4</tt> = Encoded Sprite Data | |||
* <tt>07DF5-0800F</tt> = Unused | |||
==Bank 2== | |||
* <tt>08010-090A7</tt> = Level Supertile Screen Assignments | |||
* <tt>090A8-0B001</tt> = Compressed Graphic Data | |||
* <tt>0B002-0B328</tt> = Player State Logic | |||
* <tt>0B329-0B428</tt> = Level Header Data | |||
* <tt>0B429-0BD4B</tt> = Enemy Generation Logic | |||
* <tt>0BD4C-0C00F</tt> = Unused | |||
==Bank 3== | |||
* <tt>0C010-0FE09</tt> = Supertile and Palette Data | |||
* <tt>0FE0A-0FFBE</tt> = End Level Routine Logic | |||
* <tt>0FFBF-1000F</tt> = Unused | |||
==Bank 4== | |||
* <tt>10010-138C8</tt> = Compressed Graphic Data | |||
* <tt>138C9-13BA4</tt> = Game End Routine Logic | |||
* <tt>13BA5-13DD0</tt> = Ending Credits Data | |||
* <tt>13DD1-1400F</tt> = Unused | |||
==Bank 5== | |||
* <tt>14010-1736D</tt> = Compressed Graphic Data | |||
* <tt>1736E-17643</tt> = Automated Demo Input | |||
* <tt>17644-1800F</tt> = Unused | |||
==Bank 6== | |||
* <tt>18010-1B271</tt> = Compressed Graphic Data | |||
* <tt>1B272-1B3D6</tt> = Text Data | |||
* <tt>1B3D7-1BD35</tt> = Weapon Logic | |||
* <tt>1BD36-1C00F</tt> = Unused | |||
==Bank 7== | |||
* <tt>1C010-1F621</tt> = Game Engine Logic | |||
* <tt>1F622-1FC0F</tt> = Unused | |||
* <tt>1FC10-1FFDF</tt> = Differential Pulse Code Modulation (DPCM) Data | |||
* <tt>1FFE0-2000F</tt> = NES Undocumented Footer | |||
{{Internal Data|game=Contra}} |
Revision as of 04:25, 18 September 2023
The following article is a ROM map for Contra (NES).
Header
- 00000-0000F = iNES ROM Header Data
Bank 0
- 00010-03D7A = Enemy Logic
- 03D7B-0400F = Unused
Bank 1
- 04010-048F7 = Sound Engine Code
- 048F8-06EAC = Encoded Sound Data
- 06EAD-0703F = Code to Draw Sprites
- 07040-07DF4 = Encoded Sprite Data
- 07DF5-0800F = Unused
Bank 2
- 08010-090A7 = Level Supertile Screen Assignments
- 090A8-0B001 = Compressed Graphic Data
- 0B002-0B328 = Player State Logic
- 0B329-0B428 = Level Header Data
- 0B429-0BD4B = Enemy Generation Logic
- 0BD4C-0C00F = Unused
Bank 3
- 0C010-0FE09 = Supertile and Palette Data
- 0FE0A-0FFBE = End Level Routine Logic
- 0FFBF-1000F = Unused
Bank 4
- 10010-138C8 = Compressed Graphic Data
- 138C9-13BA4 = Game End Routine Logic
- 13BA5-13DD0 = Ending Credits Data
- 13DD1-1400F = Unused
Bank 5
- 14010-1736D = Compressed Graphic Data
- 1736E-17643 = Automated Demo Input
- 17644-1800F = Unused
Bank 6
- 18010-1B271 = Compressed Graphic Data
- 1B272-1B3D6 = Text Data
- 1B3D7-1BD35 = Weapon Logic
- 1BD36-1C00F = Unused
Bank 7
- 1C010-1F621 = Game Engine Logic
- 1F622-1FC0F = Unused
- 1FC10-1FFDF = Differential Pulse Code Modulation (DPCM) Data
- 1FFE0-2000F = NES Undocumented Footer
Internal Data for Contra
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