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===
<tt>0x10050</tt>-Level 1
<pre>
 
* 0x10060 to 0x----- = Unknown data
<tt>0x101B0</tt>-Level 2
* 0x10061 to 0x----- = Top and Bottom openings (x0 Top; 0x Bottom)
 
    * 0:          XXXXXXXXXXXXXXXXXX
<tt>0x10300</tt>-Level 3
    * 1, 2, 5, 6:  XXXXX__XXX___XXXXX
 
    * 3, 4:        XXXXXXXXXX___XXXXX
<tt>0x10450</tt>-Level 4
    * 8, 9:        XXXXX__XXXXXXXXXXX
 
    * A,B,C,D,E,F: XX__X____X______XX  
<tt>0x10---</tt>-Level 5
* 0x10062 to 0x10066 = Unknown data
 
* 0x10067 to 0x----- = Enemy Speed
<tt>0x106A0</tt>- Level 6
* 0x10068 to 0x10069 = Unknown data
 
* 0x1006A to 0x----- = Special item X coord
<tt>0x107F0</tt> to <tt>1083F</tt>-Level 7 Enemy Data
* 0x1006B to 0x----- = Special item Y coord
 
* 0x1006C to 0x101AD = Tile data (32x32 grid of 8 by 8 pixel blocks)
<tt>0x10840</tt> to <tt>10882</tt>-Level 7
    * 0      = Tile
 
    * 1 to F = Blank tile //I believe these tiles also deal with the movement of your bubble as well
<tt>0x10883</tt> to <tt>10AC9</tt>-Level 8
* To get a level you want add 14E * 2(level number) to the addresses for level 1
 
</pre>
<tt>0x10AD1</tt> to <tt>10C1D</tt>-Level 9
{{Internal Data|game=Bubble Bobble (Game Boy)}}
 
<tt>0x10D70-10EB9</tt>-Level 10
 
<tt>0x10EBB-11007</tt>-Level 11
 
<tt>0x10EC0-10C1E</tt>-Level 12
 
<tt>0x11010-11155</tt>-Level 13
 
==Level Setup==
 
_=Blank
 
X=Block
 
After <tt>0F</tt> or <tt>FF</tt> or at the beginning of the level data is the holes data
 
===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>
__

Latest revision as of 02:41, 24 January 2024

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

Level Data

Level One

* 0x10060 to 0x-----  = Unknown data
* 0x10061 to 0x-----  = 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 to 0x----- = Enemy Speed 
* 0x10068 to 0x10069 = Unknown data
* 0x1006A to 0x----- = Special item X coord
* 0x1006B to 0x----- = 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