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Donkey Kong Land/ROM map: Difference between revisions
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* <tt>0E99C-0E9A5</tt> - File Select screen | * <tt>0E99C-0E9A5</tt> - File Select screen | ||
== | ==Level Maps== | ||
Note that this data only stores 32x32 tiles, which only affects the level visually. Collision data is stored somewhere else. This is the only DKL game to store the collision data separately. | Note that this data only stores 32x32 tiles, which only affects the level visually. Collision data is stored somewhere else. This is the only DKL game to store the collision data separately. | ||
===Pointer Table=== | ===Pointer Table=== | ||
Line 97: | Line 97: | ||
* <tt>1CCEA</tt> - Oil Drum Slum Bonus 1 | * <tt>1CCEA</tt> - Oil Drum Slum Bonus 1 | ||
* <tt>1BE79</tt> - Oil Drum Slum Bonus 2 | * <tt>1BE79</tt> - Oil Drum Slum Bonus 2 | ||
==Music== | |||
* <tt>30B2D-?????</tt> = List of little-endian pointers for music data -- four per music track (presumably one pointer per channel) | |||
** Appears to function similarly to several Battletoads games, as well as [http://www.dkc-atlas.com/forum/viewtopic.php?f=38&t=1732 Donkey Kong Land 2 and Donkey Kong Land III]? | |||
* <tt>31EB2-31EFB</tt> = Level-based list of indices, used for pointers of music data from ROM | |||
* <tt>0092F-?????</tt> = Pointer table of music data in ROM (to be copied into SRAM starting at A000). Format is little-endian pointer, followed by bank. | |||
** This structure appears to be unique to Donkey Kong Land, and no other Rare game (either the DKL sequels or the Battletoads games) are known to copy music from ROM to SRAM. (While DKL2 copies some songs from ROM to RAM, it does not use this structure.) | |||
* <tt>31FDA-32023</tt> = Level-based list of music indices, used for channel pointers (which can be from either ROM or SRAM, depending on the music track) | |||
===Tempos=== | |||
* <tt>30B17-?????</tt> = Music tempo list | |||
{{Internal Data|game=Donkey Kong Land}} |
Latest revision as of 02:41, 24 January 2024
The following article is a ROM map for Donkey Kong Land.
Color Palettes
- 0E8AC-0E8CB - Title screen
- 0E93C-0E945 - Intro screen
- 0E99C-0E9A5 - File Select screen
Level Maps
Note that this data only stores 32x32 tiles, which only affects the level visually. Collision data is stored somewhere else. This is the only DKL game to store the collision data separately.
Pointer Table
- 34001-????? - Levels / bonus levels
- Format:
- Little endian RAM pointer (2 bytes)
- ROM bank (1 byte)
- Format:
Levels
- 3481D - Jungle Jaunt
- 340DF - Freezing Fun
- 34AFC - Simian Swing
- 363AB - Deck Trek
- 34E38 - Tyre Trail
- 344DB - Rope Ravine
- 35E39 - Riggin' Rumble
- 351E3 - Congo Carnage
- 3B6F8 - Arctic Barrel Arsenal
- 37FDC - Wild Sting Fling
- 35521 - Tricky Temple
- 37B27 - Kremlantis
- 365C9 - Reef Rampage
- 35836 - Snake Charmer's Challenge
- 1B6C2 - Chomp's Coliseum
- 36C5E - Nautilus Chase
- 35B4B - Swirlwind Storm
- 3BFED - Seabed Showdown
- 396EF - Pot Hole Panic
- 39B6D - Mountain Mayhem
- 3A7F6 - Track Attack
- 1B91E - Spiky Tyre Trail
- 3ABE4 - Sky High Caper
- 27A8D - Landslide Leap
- 3B1BD - Collapsing Clouds
- 1CE9C - Mad Mole Holes
- 38001 - Balloon Barrage
- 376BE - Kong Krazy
- 39F8A - Construction Site Fight
- 3BA45 - Fast Barrel Blast
- 385FB - Skyscraper Caper
- 3A417 - Button Barrel Blast
- 38F08 - Oil Drum Slum
- 2FF03 - K. Rool's Kingdom
Bonus Stages
- 37F3B - Jungle Jaunt Bonus 1
- 1CD85 - Jungle Jaunt Bonus 2
- 1BE5E - Freezing Fun Bonus
- 37ED1 - Simian Swing Bonus 1
- 1BE5E - Simian Swing Bonus 2
- 47FA0 - Deck Trek Bonus 1
- 3BF79 - Deck Trek Bonus 2
- 1BE5E - Tyre Trail Bonus 1
- 37EB5 - Tyre Trail Bonus 2
- 37EFF - Tyre Trail Bonus 3
- 1BE5E - Rope Ravine Bonus 1
- 1CD3D - Rope Ravine Bonus 2
- 27FD1 - Riggin' Rumble Bonus 1
- 3BFB3 - Riggin' Rumble Bonus 2
- 1BE79 - Congo Carnage Bonus 1
- 1BE5E - Congo Carnage Bonus 2
- 1BE5E - Arctic Barrel Arsenal Bonus 1
- 47FC5 - Arctic Barrel Arsenal Bonus 2
- 1BEC5 - Tricky Temple Bonus
- 1CDC8 - Snake Charmer's Challenge Bonus
- 1BF6C - Swirlwind Storm Bonus
- 2FF26 - Pot Hole Panic Bonus 1
- 37FDC - Pot Hole Panic Bonus 2
- 37F80 - Mountain Mayhem Bonus 1
- 1CCD7 - Mountain Mayhem Bonus 2
- 37EB5 - Track Attack Bonus 1
- 1CCD7 - Track Attack Bonus 2
- 1BE5E - Spiky Tyre Trail Bonus 1
- 1BE5E - Spiky Tyre Trail Bonus 2
- 27F66 - Sky High Caper Bonus
- 37EFF - Landslide Leap Bonus 1
- 2FF80 - Landslide Leap Bonus 2
- 2FF03 - Collapsing Clouds Bonus 1
- 1BE5E - Collapsing Clouds Bonus 2
- 1CEB6 - Balloon Barrage Bonus 1
- 1CF86 - Balloon Barrage Bonus 2
- 47FA0 - Kong Krazy Bonus
- 27FD1 - Construction Site Fight Bonus 1
- 2FFB3 - Construction Site Fight Bonus 2
- 1BE5E - Fast Barrel Blast Bonus 1
- 3BF47 - Fast Barrel Blast Bonus 2
- 3BFED - Skyscraper Caper Bonus
- 37ED1 - Button Barrel Blast Bonus 1
- 3BF47 - Button Barrel Blast Bonus 2
- 1CCEA - Oil Drum Slum Bonus 1
- 1BE79 - Oil Drum Slum Bonus 2
Music
- 30B2D-????? = List of little-endian pointers for music data -- four per music track (presumably one pointer per channel)
- Appears to function similarly to several Battletoads games, as well as Donkey Kong Land 2 and Donkey Kong Land III?
- 31EB2-31EFB = Level-based list of indices, used for pointers of music data from ROM
- 0092F-????? = Pointer table of music data in ROM (to be copied into SRAM starting at A000). Format is little-endian pointer, followed by bank.
- This structure appears to be unique to Donkey Kong Land, and no other Rare game (either the DKL sequels or the Battletoads games) are known to copy music from ROM to SRAM. (While DKL2 copies some songs from ROM to RAM, it does not use this structure.)
- 31FDA-32023 = Level-based list of music indices, used for channel pointers (which can be from either ROM or SRAM, depending on the music track)
Tempos
- 30B17-????? = Music tempo list
Internal Data for Donkey Kong Land
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