Mega Man 5/ROM map: Difference between revisions

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{{rommap|game=[[Mega Man 5]]}}
{{rommap|game=Mega Man 5}}


= Level and Screen Data Banks =
=Level and Screen Data Banks=


== Bank 0: Gravityman ==
* <tt>00000 to 0000F (F)</tt> = Header


* <tt>00010 to 000AD (9E)</tt> = '''Sprite Palette Preset Loading Code'''
==Bank 0: Gravityman==
* <tt>000AE to 002A5 (1F8)</tt> = '''Sprite Palette Presets 1 to 3F'''
* <tt>002A6 to 002F0 (4A)</tt> = '''Alter. Palette/CHR Loading Code'''
* <tt>002F1 to 003B0 (C0)</tt> = '''Alter. Palette/CHR Data'''
* <tt>00810 to 0090F (100)</tt> = '''Object: Buster Reflect Property (1=Takes hits, 0=Reflects buster)'''
* <tt>00910 to 00D0F (400)</tt> = '''Level Data: Gravityman'''
* <tt>00D10 to 0200F (1300)</tt> = '''Screen Bank Data: Gravityman'''


== Bank 1: Waveman ==
* <tt>00010 to 000AD (9E)</tt> = [[Mega Man 5:Palette Set|Palette Set]] Loading Code
* <tt>000AE to 002A5 (1F8)</tt> = [[Mega Man 5:Palette Set|Palette Set]] 1 to 3F
* <tt>002A6 to 002F0 (4A)</tt> = [[Mega Man 5:Alternate Palette/CHR Data|Alternate Palette/CHR Data]] Loading Code
* <tt>002F1 to 003B0 (C0)</tt> = [[Mega Man 5:Alternate Palette/CHR Data|Alternate Palette/CHR Data]]
* <tt>00810 to 0090F (100)</tt> = [[Mega Man 5:Object ID|Object ID]]: Buster Reflect Property (1=Takes hits, 0=Reflects buster)
* <tt>00910 to 00D0F (400)</tt> = [[Mega Man 5:Level Data|Level Data]]: Gravityman
* <tt>00D10 to 0200F (1300)</tt> = [[Mega Man 5:Screen Bank Data|Screen Bank Data]]: Gravityman


* <tt>02010 to 0280F (800)</tt> = '''Weapon Menu Code/Data'''
==Bank 1: Waveman==
* <tt>02810 to 0290F (100)</tt> = '''Object: Vulnerability to Water Wave'''
* <tt>02910 to 02D0F (400)</tt> = '''Level Data: Waveman'''
* <tt>02D10 to 0400F (1300)</tt> = '''Screen Bank Data: Waveman'''


== Bank 2: Stoneman ==
* <tt>02010 to 0280F (800)</tt> = [[Mega Man 5:Weapon Menu Code/Data|Weapon Menu Code/Data]]
* <tt>02810 to 0290F (100)</tt> = [[Mega Man 5:Object ID|Object ID]]: [[Mega Man 5:Vulnerability|Vulnerability]] to Water Wave
* <tt>02910 to 02D0F (400)</tt> = [[Mega Man 5:Level Data|Level Data]]: Waveman
* <tt>02D10 to 0400F (1300)</tt> = [[Mega Man 5:Screen Bank Data|Screen Bank Data]]: Waveman


* <tt>04810 to 0490F (100)</tt> = '''Object: Vulnerability to Gyro Attack'''
==Bank 2: Stoneman==
* <tt>04910 to 04D0F (400)</tt> = '''Level Data: Stoneman'''
* <tt>04D10 to 0600F (1300)</tt> = '''Screen Bank Data: Stoneman'''


== Bank 3: Gyroman ==
* <tt>04810 to 0490F (100)</tt> = [[Mega Man 5:Object ID|Object ID]]: [[Mega Man 5:Vulnerability|Vulnerability]] to Gyro Attack
* <tt>04910 to 04D0F (400)</tt> = [[Mega Man 5:Level Data|Level Data]]: Stoneman
* <tt>04D10 to 0600F (1300)</tt> = [[Mega Man 5:Screen Bank Data|Screen Bank Data]]: Stoneman


* <tt>06810 to 0690F (100)</tt> = '''Object: Vulnerability to Crystal Eye'''
==Bank 3: Gyroman==
* <tt>06910 to 06D0F (400)</tt> = '''Level Data: Gyroman'''
* <tt>06D10 to 0800F (1300)</tt> = '''Screen Bank Data: Gyroman'''


== Bank 4: Starman ==
* <tt>06810 to 0690F (100)</tt> = [[Mega Man 5:Object ID|Object ID]]: [[Mega Man 5:Vulnerability|Vulnerability]] to Crystal Eye
* <tt>06910 to 06D0F (400)</tt> = [[Mega Man 5:Level Data|Level Data]]: Gyroman
* <tt>06D10 to 0800F (1300)</tt> = [[Mega Man 5:Screen Bank Data|Screen Bank Data]]: Gyroman


* <tt>08810 to 0890F (100)</tt> = '''Object: Vulnerability to Napalm Bomb'''
==Bank 4: Starman==
* <tt>08910 to 08D0F (400)</tt> = '''Level Data: Starman'''
* <tt>08D10 to 0A00F (1300)</tt> = '''Screen Bank Data: Starman'''


== Bank 5: Chargeman ==
* <tt>08810 to 0890F (100)</tt> = [[Mega Man 5:Object ID|Object ID]]: [[Mega Man 5:Vulnerability|Vulnerability]] to Napalm Bomb
* <tt>08910 to 08D0F (400)</tt> = [[Mega Man 5:Level Data|Level Data]]: Starman
* <tt>08D10 to 0A00F (1300)</tt> = [[Mega Man 5:Screen Bank Data|Screen Bank Data]]: Starman


* <tt>0A810 to 0A90F (100)</tt> = '''Object: Vulnerability to Super Arrow'''
==Bank 5: Chargeman==
* <tt>0A910 to 0AD0F (400)</tt> = '''Level Data: Chargeman'''
* <tt>0AD10 to 0C00F (1300)</tt> = '''Screen Bank Data: Chargeman'''


== Bank 6: Napalmman ==
* <tt>0A810 to 0A90F (100)</tt> = [[Mega Man 5:Object ID|Object ID]]: [[Mega Man 5:Vulnerability|Vulnerability]] to Super Arrow
* <tt>0A910 to 0AD0F (400)</tt> = [[Mega Man 5:Level Data|Level Data]]: Chargeman
* <tt>0AD10 to 0C00F (1300)</tt> = [[Mega Man 5:Screen Bank Data|Screen Bank Data]]: Chargeman


* <tt>0C810 to 0C90F (100)</tt> = '''Object: Vulnerability to Power Stone'''
==Bank 6: Napalmman==
* <tt>0C910 to 0CD0F (400)</tt> = '''Level Data: Napalmman'''
* <tt>0CD10 to 0E00F (1300)</tt> = '''Screen Bank Data: Napalmman'''


== Bank 7: Crystalman ==
* <tt>0C810 to 0C90F (100)</tt> = [[Mega Man 5:Object ID|Object ID]]: [[Mega Man 5:Vulnerability|Vulnerability]] to Power Stone
* <tt>0C910 to 0CD0F (400)</tt> = [[Mega Man 5:Level Data|Level Data]]: Napalmman
* <tt>0CD10 to 0E00F (1300)</tt> = [[Mega Man 5:Screen Bank Data|Screen Bank Data]]: Napalmman


* <tt>0E010 to 0E80F (800)</tt> = '''Boss Code: Gravityman and Waveman'''
==Bank 7: Crystalman==
* <tt>0E810 to 0E90F (100)</tt> = '''Object: Vulnerability to Gravity Hold'''
* <tt>0E910 to 0ED0F (400)</tt> = '''Level Data: Crystalman'''
* <tt>0ED10 to 1000F (1300)</tt> = '''Screen Bank Data: Crystalman'''


== Bank 8: Protoman Castle 1 ==
* <tt>0E010 to 0E80F (800)</tt> =Boss Code:Gravityman, Crystalman and Waveman
* <tt>0E810 to 0E90F (100)</tt> = [[Mega Man 5:Object ID|Object ID]]: [[Mega Man 5:Vulnerability|Vulnerability]] to Gravity Hold
* <tt>0E910 to 0ED0F (400)</tt> = [[Mega Man 5:Level Data|Level Data]]: Crystalman
* <tt>0ED10 to 1000F (1300)</tt> = [[Mega Man 5:Screen Bank Data|Screen Bank Data]]: Crystalman


* <tt>10910 to 10D0F (400)</tt> = '''Level Data: Protoman Castle 1'''
==Bank 8: Protoman Castle 1==
* <tt>10D10 to 1200F (1300)</tt> = '''Screen Bank Data: Protoman Castle 1'''


== Bank 9: Protoman Castle 2 ==
* <tt>10810 to 1090F (100)</tt> = [[Mega Man 5:Object ID|Object ID]]: [[Mega Man 5:Vulnerability|Vulnerability]] to Charge Kick
* <tt>10910 to 10D0F (400)</tt> = [[Mega Man 5:Level Data|Level Data]]: Protoman Castle 1
* <tt>10D10 to 1200F (1300)</tt> = [[Mega Man 5:Screen Bank Data|Screen Bank Data]]: Protoman Castle 1


* <tt>12910 to 12D0F (400)</tt> = '''Level Data: Protoman Castle 2'''
==Bank 9: Protoman Castle 2==
* <tt>12D10 to 1400F (1300)</tt> = '''Screen Bank Data: Protoman Castle 2'''


== Bank A: Protoman Castle 3 ==
* <tt>12810 to 1290F (100)</tt> = [[Mega Man 5:Object ID|Object ID]]: [[Mega Man 5:Vulnerability|Vulnerability]] to Star Crash
* <tt>12910 to 12D0F (400)</tt> = [[Mega Man 5:Level Data|Level Data]]: Protoman Castle 2
* <tt>12D10 to 1400F (1300)</tt> = [[Mega Man 5:Screen Bank Data|Screen Bank Data]]: Protoman Castle 2


* <tt>14910 to 14D0F (400)</tt> = '''Level Data: Protoman Castle 3'''
==Bank A: Protoman Castle 3==
* <tt>14D10 to 1600F (1300)</tt> = '''Screen Bank Data: Protoman Castle 3'''


== Bank B: Protoman Castle 4 / Scenes Bank 1 ==
* <tt>14810 to 1490F (100)</tt> = [[Mega Man 5:Object ID|Object ID]]: [[Mega Man 5:Vulnerability|Vulnerability]] to Rush Coil
* <tt>14910 to 14D0F (400)</tt> = [[Mega Man 5:Level Data|Level Data]]: Protoman Castle 3
* <tt>14D10 to 1600F (1300)</tt> = [[Mega Man 5:Screen Bank Data|Screen Bank Data]]: Protoman Castle 3


* <tt>16910 to 16D0F (400)</tt> = '''Level Data: Protoman Castle 4'''
==Bank B: Protoman Castle 4 / Scenes Bank 1==
* <tt>16D10 to 1800F (1300)</tt> = '''Screen Bank Data: Scenes 1'''


== Bank C: Wily Castle 1 ==
* <tt>16810 to 1690F (100)</tt> = [[Mega Man 5:Object ID|Object ID]]: [[Mega Man 5:Vulnerability|Vulnerability]] to Rush Jet
* <tt>16910 to 16D0F (400)</tt> = [[Mega Man 5:Level Data|Level Data]]: Protoman Castle 4
* <tt>16D10 to 1800F (1300)</tt> = [[Mega Man 5:Screen Bank Data|Screen Bank Data]]: Scenes 1


* <tt>18010 to 1840A (3FB)</tt> = '''Introduction Scene Code'''
==Bank C: Wily Castle 1==
* <tt>18910 to 18D0F (400)</tt> = '''Level Data: Wily Castle 1'''
* <tt>18D10 to 1A00F (1300)</tt> = '''Screen Bank Data: Wily Castle 1'''


== Bank D: Wily Castle 2 ==
* <tt>18010 to 1840A (3FB)</tt> = Introduction Scene Code
* <tt>18810 to 1890F (100)</tt> = [[Mega Man 5:Object ID|Object ID]]: [[Mega Man 5:Vulnerability|Vulnerability]] to Beat
* <tt>18910 to 18D0F (400)</tt> = [[Mega Man 5:Level Data|Level Data]]: Wily Castle 1
* <tt>18D10 to 1A00F (1300)</tt> = [[Mega Man 5:Screen Bank Data|Screen Bank Data]]: Wily Castle 1


* <tt>1A910 to 1AD0F (400)</tt> = '''Level Data: Wily Castle 2'''
==Bank D: Wily Castle 2==
* <tt>1AD10 to 1C00F (1300)</tt> = '''Screen Bank Data: Wily Castle 2'''


== Bank E: Wily Castle 3 ==
* <tt>1A810 to 1A90F (100)</tt> = Empty
* <tt>1A910 to 1AD0F (400)</tt> = [[Mega Man 5:Level Data|Level Data]]: Wily Castle 2
* <tt>1AD10 to 1C00F (1300)</tt> = [[Mega Man 5:Screen Bank Data|Screen Bank Data]]: Wily Castle 2


* <tt>1C910 to 1CD0F (400)</tt> = '''Level Data: Wily Castle 3'''
==Bank E: Wily Castle 3==
* <tt>1CD10 to 1E00F (1300)</tt> = '''Screen Bank Data: Wily Castle 3'''


== Bank F: Wily Castle 4 / Scenes Bank 2 ==
* <tt>1C810 to 1C90F (100)</tt> = Empty
* <tt>1C910 to 1CD0F (400)</tt> = [[Mega Man 5:Level Data|Level Data]]: Wily Castle 3
* <tt>1CD10 to 1E00F (1300)</tt> = [[Mega Man 5:Screen Bank Data|Screen Bank Data]]: Wily Castle 3


* <tt>1E010 to 1E037 (28)</tt> = '''Credits Text: Low Bytes of Pointers'''
==Bank F: Wily Castle 4 / Scenes Bank 2==
* <tt>1E038 to 1E05F (28)</tt> = '''Credits Text: High Bytes of Pointers'''
* <tt>1E060 to 1E588 (529)</tt> = '''Credits Text Data'''
* <tt>1E910 to 1ED0F (400)</tt> = '''Level Data: Wily Castle 4'''
* <tt>1ED10 to 2000F (1300)</tt> = '''Screen Bank Data: Scenes 2'''


== Bank 10: Scenes Bank 3 ==
* <tt>1E010 to 1E037 (28)</tt> = Credits Text: Low Bytes of Pointers
* <tt>1E038 to 1E05F (28)</tt> = Credits Text: High Bytes of Pointers
* <tt>1E060 to 1E588 (529)</tt> = Credits Text Data
* <tt>1E810 to 1E90F (100)</tt> = Empty
* <tt>1E910 to 1ED0F (400)</tt> = [[Mega Man 5:Level Data|Level Data]]: Wily Castle 4
* <tt>1ED10 to 2000F (1300)</tt> = [[Mega Man 5:Screen Bank Data|Screen Bank Data]]: Scenes 2


* <tt>20D10 to 2200F (1300)</tt> = '''Screen Bank Data: Scenes 3'''
==Bank 10: Scenes Bank 3==


== Bank 11: Scenes Bank 4 ==
* <tt>20D10 to 2200F (1300)</tt> = [[Mega Man 5:Screen Bank Data|Screen Bank Data]]: Scenes 3


* <tt>22D10 to 2400F (1300)</tt> = '''Screen Bank Data: Scenes 4'''
==Bank 11: Scenes Bank 4==


= Banks 12-16: Sprite Data Banks =
* <tt>22D10 to 2400F (1300)</tt> = [[Mega Man 5:Screen Bank Data|Screen Bank Data]]: Scenes 4


== Banks 12-13: Sprite Data Bank 1 ==
=Banks 12-16: Sprite Data Banks =


* <tt>24010 to 2800F (4000)</tt> = '''Sprite Data Bank 1'''
==Banks 12-13: Sprite Data Bank 1==


== Banks 14-15: Sprite Data Bank 2 ==
* <tt>24010 to 2800F (4000)</tt> = [[Mega Man 5:Sprite Data|Sprite Data]] Bank 1


* <tt>28010 to 2C00F (4000)</tt> = '''Sprite Data Bank 2'''
==Banks 14-15: Sprite Data Bank 2==


== Bank 16: Sprite Data Bank 3 ==
* <tt>28010 to 2C00F (4000)</tt> = [[Mega Man 5:Sprite Data|Sprite Data]] Bank 2


* <tt>2C010 to 2E00F (2000)</tt> = '''Sprite Data Bank 3'''
==Bank 16: Sprite Data Bank 3==


= Bank 17 =
* <tt>2C010 to 2E00F (2000)</tt> = [[Mega Man 5:Sprite Data|Sprite Data]] Bank 3


* <tt>2E010 to 2EB83 (B74)</tt> = '''Misc. Scene Code'''
=Bank 17=
* <tt>2EDB4 to 2EDBC (9)</tt> = '''Stage Select Layout'''
* <tt>2F179 to 2F1D8 (60)</tt> = '''Mid-Point and Boss-Point Data'''


= Banks 18-1A: Sound Banks =
* <tt>2E010 to 2EB83 (B74)</tt> = Misc. Scene Code
* <tt>2EDB4 to 2EDBC (9)</tt> = [[Mega Man 5:Stage Select Layout|Stage Select Layout]]
* <tt>2F179 to 2F1D8 (60)</tt> = [[Mega Man 5:Mid-Point and Boss-Point Data|Mid-Point and Boss-Point Data]]


* <tt>30010 to 3600F (6000)</tt> = '''Sound engine, Music and Sound Effect Data'''
=Banks 18-1A: Sound Banks=


= Bank 1B: Enemy Data Bank =
* <tt>30010 to 3600F (6000)</tt> = Sound engine, Music and Sound Effect Data


* <tt>37AE2 to 37B71 (90)</tt> = '''Ememy: Object'''
=Bank 1B: Enemy Data Bank=
* <tt>37B72 to 37C01 (90)</tt> = '''Enemy: Type'''
* <tt>37C02 to 37C91 (90)</tt> = '''Enemy: Sprite'''
* <tt>37C92 to 37D51 (C0)</tt> = '''Enemy: Hit Points'''
* <tt>37DC2 to 37DF1 (30)</tt> = '''Effect Sprite: Reference Data'''
* <tt>37DF2 to 37E21 (30)</tt> = '''Effect Sprite: Reference Data 2'''
* <tt>37E22 to 37E65 (44)</tt> = '''Effect Sprite: Extra Palette Data'''
* <tt>37E66 to 37E7F (1A)</tt> = '''Effect Sprite: CHR Bank Data'''


= Bank 1C =
* <tt>37AE2 to 37B71 (90)</tt> = [[Mega Man 5:Enemy ID|Enemy ID]]: [[Mega Man 5:Object ID|Object ID]]
* <tt>37B72 to 37C01 (90)</tt> = [[Mega Man 5:Enemy ID|Enemy ID]]: Type Bits
* <tt>37C02 to 37C91 (90)</tt> = [[Mega Man 5:Enemy ID|Enemy ID]]: [[Mega Man 5:Sprite ID|Sprite ID]]
* <tt>37C92 to 37D21 (90)</tt> = [[Mega Man 5:Enemy ID|Enemy ID]]: Hit Points
* <tt>37D22 to 37DB1 (90)</tt> = [[Mega Man 5:Enemy ID|Enemy ID]]: X Speed Index (into 37DB2)
* <tt>37DB2 to 37DB9 (8)</tt> = Speed Index: X Speed Values (low byte)
* <tt>37DBA to 37DC1 (8)</tt> = Speed Index: X Speed Values (high byte)
* <tt>37DC2 to 37DF1 (30)</tt> = [[Mega Man 5:Effect Enemy|Effect Enemy]] ID: Reference Data
* <tt>37DF2 to 37E21 (30)</tt> = [[Mega Man 5:Effect Enemy|Effect Enemy]] ID: Reference Data 2
* <tt>37E22 to 37E65 (44)</tt> = [[Mega Man 5:Effect Enemy|Effect Enemy]] Data: Extra Palette Data
* <tt>37E66 to 37E7F (1A)</tt> = [[Mega Man 5:Effect Enemy|Effect Enemy]] Data: CHR Bank Data


* <tt>385D3 to 386D2 (100)</tt> = '''Object: Damage Table'''
=Bank 1C=


= Bank 1E-1F: Main Banks =
* <tt>385D3 to 386D2 (100)</tt> = [[Mega Man 5:Object ID|Object ID]]: Damage Table


* <tt>3D4C2 to 3D4C9 (8)</tt> = '''Megaman's Inital Sprite Palette'''
=Bank 1D=
* <tt>3D4CA to 3D4D1 (8)</tt> = '''Sprite Palette Preset 0'''
* <tt>3D4D2 to 3D4E1 (10)</tt> = '''Level: Screen Bank'''
* <tt>3D4E2 to 3D4F1 (10)</tt> = '''Level: Music Track'''
* <tt>3DC36 to 3DD10 (DB)</tt> = '''Palette Animation: Palette Data'''
* <tt>3DD11 to 3DD30 (20)</tt> = '''Palette Animation: 1-Byte Relative Pointers'''
* <tt>3DD31 to 3DDC2 (92)</tt> = '''Palette Animation: Animation Data'''
* <tt>3DDC3 to 3DDCA (8)</tt> = '''CHR Animation: 1-Byte Relative Pointers'''
* <tt>3DDCB to 3DDF7 (2D)</tt> = '''CHR Animation Data'''


[[Category:Mega Man 5|ROM map]]
* <tt>3A69D (1)</tt> = Fish enemy's X speed (low)
* <tt>3A6A2 (1)</tt> = Fish enemy's X speed (high)
 
=Bank 1E-1F: Main Banks=
 
* <tt>3D4C2 to 3D4C9 (8)</tt> = Megaman's Initial Sprite Palette
* <tt>3D4CA to 3D4D1 (8)</tt> = Sprite [[Mega Man 5:Palette Set|Palette Set]] 0
* <tt>3D4D2 to 3D4E1 (10)</tt> = [[Mega Man 5:Level ID|Level ID]]: Screen Bank (bank to load [[Mega Man 5:Screen Bank Data|Screen Bank Data]] from)
* <tt>3D4E2 to 3D4F1 (10)</tt> = [[Mega Man 5:Level ID|Level ID]]: [[Mega Man 5:Music Track ID|Music Track ID]]
* <tt>3DC36 to 3DD10 (DB)</tt> = [[Mega Man 5:Palette Animation Data|Palette Animation Data]]: Palette Data
* <tt>3DD11 to 3DD30 (20)</tt> = [[Mega Man 5:Palette Animation Data|Palette Animation Data]]: 1-Byte Relative Pointers
* <tt>3DD31 to 3DDC2 (92)</tt> = [[Mega Man 5:Palette Animation Data|Palette Animation Data]]: Animation Data
* <tt>3DDC3 to 3DDCA (8)</tt> = [[Mega Man 5:CHR Animation Data|CHR Animation Data]]: 1-Byte Relative Pointers
* <tt>3DDCB to 3DDF7 (2D)</tt> = [[Mega Man 5:CHR Animation Data|CHR Animation Data]]: Animation Data
* <tt>3EC6D to 3EC85 (18)</tt> = [[Mega Man 5:Routine|Routine]]: Play music or sound effect. Set the accumulator to the value of a song or sound effect you want to play, then JSR to this routine.
 
{{Internal Data|game=Mega Man 5}}

Latest revision as of 02:42, 24 January 2024

Chip tiny.png The following article is a ROM map for Mega Man 5.

Level and Screen Data Banks

  • 00000 to 0000F (F) = Header

Bank 0: Gravityman

Bank 1: Waveman

Bank 2: Stoneman

Bank 3: Gyroman

Bank 4: Starman

Bank 5: Chargeman

Bank 6: Napalmman

Bank 7: Crystalman

Bank 8: Protoman Castle 1

Bank 9: Protoman Castle 2

Bank A: Protoman Castle 3

Bank B: Protoman Castle 4 / Scenes Bank 1

Bank C: Wily Castle 1

Bank D: Wily Castle 2

  • 1A810 to 1A90F (100) = Empty
  • 1A910 to 1AD0F (400) = Level Data: Wily Castle 2
  • 1AD10 to 1C00F (1300) = Screen Bank Data: Wily Castle 2

Bank E: Wily Castle 3

  • 1C810 to 1C90F (100) = Empty
  • 1C910 to 1CD0F (400) = Level Data: Wily Castle 3
  • 1CD10 to 1E00F (1300) = Screen Bank Data: Wily Castle 3

Bank F: Wily Castle 4 / Scenes Bank 2

  • 1E010 to 1E037 (28) = Credits Text: Low Bytes of Pointers
  • 1E038 to 1E05F (28) = Credits Text: High Bytes of Pointers
  • 1E060 to 1E588 (529) = Credits Text Data
  • 1E810 to 1E90F (100) = Empty
  • 1E910 to 1ED0F (400) = Level Data: Wily Castle 4
  • 1ED10 to 2000F (1300) = Screen Bank Data: Scenes 2

Bank 10: Scenes Bank 3

Bank 11: Scenes Bank 4

Banks 12-16: Sprite Data Banks

Banks 12-13: Sprite Data Bank 1

Banks 14-15: Sprite Data Bank 2

Bank 16: Sprite Data Bank 3

Bank 17

Banks 18-1A: Sound Banks

  • 30010 to 3600F (6000) = Sound engine, Music and Sound Effect Data

Bank 1B: Enemy Data Bank

  • 37AE2 to 37B71 (90) = Enemy ID: Object ID
  • 37B72 to 37C01 (90) = Enemy ID: Type Bits
  • 37C02 to 37C91 (90) = Enemy ID: Sprite ID
  • 37C92 to 37D21 (90) = Enemy ID: Hit Points
  • 37D22 to 37DB1 (90) = Enemy ID: X Speed Index (into 37DB2)
  • 37DB2 to 37DB9 (8) = Speed Index: X Speed Values (low byte)
  • 37DBA to 37DC1 (8) = Speed Index: X Speed Values (high byte)
  • 37DC2 to 37DF1 (30) = Effect Enemy ID: Reference Data
  • 37DF2 to 37E21 (30) = Effect Enemy ID: Reference Data 2
  • 37E22 to 37E65 (44) = Effect Enemy Data: Extra Palette Data
  • 37E66 to 37E7F (1A) = Effect Enemy Data: CHR Bank Data

Bank 1C

  • 385D3 to 386D2 (100) = Object ID: Damage Table

Bank 1D

  • 3A69D (1) = Fish enemy's X speed (low)
  • 3A6A2 (1) = Fish enemy's X speed (high)

Bank 1E-1F: Main Banks