Yo! Noid/ROM map: Difference between revisions

From Data Crystal
Jump to navigation Jump to search
m (moved Yo! Noid: ROM Map to Yo! Noid:ROM map over redirect: Match template)
m (Xkeeper moved page Yo! Noid:ROM map to Yo! Noid/ROM map: normalize subpages and titles)
 
(6 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{rommap|game=Yo! Noid}}
{{rommap|game=Yo! Noid}}


Level 1 (sinkingdocks)
====Title Screen====
0x004033 - Music
*<tt>0x00C16D</tt> = Music to play on Title Screen
0x004036 ~ 0x0043B5 - Level Data
*<tt>0x00D0DA to 0x00D119</tt> = Title Screen Layer 1
*<tt>0x00D182 to 0x00D1C1</tt> = Slide 1 2x2
*<tt>0x00D1C2 to 0x00D1E2</tt> = Slide 2 2x2
*<tt>0x00D1F2 to 0x00D221</tt> = Slide 3 2x2


Level 2 Ski Lifts)
*<tt>0x00D2B8 ~ 0x00D417</tt> = PPU Tiles for Title Screen Layer 1
====Map Screen====
*<tt>0x00D428 to 0x00D7AF</tt> = Map screen


0x0086E6 ~ 0x008A65 - Level Data
====Music Related====
=====Pointers=====
*<tt>0x018112 to 0x01811D</tt> = Level 1,2
*<tt>0x01812A to 0x018135</tt> = Level 3,4
*<tt>0x018136 to 0x018141</tt> = Level 5
*<tt>0x0181F0 to 0x0181FB</tt> = Map Screen
*<tt>0x018208 to 0x018213</tt> = Title Screen
*<tt>0x018214 to 0x01821F</tt> = End of Level
=====Sound Effects=====
*<tt>0x018220 to 0x018230</tt> = something 1? (Needs a look!)
*<tt>0x018231 to 0x01824D</tt> = something 2? (Needs a look!)
*<tt>0x01824E to 0x018250</tt> = something 3? (Needs a look!)
*<tt>0x0182F0 to 0x0182F9</tt> = jump sound


Level 3 (skatepark)
=====Music Data=====
*<tt>0x0184F1 to 0x01875B</tt> = Level 1,2
*<tt>0x018819 to 0x018A3C</tt> = Level 3,4
*<tt>0x018ABC to 0x018D42</tt> = Level 5
*<tt>0x01A014 to 0x01A097</tt> = Map Screen
*<tt>0x01A3D6 to 0x01A4CE</tt> = Title Screen
XY - X is pitch, Y is note length
$B9 XX - B9 is command to change instrument sound; XX is instrument sound
$FC ZZ - FC is command to change speed; ZZ is the speed
$FD (Address) - Jumps to pointed music segment in ROM map, a Pointer.
$FE - For Music Pointers: Loop Command, Right Before ending pointers with $FF,
$FF - command for ending both tracks and pointers


0x008116 ~ 0x008655 - Level Data
====Text====
*<tt>0x01A8DC to 0x01A8E5</tt> = Text for Push Start


Level 4 (Metro)
*<tt>0x01A8F2 to 0x01A906</tt> = Text for Capcom Co.,LTD
*<tt>0x01A908 to 0x01A91E</tt> = Text for Capcom U.S.A.,Inc.
*<tt>0x01A921 to 0x01A931</tt> = Text for Licensed By
*<tt>0x01A933 to 0x01A94A</tt> = Text for Nintendo of America Inc.
*<tt>0x01A94C to 0x01A963</tt> = Text for Domino's Pizza,Inc.
=====Text Related=====
*<tt>0x01B7A7 to 0x01B7A8</tt> = Pointer for story text part 1
*<tt>0x01B7A9 to 0x01B7AA</tt> = Pointer for story text part 2
*<tt>0x01B7AB to 0x01B7AC</tt> = Pointer for story text part 3
====Map Screen Sprite====
*<tt>0x01D892</tt> = X position on map for Level 1
*<tt>0x01D893</tt> = X position on map for Level 2
*<tt>0x01D894</tt> = X position on map for Level 3
*<tt>0x01D895</tt> = X position on map for Level 4
*<tt>0x01D896</tt> = X position on map for Level 5
*<tt>0x01D897</tt> = X position on map for Level 6
*<tt>0x01D898</tt> = X position on map for Level 7
*<tt>0x01D899</tt> = X position on map for Level 8
*<tt>0x01D89A</tt> = X position on map for Level 9
*<tt>0x01D89B</tt> = X position on map for Level 10
*<tt>0x01D89C</tt> = X position on map for Level 11
*<tt>0x01D89D</tt> = X position on map for Level 12
*<tt>0x01D89E</tt> = X position on map for Level 13
*<tt>0x01D89F</tt> = X position on map for Level 14
*<tt>0x01D8A0</tt> = Y position on map for Level 1
*<tt>0x01D8A1</tt> = Y position on map for Level 2
*<tt>0x01D8A2</tt> = Y position on map for Level 3
*<tt>0x01D8A3</tt> = Y position on map for Level 4
*<tt>0x01D8A4</tt> = Y position on map for Level 5
*<tt>0x01D8A5</tt> = Y position on map for Level 6
*<tt>0x01D8A6</tt> = Y position on map for Level 7
*<tt>0x01D8A7</tt> = Y position on map for Level 8
*<tt>0x01D8A8</tt> = Y position on map for Level 9
*<tt>0x01D8A9</tt> = Y position on map for Level 10
*<tt>0x01D8AA</tt> = Y position on map for Level 11
*<tt>0x01D8AB</tt> = Y position on map for Level 12
*<tt>0x01D8AC</tt> = Y position on map for Level 13
*<tt>0x01D8AD</tt> = Y position on map for Level 14


0x00AA60 ~ 0x00ADDF - Level Data
==Level Data==
Level Data 2x2 squares, similar to Capcom's Megaman-style layout


Level 5 (Sewer)
===Level 1 (sinkingdocks)===
 
*<tt>0x004033</tt> = Level Music Value?
0x00C1A8 ~ 0x00C527 - Level Data
*<tt>0x004036 to 0x0043B5</tt> = Level Data
 
*<tt>0x004D22 to 0x004D9A</tt> = Enemy Data?
Level 6 (Boatdocks)
===Level 2 (Ski Lifts)===
 
*<tt>0x0086E6 to 0x008A65</tt> = Level Data
0x00E017 ~ 0x00E406 - Level Data
===Level 3 (skatepark)===
 
*<tt>0x008116 to 0x008655</tt> = Level Data
Level 7 (Circus)
===Level 4 (Metro)===
 
*<tt>0x00AA60 to 0x00ADDF</tt> = Level Data
0x0123C5 ~ 0x01277C - Level Data
===Level 5 (Sewer)===
 
*<tt>0x00C1A8 to 0x00C527</tt> = Level Data
Level 8 (In the Sky)
===Level 6 (Boatdocks)===
 
*<tt>0x00E017 to 0x00E406</tt> = Level Data
0x012CBB ~ 0x01303A - Level Data
===Level 7 (Circus)===
 
*<tt>0x0123C5 to 0x01277C</tt> = Level Data
Level 9 (Slum Interior)
===Level 8 (In the Sky)===
 
*<tt>0x012CBB to 0x01303A</tt> = Level Data
0x01405D ~ 0x0143DC - Level Data
===Level 9 (Slum Interior)===
 
*<tt>0x01405D to 0x0143DC</tt> = Level Data
Level 10 (Slums Exterior)
===Level 10 (Slums Exterior)===
 
*<tt>0x014545 to 0x0148C4</tt> = Level Data
0x014545 ~ 0x0148C4 - Level Data
===Level 11 (Warehouse Part 1)===
 
*<tt>0x0100D1 to 0x010450</tt> = Level Data
Level 11 (Warehouse Part 1)
===Level 12 (Warehouse Part 2)===
 
*<tt>0x010B59 to 0x010EA0</tt> = Level Data
0x0100D1 ~ 0x010450 - Level Data
===Level 13 (Tower)===
 
*<tt>0x009C98 to 0x009F97</tt> = Level Data
Level 12 (Warehouse Part 2)
===Level 14 (Final Level)===
 
*<tt>0x012015 to 0x0122EC</tt> = Level Data
0x010B59 ~ 0x010EA0 - Level Data
{{Internal Data|game=Yo! Noid}}
 
Level 13 (Tower)
 
0x009C98 ~ 0x009F97 - Level Data
 
Level 14 (Final Level)
 
0x012015 ~ 0x0122EC - Level Data
 
[[Category: Yo! Noid]]

Latest revision as of 02:42, 24 January 2024

Chip tiny.png The following article is a ROM map for Yo! Noid.

Title Screen

  • 0x00C16D = Music to play on Title Screen
  • 0x00D0DA to 0x00D119 = Title Screen Layer 1
  • 0x00D182 to 0x00D1C1 = Slide 1 2x2
  • 0x00D1C2 to 0x00D1E2 = Slide 2 2x2
  • 0x00D1F2 to 0x00D221 = Slide 3 2x2
  • 0x00D2B8 ~ 0x00D417 = PPU Tiles for Title Screen Layer 1

Map Screen

  • 0x00D428 to 0x00D7AF = Map screen

Music Related

Pointers
  • 0x018112 to 0x01811D = Level 1,2
  • 0x01812A to 0x018135 = Level 3,4
  • 0x018136 to 0x018141 = Level 5
  • 0x0181F0 to 0x0181FB = Map Screen
  • 0x018208 to 0x018213 = Title Screen
  • 0x018214 to 0x01821F = End of Level
Sound Effects
  • 0x018220 to 0x018230 = something 1? (Needs a look!)
  • 0x018231 to 0x01824D = something 2? (Needs a look!)
  • 0x01824E to 0x018250 = something 3? (Needs a look!)
  • 0x0182F0 to 0x0182F9 = jump sound
Music Data
  • 0x0184F1 to 0x01875B = Level 1,2
  • 0x018819 to 0x018A3C = Level 3,4
  • 0x018ABC to 0x018D42 = Level 5
  • 0x01A014 to 0x01A097 = Map Screen
  • 0x01A3D6 to 0x01A4CE = Title Screen
XY - X is pitch, Y is note length
$B9 XX - B9 is command to change instrument sound; XX is instrument sound
$FC ZZ - FC is command to change speed; ZZ is the speed
$FD (Address) - Jumps to pointed music segment in ROM map, a Pointer.
$FE - For Music Pointers: Loop Command, Right Before ending pointers with $FF, 
$FF - command for ending both tracks and pointers

Text

  • 0x01A8DC to 0x01A8E5 = Text for Push Start
  • 0x01A8F2 to 0x01A906 = Text for Capcom Co.,LTD
  • 0x01A908 to 0x01A91E = Text for Capcom U.S.A.,Inc.
  • 0x01A921 to 0x01A931 = Text for Licensed By
  • 0x01A933 to 0x01A94A = Text for Nintendo of America Inc.
  • 0x01A94C to 0x01A963 = Text for Domino's Pizza,Inc.
Text Related
  • 0x01B7A7 to 0x01B7A8 = Pointer for story text part 1
  • 0x01B7A9 to 0x01B7AA = Pointer for story text part 2
  • 0x01B7AB to 0x01B7AC = Pointer for story text part 3

Map Screen Sprite

  • 0x01D892 = X position on map for Level 1
  • 0x01D893 = X position on map for Level 2
  • 0x01D894 = X position on map for Level 3
  • 0x01D895 = X position on map for Level 4
  • 0x01D896 = X position on map for Level 5
  • 0x01D897 = X position on map for Level 6
  • 0x01D898 = X position on map for Level 7
  • 0x01D899 = X position on map for Level 8
  • 0x01D89A = X position on map for Level 9
  • 0x01D89B = X position on map for Level 10
  • 0x01D89C = X position on map for Level 11
  • 0x01D89D = X position on map for Level 12
  • 0x01D89E = X position on map for Level 13
  • 0x01D89F = X position on map for Level 14
  • 0x01D8A0 = Y position on map for Level 1
  • 0x01D8A1 = Y position on map for Level 2
  • 0x01D8A2 = Y position on map for Level 3
  • 0x01D8A3 = Y position on map for Level 4
  • 0x01D8A4 = Y position on map for Level 5
  • 0x01D8A5 = Y position on map for Level 6
  • 0x01D8A6 = Y position on map for Level 7
  • 0x01D8A7 = Y position on map for Level 8
  • 0x01D8A8 = Y position on map for Level 9
  • 0x01D8A9 = Y position on map for Level 10
  • 0x01D8AA = Y position on map for Level 11
  • 0x01D8AB = Y position on map for Level 12
  • 0x01D8AC = Y position on map for Level 13
  • 0x01D8AD = Y position on map for Level 14

Level Data

Level Data 2x2 squares, similar to Capcom's Megaman-style layout

Level 1 (sinkingdocks)

  • 0x004033 = Level Music Value?
  • 0x004036 to 0x0043B5 = Level Data
  • 0x004D22 to 0x004D9A = Enemy Data?

Level 2 (Ski Lifts)

  • 0x0086E6 to 0x008A65 = Level Data

Level 3 (skatepark)

  • 0x008116 to 0x008655 = Level Data

Level 4 (Metro)

  • 0x00AA60 to 0x00ADDF = Level Data

Level 5 (Sewer)

  • 0x00C1A8 to 0x00C527 = Level Data

Level 6 (Boatdocks)

  • 0x00E017 to 0x00E406 = Level Data

Level 7 (Circus)

  • 0x0123C5 to 0x01277C = Level Data

Level 8 (In the Sky)

  • 0x012CBB to 0x01303A = Level Data

Level 9 (Slum Interior)

  • 0x01405D to 0x0143DC = Level Data

Level 10 (Slums Exterior)

  • 0x014545 to 0x0148C4 = Level Data

Level 11 (Warehouse Part 1)

  • 0x0100D1 to 0x010450 = Level Data

Level 12 (Warehouse Part 2)

  • 0x010B59 to 0x010EA0 = Level Data

Level 13 (Tower)

  • 0x009C98 to 0x009F97 = Level Data

Level 14 (Final Level)

  • 0x012015 to 0x0122EC = Level Data