Castlevania (NES, Famicom Disk System)/ROM map: Difference between revisions

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m (→‎Bank 3: Whoops, I'm counting areas twice.)
m (Lelegofrog moved page Castlevania (NES)/ROM map to Castlevania (NES, Famicom Disk System)/ROM map: title consistency with TCRF)
 
(7 intermediate revisions by 3 users not shown)
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* <tt>03b11-0400f</tt> = Unused Space
* <tt>03b11-0400f</tt> = Unused Space
==Bank 1==
==Bank 1==
* <tt>04010-07d17</tt> = Graphical Data
* <tt>04010-0800f</tt> = [[Castlevania:Title Screen,Ending Credits,Level 1,and Misc Graphics|Title Screen,Ending Credits,Level 1,and Misc Graphics]]
* <tt>07d18-0800f</tt> = Unused Space
==Bank 2==
==Bank 2==
* <tt>08010-0bcf7</tt> = [[Castlevania:Level 2,3,4,and Misc Graphics|Level 2,3,4,and Misc Graphics]]
* <tt>08010-0c00f</tt> = [[Castlevania:Level 2,3,4,and Misc Graphics|Level 2,3,4,and Misc Graphics]]
* <tt>0bcf8-0c00f</tt> = Unused Space
==Bank 3==
==Bank 3==
* <tt>0c010-1000f</tt> = [[Castlevania:Level 5,6,7,Castle Map and Misc Graphics|Level 5,6,7,Castle Map and Misc Graphics]]
* <tt>0c010-1000f</tt> = [[Castlevania:Level 5,6,7,Castle Map and Misc Graphics|Level 5,6,7,Castle Map and Misc Graphics]]
==Bank 4==
* <tt>10010-10019</tt> = F2 7F 82 80 92 82 A2 81 02 82
* <tt>1001A-10319</tt> = Level 1 Screens Layout
* <tt>1031A-10858</tt> = Level 1 TSA
* <tt>10859-10864</tt> = 0D 88 FD 88 6D 88 7D 8A ED 89 5D 89
* <tt>10865-10B34</tt> = Level 2 Screens Layout
* <tt>10B35-10DCB</tt> = Level 2 TSA
* <tt>10DCC-10DD5</tt> = AE 8D 3E 8E CE 8E 2E 8F 1E 90
* <tt>10DD6-11165</tt> = Level 3 Screens Layout
* <tt>11166-11462</tt> = Level 3 TSA
* <tt>11463-1146A</tt> = 43 94 43 94 63 95 83 96
* <tt>1146B-1176A</tt> = Level 4 Screens Layout
* <tt>1176B-11B44</tt> = Level 4 TSA
* <tt>11B45-11B50</tt> = 29 9B 89 9B B9 9B 09 9D 49 9C F9 9D
* <tt>11B51-11EE0</tt> = Level 5 Screens Layout
* <tt>11EE1-12210</tt> = Level 5 TSA
* <tt>12211-12216</tt> = 7F A2 EF A1 FF A3
* <tt>12217-124B6</tt> = Level 6 Screens Layout
* <tt>124B7-1290F</tt> = Level 6 TSA
* <tt>12910-12913</tt> = BC A8 4C A9
* <tt>12914-12A03</tt> = Level 7 Screens Layout
* <tt>12A04-13417</tt> = Level 7 TSA
* <tt>13418-1400E</tt> = Unused Space


==Bank 4==
* <tt>10010-13417</tt> = Unidentified ASM
* <tt>13418-1400f</tt> = Unused Space
==Bank 5==
==Bank 5==
* <tt>14010-15e56</tt> = Unidentified ASM
* <tt>14010-15e56</tt> = Unidentified ASM
Line 46: Line 64:
* <tt>1f3ed-1f446</tt> = Pointer Table for Sprite Loading Properties
* <tt>1f3ed-1f446</tt> = Pointer Table for Sprite Loading Properties
* <tt>1f447-2000f</tt> = Unidentified ASM, some graphical data?
* <tt>1f447-2000f</tt> = Unidentified ASM, some graphical data?
{{Internal Data|game=Castlevania}}
{{Internal Data|game=Castlevania (NES)}}

Latest revision as of 15:35, 15 June 2024

Chip tiny.png The following article is a ROM map for Castlevania (NES, Famicom Disk System).

Header

  • 00000-0000F = ROM Header Data

Bank 0

  • 00010-000F0 = Unidentified ASM
  • 000F1-00144 = Title Screen Subroutine
  • 00145-00fcb = Unidentified ASM
  • 00fcc-011ab = Sprite Pointer and Composition Table
  • 011ac-03510 = Unidentified ASM
  • 03511-03b10 = Graphical Data
  • 03b11-0400f = Unused Space

Bank 1

Bank 2

Bank 3

Bank 4

  • 10010-10019 = F2 7F 82 80 92 82 A2 81 02 82
  • 1001A-10319 = Level 1 Screens Layout
  • 1031A-10858 = Level 1 TSA
  • 10859-10864 = 0D 88 FD 88 6D 88 7D 8A ED 89 5D 89
  • 10865-10B34 = Level 2 Screens Layout
  • 10B35-10DCB = Level 2 TSA
  • 10DCC-10DD5 = AE 8D 3E 8E CE 8E 2E 8F 1E 90
  • 10DD6-11165 = Level 3 Screens Layout
  • 11166-11462 = Level 3 TSA
  • 11463-1146A = 43 94 43 94 63 95 83 96
  • 1146B-1176A = Level 4 Screens Layout
  • 1176B-11B44 = Level 4 TSA
  • 11B45-11B50 = 29 9B 89 9B B9 9B 09 9D 49 9C F9 9D
  • 11B51-11EE0 = Level 5 Screens Layout
  • 11EE1-12210 = Level 5 TSA
  • 12211-12216 = 7F A2 EF A1 FF A3
  • 12217-124B6 = Level 6 Screens Layout
  • 124B7-1290F = Level 6 TSA
  • 12910-12913 = BC A8 4C A9
  • 12914-12A03 = Level 7 Screens Layout
  • 12A04-13417 = Level 7 TSA
  • 13418-1400E = Unused Space

Bank 5

  • 14010-15e56 = Unidentified ASM
  • 15e57-16017 = Unused Space
  • 16018-166F5 = Unidentified ASM
  • 166F6-1800f = Unused Space

Bank 6

  • 18010-1ba4a = Unidentified ASM
  • 1ba4b-1c00f = Unused Space

Bank 7

  • 1c010-1df39 = Unidentified ASM, some graphical data?
  • 1df3a-1df61 = Table of Enemy Point Value codes
  • 1df62-1df88 = Table of Enemy Point Value code values
  • 1df89-1e479 = Unidentified ASM, some graphical data?
  • 1e47a-1e4db = Sprite Table Collision Data
  • 1e4da-1e588 = Unidentified ASM, some graphical data?
  • 1e589-1e5e8 = Pointer Table for How Enemies are Effected by being attacked
  • 1e5e9-1e96b = Unidentified ASM, some graphical data?
  • 1e96c-1e9c5 = Pointer Table for Sprite Behavior
  • 1e9c6-1f24b = Unidentified ASM, some graphical data?
  • 1f24c-1f2a5 = Data Table for Sprite Animations
  • 1f2a6-1f3ee = Unidentified ASM, some graphical data?
  • 1f3ed-1f446 = Pointer Table for Sprite Loading Properties
  • 1f447-2000f = Unidentified ASM, some graphical data?