Bionic Commando (NES)/ROM map: Difference between revisions

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== Bank 2 and 3 ==
== Bank 2 and 3 ==


* <tt>08010 to 08011 (2)</tt> = '''[[Pointer]] to: Room Structure Data Pointers'''
* <tt>08010 to 08011 (2)</tt> = '''[[Pointer]] to: Room Structure Data Pointers'''
* <tt>08012 to 081D1 (1C0)</tt> = '''[[Bionic Commando:Room|Room]]: Screen Layout Pointers/Some other data'''
* <tt>08012 to 081D1 (1C0)</tt> = '''[[Bionic Commando:Room|Room]]: Screen Layout Pointers/Room Sizes'''
* <tt>081D2 to 084D8 (307)</tt> = '''[[Bionic Commando:Room|Room]]: Screen Layout Data'''
* <tt>081D2 to 084D8 (307)</tt> = '''[[Bionic Commando:Room|Room]]: Screen Layout Data'''
* <tt>084D9 to 085B8 (E0)</tt> = '''[[Bionic Commando:Room|Room]]: Structure Data Pointers'''
* <tt>084D9 to 085B8 (E0)</tt> = '''[[Bionic Commando:Room|Room]]: Structure Data Pointers'''
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* <tt>30010 to 3400F (4000)</tt> = '''Sound engine and sound data'''
* <tt>30010 to 3400F (4000)</tt> = '''Sound engine and sound data'''


[[Category:Bionic Commando|ROM map]]
{{Internal Data}}

Latest revision as of 21:07, 28 January 2024

Chip tiny.png The following article is a ROM map for Bionic Commando (NES).

Bank 0 and 1

  • 00010 to 000EF (E0) = Room: Screen Usage Pointers
  • 000F0 to 004B7 (3C8) = Room: Screen Usage Data
  • 00610 to 0600F (5A00) = Screen Data
  • 06010 to 06011 (2) = Pointer to: Room Palette Pointers
  • 06012 to 060F1 (E0) = Room: Tile Load Pointers
  • 060F2 to 07199 (10A8) = Room: Tile Load Data
  • 0719A to 07279 (E0) = Room: Palette Pointers
  • 0727A to 0790F (696) = Room: Palette Data
  • 07910 to 0800F (700) = Introduction Scene Code

Bank 2 and 3

  • 08010 to 08011 (2) = Pointer to: Room Structure Data Pointers
  • 08012 to 081D1 (1C0) = Room: Screen Layout Pointers/Room Sizes
  • 081D2 to 084D8 (307) = Room: Screen Layout Data
  • 084D9 to 085B8 (E0) = Room: Structure Data Pointers
  • 08810 to 0EC0F (6400) = Room: Structure Data
  • 0ED7B to 0EE5A (E0) = Room: Enemy Data Pointers
  • 0EE5B to 0F6DF (885) = Room: Enemy Data
  • 0F6E0 to 0F7BF (E0) = Room: Special Event Pointers
  • 0F7C0 to 0F8F6 (137) = Room: Special Event Data
  • 0F8F7 to 0F9DA (E4) = Room: Sprite CHR Load Pointers
  • 0F9DB to 0FBC4 (1EA) = Room: Sprite CHR Load Data

Banks 4 to 9

  • 10010 to 2800F (18000) = Game CHR

Bank B

  • 2C010 to 2C135 (126) = Dialogue Text Pointers
  • 2C136 to 2E78F (265A) = Dialogue Text
  • 2EF33 to 2EFA2 (70) = Room: Music Track
  • 2F810 to 2FC0F (400) = Font CHR

Bank C

  • 30010 to 3400F (4000) = Sound engine and sound data