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Solomon's Key/ROM map: Difference between revisions
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{{rommap|game=Solomon's Key}} | |||
<pre> | |||
< | * Enemy data begins at 005D67. | ||
** First byte is enemy location. | |||
** Second byte is placement (YX, Y being vertical location, X being horizontal). | |||
00 = Seems to signify the end of the enemy set for that level. All monster information after this will appear in the next level (Needs much more testing) | |||
1C = Fairy | |||
20 = Firebal right | |||
21 = Firebal left | |||
22 = Firebal up | |||
23 = Firebal down | |||
24 = Panel monster left | |||
25 = Panel monster right | |||
26 = panel monster up | |||
27 = Panel Monster Down | |||
28 = Elec Ball Counter-clockwise | |||
29 = Elec Ball Clockwise | |||
2A = Elec Ball Counter-clockwise | |||
2B = Elec Ball Clockwise | |||
2C = Elec Ball Counter-clockwise (fast) | |||
2D = Elec Ball Clockwise (fast) | |||
2E = Elec Ball Counter-clockwise (fast) | |||
2F = Elec Ball Clockwise (fast) | |||
30 = Up/down ghost | |||
31 = Up/down ghost | |||
32 = down/up ghost | |||
33 = down/up ghost | |||
34 = right/left ghost | |||
35 = right/left ghost | |||
36 = left/right ghost | |||
37 = left/right ghost | |||
38 = Up/down ghost (fast) | |||
39 = Up/down ghost (fast) | |||
3A = down/up ghost (fast) | |||
3B = down/up ghost (fast) | |||
3C = right/left ghost (fast) | |||
3D = right/left ghost (fast) | |||
3E = left/right ghost (fast) | |||
3F = left/right ghost (fast) | |||
40 = Up/down ghost (White blocks don't slow) | |||
41 = Up/down ghost (White blocks don't slow) | |||
42 = down/up ghost (White blocks don't slow) | |||
43 = down/up ghost (White blocks don't slow) | |||
44 = right/left ghost (White blocks don't slow) | |||
45 = right/left ghost (White blocks don't slow) | |||
46 = left/right ghost (White blocks don't slow) | |||
47 = left/right ghost (White blocks don't slow) | |||
48 = Up/down ghost (fast) (White blocks don't slow) | |||
49 = Up/down ghost (fast) (White blocks don't slow) | |||
4A = down/up ghost (fast) (White blocks don't slow) | |||
4B = down/up ghost (fast) (White blocks don't slow) | |||
4C = right/left ghost (fast) (White blocks don't slow) | |||
4D = right/left ghost (fast) (White blocks don't slow) | |||
4E = left/right ghost (fast) (White blocks don't slow) | |||
4F = left/right ghost (fast) (White blocks don't slow) | |||
68 = Pink Dragon | |||
69 = Pink Dragon | |||
71 = Golem | |||
* | * Level layout data begins at 00603C. | ||
* Each row of blocks is 2 bytes long, each byte = 8 blocks | |||
* Each level is 48 bytes large, the first 24 being brown block layout, second 24 being white block layout | |||
* The border is the 16th tile horizontally, and is considered part of the right tile. this means that all the white block sets on the right half of a room should have the last block solid (To avoid being able to walk though the wall) | |||
* Special tiles are NOT with the level layout data. This includes items, keys, doors, enemies, mirrors, and hidden items. | |||
* These are the codes for block layouts, o meaning there is no block on that tile, x meaning there is. | |||
00 = oooooooo | |||
01 = ooooooox | |||
02 = ooooooxo | |||
03 = ooooooxx | |||
04 = oooooxoo | |||
05 = oooooxox | |||
06 = oooooxxo | |||
07 = oooooxxx | |||
08 = ooooxooo | |||
09 = ooooxoox | |||
0A = ooooxoxo | |||
0B = ooooxxoo | |||
0C = ooooxoxx | |||
0D = ooooxxox | |||
0E = ooooxxxo | |||
0F = ooooxxxx | |||
10 = oooxoooo | |||
11 = oooxooox | |||
12 = oooxooxo | |||
13 = oooxooxx | |||
14 = oooxoxoo | |||
15 = oooxoxox | |||
16 = oooxoxxo | |||
17 = oooxoxxx | |||
18 = oooxxooo | |||
19 = oooxxoox | |||
1A = oooxxoxo | |||
1B = oooxxoxx | |||
1C = oooxxxoo | |||
1D = oooxxxox | |||
1E = oooxxxxo | |||
1F = oooxxxxx | |||
20 = ooxooooo | |||
21 = ooxoooox | |||
22 = ooxoooxo | |||
23 = ooxoooxx | |||
24 = ooxooxoo | |||
25 = ooxooxox | |||
26 = ooxooxxo | |||
27 = ooxooxxx | |||
28 = ooxoxooo | |||
29 = ooxoxoox | |||
2A = ooxoxoxo | |||
2B = ooxoxoxx | |||
2C = ooxoxxoo | |||
2D = ooxoxxox | |||
2E = ooxoxxxo | |||
2F = ooxoxxxx | |||
30 = ooxxoooo | |||
31 = ooxxooox | |||
32 = ooxxooxo | |||
33 = ooxxooxx | |||
34 = ooxxoxoo | |||
35 = ooxxoxox | |||
36 = ooxxoxxo | |||
37 = ooxxoxxx | |||
38 = ooxxxooo | |||
39 = ooxxxoox | |||
3A = ooxxxoxo | |||
3B = ooxxxoxx | |||
3C = ooxxxxoo | |||
3D = ooxxxxox | |||
3E = ooxxxxxo | |||
3F = ooxxxxxx | |||
40 = oxoooooo | |||
41 = oxooooox | |||
42 = oxooooxo | |||
43 = oxooooxx | |||
44 = oxoooxoo | |||
45 = oxoooxox | |||
46 = oxoooxxo | |||
47 = oxoooxxx | |||
48 = oxooxooo | |||
49 = oxooxoox | |||
4A = oxooxoxo | |||
4B = oxooxoxx | |||
4C = oxooxxoo | |||
4D = oxooxxox | |||
4E = oxooxxxo | |||
4F = oxooxxxx | |||
50 = oxoxoooo | |||
51 = oxoxooox | |||
52 = oxoxooxo | |||
53 = oxoxooxx | |||
54 = oxoxoxoo | |||
55 = oxoxoxox | |||
56 = oxoxoxxo | |||
57 = oxoxoxxx | |||
58 = oxoxxooo | |||
59 = oxoxxoox | |||
5A = oxoxxoxo | |||
5B = oxoxxoxx | |||
5C = oxoxxxoo | |||
5D = oxoxxxox | |||
5E = oxoxxxxo | |||
5F = oxoxxxxx | |||
60 = oxxooooo | |||
61 = oxxoooox | |||
62 = oxxoooxo | |||
63 = oxxoooxx | |||
64 = oxxooxoo | |||
65 = oxxooxox | |||
66 = oxxooxxo | |||
67 = oxxooxxx | |||
68 = oxxoxooo | |||
69 = oxxoxoox | |||
6A = oxxoxoxo | |||
6B = oxxoxoxx | |||
6C = oxxoxxoo | |||
6D = oxxoxxox | |||
6E = oxxoxxxo | |||
6F = oxxoxxxx | |||
70 = oxxxoooo | |||
71 = oxxxooox | |||
72 = oxxxooxo | |||
73 = oxxxooxx | |||
74 = oxxxoxoo | |||
75 = oxxxoxox | |||
76 = oxxxoxxo | |||
77 = oxxxoxxx | |||
78 = oxxxxooo | |||
79 = oxxxxoox | |||
7A = oxxxxoxo | |||
7B = oxxxxoxx | |||
7C = oxxxxxoo | |||
7D = oxxxxxox | |||
7E = oxxxxxxo | |||
7F = oxxxxxxx | |||
80 = xooooooo | |||
81 = xoooooox | |||
82 = xoooooxo | |||
83 = xoooooxx | |||
84 = xooooxoo | |||
85 = xooooxox | |||
86 = xooooxxo | |||
87 = xooooxxx | |||
88 = xoooxooo | |||
89 = xoooxoox | |||
8A = xoooxoxo | |||
8B = xoooxoxx | |||
8C = xoooxxoo | |||
8D = xoooxxox | |||
8E = xoooxxxo | |||
8F = xoooxxxx | |||
90 = xooxoooo | |||
91 = xooxooox | |||
92 = xooxooxo | |||
93 = xooxooxx | |||
94 = xooxoxoo | |||
95 = xooxoxox | |||
96 = xooxoxxo | |||
97 = xooxoxxx | |||
98 = xooxxooo | |||
99 = xooxxoox | |||
9A = xooxxoxo | |||
9B = xooxxoxx | |||
9C = xooxxxoo | |||
9D = xooxxxox | |||
9E = xooxxxxo | |||
9F = xooxxxxx | |||
A0 = xoxooooo | |||
A1 = xoxoooox | |||
A2 = xoxoooxo | |||
A3 = xoxoooxx | |||
A4 = xoxooxoo | |||
A5 = xoxooxox | |||
A6 = xoxooxxo | |||
A7 = xoxooxxx | |||
A8 = xoxoxooo | |||
A9 = xoxoxoox | |||
AA = xoxoxoxo | |||
AB = xoxoxoxx | |||
AC = xoxoxxoo | |||
AD = xoxoxxox | |||
AE = xoxoxxxo | |||
AF = xoxoxxxx | |||
B0 = xoxxoooo | |||
B1 = xoxxooox | |||
B2 = xoxxooxo | |||
B3 = xoxxooxx | |||
B4 = xoxxoxoo | |||
B5 = xoxxoxox | |||
B6 = xoxxoxxo | |||
B7 = xoxxoxxx | |||
B8 = xoxxxooo | |||
B9 = xoxxxoox | |||
BA = xoxxxoxo | |||
BB = xoxxxoxx | |||
BC = xoxxxxoo | |||
BD = xoxxxxox | |||
BE = xoxxxxxo | |||
BF = xoxxxxxx | |||
C0 = xxoooooo | |||
C1 = xxooooox | |||
C2 = xxooooxo | |||
C3 = xxooooxx | |||
C4 = xxoooxoo | |||
C5 = xxoooxox | |||
C6 = xxoooxxo | |||
C7 = xxoooxxx | |||
C8 = xxooxooo | |||
C9 = xxooxoox | |||
CA = xxooxoxo | |||
CB = xxooxoxx | |||
CC = xxooxxoo | |||
CD = xxooxxox | |||
CE = xxooxxxo | |||
CF = xxooxxxx | |||
D0 = xxoxoooo | |||
D1 = xxoxooox | |||
D2 = xxoxooxo | |||
D3 = xxoxooxx | |||
D4 = xxoxoxoo | |||
D5 = xxoxoxox | |||
D6 = xxoxoxxo | |||
D7 = xxoxoxxx | |||
D8 = xxoxxooo | |||
D9 = xxoxxoox | |||
DA = xxoxxoxo | |||
DB = xxoxxoxx | |||
DC = xxoxxxoo | |||
DD = xxoxxxox | |||
DE = xxoxxxxo | |||
DF = xxoxxxxx | |||
E0 = xxxooooo | |||
E1 = xxxoooox | |||
E2 = xxxoooxo | |||
E3 = xxxoooxx | |||
E4 = xxxooxoo | |||
E5 = xxxooxox | |||
E6 = xxxooxxo | |||
E7 = xxxooxxx | |||
E8 = xxxoxooo | |||
E9 = xxxoxoox | |||
EA = xxxoxoxo | |||
EB = xxxoxoxx | |||
EC = xxxoxxoo | |||
ED = xxxoxxox | |||
EE = xxxoxxxo | |||
EF = xxxoxxxx | |||
F0 = xxxxoooo | |||
F1 = xxxxooox | |||
F2 = xxxxooxo | |||
F3 = xxxxooxx | |||
F4 = xxxxoxoo | |||
F5 = xxxxoxox | |||
F6 = xxxxoxxo | |||
F7 = xxxxoxxx | |||
F8 = xxxxxooo | |||
F9 = xxxxxoox | |||
FA = xxxxxoxo | |||
FB = xxxxxoxx | |||
FC = xxxxxxoo | |||
FD = xxxxxxox | |||
FE = xxxxxxxo | |||
FF = xxxxxxxx | |||
* | * 006A96 is the start of level sprite info. | ||
* 006A9B is the door data for level one. | |||
* 006A9C is the key data for level one. | |||
* 006A9D is the starting position for level one. | |||
* | * Each is one byte (YX, Y being vertical location, X being horizontal). | ||
* | * Actual item placement is two bytes. | ||
* | * First one picks the item (See chart) | ||
* | * Second sets placement (YX, Y being vertical location, X being horizontal). | ||
00 = BrownBlock (Doesn't work) | |||
01 = Nothing? | |||
02 = Locked door (Doesn't work) | |||
03 = WhiteBlock (Doesn't work) | |||
04 = Bat Mirror (Works, doesn't look right) | |||
05 = Skull Mirror | |||
06 = Key (Doesn't work properly) | |||
07 = Open Door | |||
08 = Blue loot diamond | |||
09 = Blue fire jar | |||
0A = 2 gold coins | |||
0B = Orange jewel | |||
0C = Orange loot diamond | |||
0D = OrangeFire jar | |||
0E = Scroll | |||
0F = Bell | |||
10 = Nothing? | |||
11 = Half timeBottle | |||
12 = Full timeBottle | |||
13 = Blue Hour glass | |||
14 = Orange Hour glass | |||
15 = BlueFire jar | |||
16 = OrangeFire Jar | |||
17 = Scroll | |||
18 = Bell | |||
19 = Explosion Jar | |||
1A = Blue key (Does not unlock,But collectable) | |||
1B = Blue jewel | |||
1C = Shrine (Aries) | |||
1D = Shrine (Taurus) | |||
1E = Shrine (Gemini) | |||
1F = Shrine (Cancer) | |||
20 = Solomon's seal | |||
21 = Egyptian head (Does nothing?) | |||
22 = Solomon'sBook (Orange, collectable, does nothing) | |||
23 = Open door (Glitches) | |||
24 = Open door (Glitches) | |||
25 = 1 Silver coin | |||
26 = 2 silver coins | |||
27 = Blue opal | |||
28 = 1 Gold coin | |||
29 = 2 Gold coins | |||
2A = Orange opal (5000 pts) | |||
2B = Star coin | |||
2C = Orange opal (50000 pts) | |||
2D = 2 star coins | |||
2E = origami swan | |||
2F = Demon head coin (200000 pts) | |||
30 = Sphinx (500000 pts) | |||
31 = Egyptian head (1,000,000 pts) | |||
32 = Magic lamp (500000 pts,1 up) | |||
33 = EBottle (1 up) | |||
34 = half open door (1 up) | |||
35 = Blue Solomon'sBook (1 up) | |||
36 = Weird orangeBlock (1 up) | |||
37 = Orange Solomon'sBook, open (1 up) | |||
38 = Weird greyBlock (Does nothing) | |||
39 = Weird orangeBlock (Does nothing) | |||
3A = BrokenBackground | |||
3B = BrokenBackground | |||
3C = BrokenBackground | |||
3D = BrokenBackground | |||
3E = BrokenBackground | |||
3F = BrokenBackground | |||
40 = Glitchy nothing (Doesn't likeBrownBlocks) | |||
* | * (From here, all items are hidden, require aBlock made and destroyed) | ||
41 = BrownBlock (Doesn't work, hidden) | |||
42 = Closed door | |||
43 = WhiteBlock | |||
44 = Bat Mirror | |||
45 = Skull Mirror | |||
46 = Key (Glitches, might need actual key gone) | |||
47 = Open door | |||
48 = Blue loot diamond | |||
49 = Blue fire jar | |||
4A = 2 gold coins | |||
4B = Orange jewel | |||
4C = Orange loot diamond | |||
4D = OrangeFire jar | |||
4E = Scroll | |||
4F = Bell | |||
50 = Nothing? | |||
51 = Half timeBottle | |||
52 = Full timeBottle | |||
53 = Blue Hour glass | |||
54 = Orange Hour glass | |||
55 = BlueFire jar | |||
56 = OrangeFire Jar | |||
57 = Scroll | |||
58 = Bell | |||
59 = Explosion jar | |||
5A = Blue key (Does not unlock,But collectable) | |||
5B = Blue jewel | |||
5C = Shrine (Aries) | |||
5D = Shrine (Taurus) | |||
5E = Shrine (Gemini) | |||
5F = Shrine (Cancer) | |||
60 = Solomon's seal | |||
61 = Egyptian head (Does nothing?) | |||
62 = Solomon'sBook (Orange, collectable, does nothing) | |||
63 = Open door (Glitches) | |||
64 = Open door (Glitches) | |||
65 = 1 Silver coin | |||
66 = 2 silver coins | |||
67 = Blue opal | |||
68 = 1 Gold coin | |||
69 = 2 Gold coins | |||
6A = Orange opal (5000 pts) | |||
6B = Star coin | |||
6C = Orange opal (50000 pts) | |||
6D = 2 star coins | |||
6E = origami swan | |||
6F = Demon head coin (200000 pts) | |||
70 = Sphinx (500000 pts) | |||
71 = Egyptian head (1,000,000 pts) | |||
72 = Magic lamp (500000 pts,1 up) | |||
73 = EBottle (1 up) | |||
74 = half open door (1 up) | |||
75 = Blue Solomon'sBook (1 up) | |||
76 = Weird orangeBlock (1 up) | |||
77 = Orange Solomon'sBook, open (1 up) | |||
78 = Weird greyBlock (Does nothing) | |||
79 = Weird orangeBlock (Does nothing) | |||
7A = BrokenBackground | |||
7B = BrokenBackground | |||
7C = BrokenBackground | |||
7D = BrokenBackground | |||
7E = BrokenBackground | |||
7F = BrokenBackground | |||
80 = BrownBlock (Doesn't work) | |||
* (From here, all items are in aBlock) | |||
81 = BrownBlock (Doesn't work) | |||
82 = Closed door | |||
83 = WhiteBlock | |||
84 = Bat Mirror | |||
85 = Skull Mirror | |||
86 = Key (Glitches, might need actual key gone) | |||
87 = Open door | |||
88 = Blue loot diamond | |||
89 = Blue fire jar | |||
8A = 2 gold coins | |||
8B = Orange jewel | |||
8C = Orange loot diamond | |||
8D = OrangeFire jar | |||
8E = Scroll | |||
8F = Bell | |||
90 = Nothing? | |||
91 = Half timeBottle | |||
92 = Full timeBottle | |||
93 = Blue Hour glass | |||
94 = Orange Hour glass | |||
95 = BlueFire jar | |||
96 = OrangeFire Jar | |||
97 = Scroll | |||
98 = Bell | |||
99 = Explosion jar | |||
9A = Blue key (Does not unlock,But collectable) | |||
9B = Blue jewel | |||
9C = Shrine (Aries) | |||
9D = Shrine (Taurus) | |||
9E = Shrine (Gemini) | |||
9F = Shrine (Cancer) | |||
A0 = Solomon's seal | |||
A1 = Egyptian head (Does nothing?) | |||
A2 = Solomon'sBook (Orange, collectable, does nothing) | |||
A3 = Open door (Glitches) | |||
A4 = Open door (Glitches) | |||
A5 = 1 Silver coin | |||
A6 = 2 silver coins | |||
A7 = Blue opal | |||
A8 = 1 Gold coin | |||
A9 = 2 Gold coins | |||
AA = Orange opal (5000 pts) | |||
AB = Star coin | |||
AC = Orange opal (50000 pts) | |||
AD = 2 star coins | |||
AE = origami swan | |||
AF = Demon head coin (200000 pts) | |||
B0 = Sphynx (500000 pts) | |||
B1 = Egyptian head (1,000,000 pts) | |||
B2 = Magic lamp (500000 pts,1 up) | |||
B3 = EBottle (1 up) | |||
B4 = half open door (1 up) | |||
B5 = Blue Solomon'sBook (1 up) | |||
B6 = Weird orangeBlock (1 up) | |||
B7 = Orange Solomon'sBook, open (1 up) | |||
B8 = Weird greyBlock (Does nothing) | |||
B9 = Weird orangeBlock (Does nothing) | |||
BA = BrokenBackground (Hidden) | |||
BB = BrokenBackground (Hidden) | |||
BC = BrokenBackground (Hidden) | |||
BD = BrokenBackground (Hidden) | |||
BE = BrokenBackground (Hidden) | |||
BF = BrokenBackground (Hidden) | |||
F0 = ConstellationBackground (Aries) | |||
F1 = ConstellationBackground (Gemini) | |||
F2 = ConstellationBackground (Virgo) | |||
F3 = ConstellationBackground (Aquarius) | |||
F4 = ConstellationBackground (Cancer) | |||
F5 = ConstellationBackground (Scorpio) | |||
F6 = ConstellationBackground (Capricorn) | |||
F7 = ConstellationBackground (Pisces) | |||
F8 = ConstellationBackground (Taurus) | |||
F9 = ConstellationBackground (Leo) | |||
FA = ConstellationBackground (Libra) | |||
FB = ConstellationBackground (Sagittarius) | |||
FC -FF = Bad. Don't touch | |||
* Enemy Spawner info. | * Enemy Spawner info. | ||
01 = Demonhead right | |||
02 = Demonhead left | |||
03 = Demonhead left and right (Right first) | |||
04 = Demonhead left and right (left first) | |||
05 = Dragon | |||
06 = Demonhead right, Demonhead left, Dragon | |||
07 = Demonhead left, Demonhead right, Dragon | |||
08 = Demonhead right Very fast | |||
09 = Demonhead right fast | |||
0A = Demonhead left fast | |||
0B = Dragon fast | |||
0C = Demonhead left fast | |||
0D = Dragon very fast | |||
0E = Ogre | |||
0F = Demonhead right, Demonhead left, Dragon (Fast) | |||
10 = Demonhead left very fast | |||
24 = Up and down ghost | |||
26 = up and down ghost | |||
2A = Ghost | |||
2B = Ghost | |||
2C = Ghost | |||
37 = Fast Up and down ghost | |||
4A = Demonhead slow | |||
Haven't tested the rest. | |||
</pre> | |||
{{Internal Data|game=Solomon's Key}} |
Latest revision as of 02:42, 24 January 2024
The following article is a ROM map for Solomon's Key.
* Enemy data begins at 005D67. ** First byte is enemy location. ** Second byte is placement (YX, Y being vertical location, X being horizontal). 00 = Seems to signify the end of the enemy set for that level. All monster information after this will appear in the next level (Needs much more testing) 1C = Fairy 20 = Firebal right 21 = Firebal left 22 = Firebal up 23 = Firebal down 24 = Panel monster left 25 = Panel monster right 26 = panel monster up 27 = Panel Monster Down 28 = Elec Ball Counter-clockwise 29 = Elec Ball Clockwise 2A = Elec Ball Counter-clockwise 2B = Elec Ball Clockwise 2C = Elec Ball Counter-clockwise (fast) 2D = Elec Ball Clockwise (fast) 2E = Elec Ball Counter-clockwise (fast) 2F = Elec Ball Clockwise (fast) 30 = Up/down ghost 31 = Up/down ghost 32 = down/up ghost 33 = down/up ghost 34 = right/left ghost 35 = right/left ghost 36 = left/right ghost 37 = left/right ghost 38 = Up/down ghost (fast) 39 = Up/down ghost (fast) 3A = down/up ghost (fast) 3B = down/up ghost (fast) 3C = right/left ghost (fast) 3D = right/left ghost (fast) 3E = left/right ghost (fast) 3F = left/right ghost (fast) 40 = Up/down ghost (White blocks don't slow) 41 = Up/down ghost (White blocks don't slow) 42 = down/up ghost (White blocks don't slow) 43 = down/up ghost (White blocks don't slow) 44 = right/left ghost (White blocks don't slow) 45 = right/left ghost (White blocks don't slow) 46 = left/right ghost (White blocks don't slow) 47 = left/right ghost (White blocks don't slow) 48 = Up/down ghost (fast) (White blocks don't slow) 49 = Up/down ghost (fast) (White blocks don't slow) 4A = down/up ghost (fast) (White blocks don't slow) 4B = down/up ghost (fast) (White blocks don't slow) 4C = right/left ghost (fast) (White blocks don't slow) 4D = right/left ghost (fast) (White blocks don't slow) 4E = left/right ghost (fast) (White blocks don't slow) 4F = left/right ghost (fast) (White blocks don't slow) 68 = Pink Dragon 69 = Pink Dragon 71 = Golem * Level layout data begins at 00603C. * Each row of blocks is 2 bytes long, each byte = 8 blocks * Each level is 48 bytes large, the first 24 being brown block layout, second 24 being white block layout * The border is the 16th tile horizontally, and is considered part of the right tile. this means that all the white block sets on the right half of a room should have the last block solid (To avoid being able to walk though the wall) * Special tiles are NOT with the level layout data. This includes items, keys, doors, enemies, mirrors, and hidden items. * These are the codes for block layouts, o meaning there is no block on that tile, x meaning there is. 00 = oooooooo 01 = ooooooox 02 = ooooooxo 03 = ooooooxx 04 = oooooxoo 05 = oooooxox 06 = oooooxxo 07 = oooooxxx 08 = ooooxooo 09 = ooooxoox 0A = ooooxoxo 0B = ooooxxoo 0C = ooooxoxx 0D = ooooxxox 0E = ooooxxxo 0F = ooooxxxx 10 = oooxoooo 11 = oooxooox 12 = oooxooxo 13 = oooxooxx 14 = oooxoxoo 15 = oooxoxox 16 = oooxoxxo 17 = oooxoxxx 18 = oooxxooo 19 = oooxxoox 1A = oooxxoxo 1B = oooxxoxx 1C = oooxxxoo 1D = oooxxxox 1E = oooxxxxo 1F = oooxxxxx 20 = ooxooooo 21 = ooxoooox 22 = ooxoooxo 23 = ooxoooxx 24 = ooxooxoo 25 = ooxooxox 26 = ooxooxxo 27 = ooxooxxx 28 = ooxoxooo 29 = ooxoxoox 2A = ooxoxoxo 2B = ooxoxoxx 2C = ooxoxxoo 2D = ooxoxxox 2E = ooxoxxxo 2F = ooxoxxxx 30 = ooxxoooo 31 = ooxxooox 32 = ooxxooxo 33 = ooxxooxx 34 = ooxxoxoo 35 = ooxxoxox 36 = ooxxoxxo 37 = ooxxoxxx 38 = ooxxxooo 39 = ooxxxoox 3A = ooxxxoxo 3B = ooxxxoxx 3C = ooxxxxoo 3D = ooxxxxox 3E = ooxxxxxo 3F = ooxxxxxx 40 = oxoooooo 41 = oxooooox 42 = oxooooxo 43 = oxooooxx 44 = oxoooxoo 45 = oxoooxox 46 = oxoooxxo 47 = oxoooxxx 48 = oxooxooo 49 = oxooxoox 4A = oxooxoxo 4B = oxooxoxx 4C = oxooxxoo 4D = oxooxxox 4E = oxooxxxo 4F = oxooxxxx 50 = oxoxoooo 51 = oxoxooox 52 = oxoxooxo 53 = oxoxooxx 54 = oxoxoxoo 55 = oxoxoxox 56 = oxoxoxxo 57 = oxoxoxxx 58 = oxoxxooo 59 = oxoxxoox 5A = oxoxxoxo 5B = oxoxxoxx 5C = oxoxxxoo 5D = oxoxxxox 5E = oxoxxxxo 5F = oxoxxxxx 60 = oxxooooo 61 = oxxoooox 62 = oxxoooxo 63 = oxxoooxx 64 = oxxooxoo 65 = oxxooxox 66 = oxxooxxo 67 = oxxooxxx 68 = oxxoxooo 69 = oxxoxoox 6A = oxxoxoxo 6B = oxxoxoxx 6C = oxxoxxoo 6D = oxxoxxox 6E = oxxoxxxo 6F = oxxoxxxx 70 = oxxxoooo 71 = oxxxooox 72 = oxxxooxo 73 = oxxxooxx 74 = oxxxoxoo 75 = oxxxoxox 76 = oxxxoxxo 77 = oxxxoxxx 78 = oxxxxooo 79 = oxxxxoox 7A = oxxxxoxo 7B = oxxxxoxx 7C = oxxxxxoo 7D = oxxxxxox 7E = oxxxxxxo 7F = oxxxxxxx 80 = xooooooo 81 = xoooooox 82 = xoooooxo 83 = xoooooxx 84 = xooooxoo 85 = xooooxox 86 = xooooxxo 87 = xooooxxx 88 = xoooxooo 89 = xoooxoox 8A = xoooxoxo 8B = xoooxoxx 8C = xoooxxoo 8D = xoooxxox 8E = xoooxxxo 8F = xoooxxxx 90 = xooxoooo 91 = xooxooox 92 = xooxooxo 93 = xooxooxx 94 = xooxoxoo 95 = xooxoxox 96 = xooxoxxo 97 = xooxoxxx 98 = xooxxooo 99 = xooxxoox 9A = xooxxoxo 9B = xooxxoxx 9C = xooxxxoo 9D = xooxxxox 9E = xooxxxxo 9F = xooxxxxx A0 = xoxooooo A1 = xoxoooox A2 = xoxoooxo A3 = xoxoooxx A4 = xoxooxoo A5 = xoxooxox A6 = xoxooxxo A7 = xoxooxxx A8 = xoxoxooo A9 = xoxoxoox AA = xoxoxoxo AB = xoxoxoxx AC = xoxoxxoo AD = xoxoxxox AE = xoxoxxxo AF = xoxoxxxx B0 = xoxxoooo B1 = xoxxooox B2 = xoxxooxo B3 = xoxxooxx B4 = xoxxoxoo B5 = xoxxoxox B6 = xoxxoxxo B7 = xoxxoxxx B8 = xoxxxooo B9 = xoxxxoox BA = xoxxxoxo BB = xoxxxoxx BC = xoxxxxoo BD = xoxxxxox BE = xoxxxxxo BF = xoxxxxxx C0 = xxoooooo C1 = xxooooox C2 = xxooooxo C3 = xxooooxx C4 = xxoooxoo C5 = xxoooxox C6 = xxoooxxo C7 = xxoooxxx C8 = xxooxooo C9 = xxooxoox CA = xxooxoxo CB = xxooxoxx CC = xxooxxoo CD = xxooxxox CE = xxooxxxo CF = xxooxxxx D0 = xxoxoooo D1 = xxoxooox D2 = xxoxooxo D3 = xxoxooxx D4 = xxoxoxoo D5 = xxoxoxox D6 = xxoxoxxo D7 = xxoxoxxx D8 = xxoxxooo D9 = xxoxxoox DA = xxoxxoxo DB = xxoxxoxx DC = xxoxxxoo DD = xxoxxxox DE = xxoxxxxo DF = xxoxxxxx E0 = xxxooooo E1 = xxxoooox E2 = xxxoooxo E3 = xxxoooxx E4 = xxxooxoo E5 = xxxooxox E6 = xxxooxxo E7 = xxxooxxx E8 = xxxoxooo E9 = xxxoxoox EA = xxxoxoxo EB = xxxoxoxx EC = xxxoxxoo ED = xxxoxxox EE = xxxoxxxo EF = xxxoxxxx F0 = xxxxoooo F1 = xxxxooox F2 = xxxxooxo F3 = xxxxooxx F4 = xxxxoxoo F5 = xxxxoxox F6 = xxxxoxxo F7 = xxxxoxxx F8 = xxxxxooo F9 = xxxxxoox FA = xxxxxoxo FB = xxxxxoxx FC = xxxxxxoo FD = xxxxxxox FE = xxxxxxxo FF = xxxxxxxx * 006A96 is the start of level sprite info. * 006A9B is the door data for level one. * 006A9C is the key data for level one. * 006A9D is the starting position for level one. * Each is one byte (YX, Y being vertical location, X being horizontal). * Actual item placement is two bytes. * First one picks the item (See chart) * Second sets placement (YX, Y being vertical location, X being horizontal). 00 = BrownBlock (Doesn't work) 01 = Nothing? 02 = Locked door (Doesn't work) 03 = WhiteBlock (Doesn't work) 04 = Bat Mirror (Works, doesn't look right) 05 = Skull Mirror 06 = Key (Doesn't work properly) 07 = Open Door 08 = Blue loot diamond 09 = Blue fire jar 0A = 2 gold coins 0B = Orange jewel 0C = Orange loot diamond 0D = OrangeFire jar 0E = Scroll 0F = Bell 10 = Nothing? 11 = Half timeBottle 12 = Full timeBottle 13 = Blue Hour glass 14 = Orange Hour glass 15 = BlueFire jar 16 = OrangeFire Jar 17 = Scroll 18 = Bell 19 = Explosion Jar 1A = Blue key (Does not unlock,But collectable) 1B = Blue jewel 1C = Shrine (Aries) 1D = Shrine (Taurus) 1E = Shrine (Gemini) 1F = Shrine (Cancer) 20 = Solomon's seal 21 = Egyptian head (Does nothing?) 22 = Solomon'sBook (Orange, collectable, does nothing) 23 = Open door (Glitches) 24 = Open door (Glitches) 25 = 1 Silver coin 26 = 2 silver coins 27 = Blue opal 28 = 1 Gold coin 29 = 2 Gold coins 2A = Orange opal (5000 pts) 2B = Star coin 2C = Orange opal (50000 pts) 2D = 2 star coins 2E = origami swan 2F = Demon head coin (200000 pts) 30 = Sphinx (500000 pts) 31 = Egyptian head (1,000,000 pts) 32 = Magic lamp (500000 pts,1 up) 33 = EBottle (1 up) 34 = half open door (1 up) 35 = Blue Solomon'sBook (1 up) 36 = Weird orangeBlock (1 up) 37 = Orange Solomon'sBook, open (1 up) 38 = Weird greyBlock (Does nothing) 39 = Weird orangeBlock (Does nothing) 3A = BrokenBackground 3B = BrokenBackground 3C = BrokenBackground 3D = BrokenBackground 3E = BrokenBackground 3F = BrokenBackground 40 = Glitchy nothing (Doesn't likeBrownBlocks) * (From here, all items are hidden, require aBlock made and destroyed) 41 = BrownBlock (Doesn't work, hidden) 42 = Closed door 43 = WhiteBlock 44 = Bat Mirror 45 = Skull Mirror 46 = Key (Glitches, might need actual key gone) 47 = Open door 48 = Blue loot diamond 49 = Blue fire jar 4A = 2 gold coins 4B = Orange jewel 4C = Orange loot diamond 4D = OrangeFire jar 4E = Scroll 4F = Bell 50 = Nothing? 51 = Half timeBottle 52 = Full timeBottle 53 = Blue Hour glass 54 = Orange Hour glass 55 = BlueFire jar 56 = OrangeFire Jar 57 = Scroll 58 = Bell 59 = Explosion jar 5A = Blue key (Does not unlock,But collectable) 5B = Blue jewel 5C = Shrine (Aries) 5D = Shrine (Taurus) 5E = Shrine (Gemini) 5F = Shrine (Cancer) 60 = Solomon's seal 61 = Egyptian head (Does nothing?) 62 = Solomon'sBook (Orange, collectable, does nothing) 63 = Open door (Glitches) 64 = Open door (Glitches) 65 = 1 Silver coin 66 = 2 silver coins 67 = Blue opal 68 = 1 Gold coin 69 = 2 Gold coins 6A = Orange opal (5000 pts) 6B = Star coin 6C = Orange opal (50000 pts) 6D = 2 star coins 6E = origami swan 6F = Demon head coin (200000 pts) 70 = Sphinx (500000 pts) 71 = Egyptian head (1,000,000 pts) 72 = Magic lamp (500000 pts,1 up) 73 = EBottle (1 up) 74 = half open door (1 up) 75 = Blue Solomon'sBook (1 up) 76 = Weird orangeBlock (1 up) 77 = Orange Solomon'sBook, open (1 up) 78 = Weird greyBlock (Does nothing) 79 = Weird orangeBlock (Does nothing) 7A = BrokenBackground 7B = BrokenBackground 7C = BrokenBackground 7D = BrokenBackground 7E = BrokenBackground 7F = BrokenBackground 80 = BrownBlock (Doesn't work) * (From here, all items are in aBlock) 81 = BrownBlock (Doesn't work) 82 = Closed door 83 = WhiteBlock 84 = Bat Mirror 85 = Skull Mirror 86 = Key (Glitches, might need actual key gone) 87 = Open door 88 = Blue loot diamond 89 = Blue fire jar 8A = 2 gold coins 8B = Orange jewel 8C = Orange loot diamond 8D = OrangeFire jar 8E = Scroll 8F = Bell 90 = Nothing? 91 = Half timeBottle 92 = Full timeBottle 93 = Blue Hour glass 94 = Orange Hour glass 95 = BlueFire jar 96 = OrangeFire Jar 97 = Scroll 98 = Bell 99 = Explosion jar 9A = Blue key (Does not unlock,But collectable) 9B = Blue jewel 9C = Shrine (Aries) 9D = Shrine (Taurus) 9E = Shrine (Gemini) 9F = Shrine (Cancer) A0 = Solomon's seal A1 = Egyptian head (Does nothing?) A2 = Solomon'sBook (Orange, collectable, does nothing) A3 = Open door (Glitches) A4 = Open door (Glitches) A5 = 1 Silver coin A6 = 2 silver coins A7 = Blue opal A8 = 1 Gold coin A9 = 2 Gold coins AA = Orange opal (5000 pts) AB = Star coin AC = Orange opal (50000 pts) AD = 2 star coins AE = origami swan AF = Demon head coin (200000 pts) B0 = Sphynx (500000 pts) B1 = Egyptian head (1,000,000 pts) B2 = Magic lamp (500000 pts,1 up) B3 = EBottle (1 up) B4 = half open door (1 up) B5 = Blue Solomon'sBook (1 up) B6 = Weird orangeBlock (1 up) B7 = Orange Solomon'sBook, open (1 up) B8 = Weird greyBlock (Does nothing) B9 = Weird orangeBlock (Does nothing) BA = BrokenBackground (Hidden) BB = BrokenBackground (Hidden) BC = BrokenBackground (Hidden) BD = BrokenBackground (Hidden) BE = BrokenBackground (Hidden) BF = BrokenBackground (Hidden) F0 = ConstellationBackground (Aries) F1 = ConstellationBackground (Gemini) F2 = ConstellationBackground (Virgo) F3 = ConstellationBackground (Aquarius) F4 = ConstellationBackground (Cancer) F5 = ConstellationBackground (Scorpio) F6 = ConstellationBackground (Capricorn) F7 = ConstellationBackground (Pisces) F8 = ConstellationBackground (Taurus) F9 = ConstellationBackground (Leo) FA = ConstellationBackground (Libra) FB = ConstellationBackground (Sagittarius) FC -FF = Bad. Don't touch * Enemy Spawner info. 01 = Demonhead right 02 = Demonhead left 03 = Demonhead left and right (Right first) 04 = Demonhead left and right (left first) 05 = Dragon 06 = Demonhead right, Demonhead left, Dragon 07 = Demonhead left, Demonhead right, Dragon 08 = Demonhead right Very fast 09 = Demonhead right fast 0A = Demonhead left fast 0B = Dragon fast 0C = Demonhead left fast 0D = Dragon very fast 0E = Ogre 0F = Demonhead right, Demonhead left, Dragon (Fast) 10 = Demonhead left very fast 24 = Up and down ghost 26 = up and down ghost 2A = Ghost 2B = Ghost 2C = Ghost 37 = Fast Up and down ghost 4A = Demonhead slow Haven't tested the rest.
Internal Data for Solomon's Key
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