Zombies Ate My Neighbors (SNES)/ROM map: Difference between revisions

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{{rommap|game=Zombies Ate My Neighbors}}
{{rommap|game=Zombies Ate My Neighbors}}


'''NOTE: Tables can be found here: [[Zombies Ate My Neighbors:Tables|Tables]]'''
Subtract $200 from the values listed to get the un-headered offset.
 
'''NOTE: Tables can be found [[Zombies Ate My Neighbors:Tables|here]].'''


<pre>
<pre>
Line 360: Line 362:
F0B7: Pandora's Box Code
F0B7: Pandora's Box Code
F225: Speed of Pandora's Box
F225: Speed of Pandora's Box
F303: Pandora's Box Weapon Properties (See Table 1)
F309: Pandora's Box Weapon Properties (See Table 1)
F359: Clown Decoy Code
F359: Clown Decoy Code
F3BE: Sound to play while clown decoy is alive (See Table 5)
F3BE: Sound to play while clown decoy is alive (See Table 5)
Line 510: Line 512:
12CE0: Weapon Properties? (6900 0480)
12CE0: Weapon Properties? (6900 0480)
12F16: 2000 points?
12F16: 2000 points?
13378: Something to do with passwords?
1334A: Password: Level Seeds (middle two letters, 13 sets)
13364: Password: Victim Seeds (first & last letters, 1-10 victims)
13378: Password: Encryption String (HNCVWBXKGZTDLFPSRYJMQ)
1338D: Password: Encryption Cypher (add Victim seeds for each of 13 levels to get final values)
133CB: 2000 points?
133CB: 2000 points?
13461: Sound to play when ? (artifact noise)
13461: Sound to play when ? (artifact noise)
Line 534: Line 539:
1478B: Amount of points to add to player (2?) score from "You Saved More Victims Bonus"?
1478B: Amount of points to add to player (2?) score from "You Saved More Victims Bonus"?
14845: Massive Destruction
14845: Massive Destruction
14845: Amount of things to blow up for "Massive Destruction"?
14845: Amount of things to blow up for "Massive Destruction" (50)
1484F: Amount of points to add to player (1?) score from "Massive Destruction"?
1484F: Amount of points to add to player (1?) score from "Massive Destruction"?
14860: Amount of points to add to player (2?) score from "Massive Destruction"?
14860: Amount of points to add to player (2?) score from "Massive Destruction"?
14925: Bonus for Pass Completion
14925: Bonus for Pass Completion
14925: Amount of points to add to player (1?) score from "Bonus for Pass Completion"?
14925: Amount of points to add to player (1?) score from "Bonus for Pass Completion"?
14939: Amount of Football players to pass to for "Bonus for Pass Completion"? (player 1 only?)
14939: Amount of Football players to pass to for "Bonus for Pass Completion"? (player 1 only?) (10)
1493E: Amount of points to add to player (2?) score from "Bonus for Pass Completion"?
1493E: Amount of points to add to player (2?) score from "Bonus for Pass Completion"?
14A01: Weed Cutting Bonus
14A01: Weed Cutting Bonus
14A01: Amount of points to add to player (1?) score from "Weed Cutting Bonus"?
14A01: Amount of points to add to player (1?) score from "Weed Cutting Bonus"?
149FC: Amount of weeds to cut for "Weed Cutting Bonus" (300)
14A1A: Amount of points to add to player (2?) score from "Weed Cutting Bonus"?
14A1A: Amount of points to add to player (2?) score from "Weed Cutting Bonus"?
14ADC: No Bazooka Fired Bonus
14ADC: No Bazooka Fired Bonus
Line 549: Line 555:
14BB7: Martian Bubbled Bonus
14BB7: Martian Bubbled Bonus
14BB7: Amount of points to add to player (1?) score from "Martian Bubbled Bonus"?
14BB7: Amount of points to add to player (1?) score from "Martian Bubbled Bonus"?
14BCB: Amount of Martians to bubble for "Martian Bubbled Bonus" (10)
14BD0: Amount of points to add to player (2?) score from "Martian Bubbled Bonus"?
14BD0: Amount of points to add to player (2?) score from "Martian Bubbled Bonus"?
14C95: Monster Frozen Bonus
14C95: Monster Frozen Bonus
Line 556: Line 563:


14C95: Amount of points to add to player (1?) score from "Monster Frozen Bonus"?
14C95: Amount of points to add to player (1?) score from "Monster Frozen Bonus"?
14C90: Number of blobs to destroy for "Monster Frozen Bonus"
14C90: Number of blobs to destroy for "Monster Frozen Bonus" (40)
14CA9: Number of blobs to destroy for "Monster Frozen Bonus"
14CA9: Number of blobs to destroy for "Monster Frozen Bonus"
14CAE: Amount of points to add to player (2?) score from "Monster Frozen Bonus"?
14CAE: Amount of points to add to player (2?) score from "Monster Frozen Bonus"?
14D87: Extermination Bonus
14D87: Extermination Bonus
14D73: Amount of points to add to player (1?) score from "Extermination Bonus"?
14D73: Amount of points to add to player (1?) score from "Extermination Bonus"?
14D87: Number of ants to destroy for "Extermination Bonus"?
14D87: Number of ants to destroy for "Extermination Bonus"? (10)
14D8C: Amount of points to add to player (2?) score from "Extermination Bonus"?
14D8C: Amount of points to add to player (2?) score from "Extermination Bonus"?
14E49: Chainsaw Begone Bonus
14E49: Chainsaw Begone Bonus
14E49: Somehow determines which monster to destroy for "Chainsaw Begone Bonus" (D0)
14E49: Somehow determines which monster to destroy for "Chainsaw Begone Bonus" (D0)
14E4F: Always 2 more than monster determining byte? (D2)
14E4F: Always 2 more than monster determining byte? (D2)
14E52: Number of Chainsaw Maniacs for player 1 to destroy for "Chainsaw Begone Bonus"
14E52: Number of Chainsaw Maniacs for player 1 to destroy for "Chainsaw Begone Bonus" (7)
14E57: Amount of points to add to player (1?) score from "Chainsaw Begone Bonus"?
14E57: Amount of points to add to player (1?) score from "Chainsaw Begone Bonus"?
14E5A: Pointer to "Chainsaw Begone Bonus" Text?
14E5A: Pointer to "Chainsaw Begone Bonus" Text?
14E71: Number of Chainsaw Maniacs for player 2 to destroy for "Chainsaw Begone Bonus"?
14E71: Number of Chainsaw Maniacs for player 2 to destroy for "Chainsaw Begone Bonus"? (7)
14E76: Amount of points to add to player (2?) score from "Chainsaw Begone Bonus"?
14E76: Amount of points to add to player (2?) score from "Chainsaw Begone Bonus"?
14F3C: Fish Fry Bonus
14F3C: Fish Fry Bonus
14F3C: Number of Squidmen to destroy for "Fish Fry Bonus"?
14F3C: Number of Squidmen to destroy for player1 to earn "Fish Fry Bonus" (10)
14F59: Number of Squidmen to destroy for player2 to earn "Fish Fry Bonus" (10)
14F41: Amount of points to add to player score from "Fish Fry Bonus"?
14F41: Amount of points to add to player score from "Fish Fry Bonus"?
14F60: Same as above?
14F60: Same as above?
Line 578: Line 586:
1501D: Somehow determines which monster to destroy for "Frankenstein Destroy Bonus"? (E8)
1501D: Somehow determines which monster to destroy for "Frankenstein Destroy Bonus"? (E8)
15023: 2 more than monster determining byte? (EA)
15023: 2 more than monster determining byte? (EA)
15026: Number of Frankensteins to destroy for "Frankenstein Destroy Bonus"
15026: Number of Frankensteins to destroy for player1 to earn "Frankenstein Destroy Bonus" (2)
15045: Number of Frankensteins to destroy for player2 to earn "Frankenstein Destroy Bonus" (2)
1502B: Amount of points to add to player score from "Frankenstein Destroy Bonus"?
1502B: Amount of points to add to player score from "Frankenstein Destroy Bonus"?
1504A: Same as above?
1504A: Same as above?
Line 584: Line 593:
15107: Determines which monster to destroy for "Vampire Destroyed"? (EC)
15107: Determines which monster to destroy for "Vampire Destroyed"? (EC)
1510D: 2 more than monster determining byte? (EE)
1510D: 2 more than monster determining byte? (EE)
15110: Number of Vampires to destroy for "Vampire Destroyed"?
15110: Number of Vampires to destroy for "Vampire Destroyed"? (2)
15115: Amount of points to add to player score from "Vampire Destroyed"?
15115: Amount of points to add to player score from "Vampire Destroyed"?
15134: Same as above?
15134: Same as above?
Line 705: Line 714:
B6900: Graphics for Inventory (Encoded as Gameboy/2BPP)
B6900: Graphics for Inventory (Encoded as Gameboy/2BPP)
C94F3: ?
C94F3: ?
F8202: Pointers to level data
F8272 - 100151: Pointers to level data (sequential list after Level Data info)


Level Data:
Level Data:


Affects glow of meteor? (4)
Tileset pointer(4)
Monster (maker only?) map pointer (2)
Tilesets:
 
What type of level (grass, desert, office, etc)
 
See Table 4.01 for values
 
Background pointer (4)
Tileset collision pointer (4)
Tileset graphics pointer (4)
Palette pointer (4)
 
Background Palettes:
 
76XX9E00
 
XX = palette value, see table 4.10
 
Note: to make a level change palettes after starting (to create the sundown effect) look for that string of data before the title1 data
 
Sprite pointer (4)
 
Sprite Palettes: although others exist, uniformly uses 8F. 93 is a duller/darker shade and exists in some levels' palette shift data, but none that use the palette shift event.
76XX9E00
 
Palette animation pointer (Affects glow of meteor) (4)
Respawning Monster map pointer (2)
Victim map pointer (2)
Victim map pointer (2)
Item map pointer (2)
Item map pointer (2)
Line 716: Line 750:
Level Y Dimension (2)
Level Y Dimension (2)
Screen Priorities (2)
Screen Priorities (2)
Decompression? (2)
Hidden Tile (tiles greater than this hidden) (2)
Player 1 Starting Point X coord (2)
Player 1 Starting Point X coord (2)
Player 1 Starting Point Y coord (2)
Player 1 Starting Point Y coord (2)
Player 2 Starting Point X coord (2)
Player 2 Starting Point X coord (2)
Player 2 Starting Point Y coord (2)
Player 2 Starting Point Y coord (2)
Music (1)
Music (2)
Unused? (1)
Unknown (2)
Pointer to 1st level title (2)
Pointer to 2nd level title (2)
Pointer to end of 2nd level title (2)
Boss Monster ID code (if no boss, skip to next) (4)
Always 0000 0000? (4)
Tile Animation? (if no animation, skip to next) (unknown)
X coordinates of 1st Title (1)
Y coordinates of 1st Title (1)
Font of 1st Title (1)
Starting Line of 1st Title (1)
First title data
 
Tilesets:
 
What type of level (grass, desert, office, etc)
 
If Table 4.01 had been written yet, you would have to see it


Level Music:
Level Music:
Line 746: Line 761:
What song to play on the level
What song to play on the level


1 Byte, see Table 4.02 for values
see Table 4.02 for values
 
Sounds (extra level sounds)(2)
Pointer to 1st level title (2)
Pointer to 2nd level title (2)
Bonus map pointer (2)
Boss Monster ID code (includes palette shift event (i.e. nightfall), if no boss or event, skip to next) (4)


Bosses:
Bosses:
Line 754: Line 775:
See Table 4.03 for values
See Table 4.03 for values


Level Title Fonts:
Always 0000 0000? (4)
Tile Animation? (if no animation, skip to next) (list of tiles (2) and number of frames (2) to display that tile for, ends in FF FE if plays once, FF FF if repeats.)
X coordinates of 1st Title (1)
Y coordinates of 1st Title (1)
Font of 1st Title (1)
Page of 1st Title (1) (will always be 1)
First title data, ends in '00' to end page data, 'FF' to end line
X coordinates of next Title (1)
Y coordinates of next  Title (1)
Font of next Title (1)
Page of next Title (1) (0 if second page)
Second title data ends in 00


What letter style the title of the level uses
Bonus data (2) ends in 00 00
 
XXYY
 
XX = Letter style value (See Table 4.04a for values)
YY = 01 if first line in title, 00 if not
 
Levl Titles:
 
What each title says, and where to begin new lines in the title


Bonuses:
Bonuses:
Line 781: Line 804:
+6 Monster code pointer (4), see table 4.06
+6 Monster code pointer (4), see table 4.06


Non-Respawning enemies may be placed as monster generators to generate infinite of that monster, but a monster generator code placed in the non-respawning enemy section of a level will still generate infinite monsters.
(Non-Respawning enemies may be placed in the non-respawning enemy section of a level and will still generate infinite monsters.)


Victims
Victims
Line 791: Line 814:
+0: X coordinate (2 bytes)
+0: X coordinate (2 bytes)
+2: Y coordinate (2 bytes)
+2: Y coordinate (2 bytes)
+4: ?? always 0 (1 byte)
+4: always 00    (2 bytes) used in developer credits level
+5: Same as above
+6: Victim number(2 bytes) not stored as Hex but as numerals (01 00 - 10 00)
+6: Victim number* (1 byte)
+7: ?? always 0 (1 byte)
+8: Victim code pointer (2 bytes), see table 4.07
+8: Victim code pointer (2 bytes), see table 4.07


*the victim number indicates which victims won't appear if you have less than 10. victim number 01 will always appear since you need at least 1 to continue the game, whereas victim 10 will only appear when no victims have been killed.
*the victim number indicates which victims won't appear if you have less than 10. victim number 01 will always appear since you need at least 1 to continue the game, whereas victim 10 will only appear when no victims have been killed.
Items:
+0 X coordinate (2 bytes)
+2 Y coordinate (2 bytes)
+4 ID Code (1 byte), see table 4.08


Non-Respawning Monsters:
Non-Respawning Monsters:
Line 809: Line 824:
+0 x coordinates (2)
+0 x coordinates (2)
+2 y coordinates (2)
+2 y coordinates (2)
+4 Monster code Pointer (4), see table 4.09
+4 always 00    (4) these are unused bytes from the victim code
+8 Monster code Pointer (4), see table 4.09


Victims can be placed in the non-respawning monsters section, but they won't count for or against the victim total
Victims can be placed in the non-respawning monsters section, but they won't count for or against the victim total


Background Pallettes:
Section ends in 00 00
 
Items:
 
+0 X coordinate (2 bytes)
+2 Y coordinate (2 bytes)
+4 ID Code (1 byte), see table 4.08
Section ends in 00 00, end of that level data


76XX9E00
100152 - 1001FF FF'd out data, end of ROM


XX = pallette value, see table 4.10
Level List
Level Offset
Weird Kids on the Block F8272
Mushroom Men F846D
Day of the Tentacle F85DA
Super Fund Cleanup Site F87C9
Toxic Terrors F89C9
Ants F8B65
Evening of the Undead F8D7C
Martians Go Home! F8F2E
Zombie Panic F9260
Dances with Werewolves F9420
Chainsaw Hedgemaze Mayhem F95A2
Day of the Chainsaw F971B
Titanic Toddler F98C9
Mars Needs Cheerleaders F9A04
Gridiron Terror F9CFD
Nightmare on Terror Street F9ECF
Danger in Picnic Park FA0DC
Dinner on Monster Island FA333
Look Who's Coming to Dinner FA522
Zombie House Party FA75A
The Day the Earth Ran Away FAAA4
Invasion of the Snakeoids FAD19
The Caves of Mystery FAF07
Boardwalk of Terrors FB0DA
Squidmen of the Deep FB351
Monsters of the Blue Lagoon FB4EE
Giant Ant Farm FB6B5
Pyramid of Fear FB8B4
Fish and Crypts FBB9B
Pyramid of Fear Two FBE40
Dr. Tongues Castle of Terror FC138
Spikes FC45E
Revenge of Dr. Tongue FC672
Mark of the Vampire FC9A2
Curse of the Tongue FCCB1
Destroy All Vampires FD021
Son of Dr Tongue FD283
Labyrinth of Horrors FD503
Seven Meals for Seven Zombies FD7EF
Where the Red Fern Growls FDB40
The Curse of Dr. Tongue FDDC0
Weeds Gone Bad FE064
Chopping Mall FE23F
Look Whos Shopping FE4FE
Terror in Aisle Five FE793
I Was a Chainsaw Maniac FEA10
No Assembly Required FEBFA
Warehouse of the Evil Dolls FEF57
Monster Phobia FF273
Someplace Very Warm FF4C7
Office of the Doomed FF6C1
The Horror of Floor Thirteen FF87D
Monsters Among Us FFAC6
Cheerleaders Vs the Monsters FFD67
Curse of the Pharaohs FFF98


Note: to make a level change palletes after starting (to create the sundown effect) look for that string of data after the title


Sprite Palettes:
misc info:
96XX9E00


Add Points to player score:
Add Points to player score:


XXXX = Amount of points, reverse ordered and written in decimal (eg. 1000 is 0010)
XXXX = Amount of points, low-endian ordered and written in decimal (eg. 1000 is 0010)


A0XXXXA2: Points from end of level bonus
A0XXXXA2: Points from end of level bonus
Line 845: Line 922:


</pre>
</pre>
{{Internal Data}}

Latest revision as of 20:36, 28 January 2024

Chip tiny.png The following article is a ROM map for Zombies Ate My Neighbors (SNES).

Subtract $200 from the values listed to get the un-headered offset.

NOTE: Tables can be found here.

0716: Health? (A90A0022)
07E8: Either max number or starting number of victims per level (00-FF)
07BC: Sound to play when players exit level
07C3: Sound to play when ? (90 Unknown)
07F1 = Starting Level
0801 = Unknown?
0819: Sound to play when ? (00 Silence, maybe a soundtest mode?)
0820: Sound to play when ? (02 Clown Laugh, maybe a soundtest mode?)
0891: Sound to play when ? (00 Silence, maybe a soundtest mode?)
089B: Sound to play when ? (02 Clown Laugh, maybe a soundtest mode?)
08CA: Sound?
09AD: Sound to play when ? (A9 Unknown)
09AE: Sound to play when ?(9F Unknown)
0A7A-0AA0: Starting Attributes
0A7A: Starting Health (00-0A)
0A80: Amount of lives at start?

0A9D: Starting Weapon (Not sure how this works, default is CC, which gives you 150 squirtgun 
shots, change to

CD = 1000 squirtgun shots, change to CE for 150 fire ex., and CF for 1000 Fire Ex.

0A92: Starting Weapon Quantity (0000 - 03E7)?
0A95: Starting Special Item Quantity (00-CE)?
0AA0: Starting Special Item (Not sure how this works either, 1A is one health kit, 0F is 100 
speed shoes)
0B92: 100 points?
0E7E: Sound to play when ? (05 Health kit/potion drinking noise)
1015: Sound to play when player ? (10 Door open noise)
1038: Sound to play when ? (06 Boom)
156C-1BB4: Intro Screens
156C-155B: Lucas Arts Screen:
156C: Sound to play on Lucas Arts Intro Screen when player hits R (see table 5 for values)
154D: First sound to play on Lucas Arts Intro Screen when player hits L (see table 5 for values)
155B: Second sound to play on Lucas Arts Intro Screen when player hits L (see table 5 for values)
16EF-1959: Title Screen
16EF: Sound to play when "Start" or "Password" is selected from Title Screen (03 Password Chime)
1735: Sound to play when ? (10 Door Open Noise)
192B: Sound to play when cursor moves between "Start" or "Password" on Title Screen (See Table 5)
1959: Sound to play when ? (10 Door Open Noise)
1936: Sound to play when ? (27 Dr. Tongue Laugh)
19C6: Sound?
1BB4: Character Select Screen
1B5B: Sound to play when ? (27 Dr. Tongue Laugh)
1B92: Sound to play when ? (27 Dr. Tongue Laugh)
1BB4: Sound to play when selecting character on Character Select Screen (See Table 5)
1BBB: Sound to play when ? (01 Pandora's Box Background noise)
1BD9: Sound to play when ? (10 Door open noise)
1C07: Sound to play when ? (01 Pandora's Box Background noise)
1D2E: Sound to play when ? (10 Door Open noise)
1DC7: Sound to play when ? (05 Healthkit/Potion Drinking noise)
22BB: Sound to play when ? (05 Healthkit/Potion Drinking noise)
22C9: Full Health? (A90A008D)
2430: Sound to play when ? (05 Healthkit/Potion Drinking noise)
24B1: Full Health? (A90A008D)
2573: Full Health? (A90A0022)
32DC: ?
3562: Full Health? (A90A0038)
35B6: Full Health? (A90A002B)
4265: 2000 points?
4BE3: Item pick-up spritecode?
4C09: Affects item movement?
4C6C: Graphics pointer for squirtgun (C9DB)
4C6E: Graphics pointer for Fire Extinguisher (D2DB)
4C70: Graphics pointer for Bubble Gun (D2DB)
4C72: Graphics pointer for Weed Whacker (E4DB)
4C74: Graphics pointer for Key (EDDB)
4C76: Graphics pointer for Sneakers (F6DB)
4C78: Graphics pointer for Monster potion (08DC)
4C7A: Graphics pointer for invisible potion? (FFDB)
4C7C: Graphics pointer for Mystery potion (11DC)
4C7E: Graphics pointer for Gray Mystery potion (11DC)
4C80: Graphics pointer for Burger (1ADC)
4C82: Graphics pointer for Soda (23DC)
4C84: Graphics pointer for Tomatos (2CDC)
4C86: Graphics pointer for Popsicle (35DC)
4C88: Graphics pointer for Banana (3EDC)
4C8A: Graphics pointer for Health kit (47DC)
4C8C: Graphics pointer for Plates (50DC)
4C8E: Graphics pointer for Forks? (59DC)
4C90: Graphics pointer for Artifact (62DC)
4C92: Graphics pointer for Bazooka (6BDC)
4C94: Graphics pointer for Football (74DC)
4C96: Graphics pointer for Flamethrower (7DDC)
4C98: Graphics pointer for Pandora's Box (86DC)
4C9A: Graphics pointer for Skull Key (8FDC)
4C9C: Graphics pointer for Clown Decoys (98DC)
4C9E: Graphics pointer for Pile of Keys (A1DC)
4CA0: Graphics pointer for Secret Icon (AADC)
4CA2: Graphics pointer for 1Up (B3DC)
4CA4: Graphics pointer for Dollars (BCDC)
4CA6: Graphics pointer for Coins (C5DC)
4CF9: Tells item to disappear when picked up? (0F Default, 01 and they won't disappear)
507B: Sound to play when player loses a life

5241: Determines how much health you lose when hit, actually a graphics pointer I think

(3A default, EA is zero)

5283: Sound to play when player gets hurt?
52D7: Sound to play when ? (0C, Quirky sound only used in Beta?)
533A: some spritecode?
53BA: Crashes game if changed to 00
54C3: Sound to play when player toggles Victim Radar? (See Table 5)
5B60: Health after losing a life (00-0A)?
5B68: Full Health? (A90A0085)
5B98: Sound to play when ? (same noise as collecting weapons)
5BAD: Sound to play when monster potion is used (See Table 5)

5BCD: Affects which direction monsterized player starts out facing

(default 0A, 0E faces left, change to 27 to flip player upside down!)

5CD6: Sound to play when invisible potion is used (See Table 5)
5D58: Sound to play when player is Zombiefied
5EB9: Full Health? (A90A0085)
6097: Sound to play when
6226: Full Health? (A90A0085)
6291: Sound to play when player is on trampoline?
631C: Sound to play when player is on trampoline?
6742 - ?
6794: Something to do with monsterized player movements (6020 default, change to 66EE to only move 
when punching)
67FE: More monsterized player code
684A: Part of code for invisible player
68C1: Part of code for zombified player

Key

6B03: Sound to play when player opens door
6B10: Amount to subtract from key stock upon use

Skull Key

6B73: Sound to play when player opens skull door
6B80: Amount to subtract from Skull Key stock upon use
6BA8: Determines which tile to replace closed door with when opened?

Cabinet

6BCF: Sound to play when player opens cabinet
6BF8: Determines which tile to replace closed cabinet with when opened
6C1E: Something to do with opening of cabinets

6C17: Full Health? (A90A0053)
6C9C: Sound to play when player cycles through weapons inventory?
6CDA: Sound to play when player cycles through special items inventory?
6D3A-6D40: Health Kit
6D3A: Value of health bar after using healthkit (00-0A)
6D40: Sound to play when Health kit is used (See Table 5)
6D58: Amount to subtract from special item stock upon use (except keys and random potions)
6D6A: Pointer to (pandora's box?) animation
6D85: Something to do with pandora's box
6D92: Pointer to (potion drinking?) animation
6D97: Monster potion code pointer
6D9A: Pointer to (potion drinking?) animation (48EB default, change to 42DB to turn into zombie, 
then zombified player drinks invisible potion immediatly)
6D9F: Invisible potion code pointer
6DA4: Mystery potion code pointer
6DA8: Clown Decoy code starts?
6DAF: Pointer to clown decoys code?
6DF5: Squirtgun speed?
6E1D: Sound to play when ? (05 Healthkit noise)
6E31: Sound to play when ? (05 Healthkit noise
6F26: Affects Squirtgun shooting graphics in diagonal down/left position

00 = Pointing Down
01 = Left and Down (default
02 = Left

6F47: Amount to subtract from weapons upon use (default 0100)
7007: Mystery Potion Code Starts here?
700A: Part of code for monster effect of mystery potion (20 default, 60 to never turn into a monster)
700C: Starts animation sequence for health kit effect of mystery potion? (6020, 66EE for no animation)
7011: Sound to play during healthkit effect of mystery potion?
701A: Value of player health bar after healthkit effect of mystery potion (00-0A)
7020: Code for an effect of mystery potion? (66EE)
7022: Part of code for health kit mystery potion effect?
7027: Sound to play when player is poisoned?
703F: Part of code for poison mystery potion effect
7043: Part of code for zombiefied mystery potion effect (20 default, change to 60 to never be 
zombiefied)
704A: Part of code for invisible mystery potion effect (20 default, change to 60 to never be invisible)
7054: Part of code for sneakers mystery potion effect
7055: Sound to play during sneakers effect of mystery potion?
7076: Amount to subtract from mystery potion stock upon use
70E9: Animation for something?
7129: Looks like animation for something?
71BE: Direction and animation of player punching as monster?
73AA: Sound to play when Monsterized player tries to go in water or on trampoline?
7A7D: Sound to play when player collects Weapons (See Table 5)
7AAC-7B1D: Weapon and Special Item Pickups:

This data indicates how many items you get on a pick-up. For example, if you
pick up a squirtgun, you normally get 99 shots added to your total amount of
squirtgun ammo.

Offset Item/Weapon

For normal weapons, 0-999 (0000 - 03E7) is a valid amount

7AAC: Squirtgun
7AAE: Fire Extinguisher
7AB0: Martian Bubble Gun
7AB2: Weed Eater
7AB4: Artifact
7AB6: Bazooka
7AB8: Soda
7ABA: Tomatos
7ABC: Popsicles
7ABE: Bananas
7AC0: Plates
7AC2: Silverware
7AC4: Footballs
7AC6: Flamethrower
7AD8: Sound to play when player collects Special Items? (See Table 5)

For special items, 0-99 is a valid amount

7B07: Key
7B09: Sneakers
7B0B: Monster Potion
7B0D: Invisible Potion
7B0F: Mystery Potion
7B11: Gray Potion
7B13: Perhaps a dummied out item, although I think it has something to do with burgers?
7B15: Health Kit
7B17: Pandora's Box
7B19: Skeleton Key
7B1B: Clown Decoys
7B1D: Perhaps a dummied out item, or pile of keys, secret icon, or 1-Up?
7B2E: Sound to play when player rescues victim (See Table 5)
7BBB: Looks like some sort of pointer? (Tells game which secret level to go to when player gets icon?)
7C07: Sound to play when ? (0E Weapon Collect Noise)
7C27: Sound to play when player gets Secret Icon item (See Table 5)
7C4B: Sound to play when player gets 1up item? (See Table 5)
7C5A: How many lives to add when player gets 1up?
7C7A: Coins
7C7A: Sound to play when player gets Coins item (See Table 5)
7C98: Point value of Coins?
7CA5: Dollars
7CA5: Sound to play when player gets Dollars item? (See Table 5)
7CC3: Point value of Dollars?
7CD6: Burger
7CDB: How much health burger gives player (00-0A)
7CE1: Something to do with health burger gives player (00 = Full?, 03 = 3, 06 = 0)
7CE9: Sound to play when player gets a burger (See Table 5)
7D5A: ?
7DCC: ?
84C5: Sound to play when ? (08 Dying/Poisoned/Zombiefied tune)
86EC: Full Health? (A90A0022)
8929-8AB9: Zombie Code
8928: How many points to add to player score when zombie (and mummy?) is killed
89F8: Zombie Sprite Code Starts Here (assuming 18AD DE00 starts sprite code)
8A22: Something to do with taking damage or dying?

(8888 default, change to FFFF for invincible zombies, most other things crash game, 7777 makes the 
screen go crazy, very cool looking)

8A08: Something to do with spawning?
8A0B: Pointer to spawning animation (6C88)
8A1A: Determines speed or player tracking? (eb85)
8A1D: Determines toughness (0000 is default, 0400 is as tough as mummy, FFFF may be equal to 0000)
8A2B: ? (default is 64, change to C8 and zombies can't move)
8A2E: Speed of Zombies (default is 02, change to 01 for fast zombies, 05 for slow)
8A6C: Spawning Animation frame 1 of zombie? (8AC9 0A00)
8A8E: ?
8AB9: Something to do with hit detection or dying of zombies?
8ACA: Super zombie code starts here? (18AD DE00)
8B02: Something to do with spawning of super zombies?
8C45: Unknown (default 64, change to CF for crazy spinning super zombies)
8CFA: Speed of super zombie (default one, change to 05 for light speed)
8E17: Mummy Code starts here (18AD DE00)
8E3C: Mummy Toughness
8E7E: 38AD DE00?
8F10 - 9??? Clone code
8F10: Sound to play when Clone spawns
9091: Clones sprite code starts here?
90D6: Amount to add to player score when clone is killed?
9127: Fast Clone code starts here?
9648: Speed of clone?
9A3A: Chainsaw Maniac code
9A92: Amount of points to add to player score when Chainsaw Maniac is killed?
9AEC: Amount to add to player score when martian is killed?
9BDF: Martian code starts here?
9BC2: Speed of martian?
9BF0: Affects speed of martian somehow (0000 - FFFF, 0000 is fastest)
9C03: Amount of points to add to player score when martian dies?
9C43: Strafing martian code starts here?
9C54: Speed of strafing martian (0000 - FFFF, 0000 is fastest)
9C67: Amount of points to add to player score when strafing martian dies?

Frankenstein code:

A655: Frankenstein code
A6EA: Amount of points to add to player score when Frankenstein dies?
ADFB: Werewolf code
AE3D: Amount of points to add to score when doll or werewolf dies?

Doll Code:

B4AC: Amount of points to add to player score when doll dies?
B4B0: Doll Code (18AD DE00 change to FFFF DE00 for no dolls in game)
B4EF: 200 Points?
B516: Which monster will be spawned when doll dies
B53F - B54E: Doll Dying animation frames
B562: ?
B6EA: Doll's axe code?

Flameman code:

B4AC: Amount of points to add to player score when flameman dies?
B864: Flamemen code?
BDEB: Amount of points to add to player score when ant dies?
C401: Black ants (coming out of hole) code?
C492: ??? Ants Carrying items code?
C532: Black Ants (coming from offscreen) code?
C5BC: Red Ants code?
CA80: Football players code?
CECF-D1?? Blob and Blob's goo code
CECF: Blob Sprite code starts
CEFC: Amount of points to add to player score when blob dies?
CEE1: Blob speed?
D03A: Sound to play when Blob's goo spawns?
D0C6: Sound to play when Blob's goo lands (on player or on ground only?)
D110: Blob's goo code
D115: Blob Goo disappear time? (default 0400)
D124: Speed of Blob goo (0200 default)
D48C: Mutant Plant code
D49F: Speed of plant projectile?
D4B3: Amount of points to add to player score when mutant plant dies?
D6D0: Speed of plant projectile?
D859: Mushroom men code
D859: ?
D90A: Mushroom men code
D91D: Speed of Mushroom Men
D933: Amount of points to add to player score when mushroom man dies
D9C9: Mushroom men graphics
DAC5: ?
DDCE: Speed of Squidmen?
DFC1: Speed of Squidmen?
E69A: Squidman code
E69A: Fast Squidman out of water Code
E6D4: Amount of points to add to player score when fast squidman dies?
E736: Squidman (both types) in water code
E767: Amount of points to add to player score when squidman dies?
E92C: Squidman out of water code
EAAA: Weed Eater Code
EC0C: Weed Eater Weapons Properties (See Table 1)
ECE6: Artifact Code
ECF3: Sound to play when artifact is used
ED9E: Artifact Weapon Properties (See Table 1)
EDE2: Bazooka Code
EFAB: Bazooka Weapon Properties (See Table 1)
F0B7: Pandora's Box Code
F225: Speed of Pandora's Box
F309: Pandora's Box Weapon Properties (See Table 1)
F359: Clown Decoy Code
F3BE: Sound to play while clown decoy is alive (See Table 5)
F41B: Clown Laugh Delay?
F42A: ?
F42D: Clown Dying Delay?
F4AA: Clown Animation Frame 1
F4B2: Sprite code that affects player punching through wall as monster (maybe the smoke cloud?)
F58B: Bubble Gun Code
F599: Sound to play when Bubble Gun is fired?
F5F0: Speed of Bubble Gun
F626: ?
F6C6: Bubble Gun Weapon Properties (See Table 1)
F761: Code for tomatos, popsicle, bananas, plates and silverware
F763: Sound to play when throwing stuff (see table 5)
F773: Speed of Tomato/Popsicle/Banana/Plates/Silverware
F8B8: Tomatos Weapon Properties (See Table 1)
F8BC: Popsicles Weapon Properties (See Table 1)
F8C0: Bananas Weapon Properties (See Table 1)
F8C4: Plates Weapon Properties (See Table 1)
F8C8: Forks Weapon Properties (See Table 1)
F8D6: Pointer to tomato GFX?
F8DC: Animation Speed of Popcicles
F8DE: Velocity of Popcicles
F8E6: Pointer to animation of Popsicle (56 = Vertical Popsicle, 5A = Diagonal Popsicle)

(change to 59, 5D, 61 to throw frankenstein)

03 = big glitch
04 = ant glitch
05 = beast glitch (crashes
06 = perfect ant (crashes)
07 = Chainsaw Maniac + Electric Zombies
08 = Ants, explosion (crashes)
0D = big Glitch
0E = Big Glitch
14 = Part of Vampire? (looks pretty cool, maybe you can make a bat)
15 = perfect Tourists + Football player (crashes)
16 = perfect ant +perfect ant emerging (crashes)
18 = perfect ant + perfect ant climbing (crashes)
1B = perfect red ants + small glitches
1C = perfect tomato (actual code)
23 = perfect ant emerging (looks pretty cool)
24 = big glitch
27 = big glitch with red ants
28 = glitch
35 = glitch with black ants
36 = glitch
39 = throw perfect upside down red (frozen) ant
3D = Throw perfect upside down red (frozen) ants
42 = Tomato Frame 2 (crashes)
46 = Tomato Splat
4A = Tomato Splat 2
4C = Tomato Splat 2 Upside Down (can't duplicate effect?
4E = Tomato Splat 3
55 = Glitch with Female Beast
56 = Popsicle upright
5A = Popsicle Diagonal
5D = Half a Smoke Cloud
5E = Popsicle Diagonal 2
61 = Glitch with Man in Bubble
62 = Upside Down Upright Popsicle
65 = Frankenstien + Dolls (cool looking)
66 = Diagonal Popsicle 3
69 = Frankenstein (very cool)
6A = Popsicle Reverse Diagonal
6B = Invisible Popsicle, Splat stays on ground (crashes)
6C = same as above
6D = Glitch with ants (effed up the screen)
6E = Glitch
70 = Glitch (crashes)
80 = glitch (crashes)
90 = Glitch with Plates (Crashes)
A0 = Glitch with Plates
D0 = Invisible Popsicle, Splat stays on ground (crashes)
F0 = Big mess
FE = Sometimes makes weird glitches on screen, then crashes
FF = Invisible Popsicle, Invisible Splat, otherwise normal

F8EC: Animation Speed of Bananas
F8EE: Velocity or Distance of Bananas
F8F0: Height of Banana's Arc (03 = Normal, FF = Straight, but set Velocity to 00)

(V=6-9, H=0 looks pretty cool)

F8F2: Animation Frames of Bananas Flying (00 = No Animation, 06 = Default)
F8F4: Unknown (always 0000?)
F8F6: Pointer to animation of Bananas?
F8F8: Pointer to end of animation?
F8FA: Pointer to animation of Banana splat?
F8FC: Animation Frames of Banana still being held
F906: Pointer to plate animation
F916: Pointer to silverware animation?
F952: Animation Speed of Tomato Splat Frame 3
F956: Animation for Popsicle and banana

Popsicle
A8A3
B1A3
BAA3
C3A3

Forks
BFA4
C8A4
D1A4

Broken Plate
E3A4
ECA4
F5A4

F95A: Something about popsicle (DD = Frozen)
F9C1: Animation for plates?
FA08: Football code
FA1D: Speed of Football (00-FF)
FB18: Football Weapon Properties (See Table 1)
FB76: Soda can code
FB84: Speed of Soda Can
FBAB: Soda Can Animation Frame 1
FBB6: Speed of Soda Can Explosion
FCCD: Soda Properties
FCF8: Fire Extinguisher and flamethrower code
FD5F: Speed of Fire Extinguisher/Flamethrower
FE0A: Fire Extinguisher Weapon Properties (See Table 1)
FE0E: Flamethrower Weapon Properties (See Table 1)
FEBF: Squirtgun Code
FF41: Speed of squirtgun?
100C3: Squirtgun Weapon Properties (See Table 1)
10082: Graphics while shooting Left and Down?
10096: Graphics while shooting down?
10ACA: Speed of something?

10148-101FF: Free space?

10200: Graphics or Screen Priorities for Flying Saucer?
1093C: Flying Saucer Code
109C0: Amount of points to add to player score when Flying saucer is destroyed
11769: Giant Baby Code
117AC: Amount of points to add to player score when Giant Baby is destroyed
11B1A: Tentacle code
11B3F: Amount of points to add to player score when Tentacle is destroyed
11BD9: Speed of Tentacle?
12633: Speed of Tentacle?
12ACB: Snakeoid (as regular monster only?)code
12AF3: Amount of points to add to player score when snakeoid is destroyed?
12B11: Speed of snakeoid?
12B25: Speed of Snakeoid Boss?
12CE0: Weapon Properties? (6900 0480)
12F16: 2000 points?
1334A: Password: Level Seeds (middle two letters, 13 sets)
13364: Password: Victim Seeds (first & last letters, 1-10 victims)
13378: Password: Encryption String (HNCVWBXKGZTDLFPSRYJMQ)
1338D: Password: Encryption Cypher (add Victim seeds for each of 13 levels to get final values)
133CB: 2000 points?
13461: Sound to play when ? (artifact noise)
134BF: Sound to play when ? (0E weapon collect noise)
135C3: Sound to play when ? (artifact noise)
135EA: Sound to play when ? (artifact noise)
1366C: Sound to play when player enters backspace in Password Screen (See Table 5)
13688: Sound to play when player enters letter in Password Screen (See Table 5)
1453C: Sound to play when ? (artifact noise)
14007: Sound to play when password is given (level 8 only?)
14028: Sound to play when Extra Bonus Victim is earned?
14043: Sound to play when Extra Bonus Player is earned?
14364: Sound to play when Extra Bonus Victim is earned by player 2?
1437B: Sound to play when Extra Bonus Player is earned by player 2?
145CE: Ten Cheerleader Bonus
145CE: Amount of points to add to player (1?) score from "Ten Cheerleader Bonus"?
145E2: Amount of points to add to player (2?) score from "Ten Cheerleader Bonus"?
146A2: All Victims Saved Bonus
146A2: Amount of points to add to player (1?) score from "All Victims Saved Bonus"?
146B6: Amount of points to add to player (2?) score from "All Victims Saved Bonus"?
1477F: You Saved More Victims Bonus
1477F: Amount of points to add to player (1?) score from "You Saved More Victims Bonus"?
1478B: Amount of points to add to player (2?) score from "You Saved More Victims Bonus"?
14845: Massive Destruction
14845: Amount of things to blow up for "Massive Destruction" (50)
1484F: Amount of points to add to player (1?) score from "Massive Destruction"?
14860: Amount of points to add to player (2?) score from "Massive Destruction"?
14925: Bonus for Pass Completion
14925: Amount of points to add to player (1?) score from "Bonus for Pass Completion"?
14939: Amount of Football players to pass to for "Bonus for Pass Completion"? (player 1 only?) (10)
1493E: Amount of points to add to player (2?) score from "Bonus for Pass Completion"?
14A01: Weed Cutting Bonus
14A01: Amount of points to add to player (1?) score from "Weed Cutting Bonus"?
149FC: Amount of weeds to cut for "Weed Cutting Bonus" (300)
14A1A: Amount of points to add to player (2?) score from "Weed Cutting Bonus"?
14ADC: No Bazooka Fired Bonus
14ADC: Amount of points to add to player (1?) score from "No Bazooka Fired Bonus"?
14AF2: Amount of points to add to player (2?) score from "No Bazooka Fired Bonus"?
14BB7: Martian Bubbled Bonus
14BB7: Amount of points to add to player (1?) score from "Martian Bubbled Bonus"?
14BCB: Amount of Martians to bubble for "Martian Bubbled Bonus" (10)
14BD0: Amount of points to add to player (2?) score from "Martian Bubbled Bonus"?
14C95: Monster Frozen Bonus

I think this bonus is missing 5 or 6 bytes of code from each section (player 1 and player 2), it 
was not in the original game, and I can't activate it unless I set it so you don't have to kill anything to get it.

14C95: Amount of points to add to player (1?) score from "Monster Frozen Bonus"?
14C90: Number of blobs to destroy for "Monster Frozen Bonus" (40)
14CA9: Number of blobs to destroy for "Monster Frozen Bonus"
14CAE: Amount of points to add to player (2?) score from "Monster Frozen Bonus"?
14D87: Extermination Bonus
14D73: Amount of points to add to player (1?) score from "Extermination Bonus"?
14D87: Number of ants to destroy for "Extermination Bonus"? (10)
14D8C: Amount of points to add to player (2?) score from "Extermination Bonus"?
14E49: Chainsaw Begone Bonus
14E49: Somehow determines which monster to destroy for "Chainsaw Begone Bonus" (D0)
14E4F: Always 2 more than monster determining byte? (D2)
14E52: Number of Chainsaw Maniacs for player 1 to destroy for "Chainsaw Begone Bonus" (7)
14E57: Amount of points to add to player (1?) score from "Chainsaw Begone Bonus"?
14E5A: Pointer to "Chainsaw Begone Bonus" Text?
14E71: Number of Chainsaw Maniacs for player 2 to destroy for "Chainsaw Begone Bonus"? (7)
14E76: Amount of points to add to player (2?) score from "Chainsaw Begone Bonus"?
14F3C: Fish Fry Bonus
14F3C: Number of Squidmen to destroy for player1 to earn "Fish Fry Bonus" (10)
14F59: Number of Squidmen to destroy for player2 to earn "Fish Fry Bonus" (10)
14F41: Amount of points to add to player score from "Fish Fry Bonus"?
14F60: Same as above?
1501D: Frankenstein Destroy Bonus
1501D: Somehow determines which monster to destroy for "Frankenstein Destroy Bonus"? (E8)
15023: 2 more than monster determining byte? (EA)
15026: Number of Frankensteins to destroy for player1 to earn "Frankenstein Destroy Bonus" (2)
15045: Number of Frankensteins to destroy for player2 to earn "Frankenstein Destroy Bonus" (2)
1502B: Amount of points to add to player score from "Frankenstein Destroy Bonus"?
1504A: Same as above?
15107: Vampire Destroyed
15107: Determines which monster to destroy for "Vampire Destroyed"? (EC)
1510D: 2 more than monster determining byte? (EE)
15110: Number of Vampires to destroy for "Vampire Destroyed"? (2)
15115: Amount of points to add to player score from "Vampire Destroyed"?
15134: Same as above?
151FA: Alien Invasion Repulsed
151FA: Amount of points to add to player score from "Alien Invasion Repulsed"?
15214: Same as above?
152E4: 2000 points for a dummied out bonus?
15308: Same as above?
1568D: Amount of points needed for (first?) "Extra Bonus Victim"?
156D3: Amount of points needed for (every other?) "Extra Bonus Victim"?
156F3: Same as 1568D?
15746: Sound to play when Extra Bonus Victim is earned?
15997: Sound to play when ? (password chime)
159B7: Sound to play when ? (potion drinking/healthkit noise)
15EA0: End of level victim tally sprite code?
15FC9: Sound to play when ? (password chime)
1624A: Sound to play when ? (password chime)
16200: Sound to play when correct password is entered?
16C3E: Sound to play when ? (27 Dr. Tongue Laugh)
17044: Sound to play when ? (password chime)
1713C: Vampire Code
1715B: Amount of points to add to player score when vampire dies?
1723E: Disappearing Dr. Tongue Code
173E6: Something to do with Vampire Bat?
1745D: Bonfire code
176A4: Flying Saucer Lightning Code
17910: Exit Door Code
19899: BBQ Victim code?
198F6: Amount of points to add to player score when BBQ Victim is rescued?
19900: ?
19930: Animation for BBQ Victim
19932: Animation or Graphics pointer of BBQ Victim Frame 1
19934: Animation Delay for BBQ Victim Frame 1
19976: Baby Victim Code?
199D2: Amount of points to add to player score when Baby Victim is rescued?
19A0D: Animation for Baby Victim starts?
19A68: Trampoline Girl Victim code?
19B0B: Amount of points to add to player score when Trampoline Girl Victim is rescued?
19B3D: Army Victim Code?
19BF1: Amount of points to add to player score when Army Victim is rescued?
19C89: Dog Victim Code?
19D45: Amount of points to add to player score when Dog Victim is rescued?
19DAD: Dr Bug Victim Code?
19E19: Amount of points to add to player score when Dr Bug Victim is rescued?
19E6D: Teacher Victim Code?
19EC3: Amount of points to add to player score when Teacher Victim is rescued?
19F00: Pool Guy Victim Code?
19F8B: Amount of points to add to player score when Pool Guy Victim is rescued?
1A015: Explorer Victim code?
1A071: Amount of points to add to player score when Explorer Victim is rescued?
1A0BE: Cheerleader Victim Code
1A0E4: Something about Cheerleader landing after jump?
1A0E7: Cheerleader Delay Rate
1A0F7: Tells cheerleader which frame to jump at? (default 08, change to 0F for standing jump)
1A0F9: Height of Cheerleaders jump?
1A104: How far down after jumping before cheerleader lands?
1A128: Cheerleader falling delay
1A15A: Amount of points to add to player score when Cheerleader Victim is rescued?
1A1E2: Tourists Victim Code
1A249: Amount of points to add to player score when Tourists Victim is rescued?
1A2A8: First monster spawned by tourists at night (see table 4.06 and 4.09 for values)
1A2C2: Second monster spawned by tourists at night (see table 4.06 and 4.09 for values)
1A504: Dying Sound or speed of tourists?

1A68C - 1A69F: Free Space?

1AF36: Pre-Giant Spider Dr. Tongue code?
1AFC7: Sound to play when Dr. Tongue drinks potion (to disappear?)
1AFD0: Sound to play when Dr. Tongue drinks potion (to turn into spider?)
1B059: Sound to play when Dr. Tongue drinks potion (to disappear after spider?)
1B0BE: Sound to play when Dr. Tongue drinks potion (to turn into Giant Head?)
1B14C: Sound to play when ? (27 Dr. Tongue Laugh)
1B28D: Sound to play when Dr. Tongue drinks potion (don't know what this one's for?)
1B3DD: Dr. Tongue/Spider metamorphosis code or giant spider code?
1B480: Small Spiders Code
1B4A9: Amount of points to add to player score when small spider is killed?
1B76B: Sound to play when ? (password chime)
1B7AD: Sound to play when ? (27 Dr Tongue Laugh)
1B7BB: Sound to play when ? (potion/healthkit noise)
1B9F6: Credit Level Boss Kelly Flock code
1BA24: Amount of points to add to player score when Boss Kelly Flock is killed?
1C15E: Sound to play when ? (27 Dr. Tongue Laugh)
1C887: Giant Dr. Tongue head code?
1C91D: Head speed or potion drinking noise?
1C9E0: Sound to play when ? (27 Dr. Tongue Laugh)
1CA04: Giant Dr. Tongue Head speed?
1CA2C: Giant Dr. Tongue Head Eyeball projectile speed?
1CC4A: Giant Dr. Tongue Eyeball projectile code

1634F: Pointers to credit messages
See Table 2 for more information

32 entries, add 8200 to pointer to get file offset
First pointer is E18F

16390: Credit Messages
See Table 2 for more information

0X03(text)YY00

X = How many lines to go down
YY = 00 or FF, 00 ends the message, FF continues to next line

1836C: Sound to play during Konami Intro Screen
19CE8: Sound to play when Dog Victim Barks
19AEB: Sound to play when Trampoline Girl Victim bounces?
19F9F: Sound to play when Victim is killed?
1A3A6: Sound to play when Victim is killed?
1A3C7: Sound to play when Victim is killed?
2BE35: Weapon Properties? (0100 0480)
34456: Weapon Properties? (6D00 0180)
38024: Weapon Properties? (6000 0480)
3F135: Weapon Properties? (0000 0480)
3F373: Weapon Properties? (0400 0480)
45460: Weapon Properties? (C400 0480)
5B3EB: Weapon Properties? (FE00 0480)
5E615: Weapon Properties? (0300 0480)
5E671: Weapon Properties? (0800 0480)
68B08: Weapon Properties? (1800 0480)
B6900: Graphics for Inventory (Encoded as Gameboy/2BPP)
C94F3: ?
F8272 - 100151: Pointers to level data (sequential list after Level Data info)

Level Data:

Tileset pointer(4)
Tilesets:

What type of level (grass, desert, office, etc)

See Table 4.01 for values

Background pointer (4)
Tileset collision pointer (4)
Tileset graphics pointer (4)
Palette pointer (4)

Background Palettes:

76XX9E00

XX = palette value, see table 4.10

Note: to make a level change palettes after starting (to create the sundown effect) look for that string of data before the title1 data

Sprite pointer (4)

Sprite Palettes: although others exist, uniformly uses 8F. 93 is a duller/darker shade and exists in some levels' palette shift data, but none that use the palette shift event. 
76XX9E00

Palette animation pointer (Affects glow of meteor) (4)
Respawning Monster map pointer (2)
Victim map pointer (2)
Item map pointer (2)
Level X Dimension (2)
Level Y Dimension (2)
Screen Priorities (2)
Hidden Tile (tiles greater than this hidden) (2)
Player 1 Starting Point X coord (2)
Player 1 Starting Point Y coord (2)
Player 2 Starting Point X coord (2)
Player 2 Starting Point Y coord (2)
Music (2)

Level Music:

What song to play on the level

see Table 4.02 for values

Sounds (extra level sounds)(2)
Pointer to 1st level title (2)
Pointer to 2nd level title (2)
Bonus map pointer (2)
Boss Monster ID code (includes palette shift event (i.e. nightfall), if no boss or event, skip to next) (4)

Bosses:

What boss (if any) is on the level

See Table 4.03 for values

Always 0000 0000? (4)
Tile Animation? (if no animation, skip to next) (list of tiles (2) and number of frames (2) to display that tile for, ends in FF FE if plays once, FF FF if repeats.)
X coordinates of 1st Title (1)
Y coordinates of 1st Title (1)
Font of 1st Title (1)
Page of 1st Title (1) (will always be 1)
First title data, ends in '00' to end page data, 'FF' to end line
X coordinates of next Title (1)
Y coordinates of next  Title (1)
Font of next Title (1)
Page of next Title (1) (0 if second page)
Second title data ends in 00

Bonus data (2) ends in 00 00

Bonuses:

What bonuses are available on the level

See Table 4.05 for values

Respawning Monsters:

+0 Frequency (1)
+1 x coordinates (2)
+3 y coordinates (2)
+5 radius (1)
+6 Monster code pointer (4), see table 4.06

(Non-Respawning enemies may be placed in the non-respawning enemy section of a level and will still generate infinite monsters.)

Victims

The victim code in each level is 7h Bytes long (12 bytes x 10 Victims)

10 bytes for each victim, followed always by 0x8300

+0: X coordinate (2 bytes)
+2: Y coordinate (2 bytes)
+4: always 00    (2 bytes) used in developer credits level 
+6: Victim number(2 bytes) not stored as Hex but as numerals (01 00 - 10 00)
+8: Victim code pointer (2 bytes), see table 4.07

*the victim number indicates which victims won't appear if you have less than 10. victim number 01 will always appear since you need at least 1 to continue the game, whereas victim 10 will only appear when no victims have been killed.

Non-Respawning Monsters:

+0 x coordinates (2)
+2 y coordinates (2)
+4 always 00     (4) these are unused bytes from the victim code
+8 Monster code Pointer (4), see table 4.09

Victims can be placed in the non-respawning monsters section, but they won't count for or against the victim total

Section ends in 00 00

Items:

+0 X coordinate (2 bytes)
+2 Y coordinate (2 bytes)
+4 ID Code (1 byte), see table 4.08
Section ends in 00 00, end of that level data

100152 - 1001FF FF'd out data, end of ROM

Level List
Level			Offset
Weird Kids on the Block	F8272
Mushroom Men		F846D
Day of the Tentacle	F85DA
Super Fund Cleanup Site	F87C9
Toxic Terrors		F89C9
Ants			F8B65
Evening of the Undead	F8D7C
Martians Go Home!	F8F2E
Zombie Panic		F9260
Dances with Werewolves	F9420
Chainsaw Hedgemaze Mayhem F95A2
Day of the Chainsaw	F971B
Titanic Toddler		F98C9
Mars Needs Cheerleaders	F9A04
Gridiron Terror		F9CFD
Nightmare on Terror Street F9ECF
Danger in Picnic Park	FA0DC
Dinner on Monster Island FA333
Look Who's Coming to Dinner FA522
Zombie House Party	FA75A
The Day the Earth Ran Away FAAA4
Invasion of the Snakeoids FAD19
The Caves of Mystery	FAF07
Boardwalk of Terrors	FB0DA
Squidmen of the Deep	FB351
Monsters of the Blue Lagoon FB4EE
Giant Ant Farm		FB6B5
Pyramid of Fear		FB8B4
Fish and Crypts		FBB9B
Pyramid of Fear Two	FBE40
Dr. Tongues Castle of Terror FC138
Spikes			FC45E
Revenge of Dr. Tongue	FC672
Mark of the Vampire	FC9A2
Curse of the Tongue	FCCB1
Destroy All Vampires	FD021
Son of Dr Tongue	FD283
Labyrinth of Horrors	FD503
Seven Meals for Seven Zombies FD7EF
Where the Red Fern Growls FDB40
The Curse of Dr. Tongue	FDDC0
Weeds Gone Bad		FE064
Chopping Mall		FE23F
Look Whos Shopping	FE4FE
Terror in Aisle Five	FE793
I Was a Chainsaw Maniac	FEA10
No Assembly Required	FEBFA
Warehouse of the Evil Dolls	FEF57
Monster Phobia		FF273
Someplace Very Warm	FF4C7
Office of the Doomed	FF6C1
The Horror of Floor Thirteen FF87D
Monsters Among Us	FFAC6
Cheerleaders Vs the Monsters FFD67
Curse of the Pharaohs	FFF98


misc info:

Add Points to player score:

XXXX = Amount of points, low-endian ordered and written in decimal (eg. 1000 is 0010)

A0XXXXA2: Points from end of level bonus
A2XXXX20: Points from rescuing Victim
A2XXXXA5: Points from destroying Monster

Add Health:?

A9XXXXA6?
A9XXXX22?
A9XXXX9D: Starting Health
A9XXXX8D

Play Sound:

XX = sound value, see table 4
A9 XX 00 22 3B CC 80 (53 83 80?)