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

From Data Crystal
Jump to navigation Jump to search
No edit summary
m (Lelegofrog moved page BurgerTime (NES)/ROM map to BurgerTime (NES, Famicom Disk System)/ROM map: title consistency with TCRF)
 
(10 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{rommap|game=Burger Time}}
== Text Values ==
== Text Values ==


=== Title Screen ===
=== Title Screen ===
*<tt>3205 to 3207</tt> = "1UP"
* <tt>3205 to 3207</tt> = "1UP"
*<tt>3217 to 3218</tt> = "HI"
* <tt>3217 to 3218</tt> = "HI"
*<tt>3231 to 3233</tt> = "2UP"
* <tt>3231 to 3233</tt> = "2UP"
*<tt>558 to 559</tt> =PPU Adress of text "1 PLAYER" (4C22=224C)
* <tt>558 to 559</tt> = PPU Address of text "1 PLAYER" (4C22=224C)
*<tt>55A to 561</tt> = "1 PLAYER"
* <tt>55A to 561</tt> = "1 PLAYER"
*<tt>565 to 566</tt> =PPU Adress of text "2 PLAYERS" (8C22=228C)
* <tt>565 to 566</tt> = PPU Address of text "2 PLAYERS" (8C22=228C)
*<tt>567 to 56F</tt> = "2 PLAYERS"
* <tt>567 to 56F</tt> = "2 PLAYERS"
*<tt>570 to 571</tt> =PPU Adress of text "© 1982 DATA EAST USA. INC." (C322=22C3)
* <tt>570 to 571</tt> = PPU Address of text "© 1982 DATA EAST USA. INC." (C322=22C3)
*<tt>572 to 58E</tt> = "© 1982 DATA EAST USA. INC."
* <tt>572 to 58E</tt> = "© 1982 DATA EAST USA. INC."
*<tt>593 to 5A6</tt> = "LICENSED BY NITENDO"
* <tt>593 to 5A6</tt> = "LICENSED BY NINTENDO"
*<tt>5B0 to 5BF</tt> = "OF AMERICA. INC."
* <tt>5B0 to 5BF</tt> = "OF AMERICA. INC."
*<tt>5F5 to 5FD</tt> = "DATA EAST"
* <tt>5F5 to 5FD</tt> = "DATA EAST"


=== Other Text ===
=== Other Text ===
*<tt>5C3 to 5C4</tt> =PPU Adress of text "PLAYER 1" (CE21=21CE)
* <tt>5C3 to 5C4</tt> = PPU Address of text "PLAYER 1" (CE21=21CE)
*<tt>5C5 to 5CC</tt> = "PLAYER 1"
* <tt>5C5 to 5CC</tt> = "PLAYER 1"
*<tt>5D0 to 5D1</tt> =PPU Adress of text "PLAYER 2" (CE21=21CE)
* <tt>5D0 to 5D1</tt> = PPU Address of text "PLAYER 2" (CE21=21CE)
*<tt>5D2 to 5D9</tt> = "PLAYER 2"
* <tt>5D2 to 5D9</tt> = "PLAYER 2"
*<tt>5DD to 5DE</tt> =PPU Adress of text "GAME OVER" (0D22=220D)
* <tt>5DD to 5DE</tt> = PPU Address of text "GAME OVER" (0D22=220D)
*<tt>5DF to 5E7</tt> = "GAME OVER"
* <tt>5DF to 5E7</tt> = "GAME OVER"




Line 27: Line 29:


=== Title Screen ===
=== Title Screen ===
*<tt>BFE to BFF</tt> =PPU Adress of initial "BURGUER TIME" (PPU Addres=20E8)
* <tt>BFE to BFF</tt> = PPU Address of initial "BURGER TIME" (PPU Address=20E8)
*<tt>C00</tt> = Number of tiles to draw (03)
* <tt>C00</tt> = Number of tiles to draw (03)
*<tt>C01 to C03</tt> = Tiles (C3, C4, C5)
* <tt>C01 to C03</tt> = Tiles (C3, C4, C5)
*<tt>C07 to C08</tt> =PPU Adress "BURGUER TIME" (PPU Adress=20F4)
* <tt>C07 to C08</tt> = PPU Address "BURGER TIME" (PPU Address=20F4)
*<tt>C09</tt> = Number of tiles to draw (03)
* <tt>C09</tt> = Number of tiles to draw (03)
*<tt>C0A to C0C</tt> = Tiles (C6, C7, C8)
* <tt>C0A to C0C</tt> = Tiles (C6, C7, C8)
*<tt>C10 to C11</tt> =PPU Adress "BURGUER TIME" (PPU Adress=2108)
* <tt>C10 to C11</tt> = PPU Address "BURGER TIME" (PPU Address=2108)
*<tt>C12</tt> = Number of tiles to draw (03)
* <tt>C12</tt> = Number of tiles to draw (03)
*<tt>C13 to C15</tt> = Tiles (C9, CA, CB)
* <tt>C13 to C15</tt> = Tiles (C9, CA, CB)
*<tt>C19 to C1A</tt> =PPU Adress "BURGUER TIME" (PPU Adress=2115)
* <tt>C19 to C1A</tt> = PPU Address "BURGER TIME" (PPU Address=2115)
*<tt>C1B</tt> = Number of tiles to draw (01)
* <tt>C1B</tt> = Number of tiles to draw (01)
*<tt>C1C</tt> = Tiles (CC)
* <tt>C1C</tt> = Tiles (CC)
*<tt>C20 to C21</tt> =PPU Adress "BURGUER TIME" (PPU Adress=2128)
* <tt>C20 to C21</tt> = PPU Address "BURGER TIME" (PPU Address=2128)
*<tt>C22</tt> = Number of tiles to draw (13 hexadecimal=19 decimal)
* <tt>C22</tt> = Number of tiles to draw (13 hexadecimal=19 decimal)
*<tt>C23 to C35</tt> = Tiles (CD, CE, CF, D0, D1, D2, D3, D4, D5, D6, D1, D2, D7, D8, D9, DA, D5, D6, B9)
* <tt>C23 to C35</tt> = Tiles (CD, CE, CF, D0, D1, D2, D3, D4, D5, D6, D1, D2, D7, D8, D9, DA, D5, D6, B9)
*<tt>C39 to C3A</tt> =PPU Adress "BURGUER TIME" (PPU Adress=2148)
* <tt>C39 to C3A</tt> = PPU Address "BURGER TIME" (PPU Address=2148)
*<tt>C3B</tt> = Number of tiles to draw (12 hexadecimal=18 decimal)
* <tt>C3B</tt> = Number of tiles to draw (12 hexadecimal=18 decimal)
*<tt>C3C to C4D</tt> = Tiles (DB, DC, DD, DE, DF, 00, E0, E1, E2, E3, DF, 00, E4, E5, E6, E7, E2, E3)
* <tt>C3C to C4D</tt> = Tiles (DB, DC, DD, DE, DF, 00, E0, E1, E2, E3, DF, 00, E4, E5, E6, E7, E2, E3)
*<tt>C51 to C52</tt> =PPU Adress "BURGUER TIME" (PPU Adress=2168)
* <tt>C51 to C52</tt> = PPU Address "BURGER TIME" (PPU Address=2168)
*<tt>C53</tt> = Number of tiles to draw (12 hexadecimal=18 decimal)
* <tt>C53</tt> = Number of tiles to draw (12 hexadecimal=18 decimal)
*<tt>C54 to C65</tt> = Tiles (E8, E8, E8, E8, E8, E8, E9, EA, E8, E8, E8, E8, E8, E8, E8, E8, E8, E8)
* <tt>C54 to C65</tt> = Tiles (E8, E8, E8, E8, E8, E8, E9, EA, E8, E8, E8, E8, E8, E8, E8, E8, E8, E8)


=== In Game ===
=== In Game ===
*<tt>AC4 to AC5</tt> =PPU Adress icon salt. PPU Adress=2078)
* <tt>AC4 to AC5</tt> = PPU Address icon salt. PPU Address=2078)
*<tt>AC6</tt> = Number of tiles to draw (01)
* <tt>AC6</tt> = Number of tiles to draw (01)
*<tt>AC7</tt> = Tile (AF)
* <tt>AC7</tt> = Tile (AF)
*<tt>AA4 to AA5</tt> =PPU Adress icon character. PPU Adress=207C)
* <tt>AA4 to AA5</tt> = PPU Address icon character. PPU Address=207C)
*<tt>AA6</tt> = Number of tiles to draw (01)
* <tt>AA6</tt> = Number of tiles to draw (01)
*<tt>AA7</tt> = Tile (A6)
* <tt>AA7</tt> = Tile (A6)
*<tt>3202 to 3203</tt> =PPU Adress text "1UP". PPU Adress=2063)
* <tt>3202 to 3203</tt> = PPU Address text "1UP". PPU Address=2063)
*<tt>3204</tt> = Number of tiles to draw (03)
* <tt>3204</tt> = Number of tiles to draw (03)
*<tt>3205 TO 3207</tt> = Tile (11, 35, 30)
* <tt>3205 TO 3207</tt> = Tile (11, 35, 30)
*<tt>3214 to 3215</tt> =PPU Adress text "HI". PPU Adress=206E)
* <tt>3214 to 3215</tt> = PPU Address text "HI". PPU Address=206E)
*<tt>3216</tt> = Number of tiles to draw (02)
* <tt>3216</tt> = Number of tiles to draw (02)
*<tt>3217 TO 3218</tt> = Tile (28, 29)
* <tt>3217 TO 3218</tt> = Tile (28, 29)
*<tt>959 to 95A</tt> =PPU Adress icon burguer. PPU Adress=20C3)
* <tt>959 to 95A</tt> = PPU Address icon burger. PPU Address=20C3)
*<tt>95B</tt> = Number of tiles to draw (01)
* <tt>95B</tt> = Number of tiles to draw (01)
*<tt>95C</tt> = Tile (A7)
* <tt>95C</tt> = Tile (A7)
*<tt>105A to 105B</tt> =PPU Adress double line (X,Y)=(16,16) to (17,16) . PPU Adress=2210)
* <tt>105A to 105B</tt> = PPU Address double line (X,Y)=(16,16) to (17,16) . PPU Address=2210)
*<tt>105C</tt> = Number of tiles to draw (02)
* <tt>105C</tt> = Number of tiles to draw (02)
*<tt>105D to 105E</tt> = Tile (9F, A0)
* <tt>105D to 105E</tt> = Tile (9F, A0)
*<tt>1070 to 1071</tt> =PPU Adress double line (X,Y)=(16,14) to (17,14) . PPU Adress=21D0)
* <tt>1070 to 1071</tt> = PPU Address double line (X,Y)=(16,14) to (17,14) . PPU Address=21D0)
*<tt>1072</tt> = Number of tiles to draw (02)
* <tt>1072</tt> = Number of tiles to draw (02)
*<tt>1073 to 1074</tt> = Tile (9F, A0)
* <tt>1073 to 1074</tt> = Tile (9F, A0)
*<tt>1096 to 1097</tt> =PPU Adress double line (X,Y)=(16,6) to (17,6) . PPU Adress=20D0)
* <tt>1096 to 1097</tt> = PPU Address double line (X,Y)=(16,6) to (17,6) . PPU Address=20D0)
*<tt>1098</tt> = Number of tiles to draw (02)
* <tt>1098</tt> = Number of tiles to draw (02)
*<tt>1099 to 109A</tt> = Tile (9F, A0)
* <tt>1099 to 109A</tt> = Tile (9F, A0)
*<tt>10AC to 10AD</tt> =PPU Adress double line (X,Y)=(22,8) to (22,9) . PPU Adress=2116)
* <tt>10AC to 10AD</tt> = PPU Address double line (X,Y)=(22,8) to (22,9) . PPU Address=2116)
*<tt>10AE</tt> = Number of tiles to draw (02)
* <tt>10AE</tt> = Number of tiles to draw (02)
*<tt>10AF to 10B0</tt> = Tile (9F, A0)
* <tt>10AF to 10B0</tt> = Tile (9F, A0)
* <tt>10D2 to 10D3</tt> = PPU Address double line (X,Y)=(16,16) to (17,16) . PPU Address=2210)
* <tt>10D4</tt> = Number of tiles to draw (02)
* <tt>10D5 to 10D6</tt> = Tile (9F, A0)
 
== Misc ==
Infinite peppers
* <tt>1743</tt> = Change byte (default value is D6). Put F6 to have infinite peppers.
 
Infinite peppers (Other mode)
* <tt>1743 to 1745</tt> = Put values A9, 05, 85.
 
Original:
 
<tt>00:D742:D6 5C    DEC $5C,X @ $005C = #$05</tt>
 
<tt>00:D744:B5 5C    LDA $5C,X @ $005C = #$05</tt> 
 
 
Changed:
 
<tt>00:D742:A9 05    LDA #$05          (Number of peppers is 05)</tt>
 
<tt>00:D744:85 5C    STA $005C = #$05  (Put value 05 in $005C Address) </tt>
 
 
Infinite lives
* <tt>2857</tt> = Change byte (default value is D6). Put A5 to have infinite lives.
 
Initial value of pepper
* <tt>B66</tt> = Default value is 05.
 
Have Anti-Gravity Shoes
* <tt>1261</tt> = Change byte (default value is D0). Put 24 to have anti-gravity shoes.
 
Peter Pepper Gets Super Speed
* <tt>1B0A</tt> = Change byte (default value is 1C). Put 1F to have super speed.
 
{{Internal Data}}

Latest revision as of 05:55, 6 June 2024

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

Text Values

Title Screen

  • 3205 to 3207 = "1UP"
  • 3217 to 3218 = "HI"
  • 3231 to 3233 = "2UP"
  • 558 to 559 = PPU Address of text "1 PLAYER" (4C22=224C)
  • 55A to 561 = "1 PLAYER"
  • 565 to 566 = PPU Address of text "2 PLAYERS" (8C22=228C)
  • 567 to 56F = "2 PLAYERS"
  • 570 to 571 = PPU Address of text "© 1982 DATA EAST USA. INC." (C322=22C3)
  • 572 to 58E = "© 1982 DATA EAST USA. INC."
  • 593 to 5A6 = "LICENSED BY NINTENDO"
  • 5B0 to 5BF = "OF AMERICA. INC."
  • 5F5 to 5FD = "DATA EAST"

Other Text

  • 5C3 to 5C4 = PPU Address of text "PLAYER 1" (CE21=21CE)
  • 5C5 to 5CC = "PLAYER 1"
  • 5D0 to 5D1 = PPU Address of text "PLAYER 2" (CE21=21CE)
  • 5D2 to 5D9 = "PLAYER 2"
  • 5DD to 5DE = PPU Address of text "GAME OVER" (0D22=220D)
  • 5DF to 5E7 = "GAME OVER"


Graphics Values

Title Screen

  • BFE to BFF = PPU Address of initial "BURGER TIME" (PPU Address=20E8)
  • C00 = Number of tiles to draw (03)
  • C01 to C03 = Tiles (C3, C4, C5)
  • C07 to C08 = PPU Address "BURGER TIME" (PPU Address=20F4)
  • C09 = Number of tiles to draw (03)
  • C0A to C0C = Tiles (C6, C7, C8)
  • C10 to C11 = PPU Address "BURGER TIME" (PPU Address=2108)
  • C12 = Number of tiles to draw (03)
  • C13 to C15 = Tiles (C9, CA, CB)
  • C19 to C1A = PPU Address "BURGER TIME" (PPU Address=2115)
  • C1B = Number of tiles to draw (01)
  • C1C = Tiles (CC)
  • C20 to C21 = PPU Address "BURGER TIME" (PPU Address=2128)
  • C22 = Number of tiles to draw (13 hexadecimal=19 decimal)
  • C23 to C35 = Tiles (CD, CE, CF, D0, D1, D2, D3, D4, D5, D6, D1, D2, D7, D8, D9, DA, D5, D6, B9)
  • C39 to C3A = PPU Address "BURGER TIME" (PPU Address=2148)
  • C3B = Number of tiles to draw (12 hexadecimal=18 decimal)
  • C3C to C4D = Tiles (DB, DC, DD, DE, DF, 00, E0, E1, E2, E3, DF, 00, E4, E5, E6, E7, E2, E3)
  • C51 to C52 = PPU Address "BURGER TIME" (PPU Address=2168)
  • C53 = Number of tiles to draw (12 hexadecimal=18 decimal)
  • C54 to C65 = Tiles (E8, E8, E8, E8, E8, E8, E9, EA, E8, E8, E8, E8, E8, E8, E8, E8, E8, E8)

In Game

  • AC4 to AC5 = PPU Address icon salt. PPU Address=2078)
  • AC6 = Number of tiles to draw (01)
  • AC7 = Tile (AF)
  • AA4 to AA5 = PPU Address icon character. PPU Address=207C)
  • AA6 = Number of tiles to draw (01)
  • AA7 = Tile (A6)
  • 3202 to 3203 = PPU Address text "1UP". PPU Address=2063)
  • 3204 = Number of tiles to draw (03)
  • 3205 TO 3207 = Tile (11, 35, 30)
  • 3214 to 3215 = PPU Address text "HI". PPU Address=206E)
  • 3216 = Number of tiles to draw (02)
  • 3217 TO 3218 = Tile (28, 29)
  • 959 to 95A = PPU Address icon burger. PPU Address=20C3)
  • 95B = Number of tiles to draw (01)
  • 95C = Tile (A7)
  • 105A to 105B = PPU Address double line (X,Y)=(16,16) to (17,16) . PPU Address=2210)
  • 105C = Number of tiles to draw (02)
  • 105D to 105E = Tile (9F, A0)
  • 1070 to 1071 = PPU Address double line (X,Y)=(16,14) to (17,14) . PPU Address=21D0)
  • 1072 = Number of tiles to draw (02)
  • 1073 to 1074 = Tile (9F, A0)
  • 1096 to 1097 = PPU Address double line (X,Y)=(16,6) to (17,6) . PPU Address=20D0)
  • 1098 = Number of tiles to draw (02)
  • 1099 to 109A = Tile (9F, A0)
  • 10AC to 10AD = PPU Address double line (X,Y)=(22,8) to (22,9) . PPU Address=2116)
  • 10AE = Number of tiles to draw (02)
  • 10AF to 10B0 = Tile (9F, A0)
  • 10D2 to 10D3 = PPU Address double line (X,Y)=(16,16) to (17,16) . PPU Address=2210)
  • 10D4 = Number of tiles to draw (02)
  • 10D5 to 10D6 = Tile (9F, A0)

Misc

Infinite peppers

  • 1743 = Change byte (default value is D6). Put F6 to have infinite peppers.

Infinite peppers (Other mode)

  • 1743 to 1745 = Put values A9, 05, 85.

Original:

00:D742:D6 5C DEC $5C,X @ $005C = #$05

00:D744:B5 5C LDA $5C,X @ $005C = #$05


Changed:

00:D742:A9 05 LDA #$05 (Number of peppers is 05)

00:D744:85 5C STA $005C = #$05 (Put value 05 in $005C Address)


Infinite lives

  • 2857 = Change byte (default value is D6). Put A5 to have infinite lives.

Initial value of pepper

  • B66 = Default value is 05.

Have Anti-Gravity Shoes

  • 1261 = Change byte (default value is D0). Put 24 to have anti-gravity shoes.

Peter Pepper Gets Super Speed

  • 1B0A = Change byte (default value is 1C). Put 1F to have super speed.