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BurgerTime (NES, Famicom Disk System)/ROM map: Difference between revisions
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{{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 | * <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 | * <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 | * <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 | * <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 | * <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 | * <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 | * <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 | * <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 | * <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 | * <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 | * <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 | * <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 | * <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 | * <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 | * <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 | * <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 | * <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 | * <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 | * <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 | * <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 | * <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 | * <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 | * <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
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.
Internal Data for BurgerTime (NES, Famicom Disk System)
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