Bubble Bobble (Game Boy)/ROM map: Difference between revisions

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{{rommap|game=Bubble Bobble (Game Boy)}}
{{rommap|game=Bubble Bobble (Game Boy)}}


==Levels==
==Level Data==
 
===Level One===
10050-Level 1
<pre>
 
* 0x10060 to 0x----- = Unknown data
101B0-Level 2
* 0x10061 to 0x----- = Top and Bottom openings (x0 Top; 0x Bottom)
 
    * 0:          XXXXXXXXXXXXXXXXXX
10300-Level 3
    * 1, 2, 5, 6:  XXXXX__XXX___XXXXX
 
    * 3, 4:        XXXXXXXXXX___XXXXX
10450-Level 4
    * 8, 9:        XXXXX__XXXXXXXXXXX
 
    * A,B,C,D,E,F: XX__X____X______XX  
10XXX-Level 5
* 0x10062 to 0x10066 = Unknown data
 
* 0x10067 to 0x----- = Enemy Speed
106A0- Level 6
* 0x10068 to 0x10069 = Unknown data
 
* 0x1006A to 0x----- = Special item X coord
107F0-1083F-Level 7 Enemy Data
* 0x1006B to 0x----- = Special item Y coord
 
* 0x1006C to 0x101AD = Tile data (32x32 grid of 8 by 8 pixel blocks)
10840-10882-Level 7
    * 0      = Tile
 
    * 1 to F = Blank tile //I believe these tiles also deal with the movement of your bubble as well
10883-10AC9-Level 8
* To get a level you want add 14E * 2(level number) to the addresses for level 1
 
</pre>
10AD1-10C1D-Level 9
{{Internal Data|game=Bubble Bobble (Game Boy)}}
 
10D70-10EB9-Level 10
 
10EBB-11007-Level 11
 
10EC0-10C1E-Level 12
 
11010-11155-Level 13
 
==Level Setup=
 
_=Blank
 
X=Block
 
 
 
 
After 0F or FF or at the begining of the level data is the holes data
 
 
 
 
 
<b><i>First Digit~</i></b>
 
(The bottom part, not the top)
 
<b>00=</b>
 
 
XXXXXXXXXXXXXXXXXX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XXXXXXXXXXXXXXXXXX
 
 
<b>10,20,50,60=</b>
 
XXXXXXXXXXXXXXXXXX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XXXXX__XXX___XXXXX
 
 
<b>30,40=</b>
 
XXXXXXXXXXXXXXXXXX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XXXXXXXXXX___XXXXX
 
<B>70</B>
 
XXXXXXXXXXXXXXXXXX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XXXXX__XXXXXXXXXXX
 
<b>80,90=</b>
 
XXXXXXXXXXXXXXXXXX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
 
<b>A0,B0,C0,D0,E0,F0=</b>
 
XXXXXXXXXXXXXXXXXX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX__X____X______XX  
 
 
 
 
 
 
 
 
<i><b>Second Digit~</b></i>
 
(The top part, not the bottom)
 
<b>00=</b>
 
XXXXXXXXXXXXXXXXXX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XXXXXXXXXXXXXXXXXX
 
 
<b>01,02,05,06=</b>
 
 
XXXXX__XXX___XXXXX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XXXXXXXXXXXXXXXXXX
 
<b>03,04=</b>
 
XXXXXXXXXX___XXXXX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XXXXXXXXXXXXXXXXXX
 
<b>07=</b>
 
 
XXXXX__XXXXXXXXXXX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XXXXXXXXXXXXXXXXXX
 
<b>08,09=</b>
 
 
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XXXXXXXXXXXXXXXXXX
 
 
<b>0A,0B,0C,0D,0E,0F=</b>
 
 
 
 
XX__X____X______XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XX______________XX
 
XXXXXXXXXXXXXXXXXX
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Level Arrangement
 
 
_=Blank
 
X=Block
 
 
 
 
 
 
00= 
 
XX
 
01-0F=
 
X_
 
10=
 
_X
 
11=
__
 
22=
 
__
 
33=
 
__
 
44=
 
__
 
55=
 
__

Latest revision as of 02:41, 24 January 2024

Chip tiny.png The following article is a ROM map for Bubble Bobble (Game Boy).

Level Data

Level One

* 0x10060 to 0x-----  = Unknown data
* 0x10061 to 0x-----  = Top and Bottom openings (x0 Top; 0x Bottom)
    * 0:           XXXXXXXXXXXXXXXXXX
    * 1, 2, 5, 6:  XXXXX__XXX___XXXXX
    * 3, 4:        XXXXXXXXXX___XXXXX
    * 8, 9:        XXXXX__XXXXXXXXXXX
    * A,B,C,D,E,F: XX__X____X______XX 
* 0x10062 to 0x10066 = Unknown data
* 0x10067 to 0x----- = Enemy Speed 
* 0x10068 to 0x10069 = Unknown data
* 0x1006A to 0x----- = Special item X coord
* 0x1006B to 0x----- = Special item Y coord
* 0x1006C to 0x101AD = Tile data (32x32 grid of 8 by 8 pixel blocks)
    * 0      = Tile
    * 1 to F = Blank tile //I believe these tiles also deal with the movement of your bubble as well
* To get a level you want add 14E * 2(level number) to the addresses for level 1