If you are still using the old URL (datacrystal.romhacking.net), please update your bookmarks! The old URL may stop working soon.
The current URL is datacrystal.tcrf.net.
The current URL is datacrystal.tcrf.net.
Deadly Towers/ROM map: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
(→Text) |
||
(9 intermediate revisions by 4 users not shown) | |||
Line 2: | Line 2: | ||
==Beginning Stats== | ==Beginning Stats== | ||
* <tt>0x000133</tt> = Beginning HP on start | ===HP and Money=== | ||
* <tt>0x00013B</tt> = Beginning Lunder amount | * <tt>0x000133</tt> to <tt>0x------</tt> = Beginning HP on start | ||
* <tt>0x002765</tt> = Beginning Max HP amount | * <tt>0x00013B</tt> to <tt>0x------</tt> = Beginning Lunder amount | ||
* <tt>0x00276A</tt> = Beginning 1st item in defense | * <tt>0x002765</tt> to <tt>0x------</tt> = Beginning Max HP amount | ||
* <tt>0x00276B</tt> = Beginning 2nd item in defense | |||
* <tt>0x00276C</tt> = Beginning 3rd item in defense | ===Items=== | ||
* <tt>0x00276D</tt> = Beginning 1st item in attack | ====IDs==== | ||
* <tt>0x00276E</tt> = Beginning 2nd item in attack | This game has '''a lot''' of items! | ||
* <tt>0x00276F</tt> = Beginning 3rd item in attack | <pre> | ||
* <tt>0x002770</tt> = Beginning 1st item in inventory | 00: Nothing | ||
* <tt>0x002771</tt> = Beginning 2nd item in inventory | 01: Nothing | ||
* <tt>0x002772</tt> = Beginning 3rd item in inventory | 02: Helmet | ||
* <tt>0x002773</tt> = Beginning 4th item in inventory | 03: Knight's helmet | ||
* <tt>0x002774</tt> = Beginning 5th item in inventory | 04: Warrior helmet with horns | ||
* <tt>0x002775</tt> = Beginning 6th item in inventory | 05: Nothing | ||
* <tt>0x002776</tt> = Beginning 7th item in inventory | 06: Round shield | ||
* <tt>0x002777</tt> = Beginning 8th item in inventory | 07: Iron shield | ||
* <tt>0x002778</tt> = Beginning 9th item in inventory | 08: Gold shield | ||
09: Nothing | |||
0A: Tunic | |||
0B: Armor | |||
0C: Golden armor | |||
0D: Sword you start with | |||
0E: Grey sword | |||
0F: Long Sword | |||
10: Long gold sword | |||
11: Key | |||
12: Bell | |||
13: Torch | |||
14: Boots | |||
15: No idea what this is, a statue? | |||
16: Blue glove | |||
17: Grey Glove | |||
18: Golden glove | |||
19: Square shield | |||
1A: Square shield 2 | |||
1B: Blue orb | |||
1C: Green orb | |||
1D: Orange orb | |||
1E: Red orb | |||
1F: Yellow scroll | |||
20: Blue scroll | |||
21: Dark blue scroll | |||
22: Grey scroll | |||
23: Blue necklace | |||
24: Green necklace | |||
25: Orange necklace | |||
26: Red necklace | |||
27: Blue potion | |||
28: Green potion | |||
29: Orange potion | |||
2A: Red potion | |||
2B: Spiky ball | |||
2C: Chalice | |||
2D: Round shield 2 | |||
2E: Grey chalice | |||
The rest is garbage | |||
</pre> | |||
====Defense==== | |||
* <tt>0x00276A</tt> to <tt>0x------</tt> = Beginning 1st item in defense | |||
* <tt>0x00276B</tt> to <tt>0x------</tt> = Beginning 2nd item in defense | |||
* <tt>0x00276C</tt> to <tt>0x------</tt> = Beginning 3rd item in defense | |||
====Attack==== | |||
* <tt>0x00276D</tt> to <tt>0x------</tt> = Beginning 1st item in attack | |||
* <tt>0x00276E</tt> to <tt>0x------</tt> = Beginning 2nd item in attack | |||
* <tt>0x00276F</tt> to <tt>0x------</tt> = Beginning 3rd item in attack | |||
====Inventory==== | |||
* <tt>0x002770</tt> to <tt>0x------</tt> = Beginning 1st item in inventory | |||
* <tt>0x002771</tt> to <tt>0x------</tt> = Beginning 2nd item in inventory | |||
* <tt>0x002772</tt> to <tt>0x------</tt> = Beginning 3rd item in inventory | |||
* <tt>0x002773</tt> to <tt>0x------</tt> = Beginning 4th item in inventory | |||
* <tt>0x002774</tt> to <tt>0x------</tt> = Beginning 5th item in inventory | |||
* <tt>0x002775</tt> to <tt>0x------</tt> = Beginning 6th item in inventory | |||
* <tt>0x002776</tt> to <tt>0x------</tt> = Beginning 7th item in inventory | |||
* <tt>0x002777</tt> to <tt>0x------</tt> = Beginning 8th item in inventory | |||
* <tt>0x002778</tt> to <tt>0x------</tt> = Beginning 9th item in inventory | |||
==Title Screen== | ==Title Screen== | ||
Line 26: | Line 88: | ||
* <tt>0x0022A9 to 0x0022C8</tt> = Palettes used for Title Screen | * <tt>0x0022A9 to 0x0022C8</tt> = Palettes used for Title Screen | ||
===Palettes used=== | ===Palettes used=== | ||
* <tt>0x0022A9</tt> = Black, unsure of what | * <tt>0x0022A9</tt> to <tt>0x------</tt> = Black, unsure of what | ||
* <tt>0x0022AA</tt> = Inner Blue part of Deadly Towers on Title Screen | * <tt>0x0022AA</tt> to <tt>0x------</tt> = Inner Blue part of Deadly Towers on Title Screen | ||
* <tt>0x0022AB</tt> = Orange Part of Deadly Towers on Title Screen | * <tt>0x0022AB</tt> to <tt>0x------</tt> = Orange Part of Deadly Towers on Title Screen | ||
* <tt>0x0022AC</tt> = Purple Part of Deadly Towers on Title Screen | * <tt>0x0022AC</tt> to <tt>0x------</tt> = Purple Part of Deadly Towers on Title Screen | ||
* <tt>0x0022AD</tt> = Black, unsure of what | * <tt>0x0022AD</tt> to <tt>0x------</tt> = Black, unsure of what | ||
* <tt>0x0022AE</tt> = Blue, but nothing changes on title screen | * <tt>0x0022AE</tt> to <tt>0x------</tt> = Blue, but nothing changes on title screen | ||
* <tt>0x0022AF</tt> = Orange, but nothing seems to change on title screen | * <tt>0x0022AF</tt> to <tt>0x------</tt> = Orange, but nothing seems to change on title screen | ||
* <tt>0x0022B0</tt> = Purple, but doesnt change anything on title screen | * <tt>0x0022B0</tt> to <tt>0x------</tt> = Purple, but doesnt change anything on title screen | ||
* <tt>0x0022B1 to 0x0022B8</tt> = Unknown, not bothering with them.... | * <tt>0x0022B1</tt> to <tt>0x0022B8</tt> = Unknown, not bothering with them.... | ||
* <tt>0x0022B9</tt> = Background Color. | * <tt>0x0022B9</tt> to <tt>0x------</tt> = Background Color. | ||
* <tt>0x0022BA to 0x0022C8</tt> = Unknown, not bothering with them right now | * <tt>0x0022BA</tt> to <tt>0x0022C8</tt> = Unknown, not bothering with them right now | ||
==Item effects== | ==Item effects== | ||
* <tt>0x006CC7</tt> = Speed given by Gloves | * <tt>0x006CC7</tt> to <tt>0x------</tt> = Speed given by Gloves | ||
* <tt>0x006CD4</tt> = Speed given by Normal Gloves | * <tt>0x006CD4</tt> to <tt>0x------</tt> = Speed given by Normal Gloves | ||
* <tt>0x006CDF</tt> = Speed given by Gauntlets | * <tt>0x006CDF</tt> to <tt>0x------</tt> = Speed given by Gauntlets | ||
* <tt>0x006D14</tt> = Blue Necklace effect on Sword | * <tt>0x006D14</tt> to <tt>0x------</tt> = Blue Necklace effect on Sword | ||
* <tt>0x006D31</tt> = Powerup of Normal Sword [two times] (40) | * <tt>0x006D31</tt> to <tt>0x------</tt> = Powerup of Normal Sword [two times] (40) | ||
* <tt>0x006D3E</tt> = Powerup of Dragon Slayer [three times] (80) | * <tt>0x006D3E</tt> to <tt>0x------</tt> = Powerup of Dragon Slayer [three times] (80) | ||
* <tt>0x006D49</tt> = Powerup of Splendor! [four times] (C0) | * <tt>0x006D49</tt> to <tt>0x------</tt> = Powerup of Splendor! [four times] (C0) | ||
* <tt>0x006CEC</tt> = Change what Double Shot does (modifier) | * <tt>0x006CEC</tt> to <tt>0x------</tt> = Change what Double Shot does (modifier) | ||
* <tt>0x006CF9</tt> = Change what Parallel Shot does (modifier) | * <tt>0x006CF9</tt> to <tt>0x------</tt> = Change what Parallel Shot does (modifier) | ||
* <tt>0x006D04</tt> = Green Crystal effect on Sword | * <tt>0x006D04</tt> to <tt>0x------</tt> = Green Crystal effect on Sword | ||
* <tt>0x006D0C</tt> = Green Crystal timer starting number | * <tt>0x006D0C</tt> to <tt>0x------</tt> = Green Crystal timer starting number | ||
* <tt>0x006D19</tt> = Blue Necklace timer starting number | * <tt>0x006D19</tt> to <tt>0x------</tt> = Blue Necklace timer starting number | ||
* <tt>0x006D91</tt> = Amount of HP to regain from Green Drink | * <tt>0x006D91</tt> to <tt>0x------</tt> = Amount of HP to regain from Green Drink | ||
* <tt>0x006D96</tt> = Amount of HP to regain from Orange Drink | * <tt>0x006D96</tt> to <tt>0x------</tt> = Amount of HP to regain from Orange Drink | ||
* <tt>0x006D9B</tt> = Amount of HP to regain from Red Drink | * <tt>0x006D9B</tt> to <tt>0x------</tt> = Amount of HP to regain from Red Drink | ||
* <tt>0x006DF0</tt> = Amount of Lunder to have after "Cursed" Cup | * <tt>0x006DF0</tt> to <tt>0x------</tt> = Amount of Lunder to have after "Cursed" Cup | ||
* <tt>0x006DF5</tt> = Amount of Lunder to have after Cup | * <tt>0x006DF5</tt> to <tt>0x------</tt> = Amount of Lunder to have after Cup | ||
* <tt>0x006E14</tt> = Modify Magic Mace timer starting number | * <tt>0x006E14</tt> to <tt>0x------</tt> = Modify Magic Mace timer starting number | ||
* <tt>0x006E24</tt> = Modify Green Necklace timer starting number | * <tt>0x006E24</tt> to <tt>0x------</tt> = Modify Green Necklace timer starting number | ||
* <tt>0x006E4E</tt> = Modify Green Scroll location warp | * <tt>0x006E4E</tt> to <tt>0x------</tt> = Modify Green Scroll location warp | ||
* <tt>0x006E5A</tt> = Modify Orange Scroll location warp | * <tt>0x006E5A</tt> to <tt>0x------</tt> = Modify Orange Scroll location warp | ||
* <tt>0x006EBC</tt> = Time for Crystal to have effect | * <tt>0x006EBC</tt> to <tt>0x------</tt> = Time for Crystal to have effect | ||
* <tt>0x006FFE</tt> = Modify what the "Cursed" Shield does | * <tt>0x006FFE</tt> to <tt>0x------</tt> = Modify what the "Cursed" Shield does | ||
* <tt>0x00709C</tt> = Damage to reduce with Chain Helmet | * <tt>0x00709C</tt> to <tt>0x------</tt> = Damage to reduce with Chain Helmet | ||
* <tt>0x0070AC</tt> = Damage to reduce with Iron Helmet | * <tt>0x0070AC</tt> to <tt>0x------</tt> = Damage to reduce with Iron Helmet | ||
* <tt>0x0070BC</tt> = Damage to reduce with Hyper Helmet | * <tt>0x0070BC</tt> to <tt>0x------</tt> = Damage to reduce with Hyper Helmet | ||
* <tt>0x007136</tt> = Start of Item Text, in ASCII | * <tt>0x007136</tt> to <tt>0x------</tt> = Start of Item Text, in ASCII | ||
==Enemy HP== | |||
* <tt>0x01600E</tt> = Fire | |||
==Level Data== | ==Level Data== | ||
===Warps=== | ===Warps=== | ||
* <tt>0x8C5 to 0xDC4</tt> = Warp Data | * <tt>0x8C5</tt> to <tt>0xDC4</tt> = Warp Data | ||
===Death Bear=== | ===Death Bear=== | ||
* <tt>0x00A38D to 0x00A4CC</tt> = Level Data Ext. right of DB | * <tt>0x00A38D</tt> to <tt>0x00A4CC</tt> = Level Data Ext. right of DB | ||
* <tt>0x00A98D to 0x00AA8C</tt> = Level Data Ext. Death Bear Tower | * <tt>0x00A98D</tt> to <tt>0x00AA8C</tt> = Level Data Ext. Death Bear Tower | ||
* <tt>0x00AA8D to 0x00????</tt> = Level Data Int. right of DB | * <tt>0x00AA8D</tt> to <tt>0x00????</tt> = Level Data Int. right of DB | ||
* <tt>0x00B08D to 0x00B18C</tt> = Level Data Int. Death Bear Tower | * <tt>0x00B08D</tt> to <tt>0x00B18C</tt> = Level Data Int. Death Bear Tower | ||
* <tt>0x00B30D to 0x00B34C</tt> = Level Data Death Bear's Room | * <tt>0x00B30D</tt> to <tt>0x00B34C</tt> = Level Data Death Bear's Room | ||
* <tt>0x00B34D to 0x00B54C</tt> = Level Data Before Towers | * <tt>0x00B34D</tt> to <tt>0x00B54C</tt> = Level Data Before Towers | ||
===Main Tower=== | ===Main Tower=== | ||
* <tt>0x00BFCD to 0x00C10C</tt> = Level Data Outside | * <tt>0x00BFCD</tt> to <tt>0x00C10C</tt> = Level Data Outside | ||
* <tt>0x00C10D to 0x00C30C</tt> = Level Data Room 1 | * <tt>0x00C10D</tt> to <tt>0x00C30C</tt> = Level Data Room 1 | ||
* <tt>0x00C30D to 0x00C50C</tt> = Level Data Room 2 | * <tt>0x00C30D</tt> to <tt>0x00C50C</tt> = Level Data Room 2 | ||
* <tt>0x00C50D to 0x00C70C</tt> = Level Data Room 3 | * <tt>0x00C50D</tt> to <tt>0x00C70C</tt> = Level Data Room 3 | ||
* <tt>0x00C70D to 0x00C90C</tt> = Level Data Room 4 | * <tt>0x00C70D</tt> to <tt>0x00C90C</tt> = Level Data Room 4 | ||
* <tt>0x00C98D to 0x00C9CC</tt> = Level Data for Dungeon Room 1 | * <tt>0x00C98D</tt> to <tt>0x00C9CC</tt> = Level Data for Dungeon Room 1 | ||
* <tt>0x00C9CD to 0x00CA0C</tt> = Level Data for Dungeon Room 2 | * <tt>0x00C9CD</tt> to <tt>0x00CA0C</tt> = Level Data for Dungeon Room 2 | ||
* <tt>0x00CA0D to 0x00CA4C</tt> = Level Data for Dungeon Room 3 | * <tt>0x00CA0D</tt> to <tt>0x00CA4C</tt> = Level Data for Dungeon Room 3 | ||
* <tt>0x00CA4D to 0x00CA8C</tt> = Level Data for Dungeon Room 4 | * <tt>0x00CA4D</tt> to <tt>0x00CA8C</tt> = Level Data for Dungeon Room 4 | ||
* <tt>0x00CA8D to 0x00CACC</tt> = Level Data for Dungeon Room 5 | * <tt>0x00CA8D</tt> to <tt>0x00CACC</tt> = Level Data for Dungeon Room 5 | ||
* <tt>0x00CACD to 0x00CB0C</tt> = Level Data for Dungeon Room 6 | * <tt>0x00CACD</tt> to <tt>0x00CB0C</tt> = Level Data for Dungeon Room 6 | ||
* <tt>0x00CB0D to 0x00CB4C</tt> = Level Data for Dungeon Room 7 | * <tt>0x00CB0D</tt> to <tt>0x00CB4C</tt> = Level Data for Dungeon Room 7 | ||
* <tt>0x00CB8D to 0x00CBCC</tt> = Level Data for Shops | * <tt>0x00CB8D</tt> to <tt>0x00CBCC</tt> = Level Data for Shops | ||
==Palettes== | ==Palettes== | ||
* <tt>0x00E478 to 0x00E487</tt> = Area before Towers | * <tt>0x00E478</tt> to <tt>0x00E487</tt> = Area before Towers | ||
* <tt>0x00E488 to 0x00E497</tt> = Outside | * <tt>0x00E488</tt> to <tt>0x00E497</tt> = Outside | ||
* <tt>0x00E508 to 0x00E517</tt> = Ext. Tower (Death Bear) | * <tt>0x00E508</tt> to <tt>0x00E517</tt> = Ext. Tower (Death Bear) | ||
* <tt>0x00E578 to 0x00E587</tt> = Int. Tower (Death Bear) | * <tt>0x00E578</tt> to <tt>0x00E587</tt> = Int. Tower (Death Bear) | ||
* <tt>0x00E5E8 to 0x00E5F7</tt> = Death Bear's Room | * <tt>0x00E5E8</tt> to <tt>0x00E5F7</tt> = Death Bear's Room | ||
* <tt>0x00E5F8 to 0x00E607</tt> = 1st/5th level of Castle | * <tt>0x00E5F8</tt> to <tt>0x00E607</tt> = 1st/5th level of Castle | ||
* <tt>0x00E608 to 0x00E617</tt> = 2nd/6th level of Castle | * <tt>0x00E608</tt> to <tt>0x00E617</tt> = 2nd/6th level of Castle | ||
* <tt>0x00E618 to 0x00E627</tt> = 3rd/7th level of Castle | * <tt>0x00E618</tt> to <tt>0x00E627</tt> = 3rd/7th level of Castle | ||
* <tt>0x00E628 to 0x00E637</tt> = 4th/8th level of Castle | * <tt>0x00E628</tt> to <tt>0x00E637</tt> = 4th/8th level of Castle | ||
==Graphics== | ==Graphics== | ||
{{note|The graphics in this game contain data. This makes the tiles not line up correctly when viewed with a tile editor. The data however is not loaded into the CHR when the game runs.}} | |||
</ | * <tt>0x010584</tt> to <tt>0x0148A3</tt> = Graphics | ||
==Text== | ==Text== | ||
* <tt>0x00233F</tt> = Title Screen Text + Misc other Text, ASCII | * <tt>0x00233F</tt> to <tt>0x------</tt> = Title Screen Text + Misc other Text, ASCII | ||
* <tt>0x0065DB</tt> = 3 Words(Give up, Used, Throw Away), in ASCII | * <tt>0x0065DB</tt> to <tt>0x------</tt> = 3 Words(Give up, Used, Throw Away), in ASCII | ||
* <tt>0x007136</tt> = Item Names maybe?, ASCII | * <tt>0x007136</tt> to <tt>0x------</tt> = Item Names maybe?, ASCII | ||
* <tt>0x01DFBB</tt> = Misc Text, in ASCII as well | * <tt>0x01DFBB</tt> to <tt>0x------</tt> = Misc Text, in ASCII as well | ||
* <tt>0x01E294</tt> = More Text, ASCII | * <tt>0x01E294</tt> to <tt>0x------</tt> = More Text, ASCII | ||
* <tt>0x01EDB6</tt> = Credit Text, ASCII | * <tt>0x01EDB6</tt> to <tt>0x------</tt> = Credit Text, ASCII | ||
* <tt>0x01F1D6</tt> = Looks like Area Names, ASCII | * <tt>0x01F1D6</tt> to <tt>0x------</tt> = Looks like Area Names, ASCII | ||
{{Internal Data}} | |||
Latest revision as of 14:26, 24 January 2024
The following article is a ROM map for Deadly Towers.
Beginning Stats
HP and Money
- 0x000133 to 0x------ = Beginning HP on start
- 0x00013B to 0x------ = Beginning Lunder amount
- 0x002765 to 0x------ = Beginning Max HP amount
Items
IDs
This game has a lot of items!
00: Nothing 01: Nothing 02: Helmet 03: Knight's helmet 04: Warrior helmet with horns 05: Nothing 06: Round shield 07: Iron shield 08: Gold shield 09: Nothing 0A: Tunic 0B: Armor 0C: Golden armor 0D: Sword you start with 0E: Grey sword 0F: Long Sword 10: Long gold sword 11: Key 12: Bell 13: Torch 14: Boots 15: No idea what this is, a statue? 16: Blue glove 17: Grey Glove 18: Golden glove 19: Square shield 1A: Square shield 2 1B: Blue orb 1C: Green orb 1D: Orange orb 1E: Red orb 1F: Yellow scroll 20: Blue scroll 21: Dark blue scroll 22: Grey scroll 23: Blue necklace 24: Green necklace 25: Orange necklace 26: Red necklace 27: Blue potion 28: Green potion 29: Orange potion 2A: Red potion 2B: Spiky ball 2C: Chalice 2D: Round shield 2 2E: Grey chalice The rest is garbage
Defense
- 0x00276A to 0x------ = Beginning 1st item in defense
- 0x00276B to 0x------ = Beginning 2nd item in defense
- 0x00276C to 0x------ = Beginning 3rd item in defense
Attack
- 0x00276D to 0x------ = Beginning 1st item in attack
- 0x00276E to 0x------ = Beginning 2nd item in attack
- 0x00276F to 0x------ = Beginning 3rd item in attack
Inventory
- 0x002770 to 0x------ = Beginning 1st item in inventory
- 0x002771 to 0x------ = Beginning 2nd item in inventory
- 0x002772 to 0x------ = Beginning 3rd item in inventory
- 0x002773 to 0x------ = Beginning 4th item in inventory
- 0x002774 to 0x------ = Beginning 5th item in inventory
- 0x002775 to 0x------ = Beginning 6th item in inventory
- 0x002776 to 0x------ = Beginning 7th item in inventory
- 0x002777 to 0x------ = Beginning 8th item in inventory
- 0x002778 to 0x------ = Beginning 9th item in inventory
Title Screen
- 0x00233F to 0x0023C6 = Text on the titlescreen.
- 0x002495 to 0x002567 = Titlescreen Data.
- 0x0022A9 to 0x0022C8 = Palettes used for Title Screen
Palettes used
- 0x0022A9 to 0x------ = Black, unsure of what
- 0x0022AA to 0x------ = Inner Blue part of Deadly Towers on Title Screen
- 0x0022AB to 0x------ = Orange Part of Deadly Towers on Title Screen
- 0x0022AC to 0x------ = Purple Part of Deadly Towers on Title Screen
- 0x0022AD to 0x------ = Black, unsure of what
- 0x0022AE to 0x------ = Blue, but nothing changes on title screen
- 0x0022AF to 0x------ = Orange, but nothing seems to change on title screen
- 0x0022B0 to 0x------ = Purple, but doesnt change anything on title screen
- 0x0022B1 to 0x0022B8 = Unknown, not bothering with them....
- 0x0022B9 to 0x------ = Background Color.
- 0x0022BA to 0x0022C8 = Unknown, not bothering with them right now
Item effects
- 0x006CC7 to 0x------ = Speed given by Gloves
- 0x006CD4 to 0x------ = Speed given by Normal Gloves
- 0x006CDF to 0x------ = Speed given by Gauntlets
- 0x006D14 to 0x------ = Blue Necklace effect on Sword
- 0x006D31 to 0x------ = Powerup of Normal Sword [two times] (40)
- 0x006D3E to 0x------ = Powerup of Dragon Slayer [three times] (80)
- 0x006D49 to 0x------ = Powerup of Splendor! [four times] (C0)
- 0x006CEC to 0x------ = Change what Double Shot does (modifier)
- 0x006CF9 to 0x------ = Change what Parallel Shot does (modifier)
- 0x006D04 to 0x------ = Green Crystal effect on Sword
- 0x006D0C to 0x------ = Green Crystal timer starting number
- 0x006D19 to 0x------ = Blue Necklace timer starting number
- 0x006D91 to 0x------ = Amount of HP to regain from Green Drink
- 0x006D96 to 0x------ = Amount of HP to regain from Orange Drink
- 0x006D9B to 0x------ = Amount of HP to regain from Red Drink
- 0x006DF0 to 0x------ = Amount of Lunder to have after "Cursed" Cup
- 0x006DF5 to 0x------ = Amount of Lunder to have after Cup
- 0x006E14 to 0x------ = Modify Magic Mace timer starting number
- 0x006E24 to 0x------ = Modify Green Necklace timer starting number
- 0x006E4E to 0x------ = Modify Green Scroll location warp
- 0x006E5A to 0x------ = Modify Orange Scroll location warp
- 0x006EBC to 0x------ = Time for Crystal to have effect
- 0x006FFE to 0x------ = Modify what the "Cursed" Shield does
- 0x00709C to 0x------ = Damage to reduce with Chain Helmet
- 0x0070AC to 0x------ = Damage to reduce with Iron Helmet
- 0x0070BC to 0x------ = Damage to reduce with Hyper Helmet
- 0x007136 to 0x------ = Start of Item Text, in ASCII
Enemy HP
- 0x01600E = Fire
Level Data
Warps
- 0x8C5 to 0xDC4 = Warp Data
Death Bear
- 0x00A38D to 0x00A4CC = Level Data Ext. right of DB
- 0x00A98D to 0x00AA8C = Level Data Ext. Death Bear Tower
- 0x00AA8D to 0x00???? = Level Data Int. right of DB
- 0x00B08D to 0x00B18C = Level Data Int. Death Bear Tower
- 0x00B30D to 0x00B34C = Level Data Death Bear's Room
- 0x00B34D to 0x00B54C = Level Data Before Towers
Main Tower
- 0x00BFCD to 0x00C10C = Level Data Outside
- 0x00C10D to 0x00C30C = Level Data Room 1
- 0x00C30D to 0x00C50C = Level Data Room 2
- 0x00C50D to 0x00C70C = Level Data Room 3
- 0x00C70D to 0x00C90C = Level Data Room 4
- 0x00C98D to 0x00C9CC = Level Data for Dungeon Room 1
- 0x00C9CD to 0x00CA0C = Level Data for Dungeon Room 2
- 0x00CA0D to 0x00CA4C = Level Data for Dungeon Room 3
- 0x00CA4D to 0x00CA8C = Level Data for Dungeon Room 4
- 0x00CA8D to 0x00CACC = Level Data for Dungeon Room 5
- 0x00CACD to 0x00CB0C = Level Data for Dungeon Room 6
- 0x00CB0D to 0x00CB4C = Level Data for Dungeon Room 7
- 0x00CB8D to 0x00CBCC = Level Data for Shops
Palettes
- 0x00E478 to 0x00E487 = Area before Towers
- 0x00E488 to 0x00E497 = Outside
- 0x00E508 to 0x00E517 = Ext. Tower (Death Bear)
- 0x00E578 to 0x00E587 = Int. Tower (Death Bear)
- 0x00E5E8 to 0x00E5F7 = Death Bear's Room
- 0x00E5F8 to 0x00E607 = 1st/5th level of Castle
- 0x00E608 to 0x00E617 = 2nd/6th level of Castle
- 0x00E618 to 0x00E627 = 3rd/7th level of Castle
- 0x00E628 to 0x00E637 = 4th/8th level of Castle
Graphics
Note: The graphics in this game contain data. This makes the tiles not line up correctly when viewed with a tile editor. The data however is not loaded into the CHR when the game runs. |
- 0x010584 to 0x0148A3 = Graphics
Text
- 0x00233F to 0x------ = Title Screen Text + Misc other Text, ASCII
- 0x0065DB to 0x------ = 3 Words(Give up, Used, Throw Away), in ASCII
- 0x007136 to 0x------ = Item Names maybe?, ASCII
- 0x01DFBB to 0x------ = Misc Text, in ASCII as well
- 0x01E294 to 0x------ = More Text, ASCII
- 0x01EDB6 to 0x------ = Credit Text, ASCII
- 0x01F1D6 to 0x------ = Looks like Area Names, ASCII
Internal Data for Deadly Towers
| |
---|---|