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Deadly Towers/ROM map: Difference between revisions
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==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 | ||
* <tt> | ==Text== | ||
* <tt>0x00233F</tt> to <tt>0x------</tt> = Title Screen Text + Misc other Text, ASCII | |||
* <tt>0x0065DB</tt> to <tt>0x------</tt> = 3 Words(Give up, Used, Throw Away), in ASCII | |||
* <tt>0x007136</tt> to <tt>0x------</tt> = Item Names maybe?, ASCII | |||
* <tt>0x01DFBB</tt> to <tt>0x------</tt> = Misc Text, in ASCII as well | |||
* <tt>0x01E294</tt> to <tt>0x------</tt> = More Text, ASCII | |||
* <tt>0x01EDB6</tt> to <tt>0x------</tt> = Credit Text, 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
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