Deadly Towers/ROM map: Difference between revisions

From Data Crystal
Jump to navigation Jump to search
mNo edit summary
 
(5 intermediate revisions by 3 users not shown)
Line 128: Line 128:
* <tt>0x0070BC</tt> to <tt>0x------</tt> = Damage to reduce with Hyper Helmet
* <tt>0x0070BC</tt> to <tt>0x------</tt> = Damage to reduce with Hyper Helmet
* <tt>0x007136</tt> to <tt>0x------</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==
Line 167: Line 170:


==Graphics==
==Graphics==
{{note|text=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.}}
{{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>0x010584</tt> to <tt>0x0148A3</tt> = Graphics


Line 178: Line 181:
* <tt>0x01EDB6</tt> to <tt>0x------</tt> = Credit Text, ASCII
* <tt>0x01EDB6</tt> to <tt>0x------</tt> = Credit Text, ASCII
* <tt>0x01F1D6</tt> to <tt>0x------</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

Chip tiny.png 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 for template.png
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