Mega Man 5/ROM map: Difference between revisions

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m (Danke moved page Mega Man V:ROM map to Mega Man 5:ROM map without leaving a redirect)
m (Xkeeper moved page Mega Man 5:ROM map to Mega Man 5/ROM map: normalize subpages and titles)
 
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{{rommap|game=Mega Man V}}
{{rommap|game=Mega Man 5}}


=Level and Screen Data Banks=
=Level and Screen Data Banks=
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* <tt>37B72 to 37C01 (90)</tt> = [[Mega Man 5:Enemy ID|Enemy ID]]: Type Bits
* <tt>37B72 to 37C01 (90)</tt> = [[Mega Man 5:Enemy ID|Enemy ID]]: Type Bits
* <tt>37C02 to 37C91 (90)</tt> = [[Mega Man 5:Enemy ID|Enemy ID]]: [[Mega Man 5:Sprite ID|Sprite ID]]
* <tt>37C02 to 37C91 (90)</tt> = [[Mega Man 5:Enemy ID|Enemy ID]]: [[Mega Man 5:Sprite ID|Sprite ID]]
* <tt>37C92 to 37D51 (C0)</tt> = [[Mega Man 5:Enemy ID|Enemy ID]]: Hit Points
* <tt>37C92 to 37D21 (90)</tt> = [[Mega Man 5:Enemy ID|Enemy ID]]: Hit Points
* <tt>37D22 to 37DB1 (90)</tt> = [[Mega Man 5:Enemy ID|Enemy ID]]: X Speed Index (into 37DB2)
* <tt>37DB2 to 37DB9 (8)</tt> = Speed Index: X Speed Values (low byte)
* <tt>37DBA to 37DC1 (8)</tt> = Speed Index: X Speed Values (high byte)
* <tt>37DC2 to 37DF1 (30)</tt> = [[Mega Man 5:Effect Enemy|Effect Enemy]] ID: Reference Data
* <tt>37DC2 to 37DF1 (30)</tt> = [[Mega Man 5:Effect Enemy|Effect Enemy]] ID: Reference Data
* <tt>37DF2 to 37E21 (30)</tt> = [[Mega Man 5:Effect Enemy|Effect Enemy]] ID: Reference Data 2
* <tt>37DF2 to 37E21 (30)</tt> = [[Mega Man 5:Effect Enemy|Effect Enemy]] ID: Reference Data 2
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* <tt>385D3 to 386D2 (100)</tt> = [[Mega Man 5:Object ID|Object ID]]: Damage Table
* <tt>385D3 to 386D2 (100)</tt> = [[Mega Man 5:Object ID|Object ID]]: Damage Table
=Bank 1D=
* <tt>3A69D (1)</tt> = Fish enemy's X speed (low)
* <tt>3A6A2 (1)</tt> = Fish enemy's X speed (high)


=Bank 1E-1F: Main Banks=
=Bank 1E-1F: Main Banks=
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* <tt>3EC6D to 3EC85 (18)</tt> = [[Mega Man 5:Routine|Routine]]: Play music or sound effect. Set the accumulator to the value of a song or sound effect you want to play, then JSR to this routine.
* <tt>3EC6D to 3EC85 (18)</tt> = [[Mega Man 5:Routine|Routine]]: Play music or sound effect. Set the accumulator to the value of a song or sound effect you want to play, then JSR to this routine.


{{Internal Data|game=Mega Man V}}
{{Internal Data|game=Mega Man 5}}

Latest revision as of 02:42, 24 January 2024

Chip tiny.png The following article is a ROM map for Mega Man 5.

Level and Screen Data Banks

  • 00000 to 0000F (F) = Header

Bank 0: Gravityman

Bank 1: Waveman

Bank 2: Stoneman

Bank 3: Gyroman

Bank 4: Starman

Bank 5: Chargeman

Bank 6: Napalmman

Bank 7: Crystalman

Bank 8: Protoman Castle 1

Bank 9: Protoman Castle 2

Bank A: Protoman Castle 3

Bank B: Protoman Castle 4 / Scenes Bank 1

Bank C: Wily Castle 1

Bank D: Wily Castle 2

  • 1A810 to 1A90F (100) = Empty
  • 1A910 to 1AD0F (400) = Level Data: Wily Castle 2
  • 1AD10 to 1C00F (1300) = Screen Bank Data: Wily Castle 2

Bank E: Wily Castle 3

  • 1C810 to 1C90F (100) = Empty
  • 1C910 to 1CD0F (400) = Level Data: Wily Castle 3
  • 1CD10 to 1E00F (1300) = Screen Bank Data: Wily Castle 3

Bank F: Wily Castle 4 / Scenes Bank 2

  • 1E010 to 1E037 (28) = Credits Text: Low Bytes of Pointers
  • 1E038 to 1E05F (28) = Credits Text: High Bytes of Pointers
  • 1E060 to 1E588 (529) = Credits Text Data
  • 1E810 to 1E90F (100) = Empty
  • 1E910 to 1ED0F (400) = Level Data: Wily Castle 4
  • 1ED10 to 2000F (1300) = Screen Bank Data: Scenes 2

Bank 10: Scenes Bank 3

Bank 11: Scenes Bank 4

Banks 12-16: Sprite Data Banks

Banks 12-13: Sprite Data Bank 1

Banks 14-15: Sprite Data Bank 2

Bank 16: Sprite Data Bank 3

Bank 17

Banks 18-1A: Sound Banks

  • 30010 to 3600F (6000) = Sound engine, Music and Sound Effect Data

Bank 1B: Enemy Data Bank

  • 37AE2 to 37B71 (90) = Enemy ID: Object ID
  • 37B72 to 37C01 (90) = Enemy ID: Type Bits
  • 37C02 to 37C91 (90) = Enemy ID: Sprite ID
  • 37C92 to 37D21 (90) = Enemy ID: Hit Points
  • 37D22 to 37DB1 (90) = Enemy ID: X Speed Index (into 37DB2)
  • 37DB2 to 37DB9 (8) = Speed Index: X Speed Values (low byte)
  • 37DBA to 37DC1 (8) = Speed Index: X Speed Values (high byte)
  • 37DC2 to 37DF1 (30) = Effect Enemy ID: Reference Data
  • 37DF2 to 37E21 (30) = Effect Enemy ID: Reference Data 2
  • 37E22 to 37E65 (44) = Effect Enemy Data: Extra Palette Data
  • 37E66 to 37E7F (1A) = Effect Enemy Data: CHR Bank Data

Bank 1C

  • 385D3 to 386D2 (100) = Object ID: Damage Table

Bank 1D

  • 3A69D (1) = Fish enemy's X speed (low)
  • 3A6A2 (1) = Fish enemy's X speed (high)

Bank 1E-1F: Main Banks