Mega Man (NES)/ROM map: Difference between revisions

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{{rommap|game=Mega Man}}
{{rommap|game=Mega Man}}
[NOTE: Addresses are headered and applicable to both regions unless stated otherwise]
==Level Data==
===Cutman Data===
Level Bank
* <tt>0x00010</tt> <tt>-</tt> <tt>0x0030F</tt> = TSA Data (Shared with Dr. Wily 1)
* <tt>0x00310</tt> <tt>-</tt> <tt>0x003CF</tt> = Attribute Data (Shared with Dr. Wily 1)
* <tt>0x003D0</tt> <tt>-</tt> <tt>0x00BCF</tt> = Room Tile Data (Shared with Dr. Wily 1)
* <tt>0x00BD0</tt> <tt>-</tt> <tt>0x00C0F</tt> = Unknown (TODO)
* <tt>0x00C10</tt> <tt>-</tt> <tt>0x00C3F</tt> = Room Order Data (Shared with Dr. Wily 1)
* <tt>0x00C40</tt> <tt>-</tt> <tt>0x00C7F</tt> = Room Pointers (Shared with Dr. Wily 1)
* <tt>0x00C80</tt> <tt>-</tt> <tt>0x00CAF</tt> = Scroll Data (Shared with Dr. Wily 1)
* <tt>0x00CB0</tt> <tt>-</tt> <tt>0x00CDF</tt> = Palette Data
* <tt>0x00D10</tt> <tt>-</tt> <tt>0x00D2F</tt> = Initial Sprite Pattern Table Setup Data
* <tt>0x00D50</tt> <tt>-</tt> <tt>0x00D8F</tt> = Sprite Pattern Table Change Index Data Table (Shared with Dr. Wily 1)
* <tt>0x00D90</tt> <tt>-</tt> <tt>0x00E0F</tt> = Sprite Pattern Table Change Data Table (Shared with Dr. Wily 1)
* <tt>0x00E10</tt> <tt>-</tt> <tt>0x00EAF</tt> = Special Objects Data
* <tt>0x00F50</tt> <tt>-</tt> <tt>0x00F7F</tt> = Boss Shutter TSA Data (Shared with Dr. Wily 1)
* <tt>0x00F80</tt> <tt>-</tt> <tt>0x00F8F</tt> = Boss Shutter Attribute Data (Shared with Dr. Wily 1)
* <tt>0x00F90</tt> <tt>-</tt> <tt>0x0100F</tt> = Boss Shutter Tile Drawing Data (Shared with Dr. Wily 1)
Miscellaneous Level Data
* <tt>0x153A4</tt> = Background Music Track Index [Default: 05]
* <tt>0x153B0</tt> = Stage Start Scroll Layout [Default: 00]
* <tt>0x153BC</tt> = Checkpoint 1 Scroll Layout [Default: 05]
* <tt>0x153C8</tt> = Checkpoint 2 Scroll Layout [Default: 0C]
* <tt>0x153DF</tt> = Checkpoint 1 Enemy Data Position [Default: 1B]
* <tt>0x153EB</tt> = Checkpoint 2 Enemy Data Position [Default: 2D]
* <tt>0x1540A</tt> = Checkpoint 1 Scroll First Screen [Default: 0A]
* <tt>0x15416</tt> = Checkpoint 2 Scroll First Screen [Default: 14]
* <tt>0x15422</tt> = Checkpoint 1 Scroll Last Screen [Default: 0A]
* <tt>0x1542E</tt> = Checkpoint 2 Scroll Last Screen [Default: 16]
* <tt>0x15F12</tt> = First Door Screen [Default: 13]
* <tt>0x15F1D</tt> <tt>-</tt> <tt>0x15F2C</tt> = Post-Door Palette
* <tt>0x1A462</tt> <tt>-</tt> <tt>0x1A463</tt> = Enemy Data Pointer
* <tt>0x1C2E4</tt> = Checkpoint 1 Activation Screen [Default: 0A]
* <tt>0x1C2F0</tt> = Checkpoint 2 Activation Screen [Default: 14]
* <tt>0x1C2FB</tt> = Stage Start Room [Default: 00]
* <tt>0x1C307</tt> = Checkpoint 1 Respawn Room [Default: 0A]
* <tt>0x1C313</tt> = Checkpoint 2 Respawn Room [Default: 14]
* <tt>0x1C52A</tt> = Start Y Position [Default: 94]
* <tt>0x1C536</tt> = Checkpoint 1 Y Position [Default: 94]
* <tt>0x1C542</tt> = Checkpoint 2 Y Position [Default: 94]
* <tt>0x1CD56</tt> = TSA Solidity Setting 1 Data [Default: 00]
* <tt>0x1CD57</tt> = TSA Solidity Setting 2 Data [Default: 01]
* <tt>0x1CD58</tt> = TSA Solidity Setting 3 Data [Default: 02]
* <tt>0x1CD59</tt> = TSA Solidity Setting 4 Data [Default: 03]
Cutman Boss
* <tt>0x1FDFE</tt> <tt>-</tt> <tt>0x1FE05</tt> (USA), <tt>0x1FE32</tt> <tt>-</tt> <tt>0x1FE39</tt> (JPN) = Boss Weakness Table
* <tt>0x1FECB</tt> (USA), <tt>0x1FEFF</tt> (JPN) = Boss Projectile Damage [Default: 04]


== Cutman Data ==
===Iceman Data===
Level Bank
* <tt>0x04010</tt> <tt>-</tt> <tt>0x0430F</tt> = TSA Data (Shared with Dr. Wily 2)
* <tt>0x04310</tt> <tt>-</tt> <tt>0x043CF</tt> = Attribute Data (Shared with Dr. Wily 2)
* <tt>0x043D0</tt> <tt>-</tt> <tt>0x04BCF</tt> = Room Tile Data (Shared with Dr. Wily 2)
* <tt>0x04BD0</tt> <tt>-</tt> <tt>0x04C0F</tt> = Unknown (TODO)
* <tt>0x04C10</tt> <tt>-</tt> <tt>0x04C3F</tt> = Room Order Data (Shared with Dr. Wily 2)
* <tt>0x04C40</tt> <tt>-</tt> <tt>0x04C7F</tt> = Room Pointers (Shared with Dr. Wily 2)
* <tt>0x04C80</tt> <tt>-</tt> <tt>0x04CAF</tt> = Scroll Data (Shared with Dr. Wily 2)
* <tt>0x04CB0</tt> <tt>-</tt> <tt>0x04CDF</tt> = Palette Data
* <tt>0x04D10</tt> <tt>-</tt> <tt>0x04D2F</tt> = Initial Sprite Pattern Table Setup Data
* <tt>0x04D50</tt> <tt>-</tt> <tt>0x04D8F</tt> = Sprite Pattern Table Change Index Data Table (Shared with Dr. Wily 2)
* <tt>0x04D90</tt> <tt>-</tt> <tt>0x04E0F</tt> = Sprite Pattern Table Change Data Table (Shared with Dr. Wily 2)
* <tt>0x04E10</tt> <tt>-</tt> <tt>0x04EAF</tt> = Special Objects Data
* <tt>0x04F50</tt> <tt>-</tt> <tt>0x04F7F</tt> = Boss Shutter TSA Data (Shared with Dr. Wily 2)
* <tt>0x04F80</tt> <tt>-</tt> <tt>0x04F8F</tt> = Boss Shutter Attribute Data (Shared with Dr. Wily 2)
* <tt>0x04F90</tt> <tt>-</tt> <tt>0x0500F</tt> = Boss Shutter Tile Drawing Data (Shared with Dr. Wily 2)
Miscellaneous Level Data
* <tt>0x153A5</tt> = Background Music Track Index [Default: 0F]
* <tt>0x153B1</tt> = Stage Start Scroll Layout [Default: 00]
* <tt>0x153BD</tt> = Checkpoint 1 Scroll Layout [Default: 01]
* <tt>0x153C9</tt> = Checkpoint 2 Scroll Layout [Default: 05]
* <tt>0x153E0</tt> = Checkpoint 1 Enemy Data Position [Default: 11]
* <tt>0x153EC</tt> = Checkpoint 2 Enemy Data Position [Default: 27]
* <tt>0x1540B</tt> = Checkpoint 1 Scroll First Screen [Default: 0A]
* <tt>0x15417</tt> = Checkpoint 2 Scroll First Screen [Default: 14]
* <tt>0x15423</tt> = Checkpoint 1 Scroll Last Screen [Default: 0A]
* <tt>0x154FE</tt> = Checkpoint 2 Scroll Last Screen [Default: 16]
* <tt>0x15F13</tt> = First Door Screen [Default: 13]
* <tt>0x15F2D</tt> <tt>-</tt> <tt>0x15F3C</tt> = Post-Door Palette
* <tt>0x1A464</tt> <tt>-</tt> <tt>0x1A465</tt> = Enemy Data Pointer
* <tt>0x1C2E5</tt> = Checkpoint 1 Activation Screen [Default: 0A]
* <tt>0x1C2F1</tt> = Checkpoint 2 Activation Screen [Default: 14]
* <tt>0x1C2FC</tt> = Stage Start Room [Default: 00]
* <tt>0x1C308</tt> = Checkpoint 1 Respawn Room [Default: 0A]
* <tt>0x1C314</tt> = Checkpoint 2 Respawn Room [Default: 14]
* <tt>0x1C52B</tt> = Start Y Position [Default: B4]
* <tt>0x1C537</tt> = Checkpoint 1 Y Position [Default: C4]
* <tt>0x1C543</tt> = Checkpoint 2 Y Position [Default: 94]
* <tt>0x1CD5A</tt> = TSA Solidity Setting 1 Data [Default: 00]
* <tt>0x1CD5B</tt> = TSA Solidity Setting 2 Data [Default: 01]
* <tt>0x1CD5C</tt> = TSA Solidity Setting 3 Data [Default: 04]
* <tt>0x1CD5D</tt> = TSA Solidity Setting 4 Data [Default: 05]


* <tt>0x00010 to 0x-----</tt> = TSA Data
===Bombman Data===
* <tt>0x00310 to 0x-----</tt> = Attribute Data
Level Bank
* <tt>0x003D0 to 0x00BCF</tt> = Room Tile Data
* <tt>0x08010</tt> <tt>-</tt> <tt>0x0830F</tt> = TSA Data (Shared with Dr. Wily 3)
* <tt>0x00C10 to 0x00C3F</tt> = Room Order Data
* <tt>0x08310</tt> <tt>-</tt> <tt>0x083CF</tt> = Attribute Data (Shared with Dr. Wily 3)
* <tt>0x00C40 to 0x00C7F</tt> = Room Pointers
* <tt>0x083D0</tt> <tt>-</tt> <tt>0x08BCF</tt> = Room Tile Data (Shared with Dr. Wily 3)
* <tt>0x00C81 to 0x00C8E</tt> = Scroll Data
* <tt>0x08BD0</tt> <tt>-</tt> <tt>0x08C0F</tt> = Unknown (TODO)
* <tt>0x00CB0 to 0x00CCF</tt> = Palette Data
* <tt>0x08C10</tt> <tt>-</tt> <tt>0x08C3F</tt> = Room Order Data (Shared with Dr. Wily 3)
* <tt>0x00D10 to 0x00D26</tt> = Initial Pattern Table Setup Data
* <tt>0x08C40</tt> <tt>-</tt> <tt>0x08C7F</tt> = Room Pointers (Shared with Dr. Wily 3)
* <tt>0x00D50 to 0x00D8F</tt> = Sprite Pattern Table Change Index Data Table
* <tt>0x08C80</tt> <tt>-</tt> <tt>0x08CAF</tt> = Scroll Data (Shared with Dr. Wily 3)
* <tt>0x00D90 to 0x00E0F</tt> = Sprite Pattern Table Change Data Table
* <tt>0x08CB0</tt> <tt>-</tt> <tt>0x08CDF</tt> = Palette Data
* <tt>0x00E10 to 0x00E9C</tt> = Special Objects Data
* <tt>0x08D10</tt> <tt>-</tt> <tt>0x08D2F</tt> = Initial Sprite Pattern Table Setup Data
* <tt>0x153A4</tt> = Background Music Track Index
* <tt>0x08D50</tt> <tt>-</tt> <tt>0x08D8F</tt> = Sprite Pattern Table Change Index Data Table (Shared with Dr. Wily 3)
* <tt>0x153B0</tt> = Start Scroll Position Data
* <tt>0x08D90</tt> <tt>-</tt> <tt>0x08E0F</tt> = Sprite Pattern Table Change Data Table (Shared with Dr. Wily 3)
* <tt>0x153BC</tt> = Checkpoint 1 Scroll Position Data
* <tt>0x08E10</tt> <tt>-</tt> <tt>0x08EAF</tt> = Special Objects Data
* <tt>0x153C8</tt> = Checkpoint 2 Scroll Position Data
* <tt>0x08F50</tt> <tt>-</tt> <tt>0x08F7F</tt> = Boss Shutter TSA Data (Shared with Dr. Wily 3)
* <tt>0x153DF</tt> = Enemy Data Position For Checkpoint 1
* <tt>0x08F80</tt> <tt>-</tt> <tt>0x08F8F</tt> = Boss Shutter Attribute Data (Shared with Dr. Wily 3)
* <tt>0x153EB</tt> = Enemy Data Position For Checkpoint 2
* <tt>0x08F90</tt> <tt>-</tt> <tt>0x0900F</tt> = Boss Shutter Tile Drawing Data (Shared with Dr. Wily 3)
* <tt>0x1540A</tt> = Checkpoint 1 Scroll Setting #1
* <tt>0x15416</tt> = Checkpoint 2 Scroll Setting #1
* <tt>0x15422</tt> = Checkpoint 1 Scroll Setting #2
* <tt>0x1542E</tt> = Checkpoint 2 Scroll Setting #2
* <tt>0x15F12</tt> = Room Doors Work From Data
* <tt>0x15F1D to 0x15F2C</tt> = Palette (for after the doors) Data
* <tt>0x1A462 to 0x1A463</tt> = Enemy Data Pointer
* <tt>0x1C2E4</tt> = Checkpoint 1 Activation Data
* <tt>0x1C2F0</tt> = Checkpoint 2 Activation Data
* <tt>0x1C2FB</tt> = Start Room Data
* <tt>0x1C307</tt> = Checkpoint 1 Respawn Data
* <tt>0x1C313</tt> = Checkpoint 2 Respawn Data
* <tt>0x1C52A</tt> = Start Y Position
* <tt>0x1C536</tt> = Checkpoint 1 Y Position
* <tt>0x1C542</tt> = Checkpoint 2 Y Position
* <tt>0x1CD56</tt> = TSA Solidity Setting 1 Data
* <tt>0x1CD57</tt> = TSA Solidity Setting 2 Data
* <tt>0x1CD58</tt> = TSA Solidity Setting 3 Data
* <tt>0x1CD59</tt> = TSA Solidity Setting 4 Data
* <tt>0x1FDFE</tt> = Boss Damage Offset
* <tt>0x1FECB</tt> = Boss Projectile Damage


== Iceman Data ==
===Fireman Data===
Level Bank
* <tt>0x0C010</tt> <tt>-</tt> <tt>0x0C30F</tt> = TSA Data (Shared with Dr. Wily 4)
* <tt>0x0C310</tt> <tt>-</tt> <tt>0x0C3CF</tt> = Attribute Data (Shared with Dr. Wily 4)
* <tt>0x0C3D0</tt> <tt>-</tt> <tt>0x0CBCF</tt> = Room Tile Data (Shared with Dr. Wily 4)
* <tt>0x0CBD0</tt> <tt>-</tt> <tt>0x0CC0F</tt> = Unknown (TODO)
* <tt>0x0CC10</tt> <tt>-</tt> <tt>0x0CC3F</tt> = Room Order Data (Shared with Dr. Wily 4)
* <tt>0x0CC40</tt> <tt>-</tt> <tt>0x0CC7F</tt> = Room Pointers (Shared with Dr. Wily 4)
* <tt>0x0CC80</tt> <tt>-</tt> <tt>0x0CCAF</tt> = Scroll Data (Shared with Dr. Wily 4)
* <tt>0x0CCB0</tt> <tt>-</tt> <tt>0x0CCDF</tt> = Palette Data
* <tt>0x0CD10</tt> <tt>-</tt> <tt>0x0CD2F</tt> = Initial Sprite Pattern Table Setup Data
* <tt>0x0CD50</tt> <tt>-</tt> <tt>0x0CD8F</tt> = Sprite Pattern Table Change Index Data Table (Shared with Dr. Wily 4)
* <tt>0x0CD90</tt> <tt>-</tt> <tt>0x0CE0F</tt> = Sprite Pattern Table Change Data Table (Shared with Dr. Wily 4)
* <tt>0x0CE10</tt> <tt>-</tt> <tt>0x0CEAF</tt> = Special Objects Data
* <tt>0x0CF50</tt> <tt>-</tt> <tt>0x0CF7F</tt> = Boss Shutter TSA Data (Shared with Dr. Wily 4)
* <tt>0x0CF80</tt> <tt>-</tt> <tt>0x0CF8F</tt> = Boss Shutter Attribute Data (Shared with Dr. Wily 4)
* <tt>0x0CF90</tt> <tt>-</tt> <tt>0x0D00F</tt> = Boss Shutter Tile Drawing Data (Shared with Dr. Wily 4)


== Bombman Data ==
===Elecman Data===
Level Bank
* <tt>0x10010</tt> <tt>-</tt> <tt>0x1030F</tt> = TSA Data (Shared with Dr. Wily 5)
* <tt>0x10310</tt> <tt>-</tt> <tt>0x103CF</tt> = Attribute Data (Shared with Dr. Wily 5)
* <tt>0x103D0</tt> <tt>-</tt> <tt>0x10BCF</tt> = Room Tile Data (Shared with Dr. Wily 5)
* <tt>0x10BD0</tt> <tt>-</tt> <tt>0x10C0F</tt> = Unknown (TODO)
* <tt>0x10C10</tt> <tt>-</tt> <tt>0x10C3F</tt> = Room Order Data (Shared with Dr. Wily 5)
* <tt>0x10C40</tt> <tt>-</tt> <tt>0x10C7F</tt> = Room Pointers (Shared with Dr. Wily 5)
* <tt>0x10C80</tt> <tt>-</tt> <tt>0x10CAF</tt> = Scroll Data (Shared with Dr. Wily 5)
* <tt>0x10CB0</tt> <tt>-</tt> <tt>0x10CDF</tt> = Palette Data
* <tt>0x10D10</tt> <tt>-</tt> <tt>0x10D2F</tt> = Initial Sprite Pattern Table Setup Data
* <tt>0x10D50</tt> <tt>-</tt> <tt>0x10D8F</tt> = Sprite Pattern Table Change Index Data Table (Shared with Dr. Wily 5)
* <tt>0x10D90</tt> <tt>-</tt> <tt>0x10E0F</tt> = Sprite Pattern Table Change Data Table (Shared with Dr. Wily 5)
* <tt>0x10E10</tt> <tt>-</tt> <tt>0x10EAF</tt> = Special Objects Data
* <tt>0x10F50</tt> <tt>-</tt> <tt>0x10F7F</tt> = Boss Shutter TSA Data (Shared with Dr. Wily 5)
* <tt>0x10F80</tt> <tt>-</tt> <tt>0x10F8F</tt> = Boss Shutter Attribute Data (Shared with Dr. Wily 5)
* <tt>0x10F90</tt> <tt>-</tt> <tt>0x1100F</tt> = Boss Shutter Tile Drawing Data (Shared with Dr. Wily 5)


== Fireman Data ==
===Gutsman Data===
Level Bank
== Elecman Data ==
* <tt>0x14010</tt> <tt>-</tt> <tt>0x1430F</tt> = TSA Data (Shared with Ending)
* <tt>0x14310</tt> <tt>-</tt> <tt>0x143CF</tt> = Attribute Data (Shared with Ending)
* <tt>0x143D0</tt> <tt>-</tt> <tt>0x14BCF</tt> = Room Tile Data (Shared with Ending)
* <tt>0x14BD0</tt> <tt>-</tt> <tt>0x14C0F</tt> = Unknown (TODO)
* <tt>0x14C10</tt> <tt>-</tt> <tt>0x14C3F</tt> = Room Order Data (Shared with Ending)
* <tt>0x14C40</tt> <tt>-</tt> <tt>0x14C7F</tt> = Room Pointers (Shared with Ending)
* <tt>0x14C80</tt> <tt>-</tt> <tt>0x14CAF</tt> = Scroll Data (Shared with Ending)
* <tt>0x14CB0</tt> <tt>-</tt> <tt>0x14CDF</tt> = Palette Data
* <tt>0x14D10</tt> <tt>-</tt> <tt>0x14D2F</tt> = Initial Sprite Pattern Table Setup Data
* <tt>0x14D50</tt> <tt>-</tt> <tt>0x14D8F</tt> = Sprite Pattern Table Change Index Data Table (Shared with Ending)
* <tt>0x14D90</tt> <tt>-</tt> <tt>0x14E0F</tt> = Sprite Pattern Table Change Data Table (Shared with Ending)
* <tt>0x14E10</tt> <tt>-</tt> <tt>0x14EAF</tt> = Special Objects Data
* <tt>0x14F50</tt> <tt>-</tt> <tt>0x14F7F</tt> = Boss Shutter TSA Data (Shared with Ending)
* <tt>0x14F80</tt> <tt>-</tt> <tt>0x14F8F</tt> = Boss Shutter Attribute Data (Shared with Ending)
* <tt>0x14F90</tt> <tt>-</tt> <tt>0x1500F</tt> = Boss Shutter Tile Drawing Data (Shared with Ending)


== Gutsman Data ==
===Dr. Wily 1 Data===
Level Bank
* <tt>0x00010</tt> <tt>-</tt> <tt>0x0030F</tt> = TSA Data (Shared with Cutman)
* <tt>0x00310</tt> <tt>-</tt> <tt>0x003CF</tt> = Attribute Data (Shared with Cutman)
* <tt>0x003D0</tt> <tt>-</tt> <tt>0x00BCF</tt> = Room Tile Data (Shared with Cutman)
* <tt>0x00BD0</tt> <tt>-</tt> <tt>0x00C0F</tt> = Unknown (TODO)
* <tt>0x00C10</tt> <tt>-</tt> <tt>0x00C3F</tt> = Room Order Data (Shared with Cutman)
* <tt>0x00C40</tt> <tt>-</tt> <tt>0x00C7F</tt> = Room Pointers (Shared with Cutman)
* <tt>0x00C80</tt> <tt>-</tt> <tt>0x00CAF</tt> = Scroll Data (Shared with Cutman)
* <tt>0x00CE0</tt> <tt>-</tt> <tt>0x00D0F</tt> = Palette Data
* <tt>0x00D30</tt> <tt>-</tt> <tt>0x00D4F</tt> = Initial Pattern Table Setup Data
* <tt>0x00D50</tt> <tt>-</tt> <tt>0x00D8F</tt> = Sprite Pattern Table Change Index Data Table (Shared with Cutman)
* <tt>0x00D90</tt> <tt>-</tt> <tt>0x00E0F</tt> = Sprite Pattern Table Change Data Table (Shared with Cutman)
* <tt>0x00EB0</tt> <tt>-</tt> <tt>0x00F4F</tt> = Special Objects Data
* <tt>0x00F50</tt> <tt>-</tt> <tt>0x00F7F</tt> = Boss Shutter TSA Data (Shared with Cutman)
* <tt>0x00F80</tt> <tt>-</tt> <tt>0x00F8F</tt> = Boss Shutter Attribute Data (Shared with Cutman)
* <tt>0x00F90</tt> <tt>-</tt> <tt>0x0100F</tt> = Boss Shutter Tile Drawing Data (Shared with Cutman)
Miscellaneous Level Data
* <tt>0x153AA</tt> = Background Music Track Index [Default: 0C]
* <tt>0x153B6</tt> = Stage Start Scroll Layout [Default: 0E]
* <tt>0x153C2</tt> = Checkpoint 1 Scroll Layout [Default: 11]
* <tt>0x153CE</tt> = Checkpoint 2 Scroll Layout [Default: 14]
* <tt>0x153E5</tt> = Checkpoint 1 Enemy Data Position [Default: 0E]
* <tt>0x153F1</tt> = Checkpoint 2 Enemy Data Position [Default: 14]
* <tt>0x15410</tt> = Checkpoint 1 Scroll First Screen [Default: 22]
* <tt>0x1541C</tt> = Checkpoint 2 Scroll First Screen [Default: 26]
* <tt>0x15428</tt> = Checkpoint 1 Scroll Last Screen [Default: 22]
* <tt>0x15434</tt> = Checkpoint 2 Scroll Last Screen [Default: 26]
* <tt>0x15F18</tt> = First Door Screen [Default: FF]
* <tt>0x1A46E</tt> <tt>-</tt> <tt>0x1A46F</tt> = Enemy Data Pointer
* <tt>0x1C2EA</tt> = Checkpoint 1 Activation Screen [Default: 22]
* <tt>0x1C2F6</tt> = Checkpoint 2 Activation Screen [Default: 27]
* <tt>0x1C301</tt> = Stage Start Room [Default: 18]
* <tt>0x1C30D</tt> = Checkpoint 1 Respawn Room [Default: 22]
* <tt>0x1C319</tt> = Checkpoint 2 Respawn Room [Default: 26]
* <tt>0x1C530</tt> = Start Y Position [Default: B4]
* <tt>0x1C53C</tt> = Checkpoint 1 Y Position [Default: 24]
* <tt>0x1C548</tt> = Checkpoint 2 Y Position [Default: B4]
* <tt>0x1CD6E</tt> = TSA Solidity Setting 1 Data [Default: 00]
* <tt>0x1CD6F</tt> = TSA Solidity Setting 2 Data [Default: 01]
* <tt>0x1CD70</tt> = TSA Solidity Setting 3 Data [Default: 03]
* <tt>0x1CD71</tt> = TSA Solidity Setting 4 Data [Default: 02]
Yellow Devil Boss
* <tt>0x1FE2E</tt> <tt>-</tt> <tt>0x1FE35</tt> (USA), <tt>0x1FE62</tt> <tt>-</tt> <tt>0x1FE69</tt> (JPN) = Boss Weakness Table
* <tt>0x1FED1</tt> (USA), <tt>0x1FF05</tt> (JPN) = Boss Projectile Damage [Default: 04]


== Dr. Wily 1 Data ==
===Dr. Wily 2 Data===
Level Bank
* <tt>0x04010</tt> <tt>-</tt> <tt>0x0430F</tt> = TSA Data (Shared with Iceman)
* <tt>0x04310</tt> <tt>-</tt> <tt>0x043CF</tt> = Attribute Data (Shared with Iceman)
* <tt>0x043D0</tt> <tt>-</tt> <tt>0x04BCF</tt> = Room Tile Data (Shared with Iceman)
* <tt>0x04BD0</tt> <tt>-</tt> <tt>0x04C0F</tt> = Unknown (TODO)
* <tt>0x04C10</tt> <tt>-</tt> <tt>0x04C3F</tt> = Room Order Data (Shared with Iceman)
* <tt>0x04C40</tt> <tt>-</tt> <tt>0x04C7F</tt> = Room Pointers (Shared with Iceman)
* <tt>0x04C80</tt> <tt>-</tt> <tt>0x04CAF</tt> = Scroll Data (Shared with Iceman)
* <tt>0x04CE0</tt> <tt>-</tt> <tt>0x04D0F</tt> = Palette Data
* <tt>0x04D30</tt> <tt>-</tt> <tt>0x04D4F</tt> = Initial Pattern Table Setup Data
* <tt>0x04D50</tt> <tt>-</tt> <tt>0x04D8F</tt> = Sprite Pattern Table Change Index Data Table (Shared with Iceman)
* <tt>0x04D90</tt> <tt>-</tt> <tt>0x04E0F</tt> = Sprite Pattern Table Change Data Table (Shared with Iceman)
* <tt>0x04EB0</tt> <tt>-</tt> <tt>0x04F4F</tt> = Special Objects Data
* <tt>0x04F50</tt> <tt>-</tt> <tt>0x04F7F</tt> = Boss Shutter TSA Data (Shared with Iceman)
* <tt>0x04F80</tt> <tt>-</tt> <tt>0x04F8F</tt> = Boss Shutter Attribute Data (Shared with Iceman)
* <tt>0x04F90</tt> <tt>-</tt> <tt>0x0500F</tt> = Boss Shutter Tile Drawing Data (Shared with Iceman)


== Dr. Wily 2 Data ==
===Dr. Wily 3 Data===
Level Bank
* <tt>0x08010</tt> <tt>-</tt> <tt>0x0830F</tt> = TSA Data (Shared with Bombman)
* <tt>0x08310</tt> <tt>-</tt> <tt>0x083CF</tt> = Attribute Data (Shared with Bombman)
* <tt>0x083D0</tt> <tt>-</tt> <tt>0x08BCF</tt> = Room Tile Data (Shared with Bombman)
* <tt>0x08BD0</tt> <tt>-</tt> <tt>0x08C0F</tt> = Unknown (TODO)
* <tt>0x08C10</tt> <tt>-</tt> <tt>0x08C3F</tt> = Room Order Data (Shared with Bombman)
* <tt>0x08C40</tt> <tt>-</tt> <tt>0x08C7F</tt> = Room Pointers (Shared with Bombman)
* <tt>0x08C80</tt> <tt>-</tt> <tt>0x08CAF</tt> = Scroll Data (Shared with Bombman)
* <tt>0x08CE0</tt> <tt>-</tt> <tt>0x08D0F</tt> = Palette Data
* <tt>0x08D30</tt> <tt>-</tt> <tt>0x08D4F</tt> = Initial Pattern Table Setup Data
* <tt>0x08D50</tt> <tt>-</tt> <tt>0x08D8F</tt> = Sprite Pattern Table Change Index Data Table (Shared with Bombman)
* <tt>0x08D90</tt> <tt>-</tt> <tt>0x08E0F</tt> = Sprite Pattern Table Change Data Table (Shared with Bombman)
* <tt>0x08EB0</tt> <tt>-</tt> <tt>0x08F4F</tt> = Special Objects Data
* <tt>0x08F50</tt> <tt>-</tt> <tt>0x08F7F</tt> = Boss Shutter TSA Data (Shared with Bombman)
* <tt>0x08F80</tt> <tt>-</tt> <tt>0x08F8F</tt> = Boss Shutter Attribute Data (Shared with Bombman)
* <tt>0x08F90</tt> <tt>-</tt> <tt>0x0900F</tt> = Boss Shutter Tile Drawing Data (Shared with Bombman)


== Dr. Wily 3 Data ==
===Dr. Wily 4 Data===
Level Bank
* <tt>0x0C010</tt> <tt>-</tt> <tt>0x0C30F</tt> = TSA Data (Shared with Fireman)
* <tt>0x0C310</tt> <tt>-</tt> <tt>0x0C3CF</tt> = Attribute Data (Shared with Fireman)
* <tt>0x0C3D0</tt> <tt>-</tt> <tt>0x0CBCF</tt> = Room Tile Data (Shared with Fireman)
* <tt>0x0CBD0</tt> <tt>-</tt> <tt>0x0CC0F</tt> = Unknown (TODO)
* <tt>0x0CC10</tt> <tt>-</tt> <tt>0x0CC3F</tt> = Room Order Data (Shared with Fireman)
* <tt>0x0CC40</tt> <tt>-</tt> <tt>0x0CC7F</tt> = Room Pointers (Shared with Fireman)
* <tt>0x0CC80</tt> <tt>-</tt> <tt>0x0CCAF</tt> = Scroll Data (Shared with Fireman)
* <tt>0x0CCE0</tt> <tt>-</tt> <tt>0x0CD0F</tt> = Palette Data
* <tt>0x0CD30</tt> <tt>-</tt> <tt>0x0CD4F</tt> = Initial Pattern Table Setup Data
* <tt>0x0CD50</tt> <tt>-</tt> <tt>0x0CD8F</tt> = Sprite Pattern Table Change Index Data Table (Shared with Fireman)
* <tt>0x0CD90</tt> <tt>-</tt> <tt>0x0CE0F</tt> = Sprite Pattern Table Change Data Table (Shared with Fireman)
* <tt>0x0CEB0</tt> <tt>-</tt> <tt>0x0CF4F</tt> = Special Objects Data
* <tt>0x0CF50</tt> <tt>-</tt> <tt>0x0CF7F</tt> = Boss Shutter TSA Data (Shared with Fireman)
* <tt>0x0CF80</tt> <tt>-</tt> <tt>0x0CF8F</tt> = Boss Shutter Attribute Data (Shared with Fireman)
* <tt>0x0CF90</tt> <tt>-</tt> <tt>0x0D00F</tt> = Boss Shutter Tile Drawing Data (Shared with Fireman)


== Dr. Wily 4 Data ==
===Dr. Wily 5 (Unused) Data===
<b>[NOTE: WILY 5 IS INACESSIBLE BY NORMAL MEANS, AND CONTAINS DATA THAT IS NORMALLY USED BY THE TITLE SCREEN, INCLUDING PPU AND PALETTES]</b>


== Music Data ==
Level Bank
* <tt>0x10010</tt> <tt>-</tt> <tt>0x1030F</tt> = TSA Data (Shared with Elecman)
* <tt>0x10310</tt> <tt>-</tt> <tt>0x103CF</tt> = Attribute Data (Shared with Elecman)
* <tt>0x103D0</tt> <tt>-</tt> <tt>0x10BCF</tt> = Room Tile Data (Shared with Elecman)
* <tt>0x10BD0</tt> <tt>-</tt> <tt>0x10C0F</tt> = Unknown (TODO)
* <tt>0x10C10</tt> <tt>-</tt> <tt>0x10C3F</tt> = Room Order Data (Shared with Elecman)
* <tt>0x10C40</tt> <tt>-</tt> <tt>0x10C7F</tt> = Room Pointers (Shared with Elecman)
* <tt>0x10C80</tt> <tt>-</tt> <tt>0x10CAF</tt> = Scroll Data (Shared with Elecman)
* <tt>0x10CE0</tt> <tt>-</tt> <tt>0x10D0F</tt> = Palette Data
* <tt>0x10D30</tt> <tt>-</tt> <tt>0x10D4F</tt> = Initial Pattern Table Setup Data
* <tt>0x10D50</tt> <tt>-</tt> <tt>0x10D8F</tt> = Sprite Pattern Table Change Index Data Table (Shared with Elecman)
* <tt>0x10D90</tt> <tt>-</tt> <tt>0x10E0F</tt> = Sprite Pattern Table Change Data Table (Shared with Elecman)
* <tt>0x10EB0</tt> <tt>-</tt> <tt>0x10F4F</tt> = Title Screen Data
* <tt>0x10F50</tt> <tt>-</tt> <tt>0x10F7F</tt> = Boss Shutter TSA Data (Shared with Elecman)
* <tt>0x10F80</tt> <tt>-</tt> <tt>0x10F8F</tt> = Boss Shutter Attribute Data (Shared with Elecman)
* <tt>0x10F90</tt> <tt>-</tt> <tt>0x1100F</tt> = Boss Shutter Tile Drawing Data (Shared with Elecman)


* <tt>0x11A70 to 0x11AD5</tt> = Music/Sound Effects Pointers
===Ending Data===
Level Bank
* <tt>0x14010</tt> <tt>-</tt> <tt>0x1430F</tt> = TSA Data (Shared with Gutsman)
* <tt>0x14310</tt> <tt>-</tt> <tt>0x143CF</tt> = Attribute Data (Shared with Gutsman)
* <tt>0x143D0</tt> <tt>-</tt> <tt>0x14BCF</tt> = Room Tile Data (Shared with Gutsman)
* <tt>0x14BD0</tt> <tt>-</tt> <tt>0x14C0F</tt> = Unknown (TODO)
* <tt>0x14C10</tt> <tt>-</tt> <tt>0x14C3F</tt> = Room Order Data (Shared with Gutsman)
* <tt>0x14C40</tt> <tt>-</tt> <tt>0x14C7F</tt> = Room Pointers (Shared with Gutsman)
* <tt>0x14C80</tt> <tt>-</tt> <tt>0x14CAF</tt> = Scroll Data (Shared with Gutsman)
* <tt>0x14CE0</tt> <tt>-</tt> <tt>0x14D0F</tt> = Palette Data
* <tt>0x14D30</tt> <tt>-</tt> <tt>0x14D4F</tt> = Initial Pattern Table Setup Data
* <tt>0x14D50</tt> <tt>-</tt> <tt>0x14D8F</tt> = Sprite Pattern Table Change Index Data Table (Shared with Gutsman)
* <tt>0x14D90</tt> <tt>-</tt> <tt>0x14E0F</tt> = Sprite Pattern Table Change Data Table (Shared with Gutsman)
* <tt>0x14EB0</tt> <tt>-</tt> <tt>0x14F4F</tt> = Special Objects Data
* <tt>0x14F50</tt> <tt>-</tt> <tt>0x14F7F</tt> = Boss Shutter TSA Data (Shared with Gutsman)
* <tt>0x14F80</tt> <tt>-</tt> <tt>0x14F8F</tt> = Boss Shutter Attribute Data (Shared with Gutsman)
* <tt>0x14F90</tt> <tt>-</tt> <tt>0x1500F</tt> = Boss Shutter Tile Drawing Data (Shared with Gutsman)


== Links ==
==Music Data==
* <tt>0x11A70</tt> <tt>-</tt> <tt>0x11AD5</tt> = Music/Sound Effects Pointers
 
==Links==


* [http://bisqwit.iki.fi/jutut/megamansource/ Huge ROM disassembly] by Bisqwit
* [http://bisqwit.iki.fi/jutut/megamansource/ Huge ROM disassembly] by Bisqwit
* [http://www.romhacking.net/docs/411/ Mega man title screen noise code] by Insectduel
* [https://www.romhacking.net/documents/411/ Mega man title screen noise code] by Insectduel
 
{{Internal Data|game=Mega Man}}
{{Internal Data|game=Mega Man}}

Latest revision as of 19:59, 25 January 2024

Chip tiny.png The following article is a ROM map for Mega Man (NES).

[NOTE: Addresses are headered and applicable to both regions unless stated otherwise]

Level Data

Cutman Data

Level Bank

  • 0x00010 - 0x0030F = TSA Data (Shared with Dr. Wily 1)
  • 0x00310 - 0x003CF = Attribute Data (Shared with Dr. Wily 1)
  • 0x003D0 - 0x00BCF = Room Tile Data (Shared with Dr. Wily 1)
  • 0x00BD0 - 0x00C0F = Unknown (TODO)
  • 0x00C10 - 0x00C3F = Room Order Data (Shared with Dr. Wily 1)
  • 0x00C40 - 0x00C7F = Room Pointers (Shared with Dr. Wily 1)
  • 0x00C80 - 0x00CAF = Scroll Data (Shared with Dr. Wily 1)
  • 0x00CB0 - 0x00CDF = Palette Data
  • 0x00D10 - 0x00D2F = Initial Sprite Pattern Table Setup Data
  • 0x00D50 - 0x00D8F = Sprite Pattern Table Change Index Data Table (Shared with Dr. Wily 1)
  • 0x00D90 - 0x00E0F = Sprite Pattern Table Change Data Table (Shared with Dr. Wily 1)
  • 0x00E10 - 0x00EAF = Special Objects Data
  • 0x00F50 - 0x00F7F = Boss Shutter TSA Data (Shared with Dr. Wily 1)
  • 0x00F80 - 0x00F8F = Boss Shutter Attribute Data (Shared with Dr. Wily 1)
  • 0x00F90 - 0x0100F = Boss Shutter Tile Drawing Data (Shared with Dr. Wily 1)

Miscellaneous Level Data

  • 0x153A4 = Background Music Track Index [Default: 05]
  • 0x153B0 = Stage Start Scroll Layout [Default: 00]
  • 0x153BC = Checkpoint 1 Scroll Layout [Default: 05]
  • 0x153C8 = Checkpoint 2 Scroll Layout [Default: 0C]
  • 0x153DF = Checkpoint 1 Enemy Data Position [Default: 1B]
  • 0x153EB = Checkpoint 2 Enemy Data Position [Default: 2D]
  • 0x1540A = Checkpoint 1 Scroll First Screen [Default: 0A]
  • 0x15416 = Checkpoint 2 Scroll First Screen [Default: 14]
  • 0x15422 = Checkpoint 1 Scroll Last Screen [Default: 0A]
  • 0x1542E = Checkpoint 2 Scroll Last Screen [Default: 16]
  • 0x15F12 = First Door Screen [Default: 13]
  • 0x15F1D - 0x15F2C = Post-Door Palette
  • 0x1A462 - 0x1A463 = Enemy Data Pointer
  • 0x1C2E4 = Checkpoint 1 Activation Screen [Default: 0A]
  • 0x1C2F0 = Checkpoint 2 Activation Screen [Default: 14]
  • 0x1C2FB = Stage Start Room [Default: 00]
  • 0x1C307 = Checkpoint 1 Respawn Room [Default: 0A]
  • 0x1C313 = Checkpoint 2 Respawn Room [Default: 14]
  • 0x1C52A = Start Y Position [Default: 94]
  • 0x1C536 = Checkpoint 1 Y Position [Default: 94]
  • 0x1C542 = Checkpoint 2 Y Position [Default: 94]
  • 0x1CD56 = TSA Solidity Setting 1 Data [Default: 00]
  • 0x1CD57 = TSA Solidity Setting 2 Data [Default: 01]
  • 0x1CD58 = TSA Solidity Setting 3 Data [Default: 02]
  • 0x1CD59 = TSA Solidity Setting 4 Data [Default: 03]

Cutman Boss

  • 0x1FDFE - 0x1FE05 (USA), 0x1FE32 - 0x1FE39 (JPN) = Boss Weakness Table
  • 0x1FECB (USA), 0x1FEFF (JPN) = Boss Projectile Damage [Default: 04]

Iceman Data

Level Bank

  • 0x04010 - 0x0430F = TSA Data (Shared with Dr. Wily 2)
  • 0x04310 - 0x043CF = Attribute Data (Shared with Dr. Wily 2)
  • 0x043D0 - 0x04BCF = Room Tile Data (Shared with Dr. Wily 2)
  • 0x04BD0 - 0x04C0F = Unknown (TODO)
  • 0x04C10 - 0x04C3F = Room Order Data (Shared with Dr. Wily 2)
  • 0x04C40 - 0x04C7F = Room Pointers (Shared with Dr. Wily 2)
  • 0x04C80 - 0x04CAF = Scroll Data (Shared with Dr. Wily 2)
  • 0x04CB0 - 0x04CDF = Palette Data
  • 0x04D10 - 0x04D2F = Initial Sprite Pattern Table Setup Data
  • 0x04D50 - 0x04D8F = Sprite Pattern Table Change Index Data Table (Shared with Dr. Wily 2)
  • 0x04D90 - 0x04E0F = Sprite Pattern Table Change Data Table (Shared with Dr. Wily 2)
  • 0x04E10 - 0x04EAF = Special Objects Data
  • 0x04F50 - 0x04F7F = Boss Shutter TSA Data (Shared with Dr. Wily 2)
  • 0x04F80 - 0x04F8F = Boss Shutter Attribute Data (Shared with Dr. Wily 2)
  • 0x04F90 - 0x0500F = Boss Shutter Tile Drawing Data (Shared with Dr. Wily 2)

Miscellaneous Level Data

  • 0x153A5 = Background Music Track Index [Default: 0F]
  • 0x153B1 = Stage Start Scroll Layout [Default: 00]
  • 0x153BD = Checkpoint 1 Scroll Layout [Default: 01]
  • 0x153C9 = Checkpoint 2 Scroll Layout [Default: 05]
  • 0x153E0 = Checkpoint 1 Enemy Data Position [Default: 11]
  • 0x153EC = Checkpoint 2 Enemy Data Position [Default: 27]
  • 0x1540B = Checkpoint 1 Scroll First Screen [Default: 0A]
  • 0x15417 = Checkpoint 2 Scroll First Screen [Default: 14]
  • 0x15423 = Checkpoint 1 Scroll Last Screen [Default: 0A]
  • 0x154FE = Checkpoint 2 Scroll Last Screen [Default: 16]
  • 0x15F13 = First Door Screen [Default: 13]
  • 0x15F2D - 0x15F3C = Post-Door Palette
  • 0x1A464 - 0x1A465 = Enemy Data Pointer
  • 0x1C2E5 = Checkpoint 1 Activation Screen [Default: 0A]
  • 0x1C2F1 = Checkpoint 2 Activation Screen [Default: 14]
  • 0x1C2FC = Stage Start Room [Default: 00]
  • 0x1C308 = Checkpoint 1 Respawn Room [Default: 0A]
  • 0x1C314 = Checkpoint 2 Respawn Room [Default: 14]
  • 0x1C52B = Start Y Position [Default: B4]
  • 0x1C537 = Checkpoint 1 Y Position [Default: C4]
  • 0x1C543 = Checkpoint 2 Y Position [Default: 94]
  • 0x1CD5A = TSA Solidity Setting 1 Data [Default: 00]
  • 0x1CD5B = TSA Solidity Setting 2 Data [Default: 01]
  • 0x1CD5C = TSA Solidity Setting 3 Data [Default: 04]
  • 0x1CD5D = TSA Solidity Setting 4 Data [Default: 05]

Bombman Data

Level Bank

  • 0x08010 - 0x0830F = TSA Data (Shared with Dr. Wily 3)
  • 0x08310 - 0x083CF = Attribute Data (Shared with Dr. Wily 3)
  • 0x083D0 - 0x08BCF = Room Tile Data (Shared with Dr. Wily 3)
  • 0x08BD0 - 0x08C0F = Unknown (TODO)
  • 0x08C10 - 0x08C3F = Room Order Data (Shared with Dr. Wily 3)
  • 0x08C40 - 0x08C7F = Room Pointers (Shared with Dr. Wily 3)
  • 0x08C80 - 0x08CAF = Scroll Data (Shared with Dr. Wily 3)
  • 0x08CB0 - 0x08CDF = Palette Data
  • 0x08D10 - 0x08D2F = Initial Sprite Pattern Table Setup Data
  • 0x08D50 - 0x08D8F = Sprite Pattern Table Change Index Data Table (Shared with Dr. Wily 3)
  • 0x08D90 - 0x08E0F = Sprite Pattern Table Change Data Table (Shared with Dr. Wily 3)
  • 0x08E10 - 0x08EAF = Special Objects Data
  • 0x08F50 - 0x08F7F = Boss Shutter TSA Data (Shared with Dr. Wily 3)
  • 0x08F80 - 0x08F8F = Boss Shutter Attribute Data (Shared with Dr. Wily 3)
  • 0x08F90 - 0x0900F = Boss Shutter Tile Drawing Data (Shared with Dr. Wily 3)

Fireman Data

Level Bank

  • 0x0C010 - 0x0C30F = TSA Data (Shared with Dr. Wily 4)
  • 0x0C310 - 0x0C3CF = Attribute Data (Shared with Dr. Wily 4)
  • 0x0C3D0 - 0x0CBCF = Room Tile Data (Shared with Dr. Wily 4)
  • 0x0CBD0 - 0x0CC0F = Unknown (TODO)
  • 0x0CC10 - 0x0CC3F = Room Order Data (Shared with Dr. Wily 4)
  • 0x0CC40 - 0x0CC7F = Room Pointers (Shared with Dr. Wily 4)
  • 0x0CC80 - 0x0CCAF = Scroll Data (Shared with Dr. Wily 4)
  • 0x0CCB0 - 0x0CCDF = Palette Data
  • 0x0CD10 - 0x0CD2F = Initial Sprite Pattern Table Setup Data
  • 0x0CD50 - 0x0CD8F = Sprite Pattern Table Change Index Data Table (Shared with Dr. Wily 4)
  • 0x0CD90 - 0x0CE0F = Sprite Pattern Table Change Data Table (Shared with Dr. Wily 4)
  • 0x0CE10 - 0x0CEAF = Special Objects Data
  • 0x0CF50 - 0x0CF7F = Boss Shutter TSA Data (Shared with Dr. Wily 4)
  • 0x0CF80 - 0x0CF8F = Boss Shutter Attribute Data (Shared with Dr. Wily 4)
  • 0x0CF90 - 0x0D00F = Boss Shutter Tile Drawing Data (Shared with Dr. Wily 4)

Elecman Data

Level Bank

  • 0x10010 - 0x1030F = TSA Data (Shared with Dr. Wily 5)
  • 0x10310 - 0x103CF = Attribute Data (Shared with Dr. Wily 5)
  • 0x103D0 - 0x10BCF = Room Tile Data (Shared with Dr. Wily 5)
  • 0x10BD0 - 0x10C0F = Unknown (TODO)
  • 0x10C10 - 0x10C3F = Room Order Data (Shared with Dr. Wily 5)
  • 0x10C40 - 0x10C7F = Room Pointers (Shared with Dr. Wily 5)
  • 0x10C80 - 0x10CAF = Scroll Data (Shared with Dr. Wily 5)
  • 0x10CB0 - 0x10CDF = Palette Data
  • 0x10D10 - 0x10D2F = Initial Sprite Pattern Table Setup Data
  • 0x10D50 - 0x10D8F = Sprite Pattern Table Change Index Data Table (Shared with Dr. Wily 5)
  • 0x10D90 - 0x10E0F = Sprite Pattern Table Change Data Table (Shared with Dr. Wily 5)
  • 0x10E10 - 0x10EAF = Special Objects Data
  • 0x10F50 - 0x10F7F = Boss Shutter TSA Data (Shared with Dr. Wily 5)
  • 0x10F80 - 0x10F8F = Boss Shutter Attribute Data (Shared with Dr. Wily 5)
  • 0x10F90 - 0x1100F = Boss Shutter Tile Drawing Data (Shared with Dr. Wily 5)

Gutsman Data

Level Bank

  • 0x14010 - 0x1430F = TSA Data (Shared with Ending)
  • 0x14310 - 0x143CF = Attribute Data (Shared with Ending)
  • 0x143D0 - 0x14BCF = Room Tile Data (Shared with Ending)
  • 0x14BD0 - 0x14C0F = Unknown (TODO)
  • 0x14C10 - 0x14C3F = Room Order Data (Shared with Ending)
  • 0x14C40 - 0x14C7F = Room Pointers (Shared with Ending)
  • 0x14C80 - 0x14CAF = Scroll Data (Shared with Ending)
  • 0x14CB0 - 0x14CDF = Palette Data
  • 0x14D10 - 0x14D2F = Initial Sprite Pattern Table Setup Data
  • 0x14D50 - 0x14D8F = Sprite Pattern Table Change Index Data Table (Shared with Ending)
  • 0x14D90 - 0x14E0F = Sprite Pattern Table Change Data Table (Shared with Ending)
  • 0x14E10 - 0x14EAF = Special Objects Data
  • 0x14F50 - 0x14F7F = Boss Shutter TSA Data (Shared with Ending)
  • 0x14F80 - 0x14F8F = Boss Shutter Attribute Data (Shared with Ending)
  • 0x14F90 - 0x1500F = Boss Shutter Tile Drawing Data (Shared with Ending)

Dr. Wily 1 Data

Level Bank

  • 0x00010 - 0x0030F = TSA Data (Shared with Cutman)
  • 0x00310 - 0x003CF = Attribute Data (Shared with Cutman)
  • 0x003D0 - 0x00BCF = Room Tile Data (Shared with Cutman)
  • 0x00BD0 - 0x00C0F = Unknown (TODO)
  • 0x00C10 - 0x00C3F = Room Order Data (Shared with Cutman)
  • 0x00C40 - 0x00C7F = Room Pointers (Shared with Cutman)
  • 0x00C80 - 0x00CAF = Scroll Data (Shared with Cutman)
  • 0x00CE0 - 0x00D0F = Palette Data
  • 0x00D30 - 0x00D4F = Initial Pattern Table Setup Data
  • 0x00D50 - 0x00D8F = Sprite Pattern Table Change Index Data Table (Shared with Cutman)
  • 0x00D90 - 0x00E0F = Sprite Pattern Table Change Data Table (Shared with Cutman)
  • 0x00EB0 - 0x00F4F = Special Objects Data
  • 0x00F50 - 0x00F7F = Boss Shutter TSA Data (Shared with Cutman)
  • 0x00F80 - 0x00F8F = Boss Shutter Attribute Data (Shared with Cutman)
  • 0x00F90 - 0x0100F = Boss Shutter Tile Drawing Data (Shared with Cutman)

Miscellaneous Level Data

  • 0x153AA = Background Music Track Index [Default: 0C]
  • 0x153B6 = Stage Start Scroll Layout [Default: 0E]
  • 0x153C2 = Checkpoint 1 Scroll Layout [Default: 11]
  • 0x153CE = Checkpoint 2 Scroll Layout [Default: 14]
  • 0x153E5 = Checkpoint 1 Enemy Data Position [Default: 0E]
  • 0x153F1 = Checkpoint 2 Enemy Data Position [Default: 14]
  • 0x15410 = Checkpoint 1 Scroll First Screen [Default: 22]
  • 0x1541C = Checkpoint 2 Scroll First Screen [Default: 26]
  • 0x15428 = Checkpoint 1 Scroll Last Screen [Default: 22]
  • 0x15434 = Checkpoint 2 Scroll Last Screen [Default: 26]
  • 0x15F18 = First Door Screen [Default: FF]
  • 0x1A46E - 0x1A46F = Enemy Data Pointer
  • 0x1C2EA = Checkpoint 1 Activation Screen [Default: 22]
  • 0x1C2F6 = Checkpoint 2 Activation Screen [Default: 27]
  • 0x1C301 = Stage Start Room [Default: 18]
  • 0x1C30D = Checkpoint 1 Respawn Room [Default: 22]
  • 0x1C319 = Checkpoint 2 Respawn Room [Default: 26]
  • 0x1C530 = Start Y Position [Default: B4]
  • 0x1C53C = Checkpoint 1 Y Position [Default: 24]
  • 0x1C548 = Checkpoint 2 Y Position [Default: B4]
  • 0x1CD6E = TSA Solidity Setting 1 Data [Default: 00]
  • 0x1CD6F = TSA Solidity Setting 2 Data [Default: 01]
  • 0x1CD70 = TSA Solidity Setting 3 Data [Default: 03]
  • 0x1CD71 = TSA Solidity Setting 4 Data [Default: 02]

Yellow Devil Boss

  • 0x1FE2E - 0x1FE35 (USA), 0x1FE62 - 0x1FE69 (JPN) = Boss Weakness Table
  • 0x1FED1 (USA), 0x1FF05 (JPN) = Boss Projectile Damage [Default: 04]

Dr. Wily 2 Data

Level Bank

  • 0x04010 - 0x0430F = TSA Data (Shared with Iceman)
  • 0x04310 - 0x043CF = Attribute Data (Shared with Iceman)
  • 0x043D0 - 0x04BCF = Room Tile Data (Shared with Iceman)
  • 0x04BD0 - 0x04C0F = Unknown (TODO)
  • 0x04C10 - 0x04C3F = Room Order Data (Shared with Iceman)
  • 0x04C40 - 0x04C7F = Room Pointers (Shared with Iceman)
  • 0x04C80 - 0x04CAF = Scroll Data (Shared with Iceman)
  • 0x04CE0 - 0x04D0F = Palette Data
  • 0x04D30 - 0x04D4F = Initial Pattern Table Setup Data
  • 0x04D50 - 0x04D8F = Sprite Pattern Table Change Index Data Table (Shared with Iceman)
  • 0x04D90 - 0x04E0F = Sprite Pattern Table Change Data Table (Shared with Iceman)
  • 0x04EB0 - 0x04F4F = Special Objects Data
  • 0x04F50 - 0x04F7F = Boss Shutter TSA Data (Shared with Iceman)
  • 0x04F80 - 0x04F8F = Boss Shutter Attribute Data (Shared with Iceman)
  • 0x04F90 - 0x0500F = Boss Shutter Tile Drawing Data (Shared with Iceman)

Dr. Wily 3 Data

Level Bank

  • 0x08010 - 0x0830F = TSA Data (Shared with Bombman)
  • 0x08310 - 0x083CF = Attribute Data (Shared with Bombman)
  • 0x083D0 - 0x08BCF = Room Tile Data (Shared with Bombman)
  • 0x08BD0 - 0x08C0F = Unknown (TODO)
  • 0x08C10 - 0x08C3F = Room Order Data (Shared with Bombman)
  • 0x08C40 - 0x08C7F = Room Pointers (Shared with Bombman)
  • 0x08C80 - 0x08CAF = Scroll Data (Shared with Bombman)
  • 0x08CE0 - 0x08D0F = Palette Data
  • 0x08D30 - 0x08D4F = Initial Pattern Table Setup Data
  • 0x08D50 - 0x08D8F = Sprite Pattern Table Change Index Data Table (Shared with Bombman)
  • 0x08D90 - 0x08E0F = Sprite Pattern Table Change Data Table (Shared with Bombman)
  • 0x08EB0 - 0x08F4F = Special Objects Data
  • 0x08F50 - 0x08F7F = Boss Shutter TSA Data (Shared with Bombman)
  • 0x08F80 - 0x08F8F = Boss Shutter Attribute Data (Shared with Bombman)
  • 0x08F90 - 0x0900F = Boss Shutter Tile Drawing Data (Shared with Bombman)

Dr. Wily 4 Data

Level Bank

  • 0x0C010 - 0x0C30F = TSA Data (Shared with Fireman)
  • 0x0C310 - 0x0C3CF = Attribute Data (Shared with Fireman)
  • 0x0C3D0 - 0x0CBCF = Room Tile Data (Shared with Fireman)
  • 0x0CBD0 - 0x0CC0F = Unknown (TODO)
  • 0x0CC10 - 0x0CC3F = Room Order Data (Shared with Fireman)
  • 0x0CC40 - 0x0CC7F = Room Pointers (Shared with Fireman)
  • 0x0CC80 - 0x0CCAF = Scroll Data (Shared with Fireman)
  • 0x0CCE0 - 0x0CD0F = Palette Data
  • 0x0CD30 - 0x0CD4F = Initial Pattern Table Setup Data
  • 0x0CD50 - 0x0CD8F = Sprite Pattern Table Change Index Data Table (Shared with Fireman)
  • 0x0CD90 - 0x0CE0F = Sprite Pattern Table Change Data Table (Shared with Fireman)
  • 0x0CEB0 - 0x0CF4F = Special Objects Data
  • 0x0CF50 - 0x0CF7F = Boss Shutter TSA Data (Shared with Fireman)
  • 0x0CF80 - 0x0CF8F = Boss Shutter Attribute Data (Shared with Fireman)
  • 0x0CF90 - 0x0D00F = Boss Shutter Tile Drawing Data (Shared with Fireman)

Dr. Wily 5 (Unused) Data

[NOTE: WILY 5 IS INACESSIBLE BY NORMAL MEANS, AND CONTAINS DATA THAT IS NORMALLY USED BY THE TITLE SCREEN, INCLUDING PPU AND PALETTES]

Level Bank

  • 0x10010 - 0x1030F = TSA Data (Shared with Elecman)
  • 0x10310 - 0x103CF = Attribute Data (Shared with Elecman)
  • 0x103D0 - 0x10BCF = Room Tile Data (Shared with Elecman)
  • 0x10BD0 - 0x10C0F = Unknown (TODO)
  • 0x10C10 - 0x10C3F = Room Order Data (Shared with Elecman)
  • 0x10C40 - 0x10C7F = Room Pointers (Shared with Elecman)
  • 0x10C80 - 0x10CAF = Scroll Data (Shared with Elecman)
  • 0x10CE0 - 0x10D0F = Palette Data
  • 0x10D30 - 0x10D4F = Initial Pattern Table Setup Data
  • 0x10D50 - 0x10D8F = Sprite Pattern Table Change Index Data Table (Shared with Elecman)
  • 0x10D90 - 0x10E0F = Sprite Pattern Table Change Data Table (Shared with Elecman)
  • 0x10EB0 - 0x10F4F = Title Screen Data
  • 0x10F50 - 0x10F7F = Boss Shutter TSA Data (Shared with Elecman)
  • 0x10F80 - 0x10F8F = Boss Shutter Attribute Data (Shared with Elecman)
  • 0x10F90 - 0x1100F = Boss Shutter Tile Drawing Data (Shared with Elecman)

Ending Data

Level Bank

  • 0x14010 - 0x1430F = TSA Data (Shared with Gutsman)
  • 0x14310 - 0x143CF = Attribute Data (Shared with Gutsman)
  • 0x143D0 - 0x14BCF = Room Tile Data (Shared with Gutsman)
  • 0x14BD0 - 0x14C0F = Unknown (TODO)
  • 0x14C10 - 0x14C3F = Room Order Data (Shared with Gutsman)
  • 0x14C40 - 0x14C7F = Room Pointers (Shared with Gutsman)
  • 0x14C80 - 0x14CAF = Scroll Data (Shared with Gutsman)
  • 0x14CE0 - 0x14D0F = Palette Data
  • 0x14D30 - 0x14D4F = Initial Pattern Table Setup Data
  • 0x14D50 - 0x14D8F = Sprite Pattern Table Change Index Data Table (Shared with Gutsman)
  • 0x14D90 - 0x14E0F = Sprite Pattern Table Change Data Table (Shared with Gutsman)
  • 0x14EB0 - 0x14F4F = Special Objects Data
  • 0x14F50 - 0x14F7F = Boss Shutter TSA Data (Shared with Gutsman)
  • 0x14F80 - 0x14F8F = Boss Shutter Attribute Data (Shared with Gutsman)
  • 0x14F90 - 0x1500F = Boss Shutter Tile Drawing Data (Shared with Gutsman)

Music Data

  • 0x11A70 - 0x11AD5 = Music/Sound Effects Pointers

Links