Wizardry: Knight of Diamonds (NES)/Notes: Difference between revisions

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(Made a bunch of edits to get this information. More research still needs to be done.)
m (Lelegofrog moved page Wizardry II: Knight of Diamonds (NES)/Notes to Wizardry: Knight of Diamonds (NES)/Notes: title consistency with TCRF)
 
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{{notes}}
=20-2F Special Tiles=
=20-2F Special Tiles=


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|}
|}


=How These Tiles Are Implemented (And How To Change Them)=
==How These Tiles Are Implemented (And How To Change Them)==
The specific data for these tiles begins at 0x850B. Each floor takes up 64 (0040) bytes. Each individual code is four bytes. So 0x850B is B1 Code 20, 0x850F is B1 Code 21, 0x8513 B1 Code 22, and so on. 0x854B is the start of B2's data, 0x858B is B3's data, etc.  
The specific data for these tiles begins at 0x850B. Each floor takes up 64 (0040) bytes. Each individual code is four bytes. So 0x850B is B1 Code 20, 0x850F is B1 Code 21, 0x8513 B1 Code 22, and so on. 0x854B is the start of B2's data, 0x858B is B3's data, etc.  
{| class = "wikitable"
{| class = "wikitable"
Line 60: Line 62:
The first byte of each four-byte code governs what type of square it is, and thus what the remaining three bytes mean.  
The first byte of each four-byte code governs what type of square it is, and thus what the remaining three bytes mean.  


For some codes, it may look like there is redundant data--for code 0C for instance, both the second and fourth bytes are the Item ID being checked. This is not a typo; it is actually how it is stored in the ROM, though I don't yet know why without a deep dive into the code.
For some codes, it may look like there is redundant data—for code 0D for instance, both the second and fourth bytes are the Item ID being checked. This is not a typo; it is actually how it is stored in the ROM, though I don't yet know why without a deep dive into the code.
{| class = "wikitable"
{| class = "wikitable"
!If the first byte is!!The square is!!The second byte is!!The third byte is!!The fourth byte is
!If the first byte is!!The square is!!The second byte is!!The third byte is!!The fourth byte is
Line 88: Line 90:
|0B||Anti-magic square||Nothing!||Pointer to the correct text||Nothing!
|0B||Anti-magic square||Nothing!||Pointer to the correct text||Nothing!
|-
|-
|0C||Square that checks for an item||Item ID checked for||Message to show if you don't have the item||Item ID checked for
|0C||Square that checks for an item||??? (Usually the item ID of the item being checked for, '''except''' for the KOD Gauntlet Door check, where this is $#0B)||Message to show if you don't have the item||Item ID checked for
|-
|-
|0D||Message square with a "Will you search?" at the end||The item you'll acquire||Message to display||The item you'll acquire (One of these may be a check to see if you have the item before displaying anything)
|0D||Message square with a "Will you search?" at the end||The item you'll acquire||Message to display||The item you'll acquire (One of these may be a check to see if you have the item before displaying anything)
Line 94: Line 96:
|0E||Message square with a "Will you trade?" at the end||The item you'll acquire||Message to display||The item you'll trade away
|0E||Message square with a "Will you trade?" at the end||The item you'll acquire||Message to display||The item you'll trade away
|-
|-
|0F||A forced battle||The monster or monsters you'll fight||Nothing!||(This corresponds to the ID of the item you get for winning the fight. However, this appears to just be a reference--the actual way to change what you get is elsewhere in the ROM, probably with the enemy data)
|0F||A forced battle||The monster or monsters you'll fight||Nothing!||ID of an item—the game checks to see if you have it and bypasses the battle if you do. In-game, this is always the same ID as the item you get for winning the battle, hence my earlier confusion about what this byte actually was. What you get for winning the battle is determined elsewhere, probably with the enemy data.
|-
|-
|10||Another forced battle that works differently from 0F, but I don't know exactly how yet.||The monster or monsters you'll fight||???||(This is the byte that perplexes me right now)
|10||Another forced battle that works differently from 0F, but I don't know exactly how yet.||The monster or monsters you'll fight||???||(This is the byte that perplexes me right now)
Line 108: Line 110:
|16||A message square with a "Will you search?" that leads to a battle||The monster or monsters you'll fight||(??)||(??-maybe treasure you get for winning the fight. More research is needed)
|16||A message square with a "Will you search?" that leads to a battle||The monster or monsters you'll fight||(??)||(??-maybe treasure you get for winning the fight. More research is needed)
|}
|}
=Tables=
==Item Table==
{| class = "wikitable"
!Item ID!!Item Name
|-
|00||Broken Item
|-
|01||Long Sword
|-
|02||Short Sword
|-
|03||Anointed Mace
|-
|04||Anointed Flail
|-
|05||Staff
|-
|06||Dagger
|-
|07||Buckler
|-
|08||Shield
|-
|09||Robes
|-
|0A||Leather Armor
|-
|0B||Chain Mail
|-
|0C||Breast Plate
|-
|0D||Plate Mail
|-
|0E||Helm
|-
|0F||Potion of Curing
|-
|10||Potion of Neutralizing
|-
|11||Sword of Slicing
|-
|12||Blade of Biting
|-
|13||Mace of Pounding
|-
|14||Rod of Iron
|-
|15||Scroll of Sleep
|-
|16||Padded Leather
|-
|17||Shiny Chain
|-
|18||Sturdy Plate
|-
|19||Iron Shield
|-
|1A||Body Armor
|-
|1B||Scroll of Pain
|-
|1C||Scroll of Fire
|-
|1D||Sword of Swishes
|-
|1E||Epee of Dismay
|-
|1F||Mace of Misfortune
|-
|20||Studly Staff
|-
|21||Slayer of Dragons
|-
|22||Helm of Hardiness
|-
|23||Rotten Leather
|-
|24||Corroded Chain
|-
|25||Broken B-Plate
|-
|26||Screwy Shield
|-
|27||Ring of Jewels
|-
|28||Scroll of Agony
|-
|29||Potion of Glass
|-
|2A||Sword of Slashing
|-
|2B||Epee of Excellence
|-
|2C||Mace of Power
|-
|2D||Scroll of Brightness
|-
|2E||Scroll of Darkness
|-
|2F||Gloves of Copper
|-
|30||Treated Leather
|-
|31||Elven Chain
|-
|32||1st Class Plate
|-
|33||Shield of Support
|-
|34||Helm of Evil
|-
|35||Potion of Healing
|-
|36||Ring of Shielding
|-
|37||Were Slayer
|-
|38||Masher of Mages
|-
|39||Mace of Snakes
|-
|3A||Rod of Silence
|-
|3B||Blade Cusinart'
|-
|3C||Ring of Rigidity
|-
|3D||Rod of Flame
|-
|3E||Chain of Evil
|-
|3F||Neutral Plate
|-
|40||Shield of Evil
|-
|41||Ring of Suffocation
|-
|42||Ring of Movement
|-
|43||Scroll of Affliction
|-
|44||Epee of Disaster
|-
|45||Dagger of Slicing
|-
|46||Morbid Mace
|-
|47||Bent Staff
|-
|48||Dagger of Speed
|-
|49||Robe of Curses
|-
|4A||Leather of Loss
|-
|4B||Chain of Curses
|-
|4C||B-Plate of Fiends
|-
|4D||Shield of Nothing
|-
|4E||Helm of Hangovers
|-
|4F||B-Plate of Boons
|-
|50||Gloves of Silver
|-
|51||Saber of Evil
|-
|52||Soul Slayer
|-
|53||Dagger of Thieves
|-
|54||Armor of Heroes
|-
|55||Armor of Lords
|-
|56||Muramasa Blade
|-
|57||Shuriken
|-
|58||Armor of Freon
|-
|59||Armor of Evil
|-
|5A||Shield of Defense
|-
|5B||Ring of Healing
|-
|5C||Ring of Dispelling
|-
|5D||Ring of Death
|-
|5E||Rod of Raising
|-
|5F||Amulet of Cover
|-
|60||Displacer Robe
|-
|61||Winter Mittens
|-
|62||Magic Charms
|-
|63||Staff of Light
|-
|64||Excalibur
|-
|65||Sword of Swinging
|-
|66||Cleric Puncher
|-
|67||Cleric's Mace
|-
|68||Epee of Swinging
|-
|69||Ring Pro Fire
|-
|6A||Cursed Plate
|-
|6B||Mithril Plate
|-
|6C||Staff of Curing
|-
|6D||Ring of Regen
|-
|6E||Metamorph Ring
|-
|6F||Stone Stone
|-
|70||Dreamer's Stone
|-
|71||Damien Stone
|-
|72||Great Mage Wand (1)
|-
|73||Coin of Power
|-
|74||Stone of Youth
|-
|75||Mind Stone
|-
|76||Stone of Piety
|-
|77||Blarney Stone
|-
|78||Amulet of Skill (1)
|-
|79||Amulet of Skill (2)
|-
|7A||Great Mage Wand (2)
|-
|7B||Coin of Power
|-
|7C||Staff of Gnilda
|-
|7D||Hrathnir
|-
|7E||KOD's Helmet
|-
|7F||KOD's Shield
|-
|80||KOD's Gauntlets
|-
|81||KOD's Armor
|-
|82||Corroded Key
|-
|83||Gory Badge
|-
|84||Weird Emblem
|-
|85||Key of Ebony
|-
|86||Key of Cloister
|-
|87||Mithril Key
|-
|88||Master Key
|-
|89||Demon's Stone
|}
==Monster Table==
{| class = "wikitable"
!Item ID!!Item Name
|-
|00||Bubbly Slime
|-
|01||Orc
|-
|02||Kobold
|-
|03||Undead Kobold
|-
|04||Dink
|-
|05||Hippopotamus
|-
|06||Magician
|-
|07||Depraved Cleric
|-
|08||Creeping Coin?
|-
|09||Highwayman
|-
|0A||Man at Arms
|-
|0B||Zombie
|-
|0C||Mummy
|-
|0D||Witch
|-
|0E||Ninja
|-
|0F||Rabid Rat
|-
|10||Were Panther
|-
|11||Fuzzball (1?)
|-
|12||Vorpal Bunny
|-
|13||Cleric
|-
|14||Dragon Fly
|-
|15||Doom Toad
|-
|16||Smog Beast
|-
|17||Banshee
|-
|18||Boring Beetle
|-
|19||Swordsman
|-
|1A||Blade Bear
|-
|1B||Were Lion
|-
|1C||Seraph
|-
|1D||Master Ninja
|-
|1E||Carrier
|-
|1F||Rhino Beetle
|-
|20||Fuzzball (Plural?)
|-
|21||Were Amoeba
|-
|22||No-see um
|-
|23||Sorceress
|-
|24||Medusalizard
|-
|25||Horrid Hound
|-
|26||Scorpion
|-
|27||Evil Eye
|-
|28||Manticore
|-
|29||Webspinner
|-
|2A||Constrictor
|-
|2B||Lesser Demon
|-
|2C||Scryll
|-
|2D||Ferocious Fiend
|-
|2E||Orc Lord
|-
|2F||Giant Bat
|-
|30||Were Bat
|-
|31||Vampire Bat
|-
|32||Corrosive Slime
|-
|33||Foaming Mold
|-
|34||Murphy's Ghost
|-
|35||Succubus
|-
|36||Giant Wasp
|-
|37||Giant Viper
|-
|38||The High Master
|-
|39||High Cleric
|-
|3A||Arch Mage
|-
|3B||Poison Giant
|-
|3C||Vampire
|-
|3D||Will o' Wisp
|-
|3E||Greater Demon
|-
|3F||Air Giant
|-
|40||Giant Zombie
|-
|41||Fuzzball (9?)
|-
|42||Giant Hornet
|-
|43||Giant Crab
|-
|44||Blob
|-
|45||Arch Mage (2?)
|-
|46||High Cleric (2?)
|-
|47||High Master
|-
|48||Iron Golem
|-
|49||Black Dragon
|-
|4A||Gold Dragon
|-
|4B||Flack
|-
|4C||Sidelle
|-
|4D||Raver Lord
|-
|4E||Mifune
|-
|4F||Arch Demon
|-
|50||Maelific
|-
|51||Vampire Lord
|-
|52||Lycurgus
|-
|53||Demon Lord
|-
|54||Kobold King
|-
|55||Magic Sword
|-
|56||Magic Helmet
|-
|57||Magic Shield
|-
|58||Magic Gauntlet
|-
|59||Magic Armor
|}
=Stuff That May Be Helpful But That Isn't Yet Properly Wiki-Formatted (Or is incomplete)=
Enemy data seems to begin at about 0xC0C8 and end at 0XCD7F. There doesn't appear to be a standard byte size for enemy data.


{{Internal Data|game=Wizardry: The Knight of Diamonds (NES)}}
{{Internal Data|game=Wizardry: The Knight of Diamonds (NES)}}

Latest revision as of 19:23, 26 May 2024

Chip tiny.png The following article is a Notes Page for Wizardry: Knight of Diamonds (NES).

20-2F Special Tiles

The following table notes what the 20-2F "special tiles" are for each floor of the maze. The specifics on how these are actually defined will be covered elsewhere.

- floor - - - - -
Address Value B1 B2 B3 B4 B5 B6
20 Stairs to Castle Stairs to 5E5N1D Stairs to 0E0N2D Stairs to 12E12N3D Stairs to 7E12N4D Stairs to 8E4N5D
21 Stairs to 5E5N2D Stairs to 16E2N1D Stairs to 18E1N2D Stairs to 16E2N3D Stairs to 0E0N6D “One Alone” (Teleport to castle if more than one member in party)
22 Stairs to 16E2N2D Stairs to 0E0N3D Stairs to 12E12N4D Stairs to 7E12N5D KOD's Gauntlets Door Room on Fire- If character not equipped with KOD equipment, kills them and dumps them back at the castle.
23 Nothing “Three roads to follow” square “Ever considered…” square Nothing Rock! Exchange KOD equipment for Staff of Gnilda, teleport to 14E14N1D
24 Kobold King (And Gory Badge) Stairs to 17E2N3D Stairs to 16E2N4D Trade Mithril key for Master Key Entrance of Cavern "It is beyond my support..."
25 Corroded Key square Trade Gory Badge for Weird Emblem Trade Weird Emblem for Mithril Key Teleporter to 8E11N4D Shattered Stone "The most evil voice..."
26 Trade Corroded Key for Key of Ebony Trade Key of Ebony for Key of Cloister Chute to 3E4N4D Teleporter to 11E11N4D A cavern’s dark.. Tombstone- WORTHLESS RESTS HERE
27 Teleporter to 11E10N1D Teleporter to 17E16N2D Chute to 6E14N4D 100K Gold for information and to teleport to 10E0N4D As the inside.. Foul Smell- Leave it to the brave
28 Teleporter to 14E17N1D Teleporter to 5E2N2D Chute to 17E16N4D Square where you get the information after paying the gold Down the hall.. Teleporter to 0E0N6D
29 Proclamation of Gnilda Teleporter to 10E10N2D 5K Gold to teleport to Castle Teleporter to 16E16N4D ...a clear blue fountain Teleporter to 19E4N6D
2A KOD's Armor KOD's Shield Hrathnir KOD's Helmet KOD's Gauntlets Nothing
2B “Are you ready?” square Teleporter to 5E15N2D Teleporter to 2E13N3D Teleport to Castle (Mapiro Mahama Diromat) "You are almost ruined." Teleporter to 8E9N6D
2C “Officers Only” (At least Weird Emblem required) Corroded Key Door Teleporter to 16E11N3D Anti-magic (Need to at least leave floor to reset) Nothing Teleporter to 1E5N6D
2D Search to fight Murphy’s Ghost Gory Badge Door Key of Cloister Door Nothing Nothing Teleporter to 3E13N6D
2E Pit Ebony Key Door Master Key Door Spinner Tile OUCH (Take damage) Spinner
2F Stronger Pit Mithril Key Door Rock! Rock! Even Stronger Pit Demon Lord, but more research is needed on what actually triggers the fight to appear.

How These Tiles Are Implemented (And How To Change Them)

The specific data for these tiles begins at 0x850B. Each floor takes up 64 (0040) bytes. Each individual code is four bytes. So 0x850B is B1 Code 20, 0x850F is B1 Code 21, 0x8513 B1 Code 22, and so on. 0x854B is the start of B2's data, 0x858B is B3's data, etc.

The data for Floor... Begins at address...
B1 0x850B
B2 0x854B
B3 0x858B
B4 0x85CB
B5 0x860B
B6 0x864B

The first byte of each four-byte code governs what type of square it is, and thus what the remaining three bytes mean.

For some codes, it may look like there is redundant data—for code 0D for instance, both the second and fourth bytes are the Item ID being checked. This is not a typo; it is actually how it is stored in the ROM, though I don't yet know why without a deep dive into the code.

If the first byte is The square is The second byte is The third byte is The fourth byte is
00 Nothing! Nothing! Nothing! Nothing!
01 Stairs East coordinate of destination North coordinate of destination Down coordinate of destination
02 Teleporter East coordinate of destination North coordinate of destination Down coordinate of destination
03 Chute! East coordinate of destination North coordinate of destination Down coordinate of destination
04 Rock! (Party dies and is transported back to the castle) Nothing! Nothing! Nothing!
05 Pit (Specifics unknown, but all three bytes seem to govern the power of the pit/how much damage you take) - -
06 OUCH (Specifics unknown, but all three bytes seem to govern how much damage you take) - -
07 Spinner- faces you in a random direction when you step onto it Nothing! Nothing! Nothing!
08 Message square Nothing! Pointer to the correct text Usually Nothing (Will be 00), except for one on floor B4
09 The Mapiro Mohama Diromat square which teleports you to the castle Nothing! Pointer to the correct text ??? (Is FF, which may be what teleports you to castle)
0A Teleporter with a message ??? Pointer to the correct text ??? (I think the two unknown bytes have to do with both how much to pay and where you teleport to afterward)
0B Anti-magic square Nothing! Pointer to the correct text Nothing!
0C Square that checks for an item ??? (Usually the item ID of the item being checked for, except for the KOD Gauntlet Door check, where this is $#0B) Message to show if you don't have the item Item ID checked for
0D Message square with a "Will you search?" at the end The item you'll acquire Message to display The item you'll acquire (One of these may be a check to see if you have the item before displaying anything)
0E Message square with a "Will you trade?" at the end The item you'll acquire Message to display The item you'll trade away
0F A forced battle The monster or monsters you'll fight Nothing! ID of an item—the game checks to see if you have it and bypasses the battle if you do. In-game, this is always the same ID as the item you get for winning the battle, hence my earlier confusion about what this byte actually was. What you get for winning the battle is determined elsewhere, probably with the enemy data.
10 Another forced battle that works differently from 0F, but I don't know exactly how yet. The monster or monsters you'll fight ??? (This is the byte that perplexes me right now)
11 "One alone" (Teleport to Castle if more than one person in party) Nothing! Pointer to correct text? Nothing!
12 Room on fire, kills if KOD Equipment not equipped Nothing! Pointer to correct text? Nothing!
13 Exchange for Staff of Gnilda OR teleport Nothing! Pointer to correct text? Nothing!
14 The Fountain Square Nothing! Pointer to the correct text? ???
16 A message square with a "Will you search?" that leads to a battle The monster or monsters you'll fight (??) (??-maybe treasure you get for winning the fight. More research is needed)

Tables

Item Table

Item ID Item Name
00 Broken Item
01 Long Sword
02 Short Sword
03 Anointed Mace
04 Anointed Flail
05 Staff
06 Dagger
07 Buckler
08 Shield
09 Robes
0A Leather Armor
0B Chain Mail
0C Breast Plate
0D Plate Mail
0E Helm
0F Potion of Curing
10 Potion of Neutralizing
11 Sword of Slicing
12 Blade of Biting
13 Mace of Pounding
14 Rod of Iron
15 Scroll of Sleep
16 Padded Leather
17 Shiny Chain
18 Sturdy Plate
19 Iron Shield
1A Body Armor
1B Scroll of Pain
1C Scroll of Fire
1D Sword of Swishes
1E Epee of Dismay
1F Mace of Misfortune
20 Studly Staff
21 Slayer of Dragons
22 Helm of Hardiness
23 Rotten Leather
24 Corroded Chain
25 Broken B-Plate
26 Screwy Shield
27 Ring of Jewels
28 Scroll of Agony
29 Potion of Glass
2A Sword of Slashing
2B Epee of Excellence
2C Mace of Power
2D Scroll of Brightness
2E Scroll of Darkness
2F Gloves of Copper
30 Treated Leather
31 Elven Chain
32 1st Class Plate
33 Shield of Support
34 Helm of Evil
35 Potion of Healing
36 Ring of Shielding
37 Were Slayer
38 Masher of Mages
39 Mace of Snakes
3A Rod of Silence
3B Blade Cusinart'
3C Ring of Rigidity
3D Rod of Flame
3E Chain of Evil
3F Neutral Plate
40 Shield of Evil
41 Ring of Suffocation
42 Ring of Movement
43 Scroll of Affliction
44 Epee of Disaster
45 Dagger of Slicing
46 Morbid Mace
47 Bent Staff
48 Dagger of Speed
49 Robe of Curses
4A Leather of Loss
4B Chain of Curses
4C B-Plate of Fiends
4D Shield of Nothing
4E Helm of Hangovers
4F B-Plate of Boons
50 Gloves of Silver
51 Saber of Evil
52 Soul Slayer
53 Dagger of Thieves
54 Armor of Heroes
55 Armor of Lords
56 Muramasa Blade
57 Shuriken
58 Armor of Freon
59 Armor of Evil
5A Shield of Defense
5B Ring of Healing
5C Ring of Dispelling
5D Ring of Death
5E Rod of Raising
5F Amulet of Cover
60 Displacer Robe
61 Winter Mittens
62 Magic Charms
63 Staff of Light
64 Excalibur
65 Sword of Swinging
66 Cleric Puncher
67 Cleric's Mace
68 Epee of Swinging
69 Ring Pro Fire
6A Cursed Plate
6B Mithril Plate
6C Staff of Curing
6D Ring of Regen
6E Metamorph Ring
6F Stone Stone
70 Dreamer's Stone
71 Damien Stone
72 Great Mage Wand (1)
73 Coin of Power
74 Stone of Youth
75 Mind Stone
76 Stone of Piety
77 Blarney Stone
78 Amulet of Skill (1)
79 Amulet of Skill (2)
7A Great Mage Wand (2)
7B Coin of Power
7C Staff of Gnilda
7D Hrathnir
7E KOD's Helmet
7F KOD's Shield
80 KOD's Gauntlets
81 KOD's Armor
82 Corroded Key
83 Gory Badge
84 Weird Emblem
85 Key of Ebony
86 Key of Cloister
87 Mithril Key
88 Master Key
89 Demon's Stone

Monster Table

Item ID Item Name
00 Bubbly Slime
01 Orc
02 Kobold
03 Undead Kobold
04 Dink
05 Hippopotamus
06 Magician
07 Depraved Cleric
08 Creeping Coin?
09 Highwayman
0A Man at Arms
0B Zombie
0C Mummy
0D Witch
0E Ninja
0F Rabid Rat
10 Were Panther
11 Fuzzball (1?)
12 Vorpal Bunny
13 Cleric
14 Dragon Fly
15 Doom Toad
16 Smog Beast
17 Banshee
18 Boring Beetle
19 Swordsman
1A Blade Bear
1B Were Lion
1C Seraph
1D Master Ninja
1E Carrier
1F Rhino Beetle
20 Fuzzball (Plural?)
21 Were Amoeba
22 No-see um
23 Sorceress
24 Medusalizard
25 Horrid Hound
26 Scorpion
27 Evil Eye
28 Manticore
29 Webspinner
2A Constrictor
2B Lesser Demon
2C Scryll
2D Ferocious Fiend
2E Orc Lord
2F Giant Bat
30 Were Bat
31 Vampire Bat
32 Corrosive Slime
33 Foaming Mold
34 Murphy's Ghost
35 Succubus
36 Giant Wasp
37 Giant Viper
38 The High Master
39 High Cleric
3A Arch Mage
3B Poison Giant
3C Vampire
3D Will o' Wisp
3E Greater Demon
3F Air Giant
40 Giant Zombie
41 Fuzzball (9?)
42 Giant Hornet
43 Giant Crab
44 Blob
45 Arch Mage (2?)
46 High Cleric (2?)
47 High Master
48 Iron Golem
49 Black Dragon
4A Gold Dragon
4B Flack
4C Sidelle
4D Raver Lord
4E Mifune
4F Arch Demon
50 Maelific
51 Vampire Lord
52 Lycurgus
53 Demon Lord
54 Kobold King
55 Magic Sword
56 Magic Helmet
57 Magic Shield
58 Magic Gauntlet
59 Magic Armor


Stuff That May Be Helpful But That Isn't Yet Properly Wiki-Formatted (Or is incomplete)

Enemy data seems to begin at about 0xC0C8 and end at 0XCD7F. There doesn't appear to be a standard byte size for enemy data.