Akazukin Chacha (SNES)/ROM map: Difference between revisions

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* <tt>0x60000 to 0x63FB5</tt> = Start-of-game dialogs
* <tt>0x60000 to 0x63FB5</tt> = Start-of-game dialogs


''See also:'' [[Akazukin Cha Cha:Dialog Commands | Dialog script commands]]
''See also:'' [[Akazukin Cha Cha:Dialog Commands|Dialog script commands]]


==Graphics Tiles==
==Graphics Tiles==
Line 43: Line 43:
==Code Locations==
==Code Locations==
These are [[Super Nindendo:Memory Mapping|SNES-mapped]] addresses.
These are [[Super Nindendo:Memory Mapping|SNES-mapped]] addresses.
* <tt>0xC0:3F80</tt> = [[Akazukin Cha Cha:ASM:Text | Code for displaying character data to 0xscreen]]
* <tt>0xC0:3F80</tt> = [[Akazukin Cha Cha:ASM:Text|Code for displaying character data to 0xscreen]]


{{Internal Data|game=Akazukin Cha Cha}}
{{Internal Data|game=Akazukin Cha Cha}}

Latest revision as of 20:40, 28 January 2024

Chip tiny.png The following article is a ROM map for Akazukin Chacha (SNES).

These are file addresses for the unheadered ROM.

Dialog Script Locations

  • 0x3E27A to 0x3FFC9 = Opening game text, chapter opening dialogs, game dialogs
  • 0x40000 to 0x4FFBE = Dialog
  • 0x50000 to 0x5FD04 = Dialog
  • 0x60000 to 0x63FB5 = Start-of-game dialogs

See also: Dialog script commands

Graphics Tiles

  • The following are stored as 4bpp, 8x8 tiles:
    • 0xC0000 to 0xC5FFF = Chacha sprites
    • 0xC6000 to 0xCBFFF = Shi'ne sprites
    • 0xCC000 to 0xCFFFF = Riya sprites
    • 0xD0000 to 0xD33FF = Riya (wolf mode) sprites
    • 0xD3400 to 0xD41FF = (Empty)
    • 0xD4200 to 0xD5FFF = Chacha battle sprites
    • 0xD6000 to 0xD7FFF = Shi'ne battle sprites
    • 0xD8000 to 0xD9FFF = Riya battle sprites
    • 0xDA000 to 0xDBFFF = Magical Princess battle sprites
    • 0xDC000 to 0xDDFFF = Riya (wolf mode) battle sprites
    • 0xDE000 to 0xDFFFF = Penguin? sprites
  • The following are stored as 2bpp, 8x8 tiles:
    • 0xE0000 to 0xE04FF = Blurb tiles
    • 0xE0500 to 0xE39FF = Item font and icon tiles
    • 0xE3A00 to 0xE3000 = (Empty)
  • The following are stored as 4bpp, 8x8 tiles:
    • 0xE4000 to 0xE5FFF = Title screen (top left portion) tiles
    • 0xE6000 to 0xE7FFF = Title screen (top right portion) tiles
    • 0xE8000 to 0xE99FF = Title screen (bottom left portion) tiles
    • 0xE9A00 to 0xE9FFF = (Empty)
    • 0xEA000 to 0xEB9FF = Title screen (bottom right portion) tiles
    • 0xEBA00 to 0xEBFFF = (Empty)
  • The following are stored as 1bpp, 16x14 tiles:
    • 0x158000 to 0x15E2FF = Font data

Code Locations

These are SNES-mapped addresses.