Dragon Warrior/ROM map: Difference between revisions

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== Notes ==
== Notes ==
1. Each header has five bytes
1. Each header has five bytes
01 = Pointer to Map
01 = Pointer to Map
02 = Pointer to Map
02 = Pointer to Map
03 = X
03 = X
04 = Y
04 = Y
05 = Border Tile
05 = Border Tile
2. Song bytes are in the same order as maps (byte 1 plays for map 1, byte 2 plays for map 2 etc.)
00 = Nothing
01 = Title Fanfare
02 = Throne Room
03 = Castle
04 = Town
05 = Overworld
06 = Cave 1
07 = Cave 2
08 = Cave 3
09 = Cave 4
0A = Cave 5
0B = Cave 6
0C = Cave 7
0D = Cave 8
0E = Battle Music
0F = Dragonlord
10 = End Theme
11 = Silver harp
12 = Fairy flute
13 = Rainbow drop
14 = Death
15 = Inn rest
16 = Princess Gwaelin
17 = Curse
18 = Battle without intro
19 = Battle victory
1A = Level up

Revision as of 21:59, 11 May 2007

Chip tiny.png The following article is a ROM map for Dragon Warrior.


0-F Rom Header 2A-C0 Map Headers (see 1)

Maps

Castles

C1-188 Charlock Castle

189-250 Hawksness Ruins

251-412 Tantagel Castle

413-444 Tantagel Throne Room

445-606 Dragonlord's Throne Room

Towns

607-726 Kol

727-8E8 Breconary

8E9-AAA Cantlin

AAB-B72 Garinham

B73-D34 Rimuldar

Shrines

D35-D66 Sunlight Shrine

D67-D98 Rain Shrine

D99-DCA Rainbow Shrine

Dragonlord Cavern

DCB-E92 Dragonlord Cavern B1

E93-EC4 Dragonlord Cavern B2

EC5-EF6 Dragonlord Cavern B3

EF7-F28 Dragonlord Cavern B4

F29-F5A Dragonlord Cavern B5

F5B-F8C Dragonlord Cavern B6

Other Caves

F8D-FE6 Rimuldar Passage

FE7-1048 Cave west of Tangerel B1

1049-10AA Cave west of Tangerel B2

10AB-1172 Garin's Grave B1

1173-123A Garin's Grave B3

123B-136C Garin's Grave B4

126D-12C0 Garin's Grave B2

12C1-12F2 Eldrick's Cave B1

12F3-1324 Eldrick's Cave B2

Music

31BE-31DB What music plays on what map (Note 2)

Other

  • 1C9F-1D62 - Graphic layout data for the overworld fight background.
  • 3F30-3FB8 - Title screen data.
  • 549F-58D9 - Ending text.
  • 6FC7-752B - Menu text.
  • 7AC0-7EAD - Item, enemy, and spell menu text.
  • 8039-BCBA - Dialogue text.

Notes

1. Each header has five bytes

01 = Pointer to Map

02 = Pointer to Map

03 = X

04 = Y

05 = Border Tile

2. Song bytes are in the same order as maps (byte 1 plays for map 1, byte 2 plays for map 2 etc.) 00 = Nothing

01 = Title Fanfare

02 = Throne Room

03 = Castle

04 = Town

05 = Overworld

06 = Cave 1

07 = Cave 2

08 = Cave 3

09 = Cave 4

0A = Cave 5

0B = Cave 6

0C = Cave 7

0D = Cave 8

0E = Battle Music

0F = Dragonlord

10 = End Theme

11 = Silver harp

12 = Fairy flute

13 = Rainbow drop

14 = Death

15 = Inn rest

16 = Princess Gwaelin

17 = Curse

18 = Battle without intro

19 = Battle victory

1A = Level up