Arkanoid (NES)/ROM map: Difference between revisions

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Revision as of 01:43, 6 June 2010

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

Level Data

46C0    Level Data (23 * 100 = 2300 bytes + 100 bytes for Boss level)
        Each level is 0x100 bytes long

Offsets:

0000 - 00DE    Brick Data (DF bytes)
00DF - 00EE    Palettes (4 * 4 = 10 bytes)
00EF - 00FE    Tile codes for each brick type (10 bytes)
00FF - 00FF    Number of bricks to destroy to complete level (1 byte)

Brick Data Structure

xxxx....    Type of brick (0 - F)
....x...    Contains a capsule (0 - 1)
.....xxx    Number of hits needed to clear (0 - 7) (0 = 8 hits)

00    Nothing
0x    45000 Points ?
1x    50 Points
2x    60 Points
3x    70 Points
4x    80 Points
5x    90 Points
6x    100 Points
7x    110 Points
8x    120 Points
9x    0 Points
Ax    5000 Points
Bx    Crash (score goes up indefinitely)
Cx    200 Points
Dx    25000 Points
Ex    Hard Brick (Gray) 50 Points
Fx    Indestructible Brick (Gold)

479F - 47A2    Palette Type 0
47A3 - 47A6    Palette Type 1
47A7 - 47AA    Palette Type 2
47AB - 47AE    Palette Type 3

47AF    Tile Mapping for Bricks Type 0
47B0    Tile Mapping for Bricks Type 1
47B1    Tile Mapping for Bricks Type 2
47B2    Tile Mapping for Bricks Type 3
47B3    Tile Mapping for Bricks Type 4
47B4    Tile Mapping for Bricks Type 5
47B5    Tile Mapping for Bricks Type 6
47B6    Tile Mapping for Bricks Type 7
47B7    Tile Mapping for Bricks Type 8
47B8    Tile Mapping for Bricks Type 9
47B9    Tile Mapping for Bricks Type A
47BA    Tile Mapping for Bricks Type B
47BB    Tile Mapping for Bricks Type C
47BC    Tile Mapping for Bricks Type D
47BD    Tile Mapping for Bricks Type E
47BE    Tile Mapping for Bricks Type F

47BF    Number of bricks required to clear level