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Lagoon (SNES)/ROM map: Difference between revisions
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0x00:804e9 Subroutine | 0x00:804e9 Subroutine | ||
0x00:9304- | 0x00:9304-9366 Program loop, calls the game intro subroutine and the main game subroutine | ||
0x00:94f7 (000037) Str increase subroutine | 0x00:94f7 (000037) Str increase subroutine |
Revision as of 14:11, 17 May 2011
The following article is a ROM map for Lagoon (SNES).
Keep in mind that two-byte numbers are in reverse order in the file.
This offsets differ by 0x8000 in a file versus memory. So, 0x0013 in a rom file is 0x8013 in memory.
ROM File offsets:
ASM Code Bank
0x00:8013 Reset Vector 0x00:8013-00af First code block (initializations)
0x00:80b3 Main game subroutine
0x00:80b9 Game intro subroutine
0x00:80112 Subroutine
0x00:80120 Subroutine
0x00:804e9 Subroutine
0x00:9304-9366 Program loop, calls the game intro subroutine and the main game subroutine
0x00:94f7 (000037) Str increase subroutine 0x00:952f (00004f) Def increase subroutine
0x00:cd95 (000003) checks event byte 7e04e2 cd9f (000003) checks bit using bit masks in 00:d3d9
0x00:cda8 (000003) reads 7e04d4 for gold cave chest 0x00:cdab (000003) controls item bit toggled by treasure chest in gold cave 0x00:cdae (000003) writes 7e04d4 for gold cave chest
0x00:cdeb (000003) reads 7e04d4 for gold cave chest 0x00:cdee (000003) bit 7e04d4 for gold cave chest
0x00:d05a (000002) Shortsword price (atland) 0x00:d05c (000002) Bandit armor price 0x00:d05e (000002) Iron shield price
0x00:d3d9 (000008) Bit masks
Leveling Data Tables
0x00:e0b0 (000047) Base str table 0x00:e0f8 (000047) Base def table 0x00:e140 (000023) HP table 0x00:e164 (000023) MP table
More ASM
0x01:05f6 (000028) Routine reads dialogue text into RAM (7e5000)
0x01:0810 Reads name/place strings into RAM. (7e5000)
0x01:59d9 Starting level 0x01:59ec Starting strength 0x01:59fb Starting defense 0x01:5a01 (000002) Starting gold
Text Bank
0x02:0200-0670 Text 0x02:0870-5010 Text 0x02:5210-6680 Text 0x02:6790-77d0 Text
Monster Data Bank
0x02:91f9 Monster data table starts here Table width is 0x0f bytes Examples 0x02:91fa-0b (000002) gold cave demon hp 0x02:9202-03 (000002) gold cave demon gold 0x02:9204-05 (000002) gold cave demon exp 0x02:9209-0a (000002) slime hp 0x02:9211-12 (000002) slime gold 0x02:9213-14 (000002) slime exp 0x02:9218-19 (000002) skeleton hp 0x02:9220-21 (000002) skeleton gold 0x02:9222-23 (000002) skeleton exp 0x02:9227-28 (000002) beetle hp 0x02:922f-30 (000002) beetle gold 0x02:9231-32 (000002) beetle exp
Boss Data Table (table width is 0x0f) 0x02:946b-6c (000002) Samson gold 0x02:946d-6e (000002) Samson exp 0x02:947a-7b (000002) Natela gold 0x02:947c-7d (000002) Natela exp 0x02:9489-8a (000002) Eardon gold 0x02:948b (000002) Eardon exp 0x02:9498 (000002) Duma gold 0x02:949a (000002) Duma exp 0x02:94c5 (000002) Thimale gold 0x02:94c7 (000002) Thimale exp 0x02:94d4 (000002) Battler gold 0x02:94d6 (000002) Battler exp 0x02:953d (000002) Ella gold 0x02:953f (000002) Ella exp
Misc
0x02:ca81 (000002) Gold gift from Atland Mayor
Audio
0x06:80a8 (000c9c) Audio code/data
Graphics
0x08:8000-b600 Nasir Graphics (uncompressed) 0x08:b600-be00 Shield graphics (uncompressed) 0x0b:8e00-a800 Item graphics (uncompressed)
Compressed Graphics
0x0e:e47a-e54f Logo graphic compression dictionary 0x0e:e54f Logo graphic starting byte (compressed)
Unused
0x0f:fca0-ffd0 Unused