Mega Man (NES)/ROM map: Difference between revisions

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* <tt>0x00C10 to 0x00C3F</tt> = Room Order Data
* <tt>0x00C10 to 0x00C3F</tt> = Room Order Data
* <tt>0x00C40 to 0x00C7F</tt> = Room Pointers
* <tt>0x00C40 to 0x00C7F</tt> = Room Pointers
* <tt>0x00C81 to 0x00C8E</tt> = Scroll Data
* <tt>0x00CB0 to 0x00CCF</tt> = Palette Data
* <tt>0x00D10 to 0x00D26</tt> = Initial Pattern Table Setup Data
* <tt>0x00D10 to 0x00D26</tt> = Initial Pattern Table Setup Data
* <tt>0x00CB0 to 0x00CCF</tt> = Palette Data
* <tt>0x00D50 to 0x00D8F</tt> = Sprite Pattern Table Change Index Data Table
* <tt>0x15F1D to 0x15F2C</tt> = Palette (for after the doors) Data
* <tt>0x00D90 to 0x00E0F</tt> = Sprite Pattern Table Change Data Table
* <tt>0x1A462 to 0x1A463</tt> = Enemy Data Pointer
* <tt>0x00E10 to 0x00E9C</tt> = Special Objects Data
* <tt>0x00C81 to 0x00C8E</tt> = Scroll Data
* <tt>0x153A4</tt> = Background Music Track Index
* <tt>0x153B0</tt> = Start Scroll Position Data
* <tt>0x153B0</tt> = Start Scroll Position Data
* <tt>0x153BC</tt> = Checkpoint 1 Scroll Position Data
* <tt>0x153BC</tt> = Checkpoint 1 Scroll Position Data
* <tt>0x153C8</tt> = Checkpoint 2 Scroll Position Data
* <tt>0x153C8</tt> = Checkpoint 2 Scroll Position Data
* <tt>0x153DF</tt> = Enemy Data Position For Checkpoint 1
* <tt>0x153EB</tt> = Enemy Data Position For Checkpoint 2
* <tt>0x1540A</tt> = Checkpoint 1 Scroll Setting #1
* <tt>0x1540A</tt> = Checkpoint 1 Scroll Setting #1
* <tt>0x15416</tt> = Checkpoint 2 Scroll Setting #1
* <tt>0x15416</tt> = Checkpoint 2 Scroll Setting #1
* <tt>0x15422</tt> = Checkpoint 1 Scroll Setting #2
* <tt>0x15422</tt> = Checkpoint 1 Scroll Setting #2
* <tt>0x1542E</tt> = Checkpoint 2 Scroll Setting #2
* <tt>0x1542E</tt> = Checkpoint 2 Scroll Setting #2
* <tt>0x15F12</tt> = Room Doors Work From Data
* <tt>0x15F1D to 0x15F2C</tt> = Palette (for after the doors) Data
* <tt>0x1A462 to 0x1A463</tt> = Enemy Data Pointer
* <tt>0x1C2E4</tt> = Checkpoint 1 Activation Data
* <tt>0x1C2F0</tt> = Checkpoint 2 Activation Data
* <tt>0x1C2FB</tt> = Start Room Data
* <tt>0x1C2FB</tt> = Start Room Data
* <tt>0x1C307</tt> = Checkpoint 1 Respawn Data
* <tt>0x1C307</tt> = Checkpoint 1 Respawn Data
* <tt>0x1C313</tt> = Checkpoint 2 Respawn Data
* <tt>0x1C313</tt> = Checkpoint 2 Respawn Data
* <tt>0x1C2E4</tt> = Checkpoint 1 Activation Data
* <tt>0x1C52A</tt> = Start Y Position
* <tt>0x1C2F0</tt> = Checkpoint 2 Activation Data
* <tt>0x1C536</tt> = Checkpoint 1 Y Position
* <tt>0x153DF</tt> = Enemy Data Position For Checkpoint 1
* <tt>0x1C542</tt> = Checkpoint 2 Y Position
* <tt>0x153EB</tt> = Enemy Data Position For Checkpoint 2
* <tt>0x153A4</tt> = Background Music Track Index
* <tt>0x00E10 to 0x00E9C</tt> = Special Objects Data
* <tt>0x1CD56</tt> = TSA Solidity Setting 1 Data
* <tt>0x1CD56</tt> = TSA Solidity Setting 1 Data
* <tt>0x1CD57</tt> = TSA Solidity Setting 2 Data
* <tt>0x1CD57</tt> = TSA Solidity Setting 2 Data
* <tt>0x1CD58</tt> = TSA Solidity Setting 3 Data
* <tt>0x1CD58</tt> = TSA Solidity Setting 3 Data
* <tt>0x1CD59</tt> = TSA Solidity Setting 4 Data
* <tt>0x1CD59</tt> = TSA Solidity Setting 4 Data
* <tt>0x1C52A</tt> = Start Y Position
* <tt>0x1C536</tt> = Checkpoint 1 Y Position
* <tt>0x1C542</tt> = Checkpoint 2 Y Position
* <tt>0x15F12</tt> = Room Doors Work From Data
* <tt>0x1FDFE</tt> = Boss Damage Offset
* <tt>0x1FDFE</tt> = Boss Damage Offset
* <tt>0x1FECB</tt> = Boss Projectile Damage
* <tt>0x1FECB</tt> = Boss Projectile Damage
* <tt>0x00D50 to 0x00D8F</tt> = Sprite Pattern Table Change Index Data Table
* <tt>0x00D90 to 0x00E0F</tt> = Sprite Pattern Table Change Data Table


== Iceman Data ==
== Iceman Data ==

Revision as of 05:13, 6 November 2015

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

Cutman Data

  • 0x00010 to 0x----- = TSA Data
  • 0x00310 to 0x----- = Attribute Data
  • 0x00C10 to 0x00C3F = Room Order Data
  • 0x00C40 to 0x00C7F = Room Pointers
  • 0x00C81 to 0x00C8E = Scroll Data
  • 0x00CB0 to 0x00CCF = Palette Data
  • 0x00D10 to 0x00D26 = Initial Pattern Table Setup Data
  • 0x00D50 to 0x00D8F = Sprite Pattern Table Change Index Data Table
  • 0x00D90 to 0x00E0F = Sprite Pattern Table Change Data Table
  • 0x00E10 to 0x00E9C = Special Objects Data
  • 0x153A4 = Background Music Track Index
  • 0x153B0 = Start Scroll Position Data
  • 0x153BC = Checkpoint 1 Scroll Position Data
  • 0x153C8 = Checkpoint 2 Scroll Position Data
  • 0x153DF = Enemy Data Position For Checkpoint 1
  • 0x153EB = Enemy Data Position For Checkpoint 2
  • 0x1540A = Checkpoint 1 Scroll Setting #1
  • 0x15416 = Checkpoint 2 Scroll Setting #1
  • 0x15422 = Checkpoint 1 Scroll Setting #2
  • 0x1542E = Checkpoint 2 Scroll Setting #2
  • 0x15F12 = Room Doors Work From Data
  • 0x15F1D to 0x15F2C = Palette (for after the doors) Data
  • 0x1A462 to 0x1A463 = Enemy Data Pointer
  • 0x1C2E4 = Checkpoint 1 Activation Data
  • 0x1C2F0 = Checkpoint 2 Activation Data
  • 0x1C2FB = Start Room Data
  • 0x1C307 = Checkpoint 1 Respawn Data
  • 0x1C313 = Checkpoint 2 Respawn Data
  • 0x1C52A = Start Y Position
  • 0x1C536 = Checkpoint 1 Y Position
  • 0x1C542 = Checkpoint 2 Y Position
  • 0x1CD56 = TSA Solidity Setting 1 Data
  • 0x1CD57 = TSA Solidity Setting 2 Data
  • 0x1CD58 = TSA Solidity Setting 3 Data
  • 0x1CD59 = TSA Solidity Setting 4 Data
  • 0x1FDFE = Boss Damage Offset
  • 0x1FECB = Boss Projectile Damage

Iceman Data

Bombman Data

Fireman Data

Elecman Data

Gutsman Data

Dr. Wily 1 Data

Dr. Wily 2 Data

Dr. Wily 3 Data

Dr. Wily 4 Data

Music Data

  • 0x11A70 to 0x11AD5 = Music/Sound Effects Pointers

Links