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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> | * <tt>0x00D50 to 0x00D8F</tt> = Sprite Pattern Table Change Index Data Table | ||
* <tt> | * <tt>0x00D90 to 0x00E0F</tt> = Sprite Pattern Table Change Data Table | ||
* <tt> | * <tt>0x00E10 to 0x00E9C</tt> = Special Objects Data | ||
* <tt> | * <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> | * <tt>0x1C52A</tt> = Start Y Position | ||
* <tt> | * <tt>0x1C536</tt> = Checkpoint 1 Y Position | ||
* <tt>0x1C542</tt> = Checkpoint 2 Y Position | |||
* <tt> | |||
* <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>0x1FDFE</tt> = Boss Damage Offset | * <tt>0x1FDFE</tt> = Boss Damage Offset | ||
* <tt>0x1FECB</tt> = Boss Projectile Damage | * <tt>0x1FECB</tt> = Boss Projectile Damage | ||
== Iceman Data == | == Iceman Data == |
Revision as of 05:13, 6 November 2015
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
- Huge ROM disassembly by Bisqwit
- Mega man title screen noise code by Insectduel