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Mega Man 3 (NES)/ROM map: Difference between revisions
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===Makeup of tiles=== | ===Makeup of tiles=== | ||
* 0x027B30 - 0x02800F - Tiles making up title and stage select screen | * 0x027B30 - 0x02800F - Tiles making up title and stage select screen | ||
* | * 0x0161568 - 0x?????? - 16x16 blocks that make up the 32x32 tiles for the title and stage select screen | ||
==Graphic banks== | ==Graphic banks== |
Revision as of 21:40, 19 August 2012
The following article is a ROM map for Mega Man 3 (NES).
Layers
- 0x026F10 - 0x026F4F - layer of title screen
- 0x026F50 - 0x026F8F - layer of stage selection screen
- 0x026F90 - 0x026FCF - layer of password screen
- 0x026FD0 - 0x02700F - boss intro sliding layer after stage selection
- 0x027010 - 0x02704F - opening sliding layer of stage select screen (make same as layer of title screen for smooth transition)
Makeup of tiles
- 0x027B30 - 0x02800F - Tiles making up title and stage select screen
- 0x0161568 - 0x?????? - 16x16 blocks that make up the 32x32 tiles for the title and stage select screen
Graphic banks
Title screen banks
- 0x031C07 - ??? bank 1
- 0x031C08 - ??? bank 2
- 0x031C09 - Sprite bank 1
- 0x031C0A - Sprite bank 2
- 0x031C0B - Sprite bank 3
- 0x031C0C - Sprite bank 4
Palettes
- 0x031C13 - 0x031C32 - Palettes for Title Screen
Megaman's color schemes
- 0x03c8a8-0x03c8ab - default (e.g. after death) (0f 0f 2c 11)
- 0x004650-0x004653 - P.Buster (0f 0f 2c 11)
- 0x004654-0x004657 - Gemini Laser (0f 0f 30 21)
- 0x004658-0x00465b - Needle Cannon (0f 0f 30 17)
- 0x00465c-0x00465f - Hard Knuckle (0f 0f 10 01)
- 0x004660-0x004663 - Magnet Missile (0f 0f 10 16)
- 0x004664-0x004667 - Top Spin (0f 0f 36 00)
- 0x004668-0x00466b - Search Snake (0f 0f 30 19)
- 0x00466c-0x00466f - Rush Coil (0f 0f 30 15)
- 0x004670-0x004673 - Spark Shock (0f 0f 30 26)
- 0x004674-0x004677 - Rush Marine (0f 0f 30 15)
- 0x004678-0x00467b - Shadow Blade (0f 0f 34 14)
- 0x00467c-0x00467f - Rush Jet (0f 0f 30 15)
Stage selector
- 0x031D03 - 0x031D0B - Vertical row to show box
- 0x031D0C - 0x031D14 - Horizontal row to show box
- 0x031D15 - 0x031D18 - Y axis location for selection box dots
- 0x031D19 - 0x031D1D - X axis location for selection box dots
Weapon usage
Bars used
- 0x03DF2C - Gemini Laser (2 bars)
- 0x03DF2D - Needle Cannon (1 bar)
- 0x03DF2E - Hard Knuckle (2 bars)
- 0x03DF2F - Magnet Missile (2 bars)
- 0x03DF30 - Top Spin (0 bars)
- 0x03DF31 - Search Snake (1 bar)
- 0x03DF32 - Rush Coil (3 bars)
- 0x03DF33 - Spark Shot (1 bar)
- 0x03DF34 - Spark Shock
- 0x03DF35 - Shadow Blade
- 0x03DF36 - Rush Jet (1 bar)
Shots required for bar to decrease
- 0x03DF38 - Gemini Laser (1 shot)
- 0x03DF39 - Needle Cannon (3 shots)
- 0x03DF3A - Hard Knuckle (1 shot)
- 0x03DF3B - Magnet Missile (1 shot)
- 0x03DF3C - Top Spin (0 shots (inf until attack connects))
- 0x03DF3D - Search Snake (2 shots)
- 0x03DF3E - Rush Coil (1 shot)
- 0x03DF3F - Spark Shot (1 shot)
- 0x03DF40 - Rush Marine (how many frames/1 bar, standard: 1E)
- 0x03DF41 - Shadow Blade (2 shots)
- 0x03DF42 - Rush Jet (how many frames/1 bar, standard: 1E)
Number of maximum shots on the screen
- 0x03D34D - Mega Buster (03)
- 0x03D34E - Gemini Laser (01)
- 0x03D34F - Needle Cannon (03)
- 0x03D350 - Hard Knuckle (01)
- 0x03D351 - Magnet Missile (02)
- 0x03D352 - Top Spin (00)
- 0x03D353 - Search Snake (03)
- 0x03D354 - Rush Coil (03)
- 0x03D355 - Spark Shock (02)
- 0x03D356 - Rush Marine (03)
- 0x03D357 - Shadow Blade (01)
- 0x03D358 - Rush Jet (03)
Note: more than 03 results in "blanks" being fired, except for Gemini laser and Hard Knuckle that are limited to 01