If you are still using the old URL (datacrystal.romhacking.net), please update your bookmarks! The old URL may stop working soon.
The current URL is datacrystal.tcrf.net.
The current URL is datacrystal.tcrf.net.
Binary Land (NES)/ROM map: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
|||
Line 2: | Line 2: | ||
==Graphics Data== | ==Graphics Data== | ||
<pre>Title Screen data | <pre> | ||
0x350 and 0x4350 = Title Screen data | |||
Level Palette data | 0x2a0 and 0x42a0 = Level Palette data | ||
</pre> | |||
{{source|1=Googie's document}} | |||
==Music Data== | ==Music Data== | ||
Music is grouped all together and has a simple storage structure. Starting at the specified offset, each 'beat' in a song is stored in 3 bytes: one byte for each note that a sound channel will play. First byte is the note for square 1. Second byte is the note for square 2. Third byte is the note for triangle. | Music is grouped all together and has a simple storage structure. Starting at the specified offset, each 'beat' in a song is stored in 3 bytes: one byte for each note that a sound channel will play. First byte is the note for square 1. Second byte is the note for square 2. Third byte is the note for triangle. | ||
* | <pre> | ||
* 0x6F3E = Beginning of note data for introduction to main theme | |||
* | * 0x6F65 = Beginning of main theme notes | ||
* 0x7088 = Beginning of death notes | |||
* | * 0x707F = Beginning of winning notes | ||
* 0x7166 = Beginning of game over notes | |||
* | </pre> | ||
* | |||
Any value up to 0x79 is a note. 0x80 to 0x83 have special functions: | Any value up to 0x79 is a note. 0x80 to 0x83 have special functions: | ||
<pre> | |||
0x80 | * 0x80 = end of song | ||
* 0x81 = rest (silence) | |||
0x81 | * 0x82 = jump to offset 0x6F65 (beginning of main theme notes) | ||
* 0x83 = bypass | |||
0x82 | </pre> | ||
{{Internal Data|game=Binary Land}} | |||
0x83 |
Revision as of 07:12, 5 June 2016
The following article is a ROM map for Binary Land (NES).
Graphics Data
0x350 and 0x4350 = Title Screen data 0x2a0 and 0x42a0 = Level Palette data
(Source: Googie's document)
Music Data
Music is grouped all together and has a simple storage structure. Starting at the specified offset, each 'beat' in a song is stored in 3 bytes: one byte for each note that a sound channel will play. First byte is the note for square 1. Second byte is the note for square 2. Third byte is the note for triangle.
* 0x6F3E = Beginning of note data for introduction to main theme * 0x6F65 = Beginning of main theme notes * 0x7088 = Beginning of death notes * 0x707F = Beginning of winning notes * 0x7166 = Beginning of game over notes
Any value up to 0x79 is a note. 0x80 to 0x83 have special functions:
* 0x80 = end of song * 0x81 = rest (silence) * 0x82 = jump to offset 0x6F65 (beginning of main theme notes) * 0x83 = bypass
Internal Data for Binary Land
| |
---|---|