Dragon Warrior/ROM map: Difference between revisions

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m (→‎Other: Corrected starting point of Overworld Map RLE data.)
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  1C9F to  1D62 = Graphic layout data for the overworld fight background
  1C9F to  1D62 = Graphic layout data for the overworld fight background
  1D63 to  2662 = Overworld map (RLE encoded by nibbles, 1st nibble is tile, 2nd how many - 1)
  1D6D to  2662 = Overworld map (RLE encoded by nibbles, 1st nibble is tile, 2nd how many - 1)
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</pre>
note: overworld map uses a strange system of pointers/auto-adjusts for offsetting the land
note: overworld map uses a strange system of pointers/auto-adjusts for offsetting the land

Revision as of 12:55, 16 June 2015

Chip tiny.png The following article is a ROM map for Dragon Warrior.

Miscellany

    0 to     F = iNES header

   2A to    C0 = Map metadata (See Note 1)

Maps

Castles

   C1 to   188 = Charlock Castle
  189 to   250 = Hauksness Ruins
  251 to   412 = Tantegel Castle
  413 to   444 = Tantegel Throne Room
  445 to   606 = Dragonlord's Throne Room

Towns

  607 to   726 = Kol
  727 to   8E8 = Brecconary
  8E9 to   AAA = Cantlin
  AAB to   B72 = Garinham
  B73 to   D34 = Rimuldar

Shrines

  D35 to   D66 = Sunlight Shrine
  D67 to   D98 = Rain Shrine
  D99 to   DCA = Rainbow Shrine

Dragonlord Cavern

  DCB to   E92 = Dragonlord Cavern B1
  E93 to   EC4 = Dragonlord Cavern B2
  EC5 to   EF6 = Dragonlord Cavern B3
  EF7 to   F28 = Dragonlord Cavern B4
  F29 to   F5A = Dragonlord Cavern B5
  F5B to   F8C = Dragonlord Cavern B6

Other Caves

  F8D to   FE6 = Rimuldar Passage
  FE7 to  1048 = Cave west of Tantegel B1
 1049 to  10AA = Cave west of Tantegel B2
 10AB to  1172 = Garin's Grave B1
 1173 to  123A = Garin's Grave B3
 123B to  136C = Garin's Grave B4
 126D to  12C0 = Garin's Grave B2
 12C1 to  12F2 = Erdrick's Cave B1
 12F3 to  1324 = Erdrick's Cave B2

Music Data

From To Description
44DB 44DD Silence, Pulse-1 & Pulse-2
44DE 44E2 Silence, Triangle
44E3 454D Throne Room, Pulse-1
454E 45B9 Throne Room, Triangle
45BA 45C3 Courtyard, Pulse-1
45C4 4639 Courtyard, Triangle
463A 464F Level-Up, Pulse-1
4650 4662 Level-Up, Pulse-2
4663 468A Gwaelin's Love, Pulse-1
468B 46BB Gwaelin's Love, Pulse-2
46BD 46DB Gwaelin's Love, Triangle
46DC 46FA Inn, Pulse-1
46FB 4716 Inn, Pulse-2
4717 471D Battle Over, Pulse-2
471E 473E Battle Over, Pulse-1
473F 47B1 Town, Pulse-1
47B2 4826 Town, Triangle
4827 4853 Overworld, Triangle
4854 489A Overworld, Pulse-1
489B 492C Caverns #1-8, Pulse-1
492D 49B8 Cavern #1, Triangle
4934 49B8 Cavern #2, Triangle
493B 49B8 Cavern #3, Triangle
4942 49B8 Cavern #4, Triangle
4947 49B8 Cavern #5, Triangle
494E 49B8 Cavern #6, Triangle
4955 49B8 Cavern #7, Triangle
495C 49B8 Cavern #8, Triangle
49B9 4ADE Battle Theme, Pulse-1
49CF 4ADE Battle Theme (sans intro), Pulse-1
4ADF 4B71 Battle Theme, Triangle
4AF1 4B71 Battle Theme (sans intro), Triangle
4B72 4BF5 Final Battle, Pulse-1
4BF6 4C29 Final Battle, Pulse-2
4C2A 4C4D Final Battle, Triangle
4C4E 4CA9 Silver Harp, Pulse-2
4C4F 4CA9 Silver Harp, Pulse-2
4CAA 4CF0 Fairy Flute, Triangle
4CF1 4D32 Rainbow Drop, Pulse-2
4CF2 4D32 Rainbow Drop, Pulse-1
4D33 4D59 "Thou Art Dead", Pulse-2
4D34 4D59 "Thou Art Dead", Pulse-1
4D5A 4D7C Cursed!, Pulse-2
4D5B 4D7C Cursed!, Pulse-1
4D7D 4E4C Title Theme, Pulse-1
4E4D 4F15 Title Theme, Pulse-2
4F16 4F71 Title Theme, Triangle
4F72 50C1 Ending Theme, Pulse-1
50C2 523D Ending Theme, Pulse-2
523E 5363 Ending Theme, Triangle

Other

 1C9F to  1D62 = Graphic layout data for the overworld fight background
 1D6D to  2662 = Overworld map (RLE encoded by nibbles, 1st nibble is tile, 2nd how many - 1)

note: overworld map uses a strange system of pointers/auto-adjusts for offsetting the land from the start of the row. It can't be viewed simply by working out the RLE runs.

31BE to  31DB = Music Pointers (See Note 2)
 3F30 to  3FB8 = Title screen data

 549F to  58D9 = Ending text

 5DDD to  5E58 = Chest data (See Note 3)

 6FC7 to  752B = Menu text

 7AC0 to  7EAD = Item, enemy, and spell menu text

 8039 to  BCBA = Dialogue text

 F3D8 to  F471 = Warp data (Stairs Down)
 F472 to  F50B = Warp data (Stairs Up)

10110 to 13FFF = Game graphics

Notes

Note 1

Metadata entries are five bytes long:

01 to 02 = Pointer to map data
      03 = X size
      04 = Y size
      05 = Border tile

Note 2

Song bytes are in the same order as maps. (Byte 1 plays for map 1, byte 2 plays for map 2, etc.)

00 = Nothing
01 = Title Fanfare
02 = Throne Room
03 = Castle
04 = Town
05 = Overworld
06 = Cave 1
07 = Cave 2
08 = Cave 3
09 = Cave 4
0A = Cave 5
0B = Cave 6
0C = Cave 7
0D = Cave 8
0E = Battle
0F = Dragonlord
10 = End Theme
11 = Silver Harp
12 = Fairy Flute
13 = Rainbow Drop
14 = Death
15 = Inn Rest
16 = Princess Gwaelin
17 = Curse
18 = Battle (without intro)
19 = Victory
1A = Level Up

Note 3

Chest data entries are five bytes long:

01 = Map number
02 = X coordinate
03 = Y coordinate
04 = Chest contents