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Punch-Out/ROM map: Difference between revisions
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(Rank table and Opponent table) |
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<pre> | <pre> | ||
0x01A530 - Song to play after bell dings on opening | 0x01A530 - Song to play after bell dings on opening | ||
</pre> | |||
==Opponent Table== | |||
<pre>A0D1, length 3A (NES File 0x180E1) | |||
2 bytes per value. Match Number (RAM $01) * 2 is used to index into this table. | |||
First Byte: Opponent Body (Also which ROM bank to use) (00-05), stored into RAM $02 | |||
00 = Glass Joe / Don Flamenco | |||
01 = King Hippo | |||
02 = Von Kaiser / Great Tiger | |||
03 = Bald Bull / Mr. Sandman | |||
04 = Soda Popinski / Super Macho Man | |||
05 = Piston Honda / Mike Tyson | |||
Second Byte: Opponent Matchup (00-40), stored into RAM $03 | |||
00 = Glass Joe, Von Kaiser, King Hippo, Bald Bull (Demo) | |||
10 = Don Flamenco (Major Circuit), Great Tiger, Soda Popinski, Mr. Sandman | |||
20 = Piston Honda (World Circuit), Bald Bull (World Circuit), Don Flamenco (World Circuit) | |||
30 = Piston Honda (Minor Circuit), Bald Bull (Major Circuit), Super Macho Man | |||
40 = Mike Tyson | |||
Any values not expected by the game will crash. | |||
</pre> | |||
==Opponent Rank Table== | |||
<pre>A18D, length 1D (NES File 0x1819D) | |||
Match Number (RAM $01) is used to index into this table. | |||
Lower nibble: Rank number of the opponent (0 for champion, values above 9 display as hex) | |||
Upper nibble: Which circuit for the opponent | |||
0 = Dream Fight | |||
1 = World Circuit | |||
2 = Major Circuit | |||
3 = Minor Circuit | |||
4 = Another World Circuit (Displays as "M OR CIRCUIT", set RAM 013E to nonzero, and it will display "Another World Circuit" instead) | |||
5-F = Not used (also displays as "M OR CIRCUIT") | |||
</pre> | </pre> | ||
==Graphics== | ==Graphics== | ||
<pre>0x020010 to 0x040010 = Graphics</pre> | <pre>0x020010 to 0x040010 = Graphics</pre> | ||
{{Internal Data|game=Punch-Out}} | {{Internal Data|game=Punch-Out}} |
Revision as of 18:49, 8 June 2022
Opponents
0x001326 to 0x001385 = Glass Joe (Minor Circuit) 0x00132C = Stamina 0x001335 = Opponent strength 0x001353 = Mug shot, etc. 0x00135C = countdown stat 0x001360 = clock speed 0x0014D3 to 0x001532 = Don Flamenco (Major Circuit) 0x0014D9 = Stamina 0x001533 to 0x001592 = Don Flamenco (World Circuit) 0x001539 = Stamina 0x002C5E to 0x002CBD = King Hippo (Major Circuit, AWC) 0x002C64 = Stamina 0x002C6D = Opponent strength 0x002C8B = Mug shot, etc. 0x002C94 = countdown stat 0x0053D9 to 0x005438 = Great Tiger (Major Circuit, AWC) 0x00540F = countdown stat 0x007887 to 0x0078E6 = Bald Bull (Demo play) 0x0078E7 to 0x007946 = Bald Bull (Major Circuit) 0x0078ED = Stamina 0x0078F6 = Opponent strength 0x007914 = Mug shot, etc. 0x00791D = countdown stat 0x007947 to 0x0079A6 = Bald Bull (World Circuit) 0x00794D = Stamina 0x007956 = Opponent strength 0x007974 = Mug shot, etc. 0x00797D = countdown stat 0x009A5C to 0x009ABB = Soda Popinski (World Circuit) 0x009A62 = Stamina 0x009A6B = Opponent strength 0x009A89 = Mug shot, etc. 0x009A92 = countdown stat 0x00B819 to 0x00B878 = Mike Tyson (Dream Fight) 0x00B81F = Stamina 0x00BAE8 to 0x00BB47 = Piston Honda (World Circuit, AWC) 0x00BAEE = Stamina 0x00BAF7 = Opponent strength 0x00BB15 = Mug shot, etc. 0x00BB1E = countdown stat 0x00BB48 to 0x00BBA7 = Piston Honda (Minor Circuit) 0x00BB4E = Stamina
Sound effect
0x00D210 to 0x00DD0F = Cheering sound
Passwords
0x00EDB2 to 0x00EDBB = Password for Busy Signal 0x00EDBC to 0x00EDC5 = Password for Busy Signal 0x00EDC6 to 0x00EDCF = Password for Busy Signal 0x00EDD0 to 0x00EDD8 = Password for Another World Circuit 0x00EDD9 to 0x00EDE3 = Password for Credits 0x00EDE4 to 0x00EDED = Password for Dream Fight 0x00F111 to 0x00F11A = Password encryption * example: 06 03 00 00 06 03 06 00 00 05 000 000 0000 is now password for Major Circuit * example: 09 06 08 09 09 03 08 00 07 04 000 000 0000 is now password for World Circuit
Song pointers
0x01107E to 0x011085 = Opening credits song 0x0110EE to 0x0110F5 = Coming to center ring song 0x011106 to 0x01110D = Glass Joe intro song 0x01110E to 0x011115 = Don Flamenco intro song
Music data
Look Sharp intro
0x011176 to 0x0111B5 = Melody 0x0111B6 to 0x0111D2 = Harmony 0x0111D3 to 0x0111F0 = Bass 0x0111F1 to 0x01???? = Drums
Look Sharp main song
0x01???? to
Look Sharp tag
0x0112A6 to 0x0112BF = Melody 0x0112C0 to 0x0112F0 = Harmony 0x0112F1 to 0x011316 = Bass 0x011317 to 0x011347 = Drums
Glass Joe intro
0x0117B0 to 0x0117E0 = Melody 0x0117E1 to 0x011812 = Harmony 0x011813 to 0x01183C = Bass 0x01183D to 0x011875 = Drums
Don Flamenco intro
0x011876 to 0x0118B6 = Melody 0x0118B7 to 0x0118F7 = Harmony 0x0118F8 to 0x011908 = Bass 0x011909 to 0x01194B = Drums
King Hippo intro
0x01194C to 0x01195C = Melody 0x01195D to 0x01196C = Harmony 0x01196D to 0x01197E = Bass 0x01197F to 0x0????? = Drums
Character Profile
0x012CE3 to 0x012CEB - Name of Glass Joe 0x012CF0 to 0x012CF5 - City of Glass Joe 0x012CF9 to 0x012CFE - Country of Glass Joe 0x012D03 to 0x012D04 - Age of Glass Joe 0x012D09 to 0x012D0B - Weight of Glass Joe
Song to play
0x014AEB - Song to play during Cast
Palette
0x019926 to 0x019945 = Palette for stat screen after fight
Song to play
0x01A530 - Song to play after bell dings on opening
Opponent Table
A0D1, length 3A (NES File 0x180E1) 2 bytes per value. Match Number (RAM $01) * 2 is used to index into this table. First Byte: Opponent Body (Also which ROM bank to use) (00-05), stored into RAM $02 00 = Glass Joe / Don Flamenco 01 = King Hippo 02 = Von Kaiser / Great Tiger 03 = Bald Bull / Mr. Sandman 04 = Soda Popinski / Super Macho Man 05 = Piston Honda / Mike Tyson Second Byte: Opponent Matchup (00-40), stored into RAM $03 00 = Glass Joe, Von Kaiser, King Hippo, Bald Bull (Demo) 10 = Don Flamenco (Major Circuit), Great Tiger, Soda Popinski, Mr. Sandman 20 = Piston Honda (World Circuit), Bald Bull (World Circuit), Don Flamenco (World Circuit) 30 = Piston Honda (Minor Circuit), Bald Bull (Major Circuit), Super Macho Man 40 = Mike Tyson Any values not expected by the game will crash.
Opponent Rank Table
A18D, length 1D (NES File 0x1819D) Match Number (RAM $01) is used to index into this table. Lower nibble: Rank number of the opponent (0 for champion, values above 9 display as hex) Upper nibble: Which circuit for the opponent 0 = Dream Fight 1 = World Circuit 2 = Major Circuit 3 = Minor Circuit 4 = Another World Circuit (Displays as "M OR CIRCUIT", set RAM 013E to nonzero, and it will display "Another World Circuit" instead) 5-F = Not used (also displays as "M OR CIRCUIT")
Graphics
0x020010 to 0x040010 = Graphics
Internal Data for Punch-Out
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