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Deadly Towers/ROM map: Difference between revisions
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Revision as of 02:41, 24 January 2024
The following article is a ROM map for Deadly Towers.
Beginning Stats
HP and Money
- 0x000133 to 0x------ = Beginning HP on start
- 0x00013B to 0x------ = Beginning Lunder amount
- 0x002765 to 0x------ = Beginning Max HP amount
Items
IDs
This game has a lot of items!
00: Nothing 01: Nothing 02: Helmet 03: Knight's helmet 04: Warrior helmet with horns 05: Nothing 06: Round shield 07: Iron shield 08: Gold shield 09: Nothing 0A: Tunic 0B: Armor 0C: Golden armor 0D: Sword you start with 0E: Grey sword 0F: Long Sword 10: Long gold sword 11: Key 12: Bell 13: Torch 14: Boots 15: No idea what this is, a statue? 16: Blue glove 17: Grey Glove 18: Golden glove 19: Square shield 1A: Square shield 2 1B: Blue orb 1C: Green orb 1D: Orange orb 1E: Red orb 1F: Yellow scroll 20: Blue scroll 21: Dark blue scroll 22: Grey scroll 23: Blue necklace 24: Green necklace 25: Orange necklace 26: Red necklace 27: Blue potion 28: Green potion 29: Orange potion 2A: Red potion 2B: Spiky ball 2C: Chalice 2D: Round shield 2 2E: Grey chalice The rest is garbage
Defense
- 0x00276A to 0x------ = Beginning 1st item in defense
- 0x00276B to 0x------ = Beginning 2nd item in defense
- 0x00276C to 0x------ = Beginning 3rd item in defense
Attack
- 0x00276D to 0x------ = Beginning 1st item in attack
- 0x00276E to 0x------ = Beginning 2nd item in attack
- 0x00276F to 0x------ = Beginning 3rd item in attack
Inventory
- 0x002770 to 0x------ = Beginning 1st item in inventory
- 0x002771 to 0x------ = Beginning 2nd item in inventory
- 0x002772 to 0x------ = Beginning 3rd item in inventory
- 0x002773 to 0x------ = Beginning 4th item in inventory
- 0x002774 to 0x------ = Beginning 5th item in inventory
- 0x002775 to 0x------ = Beginning 6th item in inventory
- 0x002776 to 0x------ = Beginning 7th item in inventory
- 0x002777 to 0x------ = Beginning 8th item in inventory
- 0x002778 to 0x------ = Beginning 9th item in inventory
Title Screen
- 0x00233F to 0x0023C6 = Text on the titlescreen.
- 0x002495 to 0x002567 = Titlescreen Data.
- 0x0022A9 to 0x0022C8 = Palettes used for Title Screen
Palettes used
- 0x0022A9 to 0x------ = Black, unsure of what
- 0x0022AA to 0x------ = Inner Blue part of Deadly Towers on Title Screen
- 0x0022AB to 0x------ = Orange Part of Deadly Towers on Title Screen
- 0x0022AC to 0x------ = Purple Part of Deadly Towers on Title Screen
- 0x0022AD to 0x------ = Black, unsure of what
- 0x0022AE to 0x------ = Blue, but nothing changes on title screen
- 0x0022AF to 0x------ = Orange, but nothing seems to change on title screen
- 0x0022B0 to 0x------ = Purple, but doesnt change anything on title screen
- 0x0022B1 to 0x0022B8 = Unknown, not bothering with them....
- 0x0022B9 to 0x------ = Background Color.
- 0x0022BA to 0x0022C8 = Unknown, not bothering with them right now
Item effects
- 0x006CC7 to 0x------ = Speed given by Gloves
- 0x006CD4 to 0x------ = Speed given by Normal Gloves
- 0x006CDF to 0x------ = Speed given by Gauntlets
- 0x006D14 to 0x------ = Blue Necklace effect on Sword
- 0x006D31 to 0x------ = Powerup of Normal Sword [two times] (40)
- 0x006D3E to 0x------ = Powerup of Dragon Slayer [three times] (80)
- 0x006D49 to 0x------ = Powerup of Splendor! [four times] (C0)
- 0x006CEC to 0x------ = Change what Double Shot does (modifier)
- 0x006CF9 to 0x------ = Change what Parallel Shot does (modifier)
- 0x006D04 to 0x------ = Green Crystal effect on Sword
- 0x006D0C to 0x------ = Green Crystal timer starting number
- 0x006D19 to 0x------ = Blue Necklace timer starting number
- 0x006D91 to 0x------ = Amount of HP to regain from Green Drink
- 0x006D96 to 0x------ = Amount of HP to regain from Orange Drink
- 0x006D9B to 0x------ = Amount of HP to regain from Red Drink
- 0x006DF0 to 0x------ = Amount of Lunder to have after "Cursed" Cup
- 0x006DF5 to 0x------ = Amount of Lunder to have after Cup
- 0x006E14 to 0x------ = Modify Magic Mace timer starting number
- 0x006E24 to 0x------ = Modify Green Necklace timer starting number
- 0x006E4E to 0x------ = Modify Green Scroll location warp
- 0x006E5A to 0x------ = Modify Orange Scroll location warp
- 0x006EBC to 0x------ = Time for Crystal to have effect
- 0x006FFE to 0x------ = Modify what the "Cursed" Shield does
- 0x00709C to 0x------ = Damage to reduce with Chain Helmet
- 0x0070AC to 0x------ = Damage to reduce with Iron Helmet
- 0x0070BC to 0x------ = Damage to reduce with Hyper Helmet
- 0x007136 to 0x------ = Start of Item Text, in ASCII
Enemy HP
- 0x01600E = Fire
Level Data
Warps
- 0x8C5 to 0xDC4 = Warp Data
Death Bear
- 0x00A38D to 0x00A4CC = Level Data Ext. right of DB
- 0x00A98D to 0x00AA8C = Level Data Ext. Death Bear Tower
- 0x00AA8D to 0x00???? = Level Data Int. right of DB
- 0x00B08D to 0x00B18C = Level Data Int. Death Bear Tower
- 0x00B30D to 0x00B34C = Level Data Death Bear's Room
- 0x00B34D to 0x00B54C = Level Data Before Towers
Main Tower
- 0x00BFCD to 0x00C10C = Level Data Outside
- 0x00C10D to 0x00C30C = Level Data Room 1
- 0x00C30D to 0x00C50C = Level Data Room 2
- 0x00C50D to 0x00C70C = Level Data Room 3
- 0x00C70D to 0x00C90C = Level Data Room 4
- 0x00C98D to 0x00C9CC = Level Data for Dungeon Room 1
- 0x00C9CD to 0x00CA0C = Level Data for Dungeon Room 2
- 0x00CA0D to 0x00CA4C = Level Data for Dungeon Room 3
- 0x00CA4D to 0x00CA8C = Level Data for Dungeon Room 4
- 0x00CA8D to 0x00CACC = Level Data for Dungeon Room 5
- 0x00CACD to 0x00CB0C = Level Data for Dungeon Room 6
- 0x00CB0D to 0x00CB4C = Level Data for Dungeon Room 7
- 0x00CB8D to 0x00CBCC = Level Data for Shops
Palettes
- 0x00E478 to 0x00E487 = Area before Towers
- 0x00E488 to 0x00E497 = Outside
- 0x00E508 to 0x00E517 = Ext. Tower (Death Bear)
- 0x00E578 to 0x00E587 = Int. Tower (Death Bear)
- 0x00E5E8 to 0x00E5F7 = Death Bear's Room
- 0x00E5F8 to 0x00E607 = 1st/5th level of Castle
- 0x00E608 to 0x00E617 = 2nd/6th level of Castle
- 0x00E618 to 0x00E627 = 3rd/7th level of Castle
- 0x00E628 to 0x00E637 = 4th/8th level of Castle
Graphics
Note: The graphics in this game contain data. This makes the tiles not line up correctly when viewed with a tile editor. The data however is not loaded into the CHR when the game runs. |
- 0x010584 to 0x0148A3 = Graphics
Text
- 0x00233F to 0x------ = Title Screen Text + Misc other Text, ASCII
- 0x0065DB to 0x------ = 3 Words(Give up, Used, Throw Away), in ASCII
- 0x007136 to 0x------ = Item Names maybe?, ASCII
- 0x01DFBB to 0x------ = Misc Text, in ASCII as well
- 0x01E294 to 0x------ = More Text, ASCII
- 0x01EDB6 to 0x------ = Credit Text, ASCII
- 0x01F1D6 to 0x------ = Looks like Area Names, ASCII