Mega Man (NES)/ROM map: Difference between revisions

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(→‎Cutman Data: Reformatting everything for better presentation and making addresses headered)
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{{rommap|game=Mega Man}}
{{rommap|game=Mega Man}}
[NOTE: Addresses are headered and applicable to both regions unless stated otherwise]
==Level Data==
==Level Data==
===Cutman Data [HEADERED]===
===Cutman Data===
Level Bank
Level Bank
* <tt>0x00010</tt> <tt>-</tt> <tt>0x0030F</tt> - TSA Data (Shared with Dr. Wily 1)
* <tt>0x00010</tt> <tt>-</tt> <tt>0x0030F</tt> - TSA Data (Shared with Dr. Wily 1)

Revision as of 18:40, 9 February 2023

Chip tiny.png The following article is a ROM map for Mega Man (NES).

[NOTE: Addresses are headered and applicable to both regions unless stated otherwise]

Level Data

Cutman Data

Level Bank

  • 0x00010 - 0x0030F - TSA Data (Shared with Dr. Wily 1)
  • 0x00310 - 0x003CF - Attribute Data (Shared with Dr. Wily 1)
  • 0x003D0 - 0x00BCF - Room Tile Data (Shared with Dr. Wily 1)
  • 0x00BD0 - 0x00C0F - Unknown (TODO)
  • 0x00C10 - 0x00C3F = Room Order Data (Shared with Dr. Wily 1)
  • 0x00C40 - 0x00C7F = Room Pointers (Shared with Dr. Wily 1)
  • 0x00C80 - 0x00CAF = Scroll Data (Shared with Dr. Wily 1)
  • 0x00CB0 - 0x00CDF = Palette Data
  • 0x00D10 - 0x00D2F = Initial Sprite Pattern Table Setup Data
  • 0x00D50 - 0x00D8F = Sprite Pattern Table Change Index Data Table (Shared with Dr. Wily 1)
  • 0x00D90 - 0x00E0F = Sprite Pattern Table Change Data Table (Shared with Dr. Wily 1)
  • 0x00E10 - 0x00EAF = Special Objects Data (Shared with Dr. Wily 1)
  • 0x00EB0 - 0x00F4F - Unknown (TODO)
  • 0x00F50 - 0x00F7F = Boss Shutter TSA Data (Shared with Dr. Wily 1)
  • 0x00F80 - 0x00F8F = Boss Shutter Attribute Data (Shared with Dr. Wily 1)
  • 0x00F90 - 0x0100F = Boss Shutter Tile Drawing Data (Shared with Dr. Wily 1)

Miscellaneous Level Data

  • 0x153A4 = Background Music Track Index [Default: 05]
  • 0x153B0 = Stage Start Scroll Layout [Default: 00]
  • 0x153BC = Checkpoint 1 Scroll Layout [Default: 05]
  • 0x153C8 = Checkpoint 2 Scroll Layout [Default: 0C]
  • 0x153DF = Checkpoint 1 Enemy Data Position [Default: 1B]
  • 0x153EB = Checkpoint 2 Enemy Data Position [Default: 2D]
  • 0x1540A = Checkpoint 1 Scroll First Screen [Default: 0A]
  • 0x15416 = Checkpoint 2 Scroll First Screen [Default: 14]
  • 0x15422 = Checkpoint 1 Scroll Last Screen [Default: 0A]
  • 0x1542E = Checkpoint 2 Scroll Last Screen [Default: 16]
  • 0x15F12 = First Door Screen [Default: 13]
  • 0x15F1D - 0x15F2C = Post-Door Palette
  • 0x1A462 - 0x1A463 = Enemy Data Pointer
  • 0x1C2E4 = Checkpoint 1 Activation Screen [Default: 0A]
  • 0x1C2F0 = Checkpoint 2 Activation Screen [Default: 14]
  • 0x1C2FB = Stage Start Room [Default: 00]
  • 0x1C307 = Checkpoint 1 Respawn Screen [Default: 0A]
  • 0x1C313 = Checkpoint 2 Respawn Screen [Default: 14]
  • 0x1C52A = Start Y Position [Default: 94]
  • 0x1C536 = Checkpoint 1 Y Position [Default: 94]
  • 0x1C542 = Checkpoint 2 Y Position [Default: 94]
  • 0x1CD56 = TSA Solidity Setting 1 Data [Default: 00]
  • 0x1CD57 = TSA Solidity Setting 2 Data [Default: 01]
  • 0x1CD58 = TSA Solidity Setting 3 Data [Default: 02]
  • 0x1CD59 = TSA Solidity Setting 4 Data [Default: 03]

Boss

  • 0x1FDFE - 0x1FE05 (USA), 0x1FE32 - 0x1FE39 (JPN) = Boss Weakness Table
  • 0x1FECB (USA), 0x1FEFF (JPN) = Boss Projectile Damage [Default: 04]

Iceman Data [HEADERLESS]

  • 0x04000 to 0x042FF = TSA Data (Shared with Dr. Wily 2)
  • 0x04300 to 0x043BF = Attribute Data (Shared with Dr. Wily 2)
  • 0x043C0 to 0x04BBF = Room Tile Data (Shared with Dr. Wily 2)
  • 0x04C00 to 0x04C2F = Room Order Data (Shared with Dr. Wily 2)
  • 0x04C30 to 0x04C6F = Room Pointers (Shared with Dr. Wily 2)
  • 0x04C70 to 0x04C9F = Scroll Data (Shared with Dr. Wily 2)
  • 0x04CA0 to 0x04CCF = Palette Data
  • 0x04D00 to 0x04D1E = Initial Pattern Table Setup Data
  • 0x04D40 to 0x04D6F = Sprite Pattern Table Change Index Data Table (Shared with Dr. Wily 2)
  • 0x04D80 to 0x04DFF = Sprite Pattern Table Change Data Table (Shared with Dr. Wily 2)
  • 0x04E00 to 0x04E9F = Special Objects Data (Shared with Dr. Wily 2)
  • 0x04F40 to 0x04F6F = Boss Shutter TSA Data (Shared with Dr. Wily 2)
  • 0x04F70 to 0x04F7B = Boss Shutter Attribute Data (Shared with Dr. Wily 2)
  • 0x04F80 to 0x04FFF = Boss Shutter Tile Drawing Data (Shared with Dr. Wily 2)

Bombman Data

Fireman Data

Elecman Data

Gutsman Data

Dr. Wily 1 Data [HEADERLESS]

  • 0x00000 to 0x002FF = TSA Data (Shared with Cutman)
  • 0x00300 to 0x003BF = Attribute Data (Shared with Cutman)
  • 0x003C0 to 0x00BBF = Room Tile Data (Shared with Cutman)
  • 0x00C00 to 0x00C2F = Room Order Data (Shared with Cutman)
  • 0x00C30 to 0x00C6F = Room Pointers (Shared with Cutman)
  • 0x00C70 to 0x00C9F = Scroll Data (Shared with Cutman)
  • 0x00CD0 to 0x00CFF = Palette Data
  • 0x00D20 to 0x00D3E = Initial Pattern Table Setup Data
  • 0x00D40 to 0x00D6F = Sprite Pattern Table Change Index Data Table (Shared with Cutman)
  • 0x00D80 to 0x00DFF = Sprite Pattern Table Change Data Table (Shared with Cutman)
  • 0x00E40 to 0x00F3F = Special Objects Data (Shared with Cutman)
  • 0x00FA0 to 0x00F6F = Boss Shutter TSA Data (Shared with Cutman)
  • 0x00F70 to 0x00F7B = Boss Shutter Attribute Data (Shared with Cutman)
  • 0x00F80 to 0x00FFF = Boss Shutter Tile Drawing Data (Shared with Cutman)
  • 0x1539A = Background Music Track Index
  • 0x153A6 = Start Scroll Position Data
  • 0x153B2 = Checkpoint 1 Scroll Position Data
  • 0x153BE = Checkpoint 2 Scroll Position Data
  • 0x153D5 = Enemy Data Position For Checkpoint 1
  • 0x153E1 = Enemy Data Position For Checkpoint 2
  • 0x15400 = Checkpoint 1 Scroll Setting #1
  • 0x1540C = Checkpoint 2 Scroll Setting #1
  • 0x15418 = Checkpoint 1 Scroll Setting #2
  • 0x15424 = Checkpoint 2 Scroll Setting #2
  • 0x15F08 = Room Doors Work From Data
  • 0x1A45E to 0x1A45F = Enemy Data Pointer
  • 0x1C2DA = Checkpoint 1 Activation Data
  • 0x1C2E6 = Checkpoint 2 Activation Data
  • 0x1C2F1 = Start Room Data
  • 0x1C2FD = Checkpoint 1 Respawn Data
  • 0x1C309 = Checkpoint 2 Respawn Data
  • 0x1C520 = Start Y Position
  • 0x1C52C = Checkpoint 1 Y Position
  • 0x1C538 = Checkpoint 2 Y Position
  • 0x1CD5E = TSA Solidity Setting 1 Data
  • 0x1CD5F = TSA Solidity Setting 2 Data
  • 0x1CD60 = TSA Solidity Setting 3 Data
  • 0x1CD61 = TSA Solidity Setting 4 Data
  • 0x1FE1E to 0x1FE25 = Boss Damage Offset (USA)
  • 0x1FE52 to 0x1FE59 = Boss Damage Offset (JPN)
  • 0x1FEC1 = Boss Projectile Damage (USA)
  • 0x1FEF5 = Boss Projectile Damage (JPN)

Dr. Wily 2 Data [HEADERLESS]

  • 0x04000 to 0x042FF = TSA Data (Shared with Iceman)
  • 0x04300 to 0x043BF = Attribute Data (Shared with Iceman)
  • 0x043C0 to 0x04BBF = Room Tile Data (Shared with Iceman)
  • 0x04C00 to 0x04C2F = Room Order Data (Shared with Iceman)
  • 0x04C30 to 0x04C6F = Room Pointers (Shared with Iceman)
  • 0x04C70 to 0x04C9F = Scroll Data (Shared with Iceman)
  • 0x04CD0 to 0x04CFF = Palette Data
  • 0x04D20 to 0x04D3E = Initial Pattern Table Setup Data
  • 0x04D40 to 0x04D6F = Sprite Pattern Table Change Index Data Table (Shared with Iceman)
  • 0x04D80 to 0x04DFF = Sprite Pattern Table Change Data Table (Shared with Iceman)
  • 0x04E00 to 0x04E9F = Special Objects Data (Shared with Iceman)
  • 0x04F40 to 0x04F6F = Boss Shutter TSA Data (Shared with Iceman)
  • 0x04F70 to 0x04F7B = Boss Shutter Attribute Data (Shared with Iceman)
  • 0x04F80 to 0x04FFF = Boss Shutter Tile Drawing Data (Shared with Iceman)

Dr. Wily 3 Data

Dr. Wily 4 Data

Dr. Wily 5 (Unused) Data

Ending Data

Music Data

  • 0x11A70 to 0x11AD5 = Music/Sound Effects Pointers [HEADERED]

Links