Crystalis (NES)/ROM map: Difference between revisions

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{{rommap|game=Crystalis}}
{{rommap|game=Crystalis}}


== Areas/Maps ==
* <tt>0x00010 - 0x1000F (10000)</tt> (256 sets of 0x100 bytes)
* <tt>0x00010 - 0x1000F (10000)</tt> (256 sets of 0x100 bytes)
** <tt>(00F0)</tt> = Map Screens
** <tt>(00F0)</tt> = Map Screens
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* <tt>0x14508 - 0x17D09 (3802)</tt> = Area Data
* <tt>0x14508 - 0x17D09 (3802)</tt> = Area Data


== Sprites ==
* <tt>0x19211 - 0x19408 (01F8)</tt> = Sprite List Pointers (252 2-byte pointers)
* <tt>0x19211 - 0x19408 (01F8)</tt> = Sprite List Pointers (252 2-byte pointers)
* <tt>0x19409 - 0x1ABB2 (17AA)</tt> = Sprite Lists
* <tt>0x19409 - 0x1ABB2 (17AA)</tt> = Sprite Lists
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* <tt>0x1AE10 - 0x1BE90 (1081)</tt> = Sprite Data
* <tt>0x1AE10 - 0x1BE90 (1081)</tt> = Sprite Data


== Equipment Screen ==
* <tt>0x20C0B - 0x20C1A (0010)</tt> = Equipment Palettes
* <tt>0x20C0B - 0x20C1A (0010)</tt> = Equipment Palettes
* <tt>0x20F6A - 0x20FB4 (004B)</tt> = Equipment Tilemaps - Outline
* <tt>0x20F6A - 0x20FB4 (004B)</tt> = Equipment Tilemaps - Outline
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* <tt>0x2112A - 0x21480 (0357)</tt> = Equipment Name Strings (74 11-byte strings)
* <tt>0x2112A - 0x21480 (0357)</tt> = Equipment Name Strings (74 11-byte strings)


== Levels ==
* <tt>0x34B90 - 0x34B9F (0016)</tt> = Level-up - Max HP
* <tt>0x34B90 - 0x34B9F (0016)</tt> = Level-up - Max HP
* <tt>0x34BA0 - 0x34BAF (0016)</tt> = Level-up - Max MP
* <tt>0x34BA0 - 0x34BAF (0016)</tt> = Level-up - Max MP
* <tt>0x34BB0 - 0x34BCF (0032)</tt> = Level-up - EXP to next level (2-byte values)
* <tt>0x34BB0 - 0x34BCF (0032)</tt> = Level-up - EXP to next level (2-byte values)


== Equipment Stats ==
* <tt>0x34BD0 - 0x34BD8 (0009)</tt> = Equipment - Armor Defense
* <tt>0x34BD0 - 0x34BD8 (0009)</tt> = Equipment - Armor Defense
* <tt>0x34BD9 - 0x34BE1 (0009)</tt> = Equipment - Shield Defense
* <tt>0x34BD9 - 0x34BE1 (0009)</tt> = Equipment - Shield Defense
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* <tt>0x34BE8 - 0x34BEC (0006)</tt> = Equipment - Sword Level 3 MP cost
* <tt>0x34BE8 - 0x34BEC (0006)</tt> = Equipment - Sword Level 3 MP cost


== Misc ==
* <tt>0x34BEE - 0x34C03 (0016)</tt> = Gold drop amounts (2-byte values)
* <tt>0x34BEE - 0x34C03 (0016)</tt> = Gold drop amounts (2-byte values)

Revision as of 16:42, 8 June 2006

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

Areas/Maps

  • 0x00010 - 0x1000F (10000) (256 sets of 0x100 bytes)
    • (00F0) = Map Screens
    • (0010) = palettes, text, other data
  • 0x10010 - 0x1300F (3000) = Map Tileset Patterns (12 sets of 0x400 bytes)
    • 16x16 map tiles are built from 4 8x8 PPU tiles
    • Tilesets contain 4 sets of 0x100 bytes (top-left, top-right, bottom-left, bottom-right)
  • 0x13010 - 0x1330F (0300) = Map Tileset Palettes (12 sets of 0x40 bytes)
    • Chooses the PPU background palette for each tile
    • Each palette set corresponds to one pattern set
    • Two bits per map tile
  • 0x13310 - 0x13E0F (0B00) = Map Collision Flags (11 sets of 0x100 bytes)
  • 0x13E10 - 0x1400F (0200) = unknown
  • 0x14010 - 0x1430F (0300) = (3 sets of 0x100 bytes)
    • (00F0) = Map Screens
    • (0010) = unknown
  • 0x14310 - 0x14507 (01F8) = Area Data Pointers (252 2-byte pointers)
  • 0x14508 - 0x17D09 (3802) = Area Data

Sprites

  • 0x19211 - 0x19408 (01F8) = Sprite List Pointers (252 2-byte pointers)
  • 0x19409 - 0x1ABB2 (17AA) = Sprite Lists
    • Sprite lists correspond to area data
  • 0x1AC10 - 0x1AE0F (0200) = Sprite Data Pointers (256 2-byte pointers)
  • 0x1AE10 - 0x1BE90 (1081) = Sprite Data

Equipment Screen

  • 0x20C0B - 0x20C1A (0010) = Equipment Palettes
  • 0x20F6A - 0x20FB4 (004B) = Equipment Tilemaps - Outline
  • 0x20FB5 - 0x20FFF (004B) = Equipment Tilemaps - Color fill
  • 0x21000 - 0x2104A (004B) = Equipment Graphics Flags
    • .0-1 Palette (see 0x20C0B)
    • .2-4 unused?
    • .5 unknown
    • .6 Droppable (00 = can drop, 40 = can't drop)
    • .7 Color fill size (00 = 2x2 centered, 80 = 3x3 full)
  • 0x2104B - 0x21095 (004B) = Equipment value for "equipped" RAM bytes
  • 0x21096 - 0x21129 (0094) = Equipment Name String Pointers
  • 0x2112A - 0x21480 (0357) = Equipment Name Strings (74 11-byte strings)

Levels

  • 0x34B90 - 0x34B9F (0016) = Level-up - Max HP
  • 0x34BA0 - 0x34BAF (0016) = Level-up - Max MP
  • 0x34BB0 - 0x34BCF (0032) = Level-up - EXP to next level (2-byte values)

Equipment Stats

  • 0x34BD0 - 0x34BD8 (0009) = Equipment - Armor Defense
  • 0x34BD9 - 0x34BE1 (0009) = Equipment - Shield Defense
  • 0x34BE2 - 0x34BE7 (0006) = Equipment - Sword Attack
  • 0x34BE8 - 0x34BEC (0006) = Equipment - Sword Level 3 MP cost

Misc

  • 0x34BEE - 0x34C03 (0016) = Gold drop amounts (2-byte values)