Mega Man 5/ROM map: Difference between revisions

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{{rommap|game[[Mega Man 5]]}}
{{rommap|game=[[Mega Man 5]]}}


= Level and Screen Data Banks =
= Level and Screen Data Banks =

Revision as of 18:29, 27 October 2005

Chip tiny.png The following article is a ROM map for Mega Man 5.

Level and Screen Data Banks

Bank 0: Gravityman

  • 00010 to 000AD (9E) = Sprite Palette Preset Loading Code
  • 000AE to 002A5 (1F8) = Sprite Palette Presets 1 to 3F
  • 002A6 to 002F0 (4A) = Alter. Palette/CHR Loading Code
  • 002F1 to 003B0 (C0) = Alter. Palette/CHR Data
  • 00810 to 0090F (100) = Object: Buster Reflect Property (1=Takes hits, 0=Reflects buster)
  • 00910 to 00D0F (400) = Level Data: Gravityman
  • 00D10 to 0200F (1300) = Screen Bank Data: Gravityman

Bank 1: Waveman

  • 02010 to 0280F (800) = Weapon Menu Code/Data
  • 02810 to 0290F (100) = Object: Vulnerability to Water Wave
  • 02910 to 02D0F (400) = Level Data: Waveman
  • 02D10 to 0400F (1300) = Screen Bank Data: Waveman

Bank 2: Stoneman

  • 04810 to 0490F (100) = Object: Vulnerability to Gyro Attack
  • 04910 to 04D0F (400) = Level Data: Stoneman
  • 04D10 to 0600F (1300) = Screen Bank Data: Stoneman

Bank 3: Gyroman

  • 06810 to 0690F (100) = Object: Vulnerability to Crystal Eye
  • 06910 to 06D0F (400) = Level Data: Gyroman
  • 06D10 to 0800F (1300) = Screen Bank Data: Gyroman

Bank 4: Starman

  • 08810 to 0890F (100) = Object: Vulnerability to Napalm Bomb
  • 08910 to 08D0F (400) = Level Data: Starman
  • 08D10 to 0A00F (1300) = Screen Bank Data: Starman

Bank 5: Chargeman

  • 0A810 to 0A90F (100) = Object: Vulnerability to Super Arrow
  • 0A910 to 0AD0F (400) = Level Data: Chargeman
  • 0AD10 to 0C00F (1300) = Screen Bank Data: Chargeman

Bank 6: Napalmman

  • 0C810 to 0C90F (100) = Object: Vulnerability to Power Stone
  • 0C910 to 0CD0F (400) = Level Data: Napalmman
  • 0CD10 to 0E00F (1300) = Screen Bank Data: Napalmman

Bank 7: Crystalman

  • 0E010 to 0E80F (800) = Boss Code: Gravityman and Waveman
  • 0E810 to 0E90F (100) = Object: Vulnerability to Gravity Hold
  • 0E910 to 0ED0F (400) = Level Data: Crystalman
  • 0ED10 to 1000F (1300) = Screen Bank Data: Crystalman

Bank 8: Protoman Castle 1

  • 10910 to 10D0F (400) = Level Data: Protoman Castle 1
  • 10D10 to 1200F (1300) = Screen Bank Data: Protoman Castle 1

Bank 9: Protoman Castle 2

  • 12910 to 12D0F (400) = Level Data: Protoman Castle 2
  • 12D10 to 1400F (1300) = Screen Bank Data: Protoman Castle 2

Bank A: Protoman Castle 3

  • 14910 to 14D0F (400) = Level Data: Protoman Castle 3
  • 14D10 to 1600F (1300) = Screen Bank Data: Protoman Castle 3

Bank B: Protoman Castle 4 / Scenes Bank 1

  • 16910 to 16D0F (400) = Level Data: Protoman Castle 4
  • 16D10 to 1800F (1300) = Screen Bank Data: Scenes 1

Bank C: Wily Castle 1

  • 18010 to 1840A (3FB) = Introduction Scene Code
  • 18910 to 18D0F (400) = Level Data: Wily Castle 1
  • 18D10 to 1A00F (1300) = Screen Bank Data: Wily Castle 1

Bank D: Wily Castle 2

  • 1A910 to 1AD0F (400) = Level Data: Wily Castle 2
  • 1AD10 to 1C00F (1300) = Screen Bank Data: Wily Castle 2

Bank E: Wily Castle 3

  • 1C910 to 1CD0F (400) = Level Data: Wily Castle 3
  • 1CD10 to 1E00F (1300) = Screen Bank Data: Wily Castle 3

Bank F: Wily Castle 4 / Scenes Bank 2

  • 1E010 to 1E037 (28) = Credits Text: Low Bytes of Pointers
  • 1E038 to 1E05F (28) = Credits Text: High Bytes of Pointers
  • 1E060 to 1E588 (529) = Credits Text Data
  • 1E910 to 1ED0F (400) = Level Data: Wily Castle 4
  • 1ED10 to 2000F (1300) = Screen Bank Data: Scenes 2

Bank 10: Scenes Bank 3

  • 20D10 to 2200F (1300) = Screen Bank Data: Scenes 3

Bank 11: Scenes Bank 4

  • 22D10 to 2400F (1300) = Screen Bank Data: Scenes 4

Banks 12-16: Sprite Data Banks

Banks 12-13: Sprite Data Bank 1

  • 24010 to 2800F (4000) = Sprite Data Bank 1

Banks 14-15: Sprite Data Bank 2

  • 28010 to 2C00F (4000) = Sprite Data Bank 2

Bank 16: Sprite Data Bank 3

  • 2C010 to 2E00F (2000) = Sprite Data Bank 3

Bank 17

  • 2E010 to 2EB83 (B74) = Misc. Scene Code
  • 2EDB4 to 2EDBC (9) = Stage Select Layout
  • 2F179 to 2F1D8 (60) = Mid-Point and Boss-Point Data

Banks 18-1A: Sound Banks

  • 30010 to 3600F (6000) = Sound engine, Music and Sound Effect Data

Bank 1B: Enemy Data Bank

  • 37AE2 to 37B71 (90) = Ememy: Object
  • 37B72 to 37C01 (90) = Enemy: Type
  • 37C02 to 37C91 (90) = Enemy: Sprite
  • 37C92 to 37D51 (C0) = Enemy: Hit Points
  • 37DC2 to 37DF1 (30) = Effect Sprite: Reference Data
  • 37DF2 to 37E21 (30) = Effect Sprite: Reference Data 2
  • 37E22 to 37E65 (44) = Effect Sprite: Extra Palette Data
  • 37E66 to 37E7F (1A) = Effect Sprite: CHR Bank Data

Bank 1C

  • 385D3 to 386D2 (100) = Object: Damage Table

Bank 1E-1F: Main Banks

  • 3D4C2 to 3D4C9 (8) = Megaman's Inital Sprite Palette
  • 3D4CA to 3D4D1 (8) = Sprite Palette Preset 0
  • 3D4D2 to 3D4E1 (10) = Level: Screen Bank
  • 3D4E2 to 3D4F1 (10) = Level: Music Track
  • 3DC36 to 3DD10 (DB) = Palette Animation: Palette Data
  • 3DD11 to 3DD30 (20) = Palette Animation: 1-Byte Relative Pointers
  • 3DD31 to 3DDC2 (92) = Palette Animation: Animation Data
  • 3DDC3 to 3DDCA (8) = CHR Animation: 1-Byte Relative Pointers
  • 3DDCB to 3DDF7 (2D) = CHR Animation Data