Adventures of Lolo II/ROM map: Difference between revisions

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* <tt>0x3394 - 0x33FD (006A)</tt> = Room data pointers
* <tt>0x3394 - 0x33FD (006A)</tt> = Room data pointers
** <tt>0000 008F 0133 01C3 0245 (00-04)</tt> =  Floor 1
** <tt>0000 008F 0133 01C3 0245 {00-04}</tt> =  Floor 1
** <tt>02DA 035F 03F7 048A 0531 (05-09)</tt> =  Floor 2
** <tt>02DA 035F 03F7 048A 0531 {05-09}</tt> =  Floor 2
** <tt>05B5 0651 06E1 0769 07F9 (0A-0E)</tt> =  Floor 3
** <tt>05B5 0651 06E1 0769 07F9 {0A-0E}</tt> =  Floor 3
** <tt>0896 0928 09B2 0A49 0AE0 (0F-13)</tt> =  Floor 4
** <tt>0896 0928 09B2 0A49 0AE0 {0F-13}</tt> =  Floor 4
** <tt>0B4F 0BE6 0C81 0D1F 0DB8 (14-18)</tt> =  Floor 5
** <tt>0B4F 0BE6 0C81 0D1F 0DB8 {14-18}</tt> =  Floor 5
** <tt>0E53 0EE5 0F73 1007 109B (19-1D)</tt> =  Floor 6
** <tt>0E53 0EE5 0F73 1007 109B {19-1D}</tt> =  Floor 6
** <tt>112C 11CA 125F 12F8 1380 (1E-22)</tt> =  Floor 7
** <tt>112C 11CA 125F 12F8 1380 {1E-22}</tt> =  Floor 7
** <tt>1418 14B8 1538 15DA 166D (23-27)</tt> =  Floor 8
** <tt>1418 14B8 1538 15DA 166D {23-27}</tt> =  Floor 8
** <tt>1711 17A8 1831 18CE 196F (28-2C)</tt> =  Floor 9
** <tt>1711 17A8 1831 18CE 196F {28-2C}</tt> =  Floor 9
** <tt>1A00 1AB6 1B7E 1C4B 1D1A (2D-31)</tt> =  Castle
** <tt>1A00 1AB6 1B7E 1C4B 1D1A {2D-31}</tt> =  Castle
** <tt>1DD8 1E59 1F00 (32-34)</tt> =  Boss, Ending, ''[glitch]''
** <tt>1DD8 1E59 1F00 {32-34}</tt> =  Boss, Ending, ''[glitch]''
** ''NOTE: the following levels have seperate pointers and are stored in PRG-ROM''
** ''NOTE: the following levels have seperate pointers and are stored in PRG-ROM''
** <tt>FD46 FDD3 FE30 FEAD (35-38)</tt> =  Pro levels
** <tt>FD46 FDD3 FE30 FEAD {35-38}</tt> =  Pro levels


== Room Data (Pro) ==
== Room Data (Pro) ==

Revision as of 18:37, 29 November 2006

Chip tiny.png The following article is a ROM map for Adventures of Lolo II.

  • 0x3394 - 0x33FD (006A) = Room data pointers
    • 0000 008F 0133 01C3 0245 {00-04} = Floor 1
    • 02DA 035F 03F7 048A 0531 {05-09} = Floor 2
    • 05B5 0651 06E1 0769 07F9 {0A-0E} = Floor 3
    • 0896 0928 09B2 0A49 0AE0 {0F-13} = Floor 4
    • 0B4F 0BE6 0C81 0D1F 0DB8 {14-18} = Floor 5
    • 0E53 0EE5 0F73 1007 109B {19-1D} = Floor 6
    • 112C 11CA 125F 12F8 1380 {1E-22} = Floor 7
    • 1418 14B8 1538 15DA 166D {23-27} = Floor 8
    • 1711 17A8 1831 18CE 196F {28-2C} = Floor 9
    • 1A00 1AB6 1B7E 1C4B 1D1A {2D-31} = Castle
    • 1DD8 1E59 1F00 {32-34} = Boss, Ending, [glitch]
    • NOTE: the following levels have seperate pointers and are stored in PRG-ROM
    • FD46 FDD3 FE30 FEAD {35-38} = Pro levels

Room Data (Pro)

  • 0x7D56 - 0x7DE2 (008D) = Pro A
  • 0x7DE3 - 0x7E3F (005D) = Pro B
  • 0x7E40 - 0x7EBC (007D) = Pro C
  • 0x7EBD - 0x7F5E (00A2) = Pro D

Room Data (Normal)

  • 0xE010 - 0xE09E (008F) = 1-1
  • 0xE09F - 0xE142 (00A4) = 1-2
  • 0xE143 - 0xE1D2 (0090) = 1-3
  • 0xE1D3 - 0xE254 (0082) = 1-4
  • 0xE255 - 0xE2E9 (0095) = 1-5
  • 0xE2EA - 0xE36E (0085) = 2-1
  • 0xE36F - 0xE406 (0098) = 2-2
  • 0xE407 - 0xE499 (0093) = 2-3
  • 0xE49A - 0xE540 (00A7) = 2-4
  • 0xE541 - 0xE5C4 (0084) = 2-5
  • 0xE5C5 - 0xE660 (009C) = 3-1
  • 0xE661 - 0xE6F0 (0090) = 3-2
  • 0xE6F1 - 0xE778 (0088) = 3-3
  • 0xE779 - 0xE808 (0090) = 3-4
  • 0xE809 - 0xE8A5 (009D) = 3-5
  • 0xE8A6 - 0xE937 (0092) = 4-1
  • 0xE938 - 0xE9C1 (008A) = 4-2
  • 0xE9C2 - 0xEA58 (0097) = 4-3
  • 0xEA59 - 0xEAEF (0097) = 4-4
  • 0xEAF0 - 0xEB5E (006F) = 4-5
  • 0xEB5F - 0xEBF5 (0097) = 5-1
  • 0xEBF6 - 0xEC90 (009B) = 5-2
  • 0xEC91 - 0xED2E (009E) = 5-3
  • 0xED2F - 0xEDC7 (0099) = 5-4
  • 0xEDC8 - 0xEE62 (009B) = 5-5
  • 0xEE63 - 0xEEF4 (0092) = 6-1
  • 0xEEF5 - 0xEF82 (008E) = 6-2
  • 0xEF83 - 0xF016 (0094) = 6-3
  • 0xF017 - 0xF0AA (0094) = 6-4
  • 0xF0AB - 0xF13B (0091) = 6-5
  • 0xF13C - 0xF1D9 (009E) = 7-1
  • 0xF1DA - 0xF26E (0095) = 7-2
  • 0xF26F - 0xF307 (0099) = 7-3
  • 0xF308 - 0xF38F (0088) = 7-4
  • 0xF390 - 0xF427 (0098) = 7-5
  • 0xF428 - 0xF4C7 (00A0) = 8-1
  • 0xF4C8 - 0xF547 (0080) = 8-2
  • 0xF548 - 0xF5E9 (00A2) = 8-3
  • 0xF5EA - 0xF67C (0093) = 8-4
  • 0xF67D - 0xF720 (00A4) = 8-5
  • 0xF721 - 0xF7B7 (0097) = 9-1
  • 0xF7B8 - 0xF840 (0089) = 9-2
  • 0xF841 - 0xF8DD (009D) = 9-3
  • 0xF8DE - 0xF97E (00A1) = 9-4
  • 0xF97F - 0xFA0F (0091) = 9-5
  • 0xFA10 - 0xFAC5 (00B6) = C-1
  • 0xFAC6 - 0xFB8D (00C8) = C-2
  • 0xFB8E - 0xFC5A (00CD) = C-3
  • 0xFC5B - 0xFD29 (00CF) = C-4
  • 0xFD2A - 0xFDE7 (00BE) = C-5
  • 0xFDE8 - 0xFE68 (0081) = Boss
  • 0xFE69 - 0xFF0F (00A7) = Ending
  • 0xFF10 - 0xFF7B (006C) = [glitch]