BurgerTime (NES, Famicom Disk System)/ROM map: Difference between revisions

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*<tt>105A to 105B</tt> =PPU Adress double line (X,Y)=(16,16) to (17,16) . PPU Adress=2210)
*<tt>105A to 105B</tt> =PPU Adress double line (X,Y)=(16,16) to (17,16) . PPU Adress=2210)
*<tt>105C</tt> = Number of tiles to draw (02)
*<tt>105C</tt> = Number of tiles to draw (02)
*<tt>105D</tt> = Tile (9F, A0)
*<tt>105D to 105E</tt> = Tile (9F, A0)
*<tt>1070 to 1071</tt> =PPU Adress double line (X,Y)=(16,14) to (17,14) . PPU Adress=21D0)
*<tt>1070 to 1071</tt> =PPU Adress double line (X,Y)=(16,14) to (17,14) . PPU Adress=21D0)
*<tt>1072</tt> = Number of tiles to draw (02)
*<tt>1072</tt> = Number of tiles to draw (02)
*<tt>1073</tt> = Tile (9F, A0)
*<tt>1073 to 1074</tt> = Tile (9F, A0)
*<tt>1096 to 1097</tt> =PPU Adress double line (X,Y)=(16,6) to (17,6) . PPU Adress=20D0)
*<tt>1098</tt> = Number of tiles to draw (02)
*<tt>1099 to 109A</tt> = Tile (9F, A0)

Revision as of 10:41, 28 August 2009

Text Values

Title Screen

  • 3205 to 3207 = "1UP"
  • 3217 to 3218 = "HI"
  • 3231 to 3233 = "2UP"
  • 558 to 559 =PPU Adress of text "1 PLAYER" (4C22=224C)
  • 55A to 561 = "1 PLAYER"
  • 565 to 566 =PPU Adress of text "2 PLAYERS" (8C22=228C)
  • 567 to 56F = "2 PLAYERS"
  • 570 to 571 =PPU Adress of text "© 1982 DATA EAST USA. INC." (C322=22C3)
  • 572 to 58E = "© 1982 DATA EAST USA. INC."
  • 593 to 5A6 = "LICENSED BY NITENDO"
  • 5B0 to 5BF = "OF AMERICA. INC."
  • 5F5 to 5FD = "DATA EAST"

Other Text

  • 5C3 to 5C4 =PPU Adress of text "PLAYER 1" (CE21=21CE)
  • 5C5 to 5CC = "PLAYER 1"
  • 5D0 to 5D1 =PPU Adress of text "PLAYER 2" (CE21=21CE)
  • 5D2 to 5D9 = "PLAYER 2"
  • 5DD to 5DE =PPU Adress of text "GAME OVER" (0D22=220D)
  • 5DF to 5E7 = "GAME OVER"


Graphics Values

Title Screen

  • BFE to BFF =PPU Adress of initial "BURGUER TIME" (PPU Addres=20E8)
  • C00 = Number of tiles to draw (03)
  • C01 to C03 = Tiles (C3, C4, C5)
  • C07 to C08 =PPU Adress "BURGUER TIME" (PPU Adress=20F4)
  • C09 = Number of tiles to draw (03)
  • C0A to C0C = Tiles (C6, C7, C8)
  • C10 to C11 =PPU Adress "BURGUER TIME" (PPU Adress=2108)
  • C12 = Number of tiles to draw (03)
  • C13 to C15 = Tiles (C9, CA, CB)
  • C19 to C1A =PPU Adress "BURGUER TIME" (PPU Adress=2115)
  • C1B = Number of tiles to draw (01)
  • C1C = Tiles (CC)
  • C20 to C21 =PPU Adress "BURGUER TIME" (PPU Adress=2128)
  • C22 = Number of tiles to draw (13 hexadecimal=19 decimal)
  • C23 to C35 = Tiles (CD, CE, CF, D0, D1, D2, D3, D4, D5, D6, D1, D2, D7, D8, D9, DA, D5, D6, B9)
  • C39 to C3A =PPU Adress "BURGUER TIME" (PPU Adress=2148)
  • C3B = Number of tiles to draw (12 hexadecimal=18 decimal)
  • C3C to C4D = Tiles (DB, DC, DD, DE, DF, 00, E0, E1, E2, E3, DF, 00, E4, E5, E6, E7, E2, E3)
  • C51 to C52 =PPU Adress "BURGUER TIME" (PPU Adress=2168)
  • C53 = Number of tiles to draw (12 hexadecimal=18 decimal)
  • C54 to C65 = Tiles (E8, E8, E8, E8, E8, E8, E9, EA, E8, E8, E8, E8, E8, E8, E8, E8, E8, E8)

In Game

  • AC4 to AC5 =PPU Adress icon salt. PPU Adress=2078)
  • AC6 = Number of tiles to draw (01)
  • AC7 = Tile (AF)
  • AA4 to AA5 =PPU Adress icon character. PPU Adress=207C)
  • AA6 = Number of tiles to draw (01)
  • AA7 = Tile (A6)
  • 3202 to 3203 =PPU Adress text "1UP". PPU Adress=2063)
  • 3204 = Number of tiles to draw (03)
  • 3205 TO 3207 = Tile (11, 35, 30)
  • 3214 to 3215 =PPU Adress text "HI". PPU Adress=206E)
  • 3216 = Number of tiles to draw (02)
  • 3217 TO 3218 = Tile (28, 29)
  • 959 to 95A =PPU Adress icon burguer. PPU Adress=20C3)
  • 95B = Number of tiles to draw (01)
  • 95C = Tile (A7)
  • 105A to 105B =PPU Adress double line (X,Y)=(16,16) to (17,16) . PPU Adress=2210)
  • 105C = Number of tiles to draw (02)
  • 105D to 105E = Tile (9F, A0)
  • 1070 to 1071 =PPU Adress double line (X,Y)=(16,14) to (17,14) . PPU Adress=21D0)
  • 1072 = Number of tiles to draw (02)
  • 1073 to 1074 = Tile (9F, A0)
  • 1096 to 1097 =PPU Adress double line (X,Y)=(16,6) to (17,6) . PPU Adress=20D0)
  • 1098 = Number of tiles to draw (02)
  • 1099 to 109A = Tile (9F, A0)