Mega Man 3 (NES)/ROM map: Difference between revisions

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==Layers==
==Layers==
* 0x006241 - 0x00630F - sprite layer of boss select screen
* <tt>0x006241 to 0x00630F</tt> - sprite layer of boss select screen
* 0x026F10 - 0x026F4F - layer of title screen
* <tt>0x026F10 to 0x026F4F</tt> - layer of title screen
* 0x026F50 - 0x026F8F - layer of stage selection screen
* <tt>0x026F50 to 0x026F8F</tt> - layer of stage selection screen
* 0x026F90 - 0x026FCF - layer of password screen
* <tt>0x026F90 to 0x026FCF</tt> - layer of password screen
* 0x026FD0 - 0x02700F - boss intro sliding layer after stage selection
* <tt>0x026FD0 to 0x02700F</tt> - boss intro sliding layer after stage selection
* 0x027010 - 0x02704F - opening sliding layer of stage select screen (make same as layer of title screen for smooth transition)
* <tt>0x027010 to 0x02704F</tt> - opening sliding layer of stage select screen (make same as layer of title screen for smooth transition)


===Makeup of tiles===
===Makeup of tiles===
* 0x027B30 - 0x02800F - tiles making up title and stage select screen (8x8)
* <tt>0x027B30 to 0x02800F</tt> - tiles making up title and stage select screen (8x8)
* 0x027710 - 0x?????? - 16x16 blocks that make up the 32x32 tiles for the title and stage select screen
* <tt>0x027710 to 0x----- </tt> - 16x16 blocks that make up the 32x32 tiles for the title and stage select screen
* 0x027F10 - 0x28000F - palettes for each stage select tile
* <tt>0x027F10 to 0x28000F</tt> - palettes for each stage select tile
* 0x028010 - 0x?????? - palettes for each title screen tile
* <tt>0x028010 to 0x-----</tt> - palettes for each title screen tile


==Graphic banks==
==Graphic banks==
===Title screen banks===
===Title screen banks===
* 0x031C07 - ??? bank 1
* <tt>0x031C07</tt> - ??? bank 1
* 0x031C08 - ??? bank 2
* <tt>0x031C08</tt> - ??? bank 2
* 0x031C09 - Sprite bank 1
* <tt>0x031C09</tt> - Sprite bank 1
* 0x031C0A - Sprite bank 2
* <tt>0x031C0A</tt> - Sprite bank 2
* 0x031C0B - Sprite bank 3
* <tt>0x031C0B</tt> - Sprite bank 3
* 0x031C0C - Sprite bank 4
* <tt>0x031C0C</tt> - Sprite bank 4
==Palettes==
==Palettes==
* 0x031C13 - 0x031C32 - Palettes for Title Screen
* <tt>0x031C13 to 0x031C32</tt> - Palettes for Title Screen


==Megaman's color schemes==
==Megaman's color schemes==
* 0x03c8a8-0x03c8ab - default (e.g. after death) (0f 0f 2c 11)
* <tt>0x03C8A8 to 0x03C8AB</tt> - default (e.g. after death) (0f 0f 2c 11)
* 0x004650-0x004653 - P.Buster (0f 0f 2c 11)
* <tt>0x004650 to 0x004653</tt> - P.Buster (0f 0f 2c 11)
* 0x004654-0x004657 - Gemini Laser (0f 0f 30 21)
* <tt>0x004654 to 0x004657</tt> - Gemini Laser (0f 0f 30 21)
* 0x004658-0x00465b - Needle Cannon (0f 0f 30 17)
* <tt>0x004658 to 0x00465B</tt> - Needle Cannon (0f 0f 30 17)
* 0x00465c-0x00465f - Hard Knuckle (0f 0f 10 01)
* <tt>0x00465C to 0x00465F</tt> - Hard Knuckle (0f 0f 10 01)
* 0x004660-0x004663 - Magnet Missile (0f 0f 10 16)
* <tt>0x004660 to 0x004663</tt> - Magnet Missile (0f 0f 10 16)
* 0x004664-0x004667 - Top Spin (0f 0f 36 00)
* <tt>0x004664 to 0x004667</tt> - Top Spin (0f 0f 36 00)
* 0x004668-0x00466b - Search Snake (0f 0f 30 19)
* <tt>0x004668 to 0x00466B</tt> - Search Snake (0f 0f 30 19)
* 0x00466c-0x00466f - Rush Coil (0f 0f 30 15)
* <tt>0x00466C to 0x00466F</tt> - Rush Coil (0f 0f 30 15)
* 0x004670-0x004673 - Spark Shock (0f 0f 30 26)
* <tt>0x004670 to 0x004673</tt> - Spark Shock (0f 0f 30 26)
* 0x004674-0x004677 - Rush Marine (0f 0f 30 15)
* <tt>0x004674 to 0x004677</tt> - Rush Marine (0f 0f 30 15)
* 0x004678-0x00467b - Shadow Blade (0f 0f 34 14)
* <tt>0x004678 to 0x00467B</tt> - Shadow Blade (0f 0f 34 14)
* 0x00467c-0x00467f - Rush Jet (0f 0f 30 15)
* <tt>0x00467C to 0x00467F</tt> - Rush Jet (0f 0f 30 15)


==Stage selector==
==Stage selector==
* 0x031D03 - 0x031D0B - Vertical row to show box
* <tt>0x031D03 to 0x031D0B</tt> - Vertical row to show box
* 0x031D0C - 0x031D14 - Horizontal row to show box
* <tt>0x031D0C to 0x031D14</tt> - Horizontal row to show box
* 0x031D15 - 0x031D18 - Y axis location for selection box dots
* <tt>0x031D15 to 0x031D18</tt> - Y axis location for selection box dots
* 0x031D19 - 0x031D1D - X axis location for selection box dots
* <tt>0x031D19 to 0x031D1D</tt> - X axis location for selection box dots


==Weapon usage==
==Weapon usage==
===Bars used===
===Bars used===
* 0x03DF2C - Gemini Laser (2 bars)
* <tt>0x03DF2C</tt> - Gemini Laser (2 bars)
* 0x03DF2D - Needle Cannon (1 bar)
* <tt>0x03DF2D</tt> - Needle Cannon (1 bar)
* 0x03DF2E - Hard Knuckle (2 bars)
* <tt>0x03DF2E</tt> - Hard Knuckle (2 bars)
* 0x03DF2F - Magnet Missile (2 bars)
* <tt>0x03DF2F</tt> - Magnet Missile (2 bars)
* 0x03DF30 - Top Spin (0 bars)
* <tt>0x03DF30</tt> - Top Spin (0 bars)
* 0x03DF31 - Search Snake (1 bar)
* <tt>0x03DF31</tt> - Search Snake (1 bar)
* 0x03DF32 - Rush Coil (3 bars)
* <tt>0x03DF32</tt> - Rush Coil (3 bars)
* 0x03DF33 - Spark Shot (1 bar)
* <tt>0x03DF33</tt> - Spark Shot (1 bar)
* 0x03DF34 - Spark Shock
* <tt>0x03DF34</tt> - Spark Shock
* 0x03DF35 - Shadow Blade
* <tt>0x03DF35</tt> - Shadow Blade
* 0x03DF36 - Rush Jet (1 bar)
* <tt>0x03DF36</tt> - Rush Jet (1 bar)


===Shots required for bar to decrease===
===Shots required for bar to decrease===
* 0x03DF38 - Gemini Laser (1 shot)
* <tt>0x03DF38</tt> - Gemini Laser (1 shot)
* 0x03DF39 - Needle Cannon (3 shots)
* <tt>0x03DF39</tt> - Needle Cannon (3 shots)
* 0x03DF3A - Hard Knuckle (1 shot)
* <tt>0x03DF3A</tt> - Hard Knuckle (1 shot)
* 0x03DF3B - Magnet Missile (1 shot)
* <tt>0x03DF3B</tt> - Magnet Missile (1 shot)
* 0x03DF3C - Top Spin (0 shots (inf until attack connects))
* <tt>0x03DF3C</tt> - Top Spin (0 shots (inf until attack connects))
* 0x03DF3D - Search Snake (2 shots)
* <tt>0x03DF3D</tt> - Search Snake (2 shots)
* 0x03DF3E - Rush Coil (1 shot)
* <tt>0x03DF3E</tt> - Rush Coil (1 shot)
* 0x03DF3F - Spark Shot (1 shot)
* <tt>0x03DF3F</tt> - Spark Shot (1 shot)
* 0x03DF40 - Rush Marine (how many frames/1 bar, standard: 1E)
* <tt>0x03DF40</tt> - Rush Marine (how many frames/1 bar, standard: 1E)
* 0x03DF41 - Shadow Blade (2 shots)
* <tt>0x03DF41</tt> - Shadow Blade (2 shots)
* 0x03DF42 - Rush Jet (how many frames/1 bar, standard: 1E)
* <tt>0x03DF42</tt> - Rush Jet (how many frames/1 bar, standard: 1E)


===Number of maximum shots on the screen===
===Number of maximum shots on the screen===
* 0x03D34D - Mega Buster (03)
* <tt>0x03D34D</tt> - Mega Buster (03)
* 0x03D34E - Gemini Laser (01)
* <tt>0x03D34E</tt> - Gemini Laser (01)
* 0x03D34F - Needle Cannon (03)
* <tt>0x03D34F</tt> - Needle Cannon (03)
* 0x03D350 - Hard Knuckle (01)
* <tt>0x03D350</tt> - Hard Knuckle (01)
* 0x03D351 - Magnet Missile (02)
* <tt>0x03D351</tt> - Magnet Missile (02)
* 0x03D352 - Top Spin (00)
* <tt>0x03D352</tt> - Top Spin (00)
* 0x03D353 - Search Snake (03)
* <tt>0x03D353</tt> - Search Snake (03)
* 0x03D354 - Rush Coil (03)
* <tt>0x03D354</tt> - Rush Coil (03)
* 0x03D355 - Spark Shock (02)
* <tt>0x03D355</tt> - Spark Shock (02)
* 0x03D356 - Rush Marine (03)
* <tt>0x03D356</tt> - Rush Marine (03)
* 0x03D357 - Shadow Blade (01)
* <tt>0x03D357</tt> - Shadow Blade (01)
* 0x03D358 - Rush Jet (03)
* <tt>0x03D358</tt> - Rush Jet (03)


Note: more than 03 results in "blanks" being fired, except for Gemini laser and Hard Knuckle that are limited to 01
Note: more than 03 results in "blanks" being fired, except for Gemini laser and Hard Knuckle that are limited to 01
Line 92: Line 92:
===Music===
===Music===


* 0x3CD1C - 0x3CD2D - Music pointers
* <tt>0x3CD1C - 0x3CD2D</tt> - Music pointers


01 - Needle Man
<tt>01</tt> - Needle Man


02 - Magnet Man
<tt>02</tt> - Magnet Man


03 - Gemini Man
<tt>03</tt> - Gemini Man


04 - Hard Man
<tt>04</tt> - Hard Man


05 - Top Man
<tt>05</tt> - Top Man


06 - Snake Man
<tt>06</tt> - Snake Man


07 - Spark Man
<tt>07</tt> - Spark Man


08 - Shadow Man
<tt>08</tt> - Shadow Man


09 - Dr. Wily Stage 1 & 2
<tt>09</tt> - Dr. Wily Stage 1 & 2


0A - Dr. Wily Stage 3 & 4
<tt>0A</tt> - Dr. Wily Stage 3 & 4


0B - Dr. Wily Stage 5 & 6
<tt>0B</tt> - Dr. Wily Stage 5 & 6


* 0x2CCAD - 0x2D0ED - Title Screen
* <tt>0x2CCAD - 0x2D0ED</tt> - Title Screen


* 0x2E0EA - 0x2E422 - Top Man
* <tt>0x2E0EA - 0x2E422</tt> - Top Man


* 0x2FEBF - 0x2FFDD - Stage Select
* <tt>0x2FEBF - 0x2FFDD</tt> - Stage Select

Revision as of 20:59, 22 August 2013

Chip tiny.png The following article is a ROM map for Mega Man 3 (NES).

Layers

  • 0x006241 to 0x00630F - sprite layer of boss select screen
  • 0x026F10 to 0x026F4F - layer of title screen
  • 0x026F50 to 0x026F8F - layer of stage selection screen
  • 0x026F90 to 0x026FCF - layer of password screen
  • 0x026FD0 to 0x02700F - boss intro sliding layer after stage selection
  • 0x027010 to 0x02704F - opening sliding layer of stage select screen (make same as layer of title screen for smooth transition)

Makeup of tiles

  • 0x027B30 to 0x02800F - tiles making up title and stage select screen (8x8)
  • 0x027710 to 0x----- - 16x16 blocks that make up the 32x32 tiles for the title and stage select screen
  • 0x027F10 to 0x28000F - palettes for each stage select tile
  • 0x028010 to 0x----- - palettes for each title screen tile

Graphic banks

Title screen banks

  • 0x031C07 - ??? bank 1
  • 0x031C08 - ??? bank 2
  • 0x031C09 - Sprite bank 1
  • 0x031C0A - Sprite bank 2
  • 0x031C0B - Sprite bank 3
  • 0x031C0C - Sprite bank 4

Palettes

  • 0x031C13 to 0x031C32 - Palettes for Title Screen

Megaman's color schemes

  • 0x03C8A8 to 0x03C8AB - default (e.g. after death) (0f 0f 2c 11)
  • 0x004650 to 0x004653 - P.Buster (0f 0f 2c 11)
  • 0x004654 to 0x004657 - Gemini Laser (0f 0f 30 21)
  • 0x004658 to 0x00465B - Needle Cannon (0f 0f 30 17)
  • 0x00465C to 0x00465F - Hard Knuckle (0f 0f 10 01)
  • 0x004660 to 0x004663 - Magnet Missile (0f 0f 10 16)
  • 0x004664 to 0x004667 - Top Spin (0f 0f 36 00)
  • 0x004668 to 0x00466B - Search Snake (0f 0f 30 19)
  • 0x00466C to 0x00466F - Rush Coil (0f 0f 30 15)
  • 0x004670 to 0x004673 - Spark Shock (0f 0f 30 26)
  • 0x004674 to 0x004677 - Rush Marine (0f 0f 30 15)
  • 0x004678 to 0x00467B - Shadow Blade (0f 0f 34 14)
  • 0x00467C to 0x00467F - Rush Jet (0f 0f 30 15)

Stage selector

  • 0x031D03 to 0x031D0B - Vertical row to show box
  • 0x031D0C to 0x031D14 - Horizontal row to show box
  • 0x031D15 to 0x031D18 - Y axis location for selection box dots
  • 0x031D19 to 0x031D1D - X axis location for selection box dots

Weapon usage

Bars used

  • 0x03DF2C - Gemini Laser (2 bars)
  • 0x03DF2D - Needle Cannon (1 bar)
  • 0x03DF2E - Hard Knuckle (2 bars)
  • 0x03DF2F - Magnet Missile (2 bars)
  • 0x03DF30 - Top Spin (0 bars)
  • 0x03DF31 - Search Snake (1 bar)
  • 0x03DF32 - Rush Coil (3 bars)
  • 0x03DF33 - Spark Shot (1 bar)
  • 0x03DF34 - Spark Shock
  • 0x03DF35 - Shadow Blade
  • 0x03DF36 - Rush Jet (1 bar)

Shots required for bar to decrease

  • 0x03DF38 - Gemini Laser (1 shot)
  • 0x03DF39 - Needle Cannon (3 shots)
  • 0x03DF3A - Hard Knuckle (1 shot)
  • 0x03DF3B - Magnet Missile (1 shot)
  • 0x03DF3C - Top Spin (0 shots (inf until attack connects))
  • 0x03DF3D - Search Snake (2 shots)
  • 0x03DF3E - Rush Coil (1 shot)
  • 0x03DF3F - Spark Shot (1 shot)
  • 0x03DF40 - Rush Marine (how many frames/1 bar, standard: 1E)
  • 0x03DF41 - Shadow Blade (2 shots)
  • 0x03DF42 - Rush Jet (how many frames/1 bar, standard: 1E)

Number of maximum shots on the screen

  • 0x03D34D - Mega Buster (03)
  • 0x03D34E - Gemini Laser (01)
  • 0x03D34F - Needle Cannon (03)
  • 0x03D350 - Hard Knuckle (01)
  • 0x03D351 - Magnet Missile (02)
  • 0x03D352 - Top Spin (00)
  • 0x03D353 - Search Snake (03)
  • 0x03D354 - Rush Coil (03)
  • 0x03D355 - Spark Shock (02)
  • 0x03D356 - Rush Marine (03)
  • 0x03D357 - Shadow Blade (01)
  • 0x03D358 - Rush Jet (03)

Note: more than 03 results in "blanks" being fired, except for Gemini laser and Hard Knuckle that are limited to 01

Music

  • 0x3CD1C - 0x3CD2D - Music pointers

01 - Needle Man

02 - Magnet Man

03 - Gemini Man

04 - Hard Man

05 - Top Man

06 - Snake Man

07 - Spark Man

08 - Shadow Man

09 - Dr. Wily Stage 1 & 2

0A - Dr. Wily Stage 3 & 4

0B - Dr. Wily Stage 5 & 6

  • 0x2CCAD - 0x2D0ED - Title Screen
  • 0x2E0EA - 0x2E422 - Top Man
  • 0x2FEBF - 0x2FFDD - Stage Select