Welcome to Data Crystal's new home! Data Crystal is now part of the TCRF family (sort of).
The wiki has recently moved; please report any issues in Discord. Pardon the dust.
The wiki has recently moved; please report any issues in Discord. Pardon the dust.
Mega Man 3 (NES)/ROM map: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
|||
Line 1: | Line 1: | ||
{{rommap|game=Mega Man III}} | {{rommap|game=Mega Man III}} | ||
==Robot Master Selected Screen Text== | ==Robot Master Selected Screen Text== | ||
{{note|text=If you modified <tt>0x60F0</tt>, you need to modify <tt>0x612F</tt> so the text displays properly. If you added <tt>40</tt> to the value at <tt>0x60F0</tt>, add <tt>40</tt> to the value at <tt>0x612F</tt> as well.}} | {{note|text=If you modified <tt>0x60F0</tt>, you need to modify <tt>0x612F</tt> so the text displays properly. If you added <tt>40</tt> to the value at <tt>0x60F0</tt>, add <tt>40</tt> to the value at <tt>0x612F</tt> as well.}} | ||
Line 9: | Line 7: | ||
==Layers== | ==Layers== | ||
* <tt>0x006241 to 0x00630F</tt> = Sprite layer of boss select screen | * <tt>0x006241 to 0x00630F</tt> = Sprite layer of boss select screen | ||
* <tt>0x026F10 to 0x026F4F</tt> = Layer of title screen | * <tt>0x026F10 to 0x026F4F</tt> = Layer of title screen | ||
Line 18: | Line 15: | ||
===Makeup of Tiles=== | ===Makeup of Tiles=== | ||
* <tt>0x027B30 to 0x02800F</tt> = Tiles making up title and stage select screen (8x8) | * <tt>0x027B30 to 0x02800F</tt> = Tiles making up title and stage select screen (8x8) | ||
* <tt>0x027710 to 0x------</tt> = 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 | ||
Line 25: | Line 21: | ||
==Graphic Banks== | ==Graphic Banks== | ||
===Title Screen Banks=== | ===Title Screen Banks=== | ||
* <tt>0x031C07</tt> = ??? bank 1 | * <tt>0x031C07</tt> = ??? bank 1 | ||
* <tt>0x031C08</tt> = ??? bank 2 | * <tt>0x031C08</tt> = ??? bank 2 | ||
Line 36: | Line 30: | ||
==Palettes== | ==Palettes== | ||
* <tt>0x031C13 to 0x031C32</tt> = Palettes for title screen | * <tt>0x031C13 to 0x031C32</tt> = Palettes for title screen | ||
==Megaman's color schemes== | ==Megaman's color schemes== | ||
* <tt>0x03C8A8 to 0x03C8AB</tt> = Default (e.g. after death) (<tt>0F 0F 2C 11</tt>) | * <tt>0x03C8A8 to 0x03C8AB</tt> = Default (e.g. after death) (<tt>0F 0F 2C 11</tt>) | ||
* <tt>0x004650 to 0x004653</tt> = P.Buster (<tt>0F 0F 2C 11</tt>) | * <tt>0x004650 to 0x004653</tt> = P.Buster (<tt>0F 0F 2C 11</tt>) | ||
Line 56: | Line 48: | ||
==Stage Selector== | ==Stage Selector== | ||
* <tt>0x031D03 to 0x031D0B</tt> = Vertical row to show box | * <tt>0x031D03 to 0x031D0B</tt> = Vertical row to show box | ||
* <tt>0x031D0C to 0x031D14</tt> = Horizontal row to show box | * <tt>0x031D0C to 0x031D14</tt> = Horizontal row to show box | ||
Line 92: | Line 83: | ||
===Number of Maximum Shots on the Screen=== | ===Number of Maximum Shots on the Screen=== | ||
{{note|text=More than <tt>03</tt> results in "blanks" being fired, except for Gemini laser and Hard Knuckle that are limited to <tt>01</tt>.}} | |||
* <tt>0x03D34D</tt> = Mega Buster (default <tt>03</tt>) | * <tt>0x03D34D</tt> = Mega Buster (default <tt>03</tt>) | ||
Line 108: | Line 99: | ||
===Music=== | ===Music=== | ||
* <tt>0x3CD1C to 0x3CD2D</tt> = Music pointers | * <tt>0x3CD1C to 0x3CD2D</tt> = Music pointers | ||
:<tt>01</tt> = Needle Man | :<tt>01</tt> = Needle Man | ||
:<tt>02</tt> = Magnet Man | :<tt>02</tt> = Magnet Man | ||
Line 124: | Line 113: | ||
* <tt>0x2CCAD to 0x2D0ED</tt> = Title screen | * <tt>0x2CCAD to 0x2D0ED</tt> = Title screen | ||
* <tt>0x2E0EA to 0x2E422</tt> = Top Man | * <tt>0x2E0EA to 0x2E422</tt> = Top Man | ||
* <tt>0x2FEBF to 0x2FFDD</tt> = Stage Select | * <tt>0x2FEBF to 0x2FFDD</tt> = Stage Select | ||
==Sprite Data== | ==Sprite Data== | ||
{{note|text=The following information is helpful while using [[Mega_Man_III#Utilities|Capcom Sprite Assembler]].}} | |||
===Sprite Bank <tt>0x2A010</tt>=== | ===Sprite Bank <tt>0x2A010</tt>=== |
Revision as of 06:44, 10 June 2016
The following article is a ROM map for Mega Man 3 (NES).
Robot Master Selected Screen Text
Note: {{{1}}} |
- 0x60F0= Where the name will be displayed (default 2B)
- 0x612F= Ends the text drawing (default 35)
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, default: 1E)
- 0x03DF41 = Shadow Blade (2 shots)
- 0x03DF42 = Rush Jet (how many frames/1 bar, default: 1E)
Number of Maximum Shots on the Screen
Note: {{{1}}} |
- 0x03D34D = Mega Buster (default 03)
- 0x03D34E = Gemini Laser (default 01)
- 0x03D34F = Needle Cannon (default 03)
- 0x03D350 = Hard Knuckle (default 01)
- 0x03D351 = Magnet Missile (default 02)
- 0x03D352 = Top Spin (default 00)
- 0x03D353 = Search Snake (default 03)
- 0x03D354 = Rush Coil (default 03)
- 0x03D355 = Spark Shock (default 02)
- 0x03D356 = Rush Marine (default 03)
- 0x03D357 = Shadow Blade (default 01)
- 0x03D358 = Rush Jet (default 03)
Music
- 0x3CD1C to 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 to 0x2D0ED = Title screen
- 0x2E0EA to 0x2E422 = Top Man
- 0x2FEBF to 0x2FFDD = Stage Select
Sprite Data
Note: {{{1}}} |
Sprite Bank 0x2A010
Sprite ID | Description | Default Sprite Bank Used | Default Frame Data Location | Default Frame Data |
---|---|---|---|---|
32 | Gemini Man | 0x4C010 | 70 75 71 72 73 71 | |
33 | Gemini Man jump | 0x4C010 | 71 74 | |
34 | Gemini Man shoot | 0x4C010 | 75 76 77 | |
35 | Gemini Man walk | 0x4C010 | 78 79 7A 79 | |
36 | Spark Man | 0x4B410 | 0x2A420 to 0x2A428 | 65 60 62 67 63 64 63 64 60 |
37 | Spark Man jump | 0x4B410 | 61 62 | |
38 | Spark Man charge | 0x4B410 | 62 63 64 65 65 65 | |
39 | Spark Man shoot | 0x4B410 | 63 64 63 64 62 66 67 68 69 69 69 69 69 | |
3F | Shadow Man | 0x4B010 | 8D 8F 90 91 | |
40 | Shadow Man Jump | 0x4B010 | 92 8F | |
41 | Shadow Man throw | 0x4B010 | 93 94 95 95 95 95 95 | |
42 | Shuriken | 0x4B010 | 96 97 98 9A 9A 9A | |
43 | Shuriken twirling | 0x4B010 | 9A 9B | |
44 | Top Man | 0x4B810* | 9C | |
45 | Top Man | 0x4B810* | 9C A9 A0 | |
46 | Top | 0x4B810 | 9D 9E 9F 9E | |
47 | Top Man throw | 0x4B810* | A0 A0 A0 A9 | |
48 | Top Man spin | 0x4B810* | A1 A2 A3 AE AD A4 | |
49 | Top Man | 0x4B810* | A5 A6 A7 A8 A9 A9 |
- * This sprite has tiles from another sprite bank.
Internal Data for Mega Man III
| |
---|---|