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

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(Slight reformatting for future alterations)
(Format edit to make it easier on the eyes)
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{{rommap|game=Mega Man}}
{{rommap|game=Mega Man}}
=Level Data=
==Level Data==
==Cutman Data==
===Cutman Data===


* <tt>0x00000 to 0x002FF</tt> = TSA Data (Shared with Dr. Wily 1)
* <tt>0x00000 to 0x002FF</tt> = TSA Data (Shared with Dr. Wily 1)
Line 47: Line 47:
* <tt>0x1FEEF</tt> = Boss Projectile Damage (JPN)
* <tt>0x1FEEF</tt> = Boss Projectile Damage (JPN)


==Iceman Data==
===Iceman Data===


* <tt>0x04000 to 0x042FF</tt> = TSA Data (Shared with Dr. Wily 2)
* <tt>0x04000 to 0x042FF</tt> = TSA Data (Shared with Dr. Wily 2)
Line 64: Line 64:
* <tt>0x04F80 to 0x04FFF</tt> = Boss Shutter Tile Drawing Data (Shared with Dr. Wily 2)
* <tt>0x04F80 to 0x04FFF</tt> = Boss Shutter Tile Drawing Data (Shared with Dr. Wily 2)


==Bombman Data==
===Bombman Data===


==Fireman Data==
===Fireman Data===
   
   
==Elecman Data==
===Elecman Data===


==Gutsman Data==
===Gutsman Data===


==Dr. Wily 1 Data==
===Dr. Wily 1 Data===
* <tt>0x00000 to 0x002FF</tt> = TSA Data (Shared with Cutman)
* <tt>0x00000 to 0x002FF</tt> = TSA Data (Shared with Cutman)
* <tt>0x00300 to 0x003BF</tt> = Attribute Data (Shared with Cutman)
* <tt>0x00300 to 0x003BF</tt> = Attribute Data (Shared with Cutman)
Line 116: Line 116:
* <tt>0x1FEF5</tt> = Boss Projectile Damage (JPN)
* <tt>0x1FEF5</tt> = Boss Projectile Damage (JPN)


==Dr. Wily 2 Data==
===Dr. Wily 2 Data===


* <tt>0x04000 to 0x042FF</tt> = TSA Data (Shared with Iceman)
* <tt>0x04000 to 0x042FF</tt> = TSA Data (Shared with Iceman)
Line 133: Line 133:
* <tt>0x04F80 to 0x04FFF</tt> = Boss Shutter Tile Drawing Data (Shared with Iceman)
* <tt>0x04F80 to 0x04FFF</tt> = Boss Shutter Tile Drawing Data (Shared with Iceman)


==Dr. Wily 3 Data==
===Dr. Wily 3 Data===


==Dr. Wily 4 Data==
===Dr. Wily 4 Data===


==Dr. Wily 5 (Unused) Data==
===Dr. Wily 5 (Unused) Data===


==Ending Data==
===Ending Data===


=Music Data=
==Music Data==


* <tt>0x11A70 to 0x11AD5</tt> = Music/Sound Effects Pointers
* <tt>0x11A70 to 0x11AD5</tt> = Music/Sound Effects Pointers


=Links=
==Links==


* [http://bisqwit.iki.fi/jutut/megamansource/ Huge ROM disassembly] by Bisqwit
* [http://bisqwit.iki.fi/jutut/megamansource/ Huge ROM disassembly] by Bisqwit
* [http://www.romhacking.net/docs/411/ Mega man title screen noise code] by Insectduel
* [http://www.romhacking.net/docs/411/ Mega man title screen noise code] by Insectduel
{{Internal Data|game=Mega Man}}
{{Internal Data|game=Mega Man}}

Revision as of 06:02, 20 February 2021

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

Level Data

Cutman Data

  • 0x00000 to 0x002FF = TSA Data (Shared with Dr. Wily 1)
  • 0x00300 to 0x003BF = Attribute Data (Shared with Dr. Wily 1)
  • 0x003C0 to 0x00BBF = Room Tile Data (Shared with Dr. Wily 1)
  • 0x00C00 to 0x00C2F = Room Order Data (Shared with Dr. Wily 1)
  • 0x00C30 to 0x00C6F = Room Pointers (Shared with Dr. Wily 1)
  • 0x00C70 to 0x00C9F = Scroll Data (Shared with Dr. Wily 1)
  • 0x00CA0 to 0x00CCF = Palette Data
  • 0x00D00 to 0x00D1E = Initial Pattern Table Setup Data
  • 0x00D40 to 0x00D6F = Sprite Pattern Table Change Index Data Table (Shared with Dr. Wily 1)
  • 0x00D80 to 0x00DFF = Sprite Pattern Table Change Data Table (Shared with Dr. Wily 1)
  • 0x00E00 to 0x00E9F = Special Objects Data (Shared with Dr. Wily 1)
  • 0x00F40 to 0x00F6F = Boss Shutter TSA Data (Shared with Dr. Wily 1)
  • 0x00F70 to 0x00F7B = Boss Shutter Attribute Data (Shared with Dr. Wily 1)
  • 0x00F80 to 0x00FFF = Boss Shutter Tile Drawing Data (Shared with Dr. Wily 1)
  • 0x15394 = Background Music Track Index
  • 0x153A0 = Start Scroll Position Data
  • 0x153AC = Checkpoint 1 Scroll Position Data
  • 0x153B8 = Checkpoint 2 Scroll Position Data
  • 0x153CF = Enemy Data Position For Checkpoint 1
  • 0x153DB = Enemy Data Position For Checkpoint 2
  • 0x153FA = Checkpoint 1 Scroll Setting #1
  • 0x15406 = Checkpoint 2 Scroll Setting #1
  • 0x15412 = Checkpoint 1 Scroll Setting #2
  • 0x1541E = Checkpoint 2 Scroll Setting #2
  • 0x15F02 = Room Doors Work From Data
  • 0x15F0D to 0x15F1C = Palette (for after the doors) Data
  • 0x1A452 to 0x1A453 = Enemy Data Pointer
  • 0x1C2D4 = Checkpoint 1 Activation Data
  • 0x1C2E0 = Checkpoint 2 Activation Data
  • 0x1C2EB = Start Room Data
  • 0x1C2F7 = Checkpoint 1 Respawn Data
  • 0x1C303 = Checkpoint 2 Respawn Data
  • 0x1C51A = Start Y Position
  • 0x1C526 = Checkpoint 1 Y Position
  • 0x1C532 = Checkpoint 2 Y Position
  • 0x1CD46 = TSA Solidity Setting 1 Data
  • 0x1CD47 = TSA Solidity Setting 2 Data
  • 0x1CD48 = TSA Solidity Setting 3 Data
  • 0x1CD49 = TSA Solidity Setting 4 Data
  • 0x1FDEE to 0x1FDF5 = Boss Damage Offset (USA)
  • 0x1FE22 to 0x1FE29 = Boss Damage Offset (JPN)
  • 0x1FEBB = Boss Projectile Damage (USA)
  • 0x1FEEF = Boss Projectile Damage (JPN)

Iceman Data

  • 0x04000 to 0x042FF = TSA Data (Shared with Dr. Wily 2)
  • 0x04300 to 0x043BF = Attribute Data (Shared with Dr. Wily 2)
  • 0x043C0 to 0x04BBF = Room Tile Data (Shared with Dr. Wily 2)
  • 0x04C00 to 0x04C2F = Room Order Data (Shared with Dr. Wily 2)
  • 0x04C30 to 0x04C6F = Room Pointers (Shared with Dr. Wily 2)
  • 0x04C70 to 0x04C9F = Scroll Data (Shared with Dr. Wily 2)
  • 0x04CA0 to 0x04CCF = Palette Data
  • 0x04D00 to 0x04D1E = Initial Pattern Table Setup Data
  • 0x04D40 to 0x04D6F = Sprite Pattern Table Change Index Data Table (Shared with Dr. Wily 2)
  • 0x04D80 to 0x04DFF = Sprite Pattern Table Change Data Table (Shared with Dr. Wily 2)
  • 0x04E00 to 0x04E9F = Special Objects Data (Shared with Dr. Wily 2)
  • 0x04F40 to 0x04F6F = Boss Shutter TSA Data (Shared with Dr. Wily 2)
  • 0x04F70 to 0x04F7B = Boss Shutter Attribute Data (Shared with Dr. Wily 2)
  • 0x04F80 to 0x04FFF = Boss Shutter Tile Drawing Data (Shared with Dr. Wily 2)

Bombman Data

Fireman Data

Elecman Data

Gutsman Data

Dr. Wily 1 Data

  • 0x00000 to 0x002FF = TSA Data (Shared with Cutman)
  • 0x00300 to 0x003BF = Attribute Data (Shared with Cutman)
  • 0x003C0 to 0x00BBF = Room Tile Data (Shared with Cutman)
  • 0x00C00 to 0x00C2F = Room Order Data (Shared with Cutman)
  • 0x00C30 to 0x00C6F = Room Pointers (Shared with Cutman)
  • 0x00C70 to 0x00C9F = Scroll Data (Shared with Cutman)
  • 0x00CD0 to 0x00CFF = Palette Data
  • 0x00D20 to 0x00D3E = Initial Pattern Table Setup Data
  • 0x00D40 to 0x00D6F = Sprite Pattern Table Change Index Data Table (Shared with Cutman)
  • 0x00D80 to 0x00DFF = Sprite Pattern Table Change Data Table (Shared with Cutman)
  • 0x00E40 to 0x00F3F = Special Objects Data (Shared with Cutman)
  • 0x00FA0 to 0x00F6F = Boss Shutter TSA Data (Shared with Cutman)
  • 0x00F70 to 0x00F7B = Boss Shutter Attribute Data (Shared with Cutman)
  • 0x00F80 to 0x00FFF = Boss Shutter Tile Drawing Data (Shared with Cutman)
  • 0x1539A = Background Music Track Index
  • 0x153A6 = Start Scroll Position Data
  • 0x153B2 = Checkpoint 1 Scroll Position Data
  • 0x153BE = Checkpoint 2 Scroll Position Data
  • 0x153D5 = Enemy Data Position For Checkpoint 1
  • 0x153E1 = Enemy Data Position For Checkpoint 2
  • 0x15400 = Checkpoint 1 Scroll Setting #1
  • 0x1540C = Checkpoint 2 Scroll Setting #1
  • 0x15418 = Checkpoint 1 Scroll Setting #2
  • 0x15424 = Checkpoint 2 Scroll Setting #2
  • 0x15F08 = Room Doors Work From Data
  • 0x1A45E to 0x1A45F = Enemy Data Pointer
  • 0x1C2DA = Checkpoint 1 Activation Data
  • 0x1C2E6 = Checkpoint 2 Activation Data
  • 0x1C2F1 = Start Room Data
  • 0x1C2FD = Checkpoint 1 Respawn Data
  • 0x1C309 = Checkpoint 2 Respawn Data
  • 0x1C520 = Start Y Position
  • 0x1C52C = Checkpoint 1 Y Position
  • 0x1C538 = Checkpoint 2 Y Position
  • 0x1CD5E = TSA Solidity Setting 1 Data
  • 0x1CD5F = TSA Solidity Setting 2 Data
  • 0x1CD60 = TSA Solidity Setting 3 Data
  • 0x1CD61 = TSA Solidity Setting 4 Data
  • 0x1FE1E to 0x1FE25 = Boss Damage Offset (USA)
  • 0x1FE52 to 0x1FE59 = Boss Damage Offset (JPN)
  • 0x1FEC1 = Boss Projectile Damage (USA)
  • 0x1FEF5 = Boss Projectile Damage (JPN)

Dr. Wily 2 Data

  • 0x04000 to 0x042FF = TSA Data (Shared with Iceman)
  • 0x04300 to 0x043BF = Attribute Data (Shared with Iceman)
  • 0x043C0 to 0x04BBF = Room Tile Data (Shared with Iceman)
  • 0x04C00 to 0x04C2F = Room Order Data (Shared with Iceman)
  • 0x04C30 to 0x04C6F = Room Pointers (Shared with Iceman)
  • 0x04C70 to 0x04C9F = Scroll Data (Shared with Iceman)
  • 0x04CD0 to 0x04CFF = Palette Data
  • 0x04D20 to 0x04D3E = Initial Pattern Table Setup Data
  • 0x04D40 to 0x04D6F = Sprite Pattern Table Change Index Data Table (Shared with Iceman)
  • 0x04D80 to 0x04DFF = Sprite Pattern Table Change Data Table (Shared with Iceman)
  • 0x04E00 to 0x04E9F = Special Objects Data (Shared with Iceman)
  • 0x04F40 to 0x04F6F = Boss Shutter TSA Data (Shared with Iceman)
  • 0x04F70 to 0x04F7B = Boss Shutter Attribute Data (Shared with Iceman)
  • 0x04F80 to 0x04FFF = Boss Shutter Tile Drawing Data (Shared with Iceman)

Dr. Wily 3 Data

Dr. Wily 4 Data

Dr. Wily 5 (Unused) Data

Ending Data

Music Data

  • 0x11A70 to 0x11AD5 = Music/Sound Effects Pointers

Links