If you are still using the old URL (datacrystal.romhacking.net), please update your bookmarks! The old URL may stop working soon.
The current URL is datacrystal.tcrf.net.
The current URL is datacrystal.tcrf.net.
Mega Man 5/ROM map
Jump to navigation
Jump to search
The following article is a ROM map for Mega Man 5.
Level and Screen Data Banks
Bank 0: Gravityman
- 00010 to 000AD (9E) = Palette Set Loading Code
- 000AE to 002A5 (1F8) = Palette Set 1 to 3F
- 002A6 to 002F0 (4A) = Alternate Palette/CHR Data Loading Code
- 002F1 to 003B0 (C0) = Alternate Palette/CHR Data
- 00810 to 0090F (100) = Object ID: Buster Reflect Property (1=Takes hits, 0=Reflects buster)
- 00910 to 00D0F (400) = Level Data: Gravityman
- 00D10 to 0200F (1300) = Screen Bank Data: Gravityman
Bank 1: Waveman
- 02010 to 0280F (800) = Weapon Menu Code/Data
- 02810 to 0290F (100) = Object ID: Vulnerability to Water Wave
- 02910 to 02D0F (400) = Level Data: Waveman
- 02D10 to 0400F (1300) = Screen Bank Data: Waveman
Bank 2: Stoneman
- 04810 to 0490F (100) = Object ID: Vulnerability to Gyro Attack
- 04910 to 04D0F (400) = Level Data: Stoneman
- 04D10 to 0600F (1300) = Screen Bank Data: Stoneman
Bank 3: Gyroman
- 06810 to 0690F (100) = Object ID: Vulnerability to Crystal Eye
- 06910 to 06D0F (400) = Level Data: Gyroman
- 06D10 to 0800F (1300) = Screen Bank Data: Gyroman
Bank 4: Starman
- 08810 to 0890F (100) = Object ID: Vulnerability to Napalm Bomb
- 08910 to 08D0F (400) = Level Data: Starman
- 08D10 to 0A00F (1300) = Screen Bank Data: Starman
Bank 5: Chargeman
- 0A810 to 0A90F (100) = Object ID: Vulnerability to Super Arrow
- 0A910 to 0AD0F (400) = Level Data: Chargeman
- 0AD10 to 0C00F (1300) = Screen Bank Data: Chargeman
Bank 6: Napalmman
- 0C810 to 0C90F (100) = Object ID: Vulnerability to Power Stone
- 0C910 to 0CD0F (400) = Level Data: Napalmman
- 0CD10 to 0E00F (1300) = Screen Bank Data: Napalmman
Bank 7: Crystalman
- 0E010 to 0E80F (800) = Boss Code:Gravityman, Crystalman and Waveman
- 0E810 to 0E90F (100) = Object ID: Vulnerability to Gravity Hold
- 0E910 to 0ED0F (400) = Level Data: Crystalman
- 0ED10 to 1000F (1300) = Screen Bank Data: Crystalman
Bank 8: Protoman Castle 1
- 10810 to 1090F (100) = Object ID: Vulnerability to Charge Kick
- 10910 to 10D0F (400) = Level Data: Protoman Castle 1
- 10D10 to 1200F (1300) = Screen Bank Data: Protoman Castle 1
Bank 9: Protoman Castle 2
- 12810 to 1290F (100) = Object ID: Vulnerability to Star Crash
- 12910 to 12D0F (400) = Level Data: Protoman Castle 2
- 12D10 to 1400F (1300) = Screen Bank Data: Protoman Castle 2
Bank A: Protoman Castle 3
- 14810 to 1490F (100) = Object ID: Vulnerability to Rush Coil
- 14910 to 14D0F (400) = Level Data: Protoman Castle 3
- 14D10 to 1600F (1300) = Screen Bank Data: Protoman Castle 3
Bank B: Protoman Castle 4 / Scenes Bank 1
- 16810 to 1690F (100) = Object ID: Vulnerability to Rush Jet
- 16910 to 16D0F (400) = Level Data: Protoman Castle 4
- 16D10 to 1800F (1300) = Screen Bank Data: Scenes 1
Bank C: Wily Castle 1
- 18010 to 1840A (3FB) = Introduction Scene Code
- 18810 to 1890F (100) = Object ID: Vulnerability to Beat
- 18910 to 18D0F (400) = Level Data: Wily Castle 1
- 18D10 to 1A00F (1300) = Screen Bank Data: Wily Castle 1
Bank D: Wily Castle 2
- 1A910 to 1AD0F (400) = Level Data: Wily Castle 2
- 1AD10 to 1C00F (1300) = Screen Bank Data: Wily Castle 2
Bank E: Wily Castle 3
- 1C910 to 1CD0F (400) = Level Data: Wily Castle 3
- 1CD10 to 1E00F (1300) = Screen Bank Data: Wily Castle 3
Bank F: Wily Castle 4 / Scenes Bank 2
- 1E010 to 1E037 (28) = Credits Text: Low Bytes of Pointers
- 1E038 to 1E05F (28) = Credits Text: High Bytes of Pointers
- 1E060 to 1E588 (529) = Credits Text Data
- 1E910 to 1ED0F (400) = Level Data: Wily Castle 4
- 1ED10 to 2000F (1300) = Screen Bank Data: Scenes 2
Bank 10: Scenes Bank 3
- 20D10 to 2200F (1300) = Screen Bank Data: Scenes 3
Bank 11: Scenes Bank 4
- 22D10 to 2400F (1300) = Screen Bank Data: Scenes 4
Banks 12-16: Sprite Data Banks
Banks 12-13: Sprite Data Bank 1
- 24010 to 2800F (4000) = Sprite Data Bank 1
Banks 14-15: Sprite Data Bank 2
- 28010 to 2C00F (4000) = Sprite Data Bank 2
Bank 16: Sprite Data Bank 3
- 2C010 to 2E00F (2000) = Sprite Data Bank 3
Bank 17
- 2E010 to 2EB83 (B74) = Misc. Scene Code
- 2EDB4 to 2EDBC (9) = Stage Select Layout
- 2F179 to 2F1D8 (60) = Mid-Point and Boss-Point Data
Banks 18-1A: Sound Banks
- 30010 to 3600F (6000) = Sound engine, Music and Sound Effect Data
Bank 1B: Enemy Data Bank
- 37AE2 to 37B71 (90) = Enemy ID: Object ID
- 37B72 to 37C01 (90) = Enemy ID: Type Bits
- 37C02 to 37C91 (90) = Enemy ID: Sprite ID
- 37C92 to 37D51 (C0) = Enemy ID: Hit Points
- 37DC2 to 37DF1 (30) = Effect Enemy ID: Reference Data
- 37DF2 to 37E21 (30) = Effect Enemy ID: Reference Data 2
- 37E22 to 37E65 (44) = Effect Enemy Data: Extra Palette Data
- 37E66 to 37E7F (1A) = Effect Enemy Data: CHR Bank Data
Bank 1C
- 385D3 to 386D2 (100) = Object ID: Damage Table
Bank 1E-1F: Main Banks
- 3D4C2 to 3D4C9 (8) = Megaman's Initial Sprite Palette
- 3D4CA to 3D4D1 (8) = Sprite Palette Set 0
- 3D4D2 to 3D4E1 (10) = Level ID: Screen Bank (bank to load Screen Bank Data from)
- 3D4E2 to 3D4F1 (10) = Level ID: Music Track ID
- 3DC36 to 3DD10 (DB) = Palette Animation Data: Palette Data
- 3DD11 to 3DD30 (20) = Palette Animation Data: 1-Byte Relative Pointers
- 3DD31 to 3DDC2 (92) = Palette Animation Data: Animation Data
- 3DDC3 to 3DDCA (8) = CHR Animation Data: 1-Byte Relative Pointers
- 3DDCB to 3DDF7 (2D) = CHR Animation Data: Animation Data