Bomberman (NES, Famicom Disk System)/ROM map

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Chip tiny.png The following article is a ROM map for Bomberman (NES, Famicom Disk System).

Text

  • 1C54-1C55: PPU Address (2088)
  • 1C56-1C65: Text "CONGRATULATIONS"
  • 1C66-1C67: PPU Address (20E4)
  • 1C68-1C7D: Text "YOU HAVE SUCCEEDED IN"
  • 1C7E-1C7F: PPU Address (2122)
  • 1C80-1C9B: Text "HELPING BOMBERMAN TO BECOME"
  • 1C9C-1C9D: PPU Address (2162)
  • 1C9E-1CAB: Text "A HUMAN BEING"
  • 1CAC-1CAD: PPU Address (21A4)
  • 1CAE-1CC9: Text "MAYBE YOU CAN RECOGNIZE HIM"
  • 1CCA-1CCB: PPU Address (21E2)
  • 1CCC-1CE7: Text "IN ANOTHER HUDSON SOFT GAME"
  • 1CE8-1CE9: PPU Address (224B)
  • 1CEA-1D04: Text"GOOD BYE ENTER SECRET CODE"
  • 21E6-21E7: PPU Address (2269)
  • 21E8-21F8: Text "START CONTINUE" (Tittle Screen)
  • 21F9-21FA: PPU Address (22AA)
  • 21FB-21FE: Text "TOP" (Tittle Screen)
  • 21FF-2200: PPU Address (22E3)
  • 2201-221A: Text "TM AND (C) 1987 HUDSON SOFT" (Tittle Screen)
  • 221B-221C: PPU Address (232A)
  • 221D-2228: Text "LICENSED BY" (Tittle Screen)
  • 2229-222A: PPU Address (2364)
  • 222B-2243: Text "NINTENDO OF AMERICA INC." (Tittle Screen)

Disassembly

(This code put the text of the title screen) 00:E1C0:A0 00 LDY #$00 (Y=$00=Counter) 00:E1C2:A2 05 LDX #$05 (X=$05=Number of text lines) (5) 00:E1C4:20 E0 E1 JSR $E1E0 (Jump subrutine in $E1E0 to read byte) 00:E1C7:8D 06 20 STA $2006 = #$00 (Save first byte of PPU Address) 00:E1CA:20 E0 E1 JSR $E1E0 (Jump subrutine in $E1E0 to read byte) 00:E1CD:8D 06 20 STA $2006 = #$00 (Save second byte of PPU Address) 00:E1D0:20 E0 E1 JSR $E1E0 (Jump subrutine in $E1E0 to read byte. To put text) 00:E1D3:C9 FF CMP #$FF (Compare value. If value=$FF=End of string) 00:E1D5:F0 05 BEQ $E1DC (If value=$FF=End of string jump to $E1DC to decrement X and put other text) 00:E1D7:8D 07 20 STA $2007 = #$00 (Put value of text in screen. Example: $53="S" of "START" in Title Screen) 00:E1DA:D0 F4 BNE $E1D0 (Jump to $E1D0 if not equal to $FF) 00:E1DC:CA DEX (X=X-1. X=Number of text lines) 00:E1DD:D0 E5 BNE $E1C4 (If not zero then jump to $E1C4 to put other text) 00:E1DF:60 RTS (Return to subrutine) 00:E1E0:B9 E5 E1 LDA $E1E5,Y @ $E1E5 = #$22 (A=value of byte in address $E1E5+Y) 00:E1E3:C8 INY (Y=Y+1) 00:E1E4:60 RTS (Return to subrutine) (Info to put the five lines of text) (00:E1E5-00:E242) Line 1 of text: 2269: PPU Address 5354415254B0B0B0434F4E54494E5545 Text "START CONTINUE" (Tittle Screen) FF: End of line of text

Line 2 of text: 22AA: PPU Address 544F50 Text "TOP" (Tittle Screen) FF: End of line of text

Line 3 of text: 22E3: PPU Address 544DB0414E44B0FEB031393837B0485544534F4EB0534F4654 Text "TM AND (C) 1987 HUDSON SOFT" (Tittle Screen) FF: End of line of text

Line 4 of text: 232A: PPU Address 4C4943454E534544B04259 Text "LICENSED BY" (Tittle Screen) FF: End of line of text

Line 5 of text: 2364: PPU Address 4E494E54454E444FB04F46B0414D4552494341B0494E43FD Text "NINTENDO OF AMERICA INC." (Tittle Screen) FF: End of line of text