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Mega Man (NES)/ROM map
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The following article is a ROM map for Mega Man (NES).
Cutman Data
- 0x00010 to 0x----- = TSA Data
- 0x00310 to 0x----- = Attribute Data
- 0x00C10 to 0x00C3F = Room Order Data
- 0x00C40 to 0x00C7F = Room Pointers
- 0x00D10 to 0x00D26 = Initial Pattern Table Setup Data
- 0x00CB0 to 0x00CCF = Palette Data
- 0x15F1D to 0x15F2C = Palette (for after the doors) Data
- 0x1A462 to 0x1A463 = Enemy Data Pointer
- 0x00C81 to 0x00C8E = Scroll Data
- 0x153B0 = Start Scroll Position Data
- 0x153BC = Checkpoint 1 Scroll Position Data
- 0x153C8 = Checkpoint 2 Scroll Position Data
- 0x1540A = Checkpoint 1 Scroll Setting #1
- 0x15416 = Checkpoint 2 Scroll Setting #1
- 0x15422 = Checkpoint 1 Scroll Setting #2
- 0x1542E = Checkpoint 2 Scroll Setting #2
- 0x1C2FB = Start Room Data
- 0x1C307 = Checkpoint 1 Respawn Data
- 0x1C313 = Checkpoint 2 Respawn Data
- 0x1C2E4 = Checkpoint 1 Activation Data
- 0x1C2F0 = Checkpoint 2 Activation Data
- 0x153DF = Enemy Data Position For Checkpoint 1
- 0x153EB = Enemy Data Position For Checkpoint 2
- 0x153A4 = Background Music Track Index
- 0x00E10 to 0x00E9C = Special Objects Data
- 0x1CD56 = TSA Solidity Setting 1 Data
- 0x1CD57 = TSA Solidity Setting 2 Data
- 0x1CD58 = TSA Solidity Setting 3 Data
- 0x1CD59 = TSA Solidity Setting 4 Data
- 0x1C52A = Start Y Position
- 0x1C536 = Checkpoint 1 Y Position
- 0x1C542 = Checkpoint 2 Y Position
- 0x15F12 = Room Doors Work From Data
- 0x1FDFE = Boss Damage Offset
- 0x1FECB = Boss Projectile Damage
- 0x00D50 to 0x00D8F = Sprite Pattern Table Change Index Data Table
- 0x00D90 to 0x00E0F = Sprite Pattern Table Change Data Table
Iceman Data
Bombman Data
Fireman Data
Elecman Data
Gutsman Data
Dr. Wily 1 Data
Dr. Wily 2 Data
Dr. Wily 3 Data
Dr. Wily 4 Data
Music Data
- 0x11A70 to 0x11AD5 = Music/Sound Effects Pointers
Links
Huge ROM disassembly by Bisqwit Mega man title screen noise code by Insectduel