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Solomon's Key/ROM map
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The following article is a ROM map for Solomon's Key.
* Enemy data begins at 005D67. ** First byte is enemy location. ** Second byte is placement (YX, Y being vertical location, X being horizontal). 00 = Seems to signify the end of the enemy set for that level. All monster information after this will appear in the next level (Needs much more testing) 1C = Fairy 20 = Firebal right 21 = Firebal left 22 = Firebal up 23 = Firebal down 24 = Panel monster left 25 = Panel monster right 26 = panel monster up 27 = Panel Monster Down 28 = Elec Ball Counter-clockwise 29 = Elec Ball Clockwise 2A = Elec Ball Counter-clockwise 2B = Elec Ball Clockwise 2C = Elec Ball Counter-clockwise (fast) 2D = Elec Ball Clockwise (fast) 2E = Elec Ball Counter-clockwise (fast) 2F = Elec Ball Clockwise (fast) 30 = Up/down ghost 31 = Up/down ghost 32 = down/up ghost 33 = down/up ghost 34 = right/left ghost 35 = right/left ghost 36 = left/right ghost 37 = left/right ghost 38 = Up/down ghost (fast) 39 = Up/down ghost (fast) 3A = down/up ghost (fast) 3B = down/up ghost (fast) 3C = right/left ghost (fast) 3D = right/left ghost (fast) 3E = left/right ghost (fast) 3F = left/right ghost (fast) 40 = Up/down ghost (White blocks don't slow) 41 = Up/down ghost (White blocks don't slow) 42 = down/up ghost (White blocks don't slow) 43 = down/up ghost (White blocks don't slow) 44 = right/left ghost (White blocks don't slow) 45 = right/left ghost (White blocks don't slow) 46 = left/right ghost (White blocks don't slow) 47 = left/right ghost (White blocks don't slow) 48 = Up/down ghost (fast) (White blocks don't slow) 49 = Up/down ghost (fast) (White blocks don't slow) 4A = down/up ghost (fast) (White blocks don't slow) 4B = down/up ghost (fast) (White blocks don't slow) 4C = right/left ghost (fast) (White blocks don't slow) 4D = right/left ghost (fast) (White blocks don't slow) 4E = left/right ghost (fast) (White blocks don't slow) 4F = left/right ghost (fast) (White blocks don't slow) 68 = Pink Dragon 69 = Pink Dragon 71 = Golem * Level layout data begins at 00603C. * Each row of blocks is 2 bytes long, each byte = 8 blocks * Each level is 48 bytes large, the first 24 being brown block layout, second 24 being white block layout * The border is the 16th tile horizontally, and is considered part of the right tile. this means that all the white block sets on the right half of a room should have the last block solid (To avoid being able to walk though the wall) * Special tiles are NOT with the level layout data. This includes items, keys, doors, enemies, mirrors, and hidden items. * These are the codes for block layouts, o meaning there is no block on that tile, x meaning there is. 00 = oooooooo 01 = ooooooox 02 = ooooooxo 03 = ooooooxx 04 = oooooxoo 05 = oooooxox 06 = oooooxxo 07 = oooooxxx 08 = ooooxooo 09 = ooooxoox 0A = ooooxoxo 0B = ooooxxoo 0C = ooooxoxx 0D = ooooxxox 0E = ooooxxxo 0F = ooooxxxx 10 = oooxoooo 11 = oooxooox 12 = oooxooxo 13 = oooxooxx 14 = oooxoxoo 15 = oooxoxox 16 = oooxoxxo 17 = oooxoxxx 18 = oooxxooo 19 = oooxxoox 1A = oooxxoxo 1B = oooxxoxx 1C = oooxxxoo 1D = oooxxxox 1E = oooxxxxo 1F = oooxxxxx 20 = ooxooooo 21 = ooxoooox 22 = ooxoooxo 23 = ooxoooxx 24 = ooxooxoo 25 = ooxooxox 26 = ooxooxxo 27 = ooxooxxx 28 = ooxoxooo 29 = ooxoxoox 2A = ooxoxoxo 2B = ooxoxoxx 2C = ooxoxxoo 2D = ooxoxxox 2E = ooxoxxxo 2F = ooxoxxxx 30 = ooxxoooo 31 = ooxxooox 32 = ooxxooxo 33 = ooxxooxx 34 = ooxxoxoo 35 = ooxxoxox 36 = ooxxoxxo 37 = ooxxoxxx 38 = ooxxxooo 39 = ooxxxoox 3A = ooxxxoxo 3B = ooxxxoxx 3C = ooxxxxoo 3D = ooxxxxox 3E = ooxxxxxo 3F = ooxxxxxx 40 = oxoooooo 41 = oxooooox 42 = oxooooxo 43 = oxooooxx 44 = oxoooxoo 45 = oxoooxox 46 = oxoooxxo 47 = oxoooxxx 48 = oxooxooo 49 = oxooxoox 4A = oxooxoxo 4B = oxooxoxx 4C = oxooxxoo 4D = oxooxxox 4E = oxooxxxo 4F = oxooxxxx 50 = oxoxoooo 51 = oxoxooox 52 = oxoxooxo 53 = oxoxooxx 54 = oxoxoxoo 55 = oxoxoxox 56 = oxoxoxxo 57 = oxoxoxxx 58 = oxoxxooo 59 = oxoxxoox 5A = oxoxxoxo 5B = oxoxxoxx 5C = oxoxxxoo 5D = oxoxxxox 5E = oxoxxxxo 5F = oxoxxxxx 60 = oxxooooo 61 = oxxoooox 62 = oxxoooxo 63 = oxxoooxx 64 = oxxooxoo 65 = oxxooxox 66 = oxxooxxo 67 = oxxooxxx 68 = oxxoxooo 69 = oxxoxoox 6A = oxxoxoxo 6B = oxxoxoxx 6C = oxxoxxoo 6D = oxxoxxox 6E = oxxoxxxo 6F = oxxoxxxx 70 = oxxxoooo 71 = oxxxooox 72 = oxxxooxo 73 = oxxxooxx 74 = oxxxoxoo 75 = oxxxoxox 76 = oxxxoxxo 77 = oxxxoxxx 78 = oxxxxooo 79 = oxxxxoox 7A = oxxxxoxo 7B = oxxxxoxx 7C = oxxxxxoo 7D = oxxxxxox 7E = oxxxxxxo 7F = oxxxxxxx 80 = xooooooo 81 = xoooooox 82 = xoooooxo 83 = xoooooxx 84 = xooooxoo 85 = xooooxox 86 = xooooxxo 87 = xooooxxx 88 = xoooxooo 89 = xoooxoox 8A = xoooxoxo 8B = xoooxoxx 8C = xoooxxoo 8D = xoooxxox 8E = xoooxxxo 8F = xoooxxxx 90 = xooxoooo 91 = xooxooox 92 = xooxooxo 93 = xooxooxx 94 = xooxoxoo 95 = xooxoxox 96 = xooxoxxo 97 = xooxoxxx 98 = xooxxooo 99 = xooxxoox 9A = xooxxoxo 9B = xooxxoxx 9C = xooxxxoo 9D = xooxxxox 9E = xooxxxxo 9F = xooxxxxx A0 = xoxooooo A1 = xoxoooox A2 = xoxoooxo A3 = xoxoooxx A4 = xoxooxoo A5 = xoxooxox A6 = xoxooxxo A7 = xoxooxxx A8 = xoxoxooo A9 = xoxoxoox AA = xoxoxoxo AB = xoxoxoxx AC = xoxoxxoo AD = xoxoxxox AE = xoxoxxxo AF = xoxoxxxx B0 = xoxxoooo B1 = xoxxooox B2 = xoxxooxo B3 = xoxxooxx B4 = xoxxoxoo B5 = xoxxoxox B6 = xoxxoxxo B7 = xoxxoxxx B8 = xoxxxooo B9 = xoxxxoox BA = xoxxxoxo BB = xoxxxoxx BC = xoxxxxoo BD = xoxxxxox BE = xoxxxxxo BF = xoxxxxxx C0 = xxoooooo C1 = xxooooox C2 = xxooooxo C3 = xxooooxx C4 = xxoooxoo C5 = xxoooxox C6 = xxoooxxo C7 = xxoooxxx C8 = xxooxooo C9 = xxooxoox CA = xxooxoxo CB = xxooxoxx CC = xxooxxoo CD = xxooxxox CE = xxooxxxo CF = xxooxxxx D0 = xxoxoooo D1 = xxoxooox D2 = xxoxooxo D3 = xxoxooxx D4 = xxoxoxoo D5 = xxoxoxox D6 = xxoxoxxo D7 = xxoxoxxx D8 = xxoxxooo D9 = xxoxxoox DA = xxoxxoxo DB = xxoxxoxx DC = xxoxxxoo DD = xxoxxxox DE = xxoxxxxo DF = xxoxxxxx E0 = xxxooooo E1 = xxxoooox E2 = xxxoooxo E3 = xxxoooxx E4 = xxxooxoo E5 = xxxooxox E6 = xxxooxxo E7 = xxxooxxx E8 = xxxoxooo E9 = xxxoxoox EA = xxxoxoxo EB = xxxoxoxx EC = xxxoxxoo ED = xxxoxxox EE = xxxoxxxo EF = xxxoxxxx F0 = xxxxoooo F1 = xxxxooox F2 = xxxxooxo F3 = xxxxooxx F4 = xxxxoxoo F5 = xxxxoxox F6 = xxxxoxxo F7 = xxxxoxxx F8 = xxxxxooo F9 = xxxxxoox FA = xxxxxoxo FB = xxxxxoxx FC = xxxxxxoo FD = xxxxxxox FE = xxxxxxxo FF = xxxxxxxx * 006A96 is the start of level sprite info. * 006A9B is the door data for level one. * 006A9C is the key data for level one. * 006A9D is the starting position for level one. * Each is one byte (YX, Y being vertical location, X being horizontal). * Actual item placement is two bytes. * First one picks the item (See chart) * Second sets placement (YX, Y being vertical location, X being horizontal). 00 = BrownBlock (Doesn't work) 01 = Nothing? 02 = Locked door (Doesn't work) 03 = WhiteBlock (Doesn't work) 04 = Bat Mirror (Works, doesn't look right) 05 = Skull Mirror 06 = Key (Doesn't work properly) 07 = Open Door 08 = Blue loot diamond 09 = Blue fire jar 0A = 2 gold coins 0B = Orange jewel 0C = Orange loot diamond 0D = OrangeFire jar 0E = Scroll 0F = Bell 10 = Nothing? 11 = Half timeBottle 12 = Full timeBottle 13 = Blue Hour glass 14 = Orange Hour glass 15 = BlueFire jar 16 = OrangeFire Jar 17 = Scroll 18 = Bell 19 = Explosion Jar 1A = Blue key (Does not unlock,But collectable) 1B = Blue jewel 1C = Shrine (Aries) 1D = Shrine (Taurus) 1E = Shrine (Gemini) 1F = Shrine (Cancer) 20 = Solomon's seal 21 = Egyptian head (Does nothing?) 22 = Solomon'sBook (Orange, collectable, does nothing) 23 = Open door (Glitches) 24 = Open door (Glitches) 25 = 1 Silver coin 26 = 2 silver coins 27 = Blue opal 28 = 1 Gold coin 29 = 2 Gold coins 2A = Orange opal (5000 pts) 2B = Star coin 2C = Orange opal (50000 pts) 2D = 2 star coins 2E = origami swan 2F = Demon head coin (200000 pts) 30 = Sphinx (500000 pts) 31 = Egyptian head (1,000,000 pts) 32 = Magic lamp (500000 pts,1 up) 33 = EBottle (1 up) 34 = half open door (1 up) 35 = Blue Solomon'sBook (1 up) 36 = Weird orangeBlock (1 up) 37 = Orange Solomon'sBook, open (1 up) 38 = Weird greyBlock (Does nothing) 39 = Weird orangeBlock (Does nothing) 3A = BrokenBackground 3B = BrokenBackground 3C = BrokenBackground 3D = BrokenBackground 3E = BrokenBackground 3F = BrokenBackground 40 = Glitchy nothing (Doesn't likeBrownBlocks) * (From here, all items are hidden, require aBlock made and destroyed) 41 = BrownBlock (Doesn't work, hidden) 42 = Closed door 43 = WhiteBlock 44 = Bat Mirror 45 = Skull Mirror 46 = Key (Glitches, might need actual key gone) 47 = Open door 48 = Blue loot diamond 49 = Blue fire jar 4A = 2 gold coins 4B = Orange jewel 4C = Orange loot diamond 4D = OrangeFire jar 4E = Scroll 4F = Bell 50 = Nothing? 51 = Half timeBottle 52 = Full timeBottle 53 = Blue Hour glass 54 = Orange Hour glass 55 = BlueFire jar 56 = OrangeFire Jar 57 = Scroll 58 = Bell 59 = Explosion jar 5A = Blue key (Does not unlock,But collectable) 5B = Blue jewel 5C = Shrine (Aries) 5D = Shrine (Taurus) 5E = Shrine (Gemini) 5F = Shrine (Cancer) 60 = Solomon's seal 61 = Egyptian head (Does nothing?) 62 = Solomon'sBook (Orange, collectable, does nothing) 63 = Open door (Glitches) 64 = Open door (Glitches) 65 = 1 Silver coin 66 = 2 silver coins 67 = Blue opal 68 = 1 Gold coin 69 = 2 Gold coins 6A = Orange opal (5000 pts) 6B = Star coin 6C = Orange opal (50000 pts) 6D = 2 star coins 6E = origami swan 6F = Demon head coin (200000 pts) 70 = Sphinx (500000 pts) 71 = Egyptian head (1,000,000 pts) 72 = Magic lamp (500000 pts,1 up) 73 = EBottle (1 up) 74 = half open door (1 up) 75 = Blue Solomon'sBook (1 up) 76 = Weird orangeBlock (1 up) 77 = Orange Solomon'sBook, open (1 up) 78 = Weird greyBlock (Does nothing) 79 = Weird orangeBlock (Does nothing) 7A = BrokenBackground 7B = BrokenBackground 7C = BrokenBackground 7D = BrokenBackground 7E = BrokenBackground 7F = BrokenBackground 80 = BrownBlock (Doesn't work) * (From here, all items are in aBlock) 81 = BrownBlock (Doesn't work) 82 = Closed door 83 = WhiteBlock 84 = Bat Mirror 85 = Skull Mirror 86 = Key (Glitches, might need actual key gone) 87 = Open door 88 = Blue loot diamond 89 = Blue fire jar 8A = 2 gold coins 8B = Orange jewel 8C = Orange loot diamond 8D = OrangeFire jar 8E = Scroll 8F = Bell 90 = Nothing? 91 = Half timeBottle 92 = Full timeBottle 93 = Blue Hour glass 94 = Orange Hour glass 95 = BlueFire jar 96 = OrangeFire Jar 97 = Scroll 98 = Bell 99 = Explosion jar 9A = Blue key (Does not unlock,But collectable) 9B = Blue jewel 9C = Shrine (Aries) 9D = Shrine (Taurus) 9E = Shrine (Gemini) 9F = Shrine (Cancer) A0 = Solomon's seal A1 = Egyptian head (Does nothing?) A2 = Solomon'sBook (Orange, collectable, does nothing) A3 = Open door (Glitches) A4 = Open door (Glitches) A5 = 1 Silver coin A6 = 2 silver coins A7 = Blue opal A8 = 1 Gold coin A9 = 2 Gold coins AA = Orange opal (5000 pts) AB = Star coin AC = Orange opal (50000 pts) AD = 2 star coins AE = origami swan AF = Demon head coin (200000 pts) B0 = Sphynx (500000 pts) B1 = Egyptian head (1,000,000 pts) B2 = Magic lamp (500000 pts,1 up) B3 = EBottle (1 up) B4 = half open door (1 up) B5 = Blue Solomon'sBook (1 up) B6 = Weird orangeBlock (1 up) B7 = Orange Solomon'sBook, open (1 up) B8 = Weird greyBlock (Does nothing) B9 = Weird orangeBlock (Does nothing) BA = BrokenBackground (Hidden) BB = BrokenBackground (Hidden) BC = BrokenBackground (Hidden) BD = BrokenBackground (Hidden) BE = BrokenBackground (Hidden) BF = BrokenBackground (Hidden) F0 = ConstellationBackground (Aries) F1 = ConstellationBackground (Gemini) F2 = ConstellationBackground (Virgo) F3 = ConstellationBackground (Aquarius) F4 = ConstellationBackground (Cancer) F5 = ConstellationBackground (Scorpio) F6 = ConstellationBackground (Capricorn) F7 = ConstellationBackground (Pisces) F8 = ConstellationBackground (Taurus) F9 = ConstellationBackground (Leo) FA = ConstellationBackground (Libra) FB = ConstellationBackground (Sagittarius) FC -FF = Bad. Don't touch * Enemy Spawner info. 01 = Demonhead right 02 = Demonhead left 03 = Demonhead left and right (Right first) 04 = Demonhead left and right (left first) 05 = Dragon 06 = Demonhead right, Demonhead left, Dragon 07 = Demonhead left, Demonhead right, Dragon 08 = Demonhead right VeryFast 09 = Demonhead right fast 0A = Demonhead leftFast 0B = Dragon fast 0C = Demonhead left fast 0D = Dragon very fast 0E = Ogre 0F = Demonhead right, Demonhead left, Dragon (Fast) 10 = Demonhead left very fast 24 = Up and down ghost 26 = up and down ghost 2A = Ghost 2B = Ghost 2C = Ghost 37 = Fast Up and down ghost 4A = Demonhead slow Haven't tested the rest.
Internal Data for Solomon's Key
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