Dragon Warrior/ROM map

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Chip tiny.png The following article is a ROM map for Dragon Warrior.

Miscellany

    0 to     F = iNES header

   2A to    C0 = Map metadata (See Note 1)

Maps

Castles

   C1 to   188 = Charlock Castle
  189 to   250 = Hauksness Ruins
  251 to   412 = Tantegel Castle
  413 to   444 = Tantegel Throne Room
  445 to   606 = Dragonlord's Throne Room

Towns

  607 to   726 = Kol
  727 to   8E8 = Brecconary
  8E9 to   AAA = Cantlin
  AAB to   B72 = Garinham
  B73 to   D34 = Rimuldar

Shrines

  D35 to   D66 = Sunlight Shrine
  D67 to   D98 = Rain Shrine
  D99 to   DCA = Rainbow Shrine

Dragonlord Cavern

  DCB to   E92 = Dragonlord Cavern B1
  E93 to   EC4 = Dragonlord Cavern B2
  EC5 to   EF6 = Dragonlord Cavern B3
  EF7 to   F28 = Dragonlord Cavern B4
  F29 to   F5A = Dragonlord Cavern B5
  F5B to   F8C = Dragonlord Cavern B6

Other Caves

  F8D to   FE6 = Rimuldar Passage
  FE7 to  1048 = Cave west of Tantegel B1
 1049 to  10AA = Cave west of Tantegel B2
 10AB to  1172 = Garin's Grave B1
 1173 to  123A = Garin's Grave B3
 123B to  136C = Garin's Grave B4
 126D to  12C0 = Garin's Grave B2
 12C1 to  12F2 = Erdrick's Cave B1
 12F3 to  1324 = Erdrick's Cave B2

Music Data

From To Description
44DB 44DD Silence, Pulse-1 & Pulse-2
44DE 44E2 Silence, Triangle
44E3 454D Throne Room, Pulse-1
454E 45B9 Throne Room, Triangle
45BA 45C3 Courtyard, Pulse-1
45C4 4639 Courtyard, Triangle
463A 464F Level-Up, Pulse-1
4650 4662 Level-Up, Pulse-2
4663 468A Gwaelin's Love, Pulse-1
468B 46BB Gwaelin's Love, Pulse-2
46BD 46DB Gwaelin's Love, Triangle
46DC 46FA Inn, Pulse-1
46FB 4716 Inn, Pulse-2
4717 471D Battle Over, Pulse-2
471E 473E Battle Over, Pulse-1
473F 47B1 Town, Pulse-1
47B2 4826 Town, Triangle
4827 4853 Overworld, Triangle
4854 489A Overworld, Pulse-1
489B 492C Caverns #1-8, Pulse-1
492D 49B8 Cavern #1, Triangle
4934 49B8 Cavern #2, Triangle
493B 49B8 Cavern #3, Triangle
4942 49B8 Cavern #4, Triangle
4947 49B8 Cavern #5, Triangle
494E 49B8 Cavern #6, Triangle
4955 49B8 Cavern #7, Triangle
495C 49B8 Cavern #8, Triangle
49B9 4ADE Battle Theme, Pulse-1
49CF 4ADE Battle Theme (sans intro), Pulse-1
4ADF 4B71 Battle Theme, Triangle
4AF1 4B71 Battle Theme (sans intro), Triangle
4B72 4BF5 Final Battle, Pulse-1
4BF6 4C29 Final Battle, Pulse-2
4C2A 4C4D Final Battle, Triangle
4C4E 4CA9 Silver Harp, Pulse-2
4C4F 4CA9 Silver Harp, Pulse-2
4CAA 4CF0 Fairy Flute, Triangle
4CF1 4D32 Rainbow Drop, Pulse-2
4CF2 4D32 Rainbow Drop, Pulse-1
4D33 4D59 "Thou Art Dead", Pulse-2
4D34 4D59 "Thou Art Dead", Pulse-1
4D5A 4D7C Cursed!, Pulse-2
4D5B 4D7C Cursed!, Pulse-1
4D7D 4E4C Title Theme, Pulse-1
4E4D 4F15 Title Theme, Pulse-2
4F16 4F71 Title Theme, Triangle
4F72 50C1 Ending Theme, Pulse-1
50C2 523D Ending Theme, Pulse-2
523E 5363 Ending Theme, Triangle

Other

 1C9F to  1D62 = Graphic layout data for the overworld fight background
 1D63 to  1D6C = MP Requirements for the ten Magic Spells
 1D6D to  2662 = Overworld map (RLE encoded by nibbles, 1st nibble is tile, 2nd how many - 1)
Note for template.png
Note:
{{{1}}}


31BE to  31DB = Music Pointers (See Note 2)
 3F30 to  3FB8 = Title screen data

 549F to  58D9 = Ending text

 5DDD to  5E58 = Chest data (See Note 3)

 6FC7 to  752B = Menu text

 7AC0 to  7EAD = Item, enemy, and spell menu text

 8039 to  BCBA = Dialogue text

 F3D8 to  F471 = Warp data (Stairs Down)
 F472 to  F50B = Warp data (Stairs Up)

10110 to 13FFF = Game graphics

Notes

Note 1

Metadata entries are five bytes long:

01 to 02 = Pointer to map data
      03 = X size
      04 = Y size
      05 = Border tile

Note 2

Song bytes are in the same order as maps. (Byte 1 plays for map 1, byte 2 plays for map 2, etc.)

00 = Nothing
01 = Title Fanfare
02 = Throne Room
03 = Castle
04 = Town
05 = Overworld
06 = Cave 1
07 = Cave 2
08 = Cave 3
09 = Cave 4
0A = Cave 5
0B = Cave 6
0C = Cave 7
0D = Cave 8
0E = Battle
0F = Dragonlord
10 = End Theme
11 = Silver Harp
12 = Fairy Flute
13 = Rainbow Drop
14 = Death
15 = Inn Rest
16 = Princess Gwaelin
17 = Curse
18 = Battle (without intro)
19 = Victory
1A = Level Up

Note 3

Chest data entries are five bytes long:

01 = Map number
02 = X coordinate
03 = Y coordinate
04 = Chest contents

Music

The music is located in Bank 01 from $4000 to $7FFF in MMC1.

80 - C-1
81 - C#1
82 - D-1
83 - D#1
84 - E-1
85 - F-1
86 - F#1
87 - G-1
88 - G#1
89 - A-1
8A - A#1
8B - B-1
8C - C-3
8D - C#2
8E - D-2
8F - D#2
90 - E-2
91 - F-2
92 - F#2
93 - G-2
94 - G#2
95 - A-2
96 - A#2
97 - B-2
98 - C-3
99 - C#3
9A - D-3
9B - D#3
9C - E-3
9D - F-3
9E - F#3
9F - G-3
A0 - G#3
A1 - A-3
A2 - A#3
A3 - B-3
A4 - C-4
A5 - C#4
A6 - D-4
A7 - D#4
A8 - E-4
A9 - F-4
AA - F#4
AB - G-4
AC - A#4
AD - G-4
AE - G#4
AF - B-4
B0 - C-5
B1 - C#5
B2 - D-5
B3 - D#5
B4 - E-5
B5 - F-5
B6 - F#5
B7 - G-5
B8 - G#5
B9 - A-5
BA - A#5
BB - B-5
BC - C-6
BD - C#6
BE - D-6
BF - D#6
C0 - E-6
C1 - F-6
C2 - F#6
C3 - G-6
C4 - G#6
C5 - A-6
C6 - A#6
C7 - B-6
C8 - C-7

The fixed tutorial will be added soon for music hacking.