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Dragon Warrior IV (NES)/ROM map
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The following article is a ROM map for Dragon Warrior IV (NES).
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |
Bank 08: (20000)
- $8229 = Table with three possible base addresses for graphics tile data
- Value 0x8000 (used with ROM bank 0C)
- Value 0x7F01 (used with ROM bank 0D)
- Value 0x9E14 (used with ROM bank 0D)
- Memory around $8B9B (find this): Tile Numbers (TODO)
- Tile Numbers:
- Byte 0: yyyAAXXX
- Byte 1: xxxxxxxx
- yyy = Smoothing flags for front-facing tiles
- AA = Attribute data (which Color palette to use)
- XXXxxxxxxxx Tile number (Used as index into table $A80D)
- $A80D = Table of tiles, three bytes per entry
- Byte 0: Low byte of physical tile number
- Byte 1: AAAABBCC
- AAAA = ??? Flags for which VRAM tiles are unique or duplicated
- BB = Which graphics page to read the tile graphics from
- CC = High two bits of physical tile number
- Byte 2: Tile Behavior (empty space, walls, water, stairs, etc...) See: Tile Behavior
Multiply Physical Tile Number by 16, add Base Address from table $8229 depending on graphic page value. ($8000, $7F01, or $8E14), choose either Rom Bank 0C or 0D. That gives the source address of the tile graphics.
Bank 0C: (30000)
- $8000: Map Tile Graphics. Used when the game wants the tile graphics from page 0
Bank 0D: (34000)
- $8001: Map Tile graphics. Used when the game wants tile graphics from page 1
- $9F14: Map Tile graphics. Used when the game wants tile graphics from page 2
- $B304: Character sprite graphics
- $BE44: Empty space
- $BFD4: End of empty space, some other code or data
Bank 0E: (38000)
- $8097: Character sprite graphics
- $BAD7: end of character sprite graphics, some other code or data
Bank 17: (5C000)
- $B08D-$B11F: Pointer Table for Map Information structure (There are 0x49 maps defined)
- $B121-$B490+: Map Information structure: (Size may vary)
- Byte 0: Tileset Number
- Byte 1,2: Map Data Address (low byte then high byte)
- Remaining bytes: ???