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Mega Man 5/ROM map
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The following article is a ROM map for Mega Man 5.
Level and Screen Data Banks
- 00000 to 0000F (F) = Header
Bank 0: Gravityman
- 00010 to 000AD (9E) = Palette Set Loading Code
- 000AE to 002A5 (1F8) = Palette Set 1 to 3F
- 002A6 to 002F0 (4A) = Alternate Palette/CHR Data Loading Code
- 002F1 to 003B0 (C0) = Alternate Palette/CHR Data
- 00810 to 0090F (100) = Object ID: Buster Reflect Property (1=Takes hits, 0=Reflects buster)
- 00910 to 00D0F (400) = Level Data: Gravityman
- 00D10 to 0200F (1300) = Screen Bank Data: Gravityman
Bank 1: Waveman
- 02010 to 0280F (800) = Weapon Menu Code/Data
- 02810 to 0290F (100) = Object ID: Vulnerability to Water Wave
- 02910 to 02D0F (400) = Level Data: Waveman
- 02D10 to 0400F (1300) = Screen Bank Data: Waveman
Bank 2: Stoneman
- 04810 to 0490F (100) = Object ID: Vulnerability to Gyro Attack
- 04910 to 04D0F (400) = Level Data: Stoneman
- 04D10 to 0600F (1300) = Screen Bank Data: Stoneman
Bank 3: Gyroman
- 06810 to 0690F (100) = Object ID: Vulnerability to Crystal Eye
- 06910 to 06D0F (400) = Level Data: Gyroman
- 06D10 to 0800F (1300) = Screen Bank Data: Gyroman
Bank 4: Starman
- 08810 to 0890F (100) = Object ID: Vulnerability to Napalm Bomb
- 08910 to 08D0F (400) = Level Data: Starman
- 08D10 to 0A00F (1300) = Screen Bank Data: Starman
Bank 5: Chargeman
- 0A810 to 0A90F (100) = Object ID: Vulnerability to Super Arrow
- 0A910 to 0AD0F (400) = Level Data: Chargeman
- 0AD10 to 0C00F (1300) = Screen Bank Data: Chargeman
Bank 6: Napalmman
- 0C810 to 0C90F (100) = Object ID: Vulnerability to Power Stone
- 0C910 to 0CD0F (400) = Level Data: Napalmman
- 0CD10 to 0E00F (1300) = Screen Bank Data: Napalmman
Bank 7: Crystalman
- 0E010 to 0E80F (800) =Boss Code:Gravityman, Crystalman and Waveman
- 0E810 to 0E90F (100) = Object ID: Vulnerability to Gravity Hold
- 0E910 to 0ED0F (400) = Level Data: Crystalman
- 0ED10 to 1000F (1300) = Screen Bank Data: Crystalman
Bank 8: Protoman Castle 1
- 10810 to 1090F (100) = Object ID: Vulnerability to Charge Kick
- 10910 to 10D0F (400) = Level Data: Protoman Castle 1
- 10D10 to 1200F (1300) = Screen Bank Data: Protoman Castle 1
Bank 9: Protoman Castle 2
- 12810 to 1290F (100) = Object ID: Vulnerability to Star Crash
- 12910 to 12D0F (400) = Level Data: Protoman Castle 2
- 12D10 to 1400F (1300) = Screen Bank Data: Protoman Castle 2
Bank A: Protoman Castle 3
- 14810 to 1490F (100) = Object ID: Vulnerability to Rush Coil
- 14910 to 14D0F (400) = Level Data: Protoman Castle 3
- 14D10 to 1600F (1300) = Screen Bank Data: Protoman Castle 3
Bank B: Protoman Castle 4 / Scenes Bank 1
- 16810 to 1690F (100) = Object ID: Vulnerability to Rush Jet
- 16910 to 16D0F (400) = Level Data: Protoman Castle 4
- 16D10 to 1800F (1300) = Screen Bank Data: Scenes 1
Bank C: Wily Castle 1
- 18010 to 1840A (3FB) = Introduction Scene Code
- 18810 to 1890F (100) = Object ID: Vulnerability to Beat
- 18910 to 18D0F (400) = Level Data: Wily Castle 1
- 18D10 to 1A00F (1300) = Screen Bank Data: Wily Castle 1
Bank D: Wily Castle 2
- 1A810 to 1A90F (100) = Empty
- 1A910 to 1AD0F (400) = Level Data: Wily Castle 2
- 1AD10 to 1C00F (1300) = Screen Bank Data: Wily Castle 2
Bank E: Wily Castle 3
- 1C810 to 1C90F (100) = Empty
- 1C910 to 1CD0F (400) = Level Data: Wily Castle 3
- 1CD10 to 1E00F (1300) = Screen Bank Data: Wily Castle 3
Bank F: Wily Castle 4 / Scenes Bank 2
- 1E010 to 1E037 (28) = Credits Text: Low Bytes of Pointers
- 1E038 to 1E05F (28) = Credits Text: High Bytes of Pointers
- 1E060 to 1E588 (529) = Credits Text Data
- 1E810 to 1E90F (100) = Empty
- 1E910 to 1ED0F (400) = Level Data: Wily Castle 4
- 1ED10 to 2000F (1300) = Screen Bank Data: Scenes 2
Bank 10: Scenes Bank 3
- 20D10 to 2200F (1300) = Screen Bank Data: Scenes 3
Bank 11: Scenes Bank 4
- 22D10 to 2400F (1300) = Screen Bank Data: Scenes 4
Banks 12-16: Sprite Data Banks
Banks 12-13: Sprite Data Bank 1
- 24010 to 2800F (4000) = Sprite Data Bank 1
Banks 14-15: Sprite Data Bank 2
- 28010 to 2C00F (4000) = Sprite Data Bank 2
Bank 16: Sprite Data Bank 3
- 2C010 to 2E00F (2000) = Sprite Data Bank 3
Bank 17
- 2E010 to 2EB83 (B74) = Misc. Scene Code
- 2EDB4 to 2EDBC (9) = Stage Select Layout
- 2F179 to 2F1D8 (60) = Mid-Point and Boss-Point Data
Banks 18-1A: Sound Banks
- 30010 to 3600F (6000) = Sound engine, Music and Sound Effect Data
Bank 1B: Enemy Data Bank
- 37AE2 to 37B71 (90) = Enemy ID: Object ID
- 37B72 to 37C01 (90) = Enemy ID: Type Bits
- 37C02 to 37C91 (90) = Enemy ID: Sprite ID
- 37C92 to 37D21 (90) = Enemy ID: Hit Points
- 37D22 to 37DB1 (90) = Enemy ID: X Speed Index (into 37DB2)
- 37DB2 to 37DB9 (8) = Speed Index: X Speed Values (low byte)
- 37DBA to 37DC1 (8) = Speed Index: X Speed Values (high byte)
- 37DC2 to 37DF1 (30) = Effect Enemy ID: Reference Data
- 37DF2 to 37E21 (30) = Effect Enemy ID: Reference Data 2
- 37E22 to 37E65 (44) = Effect Enemy Data: Extra Palette Data
- 37E66 to 37E7F (1A) = Effect Enemy Data: CHR Bank Data
Bank 1C
- 385D3 to 386D2 (100) = Object ID: Damage Table
Bank 1D
- 3A69D (1) = Fish enemy's X speed (low)
- 3A6A2 (1) = Fish enemy's X speed (high)
Bank 1E-1F: Main Banks
- 3D4C2 to 3D4C9 (8) = Megaman's Initial Sprite Palette
- 3D4CA to 3D4D1 (8) = Sprite Palette Set 0
- 3D4D2 to 3D4E1 (10) = Level ID: Screen Bank (bank to load Screen Bank Data from)
- 3D4E2 to 3D4F1 (10) = Level ID: Music Track ID
- 3DC36 to 3DD10 (DB) = Palette Animation Data: Palette Data
- 3DD11 to 3DD30 (20) = Palette Animation Data: 1-Byte Relative Pointers
- 3DD31 to 3DDC2 (92) = Palette Animation Data: Animation Data
- 3DDC3 to 3DDCA (8) = CHR Animation Data: 1-Byte Relative Pointers
- 3DDCB to 3DDF7 (2D) = CHR Animation Data: Animation Data
- 3EC6D to 3EC85 (18) = Routine: Play music or sound effect. Set the accumulator to the value of a song or sound effect you want to play, then JSR to this routine.
Internal Data for Mega Man 5
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