Donkey Kong Country (SNES)/ROM map

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< Donkey Kong Country (SNES)
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OFFSETS | TYPE | DATA


+------+----------------------------------------------------------------------------------------

00F428 | PTR | Funky's Fugue music pointer 00C5BD - 00C954 | PTR | level function pointer pairs (230 levels, 4 bytes each)


+------+----------------------------------------------------------------------------------------

018B94 - 018BBD | PTR | Level Tilemap pointers 018BBE - 018BE7 | PTR | Level Tileset pointers 018BE8 - 018C03 | PTR | Level Screen frames 018C04 - 018C2D | PTR | physical tile property map 018C2E - 018C49 | PTR | ??? phys 018C4A - 018C65 | PTR | ??? phys


+------+----------------------------------------------------------------------------------------

016AD2 - 016B83 | TILE | Physmap (Temples) 016B84 - 01____ | SND | SPC Track 0x0C


+------+----------------------------------------------------------------------------------------

01D102 - 01D301 | PAL | level's object palettes


+------+----------------------------------------------------------------------------------------

020000 - 021BFF | GFX | level icons; character heads 022ECC - 02____ | SND | SPC Track 0x18


+------+----------------------------------------------------------------------------------------

030000 - 0351FF | TILE | Tilemap (Treetowns) 035200 - 0361FF | TILE | Tileset (Treetowns) 036200 - 03BCFF | TILE | Tilemap (Forests) 03BD00 - 03ED9F | TILE | Tileset (Forests) 03EDA0 - 03EF9F | TILE | Tilemap (Boss Lairs) 03EFA0 - 03FFFF | TILE | Tileset (Boss Lairs)


+------+----------------------------------------------------------------------------------------

050000 - 05____ | SND | SPC Track 0x0D 05EBC6 - 05FFFF | SND | SPC Track 0x13 060000 - 06____ | SND | SPC Track 0x14 070000 - 0821E3 | SND | Audio Sample Data 090000 - 090837 | SND | SPC Track 0x01 090838 - 090F82 | SND | SPC Track 0x02 090F83 - 091CF7 | SND | SPC Track 0x07 091CF8 - 093BBE | SND | SPC Track 0x05 093BBF - 09____ | SND | SPC Track 0x04 09FF00 - 09FFFF | SND | Audio Sample Pointers (70 samples, 3 bytes each) 0A8000 - 0A8C64 | SND | SPC Track 0x03 0A8C65 - 0A9360 | SND | SPC Track 0x17 0A9361 - 0AA341 | SND | SPC Track 0x00 0AA342 - 0AAFFC | SND | SPC Assembly Code (start: $04B8) 0AB159 - 0AB1A9 | PTR | SPC track pointers (26 songs, 3 bytes each) 0AB20D - 0AB244 | PTR | SPC sample set assignment pointers (26 songs, 2 bytes each) 0AB245 - 0AB3F0 | DATA | SPC sample set assignments


+------+----------------------------------------------------------------------------------------

0B0000 - 0BE03F | TILE | Tilemap (Mine Carts, Platforms)


+------+----------------------------------------------------------------------------------------

0C64DE - 0C83FD | GFX | banana hoard 0E3B2A - 0EC72D | GFX | Diddy Kong 0F0000 - 0F849F | CGFX | Compressed GFX: Gankplank Galleon


+------+----------------------------------------------------------------------------------------

100000 - 10____ | TILE | Tileset (Water Corals)


+------+----------------------------------------------------------------------------------------

13D484 - 13DEAA | SND | SPC Track 0x09 13DEAB - 13____ | SND | SPC Track 0x19


+------+----------------------------------------------------------------------------------------

14DF52 - 14EB51 | TILE | Temple trees tileset 14EB52 - 14FFFF | GFX | Temple trees


+------+----------------------------------------------------------------------------------------

158FC0 - 15____ | CGFX | Compressed GFX: Jungles 1F0680 | GFX | Snow Mountains


+------+----------------------------------------------------------------------------------------

180000 - 18____ | CGFX | Compressed GFX: Ice Caves 190000 - 19A3BF | TILE | Tilemap (Jungles) 19A3C0 - 19ECFF | TILE | Tileset (Jungles) 19ED00 - 19F191 | TILE | Physmap (Jungles) 1A0000 - 1ABEFF | TILE | Tilemap (Caves) 1ABF00 - 1AFFFF | TILE | Tileset (Caves) 1B05CC - 1BA0CB | TILE | Tilemap (Mines) 1BA0CC - 1BCC4B | TILE | Tileset (Mines) 1BCC4C - 1BCCD1 | TILE | Physmap (Mines) 1BCCD2 - 1BEF91 | GFX | Millstone


+------+----------------------------------------------------------------------------------------

1BF5D8 - 1BFFFF | SND | SPC Track 0x10 1C0000 - 1C____ | CGFX | Compressed GFX: Caves 1D9CCE - 1D____ | CGFX | Compressed GFX: Mine Carts 1F1650 - 1F____ | SND | SPC Track 0x06 1FDBB4 - 1FFFFF | SND | SPC Track 0x0E


+------+----------------------------------------------------------------------------------------

203636 - 20AAD5 | TILE | Tilemap (Snow Mountains) 20AAD6 - 20DB15 | TILE | Tileset (Snow Mountains) 20DB16 - 20FFFF | TILE | Physmap (Snow Mountains)


+------+----------------------------------------------------------------------------------------

210000 - 2101E4 | SND | SPC Track 0x17


+------+----------------------------------------------------------------------------------------

2101E5 - 213BE4 | TILE | Tilemap (Ice Cave) 213BE5 - 216CE4 | TILE | Tileset (Ice Cave) 220000 - 2261FF | TILE | Tilemap (Factories) 226200 - 227C9F | TILE | Tileset (Factories) 227CA0 - 22____ | TILE | Physmap (Factories) 230000 - 2301FF | TILE | Tilemap (Kong's Cabin) 230200 - 23117F | TILE | Tileset (Kong's Cabin)


+------+----------------------------------------------------------------------------------------

231180 - 23____ | CGFX | Compressed GFX: Forests


+------+----------------------------------------------------------------------------------------

23CDA7 - 23FFFF | SND | SPC Track 0x08


+------+----------------------------------------------------------------------------------------

2406B0 - 2417EF | GFX | 1994 Nintendo 2417F0 - 24____ | CGFX | Compressed GFX: Mine Shafts


+------+----------------------------------------------------------------------------------------

24A349 - 24____ | TILE | Physmap (Ice Cave)


+------+----------------------------------------------------------------------------------------

250000 - 25____ | CGFX | Compressed GFX: Mines 25EC5B - 25EEFA | GFX | THISGAMEPKNODFRUYC/.L 25EEFB - 25F17B | GFX | Nintendo Logo


+------+----------------------------------------------------------------------------------------

260D88 - 26A187 | TILE | Tilemap (Mine Carts) 26A188 - 26BE47 | TILE | Tileset (Mine Carts) 26BE48 - 26C223 | TILE | Physmap (Mine Carts) 26C224 - 26____ | SND | SPC Track


+------+----------------------------------------------------------------------------------------

26C224 - 26FFFF | GFX | Nintendo Intro Graphics 26C484 - 26E6C3 | GFX | Nintendo Presents 26E6C4 - 26EAA3 | GFX | Rareware Logo


+------+----------------------------------------------------------------------------------------

27FCE9 - 280009 | GFX |


+------+----------------------------------------------------------------------------------------

2804A0 - 280EC0 | GFX | Language Select: English, French, German 280F06 - 282465 | GFX | treetops from intro 28E5C4 - 28EF03 | GFX | EOPRS 28EEF4 - 28F3F3 | GFX | Nintendo Logo; stretched


+------+----------------------------------------------------------------------------------------

290000 - 29C37F | TILE | Tilemap (Water Corals) 29C380 - 29C6A3 | TILE | Physmap (Water Corals)


+------+----------------------------------------------------------------------------------------

29C6A4 - 29D6DB | SND | SPC Track 0x15


+------+----------------------------------------------------------------------------------------

29D6DC - 29DC9B | GFX | alphanumeric symbols 29DC9C - 29E2BC | GFX | alphanumeric symbols


+------+----------------------------------------------------------------------------------------

2A0000 - 2A____ | SND | SPC Track 0x0A


+------+----------------------------------------------------------------------------------------

2B0000 - 2B____ | CGFX | Compressed GFX: Factories 2BCC5C - 2BF419 | GFX | boom box from intro 2BF41A - 2BF739 | GFX | oil barrel 2BF73A - 2BFE77 | GFX | alphanumeric symbols


+------+----------------------------------------------------------------------------------------

2C15F4 - 2C1727 | TILE | Physmap (Caves) 2C1728 - 2C7D17 | TILE | Tilemap (Temples) 2C7E28 - 2C____ | TILE | Tileset (Temples)


+------+----------------------------------------------------------------------------------------

2D0CF8 - 2D24F7 | GFX | Ice Cave glimmer


+------+----------------------------------------------------------------------------------------

2E1476 - 2E____ | SND | SPC Track 0x12


+------+----------------------------------------------------------------------------------------

2F0700 - 2F75FF | GFX | DONKEY KONG COUNTRY intro screen 2F8DBE - 2FB29D | GFX | One Player/Two Player Team; Diddy/Donkey 2FB89E - 2FE4BD | GFX | One Player/Two Player Contest


+------+----------------------------------------------------------------------------------------

300000 - 30____ | TILE | Physmap (Mine Shafts)


+------+----------------------------------------------------------------------------------------

3095BE - 30A88D | SND | SPC Track 0x0B


+------+----------------------------------------------------------------------------------------

30A88E - 30FFFF | GFX | Treetops


+------+----------------------------------------------------------------------------------------

310000 - 31____ | CGFX | Compressed GFX: Treetowns


+------+----------------------------------------------------------------------------------------

31BB58 - 31D386 | SND | SPC Track 0x16


+------+----------------------------------------------------------------------------------------

31D387 - 31EA67 | GFX | Select Game/Erase Game alphanumeric symbols 32FAA2 - 32FE41 | GFX | alphanumeric symbols


+------+----------------------------------------------------------------------------------------

340000 - 34____ | SND | SPC Track 0x0F


+------+----------------------------------------------------------------------------------------

35859F - 3585CE | DATA | ____ 35BA79 - 35____ | DATA | Object properties (14 bytes for each object) | | byte 1,2 | | byte 2,3 object byte | | byte 7,8 track platform duration | | byte 11,12 track platform speed


+------+----------------------------------------------------------------------------------------

3887AF - 3891AE | GFX | alphanumeric symbols


+------+----------------------------------------------------------------------------------------

38A07A - 38A179 | TXT | Level name 1-byte ptrs to 2-byte ptrs 38A17A - 38A245 | TXT | Level name 2-byte ptrs 38A246 - 38A50C | TXT | Level names (German) 38A50D - 38A7E6 | TXT | Level names (English)


+------+----------------------------------------------------------------------------------------

38B41D - 38B502 | PTR | Banana Map pointers (230 levels, 1 byte each) | | add 1-byte pointer to $38C0E1 | | add byte found at the sum address to $38C0E1 | | new sum is address of banana map 38C0DF | DATA | Banana Set Map offset 38C0E1 - 38D630 | DATA | Banana Maps (4 bytes each) | | byte 1 banana group | | byte 2 Y coord | | byte 3,4 X coord 38D631 - 38D736 | DATA | Banana Set Map pointers 38D737 - 38DF44 | DATA | Banana Set Maps


+------+----------------------------------------------------------------------------------------

398000 - 39801D | ASM | level function ASM code


+------+----------------------------------------------------------------------------------------

39801E - 3981E9 | PTR | level BG1/2 pointers 3981EA - 3983B5 | PTR | level background color/BG3 theme pointers 3983B6 - 398581 | PTR | level music pointers 398582 | ASM | load bonus music 398589 | ASM | load boss music


+------+----------------------------------------------------------------------------------------

3990C6 - 3990CD | DATA | animal bonus level bytes


+------+----------------------------------------------------------------------------------------

3996E6 - 399989 | DATA | gradient & BG3 data: Jungle | | Grad: 515 bytes (103 lines, 5 bytes each line) | | byte 1,2,3 ... | | byte 4,5 color | | BG3: 160 bytes


+------+----------------------------------------------------------------------------------------

399A14 - 39A4DA | PAL | palette sets: mines, snow, corals, caves, jungles


+------+----------------------------------------------------------------------------------------

39A50E - 39A53B | PTR | BG tileset assignments (add value to $A50E) 39A53C - 39A923 | DATA | BG tileset data


+------+----------------------------------------------------------------------------------------

39A924 | ASM | ASM for level data 39A994 - 39A9CF | PTR | level layout pointers (add 2-byte value to 39A994) 39A9D0 - 39AC8D | DATA | level layout bytes: tileset & GFX assignments | | byte 1-3 BG1/2 graphic offset (byte 1=bank, byte 2,3=offset) | | byte 8-10 BG3 graphic offset (byte 1=bank, byte 2,3=offset)


+------+----------------------------------------------------------------------------------------

39AE65 - 39D7AD | PAL | palette sets: caves, factories, treetowns, temples, world maps


+------+----------------------------------------------------------------------------------------

39D7AE - 39DB44 | DATA | BG tint/brightness (230 levels, 4 bytes each) | | byte 1 | | bit 1 brighter BG1 | | bit 2 brighter BG2 | | bit 3 brighter BG3 | | bit 6 brighter background | | byte 2 tint intensity


+------+----------------------------------------------------------------------------------------

39DB45 - 39E144 | GFX | alphanumeric symbols 39E365 - 39E664 | GFX | numbers, alphabet A-F 39E465 - 39E764 | GFX | KONG tokens 39E765 - 39E984 | GFX | rope 39E7A5 - 39EA24 | GFX | dummied banana 39E825 - 39EB64 | GFX | banana/extra lives numbers 39EB65 - 39EF64 | GFX | banana 39EF65 - 39FF64 | GFX | animal friend point icons


+------+----------------------------------------------------------------------------------------

3A219E - 3A842E | CGFX | Compressed GFX: Snow Mountains 3A842F - 3A____ | CGFX | Compressed GFX: Water Corals 3BC7FE - 3BCBFD | GFX | flowers


+------+----------------------------------------------------------------------------------------

3C0000 - 3C03C7 | PTR | dialogue pointers 3C03C8 - 3C35C9 | TXT | English dialogue 3C35CA - 3C5839 | TXT | German dialogue


+------+----------------------------------------------------------------------------------------

3C5A12 - 3C7FFF | SND | SPC Track 0x1A


+------+----------------------------------------------------------------------------------------

3C8000 - 3C81CB | PTR | screen dimension/parameter pointers (subtract 4 for real actual start of data)


+------+----------------------------------------------------------------------------------------

3C8226 - 3C9036 | PAL | Object palettes


+------+----------------------------------------------------------------------------------------

3C9038 - 3CAC91 | DATA | screen dimensions/parameters | | byte 1,2 screen starting coordinate on tilemap | | byte 3,4 screen ending coordinate on tilemap | | byte 5,6 | | byte 7,8 | | byte ... screen focal coordinates (4 bytes each focus point) | | FFFF = end data


+------+----------------------------------------------------------------------------------------

3CBABA - 3CBBBA | DATA | level appearance on completion 3CBEF0 - 3CC287 | DATA | level entrance starting coordinates (230 levels, 4 bytes each) | | byte 1,2 X coord | | byte 3,4 Y coord 3CC288 - 3CC387 | DATA | level name completion status (ie: ! for 100%)


+------+----------------------------------------------------------------------------------------

3CE9E7 - 3CFB59 | CGFX | Compressed GFX: Caves


+------+----------------------------------------------------------------------------------------

3CFB5A - 3CFF19 | GFX | alphanumeric symbols


+------+----------------------------------------------------------------------------------------

3D72D0 - 3D7DB4 | TXT | extra English dialogue


+------+----------------------------------------------------------------------------------------

3D8000 - 3D81CB | PTR | Level/area object map pointers 3D81CC - 3DF1E5 | DATA | Level/area object maps (8 bytes for each object) | | byte 1,2 object function (if 00 00 end object map) | | byte 3,4 X coord | | byte 5,6 Y coord | | byte 7,8 object byte 3DF8B0 - 3DF8D1 | PTR | object function pointers (16 functions) 3DF8D2 - 3DFFFF | ASM | object functions


+------+----------------------------------------------------------------------------------------

3FFD60 - 3FFF2B | DATA | level entrance style | | 86CF nothing | | 8725 run to the left | | 8733 run to the right as Rambi | | 873F run to the left as Winky | | 874B run to the right as Expresso | | 8757 start as Enguarde | | 877B run to the right | | 8810 barrel roulette style | | 8818 walk to the right | | 88E2 start at entrance | | 8915 swimming

====================================================================================================