Mega Man 5/ROM map

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< Mega Man 5
Revision as of 02:45, 30 October 2005 by Matrixz (talk | contribs) (made links for future articles)
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Chip tiny.png The following article is a ROM map for Mega Man 5.

Level and Screen Data Banks

Bank 0: Gravityman

Bank 1: Waveman

Bank 2: Stoneman

Bank 3: Gyroman

Bank 4: Starman

Bank 5: Chargeman

Bank 6: Napalmman

Bank 7: Crystalman

Bank 8: Protoman Castle 1

Bank 9: Protoman Castle 2

Bank A: Protoman Castle 3

Bank B: Protoman Castle 4 / Scenes Bank 1

Bank C: Wily Castle 1

  • 18010 to 1840A (3FB) = Introduction Scene Code
  • 18910 to 18D0F (400) = Level Data: Wily Castle 1
  • 18D10 to 1A00F (1300) = Screen Bank Data: Wily Castle 1

Bank D: Wily Castle 2

Bank E: 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
  • 1E910 to 1ED0F (400) = Level Data: Wily Castle 4
  • 1ED10 to 2000F (1300) = Screen Bank Data: Scenes 2

Bank 10: Scenes Bank 3

Bank 11: Scenes Bank 4

Banks 12-16: Sprite Data Banks

Banks 12-13: Sprite Data Bank 1

Banks 14-15: Sprite Data Bank 2

Bank 16: Sprite Data Bank 3

Bank 17

Banks 18-1A: Sound Banks

  • 30010 to 3600F (6000) = Sound engine, Music and Sound Effect Data

Bank 1B: Enemy Data Bank

Bank 1C

  • 385D3 to 386D2 (100) = Object ID: Damage Table

Bank 1E-1F: Main Banks