Yo! Noid/ROM map

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< Yo! Noid
Revision as of 20:25, 28 August 2011 by Alchemic (talk | contribs) (Redundant category removal)
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Chip tiny.png The following article is a ROM map for Yo! Noid.

Title Screen

  • 0x00C16D = Music to play on Title Screen
  • 0x00D0DA to 0x00D119 = Title Screen Layer 1
  • 0x00D182 to 0x00D1C1 = Slide 1 2x2
  • 0x00D1C2 to 0x00D1E2 = Slide 2 2x2
  • 0x00D1F2 to 0x00D221 = Slide 3 2x2
  • 0x00D2B8 ~ 0x00D417 = PPU Tiles for Title Screen Layer 1

Map Screen

  • 0x00D428 to 0x00D7AF = Map screen

Music Related

Pointers
  • 0x018112 to 0x01811D = Level 1,2
  • 0x01812A to 0x018135 = Level 3,4
  • 0x018136 to 0x018141 = Level 5
  • 0x0181F0 to 0x0181FB = Map Screen
  • 0x018208 to 0x018213 = Title Screen
  • 0x018214 to 0x01821F = End of Level
Sound Effects
  • 0x018220 to 0x018230 = something 1? (Needs a look!)
  • 0x018231 to 0x01824D = something 2? (Needs a look!)
  • 0x01824E to 0x018250 = something 3? (Needs a look!)
  • 0x0182F0 to 0x0182F9 = jump sound
Music Data
  • 0x0184F1 to 0x01875B = Level 1,2
  • 0x018819 to 0x018A3C = Level 3,4
  • 0x018ABC to 0x018D42 = Level 5
  • 0x01A014 to 0x01A097 = Map Screen
  • 0x01A3D6 to 0x01A4CE = Title Screen
XY - X is pitch, Y is note length
$B9 XX - B9 is command to change instrument sound; XX is instrument sound
$FC ZZ - FC is command to change speed; ZZ is the speed
$FD (Address) - Jumps to pointed music segment in ROM map, a Pointer.
$FE - For Music Pointers: Loop Command, Right Before ending pointers with $FF, 
$FF - command for ending both tracks and pointers

Text

  • 0x01A8DC to 0x01A8E5 = Text for Push Start
  • 0x01A8F2 to 0x01A906 = Text for Capcom Co.,LTD
  • 0x01A908 to 0x01A91E = Text for Capcom U.S.A.,Inc.
  • 0x01A921 to 0x01A931 = Text for Licensed By
  • 0x01A933 to 0x01A94A = Text for Nintendo of America Inc.
  • 0x01A94C to 0x01A963 = Text for Domino's Pizza,Inc.
Text Related
  • 0x01B7A7 to 0x01B7A8 = Pointer for story text part 1
  • 0x01B7A9 to 0x01B7AA = Pointer for story text part 2
  • 0x01B7AB to 0x01B7AC = Pointer for story text part 3

Map Screen Sprite

  • 0x01D892 = X position on map for Level 1
  • 0x01D893 = X position on map for Level 2
  • 0x01D894 = X position on map for Level 3
  • 0x01D895 = X position on map for Level 4
  • 0x01D896 = X position on map for Level 5
  • 0x01D897 = X position on map for Level 6
  • 0x01D898 = X position on map for Level 7
  • 0x01D899 = X position on map for Level 8
  • 0x01D89A = X position on map for Level 9
  • 0x01D89B = X position on map for Level 10
  • 0x01D89C = X position on map for Level 11
  • 0x01D89D = X position on map for Level 12
  • 0x01D89E = X position on map for Level 13
  • 0x01D89F = X position on map for Level 14
  • 0x01D8A0 = Y position on map for Level 1
  • 0x01D8A1 = Y position on map for Level 2
  • 0x01D8A2 = Y position on map for Level 3
  • 0x01D8A3 = Y position on map for Level 4
  • 0x01D8A4 = Y position on map for Level 5
  • 0x01D8A5 = Y position on map for Level 6
  • 0x01D8A6 = Y position on map for Level 7
  • 0x01D8A7 = Y position on map for Level 8
  • 0x01D8A8 = Y position on map for Level 9
  • 0x01D8A9 = Y position on map for Level 10
  • 0x01D8AA = Y position on map for Level 11
  • 0x01D8AB = Y position on map for Level 12
  • 0x01D8AC = Y position on map for Level 13
  • 0x01D8AD = Y position on map for Level 14

Level Data

Level Data 2x2 squares, similar to Capcom's Megaman-style layout

Level 1 (sinkingdocks)

  • 0x004033 = Level Music Value?
  • 0x004036 to 0x0043B5 = Level Data
  • 0x004D22 to 0x004D9A = Enemy Data?

Level 2 (Ski Lifts)

  • 0x0086E6 to 0x008A65 = Level Data

Level 3 (skatepark)

  • 0x008116 to 0x008655 = Level Data

Level 4 (Metro)

  • 0x00AA60 to 0x00ADDF = Level Data

Level 5 (Sewer)

  • 0x00C1A8 to 0x00C527 = Level Data

Level 6 (Boatdocks)

  • 0x00E017 to 0x00E406 = Level Data

Level 7 (Circus)

  • 0x0123C5 to 0x01277C = Level Data

Level 8 (In the Sky)

  • 0x012CBB to 0x01303A = Level Data

Level 9 (Slum Interior)

  • 0x01405D to 0x0143DC = Level Data

Level 10 (Slums Exterior)

  • 0x014545 to 0x0148C4 = Level Data

Level 11 (Warehouse Part 1)

  • 0x0100D1 to 0x010450 = Level Data

Level 12 (Warehouse Part 2)

  • 0x010B59 to 0x010EA0 = Level Data

Level 13 (Tower)

  • 0x009C98 to 0x009F97 = Level Data

Level 14 (Final Level)

  • 0x012015 to 0x0122EC = Level Data