Dragon Warrior/ROM map

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Chip tiny.png The following article is a ROM map for Dragon Warrior.

Miscellaneous

0x00000 to 0x0000F = iNES header
0x0002A to 0x000C0 = Map metadata (See Note 1)

Maps

Castles

0x000C1 to 0x00188 = Charlock Castle
0x00189 to 0x00250 = Hauksness Ruins
0x00251 to 0x00412 = Tantegel Castle
0x00413 to 0x00444 = Tantegel Throne Room
0x00445 to 0x00606 = Dragonlord's Throne Room

Towns

0x00607 to 0x00726 = Kol
0x00727 to 0x008E8 = Brecconary
0x008E9 to 0x00AAA = Cantlin
0x00AAB to 0x00B72 = Garinham
0x00B73 to 0x00D34 = Rimuldar

Shrines

0x00D35 to 0x00D66 = Sunlight Shrine
0x00D67 to 0x00D98 = Rain Shrine
0x00D99 to 0x00DCA = Rainbow Shrine

Dragonlord Cavern

0x00DCB to 0x00E92 = Dragonlord Cavern B1
0x00E93 to 0x00EC4 = Dragonlord Cavern B2
0x00EC5 to 0x00EF6 = Dragonlord Cavern B3
0x00EF7 to 0x00F28 = Dragonlord Cavern B4
0x00F29 to 0x00F5A = Dragonlord Cavern B5
0x00F5B to 0x00F8C = Dragonlord Cavern B6

Other Caves

0x00F8D to 0x00FE6 = Rimuldar Passage
0x00FE7 to 0x01048 = Cave west of Tantegel B1
0x01049 to 0x010AA = Cave west of Tantegel B2
0x010AB to 0x01172 = Garin's Grave B1
0x01173 to 0x0123A = Garin's Grave B3
0x0123B to 0x0136C = Garin's Grave B4
0x0126D to 0x012C0 = Garin's Grave B2
0x012C1 to 0x012F2 = Erdrick's Cave B1
0x012F3 to 0x01324 = Erdrick's Cave B2

Music Data

0x44DB to 0x44DD = Silence, Pulse-1 & Pulse-2 
0x44DE to 0x44E2 = Silence, Triangle 
0x44E3 to 0x454D = Throne Room, Pulse-1 
0x454E to 0x45B9 = Throne Room, Triangle 
0x45BA to 0x45C3 = Courtyard, Pulse-1 
0x45C4 to 0x4639 = Courtyard, Triangle 
0x463A to 0x464F = Level-Up, Pulse-1 
0x4650 to 0x4662 = Level-Up, Pulse-2 
0x4663 to 0x468A = Gwaelin's Love, Pulse-1 
0x468B to 0x46BB = Gwaelin's Love, Pulse-2
0x46BD to 0x46DB = Gwaelin's Love, Triangle 
0x46DC to 0x46FA = Inn, Pulse-1
0x46FB to 0x4716 = Inn, Pulse-2
0x4717 to 0x471D = Battle Over, Pulse-2 
0x471E to 0x473E = Battle Over, Pulse-1 
0x473F to 0x47B1 = Town, Pulse-1 
0x47B2 to 0x4826 = Town, Triangle
0x4827 to 0x4853 = Overworld, Triangle
0x4854 to 0x489A = Overworld, Pulse-1
0x489B to 0x492C = Caverns #1-8, Pulse-1
0x492D to 0x49B8 = Cavern #1, Triangle
0x4934 to 0x49B8 = Cavern #2, Triangle
0x493B to 0x49B8 = Cavern #3, Triangle
0x4942 to 0x49B8 = Cavern #4, Triangle
0x4947 to 0x49B8 = Cavern #5, Triangle
0x494E to 0x49B8 = Cavern #6, Triangle
0x4955 to 0x49B8 = Cavern #7, Triangle
0x495C to 0x49B8 = Cavern #8, Triangle
0x49B9 to 0x4ADE = Battle Theme, Pulse-1 
0x49CF to 0x4ADE = Battle Theme (sans intro), Pulse-1
0x4ADF to 0x4B71 = Battle Theme, Triangle
0x4AF1 to 0x4B71 = Battle Theme (sans intro), Triangle 
0x4B72 to 0x4BF5 = Final Battle, Pulse-1 
0x4BF6 to 0x4C29 = Final Battle, Pulse-2
0x4C2A to 0x4C4D = Final Battle, Triangle 
0x4C4E to 0x4CA9 = Silver Harp, Pulse-2
0x4C4F to 0x4CA9 = Silver Harp, Pulse-2
0x4CAA to 0x4CF0 = Fairy Flute, Triangle 
0x4CF1 to 0x4D32 = Rainbow Drop, Pulse-2
0x4CF2 to 0x4D32 = Rainbow Drop, Pulse-1
0x4D33 to 0x4D59 = "Thou Art Dead", Pulse-2
0x4D34 to 0x4D59 = "Thou Art Dead", Pulse-1
0x4D5A to 0x4D7C = Cursed!, Pulse-2
0x4D5B to 0x4D7C = Cursed!, Pulse-1
0x4D7D to 0x4E4C = Title Theme, Pulse-1
0x4E4D to 0x4F15 = Title Theme, Pulse-2
0x4F16 to 0x4F71 = Title Theme, Triangle
0x4F72 to 0x50C1 = Ending Theme, Pulse-1
0x50C2 to 0x523D = Ending Theme, Pulse-2
0x523E to 0x5363 = Ending Theme, Triangle

Other

0x01C9F to 0x01D62 = Graphic layout data for the overworld fight background
0x01D63 to 0x01D6C = MP Requirements for the ten Magic Spells
0x01D6D to 0x02662 = Overworld map (RLE encoded by nibbles, 1st nibble is tile, 2nd how many - 1)
Note for template.png
Note:
{{{1}}}


0x031BE to 0x031DB = Music Pointers (See Note 2)
0x03F30 to 0x03FB8 = Title screen data
0x0549F to 0x058D9 = Ending text
0x05DDD to 0x05E58 = Chest data (See Note 3)
0x06FC7 to 0x0752B = Menu text
0x07AC0 to 0x07EAD = Item, enemy, and spell menu text
0x08039 to 0x0BCBA = Dialogue text
0x0F3D8 to 0x0F471 = Warp data (Stairs Down)
0x0F472 to 0x0F50B = Warp data (Stairs Up)
0x10110 to 0x13FFF = Game graphics

Notes

Note 1

Metadata entries are 5 bytes long:

01 to 02 = Pointer to map data
03 = X size
04 = Y size
05 = Border tile

Note 2

Song bytes are in the same order as maps. (Byte 1 plays for map 1, byte 2 plays for map 2, etc.)

00 = Nothing
01 = Title Fanfare
02 = Throne Room
03 = Castle
04 = Town
05 = Overworld
06 = Cave 1
07 = Cave 2
08 = Cave 3
09 = Cave 4
0A = Cave 5
0B = Cave 6
0C = Cave 7
0D = Cave 8
0E = Battle
0F = Dragonlord
10 = End Theme
11 = Silver Harp
12 = Fairy Flute
13 = Rainbow Drop
14 = Death
15 = Inn Rest
16 = Princess Gwaelin
17 = Curse
18 = Battle (without intro)
19 = Victory
1A = Level Up

Note 3

Chest data entries are 5 bytes long:

01 = Map number
02 = X coordinate
03 = Y coordinate
04 = Chest contents

Music

The music is located in Bank 01 from $4000 to $7FFF in MMC1. The fixed tutorial will be added soon for music hacking.

80 = C-1
81 = C#1
82 = D-1
83 = D#1
84 = E-1
85 = F-1
86 = F#1
87 = G-1
88 = G#1
89 = A-1
8A = A#1
8B = B-1
8C = C-3
8D = C#2
8E = D-2
8F = D#2
90 = E-2
91 = F-2
92 = F#2
93 = G-2
94 = G#2
95 = A-2
96 = A#2
97 = B-2
98 = C-3
99 = C#3
9A = D-3
9B = D#3
9C = E-3
9D = F-3
9E = F#3
9F = G-3
A0 = G#3
A1 = A-3
A2 = A#3
A3 = B-3
A4 = C-4
A5 = C#4
A6 = D-4
A7 = D#4
A8 = E-4
A9 = F-4
AA = F#4
AB = G-4
AC = A#4
AD = G-4
AE = G#4
AF = B-4
B0 = C-5
B1 = C#5
B2 = D-5
B3 = D#5
B4 = E-5
B5 = F-5
B6 = F#5
B7 = G-5
B8 = G#5
B9 = A-5
BA = A#5
BB = B-5
BC = C-6
BD = C#6
BE = D-6
BF = D#6
C0 = E-6
C1 = F-6
C2 = F#6
C3 = G-6
C4 = G#6
C5 = A-6
C6 = A#6
C7 = B-6
C8 = C-7