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Dragon Warrior/ROM map
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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: {{{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 = Pointer to map data 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
Internal Data for Dragon Warrior
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