BurgerTime (NES, Famicom Disk System)/ROM map

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< BurgerTime (NES, Famicom Disk System)
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Chip tiny.png The following article is a ROM map for BurgerTime (NES, Famicom Disk System).

Text Values

Title Screen

  • 3205 to 3207 = "1UP"
  • 3217 to 3218 = "HI"
  • 3231 to 3233 = "2UP"
  • 558 to 559 = PPU Address of text "1 PLAYER" (4C22=224C)
  • 55A to 561 = "1 PLAYER"
  • 565 to 566 = PPU Address of text "2 PLAYERS" (8C22=228C)
  • 567 to 56F = "2 PLAYERS"
  • 570 to 571 = PPU Address of text "© 1982 DATA EAST USA. INC." (C322=22C3)
  • 572 to 58E = "© 1982 DATA EAST USA. INC."
  • 593 to 5A6 = "LICENSED BY NINTENDO"
  • 5B0 to 5BF = "OF AMERICA. INC."
  • 5F5 to 5FD = "DATA EAST"

Other Text

  • 5C3 to 5C4 = PPU Address of text "PLAYER 1" (CE21=21CE)
  • 5C5 to 5CC = "PLAYER 1"
  • 5D0 to 5D1 = PPU Address of text "PLAYER 2" (CE21=21CE)
  • 5D2 to 5D9 = "PLAYER 2"
  • 5DD to 5DE = PPU Address of text "GAME OVER" (0D22=220D)
  • 5DF to 5E7 = "GAME OVER"


Graphics Values

Title Screen

  • BFE to BFF = PPU Address of initial "BURGER TIME" (PPU Address=20E8)
  • C00 = Number of tiles to draw (03)
  • C01 to C03 = Tiles (C3, C4, C5)
  • C07 to C08 = PPU Address "BURGER TIME" (PPU Address=20F4)
  • C09 = Number of tiles to draw (03)
  • C0A to C0C = Tiles (C6, C7, C8)
  • C10 to C11 = PPU Address "BURGER TIME" (PPU Address=2108)
  • C12 = Number of tiles to draw (03)
  • C13 to C15 = Tiles (C9, CA, CB)
  • C19 to C1A = PPU Address "BURGER TIME" (PPU Address=2115)
  • C1B = Number of tiles to draw (01)
  • C1C = Tiles (CC)
  • C20 to C21 = PPU Address "BURGER TIME" (PPU Address=2128)
  • C22 = Number of tiles to draw (13 hexadecimal=19 decimal)
  • C23 to C35 = Tiles (CD, CE, CF, D0, D1, D2, D3, D4, D5, D6, D1, D2, D7, D8, D9, DA, D5, D6, B9)
  • C39 to C3A = PPU Address "BURGER TIME" (PPU Address=2148)
  • C3B = Number of tiles to draw (12 hexadecimal=18 decimal)
  • C3C to C4D = Tiles (DB, DC, DD, DE, DF, 00, E0, E1, E2, E3, DF, 00, E4, E5, E6, E7, E2, E3)
  • C51 to C52 = PPU Address "BURGER TIME" (PPU Address=2168)
  • C53 = Number of tiles to draw (12 hexadecimal=18 decimal)
  • C54 to C65 = Tiles (E8, E8, E8, E8, E8, E8, E9, EA, E8, E8, E8, E8, E8, E8, E8, E8, E8, E8)

In Game

  • AC4 to AC5 = PPU Address icon salt. PPU Address=2078)
  • AC6 = Number of tiles to draw (01)
  • AC7 = Tile (AF)
  • AA4 to AA5 = PPU Address icon character. PPU Address=207C)
  • AA6 = Number of tiles to draw (01)
  • AA7 = Tile (A6)
  • 3202 to 3203 = PPU Address text "1UP". PPU Address=2063)
  • 3204 = Number of tiles to draw (03)
  • 3205 TO 3207 = Tile (11, 35, 30)
  • 3214 to 3215 = PPU Address text "HI". PPU Address=206E)
  • 3216 = Number of tiles to draw (02)
  • 3217 TO 3218 = Tile (28, 29)
  • 959 to 95A = PPU Address icon burger. PPU Address=20C3)
  • 95B = Number of tiles to draw (01)
  • 95C = Tile (A7)
  • 105A to 105B = PPU Address double line (X,Y)=(16,16) to (17,16) . PPU Address=2210)
  • 105C = Number of tiles to draw (02)
  • 105D to 105E = Tile (9F, A0)
  • 1070 to 1071 = PPU Address double line (X,Y)=(16,14) to (17,14) . PPU Address=21D0)
  • 1072 = Number of tiles to draw (02)
  • 1073 to 1074 = Tile (9F, A0)
  • 1096 to 1097 = PPU Address double line (X,Y)=(16,6) to (17,6) . PPU Address=20D0)
  • 1098 = Number of tiles to draw (02)
  • 1099 to 109A = Tile (9F, A0)
  • 10AC to 10AD = PPU Address double line (X,Y)=(22,8) to (22,9) . PPU Address=2116)
  • 10AE = Number of tiles to draw (02)
  • 10AF to 10B0 = Tile (9F, A0)
  • 10D2 to 10D3 = PPU Address double line (X,Y)=(16,16) to (17,16) . PPU Address=2210)
  • 10D4 = Number of tiles to draw (02)
  • 10D5 to 10D6 = Tile (9F, A0)

Misc

Infinite peppers

  • 1743 = Change byte (default value is D6). Put F6 to have infinite peppers.

Infinite peppers (Other mode)

  • 1743 to 1745 = Put values A9, 05, 85.

Original:

00:D742:D6 5C DEC $5C,X @ $005C = #$05

00:D744:B5 5C LDA $5C,X @ $005C = #$05


Changed:

00:D742:A9 05 LDA #$05 (Number of peppers is 05)

00:D744:85 5C STA $005C = #$05 (Put value 05 in $005C Address)


Infinite lives

  • 2857 = Change byte (default value is D6). Put A5 to have infinite lives.

Initial value of pepper

  • B66 = Default value is 05.

Have Anti-Gravity Shoes

  • 1261 = Change byte (default value is D0). Put 24 to have anti-gravity shoes.

Peter Pepper Gets Super Speed

  • 1B0A = Change byte (default value is 1C). Put 1F to have super speed.