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Castlevania (NES)/ROM map

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< Castlevania (NES)
Revision as of 05:17, 11 September 2013 by Prototype (talk | contribs) (→‎Bank 3: Whoops, I'm counting areas twice.)
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Chip tiny.png The following article is a ROM map for Castlevania (NES).

Header

  • 00000-0000F = ROM Header Data

Bank 0

  • 00010-000F0 = Unidentified ASM
  • 000F1-00144 = Title Screen Subroutine
  • 00145-00fcb = Unidentified ASM
  • 00fcc-011ab = Sprite Pointer and Composition Table
  • 011ac-03510 = Unidentified ASM
  • 03511-03b10 = Graphical Data
  • 03b11-0400f = Unused Space

Bank 1

  • 04010-07d17 = Graphical Data
  • 07d18-0800f = Unused Space

Bank 2

Bank 3

Bank 4

  • 10010-13417 = Unidentified ASM
  • 13418-1400f = Unused Space

Bank 5

  • 14010-15e56 = Unidentified ASM
  • 15e57-16017 = Unused Space
  • 16018-166F5 = Unidentified ASM
  • 166F6-1800f = Unused Space

Bank 6

  • 18010-1ba4a = Unidentified ASM
  • 1ba4b-1c00f = Unused Space

Bank 7

  • 1c010-1df39 = Unidentified ASM, some graphical data?
  • 1df3a-1df61 = Table of Enemy Point Value codes
  • 1df62-1df88 = Table of Enemy Point Value code values
  • 1df89-1e479 = Unidentified ASM, some graphical data?
  • 1e47a-1e4db = Sprite Table Collision Data
  • 1e4da-1e588 = Unidentified ASM, some graphical data?
  • 1e589-1e5e8 = Pointer Table for How Enemies are Effected by being attacked
  • 1e5e9-1e96b = Unidentified ASM, some graphical data?
  • 1e96c-1e9c5 = Pointer Table for Sprite Behavior
  • 1e9c6-1f24b = Unidentified ASM, some graphical data?
  • 1f24c-1f2a5 = Data Table for Sprite Animations
  • 1f2a6-1f3ee = Unidentified ASM, some graphical data?
  • 1f3ed-1f446 = Pointer Table for Sprite Loading Properties
  • 1f447-2000f = Unidentified ASM, some graphical data?