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Dragon Warrior III (Game Boy Color)/ROM map
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The following article is a ROM map for Dragon Warrior III (Game Boy Color).
(Assume every BANK:ADDRESS pair is in hex)
- Graphics
- 01:4A2F - Several symbols and characters (N, /, H, M, P, Lv, etc...), compressed
- 01:4AD1 - Several tiles related to drawing numbers and text borders, compressed
- 01:5000 - Normal characters in 2bpp format, 176 tiles
- 01:6000 - Double-height characters in 2bpp format, 352 (176 * 2) tiles
- 02:5000 - Kanji in 2bpp format, left over from Japanese version presumably, 256 tiles
- 02:6000 - Double-height Kanji in 2bpp format, same as above, 512 tiles
- 09:7609 - 'G' and asterisk in 2bpp format, loaded when the Gold or Menu is brought up, 2 tiles
Every bank except for banks 0x42 to 0x49 has its bank stored at 0x4000.
There are 0x18 text banks, specified in a table at 02:4083. Each text bank has a text loading routine that starts at 0x4001. Text is split up into smaller groups of pointers (this is a bit redundant, as the groups could be skipped altogether). Text starts right after the text pointers.
- Text
- 0x60 - 0x0E group pointers starting at 0x4fc7, text pointers start at 0x4fe5, contains items and other list items like spells
- 0x61 - 0x06 group pointers starting at 0x4039, text pointers start at 0x4045
- 0x62 - 0x15 group pointers starting at 0x4039, text pointers start at 0x4063
- 0x63 - 0x17 group pointers starting at 0x4039, text pointers start at 0x4067
- 0x64 - 0x04 group pointers starting at 0x4039, text pointers start at 0x4041
- 0x65 - 0x0A group pointers starting at 0x4039, text pointers start at 0x404D
- 0x66
- 0x67
- 0x68
- 0x69
- 0x6A
- 0x6B
- 0x6C
- 0x6D
- 0x6E
- 0x6F
- 0x78
- 0x79
- 0x2A
- 0x1D
- 0x1F
- 0x2F
- 0x2E (yes 2E is specified after 2F)
- 0x04
- 0x29
Internal Data for Dragon Warrior III (Game Boy Color)
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