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Trials of Mana (SNES)/ROM map
< Trials of Mana (SNES)(Redirected from Seiken Densetsu 3/ROM map)
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The following article is a ROM map for Trials of Mana (SNES).
C05297-C052C6 decompression assembly (world map graphics) instructions are stored to RAM and executed there C052C7-C0537B decompression routine (world map graphics) C0EA03-C0FA42 dialogue script-related C0EA70 read event script pointer C0EA87 read event script bank C239CA-C23CB8 decompression routine (graphic sets) C2418D-C2437A decompression routine (tilesets) C243DA-C2441C decompression routine (solidity sets) C24527-C24876 decompression routine (tilemaps) C2AAF0-C2AC03 decompression routine (world map tilemap) C403A0 read action script opcode C42F5D-C4C4CD dialogue script-related routines C49561 load "Closed Garden" track for load game menu C51E90-C51F2A BRR sample pointers (52 samples, 3 bytes each) C51F2B-C52064 BRR sample relative volumes, pitches C52065-C52148 SPC data pointers (70 spcs, 3 bytes each) C53FC9-C735D9 SPC data C73903-C9A6DE BRR sample data CA0000-CA7FFF world map sub-map graphics (uncompressed) CAFA00-CAFFFF cursor graphics (uncompressed) CB040A-CB0B09 palette set pointers (7 pointers each = 14 bytes each) (bank $CD) CB0B0A-CB49DB tilemap offsets, dynamic data (from 01,00 of location data @ CB73DC) 3 bytes per offset, a string is terminated by FF 2 string are read: 1st for tilemap L1, 2nd for tilemap L2 1st pointer of a string points to the compressed tilemap, the rest are unknown CB49DC-CB73DB exit fields (4 bytes per field) 00 dest X coord 01 dest Y coord d6-d7 facing direction 03,02 destination CB73DC-CB9F5F location data (by location index @ 7E6028, 1114 items, 10 bytes each) 01,00 tilemap pack (+ $CB0000 = dynamic data, terminated by FF) 02 map pack (* 7 + $CD0750) 03 palette set 04 05 07,06 exit field index pack (+ $CB0000) 09,08 NPC map pointer (+ $CC0000) CB9F60-CBFFBF exit field index packs (2 bytes per pointer, packs are dynamic size) some pointers: & 0x7FF * 2 + $CB49DC = offset of exit field ...yet others (& 0x7FF) look like actual location indexes? CBD9D2-CBE1C3 tilemaps (compressed) CBFFC0-CBFFFF priority sets (4 bytes each) 00 d0-d4 enable mosaic 01 d0-d4 enable mainscreen 02 d0-d4 enable subscreen 03 d0-d4 color math d6 half intensity d7 minus subscreen CC0000-CC05FF monster pack collection (256 items, 6 bytes each) * 4 + $CC0600 = monster pack CC0600-CC09FF monster packs (256 items, 4 bytes each) * 3 + $CC0A00/CC0D00 = monster/NPC pack CC0A00-CC0CFF monster packs (256 items, 3 bytes each) CC0D00-CC0FFF NPC packs (256 items, 3 bytes each) CC1000-CC1899 graphics packs (dynamic, each string terminated by FFFF) * 3 + $CD02D0 = offset of pointer CC189A-CC6161 solidity sets (compressed, 2 bytes per tile) 00 d0 SE quadrant d1 SW quadrant d2 NE quadrant d3 NW quadrant d4 N edge blocked d5 can slide against d6 W edge blocked 01 d7 exit trigger enabled CC6162-CCE20D NPC maps (dynamic lengths) CC67F4-CC6820 NPC map for location 0018 (Rabite Forest from Castle City Jad) CC6811 level of first 3 monsters CCE20E-CCF600 tilemaps (compressed) CCFC00-CCFC79 animation string pointers CCFC7A-CCFFFF animation strings 00 d6,7 if clear, 4-byte length d6 unknown, 3-byte length if set d7 unknown, 1-byte length if set if d6/d7 clear: & 0x0F * 0x80 = offset of VRAM to draw to 01,02 unknown if 00,d6/d7 set 03,02 if d6/d7 clear: + $F70000 = offset of animation graphics CD0000-CD00D7 tileset L1 pointers (72 items, 3 bytes each) CD00D8-CD01AF tileset L2 pointers (72 items, 3 bytes each) CD01B0-CD023F solidity set L1 pointers (bank $CC)(72 items, 2 bytes each) CD0240-CD02CF solidity set L2 pointers (bank $CC)(72 items, 2 bytes each) CD02D0-CD060B graphics pointers (276 items, 3 bytes each) CD0750-CD0A3C tileset packs (107 items, 7 bytes each) 00 tileset L1 (* 2 + $CD01B0 = offset of pointer) 01 tileset L2 (* 2 + $CD01B0 = offset of pointer) 02 scrolling L2 d0-d2 speed d3 enable scrolling 03 & 0x0F = priority set 04 animation index * 2 + CCFC00 = pointer's offset 06,05 graphics pack (bank $CC) CD0A3D-CD3550 sprite palettes CD1EB7 palette for Kevin CD3551-CDA314 palette sets (180 bytes each, 6 palettes p/set, 30 bytes p/palette) CDBFDF-CDC9A7 tilemaps (compressed) CE0000-CFD284 tilesets (compressed) CFD720-CFE5AB tilemaps (compressed) D10000-D111FF monster stats (128 items, 36 bytes each) 00 sprite 01 palette 04-02 pointer to action script D12A40-D12B83 sprite mold pointers (2 bytes each, 162 items total) * 4 + $D50000 = offset of mold pack Duran, Kevin, Hawk, Angela, Carlie, Lise (the rest are NPCs) D133D0-D1393F monster base HPs (696 items, 2 bytes each) D134F2 Werewolf (level - 1) * 14 D1F5E0-...... monster XPs (3 bytes each) D1F61C Dark Battum D22D92-D2F817 dialogue script-related D30A13-D3F301 dialogue script-related D50000-D72FFF mold packs and mold data for sprites D52581-D525.. mold pack for Kevin (2 bytes each) D7C400-D7D5FF sprite graphics, magic, etc. (uncompressed) D7DC00-D7E1FF graphics, Kevin, wolf head (uncompressed) D7F600-D7FA.. numeral graphics, etc. (uncompressed) D80000-E3DFFF sprite graphics (uncompressed) E60000-E7CBFF magic, attack effect graphics (uncompressed) // SD3 world map tilemaps are drawn on 8x8 tile basis E80000-E801FF pointers to world map tilemap chunks E80200-E803FF pointers to holy land tilemap chunks E80400-E88947 world map tilemap chunks (compressed) E88948-E8A598 holy land tilemap chunks (compressed) E8B000-E8BD83 tilemaps (compressed) E8E800-E8EFFF world map mini-map (uncompressed) E8F000-E8FFFF battle numerals, symbols (2bpp, uncompressed) // SD3 Mode7 GFX are drawn in 8bpp linear format E90000-E90001 pointer to holy land animated GFX E90002-E90003 pointer to world map animated GFX E90004-E9291E world map GFX (compressed) E9291F-E92E9B holy land animated GFX (compressed) E92E9C-...... world map animated GFX (compressed) E96080-...... world map palettes EA0000-EFFFFF tilemaps (compressed) F00000-F6FFFF location graphics (compressed) F70000-F77FFF animated graphics (uncompressed) F7E8C4-F7FC8F item effect graphics (uncompressed) F7FC90-F7FFFF tilemaps (compressed) F80000-FBECA1 event scripts F96D36 Karl attacks Kevin F81200-F869FF dialogue script-related F90200-F9B1F0 dialogue script-related F94000-F95FFF title screen BG clouds (uncompressed) FAB1F1-FAFFFF dialogue script-related FC0000-FCAE88 tilemaps (compressed) FCF500-FD41FF uncompressed graphics FE2E00-FE4DFF event script pointers FE2F00-FE8F7B letter characters, symbols (uncompressed) FE4E00-FE55FF event script bank indexes (+ $F8) FEA6F5-...... title screen FG graphics (compressed) FEFA60-...... title screen BG graphics (compressed)
Internal Data for Trials of Mana (SNES)
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