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Binary Land (NES)/ROM map: Difference between revisions
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==Graphics Data== | ==Graphics Data== | ||
<pre>Title Screen data | <pre> | ||
0x350 and 0x4350 = Title Screen data | |||
Level Palette data | 0x2a0 and 0x42a0 = Level Palette data | ||
</pre> | |||
{{source|1=Googie's document}} | |||
==Music Data== | ==Music Data== | ||
Music is grouped all together and has a simple storage structure. Starting at the specified offset, each 'beat' in a song is stored in 3 bytes: one byte for each note that a sound channel will play. First byte is the note for square 1. Second byte is the note for square 2. Third byte is the note for triangle. | Music is grouped all together and has a simple storage structure. Starting at the specified offset, each 'beat' in a song is stored in 3 bytes: one byte for each note that a sound channel will play. First byte is the note for square 1. Second byte is the note for square 2. Third byte is the note for triangle. | ||
* | <pre> | ||
* 0x6F3E = Beginning of note data for introduction to main theme | |||
* | * 0x6F65 = Beginning of main theme notes | ||
* 0x7088 = Beginning of death notes | |||
* | * 0x707F = Beginning of winning notes | ||
* 0x7166 = Beginning of game over notes | |||
* | </pre> | ||
* | |||
Any value up to 0x79 is a note. 0x80 to 0x83 have special functions: | Any value up to 0x79 is a note. 0x80 to 0x83 have special functions: | ||
<pre> | |||
0x80 | * 0x80 = end of song | ||
* 0x81 = rest (silence) | |||
0x81 | * 0x82 = jump to offset 0x6F65 (beginning of main theme notes) | ||
* 0x83 = bypass | |||
0x82 | </pre> | ||
{{Internal Data|game=Binary Land}} | |||
0x83 |
Revision as of 07:12, 5 June 2016
The following article is a ROM map for Binary Land (NES).
Graphics Data
0x350 and 0x4350 = Title Screen data 0x2a0 and 0x42a0 = Level Palette data
(Source: Googie's document)
Music Data
Music is grouped all together and has a simple storage structure. Starting at the specified offset, each 'beat' in a song is stored in 3 bytes: one byte for each note that a sound channel will play. First byte is the note for square 1. Second byte is the note for square 2. Third byte is the note for triangle.
* 0x6F3E = Beginning of note data for introduction to main theme * 0x6F65 = Beginning of main theme notes * 0x7088 = Beginning of death notes * 0x707F = Beginning of winning notes * 0x7166 = Beginning of game over notes
Any value up to 0x79 is a note. 0x80 to 0x83 have special functions:
* 0x80 = end of song * 0x81 = rest (silence) * 0x82 = jump to offset 0x6F65 (beginning of main theme notes) * 0x83 = bypass
Internal Data for Binary Land
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