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Mega Man (NES)/ROM map: Difference between revisions
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{{rommap|game=Mega Man}} | {{rommap|game=Mega Man}} | ||
==Level Data== | ==Level Data== | ||
===Cutman Data [ | ===Cutman Data [HEADERED]=== | ||
Level Bank | |||
* <tt> | * <tt>0x00010</tt> <tt>-</tt> <tt>0x0030F</tt> - TSA Data (Shared with Dr. Wily 1) | ||
* <tt> | * <tt>0x00310</tt> <tt>-</tt> <tt>0x003CF</tt> - Attribute Data (Shared with Dr. Wily 1) | ||
* <tt> | * <tt>0x003D0</tt> <tt>-</tt> <tt>0x00BCF</tt> - Room Tile Data (Shared with Dr. Wily 1) | ||
* <tt> | * <tt>0x00BD0</tt> <tt>-</tt> <tt>0x00C0F</tt> - Unknown (TODO) | ||
* <tt> | * <tt>0x00C10</tt> <tt>-</tt> <tt>0x00C3F</tt> = Room Order Data (Shared with Dr. Wily 1) | ||
* <tt> | * <tt>0x00C40</tt> <tt>-</tt> <tt>0x00C7F</tt> = Room Pointers (Shared with Dr. Wily 1) | ||
* <tt> | * <tt>0x00C80</tt> <tt>-</tt> <tt>0x00CAF</tt> = Scroll Data (Shared with Dr. Wily 1) | ||
* <tt> | * <tt>0x00CB0</tt> <tt>-</tt> <tt>0x00CDF</tt> = Palette Data | ||
* <tt> | * <tt>0x00D10</tt> <tt>-</tt> <tt>0x00D2F</tt> = Initial Sprite Pattern Table Setup Data | ||
* <tt> | * <tt>0x00D50</tt> <tt>-</tt> <tt>0x00D8F</tt> = Sprite Pattern Table Change Index Data Table (Shared with Dr. Wily 1) | ||
* <tt> | * <tt>0x00D90</tt> <tt>-</tt> <tt>0x00E0F</tt> = Sprite Pattern Table Change Data Table (Shared with Dr. Wily 1) | ||
* <tt> | * <tt>0x00E10</tt> <tt>-</tt> <tt>0x00EAF</tt> = Special Objects Data (Shared with Dr. Wily 1) | ||
* <tt> | * <tt>0x00EB0</tt> <tt>-</tt> <tt>0x00F4F</tt> - Unknown (TODO) | ||
* <tt> | * <tt>0x00F50</tt> <tt>-</tt> <tt>0x00F7F</tt> = Boss Shutter TSA Data (Shared with Dr. Wily 1) | ||
* <tt> | * <tt>0x00F80</tt> <tt>-</tt> <tt>0x00F8F</tt> = Boss Shutter Attribute Data (Shared with Dr. Wily 1) | ||
* <tt> | * <tt>0x00F90</tt> <tt>-</tt> <tt>0x0100F</tt> = Boss Shutter Tile Drawing Data (Shared with Dr. Wily 1) | ||
* <tt> | Miscellaneous Level Data | ||
* <tt> | * <tt>0x153A4</tt> = Background Music Track Index [Default: 05] | ||
* <tt> | * <tt>0x153B0</tt> = Stage Start Scroll Layout [Default: 00] | ||
* <tt> | * <tt>0x153BC</tt> = Checkpoint 1 Scroll Layout [Default: 05] | ||
* <tt> | * <tt>0x153C8</tt> = Checkpoint 2 Scroll Layout [Default: 0C] | ||
* <tt> | * <tt>0x153DF</tt> = Checkpoint 1 Enemy Data Position [Default: 1B] | ||
* <tt> | * <tt>0x153EB</tt> = Checkpoint 2 Enemy Data Position [Default: 2D] | ||
* <tt> | * <tt>0x1540A</tt> = Checkpoint 1 Scroll First Screen [Default: 0A] | ||
* <tt> | * <tt>0x15416</tt> = Checkpoint 2 Scroll First Screen [Default: 14] | ||
* <tt> | * <tt>0x15422</tt> = Checkpoint 1 Scroll Last Screen [Default: 0A] | ||
* <tt> | * <tt>0x1542E</tt> = Checkpoint 2 Scroll Last Screen [Default: 16] | ||
* <tt> | * <tt>0x15F12</tt> = First Door Screen [Default: 13] | ||
* <tt> | * <tt>0x15F1D</tt> <tt>-</tt> <tt>0x15F2C</tt> = Post-Door Palette | ||
* <tt> | * <tt>0x1A462</tt> <tt>-</tt> <tt>0x1A463</tt> = Enemy Data Pointer | ||
* <tt> | * <tt>0x1C2E4</tt> = Checkpoint 1 Activation Screen [Default: 0A] | ||
* <tt> | * <tt>0x1C2F0</tt> = Checkpoint 2 Activation Screen [Default: 14] | ||
* <tt> | * <tt>0x1C2FB</tt> = Stage Start Room [Default: 00] | ||
* <tt> | * <tt>0x1C307</tt> = Checkpoint 1 Respawn Screen [Default: 0A] | ||
* <tt> | * <tt>0x1C313</tt> = Checkpoint 2 Respawn Screen [Default: 14] | ||
* <tt> | * <tt>0x1C52A</tt> = Start Y Position [Default: 94] | ||
* <tt> | * <tt>0x1C536</tt> = Checkpoint 1 Y Position [Default: 94] | ||
* <tt> | * <tt>0x1C542</tt> = Checkpoint 2 Y Position [Default: 94] | ||
* <tt> | * <tt>0x1CD56</tt> = TSA Solidity Setting 1 Data [Default: 00] | ||
* <tt> | * <tt>0x1CD57</tt> = TSA Solidity Setting 2 Data [Default: 01] | ||
* <tt>0x1CD58</tt> = TSA Solidity Setting 3 Data [Default: 02] | |||
* <tt> | * <tt>0x1CD59</tt> = TSA Solidity Setting 4 Data [Default: 03] | ||
Boss | |||
* <tt>0x1FDFE</tt> <tt>-</tt> <tt>0x1FE05</tt> (USA), <tt>0x1FE32</tt> <tt>-</tt> <tt>0x1FE39</tt> (JPN) = Boss Weakness Table | |||
* <tt>0x1FECB</tt> (USA), <tt>0x1FEFF</tt> (JPN) = Boss Projectile Damage [Default: 04] | |||
===Iceman Data [HEADERLESS]=== | ===Iceman Data [HEADERLESS]=== |
Revision as of 18:39, 9 February 2023
The following article is a ROM map for Mega Man (NES).
Level Data
Cutman Data [HEADERED]
Level Bank
- 0x00010 - 0x0030F - TSA Data (Shared with Dr. Wily 1)
- 0x00310 - 0x003CF - Attribute Data (Shared with Dr. Wily 1)
- 0x003D0 - 0x00BCF - Room Tile Data (Shared with Dr. Wily 1)
- 0x00BD0 - 0x00C0F - Unknown (TODO)
- 0x00C10 - 0x00C3F = Room Order Data (Shared with Dr. Wily 1)
- 0x00C40 - 0x00C7F = Room Pointers (Shared with Dr. Wily 1)
- 0x00C80 - 0x00CAF = Scroll Data (Shared with Dr. Wily 1)
- 0x00CB0 - 0x00CDF = Palette Data
- 0x00D10 - 0x00D2F = Initial Sprite Pattern Table Setup Data
- 0x00D50 - 0x00D8F = Sprite Pattern Table Change Index Data Table (Shared with Dr. Wily 1)
- 0x00D90 - 0x00E0F = Sprite Pattern Table Change Data Table (Shared with Dr. Wily 1)
- 0x00E10 - 0x00EAF = Special Objects Data (Shared with Dr. Wily 1)
- 0x00EB0 - 0x00F4F - Unknown (TODO)
- 0x00F50 - 0x00F7F = Boss Shutter TSA Data (Shared with Dr. Wily 1)
- 0x00F80 - 0x00F8F = Boss Shutter Attribute Data (Shared with Dr. Wily 1)
- 0x00F90 - 0x0100F = Boss Shutter Tile Drawing Data (Shared with Dr. Wily 1)
Miscellaneous Level Data
- 0x153A4 = Background Music Track Index [Default: 05]
- 0x153B0 = Stage Start Scroll Layout [Default: 00]
- 0x153BC = Checkpoint 1 Scroll Layout [Default: 05]
- 0x153C8 = Checkpoint 2 Scroll Layout [Default: 0C]
- 0x153DF = Checkpoint 1 Enemy Data Position [Default: 1B]
- 0x153EB = Checkpoint 2 Enemy Data Position [Default: 2D]
- 0x1540A = Checkpoint 1 Scroll First Screen [Default: 0A]
- 0x15416 = Checkpoint 2 Scroll First Screen [Default: 14]
- 0x15422 = Checkpoint 1 Scroll Last Screen [Default: 0A]
- 0x1542E = Checkpoint 2 Scroll Last Screen [Default: 16]
- 0x15F12 = First Door Screen [Default: 13]
- 0x15F1D - 0x15F2C = Post-Door Palette
- 0x1A462 - 0x1A463 = Enemy Data Pointer
- 0x1C2E4 = Checkpoint 1 Activation Screen [Default: 0A]
- 0x1C2F0 = Checkpoint 2 Activation Screen [Default: 14]
- 0x1C2FB = Stage Start Room [Default: 00]
- 0x1C307 = Checkpoint 1 Respawn Screen [Default: 0A]
- 0x1C313 = Checkpoint 2 Respawn Screen [Default: 14]
- 0x1C52A = Start Y Position [Default: 94]
- 0x1C536 = Checkpoint 1 Y Position [Default: 94]
- 0x1C542 = Checkpoint 2 Y Position [Default: 94]
- 0x1CD56 = TSA Solidity Setting 1 Data [Default: 00]
- 0x1CD57 = TSA Solidity Setting 2 Data [Default: 01]
- 0x1CD58 = TSA Solidity Setting 3 Data [Default: 02]
- 0x1CD59 = TSA Solidity Setting 4 Data [Default: 03]
Boss
- 0x1FDFE - 0x1FE05 (USA), 0x1FE32 - 0x1FE39 (JPN) = Boss Weakness Table
- 0x1FECB (USA), 0x1FEFF (JPN) = Boss Projectile Damage [Default: 04]
Iceman Data [HEADERLESS]
- 0x04000 to 0x042FF = TSA Data (Shared with Dr. Wily 2)
- 0x04300 to 0x043BF = Attribute Data (Shared with Dr. Wily 2)
- 0x043C0 to 0x04BBF = Room Tile Data (Shared with Dr. Wily 2)
- 0x04C00 to 0x04C2F = Room Order Data (Shared with Dr. Wily 2)
- 0x04C30 to 0x04C6F = Room Pointers (Shared with Dr. Wily 2)
- 0x04C70 to 0x04C9F = Scroll Data (Shared with Dr. Wily 2)
- 0x04CA0 to 0x04CCF = Palette Data
- 0x04D00 to 0x04D1E = Initial Pattern Table Setup Data
- 0x04D40 to 0x04D6F = Sprite Pattern Table Change Index Data Table (Shared with Dr. Wily 2)
- 0x04D80 to 0x04DFF = Sprite Pattern Table Change Data Table (Shared with Dr. Wily 2)
- 0x04E00 to 0x04E9F = Special Objects Data (Shared with Dr. Wily 2)
- 0x04F40 to 0x04F6F = Boss Shutter TSA Data (Shared with Dr. Wily 2)
- 0x04F70 to 0x04F7B = Boss Shutter Attribute Data (Shared with Dr. Wily 2)
- 0x04F80 to 0x04FFF = Boss Shutter Tile Drawing Data (Shared with Dr. Wily 2)
Bombman Data
Fireman Data
Elecman Data
Gutsman Data
Dr. Wily 1 Data [HEADERLESS]
- 0x00000 to 0x002FF = TSA Data (Shared with Cutman)
- 0x00300 to 0x003BF = Attribute Data (Shared with Cutman)
- 0x003C0 to 0x00BBF = Room Tile Data (Shared with Cutman)
- 0x00C00 to 0x00C2F = Room Order Data (Shared with Cutman)
- 0x00C30 to 0x00C6F = Room Pointers (Shared with Cutman)
- 0x00C70 to 0x00C9F = Scroll Data (Shared with Cutman)
- 0x00CD0 to 0x00CFF = Palette Data
- 0x00D20 to 0x00D3E = Initial Pattern Table Setup Data
- 0x00D40 to 0x00D6F = Sprite Pattern Table Change Index Data Table (Shared with Cutman)
- 0x00D80 to 0x00DFF = Sprite Pattern Table Change Data Table (Shared with Cutman)
- 0x00E40 to 0x00F3F = Special Objects Data (Shared with Cutman)
- 0x00FA0 to 0x00F6F = Boss Shutter TSA Data (Shared with Cutman)
- 0x00F70 to 0x00F7B = Boss Shutter Attribute Data (Shared with Cutman)
- 0x00F80 to 0x00FFF = Boss Shutter Tile Drawing Data (Shared with Cutman)
- 0x1539A = Background Music Track Index
- 0x153A6 = Start Scroll Position Data
- 0x153B2 = Checkpoint 1 Scroll Position Data
- 0x153BE = Checkpoint 2 Scroll Position Data
- 0x153D5 = Enemy Data Position For Checkpoint 1
- 0x153E1 = Enemy Data Position For Checkpoint 2
- 0x15400 = Checkpoint 1 Scroll Setting #1
- 0x1540C = Checkpoint 2 Scroll Setting #1
- 0x15418 = Checkpoint 1 Scroll Setting #2
- 0x15424 = Checkpoint 2 Scroll Setting #2
- 0x15F08 = Room Doors Work From Data
- 0x1A45E to 0x1A45F = Enemy Data Pointer
- 0x1C2DA = Checkpoint 1 Activation Data
- 0x1C2E6 = Checkpoint 2 Activation Data
- 0x1C2F1 = Start Room Data
- 0x1C2FD = Checkpoint 1 Respawn Data
- 0x1C309 = Checkpoint 2 Respawn Data
- 0x1C520 = Start Y Position
- 0x1C52C = Checkpoint 1 Y Position
- 0x1C538 = Checkpoint 2 Y Position
- 0x1CD5E = TSA Solidity Setting 1 Data
- 0x1CD5F = TSA Solidity Setting 2 Data
- 0x1CD60 = TSA Solidity Setting 3 Data
- 0x1CD61 = TSA Solidity Setting 4 Data
- 0x1FE1E to 0x1FE25 = Boss Damage Offset (USA)
- 0x1FE52 to 0x1FE59 = Boss Damage Offset (JPN)
- 0x1FEC1 = Boss Projectile Damage (USA)
- 0x1FEF5 = Boss Projectile Damage (JPN)
Dr. Wily 2 Data [HEADERLESS]
- 0x04000 to 0x042FF = TSA Data (Shared with Iceman)
- 0x04300 to 0x043BF = Attribute Data (Shared with Iceman)
- 0x043C0 to 0x04BBF = Room Tile Data (Shared with Iceman)
- 0x04C00 to 0x04C2F = Room Order Data (Shared with Iceman)
- 0x04C30 to 0x04C6F = Room Pointers (Shared with Iceman)
- 0x04C70 to 0x04C9F = Scroll Data (Shared with Iceman)
- 0x04CD0 to 0x04CFF = Palette Data
- 0x04D20 to 0x04D3E = Initial Pattern Table Setup Data
- 0x04D40 to 0x04D6F = Sprite Pattern Table Change Index Data Table (Shared with Iceman)
- 0x04D80 to 0x04DFF = Sprite Pattern Table Change Data Table (Shared with Iceman)
- 0x04E00 to 0x04E9F = Special Objects Data (Shared with Iceman)
- 0x04F40 to 0x04F6F = Boss Shutter TSA Data (Shared with Iceman)
- 0x04F70 to 0x04F7B = Boss Shutter Attribute Data (Shared with Iceman)
- 0x04F80 to 0x04FFF = Boss Shutter Tile Drawing Data (Shared with Iceman)
Dr. Wily 3 Data
Dr. Wily 4 Data
Dr. Wily 5 (Unused) Data
Ending Data
Music Data
- 0x11A70 to 0x11AD5 = Music/Sound Effects Pointers [HEADERED]
Links
- Huge ROM disassembly by Bisqwit
- Mega man title screen noise code by Insectduel
Internal Data for Mega Man
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