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Binary Land (NES)/ROM map: Difference between revisions
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(Created page with "{{rommap|game=Binary Land}} ==Graphics Data== From Googie's document: <pre>Title Screen data - offset 00000350 and offset 00004350 Level Palette data - offset 000002a0 and ...") |
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Line 25: | Line 25: | ||
0x80: end of song | 0x80: end of song | ||
0x81: | 0x81: rest (silence) | ||
0x82: jump to offset 006F65 (beginning of main theme notes) | 0x82: jump to offset 006F65 (beginning of main theme notes) | ||
0x83: bypass | 0x83: bypass |
Revision as of 07:30, 28 January 2014
The following article is a ROM map for Binary Land (NES).
Graphics Data
From Googie's document:
Title Screen data - offset 00000350 and offset 00004350 Level Palette data - offset 000002a0 and offset 000042a0
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.
- 006F3E- Beginning of note data for introduction to main theme
- 006F65 - Beginning of main theme notes
- 007088 - Beginning of death notes
- 00707F - Beginning of winning notes
- 007166 - 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 006F65 (beginning of main theme notes)
0x83: bypass