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Dragon Warrior IV (NES)/RAM map

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< Dragon Warrior IV (NES)
Revision as of 01:28, 31 March 2021 by Dwedit (talk | contribs) (Tile collision/effect data)
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Chip tiny.png The following article is a RAM map for Dragon Warrior IV (NES).

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
  • 0x6F40 (0x20 bytes long) = Collision or Effect of tiles for current tileset
    • Values:
    • 0x00 = Walkable tile
    • 0x01 = Poison Swamp
    • 0x02 = Barrier
    • 0x03 = ?
    • 0x04 = Treasure Chest
    • 0x05 = Pitfall?
    • 0x06 = Exit?
    • 0x07 = Exit?
    • 0x08 = Stairs Up
    • 0x09 = Stairs Down
    • 0x0A = Travel Door
    • 0x0B = Pitfall?
    • 0x0C = Exit?
    • 0x0D = ?
    • 0x0E = ?
    • 0x0F = ??? (crashes game)
    • 0x10 = Up Arrow Tile
    • 0x11 = Right Arrow Tile
    • 0x12 = Down Arrow Tile
    • 0x13 = Left Arrow Tile
    • 0x24 = Top part of opened big door
    • 0x80 = Wall
    • 0x83 = Water
    • 0x94 = Unlocked Door
    • 0x95 = Thieves Key Door
    • 0x96 = Magic Key Door
    • 0xA0 = Part of Big Door
    • 0xA7 = Desk
    • 0xA8 = Sign
    • 0xA9 = Bookshelf?
    • 0xAB = Chest of drawers
    • 0xAD = ?
  • 0x7600 (0x84 bytes long) = Tile numbers for current tileset of 32 tiles (33rd tile is Roof tile)
  • 0x76C0 (0x21 bytes long) = Attribute values for current tile set (33rd tile is Roof tile)
  • 0x7800 (??? bytes long) = Map data for current map.
    • Format: RRRttttt
    • ttttt = tile number 0-31
    • RRR = roof number 0-7 (0 = no roof)