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Metroid/ROM map: Difference between revisions

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(Began to edit the Metroid ROM map page on December 18, 2005 by submitting all valid hexadecimal addresses for Brinstar's and Norfair's object /door /room data. More to be added soon...)
 
(Updated the Metroid ROM map on December 19, 2005 by submitting all valid hexadecimal addresses for Tourian's, Kraid's, and Ridley's object /door /room data.)
Line 54: Line 54:
* <b><tt>(6C5D-6C79) = </tt></b>BRINSTAR Room 2D Object /Door /Enemy Data
* <b><tt>(6C5D-6C79) = </tt></b>BRINSTAR Room 2D Object /Door /Enemy Data
* <b><tt>(6C7A-6C93) = </tt></b>BRINSTAR Room 2E Object /Door /Enemy Data
* <b><tt>(6C7A-6C93) = </tt></b>BRINSTAR Room 2E Object /Door /Enemy Data
 
<br><br><br><br>
---------
 
 
---------
<b><h4>NORFAIR OBJECT /DOOR /ENEMY DATA</h4></b>
<b><h4>NORFAIR OBJECT /DOOR /ENEMY DATA</h4></b>


Line 110: Line 106:
* <b><tt>(AC82-ACA8) = </tt></b>NORFAIR Room 2C Object /Door /Enemy Data
* <b><tt>(AC82-ACA8) = </tt></b>NORFAIR Room 2C Object /Door /Enemy Data
* <b><tt>(ACA9-ACC8) = </tt></b>NORFAIR Room 2D Object /Door /Enemy Data
* <b><tt>(ACA9-ACC8) = </tt></b>NORFAIR Room 2D Object /Door /Enemy Data
<br><br><br><br>
<b><h4>TOURIAN OBJECT /DOOR /ENEMY DATA</h4></b>
<b>Notes:</b> All data below is valid assuming that pointer tables to Tourian rooms remain unchanged.
---------
* <b><tt>(E8BF-E8CC) = </tt></b>TOURIAN Room 00 Object /Door /Enemy Data
* <b><tt>(E8CD-E8D4) = </tt></b>TOURIAN Room 01 Object /Door /Enemy Data
* <b><tt>(E8D5-E909) = </tt></b>TOURIAN Room 02 Object /Door /Enemy Data
* <b><tt>(E90A-E938) = </tt></b>TOURIAN Room 03 Object /Door /Enemy Data
* <b><tt>(E939-E96D) = </tt></b>TOURIAN Room 04 Object /Door /Enemy Data
* <b><tt>(E96E-E984) = </tt></b>TOURIAN Room 05 Object /Door /Enemy Data
* <b><tt>(E985-E99F) = </tt></b>TOURIAN Room 06 Object /Door /Enemy Data
* <b><tt>(E9A0-E9BA) = </tt></b>TOURIAN Room 07 Object /Door /Enemy Data
* <b><tt>(E9BB-E9DE) = </tt></b>TOURIAN Room 08 Object /Door /Enemy Data
* <b><tt>(E9DF-EA01) = </tt></b>TOURIAN Room 09 Object /Door /Enemy Data
* <b><tt>(EA02-EA42) = </tt></b>TOURIAN Room 0A Object /Door /Enemy Data
* <b><tt>(EA43-EA84) = </tt></b>TOURIAN Room 0B Object /Door /Enemy Data
* <b><tt>(EA85-EABD) = </tt></b>TOURIAN Room 0C Object /Door /Enemy Data
* <b><tt>(EABE-EAF2) = </tt></b>TOURIAN Room 0D Object /Door /Enemy Data
* <b><tt>(EAF3-EB21) = </tt></b>TOURIAN Room 0E Object /Door /Enemy Data
* <b><tt>(EB22-EB59) = </tt></b>TOURIAN Room 0F Object /Door /Enemy Data
* <b><tt>(EB5A-EB8B) = </tt></b>TOURIAN Room 10 Object /Door /Enemy Data
* <b><tt>(EB8C-EBB4) = </tt></b>TOURIAN Room 11 Object /Door /Enemy Data
* <b><tt>(EBB5-EBDD) = </tt></b>TOURIAN Room 12 Object /Door /Enemy Data
* <b><tt>(EBDE-EBFE) = </tt></b>TOURIAN Room 13 Object /Door /Enemy Data
* <b><tt>(EBFF-EC25) = </tt></b>TOURIAN Room 14 Object /Door /Enemy Data
<br><br><br><br>
<b><h4>KRAID OBJECT /DOOR /ENEMY DATA</h4></b>
<b>Notes:</b> All data below is valid assuming that pointer tables to Kraid rooms remain unchanged, HOWEVER(!)...the Kraid pointer table that would normally point to Room 11 is actually pointing to Room 12.  Therefore, using either Room 11 or Room 12 in Metroid's map data area will always cause Room 12 to appear at that location.  Also, selecting both Room 11 and Room 12 within MetEdit causes room 12 to be available for editing and use.  Changing ROM address 12207 from a value of 47 to a value of 18 via a hex editor will correct this and make Room 12 seperately selectable withing the game's map data area, and will also make that room available for editing and usage within MetEdit.
---------
* <b><tt>(122C7-122D4) = </tt></b>KRAID Room 00 Object /Door /Enemy Data
* <b><tt>(122D5-122DC) = </tt></b>KRAID Room 01 Object /Door /Enemy Data
* <b><tt>(122DD-12317) = </tt></b>KRAID Room 02 Object /Door /Enemy Data
* <b><tt>(12318-12354) = </tt></b>KRAID Room 03 Object /Door /Enemy Data
* <b><tt>(12355-12397) = </tt></b>KRAID Room 04 Object /Door /Enemy Data
* <b><tt>(12398-123C7) = </tt></b>KRAID Room 05 Object /Door /Enemy Data
* <b><tt>(123C8-12410) = </tt></b>KRAID Room 06 Object /Door /Enemy Data
* <b><tt>(12411-12451) = </tt></b>KRAID Room 07 Object /Door /Enemy Data
* <b><tt>(12452-1248D) = </tt></b>KRAID Room 08 Object /Door /Enemy Data
* <b><tt>(1248E-124BC) = </tt></b>KRAID Room 09 Object /Door /Enemy Data
* <b><tt>(124BD-124F1) = </tt></b>KRAID Room 0A Object /Door /Enemy Data
* <b><tt>(124F2-12523) = </tt></b>KRAID Room 0B Object /Door /Enemy Data
* <b><tt>(12524-12567) = </tt></b>KRAID Room 0C Object /Door /Enemy Data
* <b><tt>(12568-1259F) = </tt></b>KRAID Room 0D Object /Door /Enemy Data
* <b><tt>(125A0-125CE) = </tt></b>KRAID Room 0E Object /Door /Enemy Data
* <b><tt>(125CF-125F7) = </tt></b>KRAID Room 0F Object /Door /Enemy Data
* <b><tt>(125F8-12627) = </tt></b>KRAID Room 10 Object /Door /Enemy Data
* <b><tt>(12628-12656) = </tt></b>KRAID Room 11 Object /Door /Enemy Data
* <b><tt>(12657-12692) = </tt></b>KRAID Room 12 Object /Door /Enemy Data
* <b><tt>(12693-126C4) = </tt></b>KRAID Room 13 Object /Door /Enemy Data
* <b><tt>(126C5-126E8) = </tt></b>KRAID Room 14 Object /Door /Enemy Data
* <b><tt>(126E9-12722) = </tt></b>KRAID Room 15 Object /Door /Enemy Data
* <b><tt>(12723-12754) = </tt></b>KRAID Room 16 Object /Door /Enemy Data
* <b><tt>(12755-1278F) = </tt></b>KRAID Room 17 Object /Door /Enemy Data
* <b><tt>(12790-127C1) = </tt></b>KRAID Room 18 Object /Door /Enemy Data
* <b><tt>(127C2-12805) = </tt></b>KRAID Room 19 Object /Door /Enemy Data
* <b><tt>(12806-1284E) = </tt></b>KRAID Room 1A Object /Door /Enemy Data
* <b><tt>(1284F-128B2) = </tt></b>KRAID Room 1B Object /Door /Enemy Data
* <b><tt>(128B3-128D6) = </tt></b>KRAID Room 1C Object /Door /Enemy Data
* <b><tt>(128D7-12932) = </tt></b>KRAID Room 1D Object /Door /Enemy Data
* <b><tt>(12933-1295E) = </tt></b>KRAID Room 1E Object /Door /Enemy Data
* <b><tt>(1295F-12981) = </tt></b>KRAID Room 1F Object /Door /Enemy Data
* <b><tt>(12982-1299F) = </tt></b>KRAID Room 20 Object /Door /Enemy Data
* <b><tt>(129A0-129CD) = </tt></b>KRAID Room 21 Object /Door /Enemy Data
* <b><tt>(129CE-12A0D) = </tt></b>KRAID Room 22 Object /Door /Enemy Data
* <b><tt>(12A0E-12A42) = </tt></b>KRAID Room 23 Object /Door /Enemy Data
* <b><tt>(12A43-12A7B) = </tt></b>KRAID Room 24 Object /Door /Enemy Data
<br><br><br><br>
<b><h4>RIDLEY OBJECT /DOOR /ENEMY DATA</h4></b>


<b>Notes:</b> All data below is valid assuming that pointer tables to Ridley rooms remain unchanged.  There is no object /door /enemy data for Room 00 of Ridley within the Metroid ROM.  the Ridley pointer table that would normally point to Room 00 is actually pointing to Room 01.  Therefore, using either Room 00 or Room 01 in Metroid's map data area will always cause Room 01 to appear at that location.  Also, selecting both Room 00 and Room 01 within MetEdit causes room 01 to be available for editing and use.  Using Ridley Room 00 in lieu of Ridley Room 01 in Metroid's map data area is not recommended, as Room 01's data is normally configured as an elevator shaft in all areas and using Room 00 could cause bankswitching problems when using elevators depending on the configuration of Room 00 in other areas. (i.e. A room that completely changes from an elevator shaft to something else.)
---------
---------


* <b><tt>(1624F-16256) = </tt></b>RIDLEY Room 01 Object /Door /Enemy Data
* <b><tt>(16257-16282) = </tt></b>RIDLEY Room 02 Object /Door /Enemy Data
* <b><tt>(16283-162AD) = </tt></b>RIDLEY Room 03 Object /Door /Enemy Data
* <b><tt>(162AE-162C1) = </tt></b>RIDLEY Room 04 Object /Door /Enemy Data
* <b><tt>(162C2-162F3) = </tt></b>RIDLEY Room 05 Object /Door /Enemy Data
* <b><tt>(162F4-1621E) = </tt></b>RIDLEY Room 06 Object /Door /Enemy Data
* <b><tt>(1621F-1635C) = </tt></b>RIDLEY Room 07 Object /Door /Enemy Data
* <b><tt>(1635D-16392) = </tt></b>RIDLEY Room 08 Object /Door /Enemy Data
* <b><tt>(16393-163C7) = </tt></b>RIDLEY Room 09 Object /Door /Enemy Data
* <b><tt>(163C8-16408) = </tt></b>RIDLEY Room 0A Object /Door /Enemy Data
* <b><tt>(16409-16438) = </tt></b>RIDLEY Room 0B Object /Door /Enemy Data
* <b><tt>(16439-16464) = </tt></b>RIDLEY Room 0C Object /Door /Enemy Data
* <b><tt>(16465-1649B) = </tt></b>RIDLEY Room 0D Object /Door /Enemy Data
* <b><tt>(1649C-164D2) = </tt></b>RIDLEY Room 0E Object /Door /Enemy Data
* <b><tt>(164D3-16505) = </tt></b>RIDLEY Room 0F Object /Door /Enemy Data
* <b><tt>(16506-16534) = </tt></b>RIDLEY Room 10 Object /Door /Enemy Data
* <b><tt>(16535-16564) = </tt></b>RIDLEY Room 11 Object /Door /Enemy Data
* <b><tt>(16565-165B0) = </tt></b>RIDLEY Room 12 Object /Door /Enemy Data
* <b><tt>(165B1-165F4) = </tt></b>RIDLEY Room 13 Object /Door /Enemy Data
* <b><tt>(165F5-16627) = </tt></b>RIDLEY Room 14 Object /Door /Enemy Data
* <b><tt>(16628-16662) = </tt></b>RIDLEY Room 15 Object /Door /Enemy Data
* <b><tt>(16663-1668B) = </tt></b>RIDLEY Room 16 Object /Door /Enemy Data
* <b><tt>(1668C-166B8) = </tt></b>RIDLEY Room 17 Object /Door /Enemy Data
* <b><tt>(166B9-166E5) = </tt></b>RIDLEY Room 18 Object /Door /Enemy Data
* <b><tt>(166E6-1670E) = </tt></b>RIDLEY Room 19 Object /Door /Enemy Data
* <b><tt>(1670F-1673B) = </tt></b>RIDLEY Room 1A Object /Door /Enemy Data
* <b><tt>(1673C-1677A) = </tt></b>RIDLEY Room 1B Object /Door /Enemy Data
* <b><tt>(1677B-167AC) = </tt></b>RIDLEY Room 1C Object /Door /Enemy Data
* <b><tt>(167AD-167DE) = </tt></b>RIDLEY Room 1D Object /Door /Enemy Data
* <b><tt>(167DF-1680B) = </tt></b>RIDLEY Room 1E Object /Door /Enemy Data
* <b><tt>(1680C-16835) = </tt></b>RIDLEY Room 1F Object /Door /Enemy Data
* <b><tt>(16836-16858) = </tt></b>RIDLEY Room 20 Object /Door /Enemy Data
* <b><tt>(16859-16876) = </tt></b>RIDLEY Room 21 Object /Door /Enemy Data
* <b><tt>(16877-1689C) = </tt></b>RIDLEY Room 22 Object /Door /Enemy Data
* <b><tt>(1689D-168CE) = </tt></b>RIDLEY Room 23 Object /Door /Enemy Data
* <b><tt>(168CF-168FB) = </tt></b>RIDLEY Room 24 Object /Door /Enemy Data
* <b><tt>(168FC-16939) = </tt></b>RIDLEY Room 25 Object /Door /Enemy Data
* <b><tt>(1693A-1696C) = </tt></b>RIDLEY Room 26 Object /Door /Enemy Data
* <b><tt>(1696D-1698A) = </tt></b>RIDLEY Room 27 Object /Door /Enemy Data
* <b><tt>(1698B-169B4) = </tt></b>RIDLEY Room 28 Object /Door /Enemy Data
* <b><tt>(169B5-169CE) = </tt></b>RIDLEY Room 29 Object /Door /Enemy Data
<br><br><br><br>
[[Category:Metroid|ROM map]]
[[Category:Metroid|ROM map]]

Revision as of 16:06, 19 December 2005

Chip tiny.png The following article is a ROM map for Metroid.


BRINSTAR OBJECT /DOOR /ENEMY DATA

Notes: All data below is valid assuming that pointer tables to Brinstar rooms remain unchanged.


  • (6451-6463) = BRINSTAR Room 00 Object /Door /Enemy Data
  • (6464-646B) = BRINSTAR Room 01 Object /Door /Enemy Data
  • (646C-648F) = BRINSTAR Room 02 Object /Door /Enemy Data
  • (6490-64CA) = BRINSTAR Room 03 Object /Door /Enemy Data
  • (64CB-64FC) = BRINSTAR Room 04 Object /Door /Enemy Data
  • (64FD-6533) = BRINSTAR Room 05 Object /Door /Enemy Data
  • (6534-6569) = BRINSTAR Room 06 Object /Door /Enemy Data
  • (656A-6596) = BRINSTAR Room 07 Object /Door /Enemy Data
  • (6597-65C8) = BRINSTAR Room 08 Object /Door /Enemy Data
  • (65C9-65EC) = BRINSTAR Room 09 Object /Door /Enemy Data
  • (65ED-6624) = BRINSTAR Room 0A Object /Door /Enemy Data
  • (6625-6644) = BRINSTAR Room 0B Object /Door /Enemy Data
  • (6645-6670) = BRINSTAR Room 0C Object /Door /Enemy Data
  • (6671-669C) = BRINSTAR Room 0D Object /Door /Enemy Data
  • (669D-66C0) = BRINSTAR Room 0E Object /Door /Enemy Data
  • (66C1-66EA) = BRINSTAR Room 0F Object /Door /Enemy Data
  • (66EB-6724) = BRINSTAR Room 10 Object /Door /Enemy Data
  • (6725-674B) = BRINSTAR Room 11 Object /Door /Enemy Data
  • (674C-6777) = BRINSTAR Room 12 Object /Door /Enemy Data
  • (6778-679A) = BRINSTAR Room 13 Object /Door /Enemy Data
  • (679B-67B2) = BRINSTAR Room 14 Object /Door /Enemy Data
  • (67B3-67DF) = BRINSTAR Room 15 Object /Door /Enemy Data
  • (67E0-6800) = BRINSTAR Room 16 Object /Door /Enemy Data
  • (6801-682A) = BRINSTAR Room 17 Object /Door /Enemy Data
  • (682B-686A) = BRINSTAR Room 18 Object /Door /Enemy Data
  • (686B-689A) = BRINSTAR Room 19 Object /Door /Enemy Data
  • (689B-68C0) = BRINSTAR Room 1A Object /Door /Enemy Data
  • (68C1-68F6) = BRINSTAR Room 1B Object /Door /Enemy Data
  • (68F7-691F) = BRINSTAR Room 1C Object /Door /Enemy Data
  • (6920-693A) = BRINSTAR Room 1D Object /Door /Enemy Data
  • (693B-697A) = BRINSTAR Room 1E Object /Door /Enemy Data
  • (697B-69A6) = BRINSTAR Room 1F Object /Door /Enemy Data
  • (69A7-69D5) = BRINSTAR Room 20 Object /Door /Enemy Data
  • (69D6-6A05) = BRINSTAR Room 21 Object /Door /Enemy Data
  • (6A06-6A2F) = BRINSTAR Room 22 Object /Door /Enemy Data
  • (6A30-6A65) = BRINSTAR Room 23 Object /Door /Enemy Data
  • (6A66-6AB3) = BRINSTAR Room 24 Object /Door /Enemy Data
  • (6AB4-6AF5) = BRINSTAR Room 25 Object /Door /Enemy Data
  • (6AF6-6B28) = BRINSTAR Room 26 Object /Door /Enemy Data
  • (6B29-6B57) = BRINSTAR Room 27 Object /Door /Enemy Data
  • (6B58-6B80) = BRINSTAR Room 28 Object /Door /Enemy Data
  • (6B81-6BA1) = BRINSTAR Room 29 Object /Door /Enemy Data
  • (6BA2-6BCE) = BRINSTAR Room 2A Object /Door /Enemy Data
  • (6BCF-6C33) = BRINSTAR Room 2B Object /Door /Enemy Data
  • (6C34-6C5C) = BRINSTAR Room 2C Object /Door /Enemy Data
  • (6C5D-6C79) = BRINSTAR Room 2D Object /Door /Enemy Data
  • (6C7A-6C93) = BRINSTAR Room 2E Object /Door /Enemy Data





NORFAIR OBJECT /DOOR /ENEMY DATA

Notes: All data below is valid assuming that pointer tables to Norfair rooms remain unchanged.


  • (A3BB-A3CD) = NORFAIR Room 00 Object /Door /Enemy Data
  • (A3CE-A3D5) = NORFAIR Room 01 Object /Door /Enemy Data
  • (A3D6-A407) = NORFAIR Room 02 Object /Door /Enemy Data
  • (A408-A43E) = NORFAIR Room 03 Object /Door /Enemy Data
  • (A43F-A482) = NORFAIR Room 04 Object /Door /Enemy Data
  • (A483-A4BA) = NORFAIR Room 05 Object /Door /Enemy Data
  • (A4BB-A504) = NORFAIR Room 06 Object /Door /Enemy Data
  • (A505-A536) = NORFAIR Room 07 Object /Door /Enemy Data
  • (A537-A56E) = NORFAIR Room 08 Object /Door /Enemy Data
  • (A56F-A5A7) = NORFAIR Room 09 Object /Door /Enemy Data
  • (A5A8-A5E8) = NORFAIR Room 0A Object /Door /Enemy Data
  • (A5E9-A626) = NORFAIR Room 0B Object /Door /Enemy Data
  • (A627-A64D) = NORFAIR Room 0C Object /Door /Enemy Data
  • (A64E-A687) = NORFAIR Room 0D Object /Door /Enemy Data
  • (A688-A6B9) = NORFAIR Room 0E Object /Door /Enemy Data
  • (A6BA-A6EE) = NORFAIR Room 0F Object /Door /Enemy Data
  • (A6EF-A71D) = NORFAIR Room 10 Object /Door /Enemy Data
  • (A71E-A758) = NORFAIR Room 11 Object /Door /Enemy Data
  • (A759-A78D) = NORFAIR Room 12 Object /Door /Enemy Data
  • (A78E-A7C2) = NORFAIR Room 13 Object /Door /Enemy Data
  • (A7C3-A7F5) = NORFAIR Room 14 Object /Door /Enemy Data
  • (A7F6-A83A) = NORFAIR Room 15 Object /Door /Enemy Data
  • (A83B-A861) = NORFAIR Room 16 Object /Door /Enemy Data
  • (A862-A88E) = NORFAIR Room 17 Object /Door /Enemy Data
  • (A88F-A8C1) = NORFAIR Room 18 Object /Door /Enemy Data
  • (A8C2-A8EB) = NORFAIR Room 19 Object /Door /Enemy Data
  • (A8EC-A918) = NORFAIR Room 1A Object /Door /Enemy Data
  • (A919-A956) = NORFAIR Room 1B Object /Door /Enemy Data
  • (A957-A988) = NORFAIR Room 1C Object /Door /Enemy Data
  • (A989-A9BA) = NORFAIR Room 1D Object /Door /Enemy Data
  • (A9BB-A9E4) = NORFAIR Room 1E Object /Door /Enemy Data
  • (A9E5-AA0E) = NORFAIR Room 1F Object /Door /Enemy Data
  • (AA0F-AA3F) = NORFAIR Room 20 Object /Door /Enemy Data
  • (AA40-AA7E) = NORFAIR Room 21 Object /Door /Enemy Data
  • (AA7F-AAB6) = NORFAIR Room 22 Object /Door /Enemy Data
  • (AAB7-AAE3) = NORFAIR Room 23 Object /Door /Enemy Data
  • (AAE4-AB0F) = NORFAIR Room 24 Object /Door /Enemy Data
  • (AB10-AB43) = NORFAIR Room 25 Object /Door /Enemy Data
  • (AB44-AB7F) = NORFAIR Room 26 Object /Door /Enemy Data
  • (AB80-ABB4) = NORFAIR Room 27 Object /Door /Enemy Data
  • (ABB5-ABDF) = NORFAIR Room 28 Object /Door /Enemy Data
  • (ABEA-AC0F) = NORFAIR Room 29 Object /Door /Enemy Data
  • (AC10-AC51) = NORFAIR Room 2A Object /Door /Enemy Data
  • (AC52-AC81) = NORFAIR Room 2B Object /Door /Enemy Data
  • (AC82-ACA8) = NORFAIR Room 2C Object /Door /Enemy Data
  • (ACA9-ACC8) = NORFAIR Room 2D Object /Door /Enemy Data





TOURIAN OBJECT /DOOR /ENEMY DATA

Notes: All data below is valid assuming that pointer tables to Tourian rooms remain unchanged.


  • (E8BF-E8CC) = TOURIAN Room 00 Object /Door /Enemy Data
  • (E8CD-E8D4) = TOURIAN Room 01 Object /Door /Enemy Data
  • (E8D5-E909) = TOURIAN Room 02 Object /Door /Enemy Data
  • (E90A-E938) = TOURIAN Room 03 Object /Door /Enemy Data
  • (E939-E96D) = TOURIAN Room 04 Object /Door /Enemy Data
  • (E96E-E984) = TOURIAN Room 05 Object /Door /Enemy Data
  • (E985-E99F) = TOURIAN Room 06 Object /Door /Enemy Data
  • (E9A0-E9BA) = TOURIAN Room 07 Object /Door /Enemy Data
  • (E9BB-E9DE) = TOURIAN Room 08 Object /Door /Enemy Data
  • (E9DF-EA01) = TOURIAN Room 09 Object /Door /Enemy Data
  • (EA02-EA42) = TOURIAN Room 0A Object /Door /Enemy Data
  • (EA43-EA84) = TOURIAN Room 0B Object /Door /Enemy Data
  • (EA85-EABD) = TOURIAN Room 0C Object /Door /Enemy Data
  • (EABE-EAF2) = TOURIAN Room 0D Object /Door /Enemy Data
  • (EAF3-EB21) = TOURIAN Room 0E Object /Door /Enemy Data
  • (EB22-EB59) = TOURIAN Room 0F Object /Door /Enemy Data
  • (EB5A-EB8B) = TOURIAN Room 10 Object /Door /Enemy Data
  • (EB8C-EBB4) = TOURIAN Room 11 Object /Door /Enemy Data
  • (EBB5-EBDD) = TOURIAN Room 12 Object /Door /Enemy Data
  • (EBDE-EBFE) = TOURIAN Room 13 Object /Door /Enemy Data
  • (EBFF-EC25) = TOURIAN Room 14 Object /Door /Enemy Data





KRAID OBJECT /DOOR /ENEMY DATA

Notes: All data below is valid assuming that pointer tables to Kraid rooms remain unchanged, HOWEVER(!)...the Kraid pointer table that would normally point to Room 11 is actually pointing to Room 12. Therefore, using either Room 11 or Room 12 in Metroid's map data area will always cause Room 12 to appear at that location. Also, selecting both Room 11 and Room 12 within MetEdit causes room 12 to be available for editing and use. Changing ROM address 12207 from a value of 47 to a value of 18 via a hex editor will correct this and make Room 12 seperately selectable withing the game's map data area, and will also make that room available for editing and usage within MetEdit.


  • (122C7-122D4) = KRAID Room 00 Object /Door /Enemy Data
  • (122D5-122DC) = KRAID Room 01 Object /Door /Enemy Data
  • (122DD-12317) = KRAID Room 02 Object /Door /Enemy Data
  • (12318-12354) = KRAID Room 03 Object /Door /Enemy Data
  • (12355-12397) = KRAID Room 04 Object /Door /Enemy Data
  • (12398-123C7) = KRAID Room 05 Object /Door /Enemy Data
  • (123C8-12410) = KRAID Room 06 Object /Door /Enemy Data
  • (12411-12451) = KRAID Room 07 Object /Door /Enemy Data
  • (12452-1248D) = KRAID Room 08 Object /Door /Enemy Data
  • (1248E-124BC) = KRAID Room 09 Object /Door /Enemy Data
  • (124BD-124F1) = KRAID Room 0A Object /Door /Enemy Data
  • (124F2-12523) = KRAID Room 0B Object /Door /Enemy Data
  • (12524-12567) = KRAID Room 0C Object /Door /Enemy Data
  • (12568-1259F) = KRAID Room 0D Object /Door /Enemy Data
  • (125A0-125CE) = KRAID Room 0E Object /Door /Enemy Data
  • (125CF-125F7) = KRAID Room 0F Object /Door /Enemy Data
  • (125F8-12627) = KRAID Room 10 Object /Door /Enemy Data
  • (12628-12656) = KRAID Room 11 Object /Door /Enemy Data
  • (12657-12692) = KRAID Room 12 Object /Door /Enemy Data
  • (12693-126C4) = KRAID Room 13 Object /Door /Enemy Data
  • (126C5-126E8) = KRAID Room 14 Object /Door /Enemy Data
  • (126E9-12722) = KRAID Room 15 Object /Door /Enemy Data
  • (12723-12754) = KRAID Room 16 Object /Door /Enemy Data
  • (12755-1278F) = KRAID Room 17 Object /Door /Enemy Data
  • (12790-127C1) = KRAID Room 18 Object /Door /Enemy Data
  • (127C2-12805) = KRAID Room 19 Object /Door /Enemy Data
  • (12806-1284E) = KRAID Room 1A Object /Door /Enemy Data
  • (1284F-128B2) = KRAID Room 1B Object /Door /Enemy Data
  • (128B3-128D6) = KRAID Room 1C Object /Door /Enemy Data
  • (128D7-12932) = KRAID Room 1D Object /Door /Enemy Data
  • (12933-1295E) = KRAID Room 1E Object /Door /Enemy Data
  • (1295F-12981) = KRAID Room 1F Object /Door /Enemy Data
  • (12982-1299F) = KRAID Room 20 Object /Door /Enemy Data
  • (129A0-129CD) = KRAID Room 21 Object /Door /Enemy Data
  • (129CE-12A0D) = KRAID Room 22 Object /Door /Enemy Data
  • (12A0E-12A42) = KRAID Room 23 Object /Door /Enemy Data
  • (12A43-12A7B) = KRAID Room 24 Object /Door /Enemy Data





RIDLEY OBJECT /DOOR /ENEMY DATA

Notes: All data below is valid assuming that pointer tables to Ridley rooms remain unchanged. There is no object /door /enemy data for Room 00 of Ridley within the Metroid ROM. the Ridley pointer table that would normally point to Room 00 is actually pointing to Room 01. Therefore, using either Room 00 or Room 01 in Metroid's map data area will always cause Room 01 to appear at that location. Also, selecting both Room 00 and Room 01 within MetEdit causes room 01 to be available for editing and use. Using Ridley Room 00 in lieu of Ridley Room 01 in Metroid's map data area is not recommended, as Room 01's data is normally configured as an elevator shaft in all areas and using Room 00 could cause bankswitching problems when using elevators depending on the configuration of Room 00 in other areas. (i.e. A room that completely changes from an elevator shaft to something else.)


  • (1624F-16256) = RIDLEY Room 01 Object /Door /Enemy Data
  • (16257-16282) = RIDLEY Room 02 Object /Door /Enemy Data
  • (16283-162AD) = RIDLEY Room 03 Object /Door /Enemy Data
  • (162AE-162C1) = RIDLEY Room 04 Object /Door /Enemy Data
  • (162C2-162F3) = RIDLEY Room 05 Object /Door /Enemy Data
  • (162F4-1621E) = RIDLEY Room 06 Object /Door /Enemy Data
  • (1621F-1635C) = RIDLEY Room 07 Object /Door /Enemy Data
  • (1635D-16392) = RIDLEY Room 08 Object /Door /Enemy Data
  • (16393-163C7) = RIDLEY Room 09 Object /Door /Enemy Data
  • (163C8-16408) = RIDLEY Room 0A Object /Door /Enemy Data
  • (16409-16438) = RIDLEY Room 0B Object /Door /Enemy Data
  • (16439-16464) = RIDLEY Room 0C Object /Door /Enemy Data
  • (16465-1649B) = RIDLEY Room 0D Object /Door /Enemy Data
  • (1649C-164D2) = RIDLEY Room 0E Object /Door /Enemy Data
  • (164D3-16505) = RIDLEY Room 0F Object /Door /Enemy Data
  • (16506-16534) = RIDLEY Room 10 Object /Door /Enemy Data
  • (16535-16564) = RIDLEY Room 11 Object /Door /Enemy Data
  • (16565-165B0) = RIDLEY Room 12 Object /Door /Enemy Data
  • (165B1-165F4) = RIDLEY Room 13 Object /Door /Enemy Data
  • (165F5-16627) = RIDLEY Room 14 Object /Door /Enemy Data
  • (16628-16662) = RIDLEY Room 15 Object /Door /Enemy Data
  • (16663-1668B) = RIDLEY Room 16 Object /Door /Enemy Data
  • (1668C-166B8) = RIDLEY Room 17 Object /Door /Enemy Data
  • (166B9-166E5) = RIDLEY Room 18 Object /Door /Enemy Data
  • (166E6-1670E) = RIDLEY Room 19 Object /Door /Enemy Data
  • (1670F-1673B) = RIDLEY Room 1A Object /Door /Enemy Data
  • (1673C-1677A) = RIDLEY Room 1B Object /Door /Enemy Data
  • (1677B-167AC) = RIDLEY Room 1C Object /Door /Enemy Data
  • (167AD-167DE) = RIDLEY Room 1D Object /Door /Enemy Data
  • (167DF-1680B) = RIDLEY Room 1E Object /Door /Enemy Data
  • (1680C-16835) = RIDLEY Room 1F Object /Door /Enemy Data
  • (16836-16858) = RIDLEY Room 20 Object /Door /Enemy Data
  • (16859-16876) = RIDLEY Room 21 Object /Door /Enemy Data
  • (16877-1689C) = RIDLEY Room 22 Object /Door /Enemy Data
  • (1689D-168CE) = RIDLEY Room 23 Object /Door /Enemy Data
  • (168CF-168FB) = RIDLEY Room 24 Object /Door /Enemy Data
  • (168FC-16939) = RIDLEY Room 25 Object /Door /Enemy Data
  • (1693A-1696C) = RIDLEY Room 26 Object /Door /Enemy Data
  • (1696D-1698A) = RIDLEY Room 27 Object /Door /Enemy Data
  • (1698B-169B4) = RIDLEY Room 28 Object /Door /Enemy Data
  • (169B5-169CE) = RIDLEY Room 29 Object /Door /Enemy Data