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Metroid Zero Mission/ROM map: Difference between revisions
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340AD4 - Beginning of room header data | |||
75FAE4 - Pointer to the scrolling for the first room in the game. | |||
33E608 - Beginning of the door data for the first room in the game. | |||
345AB6 - Block attributes(like what weapon destroys which special block). | |||
75FAA8 - Pointer to door data for the first room in the game. | |||
2CCA88 - Properties related to Skree | |||
2B0EAB - Start of enemy data. | |||
3654D8 - Block properties clipping. | |||
3655A0 - Special Blocks TSA. | |||
3601D0 - Start of door state data(a door state is when a door destination is replaced upon a certain event, and is used when big changes to a room is to be made). | |||
3459C4 - tank quantities for missile, supers, power bombs and energy tanks. Each has 3 entries for the 3 difficulty levels. | |||
Revision as of 04:55, 25 December 2005
File:Microchip3.png | This page is a ROM Map for "Metroid Zero Mission". |
340AD4 - Beginning of room header data
75FAE4 - Pointer to the scrolling for the first room in the game.
33E608 - Beginning of the door data for the first room in the game.
345AB6 - Block attributes(like what weapon destroys which special block).
75FAA8 - Pointer to door data for the first room in the game.
2CCA88 - Properties related to Skree
2B0EAB - Start of enemy data.
3654D8 - Block properties clipping.
3655A0 - Special Blocks TSA.
3601D0 - Start of door state data(a door state is when a door destination is replaced upon a certain event, and is used when big changes to a room is to be made).
3459C4 - tank quantities for missile, supers, power bombs and energy tanks. Each has 3 entries for the 3 difficulty levels.