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The 3-D Battles of World Runner/ROM map: Difference between revisions

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Latest revision as of 20:27, 28 January 2024

Chip tiny.png The following article is a ROM map for The 3-D Battles of World Runner.

Worlds

Byte List for Level Data.

Level Data

  • 0x000018 to 0x00038F = World 1
  • 0x000390 to 0x00040B = World 1 Bonus
  • 0x000418 to 0x00078F = World 2
  • 0x000790 to 0x00080F = World 2 Bonus
  • 0x000818 to 0x000B8F = World 3
  • 0x000B90 to 0x000C0F = World 3 Bonus
  • 0x000C18 to 0x000F8F = World 4
  • 0x000F90 to 0x00100F = World 4 Bonus
  • 0x001018 to 0x00138F = World 5
  • 0x001390 to 0x00140F = World 5 Bonus
  • 0x001418 to 0x00178F = World 6
  • 0x001790 to 0x00180F = World 6 Bonus
  • 0x001818 to 0x001B8F = World 7
  • 0x001B90 to 0x001C0F = World 7 Bonus
  • 0x001C18 to 0x001F8F = World 8
  • 0x001F90 to 0x00200F = World 8 Bonus

Music For Ending

  • 0x011A10 to 0x011A17 = Pointers for Ending Music
  • 0x011A18 to 0x011B27 = Lead
  • 0x011B28 to 0x011C28 = Backup
  • 0x011C29 to 0x011CD0 = Drums
  • 0x011CD1 to 0x011DC3 = Bass

Backgrounds

  • 0x013010 to 0x01310F = World 1 Background Page 1
  • 0x013110 to 0x01320F = World 1 Background Page 2
  • 0x013210 to 0x01330F = World 2 Background Page 1
  • 0x013310 to 0x01340F = World 2 Background Page 2
  • 0x013410 to 0x01350F = World 3 Background Page 1
  • 0x013510 to 0x01360F = World 3 Background Page 2
  • 0x013610 to 0x01370F = World 4 Background Page 1
  • 0x013710 to 0x01380F = World 4 Background Page 2
  • 0x013810 to 0x01390F = World 5 Background Page 1
  • 0x013910 to 0x013A0F = World 5 Background Page 2
  • 0x013A10 to 0x013B0F = World 6 Background Page 1
  • 0x013B10 to 0x013C0F = World 6 Background Page 2
  • 0x013C10 to 0x013D0F = World 7 Background Page 1
  • 0x013D10 to 0x013E0F = World 7 Background Page 2
  • 0x013E10 to 0x013F0F = World 8 Background Page 1
  • 0x013F10 to 0x01400F = World 8 Background Page 2

Misc

Character

  • 0x0196C1 to 0x----- = Number of Lives at beginning

Enemy Pointers

  • 0x01A45E to 0x01A45F = Graphic Pointers for Rolling Enemies (World 1,3)
  • 0x01A460 to 0x01A461 = Graphic Pointers for Bouncing Enemies (World 1)
  • 0x01A462 to 0x01A463 = Graphic Pointers for Tulip Enemies (World 3)
  • 0x01A464 to 0x01A465 = Graphic Pointers for Robot Head Enemies (World 2)
  • 0x01A466 to 0x01A467 = Graphic Pointers for Rolling Enemies (World 2,4,5)
  • 0x01A468 to 0x01A469 = Graphic Pointers for Splash Enemies Left (World 4)
  • 0x01A46A to 0x01A46B = Graphic Pointers for Rolling Enemies (World 5,6)
  • 0x01A46C to 0x01A46D = Graphic Pointers for Jellyfish (World 6)
  • 0x01A470 to 0x01A471 = Graphic Pointers for Dogs (World 7), TVs (World 8
  • 0x01A472 to 0x01A473 = Graphic Pointers for Jewels (World 7)
  • 0x01A474 to 0x01A475 = Graphic Pointers for Clouds (World 7)
  • 0x01A476 to 0x01A477 = Graphic Pointers for Flying Jewels (World 8)
  • 0x01A478 to 0x01A479 = Graphic Pointers for Diamonds (World 8)
  • 0x01A47A to 0x01A47B = Graphic Pointers for Splash Enemies Right (World 4)

Music

Music Pointers

  • 0x01D010 to 0x01D017 = Pointers for Main Music
  • 0x01D018 to 0x01D01F = Pointers for Bonus Area Music
  • 0x01D020 to 0x01D027 = Pointers for Invinsibility Music
  • 0x01D028 to 0x01D02F = Pointers for Boss Music
  • 0x01D030 to 0x01D037 = Pointers for Death Music
  • 0x01D038 to 0x01D03F = Pointers for Level Complete Music
  • 0x01D040 to 0x01D047 = Pointers for Game Over Music
  • 0x01D048 to 0x01D04F = Pointers for Game Over Music (unused?)

Main Music

  • 0x01D050 to 0x01D165 = Lead
  • 0x01D066 to 0x01D35F = Backup
  • 0x01D360 to 0x01D3B8 = Drums
  • 0x01D3B9 to 0x01D508 = Bass

Invinsibility Music

  • 0x01D509 to 0x01D59F = Lead
  • 0x01D5A0 to 0x01D692 = Backup
  • 0x01D693 to 0x01D6B4 = Drums
  • 0x01D6B5 to 0x01D79D = Bass

Bonus Area Music

  • 0x01D79E to 0x01D81B = Lead
  • 0x01D81C to 0x01D8C5 = Backup
  • 0x01D8C6 to 0x01D8CA = Drums
  • 0x01D8CB to 0x01D924 = Bass

Boss Music

  • 0x01D925 to 0x01D975 = Lead
  • 0x01D976 to 0x01DA08 = Backup
  • 0x01DA09 to 0x01DA32 = Drums
  • 0x01DA33 to 0x01DAC8 = Bass

Death Music

  • 0x01DAC9 to 0x01DAEC = Lead
  • 0x01DAED to 0x01DB00 = Backup
  • 0x01DB01 to 0x01DB13 = Drums
  • 0x01DB14 to 0x01DB38 = Bass

Level Complete Music

  • 0x01DB39 to 0x01DB65 = Lead
  • 0x01DB66 to 0x01DBA4 = Backup
  • 0x01DBA5 to 0x01DBC6 = Drums
  • 0x01DBC7 to 0x01DBF6 = Bass

Game Over Music

  • 0x01DBF7 to 0x01DC40 = Lead
  • 0x01DB41 to 0x01DB68 = Backup
  • 0x01DB69 to 0x01DBA7 = Bass

Empty

  • 0x01DCA8 to 0x01DE0F = Empty for Music Expansion