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

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{{rommap|game=3-D Worldrunner}}
{{rommap|game=3-D WorldRunner}}


=Worlds=
==Worlds==
==Level Data==
[[3-D WorldRunner:Byte List|Byte List]] for Level Data.
* 0x000018 - 0x00038F - World 1
===Level Data===
* 0x000390 - 0x00040B - World 1 Bonus
* <tt>0x000018</tt> to <tt>0x00038F</tt> = World 1
* <tt>0x000390</tt> to <tt>0x00040B</tt> = World 1 Bonus


* 0x000418 - 0x00078F - World 2
* <tt>0x000418</tt> to <tt>0x00078F</tt> = World 2
* 0x000790 - 0x00080F - World 2 Bonus
* <tt>0x000790</tt> to <tt>0x00080F</tt> = World 2 Bonus


* 0x000818 - 0x000B8F - World 3
* <tt>0x000818</tt> to <tt>0x000B8F</tt> = World 3
* 0x000B90 - 0x000C0F - World 3 Bonus
* <tt>0x000B90</tt> to <tt>0x000C0F</tt> = World 3 Bonus


* 0x000C18 - 0x000F8F - World 4
* <tt>0x000C18</tt> to <tt>0x000F8F</tt> = World 4
* 0x000F90 - 0x00100F - World 4 Bonus
* <tt>0x000F90</tt> to <tt>0x00100F</tt> = World 4 Bonus


* 0x001018 - 0x00138F - World 5
* <tt>0x001018</tt> to <tt>0x00138F</tt> = World 5
* 0x001390 - 0x00140F - World 5 Bonus
* <tt>0x001390</tt> to <tt>0x00140F</tt> = World 5 Bonus


* 0x001418 - 0x00178F - World 6
* <tt>0x001418</tt> to <tt>0x00178F</tt> = World 6
* 0x001790 - 0x00180F - World 6 Bonus
* <tt>0x001790</tt> to <tt>0x00180F</tt> = World 6 Bonus


* 0x001818 - 0x001B8F - World 7
* <tt>0x001818</tt> to <tt>0x001B8F</tt> = World 7
* 0x001B90 - 0x001C0F - World 7 Bonus
* <tt>0x001B90</tt> to <tt>0x001C0F</tt> = World 7 Bonus


* 0x001C18 - 0x001F8F - World 8
* <tt>0x001C18</tt> to <tt>0x001F8F</tt> = World 8
* 0x001F90 - 0x00200F - World 8 Bonus
* <tt>0x001F90</tt> to <tt>0x00200F</tt> = World 8 Bonus


=Music For Ending=
==Music For Ending==
* 0x011A10 - 0x011A17 - Pointers for Ending Music
* <tt>0x011A10</tt> to <tt>0x011A17</tt> = Pointers for Ending Music
* 0x011A18 - 0x011B27 - Lead
* <tt>0x011A18</tt> to <tt>0x011B27</tt> = Lead
* 0x011B28 - 0x011C28 - Backup
* <tt>0x011B28</tt> to <tt>0x011C28</tt> = Backup
* 0x011C29 - 0x011CD0 - Drums
* <tt>0x011C29</tt> to <tt>0x011CD0</tt> = Drums
* 0x011CD1 - 0x011DC3 - Bass
* <tt>0x011CD1</tt> to <tt>0x011DC3</tt> = Bass


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


=Misc=
==Misc==
==Character==
===Character===
* 0x0196C1 - Number of Lives at beginning
* <tt>0x0196C1</tt> to <tt>0x-----</tt> = Number of Lives at beginning


==Enemy Pointers==
===Enemy Pointers===
* 0x01A45E - 0x01A45F - Graphic Pointers for Rolling Enemies (World 1,3)
* <tt>0x01A45E</tt> to <tt>0x01A45F</tt> = Graphic Pointers for Rolling Enemies (World 1,3)
* 0x01A460 - 0x01A461 - Graphic Pointers for Bouncing Enemies (World 1)
* <tt>0x01A460</tt> to <tt>0x01A461</tt> = Graphic Pointers for Bouncing Enemies (World 1)
* 0x01A462 - 0x01A463 - Graphic Pointers for Tulip Enemies (World 3)
* <tt>0x01A462</tt> to <tt>0x01A463</tt> = Graphic Pointers for Tulip Enemies (World 3)
* 0x01A464 - 0x01A465 - Graphic Pointers for Robot Head Enemies (World 2)
* <tt>0x01A464</tt> to <tt>0x01A465</tt> = Graphic Pointers for Robot Head Enemies (World 2)
* 0x01A466 - 0x01A467 - Graphic Pointers for Rolling Enemies (World 2,4,5)
* <tt>0x01A466</tt> to <tt>0x01A467</tt> = Graphic Pointers for Rolling Enemies (World 2,4,5)
* 0x01A468 - 0x01A469 - Graphic Pointers for Splash Enemies Left (World 4)
* <tt>0x01A468</tt> to <tt>0x01A469</tt> = Graphic Pointers for Splash Enemies Left (World 4)
* 0x01A46A - 0x01A46B - Graphic Pointers for Rolling Enemies (World 5,6)
* <tt>0x01A46A</tt> to <tt>0x01A46B</tt> = Graphic Pointers for Rolling Enemies (World 5,6)
* 0x01A46C - 0x01A46D - Graphic Pointers for Jellyfish (World 6)
* <tt>0x01A46C</tt> to <tt>0x01A46D</tt> = Graphic Pointers for Jellyfish (World 6)


* 0x01A470 - 0x01A471 - Graphic Pointers for Dogs (World 7), TVs (World 8
* <tt>0x01A470</tt> to <tt>0x01A471</tt> = Graphic Pointers for Dogs (World 7), TVs (World 8
* 0x01A472 - 0x01A473 - Graphic Pointers for Jewels (World 7)
* <tt>0x01A472</tt> to <tt>0x01A473</tt> = Graphic Pointers for Jewels (World 7)
* 0x01A474 - 0x01A475 - Graphic Pointers for Clouds (World 7)
* <tt>0x01A474</tt> to <tt>0x01A475</tt> = Graphic Pointers for Clouds (World 7)
* 0x01A476 - 0x01A477 - Graphic Pointers for Flying Jewels (World 8)
* <tt>0x01A476</tt> to <tt>0x01A477</tt> = Graphic Pointers for Flying Jewels (World 8)
* 0x01A478 - 0x01A479 - Graphic Pointers for Diamonds (World 8)
* <tt>0x01A478</tt> to <tt>0x01A479</tt> = Graphic Pointers for Diamonds (World 8)
* 0x01A47A - 0x01A47B - Graphic Pointers for Splash Enemies Right (World 4)
* <tt>0x01A47A</tt> to <tt>0x01A47B</tt> = Graphic Pointers for Splash Enemies Right (World 4)


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


==Main Music==
===Main Music===
* 0x01D050 - 0x01D165 - Lead
* <tt>0x01D050</tt> to <tt>0x01D165</tt> = Lead
* 0x01D066 - 0x01D35F - Backup
* <tt>0x01D066</tt> to <tt>0x01D35F</tt> = Backup
* 0x01D360 - 0x01D3B8 - Drums
* <tt>0x01D360</tt> to <tt>0x01D3B8</tt> = Drums
* 0x01D3B9 - 0x01D508 - Bass
* <tt>0x01D3B9</tt> to <tt>0x01D508</tt> = Bass


==Invinsibility Music==
===Invinsibility Music===
* 0x01D509 - 0x01D59F - Lead
* <tt>0x01D509</tt> to <tt>0x01D59F</tt> = Lead
* 0x01D5A0 - 0x01D692 - Backup
* <tt>0x01D5A0</tt> to <tt>0x01D692</tt> = Backup
* 0x01D693 - 0x01D6B4 - Drums
* <tt>0x01D693</tt> to <tt>0x01D6B4</tt> = Drums
* 0x01D6B5 - 0x01D79D - Bass
* <tt>0x01D6B5</tt> to <tt>0x01D79D</tt> = Bass


==Bonus Area Music==
===Bonus Area Music===
* 0x01D79E - 0x01D81B - Lead
* <tt>0x01D79E</tt> to <tt>0x01D81B</tt> = Lead
* 0x01D81C - 0x01D8C5 - Backup
* <tt>0x01D81C</tt> to <tt>0x01D8C5</tt> = Backup
* 0x01D8C6 - 0x01D8CA - Drums
* <tt>0x01D8C6</tt> to <tt>0x01D8CA</tt> = Drums
* 0x01D8CB - 0x01D924 - Bass
* <tt>0x01D8CB</tt> to <tt>0x01D924</tt> = Bass


==Boss Music==
===Boss Music===
* 0x01D925 - 0x01D975 - Lead
* <tt>0x01D925</tt> to <tt>0x01D975</tt> = Lead
* 0x01D976 - 0x01DA08 - Backup
* <tt>0x01D976</tt> to <tt>0x01DA08</tt> = Backup
* 0x01DA09 - 0x01DA32 - Drums
* <tt>0x01DA09</tt> to <tt>0x01DA32</tt> = Drums
* 0x01DA33 - 0x01DAC8 - Bass
* <tt>0x01DA33</tt> to <tt>0x01DAC8</tt> = Bass


==Death Music==
===Death Music===
* 0x01DAC9 - 0x01DAEC - Lead
* <tt>0x01DAC9</tt> to <tt>0x01DAEC</tt> = Lead
* 0x01DAED - 0x01DB00 - Backup
* <tt>0x01DAED</tt> to <tt>0x01DB00</tt> = Backup
* 0x01DB01 - 0x01DB13 - Drums
* <tt>0x01DB01</tt> to <tt>0x01DB13</tt> = Drums
* 0x01DB14 - 0x01DB38 - Bass
* <tt>0x01DB14</tt> to <tt>0x01DB38</tt> = Bass


==Level Complete Music==
===Level Complete Music===
* 0x01DB39 - 0x01DB65 - Lead
* <tt>0x01DB39</tt> to <tt>0x01DB65</tt> = Lead
* 0x01DB66 - 0x01DBA4 - Backup
* <tt>0x01DB66</tt> to <tt>0x01DBA4</tt> = Backup
* 0x01DBA5 - 0x01DBC6 - Drums
* <tt>0x01DBA5</tt> to <tt>0x01DBC6</tt> = Drums
* 0x01DBC7 - 0x01DBF6 - Bass
* <tt>0x01DBC7</tt> to <tt>0x01DBF6</tt> = Bass


==Game Over Music==
===Game Over Music===
* 0x01DBF7 - 0x01DC40 - Lead
* <tt>0x01DBF7</tt> to <tt>0x01DC40</tt> = Lead
* 0x01DB41 - 0x01DB68 - Backup
* <tt>0x01DB41</tt> to <tt>0x01DB68</tt> = Backup
* 0x01DB69 - 0x01DBA7 - Bass
* <tt>0x01DB69</tt> to <tt>0x01DBA7</tt> = Bass


==Empty==
===Empty===
* 0x01DCA8 - 0x01DE0F - Empty for Music Expansion
* <tt>0x01DCA8</tt> to <tt>0x01DE0F</tt> = Empty for Music Expansion
 
{{Internal Data|game=3-D WorldRunner}}

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