Solomon's Key:ROM map

From Data Crystal
Revision as of 15:52, 5 June 2016 by FCandChill (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
* Enemy data begins at 005D67.
** First byte is enemy location.
** Second byte is placement (YX, Y being vertical location, X being horizontal).

00 = Seems to signify the end of the enemy set for that level. All monster information after this will appear in the next level (Needs much more testing)
1C = Fairy
20 = Firebal right
21 = Firebal left
22 = Firebal up
23 = Firebal down
24 = Panel monster left
25 = Panel monster right
26 = panel monster up
27 = Panel Monster Down
28 = Elec Ball Counter-clockwise
29 = Elec Ball Clockwise
2A = Elec Ball Counter-clockwise
2B = Elec Ball Clockwise
2C = Elec Ball Counter-clockwise (fast)
2D = Elec Ball Clockwise (fast)
2E = Elec Ball Counter-clockwise (fast)
2F = Elec Ball Clockwise (fast)
30 = Up/down ghost
31 = Up/down ghost
32 = down/up ghost
33 = down/up ghost
34 = right/left ghost
35 = right/left ghost
36 = left/right ghost
37 = left/right ghost
38 = Up/down ghost (fast)
39 = Up/down ghost (fast)
3A = down/up ghost (fast)
3B = down/up ghost (fast)
3C = right/left ghost (fast)
3D = right/left ghost (fast)
3E = left/right ghost (fast)
3F = left/right ghost (fast)
40 = Up/down ghost (White blocks don't slow)
41 = Up/down ghost (White blocks don't slow)
42 = down/up ghost (White blocks don't slow)
43 = down/up ghost (White blocks don't slow)
44 = right/left ghost (White blocks don't slow)
45 = right/left ghost (White blocks don't slow)
46 = left/right ghost (White blocks don't slow)
47 = left/right ghost (White blocks don't slow)
48 = Up/down ghost (fast) (White blocks don't slow)
49 = Up/down ghost (fast) (White blocks don't slow)
4A = down/up ghost (fast) (White blocks don't slow)
4B = down/up ghost (fast) (White blocks don't slow)
4C = right/left ghost (fast) (White blocks don't slow)
4D = right/left ghost (fast) (White blocks don't slow)
4E = left/right ghost (fast) (White blocks don't slow)
4F = left/right ghost (fast) (White blocks don't slow)
68 = Pink Dragon
69 = Pink Dragon
71 = Golem

* Level layout data begins at 00603C.
* Each row of blocks is 2 bytes long, each byte = 8 blocks
* Each level is 48 bytes large, the first 24 being brown block layout, second 24 being white block layout
* The border is the 16th tile horizontally, and is considered part of the right tile. this means that all the white block sets on the right half of a room should have the last block solid (To avoid being able to walk though the wall)
* Special tiles are NOT with the level layout data. This includes items, keys, doors, enemies, mirrors, and hidden items.
* These are the codes for block layouts, o meaning there is no block on that tile, x meaning there is.

00 = oooooooo
01 = ooooooox
02 = ooooooxo
03 = ooooooxx
04 = oooooxoo
05 = oooooxox
06 = oooooxxo
07 = oooooxxx
08 = ooooxooo
09 = ooooxoox
0A = ooooxoxo
0B = ooooxxoo
0C = ooooxoxx
0D = ooooxxox
0E = ooooxxxo
0F = ooooxxxx
10 = oooxoooo
11 = oooxooox
12 = oooxooxo
13 = oooxooxx
14 = oooxoxoo
15 = oooxoxox
16 = oooxoxxo
17 = oooxoxxx
18 = oooxxooo
19 = oooxxoox
1A = oooxxoxo
1B = oooxxoxx
1C = oooxxxoo
1D = oooxxxox
1E = oooxxxxo
1F = oooxxxxx
20 = ooxooooo
21 = ooxoooox
22 = ooxoooxo
23 = ooxoooxx
24 = ooxooxoo
25 = ooxooxox
26 = ooxooxxo
27 = ooxooxxx
28 = ooxoxooo
29 = ooxoxoox
2A = ooxoxoxo
2B = ooxoxoxx
2C = ooxoxxoo
2D = ooxoxxox
2E = ooxoxxxo
2F = ooxoxxxx
30 = ooxxoooo
31 = ooxxooox
32 = ooxxooxo
33 = ooxxooxx
34 = ooxxoxoo
35 = ooxxoxox
36 = ooxxoxxo
37 = ooxxoxxx
38 = ooxxxooo
39 = ooxxxoox
3A = ooxxxoxo
3B = ooxxxoxx
3C = ooxxxxoo
3D = ooxxxxox
3E = ooxxxxxo
3F = ooxxxxxx
40 = oxoooooo
41 = oxooooox
42 = oxooooxo
43 = oxooooxx
44 = oxoooxoo
45 = oxoooxox
46 = oxoooxxo
47 = oxoooxxx
48 = oxooxooo
49 = oxooxoox
4A = oxooxoxo
4B = oxooxoxx
4C = oxooxxoo
4D = oxooxxox
4E = oxooxxxo
4F = oxooxxxx
50 = oxoxoooo
51 = oxoxooox
52 = oxoxooxo
53 = oxoxooxx
54 = oxoxoxoo
55 = oxoxoxox
56 = oxoxoxxo
57 = oxoxoxxx
58 = oxoxxooo
59 = oxoxxoox
5A = oxoxxoxo
5B = oxoxxoxx
5C = oxoxxxoo
5D = oxoxxxox
5E = oxoxxxxo
5F = oxoxxxxx
60 = oxxooooo
61 = oxxoooox
62 = oxxoooxo
63 = oxxoooxx
64 = oxxooxoo
65 = oxxooxox
66 = oxxooxxo
67 = oxxooxxx
68 = oxxoxooo
69 = oxxoxoox
6A = oxxoxoxo
6B = oxxoxoxx
6C = oxxoxxoo
6D = oxxoxxox
6E = oxxoxxxo
6F = oxxoxxxx
70 = oxxxoooo
71 = oxxxooox
72 = oxxxooxo
73 = oxxxooxx
74 = oxxxoxoo
75 = oxxxoxox
76 = oxxxoxxo
77 = oxxxoxxx
78 = oxxxxooo
79 = oxxxxoox
7A = oxxxxoxo
7B = oxxxxoxx
7C = oxxxxxoo
7D = oxxxxxox
7E = oxxxxxxo
7F = oxxxxxxx
80 = xooooooo
81 = xoooooox
82 = xoooooxo
83 = xoooooxx
84 = xooooxoo
85 = xooooxox
86 = xooooxxo
87 = xooooxxx
88 = xoooxooo
89 = xoooxoox
8A = xoooxoxo
8B = xoooxoxx
8C = xoooxxoo
8D = xoooxxox
8E = xoooxxxo
8F = xoooxxxx
90 = xooxoooo
91 = xooxooox
92 = xooxooxo
93 = xooxooxx
94 = xooxoxoo
95 = xooxoxox
96 = xooxoxxo
97 = xooxoxxx
98 = xooxxooo
99 = xooxxoox
9A = xooxxoxo
9B = xooxxoxx
9C = xooxxxoo
9D = xooxxxox
9E = xooxxxxo
9F = xooxxxxx
A0 = xoxooooo
A1 = xoxoooox
A2 = xoxoooxo
A3 = xoxoooxx
A4 = xoxooxoo
A5 = xoxooxox
A6 = xoxooxxo
A7 = xoxooxxx
A8 = xoxoxooo
A9 = xoxoxoox
AA = xoxoxoxo
AB = xoxoxoxx
AC = xoxoxxoo
AD = xoxoxxox
AE = xoxoxxxo
AF = xoxoxxxx
B0 = xoxxoooo
B1 = xoxxooox
B2 = xoxxooxo
B3 = xoxxooxx
B4 = xoxxoxoo
B5 = xoxxoxox
B6 = xoxxoxxo
B7 = xoxxoxxx
B8 = xoxxxooo
B9 = xoxxxoox
BA = xoxxxoxo
BB = xoxxxoxx
BC = xoxxxxoo
BD = xoxxxxox
BE = xoxxxxxo
BF = xoxxxxxx
C0 = xxoooooo
C1 = xxooooox
C2 = xxooooxo
C3 = xxooooxx
C4 = xxoooxoo
C5 = xxoooxox
C6 = xxoooxxo
C7 = xxoooxxx
C8 = xxooxooo
C9 = xxooxoox
CA = xxooxoxo
CB = xxooxoxx
CC = xxooxxoo
CD = xxooxxox
CE = xxooxxxo
CF = xxooxxxx
D0 = xxoxoooo
D1 = xxoxooox
D2 = xxoxooxo
D3 = xxoxooxx
D4 = xxoxoxoo
D5 = xxoxoxox
D6 = xxoxoxxo
D7 = xxoxoxxx
D8 = xxoxxooo
D9 = xxoxxoox
DA = xxoxxoxo
DB = xxoxxoxx
DC = xxoxxxoo
DD = xxoxxxox
DE = xxoxxxxo
DF = xxoxxxxx
E0 = xxxooooo
E1 = xxxoooox
E2 = xxxoooxo
E3 = xxxoooxx
E4 = xxxooxoo
E5 = xxxooxox
E6 = xxxooxxo
E7 = xxxooxxx
E8 = xxxoxooo
E9 = xxxoxoox
EA = xxxoxoxo
EB = xxxoxoxx
EC = xxxoxxoo
ED = xxxoxxox
EE = xxxoxxxo
EF = xxxoxxxx
F0 = xxxxoooo
F1 = xxxxooox
F2 = xxxxooxo
F3 = xxxxooxx
F4 = xxxxoxoo
F5 = xxxxoxox
F6 = xxxxoxxo
F7 = xxxxoxxx
F8 = xxxxxooo
F9 = xxxxxoox
FA = xxxxxoxo
FB = xxxxxoxx
FC = xxxxxxoo
FD = xxxxxxox
FE = xxxxxxxo
FF = xxxxxxxx

* 006A96 is the start of level sprite info.

* 006A9B is the door data for level one.
* 006A9C is the key data for level one.
* 006A9D is the starting position for level one.

* Each is one byte (YX, Y being vertical location, X being horizontal).

* Actual item placement is two bytes.

* First one picks the item (See chart)

* Second sets placement (YX, Y being vertical location, X being horizontal).

00 = BrownBlock (Doesn't work)
01 = Nothing?
02 = Locked door (Doesn't work)
03 = WhiteBlock (Doesn't work)
04 = Bat Mirror (Works, doesn't look right)
05 = Skull Mirror
06 = Key (Doesn't work properly)
07 = Open Door
08 = Blue loot diamond
09 = Blue fire jar
0A = 2 gold coins
0B = Orange jewel
0C = Orange loot diamond
0D = OrangeFire jar
0E = Scroll
0F = Bell
10 = Nothing?
11 = Half timeBottle
12 = Full timeBottle
13 = Blue Hour glass
14 = Orange Hour glass
15 = BlueFire jar
16 = OrangeFire Jar
17 = Scroll
18 = Bell
19 = Explosion Jar
1A = Blue key (Does not unlock,But collectable)
1B = Blue jewel
1C = Shrine (Aries)
1D = Shrine (Taurus)
1E = Shrine (Gemini)
1F = Shrine (Cancer)
20 = Solomon's seal
21 = Egyptian head (Does nothing?)
22 = Solomon'sBook (Orange, collectable, does nothing)
23 = Open door (Glitches)
24 = Open door (Glitches)
25 = 1 Silver coin
26 = 2 silver coins
27 = Blue opal
28 = 1 Gold coin
29 = 2 Gold coins
2A = Orange opal (5000 pts)
2B = Star coin
2C = Orange opal (50000 pts)
2D = 2 star coins
2E = origami swan
2F = Demon head coin (200000 pts)
30 = Sphinx (500000 pts)
31 = Egyptian head (1,000,000 pts)
32 = Magic lamp (500000 pts,1 up)
33 = EBottle (1 up)
34 = half open door (1 up)
35 = Blue Solomon'sBook (1 up)
36 = Weird orangeBlock (1 up)
37 = Orange Solomon'sBook, open (1 up)
38 = Weird greyBlock (Does nothing)
39 = Weird orangeBlock (Does nothing)
3A = BrokenBackground
3B = BrokenBackground
3C = BrokenBackground
3D = BrokenBackground
3E = BrokenBackground
3F = BrokenBackground
40 = Glitchy nothing (Doesn't likeBrownBlocks)

* (From here, all items are hidden, require aBlock made and destroyed)

41 = BrownBlock (Doesn't work, hidden)
42 = Closed door
43 = WhiteBlock
44 = Bat Mirror
45 = Skull Mirror
46 = Key (Glitches, might need actual key gone)
47 = Open door
48 = Blue loot diamond
49 = Blue fire jar
4A = 2 gold coins
4B = Orange jewel
4C = Orange loot diamond
4D = OrangeFire jar
4E = Scroll
4F = Bell
50 = Nothing?
51 = Half timeBottle
52 = Full timeBottle
53 = Blue Hour glass
54 = Orange Hour glass
55 = BlueFire jar
56 = OrangeFire Jar
57 = Scroll
58 = Bell
59 = Explosion jar
5A = Blue key (Does not unlock,But collectable)
5B = Blue jewel
5C = Shrine (Aries)
5D = Shrine (Taurus)
5E = Shrine (Gemini)
5F = Shrine (Cancer)
60 = Solomon's seal
61 = Egyptian head (Does nothing?)
62 = Solomon'sBook (Orange, collectable, does nothing)
63 = Open door (Glitches)
64 = Open door (Glitches)
65 = 1 Silver coin
66 = 2 silver coins
67 = Blue opal
68 = 1 Gold coin
69 = 2 Gold coins
6A = Orange opal (5000 pts)
6B = Star coin
6C = Orange opal (50000 pts)
6D = 2 star coins
6E = origami swan
6F = Demon head coin (200000 pts)
70 = Sphinx (500000 pts)
71 = Egyptian head (1,000,000 pts)
72 = Magic lamp (500000 pts,1 up)
73 = EBottle (1 up)
74 = half open door (1 up)
75 = Blue Solomon'sBook (1 up)
76 = Weird orangeBlock (1 up)
77 = Orange Solomon'sBook, open (1 up)
78 = Weird greyBlock (Does nothing)
79 = Weird orangeBlock (Does nothing)
7A = BrokenBackground
7B = BrokenBackground
7C = BrokenBackground
7D = BrokenBackground
7E = BrokenBackground
7F = BrokenBackground
80 = BrownBlock (Doesn't work)

* (From here, all items are in aBlock)

81 = BrownBlock (Doesn't work)
82 = Closed door
83 = WhiteBlock
84 = Bat Mirror
85 = Skull Mirror
86 = Key (Glitches, might need actual key gone)
87 = Open door
88 = Blue loot diamond
89 = Blue fire jar
8A = 2 gold coins
8B = Orange jewel
8C = Orange loot diamond
8D = OrangeFire jar
8E = Scroll
8F = Bell
90 = Nothing?
91 = Half timeBottle
92 = Full timeBottle
93 = Blue Hour glass
94 = Orange Hour glass
95 = BlueFire jar
96 = OrangeFire Jar 
97 = Scroll 
98 = Bell  
99 = Explosion jar 
9A = Blue key (Does not unlock,But collectable)
9B = Blue jewel 
9C = Shrine (Aries)
9D = Shrine (Taurus)
9E = Shrine (Gemini)
9F = Shrine (Cancer)
A0 = Solomon's seal 
A1 = Egyptian head (Does nothing?)
A2 = Solomon'sBook (Orange, collectable, does nothing)
A3 = Open door (Glitches)
A4 = Open door (Glitches)
A5 = 1 Silver coin
A6 = 2 silver coins
A7 = Blue opal
A8 = 1 Gold coin
A9 = 2 Gold coins
AA = Orange opal (5000 pts)
AB = Star coin
AC = Orange opal (50000 pts)
AD = 2 star coins
AE = origami swan
AF = Demon head coin (200000 pts)
B0 = Sphynx (500000 pts)
B1 = Egyptian head (1,000,000 pts)
B2 = Magic lamp (500000 pts,1 up)
B3 = EBottle (1 up)
B4 = half open door (1 up)
B5 = Blue Solomon'sBook (1 up)
B6 = Weird orangeBlock (1 up)
B7 = Orange Solomon'sBook, open (1 up)
B8 = Weird greyBlock (Does nothing)
B9 = Weird orangeBlock (Does nothing)
BA = BrokenBackground (Hidden)
BB = BrokenBackground (Hidden)
BC = BrokenBackground (Hidden)
BD = BrokenBackground (Hidden)
BE = BrokenBackground (Hidden)
BF = BrokenBackground (Hidden)

F0 = ConstellationBackground (Aries)
F1 = ConstellationBackground (Gemini)
F2 = ConstellationBackground (Virgo)
F3 = ConstellationBackground (Aquarius)
F4 = ConstellationBackground (Cancer)
F5 = ConstellationBackground (Scorpio)
F6 = ConstellationBackground (Capricorn)
F7 = ConstellationBackground (Pisces)
F8 = ConstellationBackground (Taurus)
F9 = ConstellationBackground (Leo)
FA = ConstellationBackground (Libra)
FB = ConstellationBackground (Sagittarius)
FC -FF = Bad. Don't touch

* Enemy Spawner info.

01 = Demonhead right
02 = Demonhead left
03 = Demonhead left and right (Right first)
04 = Demonhead left and right (left first)
05 = Dragon
06 = Demonhead right, Demonhead left, Dragon
07 = Demonhead left, Demonhead right, Dragon
08 = Demonhead right Very fast
09 = Demonhead right fast
0A = Demonhead left fast
0B = Dragon fast
0C = Demonhead left fast
0D = Dragon very fast
0E = Ogre
0F = Demonhead right, Demonhead left, Dragon (Fast)
10 = Demonhead left very fast
24 = Up and down ghost
26 = up and down ghost
2A = Ghost
2B = Ghost
2C = Ghost
37 = Fast Up and down ghost
4A = Demonhead slow
Haven't tested the rest.


Internal Data for Solomon's Key

ROM MapRAM MapText TableNotesTutorials