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Binary Land (NES)/ROM map: Difference between revisions

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==Graphics Data==
==Graphics Data==
From Googie's document:


<pre>Title Screen data - offset 00000350 and offset 00004350
<pre>
 
0x350 and 0x4350 = Title Screen data
Level Palette data - offset 000002a0 and offset 000042a0 </pre>
0x2a0 and 0x42a0 = Level Palette data
</pre>
{{source|1=Googie's document}}


==Music Data==
==Music Data==
Music is grouped all together and has a simple storage structure. Starting at the specified offset, each 'beat' in a song is stored in 3 bytes: one byte for each note that a sound channel will play. First byte is the note for square 1. Second byte is the note for square 2. Third byte is the note for triangle.
Music is grouped all together and has a simple storage structure. Starting at the specified offset, each 'beat' in a song is stored in 3 bytes: one byte for each note that a sound channel will play. First byte is the note for square 1. Second byte is the note for square 2. Third byte is the note for triangle.


*006F3E- Beginning of note data for introduction to main theme
<pre>
 
* 0x6F3E = Beginning of note data for introduction to main theme
*006F65 - Beginning of main theme notes
* 0x6F65 = Beginning of main theme notes
 
* 0x7088 = Beginning of death notes
*007088 - Beginning of death notes
* 0x707F = Beginning of winning notes
 
* 0x7166 = Beginning of game over notes
*00707F - Beginning of winning notes
</pre>
 
*007166 - Beginning of game over notes
 
Any value up to 0x79 is a note. 0x80 to 0x83 have special functions:
Any value up to 0x79 is a note. 0x80 to 0x83 have special functions:
 
<pre>
0x80: end of song
* 0x80 = end of song
 
* 0x81 = rest (silence)
0x81: rest (silence)
* 0x82 = jump to offset 0x6F65 (beginning of main theme notes)
 
* 0x83 = bypass
0x82: jump to offset 006F65 (beginning of main theme notes)
</pre>
 
{{Internal Data|game=Binary Land}}
0x83: bypass

Latest revision as of 21:06, 28 January 2024

Chip tiny.png The following article is a ROM map for Binary Land (NES).

Graphics Data

0x350 and 0x4350 = Title Screen data
0x2a0 and 0x42a0 = Level Palette data
(Source: Googie's document)

Music Data

Music is grouped all together and has a simple storage structure. Starting at the specified offset, each 'beat' in a song is stored in 3 bytes: one byte for each note that a sound channel will play. First byte is the note for square 1. Second byte is the note for square 2. Third byte is the note for triangle.

* 0x6F3E = Beginning of note data for introduction to main theme
* 0x6F65 = Beginning of main theme notes
* 0x7088 = Beginning of death notes
* 0x707F = Beginning of winning notes
* 0x7166 = Beginning of game over notes

Any value up to 0x79 is a note. 0x80 to 0x83 have special functions:

* 0x80 = end of song
* 0x81 = rest (silence)
* 0x82 = jump to offset 0x6F65 (beginning of main theme notes)
* 0x83 = bypass