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Mega Man (NES)/ROM map: Difference between revisions
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== Cutman Data == | == Cutman Data == | ||
* <tt> | * <tt>0x00000 to 0x002FF</tt> = TSA Data (Shared with Dr. Wily 1) | ||
* <tt> | * <tt>0x00300 to 0x003BF</tt> = Attribute Data (Shared with Dr. Wily 1) | ||
* <tt> | * <tt>0x003C0 to 0x00BBF</tt> = Room Tile Data (Shared with Dr. Wily 1) | ||
* <tt> | * <tt>0x00C00 to 0x00C2F</tt> = Room Order Data (Shared with Dr. Wily 1) | ||
* <tt> | * <tt>0x00C30 to 0x00C6F</tt> = Room Pointers (Shared with Dr. Wily 1) | ||
* <tt> | * <tt>0x00C70 to 0x00C9F</tt> = Scroll Data (Shared with Dr. Wily 1) | ||
* <tt> | * <tt>0x00CA0 to 0x00CCF</tt> = Palette Data | ||
* <tt> | * <tt>0x00D00 to 0x00D16</tt> = Initial Pattern Table Setup Data | ||
* <tt> | * <tt>0x00D40 to 0x00D6F</tt> = Sprite Pattern Table Change Index Data Table (Shared with Dr. Wily 1) | ||
* <tt> | * <tt>0x00D80 to 0x00DFF</tt> = Sprite Pattern Table Change Data Table (Shared with Dr. Wily 1) | ||
* <tt> | * <tt>0x00E00 to 0x00E9F</tt> = Special Objects Data (Shared with Dr. Wily 1) | ||
* <tt> | * <tt>0x00FA0 to 0x00F6F</tt> = Boss Shutter TSA Data (Shared with Dr. Wily 1) | ||
* <tt> | * <tt>0x00F70 to 0x00F7B</tt> = Boss Shutter Attribute Data (Shared with Dr. Wily 1) | ||
* <tt> | * <tt>0x00F80 to 0x00FFF</tt> = Boss Shutter Tile Drawing Data (Shared with Dr. Wily 1) | ||
* <tt> | * <tt>0x15394</tt> = Background Music Track Index | ||
* <tt> | * <tt>0x153A0</tt> = Start Scroll Position Data | ||
* <tt> | * <tt>0x153AC</tt> = Checkpoint 1 Scroll Position Data | ||
* <tt> | * <tt>0x153B8</tt> = Checkpoint 2 Scroll Position Data | ||
* <tt> | * <tt>0x153CF</tt> = Enemy Data Position For Checkpoint 1 | ||
* <tt> | * <tt>0x153DB</tt> = Enemy Data Position For Checkpoint 2 | ||
* <tt> | * <tt>0x153FA</tt> = Checkpoint 1 Scroll Setting #1 | ||
* <tt> | * <tt>0x15406</tt> = Checkpoint 2 Scroll Setting #1 | ||
* <tt> | * <tt>0x15412</tt> = Checkpoint 1 Scroll Setting #2 | ||
* <tt> | * <tt>0x1541E</tt> = Checkpoint 2 Scroll Setting #2 | ||
* <tt> | * <tt>0x15F02</tt> = Room Doors Work From Data | ||
* <tt> | * <tt>0x15F0D to 0x15F1C</tt> = Palette (for after the doors) Data | ||
* <tt> | * <tt>0x1A452 to 0x1A453</tt> = Enemy Data Pointer | ||
* <tt> | * <tt>0x1C2D4</tt> = Checkpoint 1 Activation Data | ||
* <tt> | * <tt>0x1C2E0</tt> = Checkpoint 2 Activation Data | ||
* <tt> | * <tt>0x1C2EB</tt> = Start Room Data | ||
* <tt> | * <tt>0x1C2F7</tt> = Checkpoint 1 Respawn Data | ||
* <tt> | * <tt>0x1C303</tt> = Checkpoint 2 Respawn Data | ||
* <tt> | * <tt>0x1C51A</tt> = Start Y Position | ||
* <tt> | * <tt>0x1C526</tt> = Checkpoint 1 Y Position | ||
* <tt> | * <tt>0x1C532</tt> = Checkpoint 2 Y Position | ||
* <tt> | * <tt>0x1CD46</tt> = TSA Solidity Setting 1 Data | ||
* <tt> | * <tt>0x1CD47</tt> = TSA Solidity Setting 2 Data | ||
* <tt> | * <tt>0x1CD48</tt> = TSA Solidity Setting 3 Data | ||
* <tt>0x1CD49</tt> = TSA Solidity Setting 4 Data | |||
* <tt>0x1FDEE to 0x1FDF5</tt> = Boss Damage Offset (USA) | |||
* <tt>0x1FE22 to 0x1FE29</tt> = Boss Damage Offset (JPN) | |||
* <tt>0x1FEBB</tt> = Boss Projectile Damage (USA) | |||
* <tt>0x1FEEF</tt> = Boss Projectile Damage (JPN) | |||
== Iceman Data == | == Iceman Data == | ||
Line 53: | Line 58: | ||
== Dr. Wily 1 Data == | == Dr. Wily 1 Data == | ||
* <tt>0x00000 to 0x002FF</tt> = TSA Data (Shared with Cutman) | |||
* <tt>0x00300 to 0x003BF</tt> = Attribute Data (Shared with Cutman) | |||
* <tt>0x003C0 to 0x00BBF</tt> = Room Tile Data (Shared with Cutman) | |||
* <tt>0x00C00 to 0x00C2F</tt> = Room Order Data (Shared with Cutman) | |||
* <tt>0x00C30 to 0x00C6F</tt> = Room Pointers (Shared with Cutman) | |||
* <tt>0x00C70 to 0x00C9F</tt> = Scroll Data (Shared with Cutman) | |||
* <tt>0x00CD0 to 0x00CFF</tt> = Palette Data | |||
* <tt>0x00D20 to 0x00D34</tt> = Initial Pattern Table Setup Data | |||
* <tt>0x00D40 to 0x00D6F</tt> = Sprite Pattern Table Change Index Data Table (Shared with Cutman) | |||
* <tt>0x00D80 to 0x00DFF</tt> = Sprite Pattern Table Change Data Table (Shared with Cutman) | |||
* <tt>0x00EA0 to 0x00F3F</tt> = Special Objects Data (Shared with Cutman) | |||
* <tt>0x00FA0 to 0x00F6F</tt> = Boss Shutter TSA Data (Shared with Cutman) | |||
* <tt>0x00F70 to 0x00F7B</tt> = Boss Shutter Attribute Data (Shared with Cutman) | |||
* <tt>0x00F80 to 0x00FFF</tt> = Boss Shutter Tile Drawing Data (Shared with Cutman) | |||
* <tt>0x1539A</tt> = Background Music Track Index | |||
* <tt>0x153A6</tt> = Start Scroll Position Data | |||
* <tt>0x153B2</tt> = Checkpoint 1 Scroll Position Data | |||
* <tt>0x153BE</tt> = Checkpoint 2 Scroll Position Data | |||
* <tt>0x153D5</tt> = Enemy Data Position For Checkpoint 1 | |||
* <tt>0x153E1</tt> = Enemy Data Position For Checkpoint 2 | |||
* <tt>0x15400</tt> = Checkpoint 1 Scroll Setting #1 | |||
* <tt>0x1540C</tt> = Checkpoint 2 Scroll Setting #1 | |||
* <tt>0x15418</tt> = Checkpoint 1 Scroll Setting #2 | |||
* <tt>0x15424</tt> = Checkpoint 2 Scroll Setting #2 | |||
* <tt>0x15F08</tt> = Room Doors Work From Data | |||
* <tt>0x1A45E to 0x1A45F</tt> = Enemy Data Pointer | |||
* <tt>0x1C2DA</tt> = Checkpoint 1 Activation Data | |||
* <tt>0x1C2E6</tt> = Checkpoint 2 Activation Data | |||
* <tt>0x1C2F1</tt> = Start Room Data | |||
* <tt>0x1C2FD</tt> = Checkpoint 1 Respawn Data | |||
* <tt>0x1C309</tt> = Checkpoint 2 Respawn Data | |||
* <tt>0x1C520</tt> = Start Y Position | |||
* <tt>0x1C52C</tt> = Checkpoint 1 Y Position | |||
* <tt>0x1C538</tt> = Checkpoint 2 Y Position | |||
* <tt>0x1CD5E</tt> = TSA Solidity Setting 1 Data | |||
* <tt>0x1CD5F</tt> = TSA Solidity Setting 2 Data | |||
* <tt>0x1CD60</tt> = TSA Solidity Setting 3 Data | |||
* <tt>0x1CD61</tt> = TSA Solidity Setting 4 Data | |||
* <tt>0x1FE1E to 0x1FE25</tt> = Boss Damage Offset (USA) | |||
* <tt>0x1FE52 to 0x1FE59</tt> = Boss Damage Offset (JPN) | |||
* <tt>0x1FEC1</tt> = Boss Projectile Damage (USA) | |||
* <tt>0x1FEF5</tt> = Boss Projectile Damage (JPN) | |||
== Dr. Wily 2 Data == | == Dr. Wily 2 Data == |
Revision as of 18:10, 10 March 2020
The following article is a ROM map for Mega Man (NES).
Cutman Data
- 0x00000 to 0x002FF = TSA Data (Shared with Dr. Wily 1)
- 0x00300 to 0x003BF = Attribute Data (Shared with Dr. Wily 1)
- 0x003C0 to 0x00BBF = Room Tile Data (Shared with Dr. Wily 1)
- 0x00C00 to 0x00C2F = Room Order Data (Shared with Dr. Wily 1)
- 0x00C30 to 0x00C6F = Room Pointers (Shared with Dr. Wily 1)
- 0x00C70 to 0x00C9F = Scroll Data (Shared with Dr. Wily 1)
- 0x00CA0 to 0x00CCF = Palette Data
- 0x00D00 to 0x00D16 = Initial Pattern Table Setup Data
- 0x00D40 to 0x00D6F = Sprite Pattern Table Change Index Data Table (Shared with Dr. Wily 1)
- 0x00D80 to 0x00DFF = Sprite Pattern Table Change Data Table (Shared with Dr. Wily 1)
- 0x00E00 to 0x00E9F = Special Objects Data (Shared with Dr. Wily 1)
- 0x00FA0 to 0x00F6F = Boss Shutter TSA Data (Shared with Dr. Wily 1)
- 0x00F70 to 0x00F7B = Boss Shutter Attribute Data (Shared with Dr. Wily 1)
- 0x00F80 to 0x00FFF = Boss Shutter Tile Drawing Data (Shared with Dr. Wily 1)
- 0x15394 = Background Music Track Index
- 0x153A0 = Start Scroll Position Data
- 0x153AC = Checkpoint 1 Scroll Position Data
- 0x153B8 = Checkpoint 2 Scroll Position Data
- 0x153CF = Enemy Data Position For Checkpoint 1
- 0x153DB = Enemy Data Position For Checkpoint 2
- 0x153FA = Checkpoint 1 Scroll Setting #1
- 0x15406 = Checkpoint 2 Scroll Setting #1
- 0x15412 = Checkpoint 1 Scroll Setting #2
- 0x1541E = Checkpoint 2 Scroll Setting #2
- 0x15F02 = Room Doors Work From Data
- 0x15F0D to 0x15F1C = Palette (for after the doors) Data
- 0x1A452 to 0x1A453 = Enemy Data Pointer
- 0x1C2D4 = Checkpoint 1 Activation Data
- 0x1C2E0 = Checkpoint 2 Activation Data
- 0x1C2EB = Start Room Data
- 0x1C2F7 = Checkpoint 1 Respawn Data
- 0x1C303 = Checkpoint 2 Respawn Data
- 0x1C51A = Start Y Position
- 0x1C526 = Checkpoint 1 Y Position
- 0x1C532 = Checkpoint 2 Y Position
- 0x1CD46 = TSA Solidity Setting 1 Data
- 0x1CD47 = TSA Solidity Setting 2 Data
- 0x1CD48 = TSA Solidity Setting 3 Data
- 0x1CD49 = TSA Solidity Setting 4 Data
- 0x1FDEE to 0x1FDF5 = Boss Damage Offset (USA)
- 0x1FE22 to 0x1FE29 = Boss Damage Offset (JPN)
- 0x1FEBB = Boss Projectile Damage (USA)
- 0x1FEEF = Boss Projectile Damage (JPN)
Iceman Data
Bombman Data
Fireman Data
Elecman Data
Gutsman Data
Dr. Wily 1 Data
- 0x00000 to 0x002FF = TSA Data (Shared with Cutman)
- 0x00300 to 0x003BF = Attribute Data (Shared with Cutman)
- 0x003C0 to 0x00BBF = Room Tile Data (Shared with Cutman)
- 0x00C00 to 0x00C2F = Room Order Data (Shared with Cutman)
- 0x00C30 to 0x00C6F = Room Pointers (Shared with Cutman)
- 0x00C70 to 0x00C9F = Scroll Data (Shared with Cutman)
- 0x00CD0 to 0x00CFF = Palette Data
- 0x00D20 to 0x00D34 = Initial Pattern Table Setup Data
- 0x00D40 to 0x00D6F = Sprite Pattern Table Change Index Data Table (Shared with Cutman)
- 0x00D80 to 0x00DFF = Sprite Pattern Table Change Data Table (Shared with Cutman)
- 0x00EA0 to 0x00F3F = Special Objects Data (Shared with Cutman)
- 0x00FA0 to 0x00F6F = Boss Shutter TSA Data (Shared with Cutman)
- 0x00F70 to 0x00F7B = Boss Shutter Attribute Data (Shared with Cutman)
- 0x00F80 to 0x00FFF = Boss Shutter Tile Drawing Data (Shared with Cutman)
- 0x1539A = Background Music Track Index
- 0x153A6 = Start Scroll Position Data
- 0x153B2 = Checkpoint 1 Scroll Position Data
- 0x153BE = Checkpoint 2 Scroll Position Data
- 0x153D5 = Enemy Data Position For Checkpoint 1
- 0x153E1 = Enemy Data Position For Checkpoint 2
- 0x15400 = Checkpoint 1 Scroll Setting #1
- 0x1540C = Checkpoint 2 Scroll Setting #1
- 0x15418 = Checkpoint 1 Scroll Setting #2
- 0x15424 = Checkpoint 2 Scroll Setting #2
- 0x15F08 = Room Doors Work From Data
- 0x1A45E to 0x1A45F = Enemy Data Pointer
- 0x1C2DA = Checkpoint 1 Activation Data
- 0x1C2E6 = Checkpoint 2 Activation Data
- 0x1C2F1 = Start Room Data
- 0x1C2FD = Checkpoint 1 Respawn Data
- 0x1C309 = Checkpoint 2 Respawn Data
- 0x1C520 = Start Y Position
- 0x1C52C = Checkpoint 1 Y Position
- 0x1C538 = Checkpoint 2 Y Position
- 0x1CD5E = TSA Solidity Setting 1 Data
- 0x1CD5F = TSA Solidity Setting 2 Data
- 0x1CD60 = TSA Solidity Setting 3 Data
- 0x1CD61 = TSA Solidity Setting 4 Data
- 0x1FE1E to 0x1FE25 = Boss Damage Offset (USA)
- 0x1FE52 to 0x1FE59 = Boss Damage Offset (JPN)
- 0x1FEC1 = Boss Projectile Damage (USA)
- 0x1FEF5 = Boss Projectile Damage (JPN)
Dr. Wily 2 Data
Dr. Wily 3 Data
Dr. Wily 4 Data
Music Data
- 0x11A70 to 0x11AD5 = Music/Sound Effects Pointers
Links
- Huge ROM disassembly by Bisqwit
- Mega man title screen noise code by Insectduel
Internal Data for Mega Man
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