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Mega Man 5/ROM map: Difference between revisions

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== Bank 7: Crystalman ==
== Bank 7: Crystalman ==


* <tt>0E010 to 0E80F (800)</tt> = '''Boss Code:Gravityman and Waveman'''
* <tt>0E010 to 0E80F (800)</tt> = '''Boss Code:Gravityman, Crystalman and Waveman'''
* <tt>0E810 to 0E90F (100)</tt> = '''[[Mega Man 5:Object ID|Object ID]]: [[Mega Man 5:Vulnerability|Vulnerability]] to Gravity Hold'''
* <tt>0E810 to 0E90F (100)</tt> = '''[[Mega Man 5:Object ID|Object ID]]: [[Mega Man 5:Vulnerability|Vulnerability]] to Gravity Hold'''
* <tt>0E910 to 0ED0F (400)</tt> = '''[[Mega Man 5:Level Data|Level Data]]: Crystalman'''
* <tt>0E910 to 0ED0F (400)</tt> = '''[[Mega Man 5:Level Data|Level Data]]: Crystalman'''

Revision as of 10:20, 1 November 2007

Chip tiny.png The following article is a ROM map for Mega Man 5.

Level and Screen Data Banks

Bank 0: Gravityman

Bank 1: Waveman

Bank 2: Stoneman

Bank 3: Gyroman

Bank 4: Starman

Bank 5: Chargeman

Bank 6: Napalmman

Bank 7: Crystalman

Bank 8: Protoman Castle 1

Bank 9: Protoman Castle 2

Bank A: Protoman Castle 3

Bank B: Protoman Castle 4 / Scenes Bank 1

Bank C: Wily Castle 1

Bank D: Wily Castle 2

Bank E: Wily Castle 3

Bank F: Wily Castle 4 / Scenes Bank 2

  • 1E010 to 1E037 (28) = Credits Text: Low Bytes of Pointers
  • 1E038 to 1E05F (28) = Credits Text: High Bytes of Pointers
  • 1E060 to 1E588 (529) = Credits Text Data
  • 1E910 to 1ED0F (400) = Level Data: Wily Castle 4
  • 1ED10 to 2000F (1300) = Screen Bank Data: Scenes 2

Bank 10: Scenes Bank 3

Bank 11: Scenes Bank 4

Banks 12-16: Sprite Data Banks

Banks 12-13: Sprite Data Bank 1

Banks 14-15: Sprite Data Bank 2

Bank 16: Sprite Data Bank 3

Bank 17

Banks 18-1A: Sound Banks

  • 30010 to 3600F (6000) = Sound engine, Music and Sound Effect Data

Bank 1B: Enemy Data Bank

Bank 1C

  • 385D3 to 386D2 (100) = Object ID: Damage Table

Bank 1E-1F: Main Banks