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Solomon's Key/ROM map: Difference between revisions
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{{rommap|game=Solomon's Key}} | |||
* 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) | |||
00 = Seems to signify the end of the enemy set for that level. All | |||
1C = Fairy | 1C = Fairy | ||
20 = Firebal right | 20 = Firebal right | ||
Line 60: | Line 59: | ||
71 = Golem | 71 = Golem | ||
*Level layout data begins at 00603C. | * Level layout data begins at 00603C. | ||
*Each row of blocks is 2 | * Each row of blocks is 2 bytes long, each byte = 8 blocks | ||
*Each level is 48 | * 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 | * 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. | * 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. | * These are the codes for block layouts, o meaning there is no block on that tile, x meaning there is. | ||
00 = oooooooo | 00 = oooooooo | ||
Line 324: | Line 323: | ||
FF = xxxxxxxx | FF = xxxxxxxx | ||
*006A96 is the start of level sprite info. | * 006A96 is the start of level sprite info. | ||
*006A9B is the | * 006A9B is the door data for level one. | ||
*006A9C is the key data for level one. | * 006A9C is the key data for level one. | ||
*006A9D is the starting | * 006A9D is the starting position for level one. | ||
*Each is one | * Each is one byte (YX, Y being vertical location, X being horizontal). | ||
*Actual item placement | * Actual item placement is two bytes. | ||
*First one picks the item (See chart) | * First one picks the item (See chart) | ||
*Second sets placement ( | * Second sets placement (YX, Y being vertical location, X being horizontal). | ||
00: Brown block(Doesn't work) | 00: Brown block (Doesn't work) | ||
01: Nothing? | 01: Nothing? | ||
02: Locked door (Doesn't work) | 02: Locked door (Doesn't work) | ||
03: White block (Doesn't work) | 03: White block (Doesn't work) | ||
04: Bat Mirror (Works, | 04: Bat Mirror (Works, doesn't look right) | ||
05: Skull Mirror | 05: Skull Mirror | ||
06: Key (Doesn't work properly) | 06: Key (Doesn't work properly) | ||
Line 366: | Line 365: | ||
1A: Blue key (Does not unlock, but collectable) | 1A: Blue key (Does not unlock, but collectable) | ||
1B: blue jewel | 1B: blue jewel | ||
1C: Shrine ( Aries ) | 1C: Shrine (Aries) | ||
1D: Shrine ( Taurus ) | 1D: Shrine (Taurus) | ||
1E: Shrine ( Gemini ) | 1E: Shrine (Gemini) | ||
1F: Shrine ( Cancer ) | 1F: Shrine (Cancer) | ||
20: Solomon's seal | 20: Solomon's seal | ||
21: Egyptian head (Does nothing?) | 21: Egyptian head (Does nothing?) | ||
Line 386: | Line 385: | ||
2E: origami swan | 2E: origami swan | ||
2F: Demon head coin (200000 pts) | 2F: Demon head coin (200000 pts) | ||
30: | 30: Sphinx (500000 pts) | ||
31: Egyptian head (1,000,000 pts) | 31: Egyptian head (1,000,000 pts) | ||
32: Magic lamp (500000 pts, 1 up) | 32: Magic lamp (500000 pts, 1 up) | ||
33: E bottle (1 up) | 33: E bottle (1 up) | ||
34: half open door (1 up) | 34: half open door (1 up) | ||
35: Blue Solomon's | 35: Blue Solomon's book (1 up) | ||
36: Weird orange block (1 up) | 36: Weird orange block (1 up) | ||
37: Orange | 37: Orange Solomon's book, open (1 up) | ||
38: Weird grey block (Does nothing) | 38: Weird grey block (Does nothing) | ||
39: Weird orange block (Does nothing) | 39: Weird orange block (Does nothing) | ||
Line 404: | Line 403: | ||
40: Glitchy nothing (Doesn't like brown blocks) | 40: Glitchy nothing (Doesn't like brown blocks) | ||
* (From here, all items are hidden, require a block made and destroyed) | |||
41: Brown block (Doesn't work, hidden) | 41: Brown block (Doesn't work, hidden) | ||
Line 453: | Line 452: | ||
6E: origami swan | 6E: origami swan | ||
6F: Demon head coin (200000 pts) | 6F: Demon head coin (200000 pts) | ||
70: | 70: Sphinx (500000 pts) | ||
71: Egyptian head (1,000,000 pts) | 71: Egyptian head (1,000,000 pts) | ||
72: Magic lamp (500000 pts, 1 up) | 72: Magic lamp (500000 pts, 1 up) | ||
73: E bottle (1 up) | 73: E bottle (1 up) | ||
74: half open door (1 up) | 74: half open door (1 up) | ||
75: Blue Solomon's | 75: Blue Solomon's book (1 up) | ||
76: Weird orange block (1 up) | 76: Weird orange block (1 up) | ||
77: Orange | 77: Orange Solomon's book, open (1 up) | ||
78: Weird grey block (Does nothing) | 78: Weird grey block (Does nothing) | ||
79: Weird orange block (Does nothing) | 79: Weird orange block (Does nothing) | ||
Line 469: | Line 468: | ||
7E: Broken background | 7E: Broken background | ||
7F: Broken background | 7F: Broken background | ||
80: Brown block(Doesn't work) | 80: Brown block (Doesn't work) | ||
* (From here, all items are in a block) | |||
81: Brown block (Doesn't work) | 81: Brown block (Doesn't work) | ||
Line 525: | Line 524: | ||
B3: E bottle (1 up) | B3: E bottle (1 up) | ||
B4: half open door (1 up) | B4: half open door (1 up) | ||
B5: Blue Solomon's | B5: Blue Solomon's book (1 up) | ||
B6: Weird orange block (1 up) | B6: Weird orange block (1 up) | ||
B7: Orange | B7: Orange Solomon's book, open (1 up) | ||
B8: Weird grey block (Does nothing) | B8: Weird grey block (Does nothing) | ||
B9: Weird orange block (Does nothing) | B9: Weird orange block (Does nothing) |
Revision as of 22:57, 28 September 2011
The following article is a ROM map for Solomon's Key.
- 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: Brown block (Doesn't work) 01: Nothing? 02: Locked door (Doesn't work) 03: White block (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: Orange Fire jar 0E: Scroll 0F: Bell 10: Nothing? 11: Half time Bottle 12: Full time Bottle 13: Blue Hour glass 14: Orange Hour glass 15: Blue Fire jar 16: Orange Fire 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's book (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: E bottle (1 up) 34: half open door (1 up) 35: Blue Solomon's book (1 up) 36: Weird orange block (1 up) 37: Orange Solomon's book, open (1 up) 38: Weird grey block (Does nothing) 39: Weird orange block (Does nothing) 3A: Broken background 3B: Broken background 3C: Broken background 3D: Broken background 3E: Broken background 3F: Broken background 40: Glitchy nothing (Doesn't like brown blocks)
- (From here, all items are hidden, require a block made and destroyed)
41: Brown block (Doesn't work, hidden) 42: Closed door 43: White block 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: Orange Fire jar 4E: Scroll 4F: Bell 50: Nothing? 51: Half time Bottle 52: Full time Bottle 53: Blue Hour glass 54: Orange Hour glass 55: Blue Fire jar 56: Orange Fire 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's book (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: E bottle (1 up) 74: half open door (1 up) 75: Blue Solomon's book (1 up) 76: Weird orange block (1 up) 77: Orange Solomon's book, open (1 up) 78: Weird grey block (Does nothing) 79: Weird orange block (Does nothing) 7A: Broken background 7B: Broken background 7C: Broken background 7D: Broken background 7E: Broken background 7F: Broken background 80: Brown block (Doesn't work)
- (From here, all items are in a block)
81: Brown block (Doesn't work) 82: Closed door 83: White block 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: Orange Fire jar 8E: Scroll 8F: Bell 90: Nothing? 91: Half time Bottle 92: Full time Bottle 93: Blue Hour glass 94: Orange Hour glass 95: Blue Fire jar 96: Orange Fire 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's book (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: E bottle (1 up) B4: half open door (1 up) B5: Blue Solomon's book (1 up) B6: Weird orange block (1 up) B7: Orange Solomon's book, open (1 up) B8: Weird grey block (Does nothing) B9: Weird orange block (Does nothing) BA: Broken background (Hidden) BB: Broken background (Hidden) BC: Broken background (Hidden) BD: Broken background (Hidden) BE: Broken background (Hidden) BF: Broken background (Hidden)
F0: Constellation background (Aries) F1: Constellation background (Gemini) F2: Constellation background (Virgo) F3: Constellation background (Aquarius) F4: Constellation background (Cancer) F5: Constellation background (Scorpio) F6: Constellation background (Capricorn) F7: Constellation background (Pisces) F8: Constellation background (Taurus) F9: Constellation background (Leo) FA: Constellation background (Libra) FB: Constellation background (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.