Difference between revisions of "Mega Man 3:ROM map"
From Data Crystal
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==Layers== | ==Layers== | ||
− | * 0x006241 | + | * <tt>0x006241 to 0x00630F</tt> - sprite layer of boss select screen |
− | * 0x026F10 | + | * <tt>0x026F10 to 0x026F4F</tt> - layer of title screen |
− | * 0x026F50 | + | * <tt>0x026F50 to 0x026F8F</tt> - layer of stage selection screen |
− | * 0x026F90 | + | * <tt>0x026F90 to 0x026FCF</tt> - layer of password screen |
− | * 0x026FD0 | + | * <tt>0x026FD0 to 0x02700F</tt> - boss intro sliding layer after stage selection |
− | * 0x027010 | + | * <tt>0x027010 to 0x02704F</tt> - opening sliding layer of stage select screen (make same as layer of title screen for smooth transition) |
===Makeup of tiles=== | ===Makeup of tiles=== | ||
− | * 0x027B30 | + | * <tt>0x027B30 to 0x02800F</tt> - tiles making up title and stage select screen (8x8) |
− | * 0x027710 - | + | * <tt>0x027710 to 0x----- </tt> - 16x16 blocks that make up the 32x32 tiles for the title and stage select screen |
− | * 0x027F10 | + | * <tt>0x027F10 to 0x28000F</tt> - palettes for each stage select tile |
− | * 0x028010 - | + | * <tt>0x028010 to 0x-----</tt> - palettes for each title screen tile |
==Graphic banks== | ==Graphic banks== | ||
===Title screen banks=== | ===Title screen banks=== | ||
− | * 0x031C07 - ??? bank 1 | + | * <tt>0x031C07</tt> - ??? bank 1 |
− | * 0x031C08 - ??? bank 2 | + | * <tt>0x031C08</tt> - ??? bank 2 |
− | * 0x031C09 - Sprite bank 1 | + | * <tt>0x031C09</tt> - Sprite bank 1 |
− | * 0x031C0A - Sprite bank 2 | + | * <tt>0x031C0A</tt> - Sprite bank 2 |
− | * 0x031C0B - Sprite bank 3 | + | * <tt>0x031C0B</tt> - Sprite bank 3 |
− | * 0x031C0C - Sprite bank 4 | + | * <tt>0x031C0C</tt> - Sprite bank 4 |
==Palettes== | ==Palettes== | ||
− | * 0x031C13 | + | * <tt>0x031C13 to 0x031C32</tt> - Palettes for Title Screen |
==Megaman's color schemes== | ==Megaman's color schemes== | ||
− | * | + | * <tt>0x03C8A8 to 0x03C8AB</tt> - default (e.g. after death) (0f 0f 2c 11) |
− | * 0x004650 | + | * <tt>0x004650 to 0x004653</tt> - P.Buster (0f 0f 2c 11) |
− | * 0x004654 | + | * <tt>0x004654 to 0x004657</tt> - Gemini Laser (0f 0f 30 21) |
− | * 0x004658 | + | * <tt>0x004658 to 0x00465B</tt> - Needle Cannon (0f 0f 30 17) |
− | * | + | * <tt>0x00465C to 0x00465F</tt> - Hard Knuckle (0f 0f 10 01) |
− | * 0x004660 | + | * <tt>0x004660 to 0x004663</tt> - Magnet Missile (0f 0f 10 16) |
− | * 0x004664 | + | * <tt>0x004664 to 0x004667</tt> - Top Spin (0f 0f 36 00) |
− | * 0x004668 | + | * <tt>0x004668 to 0x00466B</tt> - Search Snake (0f 0f 30 19) |
− | * | + | * <tt>0x00466C to 0x00466F</tt> - Rush Coil (0f 0f 30 15) |
− | * 0x004670 | + | * <tt>0x004670 to 0x004673</tt> - Spark Shock (0f 0f 30 26) |
− | * 0x004674 | + | * <tt>0x004674 to 0x004677</tt> - Rush Marine (0f 0f 30 15) |
− | * 0x004678 | + | * <tt>0x004678 to 0x00467B</tt> - Shadow Blade (0f 0f 34 14) |
− | * | + | * <tt>0x00467C to 0x00467F</tt> - Rush Jet (0f 0f 30 15) |
==Stage selector== | ==Stage selector== | ||
− | * 0x031D03 | + | * <tt>0x031D03 to 0x031D0B</tt> - Vertical row to show box |
− | * 0x031D0C | + | * <tt>0x031D0C to 0x031D14</tt> - Horizontal row to show box |
− | * 0x031D15 | + | * <tt>0x031D15 to 0x031D18</tt> - Y axis location for selection box dots |
− | * 0x031D19 | + | * <tt>0x031D19 to 0x031D1D</tt> - X axis location for selection box dots |
==Weapon usage== | ==Weapon usage== | ||
===Bars used=== | ===Bars used=== | ||
− | * 0x03DF2C - Gemini Laser (2 bars) | + | * <tt>0x03DF2C</tt> - Gemini Laser (2 bars) |
− | * 0x03DF2D - Needle Cannon (1 bar) | + | * <tt>0x03DF2D</tt> - Needle Cannon (1 bar) |
− | * 0x03DF2E - Hard Knuckle (2 bars) | + | * <tt>0x03DF2E</tt> - Hard Knuckle (2 bars) |
− | * 0x03DF2F - Magnet Missile (2 bars) | + | * <tt>0x03DF2F</tt> - Magnet Missile (2 bars) |
− | * 0x03DF30 - Top Spin (0 bars) | + | * <tt>0x03DF30</tt> - Top Spin (0 bars) |
− | * 0x03DF31 - Search Snake (1 bar) | + | * <tt>0x03DF31</tt> - Search Snake (1 bar) |
− | * 0x03DF32 - Rush Coil (3 bars) | + | * <tt>0x03DF32</tt> - Rush Coil (3 bars) |
− | * 0x03DF33 - Spark Shot (1 bar) | + | * <tt>0x03DF33</tt> - Spark Shot (1 bar) |
− | * 0x03DF34 - Spark Shock | + | * <tt>0x03DF34</tt> - Spark Shock |
− | * 0x03DF35 - Shadow Blade | + | * <tt>0x03DF35</tt> - Shadow Blade |
− | * 0x03DF36 - Rush Jet (1 bar) | + | * <tt>0x03DF36</tt> - Rush Jet (1 bar) |
===Shots required for bar to decrease=== | ===Shots required for bar to decrease=== | ||
− | * 0x03DF38 - Gemini Laser (1 shot) | + | * <tt>0x03DF38</tt> - Gemini Laser (1 shot) |
− | * 0x03DF39 - Needle Cannon (3 shots) | + | * <tt>0x03DF39</tt> - Needle Cannon (3 shots) |
− | * 0x03DF3A - Hard Knuckle (1 shot) | + | * <tt>0x03DF3A</tt> - Hard Knuckle (1 shot) |
− | * 0x03DF3B - Magnet Missile (1 shot) | + | * <tt>0x03DF3B</tt> - Magnet Missile (1 shot) |
− | * 0x03DF3C - Top Spin (0 shots (inf until attack connects)) | + | * <tt>0x03DF3C</tt> - Top Spin (0 shots (inf until attack connects)) |
− | * 0x03DF3D - Search Snake (2 shots) | + | * <tt>0x03DF3D</tt> - Search Snake (2 shots) |
− | * 0x03DF3E - Rush Coil (1 shot) | + | * <tt>0x03DF3E</tt> - Rush Coil (1 shot) |
− | * 0x03DF3F - Spark Shot (1 shot) | + | * <tt>0x03DF3F</tt> - Spark Shot (1 shot) |
− | * 0x03DF40 - Rush Marine (how many frames/1 bar, standard: 1E) | + | * <tt>0x03DF40</tt> - Rush Marine (how many frames/1 bar, standard: 1E) |
− | * 0x03DF41 - Shadow Blade (2 shots) | + | * <tt>0x03DF41</tt> - Shadow Blade (2 shots) |
− | * 0x03DF42 - Rush Jet (how many frames/1 bar, standard: 1E) | + | * <tt>0x03DF42</tt> - Rush Jet (how many frames/1 bar, standard: 1E) |
===Number of maximum shots on the screen=== | ===Number of maximum shots on the screen=== | ||
− | * 0x03D34D - Mega Buster (03) | + | * <tt>0x03D34D</tt> - Mega Buster (03) |
− | * 0x03D34E - Gemini Laser (01) | + | * <tt>0x03D34E</tt> - Gemini Laser (01) |
− | * 0x03D34F - Needle Cannon (03) | + | * <tt>0x03D34F</tt> - Needle Cannon (03) |
− | * 0x03D350 - Hard Knuckle (01) | + | * <tt>0x03D350</tt> - Hard Knuckle (01) |
− | * 0x03D351 - Magnet Missile (02) | + | * <tt>0x03D351</tt> - Magnet Missile (02) |
− | * 0x03D352 - Top Spin (00) | + | * <tt>0x03D352</tt> - Top Spin (00) |
− | * 0x03D353 - Search Snake (03) | + | * <tt>0x03D353</tt> - Search Snake (03) |
− | * 0x03D354 - Rush Coil (03) | + | * <tt>0x03D354</tt> - Rush Coil (03) |
− | * 0x03D355 - Spark Shock (02) | + | * <tt>0x03D355</tt> - Spark Shock (02) |
− | * 0x03D356 - Rush Marine (03) | + | * <tt>0x03D356</tt> - Rush Marine (03) |
− | * 0x03D357 - Shadow Blade (01) | + | * <tt>0x03D357</tt> - Shadow Blade (01) |
− | * 0x03D358 - Rush Jet (03) | + | * <tt>0x03D358</tt> - Rush Jet (03) |
Note: more than 03 results in "blanks" being fired, except for Gemini laser and Hard Knuckle that are limited to 01 | Note: more than 03 results in "blanks" being fired, except for Gemini laser and Hard Knuckle that are limited to 01 | ||
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===Music=== | ===Music=== | ||
− | * 0x3CD1C - 0x3CD2D - Music pointers | + | * <tt>0x3CD1C - 0x3CD2D</tt> - Music pointers |
− | 01 - Needle Man | + | <tt>01</tt> - Needle Man |
− | 02 - Magnet Man | + | <tt>02</tt> - Magnet Man |
− | 03 - Gemini Man | + | <tt>03</tt> - Gemini Man |
− | 04 - Hard Man | + | <tt>04</tt> - Hard Man |
− | 05 - Top Man | + | <tt>05</tt> - Top Man |
− | 06 - Snake Man | + | <tt>06</tt> - Snake Man |
− | 07 - Spark Man | + | <tt>07</tt> - Spark Man |
− | 08 - Shadow Man | + | <tt>08</tt> - Shadow Man |
− | 09 - Dr. Wily Stage 1 & 2 | + | <tt>09</tt> - Dr. Wily Stage 1 & 2 |
− | 0A - Dr. Wily Stage 3 & 4 | + | <tt>0A</tt> - Dr. Wily Stage 3 & 4 |
− | 0B - Dr. Wily Stage 5 & 6 | + | <tt>0B</tt> - Dr. Wily Stage 5 & 6 |
− | * 0x2CCAD - 0x2D0ED - Title Screen | + | * <tt>0x2CCAD - 0x2D0ED</tt> - Title Screen |
− | * 0x2E0EA - 0x2E422 - Top Man | + | * <tt>0x2E0EA - 0x2E422</tt> - Top Man |
− | * 0x2FEBF - 0x2FFDD - Stage Select | + | * <tt>0x2FEBF - 0x2FFDD</tt> - Stage Select |
Revision as of 16:59, 22 August 2013
The following article is a ROM map for Mega Man III.
Contents
Layers
- 0x006241 to 0x00630F - sprite layer of boss select screen
- 0x026F10 to 0x026F4F - layer of title screen
- 0x026F50 to 0x026F8F - layer of stage selection screen
- 0x026F90 to 0x026FCF - layer of password screen
- 0x026FD0 to 0x02700F - boss intro sliding layer after stage selection
- 0x027010 to 0x02704F - opening sliding layer of stage select screen (make same as layer of title screen for smooth transition)
Makeup of tiles
- 0x027B30 to 0x02800F - tiles making up title and stage select screen (8x8)
- 0x027710 to 0x----- - 16x16 blocks that make up the 32x32 tiles for the title and stage select screen
- 0x027F10 to 0x28000F - palettes for each stage select tile
- 0x028010 to 0x----- - palettes for each title screen tile
Graphic banks
Title screen banks
- 0x031C07 - ??? bank 1
- 0x031C08 - ??? bank 2
- 0x031C09 - Sprite bank 1
- 0x031C0A - Sprite bank 2
- 0x031C0B - Sprite bank 3
- 0x031C0C - Sprite bank 4
Palettes
- 0x031C13 to 0x031C32 - Palettes for Title Screen
Megaman's color schemes
- 0x03C8A8 to 0x03C8AB - default (e.g. after death) (0f 0f 2c 11)
- 0x004650 to 0x004653 - P.Buster (0f 0f 2c 11)
- 0x004654 to 0x004657 - Gemini Laser (0f 0f 30 21)
- 0x004658 to 0x00465B - Needle Cannon (0f 0f 30 17)
- 0x00465C to 0x00465F - Hard Knuckle (0f 0f 10 01)
- 0x004660 to 0x004663 - Magnet Missile (0f 0f 10 16)
- 0x004664 to 0x004667 - Top Spin (0f 0f 36 00)
- 0x004668 to 0x00466B - Search Snake (0f 0f 30 19)
- 0x00466C to 0x00466F - Rush Coil (0f 0f 30 15)
- 0x004670 to 0x004673 - Spark Shock (0f 0f 30 26)
- 0x004674 to 0x004677 - Rush Marine (0f 0f 30 15)
- 0x004678 to 0x00467B - Shadow Blade (0f 0f 34 14)
- 0x00467C to 0x00467F - Rush Jet (0f 0f 30 15)
Stage selector
- 0x031D03 to 0x031D0B - Vertical row to show box
- 0x031D0C to 0x031D14 - Horizontal row to show box
- 0x031D15 to 0x031D18 - Y axis location for selection box dots
- 0x031D19 to 0x031D1D - X axis location for selection box dots
Weapon usage
Bars used
- 0x03DF2C - Gemini Laser (2 bars)
- 0x03DF2D - Needle Cannon (1 bar)
- 0x03DF2E - Hard Knuckle (2 bars)
- 0x03DF2F - Magnet Missile (2 bars)
- 0x03DF30 - Top Spin (0 bars)
- 0x03DF31 - Search Snake (1 bar)
- 0x03DF32 - Rush Coil (3 bars)
- 0x03DF33 - Spark Shot (1 bar)
- 0x03DF34 - Spark Shock
- 0x03DF35 - Shadow Blade
- 0x03DF36 - Rush Jet (1 bar)
Shots required for bar to decrease
- 0x03DF38 - Gemini Laser (1 shot)
- 0x03DF39 - Needle Cannon (3 shots)
- 0x03DF3A - Hard Knuckle (1 shot)
- 0x03DF3B - Magnet Missile (1 shot)
- 0x03DF3C - Top Spin (0 shots (inf until attack connects))
- 0x03DF3D - Search Snake (2 shots)
- 0x03DF3E - Rush Coil (1 shot)
- 0x03DF3F - Spark Shot (1 shot)
- 0x03DF40 - Rush Marine (how many frames/1 bar, standard: 1E)
- 0x03DF41 - Shadow Blade (2 shots)
- 0x03DF42 - Rush Jet (how many frames/1 bar, standard: 1E)
Number of maximum shots on the screen
- 0x03D34D - Mega Buster (03)
- 0x03D34E - Gemini Laser (01)
- 0x03D34F - Needle Cannon (03)
- 0x03D350 - Hard Knuckle (01)
- 0x03D351 - Magnet Missile (02)
- 0x03D352 - Top Spin (00)
- 0x03D353 - Search Snake (03)
- 0x03D354 - Rush Coil (03)
- 0x03D355 - Spark Shock (02)
- 0x03D356 - Rush Marine (03)
- 0x03D357 - Shadow Blade (01)
- 0x03D358 - Rush Jet (03)
Note: more than 03 results in "blanks" being fired, except for Gemini laser and Hard Knuckle that are limited to 01
Music
- 0x3CD1C - 0x3CD2D - Music pointers
01 - Needle Man
02 - Magnet Man
03 - Gemini Man
04 - Hard Man
05 - Top Man
06 - Snake Man
07 - Spark Man
08 - Shadow Man
09 - Dr. Wily Stage 1 & 2
0A - Dr. Wily Stage 3 & 4
0B - Dr. Wily Stage 5 & 6
- 0x2CCAD - 0x2D0ED - Title Screen
- 0x2E0EA - 0x2E422 - Top Man
- 0x2FEBF - 0x2FFDD - Stage Select