Mega Man 3:ROM map

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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