Difference between revisions of "Mega Man:ROM map"
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{{rommap|game=Mega Man}} | {{rommap|game=Mega Man}} | ||
+ | ==Level Data== | ||
+ | ===Cutman Data [HEADERLESS]=== | ||
− | == | + | * <tt>0x00000 to 0x002FF</tt> = TSA Data (Shared with Dr. Wily 1) |
+ | * <tt>0x00300 to 0x003BF</tt> = Attribute Data (Shared with Dr. Wily 1) | ||
+ | * <tt>0x003C0 to 0x00BBF</tt> = Room Tile Data (Shared with Dr. Wily 1) | ||
+ | * <tt>0x00C00 to 0x00C2F</tt> = Room Order Data (Shared with Dr. Wily 1) | ||
+ | * <tt>0x00C30 to 0x00C6F</tt> = Room Pointers (Shared with Dr. Wily 1) | ||
+ | * <tt>0x00C70 to 0x00C9F</tt> = Scroll Data (Shared with Dr. Wily 1) | ||
+ | * <tt>0x00CA0 to 0x00CCF</tt> = Palette Data | ||
+ | * <tt>0x00D00 to 0x00D1E</tt> = Initial Pattern Table Setup Data | ||
+ | * <tt>0x00D40 to 0x00D6F</tt> = Sprite Pattern Table Change Index Data Table (Shared with Dr. Wily 1) | ||
+ | * <tt>0x00D80 to 0x00DFF</tt> = Sprite Pattern Table Change Data Table (Shared with Dr. Wily 1) | ||
+ | * <tt>0x00E00 to 0x00E9F</tt> = Special Objects Data (Shared with Dr. Wily 1) | ||
+ | * <tt>0x00F40 to 0x00F6F</tt> = Boss Shutter TSA Data (Shared with Dr. Wily 1) | ||
+ | * <tt>0x00F70 to 0x00F7B</tt> = Boss Shutter Attribute Data (Shared with Dr. Wily 1) | ||
+ | * <tt>0x00F80 to 0x00FFF</tt> = Boss Shutter Tile Drawing Data (Shared with Dr. Wily 1) | ||
+ | * <tt>0x15394</tt> = Background Music Track Index | ||
+ | * <tt>0x153A0</tt> = Start Scroll Position Data | ||
+ | * <tt>0x153AC</tt> = Checkpoint 1 Scroll Position Data | ||
+ | * <tt>0x153B8</tt> = Checkpoint 2 Scroll Position Data | ||
+ | * <tt>0x153CF</tt> = Enemy Data Position For Checkpoint 1 | ||
+ | * <tt>0x153DB</tt> = Enemy Data Position For Checkpoint 2 | ||
+ | * <tt>0x153FA</tt> = Checkpoint 1 Scroll Setting #1 | ||
+ | * <tt>0x15406</tt> = Checkpoint 2 Scroll Setting #1 | ||
+ | * <tt>0x15412</tt> = Checkpoint 1 Scroll Setting #2 | ||
+ | * <tt>0x1541E</tt> = Checkpoint 2 Scroll Setting #2 | ||
+ | * <tt>0x15F02</tt> = Room Doors Work From Data | ||
+ | * <tt>0x15F0D to 0x15F1C</tt> = Palette (for after the doors) Data | ||
+ | * <tt>0x1A452 to 0x1A453</tt> = Enemy Data Pointer | ||
+ | * <tt>0x1C2D4</tt> = Checkpoint 1 Activation Data | ||
+ | * <tt>0x1C2E0</tt> = Checkpoint 2 Activation Data | ||
+ | * <tt>0x1C2EB</tt> = Start Room Data | ||
+ | * <tt>0x1C2F7</tt> = Checkpoint 1 Respawn Data | ||
+ | * <tt>0x1C303</tt> = Checkpoint 2 Respawn Data | ||
+ | * <tt>0x1C51A</tt> = Start Y Position | ||
+ | * <tt>0x1C526</tt> = Checkpoint 1 Y Position | ||
+ | * <tt>0x1C532</tt> = Checkpoint 2 Y Position | ||
+ | * <tt>0x1CD46</tt> = TSA Solidity Setting 1 Data | ||
+ | * <tt>0x1CD47</tt> = TSA Solidity Setting 2 Data | ||
+ | * <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 [HEADERLESS]=== | |
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− | == | + | * <tt>0x04000 to 0x042FF</tt> = TSA Data (Shared with Dr. Wily 2) |
+ | * <tt>0x04300 to 0x043BF</tt> = Attribute Data (Shared with Dr. Wily 2) | ||
+ | * <tt>0x043C0 to 0x04BBF</tt> = Room Tile Data (Shared with Dr. Wily 2) | ||
+ | * <tt>0x04C00 to 0x04C2F</tt> = Room Order Data (Shared with Dr. Wily 2) | ||
+ | * <tt>0x04C30 to 0x04C6F</tt> = Room Pointers (Shared with Dr. Wily 2) | ||
+ | * <tt>0x04C70 to 0x04C9F</tt> = Scroll Data (Shared with Dr. Wily 2) | ||
+ | * <tt>0x04CA0 to 0x04CCF</tt> = Palette Data | ||
+ | * <tt>0x04D00 to 0x04D1E</tt> = Initial Pattern Table Setup Data | ||
+ | * <tt>0x04D40 to 0x04D6F</tt> = Sprite Pattern Table Change Index Data Table (Shared with Dr. Wily 2) | ||
+ | * <tt>0x04D80 to 0x04DFF</tt> = Sprite Pattern Table Change Data Table (Shared with Dr. Wily 2) | ||
+ | * <tt>0x04E00 to 0x04E9F</tt> = Special Objects Data (Shared with Dr. Wily 2) | ||
+ | * <tt>0x04F40 to 0x04F6F</tt> = Boss Shutter TSA Data (Shared with Dr. Wily 2) | ||
+ | * <tt>0x04F70 to 0x04F7B</tt> = Boss Shutter Attribute Data (Shared with Dr. Wily 2) | ||
+ | * <tt>0x04F80 to 0x04FFF</tt> = Boss Shutter Tile Drawing Data (Shared with Dr. Wily 2) | ||
− | == Bombman Data == | + | ===Bombman Data=== |
− | == Fireman Data == | + | ===Fireman Data=== |
− | == Elecman Data == | + | ===Elecman Data=== |
− | == Gutsman Data == | + | ===Gutsman Data=== |
− | == Dr. Wily 1 Data == | + | ===Dr. Wily 1 Data [HEADERLESS]=== |
+ | * <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 0x00D3E</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>0x00E40 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 [HEADERLESS]=== |
− | == | + | * <tt>0x04000 to 0x042FF</tt> = TSA Data (Shared with Iceman) |
+ | * <tt>0x04300 to 0x043BF</tt> = Attribute Data (Shared with Iceman) | ||
+ | * <tt>0x043C0 to 0x04BBF</tt> = Room Tile Data (Shared with Iceman) | ||
+ | * <tt>0x04C00 to 0x04C2F</tt> = Room Order Data (Shared with Iceman) | ||
+ | * <tt>0x04C30 to 0x04C6F</tt> = Room Pointers (Shared with Iceman) | ||
+ | * <tt>0x04C70 to 0x04C9F</tt> = Scroll Data (Shared with Iceman) | ||
+ | * <tt>0x04CD0 to 0x04CFF</tt> = Palette Data | ||
+ | * <tt>0x04D20 to 0x04D3E</tt> = Initial Pattern Table Setup Data | ||
+ | * <tt>0x04D40 to 0x04D6F</tt> = Sprite Pattern Table Change Index Data Table (Shared with Iceman) | ||
+ | * <tt>0x04D80 to 0x04DFF</tt> = Sprite Pattern Table Change Data Table (Shared with Iceman) | ||
+ | * <tt>0x04E00 to 0x04E9F</tt> = Special Objects Data (Shared with Iceman) | ||
+ | * <tt>0x04F40 to 0x04F6F</tt> = Boss Shutter TSA Data (Shared with Iceman) | ||
+ | * <tt>0x04F70 to 0x04F7B</tt> = Boss Shutter Attribute Data (Shared with Iceman) | ||
+ | * <tt>0x04F80 to 0x04FFF</tt> = Boss Shutter Tile Drawing Data (Shared with Iceman) | ||
− | == Dr. Wily | + | ===Dr. Wily 3 Data=== |
− | == | + | ===Dr. Wily 4 Data=== |
− | + | ===Dr. Wily 5 (Unused) Data=== | |
− | == Links == | + | ===Ending Data=== |
+ | |||
+ | ==Music Data== | ||
+ | |||
+ | * <tt>0x11A70 to 0x11AD5</tt> = Music/Sound Effects Pointers [HEADERED] | ||
+ | |||
+ | ==Links== | ||
* [http://bisqwit.iki.fi/jutut/megamansource/ Huge ROM disassembly] by Bisqwit | * [http://bisqwit.iki.fi/jutut/megamansource/ Huge ROM disassembly] by Bisqwit | ||
− | * [ | + | * [https://www.romhacking.net/documents/411/ Mega man title screen noise code] by Insectduel |
+ | |||
{{Internal Data|game=Mega Man}} | {{Internal Data|game=Mega Man}} |
Latest revision as of 01:58, 7 January 2022
Level Data
Cutman Data [HEADERLESS]
- 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 0x00D1E = 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)
- 0x00F40 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 [HEADERLESS]
- 0x04000 to 0x042FF = TSA Data (Shared with Dr. Wily 2)
- 0x04300 to 0x043BF = Attribute Data (Shared with Dr. Wily 2)
- 0x043C0 to 0x04BBF = Room Tile Data (Shared with Dr. Wily 2)
- 0x04C00 to 0x04C2F = Room Order Data (Shared with Dr. Wily 2)
- 0x04C30 to 0x04C6F = Room Pointers (Shared with Dr. Wily 2)
- 0x04C70 to 0x04C9F = Scroll Data (Shared with Dr. Wily 2)
- 0x04CA0 to 0x04CCF = Palette Data
- 0x04D00 to 0x04D1E = Initial Pattern Table Setup Data
- 0x04D40 to 0x04D6F = Sprite Pattern Table Change Index Data Table (Shared with Dr. Wily 2)
- 0x04D80 to 0x04DFF = Sprite Pattern Table Change Data Table (Shared with Dr. Wily 2)
- 0x04E00 to 0x04E9F = Special Objects Data (Shared with Dr. Wily 2)
- 0x04F40 to 0x04F6F = Boss Shutter TSA Data (Shared with Dr. Wily 2)
- 0x04F70 to 0x04F7B = Boss Shutter Attribute Data (Shared with Dr. Wily 2)
- 0x04F80 to 0x04FFF = Boss Shutter Tile Drawing Data (Shared with Dr. Wily 2)
Bombman Data
Fireman Data
Elecman Data
Gutsman Data
Dr. Wily 1 Data [HEADERLESS]
- 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 0x00D3E = 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)
- 0x00E40 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 [HEADERLESS]
- 0x04000 to 0x042FF = TSA Data (Shared with Iceman)
- 0x04300 to 0x043BF = Attribute Data (Shared with Iceman)
- 0x043C0 to 0x04BBF = Room Tile Data (Shared with Iceman)
- 0x04C00 to 0x04C2F = Room Order Data (Shared with Iceman)
- 0x04C30 to 0x04C6F = Room Pointers (Shared with Iceman)
- 0x04C70 to 0x04C9F = Scroll Data (Shared with Iceman)
- 0x04CD0 to 0x04CFF = Palette Data
- 0x04D20 to 0x04D3E = Initial Pattern Table Setup Data
- 0x04D40 to 0x04D6F = Sprite Pattern Table Change Index Data Table (Shared with Iceman)
- 0x04D80 to 0x04DFF = Sprite Pattern Table Change Data Table (Shared with Iceman)
- 0x04E00 to 0x04E9F = Special Objects Data (Shared with Iceman)
- 0x04F40 to 0x04F6F = Boss Shutter TSA Data (Shared with Iceman)
- 0x04F70 to 0x04F7B = Boss Shutter Attribute Data (Shared with Iceman)
- 0x04F80 to 0x04FFF = Boss Shutter Tile Drawing Data (Shared with Iceman)
Dr. Wily 3 Data
Dr. Wily 4 Data
Dr. Wily 5 (Unused) Data
Ending Data
Music Data
- 0x11A70 to 0x11AD5 = Music/Sound Effects Pointers [HEADERED]
Links
- Huge ROM disassembly by Bisqwit
- Mega man title screen noise code by Insectduel
Internal Data for Mega Man |
---|
ROM Map • RAM Map • Text Table • Notes • Tutorials |