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11-13-07 11:42 PM
rustedmagick forums - The ROM Hacking Data Repository - Megaman 1 (NES) |
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Gil_Galad
Bag of Stinky Weeds
Level: 9

Posts: 8/16
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Since: 11-24-02

Since last post: 1815 days
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Posted on 11-24-02 06:16 PMQuote
All data is from the Game Hackers Database

Data submitted by Jay McGavren



Cutman Stage - Data for 32x32 blocks used to build rooms. Each object is a group of 4 predefined 16x16 blocks, each represented by 1 byte. 10-1C7

Dr. Wily Stage 1 - Data for 32x32 blocks used to build rooms. Each object is a group of 4 predefined 16x16 blocks, each represented by 1 byte. 1C8-30F

Cutman Stage - Color data for 32x32 blocks. Each 16x16 portion of the block has 2 bytes associated with it. 310-3CF

Cutman Stage - Room data. Each room is made up of several columns of 32x32 blocks (64 bytes per room). 3D0-8CF

Dr. Wily Stage 1 - Room data. Each room is made up of several columns of the 32x32 blocks defined starting at the start of the ROM (32 bytes per room). 8D0-BCF

Cutman Stage - Level data. Each byte refers to one of the room pointers for the stage. C10-C38

Cutman Stage - Pointer table to room definitions. C40-C7F

Cutman Stage - Level layout data. In each byte, bits 1 through 6 determine the length of a horizontal run of screens. Set bit 8 to "1" to allow scrolling up when the end of a horizontal run is reached, or set bit 7 to "1" to allow scrolling down. So, "10000011" ("83") means 3 screens of horizontal scrolling, and then a climb upwards. "00" marks the start and end of a level. C80-C96

Cutman Stage - Pallette definitions. CB0-D0F

Cutman Stage - Graphics pointers? D10-D44

Cutman Stage - Object locations. Each is represented by 6 bytes. The first byte is set to "02" to indicate the start of a destructible block, "03" to indicate the left side of a door, or "01" to indicate the right side. The second byte indicates the number of screens from the level start where the block appears. The last 4 bytes specify the upper left and lower right corners of each block. E11-?????

Cutman Stage - Positions of doors when opening/closing. F50-F75

Graphic blocks. 1010-4000
5000-8000
9000-C000
D000-10000

Iceman Stage - Level data. 4C10-?????

Cutman stage enemy data. Each enemy is defined by four bytes - the screen number it appears on, the starting X position, the starting Y position, and the enemy type. 1A478-?????

Iceman stage enemy data. 1A539-?????

Bombman stage enemy data. 1A5DE-?????

Fireman stage enemy data. 1A687-?????

Elecman stage enemy data. 1A764-?????

Gutsman stage enemy data. 1A850-?????

Gil_Galad
Bag of Stinky Weeds
Level: 9

Posts: 16/16
EXP: 2726
For next: 436

Since: 11-24-02

Since last post: 1815 days
Last activity: 1810 days
Posted on 11-24-02 07:24 PMQuote
Megaman 1 Tech Doc from NESDEV
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