ROM Map
The ROM Map describes various offsets, some could be broken down further and just haven't been expanded up on, but data structures are provided for those linked to.
Offset | Category | Description |
---|---|---|
007140 - 0071BC |
Pointer / Map Sprite Build Pointers | |
007ACF - 007DBF |
Pointer / More Sprite Builders (Monsters?) | |
007DCF - |
Pointer / Monster Sprite Map Pointers | |
007E4F - 007FBF |
Unused / Free Space / 未使用領域 | |
007FC0 - 007FD5 |
Header / Game's Title | |
013A55 - 013BFF |
Unused / Free Space / 未使用領域 | |
014275 - 0146FE |
Monster / Enemy Stat Offsets | |
0146FF |
Unused / Free Space / 未使用領域 | |
017ED2 - 017FFF |
Unused / Free Space / 未使用領域 | |
018BF5 |
Text / Shop Text | |
0195D9 |
Text / "New Game" | |
01953A |
Text / "Save Completed" | |
0196A4 |
Text / "Empty!" | |
019A65 |
Text / Status Screen | |
019D3F |
Text / Custom Screen | |
01A003 |
Text / "Give Up?" | |
01A336 |
Text / Name Selection and stuff | |
01A412 - 01A431 |
Unused / Free Space / 未使用領域 | |
01AB0C |
Text / Menu Text | |
01B10E |
Text / Battle Menu | |
01B80D - 01BA85 |
Text / Credits | |
01BC85 - 01CD84 |
Text / Text Block 1 | |
01CE8D - 01CF36 |
Text / Text Block 2 | |
01D0B7 - 01D2BC |
Text / Text Block 3 | |
01D2D2 - 01D635 |
Text / Battle Script | |
01D73A - 01FC50 |
Text / Text Block | |
020000 - 0217FF |
Graphic / Items | |
021800 - 02183F |
Pointer / Item Tile Pointers (Palette) | |
0210C0 - 027FFF |
Graphic / Sprite Bank 1 | |
028000 - 028C7F |
Palette / Palette for Sprite Bank 2 | |
028C80 - 02F280 |
Graphic / Sprite Bank 2 | |
02F360 - 02F72A |
Pointer / Palette Pointers for Bank 2 | |
02FED5 - 02FFFF |
Unused / Free Space / 未使用領域 | |
030000 - 033FC0 |
Graphic / Something to do with world map data | |
033FC1 - 037BC0 |
Graphic / Spell Animations | |
037BC1 - 037CD4 |
Graphic / Spell Movement Animation? / Pointers? | |
037CD5 - 037FFF |
Unused / Free Space / 未使用領域 | |
038000 - 03802F |
Palette / Text and Menu Palettes Four Colors each | |
03D7F4 - 03DDC3 |
Palette / Sprite Palettes (8 colors) | |
03DDC4 - 03EB43 |
Graphic / World Map Sprites (FIREBURG) | |
03F837 - 03FFFF |
Unused / Free Space / 未使用領域 | |
040000 |
Pointer / World Map Tile Config? | |
041408 - 0415ED |
Pointer / Hill of Destiny Tile Configuration? | |
047DBE - 047FFF |
Unused / Free Space / 未使用領域 | |
048000 - 04845F |
Palette / Monster & Background Palettes | |
048460 - 0485F4 |
Pointer / Enemy Sprite Pointers | |
0485F5 - 04FFA4 |
Monster / Enemy Battle Sprites and damage #'s | |
050618 - 057FF7 |
Monster / Boss Sprite Bank 1 | |
05971C - 05EB4B |
Monster / Boss Sprite Bank 2 | |
060EDA - 060F11 |
Text / Title Screen Text | |
060F14 |
Pointer / VRAM Title Screen Pointers | |
062A4C - 0636EB |
Graphic / Title Screen Tiles | |
0636EC - 06372B |
Palette / Title Screen Palettes? | |
063ED0 - 06411F |
Text / Map Locations | |
064120 - 06441F |
Text / Item Names | |
064420 - 064B9F |
Text / Attack Names | |
064BA0 - 0650BF |
Monster / Enemy Names | |
06BDAE |
Audio / SPC Pointers | |
06BDFF |
Audio / BRR Pointers | |
06BEA1 - 06C1E1 |
Audio / Instrument Sample Indexes | Instrument List |
06C201 |
Audio / BRR Samples | |
0750FD |
Audio / SPC Sequences | Silence |
078573 |
Audio / SPC Sequences | Battle 1 |
078B68 |
Audio / SPC Sequences | Battle 2 |
079320 |
Audio / SPC Sequences | Battle 3 |
079B73 |
Audio / SPC Sequences | Victory! |
079E0A |
Audio / SPC Sequences | World |
079F87 |
Audio / SPC Sequences | Fossil Labyrinth |
07A29A |
Audio / SPC Sequences | Dungeon of Ice |
07A84E |
Audio / SPC Sequences | Lava Dome |
07AE4E |
Audio / SPC Sequences | Mountain Range of Whirlwinds |
07B20B |
Audio / SPC Sequences | Dungeon and Waterfall |
07B504 |
Audio / SPC Sequences | Middle Tower |
07B779 |
Audio / SPC Sequences | Last Castle |
07BF2E |
Audio / SPC Sequences | Beautiful Forest |
07C2F8 |
Audio / SPC Sequences | Shrine of Light |
07C743 |
Audio / SPC Sequences | City of Earth ~ Foresta |
07CC41 |
Audio / SPC Sequences | City of Ice ~ Aquaria |
07D151 |
Audio / SPC Sequences | City of Fire ~ Fireburg |
07DA03 |
Audio / SPC Sequences | City of Wind ~ Windaria |
07DF42 |
Audio / SPC Sequences | Rock 'n' Roll |
07E410 |
Audio / SPC Sequences | Rock Theme |
07E810 |
Audio / SPC Sequences | Fanfare of Friendship |
07E8C2 |
Audio / SPC Sequences | Mystic Ballad |
07EAAB |
Audio / SPC Sequences | Hill of Fate |
07EEDD |
Audio / SPC Sequences | Mystic Quest |
07F473 |
Audio / SPC Sequences | Ending |
07FBD3 |
Audio / SPC Sequences | The Crystal |
|
Data Tables
Monsters
Below are the pointers to each monsters data, each en
Value | Monster Name |
---|---|
14475 |
Brownie |
14483 |
MintMint |
14491 |
Red Cap |
1449F |
Mad Plant |
144AD |
Plant Man |
144BB |
Live Oak |
144C9 |
Slime |
144D7 |
Jelly |
144E5 |
Ooze |
144F3 |
Poison Toad |
14501 |
Giant Toad |
1450F |
Mad toad |
1451D |
Basilisk |
1452B |
Flazzard |
14539 |
Salamand |
14547 |
Sand Worm |
14555 |
Land Worm |
14563 |
Leech |
14571 |
Skeleton |
1457F |
Red Bone |
1458D |
Skulder |
1459B |
Roc |
145A9 |
Sparna |
145B7 |
Garuda |
145C5 |
Zombie |
145D3 |
Mummy |
145E1 |
Desert Hag |
145EF |
Water Hag |
145FD |
Ninja |
1460B |
Shadow |
14619 |
Sphinx |
14627 |
Manticor |
14635 |
Centaur |
14643 |
NiteMare |
14651 |
Stooney Roost |
1465F |
Hot Wings |
1466D |
Ghost |
1467B |
Spector |
14689 |
Gather |
14697 |
Beholder |
146A5 |
Fangpire |
146B3 |
Vampire |
146C1 |
Mage |
146CF |
Sorcerer |
146DD |
Land Turtle |
146EB |
Adamant Turtle |
146F9 |
Scorpion |
14707 |
Snipion |
14715 |
Werewolf |
14723 |
Cerberus |
14731 |
EdgeHog |
1473F |
Sting Rat |
1474D |
Lamia |
1475B |
Naga |
14769 |
Avizzard |
14777 |
Gargoyle |
14785 |
Gorgun |
14793 |
Minotaur Zombie |
147A1 |
Phanquid |
147AF |
Freezer Crab |
147BD |
Iflyte |
147CB |
Stheno |
147D9 |
Chimera |
147E7 |
Thanatos |
147F5 |
Stone Golem |
14803 |
Skullerus Rex |
14811 |
Behemoth |
1481F |
Minotaur |
1482D |
Squidite |
1483B |
Snow Crab |
14849 |
Jinn |
14857 |
Medusa |
14865 |
Gidrah |
14873 |
Dullihan |
14881 |
Flameosaurus Rex |
1488F |
Ice Golem |
1489D |
Dual Headed Hydra |
148AB |
Twin Headed Hydra |
148B9 |
Pazuzu |
148C7 |
Zuh |
148D5 |
Dark King |
Data Structures
Monster Structure
The monster structure is 14 bytes long.
00 - 01 HP
02 Strength
03 Defense
04 Speed
05 Magic
06 Strength Element
07 Strength Element
08 (Unknown)
09 (Unknown)
10 (Unknown)
11 (Unknown)
12 Weak Element
13 Counter %
Text
Text Compression
The premise is simple. 8x8 tiles programmed in binary, with 0 representing transparent and 1 representing white.
for example, 53= 01010011. This repeats itself 8 times vertically to create a tile.
There will be two value for each row. The transparent, and the shown. Simple rule: Both must add up to FF. If you see a tile where something adds up to more than that, then it isn't a tile.
To see the tiles, use a hex editor of some kind. Set the row width to 64 in decimal, or 40h. The values for a tile will then line up vertically.
I will list the starting values for said tiles. A tile, lined up with width as told, will look like this:
t1v1
t2v2
t3v3
t4v4
t5v5
t6v6
t7v7
t8v8
t = transparent, v = visible
Here are the starting bytes to each tile found so far in said format.
Compressed Tiles (For use in bottom spot of screen):
$384a4: Auto (Two Tiles)
$384a8: Manual (Three Tiles)
$38630: Top Left Corner
$38632: Bot Left Corner
$38634: Top Right Corner
$38636: Bot Right Corner
$38638: Vertical Line
$3863a: Horizontal Line
$3863c: Horizontal to right of name (One pixel less on left side)
$3863e: End (Three Tiles)
$3864a: Compressed L
$3863c: Compressed E
$3863e: Compressed V
The following only work in talking text:
$38830: g
$38832: j
$38834: p
$38836: q
$38838: y
$3883A: h
The tiles for shrunk (see: level on bottom) numbers begin at $38A30
and goes from 0 to 9.
Tiles $38A44 - $38A4E
are unknown usage.
Tiles $38A50
are full sized, from 0-9
and then A-F
(F = $38A6E
).
Tiles starting from $38C30 - $38C6E
are G-Z
(Z = $38C56
), followed by a-l
(l = $38C6E
).
Tiles starting with $38E30 - $38E4A
are tiles for m-z
. For the $38Exx
group:
4c = !
4E = ?
50 = ,
52 = '
54 = .
56 & 58 = "
The others will be decoded soon, but should be punctuation, probably running through $38E6E
.
Audio
Sample Index
Value | Instrument |
---|---|
00 |
Nothing |
01 |
Guitar |
02 |
Kick Drum |
03 |
Brass Section |
04 |
Distortion Guitar |
05 |
Synth Bass |
06 |
Flute 1 |
07 |
Hihat |
08 |
Flute 2 |
09 |
Rock Organ |
0A |
Electric Bass |
0B |
Snare Drum (Loop) |
0C |
Strings |
0D |
Conga Drum |
0E |
Trumpet |
0F |
Xylophone |
10 |
Cymbal Crash |
11 |
Timpani |
12 |
Wood Block |
SPC Sequence Samples
Value | Instrument |
---|---|
00 |
Triangle Waveform |
01 |
Triangle Waveform (Synth Church Organ) |
02 |
Square Waveform |
03 |
Saw Waveform (Overdrive) |
04 |
Saw Waveform (Synth Trumpet) |
05 |
Square Waveform (Overdrive) |
06 |
Saw Waveform (?) |
07 |
Triangle Waveform (Bell) |
08 |
Triangle Wwaveform (Overdrive) |
09 |
Saw Waveform (Overdrive) |
0A |
Saw Waveform (Synth Bass) |
0B |
Sine Waveform (Flute) |
0C-3F |
Nothing |
SPC Commands
D2 xx change instrument volume to xx
D4 xx Pan= 00-7F Left, 80-FF Right
E2
E3
E4 xx Change instrument octave to xx
EA xx Change instrument to xx
EB xx
EC xx yy
ED xx
EE xx
F1
F2
F3 xx Set tempo to xx (slower?)
F4 xx Set tempo to xx (faster?)
F5 xx Set echo to xx
F6 xx
F7 xx yy
F8 xx Set global sequence volume to xx
F9
FA
FB
FC
FD xx
BRR Pointers
Pointer | Description |
---|---|
01C20D |
|
21C80D |
|
2ECC0D |
|
08E80D |
|
FFF50D |
|
5DFA0D |
|
FB000E |
|
300D0E |
|
16140E |
|
4E140E |
|
06220E |
|
65310E |
|
A24D0E |
|
84550E |
|
C45C0E |
|
6E690E |
|
4A770E |
|
F3810E |
Information described by JCE3000GT.