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Copy pathVRAM map.asm
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VRAM map.asm
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VRAM (in word addressing)
Gameplay
{
$0000..3FFF: BG1/2 tiles (4-bit) / mode 7 graphics
{
$0000..27FF: Room tiles
{
$00E0..EF: Animated tiles - Wrecked Ship treadmill
$0410..7F: Animated tiles - Brinstar mouth
$0840..5F: Animated tiles - Tourian statue - Kraid
$0CA0..DF: Animated tiles - Tourian statue - Draygon
$1000..1F: Animated tiles - Maridia sand ceiling
$1020..27: Animated tiles - Maridia sand falling
$19C0..FF: Animated tiles - Wrecked Ship screen
$1B00..FF: Animated tiles - Crateria lake
}
$2800..3FFF: CRE tiles / extended room tiles
{
$3380..8F: Transparent tile
$3880..BF: Animated tiles - vertical spikes
$3D60..9F: Animated tiles - horizontal spikes
$3E00..FF: Room item PLM tiles
{
$3E00..3F: Item PLM 0 - frame 0
$3E40..7F: Item PLM 0 - frame 1
$3E80..BF: Item PLM 1 - frame 0
$3EC0..FF: Item PLM 1 - frame 1
$3F00..3F: Item PLM 2 - frame 0
$3F40..7F: Item PLM 2 - frame 1
$3F80..BF: Item PLM 3 - frame 0
$3FC0..FF: Item PLM 3 - frame 1
}
}
}
$4000..47FF: BG3 tiles. (2-bit). Standard BG3 tiles are $9A:B200..C1FF
{
$4000..4F: HUD digits. "1".."9", "0" (one tile per character)
$4050..57: HUD '%'
$4058..6F: First three tiles of HUD 'ENERGY'
$4070..7F: Transparent tile (unknown use)
$4078..7F: Blank tile (for HUD)
$4180..87: Empty energy tank
$4188..8F: Non-empty energy tank
$4190..97: Last tile of HUD 'ENERGY'
$4198..9F: Reserve auto icon arrow point
$41A0..AF: HUD super missile icon
$41B0..BF: HUD power bomb icon
$41C0..CF: HUD grapple icon
$41D0..DF: HUD x-ray icon
$41E0..422F: Digits "1".."9", "0" (unknown use, outline / fill colours swapped compared to $4000..4F)
$4230..37: Reserve auto icon arrow turn
$4238..47: Reserve auto icon 'AUTO'
$4248..67: HUD missile icon
$4268..6F: Map save room
$4270..77: Blank tile (for FX)
$4280..A7: Animated tiles
{
$4280..97: Spores
$4280..9F: Lava/acid
$4280..A7: Rain
}
$4400..67: Fog
$4480..457F: Water
{
$4480..FF: Surface (two rows of four tiles each)
$4500..7F: Depths (two rows of four tiles each, repeated indefinitely)
}
$4580..97: Message box "press"
$4598..A7: Message box "hold"
$45A8..BF: Message box "utton"
$45C8..DF: Message box "select"
$45E0..EF: Message box "run"
$45F0..FF: Message box "with"
$4600..0F: Message box " the"
$4610..17: Message box "to"
$4618..27: Message box "for"
$4628..37: Message box "set"
$4638..3F: Message box "it"
$4640..47: Message box "&"
$4648..4F: Message box morph ball icon
$4658..5F: Message box "."
$4660..6F: Message box option select arrow
$4678..7F: Message box "-"
$4688..8F: Message box " " (end of "the ", contains a fragment of the "e")
$4698..9F: Message box "b" (for "button")
$46E0..FF: Samus (for the bombs acquired message box)
$4700..FF: Message box characters. "A".."Z", ".,`'?!" (one tile per character). Used for save dialog and controller buttons
}
$4800..4FFF: BG2 tilemap
$5000..57FF: BG1 tilemap
$5800..5FFF: BG3 tilemap
{
$5800..587F: HUD (4 rows, first row is blank tiles)
$5880..5BDF: FX padding (1Bh rows of transparent tiles)
{
$5880..5B9F: Region displayed on screen (under normal circumstance)
$5BA0..BF: Never displayed
$5BC0..DF: Displayed above lava/acid tilemap (for some reason)
}
$5BE0..5FFF: FX (21h rows)
{
$5C00: Liquid hitbox starts here
}
}
$6000..7FFF: Sprite tiles (4-bit). Standard sprite tiles are $9A:D200..F1FF, initially loaded to $6000..6FFF, of which only $6200..6CFF is non "X" tiles
{
$6000..61FF: Samus graphics
{
$6000..7F: Samus top 1 graphics
$6080..FF: Samus bottom 1 graphics
$6100..7F: Samus top 2 graphics
$6180..FF: Samus bottom 2 graphics
{
$61F0..FF: Arm cannon when not closed
}
}
$6200..4F: Grapple beam
{
$6200..0F: Grapple beam end
$6210..4F: Four grapple beam segments
}
$6200..0F: Used as black tiles for Ceres elevator platform for some reason
$6210..1F: Left part of Samus' chest when facing forward in power suit (gets overwritten by grapple beam)
$6250..5F: Samus air bubbles
$6260..7F: Power bomb frames 1-2
$6280..BF: Debris from screw attack explosion
$62C0..FF: Water from Samus' footsteps
$6300..7F: Beam
$6380..BF: Beam trail
$63C0..CF: Wave beam trail
$63D0..EF: Small energy pickup Frames 1 and 4
$63F0..FF: Wave beam trail
$6400..0F: Air bubbles
$640F..2F: Small energy pickup Frames 2-3
$6430..3F: Air bubbles
$6440..6F: Large energy pickup
$6470..7F: Unused
$6480..BF: Dust clouds from footsteps and Missile smoke trail
$64C0..FF: Bomb sprites
$6500..3F: Charge beam / grapple beam flare
$6540..AF: Missile (2 horizontal, 3 diagonal, 2 vertical)
$65B0..DF: Flare sparks (charge beam / hyper beam)
$65E0..EF: Splash from water surface Frame 1
$65F0..663F: Explosions, medium - small
$6640..AF: Super missile (2 horizontal, 3 diagonal, 2 vertical)
$66B0..BF: Save Station energy / space pirate beam projectile Left/Right End tile
$66C0..EF: Elevator Sprites (Tile One x 4 = Frame 1, Tile Two/Three 2332 = Frame 2)
$66F0..FF: Save Station energy / space pirate beam projectile Left/Right Middle tile
$6700..6CFF: If not otherwise stated, explosions of various colors, shapes, and sizes (4 bit, pal 208)
{
$67B0..BF: Power bomb
$6BA0..AF: Top half of Water burst from surface Frame 2
$6BE0..FF: Top half of gate
$6C70..7F: Air bubbles
$6CA0..AF: Bottom half of Water burst from surface Frame 2
$6CD0..DF: Save Station energy / space pirate beam Left/Right Joining tile
$6CE0..FF: Bottom half of gate
}
$6B00..6FFF: Enemy debugger tiles
$6D00..6FFF: Extra enemy tiles. Also used for BG2 tiles in Ceres Ridley's room
{
$6D00..6FFF: Used by enemies $DDBF (Crocomire), $E23F (Ceres door), $EC7F (Mother Brain's body) and $F03F (Tourian entrance statue ghost). Also used for mini-Draygon in Draygon fight
$6E00..6FFF: Used by enemy $E1BF (Ridley's explosion), enemy projectile function $86:AA3D (torizo)
}
$7000..7FFF: Enemy and enemy projectile tiles
{
$7220..3F: Animated tiles - Tourian statue - Ridley
$7800..3F: Animated tiles - Tourian statue - Phantoon
}
}
}
Kraid
{
$0000..3FFF: BG1/2 tiles
{
$2000..27FF: BG3 tiles
$3E00..3FFF: BG1/2 tiles that need reloading after pause screen
{
$3F00..3FFF: Room background
}
}
$4000..4FFF: BG2 tilemap
$5000..57FF: BG1 tilemap
$5800..5FFF: BG3 tilemap
$6000..7FFF: Sprite tiles
}
Pause screen
{
$0000..1FFF: BG1/2 tiles
$2000..2FFF: Sprite tiles
$3000..37FF: BG1 tilemap (map data, equipment screen)
$3800..3BFF: BG2 tilemap (map screen background + frame, buttons)
$4000..47FF: BG3 tiles. Standard BG3 tiles ($9A:B200..C1FF)
$4800..4FFF: Cleared and then unused! Gameplay BG2 tilemap is backed up to $7E:DF5C..EF5B
$5800..5BFF: BG3 tilemap (HUD)
$5C00..7FFF: Unused (preserved for gameplay)
}
Menu
{
$0000..3FFF: BG1/2 tiles
{
$0000..2AFF: Menu tiles
$3000..3FFF: Pause screen tiles
}
$4000..42FF: BG3 tiles (beta minimap tiles)
$5000..57FF: BG1 tilemap
$5800..5BFF: BG2 tilemap
$5C00..5FFF: BG3 tilemap
$6000..6FFF: Sprite tiles
}