Cv3/rommap
PRG ROM
The NES File header (ines hader) need to be added to the PRG ROM. Because the header does not belong to the ROM but is needed for emulators. (+0x10)
More info about the header here: https://wiki.nesdev.com/w/index.php/INES
(all of these here are add 0x10 for header)
Address | Leangth | Type | Description |
---|---|---|---|
$0000 | 1 byte | ?? | |
$3eb9 | 327 byte | FreeSpace | FreeSpace till $3fff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte) |
$7d68 | 664 byte | FreeSpace | FreeSpace till $7fff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte) |
$bec3 | 317 byte | FreeSpace | FreeSpace till $Bfff (I tested with a play-through of normal quest. Nor sure if I triggered everything.) |
$ff01 | 255 byte | FreeSpace | FreeSpace till $ffff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte) |
$13deb | 533 byte | FreeSpace | FreeSpace till $13fff (I tested with a play-through of normal quest. Nor sure if I triggered everything) |
$17f32 | 206 byte | FreeSpace | FreeSpace till $17fff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte) |
$1bff3 | 13 byte | FreeSpace | FreeSpace till $1bfff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte) |
$1ffcc | 52 byte | FreeSpace | FreeSpace till $1ffff (I tested with a play-through of normal quest. Nor sure if I triggered everything) |
$23f94 | 108 byte | FreeSpace | FreeSpace till $23fff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte) |
$27fed | 19 byte | FreeSpace | FreeSpace till $27fff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte) |
$2ff91 | 111 byte | FreeSpace | FreeSpace till $2ffff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte) |
$33676 | 2442 byte | FreeSpace | FreeSpace till $33fff (I tested with a play-through of normal quest. Nor sure if I triggered everything) |
$37e64 | 412 byte | FreeSpace | FreeSpace till $37fff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte) |
$3bfac | 84 byte | FreeSpace | FreeSpace till $3bfff (I tested with a play-through of normal quest. Nor sure if I triggered everything) |
$3c801 | 255 byte | FreeSpace | FreeSpace till $3c8ff (I tested with a play-through of normal quest. Nor sure if I triggered everything) |
$3dc19 | 999 byte | FreeSpace | FreeSpace till $3dfff (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte) |
$3ffcb | 37 byte | FreeSpace | FreeSpace till $3ffef (I tested with a play-through of normal quest. Nor sure if I triggered everything I would not use the First FF byte) |
Description of Tables or Content
0x1730 Effect Table (Fog,noise and animation..)
Table Format: AA BB CC DD
AA=Stage BB=Block CC=Segment DD=Effect CPU Bus 0x7d Holds current effect: 10 Fog 02 02 01 11 For 02 03 01 12 High Fog Stage 0e 00 02 13 Low Fog Stage 0e 02 00 20 Animation Only, 23 0c 01 01 ?? 28 Blinking sprites 30 Animation and Sound 05 01 00 31 Water animation 0d 03 00 32 WaterEffect(flicker) -36 33 06 00 00 Mud 34 06 01 00 35 06 01 01 37 06 01 02 36 04 02 00 BossRoom 40 Clocktower Stage 2 41 Animation and Sound 0d 01 00 50 08 00 00 Water 51 Forest Stage 02 01 00 and 05 03 00 Water and 08 01 00 .. 09 71 Rising Water 08 03 00 80 Falling Bridge 05 03 01 81 Falling Bridge 0c
Table for progression
ChoosePatchTransition the pointers to path tables are at 0x29a5 (3 pointers, 2 bytes each) the path tables are at 0x29ab, 0x29b4, 0x29ba, 0x2129 the data in those tables is 010000000000, 020302060001, 070600080000, 0400000500000B00000700010705000900000A00000A00000C00000C00000D00000E the table for the area you go to after walking past a big map (not choose a path) is at 0x211d (3 bytes each, not sure how many) ScreenNames and PointerValue 00 Start 05 Restart?? 07 Debugg 08 Map swamp zyklops 09 Prayer Screen 0A-0B PW Screen 0C-0D Ending 0E Stage 0 3e450 0A > 07 Will make name screen debugger screen
If you like to skip the map after stage one:
0x4171 Table of Screens after Boss 00=Map Walking to next section 01=?? 02=Choosing Path
Also Needs!!
AfterBossRoomProgressionTable: 1244 Check to send into next Stage (p1218) Format AA BB CC DD AA=Current Stage BB=Current Block CC=Current Segment DD=Destination after orb grab in that section.
For Stage one you can edit the next level at 0x211D AA BB CC
Timer and some Checkpoints
133cb Timer and some Check points. ab ab ab
a=Timer (hunderd) b=Checkpoint Block
MiscTables and how to expand it
A111 TableToEnableMisc (Also Moves MiscPointer)
00=NoMisc 01=Stage 00 01 02 02=Stage 01 00 00 03=Stage 01 00 02 04=Stage 01 01 00 0A=Stage 02 00 00 ..
a199 MiscDataPointerTable (You will need to move first pointer and location to make space for more Pointer and have events on more levels)
Format AA BB
AA LowByte CPU bus Address of data location BB HighByte CPU bus Address of data location
BEC3-BFFF FreeSpace 3c800-3c8ff FreeSpace??
Things I would like to research and add
Sprite assembly format and animation format. May be a enemy editing file.
Trevor Assembly 34402 Standing 04 E000 00 F8E1020 00 104F801060003E008 34453 Ducking 04 F000 00F8F102001116F8111800 Enemy 352d6 headless Knight
Music Tracker Format and pointers
...and a lot more.
The most insight in the game was from Opptomon
- check his abandon project/notes
http://www.romhacking.net/abandoned/[55]COA-CV3.7z