Final Fantasy |
NES |
The pointer table for the dialogue text. |
28010-2820F |
The dialogue text. |
28210-2B60F |
The pointer table for the monster attacks. |
2B610-2B643 |
The monster attacks text. |
2B644-2B70F |
The pointer table for the items. |
2B710-2B90F |
The items text. |
2B910-2BFD1 |
The battle text and pointers (mixed up a bit). |
2CC50-2D00F |
The pointer table for the monster names. |
2D4F0-2D5EF |
The monster name text. |
2D5F0-2D95F |
Weapon data. Each weapon entry consists of 8 bytes - hit percent, damage, an unknown parameter, spell cast, elemental, special effects, graphics block, and color index. |
30010-3014F |
Armor data. Each armor entry consists of 4 bytes - absorb, evade percent, elemental resistance, spell cast. |
30150-301EF |
Spell Data. Each spell entry consists of 8 bytes - Targeting, Effectiveness, Element, Effect byte 1, Effect byte 2, Graphics Block, Color index. |
301F0-303EF |
The pointer table for the epilogue text. |
36810-36841 |
The epilogue text. |
36842-36E0F |
Price Data- starting with the first item of the item list, and going on through weapons, armor and spells. Each price uses 2 bytes. NOTE: Most "items" do not have a price because they cannot be bought or sold! 37C3C on indicates "store-bought" items, with the exception of the Bottle. |
37C10?-37DEF |
The intro text. |
37F30-3800F |
The pointer table for the shop text. |
38010-3805B |
The shop text. |
3805C-3830F |
Shop Data. Listed sequentially; one shop is separated from the next by 00. Shops go in order of weapon-armor-item-wmagic-bmagic-inn-clinic throughout most of the section; weapon, armor, item, and magic shops use a string of bits corresponding to the index of an item, inns and clinics use a single, 2-byte value for cost. |
3839E-38480 |
The pointer table for the status menu text. |
38510-3858F |
The status menu text. |
38590-38D12 |
Nesticle .STA file: The party's Gold. |
1A-1E (Nesticle .STA file) |
Weapon data from Myan the Madman
Spell, shop, price and armor data from Myan and Vagabond |
The Legend of Zelda |
NES |
This area contains the overworld map. Each byte refers to one of 256 vertical columns defined elsewhere in the ROM. |
15429-15BD8 |
The data for the vertical columns used in the overworld map. The format has not yet been cracked but each byte affects multiple columns depending on its value. |
15BE8-????? |
The data in this area affects which type of doors connect which rooms in dungeons. Changing it can replace existing doors with solid walls and vice-versa. The format has not yet been cracked. |
15FD8?-????? |
The intro story text. |
1A450-1A7CB |
The color info for the intro story text. Not all data within this area applies to the colors, though. Try setting bytes to '00' to turn the text white. |
1A834-1A87A |
The area for the title screen data. |
1A930?-1AB8F? |
A .TBL file for this game is included with Hexpose. |
Download |
Map data location from EFX and _demo_
Text color info from Quor
All other submissions from Jay McGavren |
Mega Man |
NES |
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-????? |
All submissions from Jay McGavren |
Metroid |
NES |
The map data, starting above the upper-leftmost screen in Brinstar and advancing from left to right, top to bottom. 270F is the leftmost screen in the area where you start the game. Each byte represents one of about 40 preset screens (a new screen set is loaded whenever you go up/down an elevator). The value FF signifies an inaccessible area - these can be made accessible by changing the byte to a value corresponding to a preset screen. |
2590-292D |
Note data for the title screen theme; each byte represents
the pitch of the note played. |
3012-????? |
Brinstar's preset screen data. Each object in the room is represented by 3 bytes: color, location, and preset object number. FD signifies the end of object data and the start of door/enemy data for that room. Doors are represented by "20 XX" where XX determines whether the door is on the left or right side of the screen, and what type it is. Enemies are represented by 3 bytes: an unknown byte, enemy type, and location. FF signifies the end of a room's data. |
6451-6C93 |
SnowBro has created a map editor called MetEdit. |
Download |
Map data info from Jay McGavren Room data info from Jay McGavren and SnowBro. |
Rygar |
NES |
Map data for the Sueru Mountains (the starting area). Each byte refers to a room defined elsewhere in the ROM. |
10091-10097 |
Map data for Gran Mountain. |
10098-100C7 |
Map data for hermit's room. |
100C8-100C8 |
Map data for Garloz. |
100C9-10036 |
Map data for Drago's Palace. |
10137-1019E |
Map data for Mt. Primeval. |
1019F-1021E |
Map data for Sagila's Cave. |
10221-10268 |
Map data for mountains outside Sagila's Cave. |
10269-10272 |
Map data for Eruga's Forest. |
10273-102D0 |
Room data for the Sueru Mountains. Each byte refers to a set of 16 16x128 columns defined elsewhere in the ROM. The first byte defines the top half of a screen, the second the bottom. |
102D1-????? |
The half-room data for the Sueru Mountains. Each byte refers to one of 256 preset 16x128 columns defined elsewhere in the ROM. |
10514-105D3 |
Gran Mountain half-room data. |
105D4-????? |
Tower of Garba half-room data. |
10910-????? |
Rolsa Valley half-room data. |
10A34-????? |
Lapis Gate half-room data. |
10BF4-????? |
Lapis half-room data. |
10C64-????? |
Mt. Primeval half-room data. |
10E24-????? |
Sagila's Cave half-room data. |
10EC4-????? |
Eruga's Forest half-room data. |
11140-????? |
Half-room data for several screens from various levels. |
112E0-????? |
Garloz half-room data. Stored in much the same format as side-view
data, but in rows instead of columns. |
11474-????? |
Ligar's Castle half-room data. |
11744-????? |
Dorago's Palace half-room data. |
11AC8-????? |
Column set 1 data. |
12018-????? |
Column set 2 data. |
12818-????? |
Row set 1 data. |
12F38-????? |
Row set 2 data. |
13738-????? |
All submissions from Jay McGavren |