Also, if one were inclined to find the original dragon warrior NES ROM, they could include it in the root directory and run a checksum on the assembled ROM file. This file can be modified to produce a working ROM. The DW patch changes the names to adhere to the old Dragon Warrior NES games. The build_script file can be run from Git bash to assemble the source files and do checksums on the output files and original files. It took three years to complete, and although much of that three years was. The completion_map folder contains an image file showing a visual representation of the completion of the disassembly. They should be identical to the original binary files. The output_files folder is where the assembled binaries are located after the build script is run. ![]() The source_files folder is where the actual disassembled game is located. The original_files folder contains the binary images of the memory banks from the original game. This project includes Ophis to assemble the source code. This project is part of my project portfolio: Folder Structure This project is now done! The entire game has been reverse engineered and commented. The fifth byte is the palette.Ģ6 - F683 - Shore Left-Top-Bottom-Right - 00įirst character set is dual encoded with italic numbers, the Enix logo, and The End graphic.NES Dragon Warrior software disassembly. The first four are the address in the PPU's tile memory read left-to-right, top-to-bottom. The indoor maps all use a tile set of 16 tiles built from the complete list found in the Background Tile Definitions.Įach tile is five bytes. GLSPOTPE Get 60 experience points when you battle Slimes (instead of only 1). The tile set, NPC locations, chest locations, and roof locations are stored elsewhere.Ġ0412-00443 - King Lorik's Throne Room (10x10)Ġ0444-00605 - Dragonlord's Throne Room (30x30)Ġ0D34-00D65 - Sunlight Stones Cave (10x10) - Different tile setĠ0D66-00D97 - Rain Cave (10x10) - Different tile setĠ0D98-00DC9 - Rainbow Drop Cave (10x10) - Different tile setĠ0DCA-00E91 - Charlock Dungeon Level 1 (20x20)Ġ0E92-00EC3 - Charlock Dungeon Level 2 (10x10)Ġ0EC4-00EF5 - Charlock Dungeon Level 3 (10x10)Ġ0EF6-00F27 - Charlock Dungeon Level 4 (10x10)Ġ0F28-00F59 - Charlock Dungeon Level 5 (10x10)Ġ0F5A-00F8B - Charlock Dungeon Level 6 (10x10)Ġ0FE6-01047 - Mountain Cave Level 1 (14x14)Ġ1048-010A9 - Mountain Cave Level 2 (14x14)Ġ10AA-01171 - Garin's Grave Level 1 (20x20)Ġ1172-01239 - Garin's Grave Level 3 (20x20)Ġ123A-0136B - Garin's Grave Level 4 (10x10)Ġ126C-012BF - Garin's Grave Level 2 (10x10)Ġ12C0-012F1 - Erdrick's Cave Level 1 (10x10)Ġ12F2-01323 - Erdrick's Cave Level 2 (10x10)Įach map type has a unique tile set. Dragon Warrior NOTES: All of the enemies listed below can be found near Tantegel Castle (where you start the game). ![]() Maps are made from a set of 16 tiles picked from the full background set. ![]() Indoor maps are stored using 4-bit encoding, so 1 byte is 2 tiles, based on the hi and lo nybble of the byte. ![]() The first record is all zeroes, the second is the overworld Alefgard map, but it is not stored with the others and uses compression, the remaining 28 are the indoor maps. The next two bytes are the map's width and height in tiles, the final byte is the tile to be used as the map's border. It's stored as a 16-bit little-endian integer, however, the offset is based on where it will be loaded when the game is running, to get the ROM offset, subtract 32,768, then add 16 to account for the ROM header. The first two bytes are the starting address to begin reading the map data. There are 30 map headers, each is 5 bytes. If your ROM is in iNES format, the first 16 bytes will be the iNES header.
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