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Each set is x400 bytes, 4 bytes per 4x4 tile. Each set is x400 bytes, 4 bytes per 2x2 tile.Ġx05810 to 0x0600F = unused (space for 2 more sets of tile selectors)Ġx06010 to 0x0700F = 2x2 tile selectors for 4x4 tiles. Bits 2-4 select the 2x2 tileset.Ġx02F26 to 0x02F3B = Background CHR page for the level environment in each stage (bits 3-7 are used, so divide by 8)Ġx02F3C to 0x02F51 = Starting room # for each stage (stages can have multiple rooms).Ġx02F52 to 0x02F67 = Selects BG palette 1 for each stage.Ġx02F68 to 0x02F7D = Selects BG palette 2 for each stage.Ġx02F7E to 0x02F93 = Stage # to display on the status bar for each stage(upper nybble and lower nybble are each a decimal number to display)Ġx02F94 to 0x02FA9 = Powerup animation sequence to use for each stageĠx02FAA to 0x02FBF = Cut scene # to display at the end of each stage (Cut scene only occurs if you hit a special collision tile or defeat a boss).Ġx02FC0 to 0x02FD5 = Time to complete each stageĠx02FD6 to 0x02FEB = Music track for each stageĠx03010 to 0x0310F = Palette data for backgrounds (later values are unused)Ġx03110 to 0x0320F = Palette data for sprites (later values are unused)Ġx03210 to 0x03218 = Universal BG colors for stagesĠx03310 to 0x03410 = Width of enemy animation frames, in pixels.Ġx03410 to 0x0350F = Height of enemy animation frames, in pixels.Ġx03510 to 0x0353F = Score bonus for defeating each type of enemyĠx03540 to 0x0356F = HP for each enemy typeĠx03570 to 0x0359F = Damage for each enemy typeĠx03FEA to 0x03FEF = Copy of reset code, placed in each bank.Ġx03FF0 to 0x04005 = Selects BG palette 3 for each stageĠx0400A to 0x0400F = Copy of interrupt vectors.Ġx04010 to 0x0580F = Tile selectors for 2x2 tiles (top left,bottom left, top right, bottom right). Bits 0-1 select the 4x4 tileset, collision set, and palette set. If the top bit is set, you start on the right side of the room and move left (reverse room).Ġx02D60 to 0x02D8F = Player's starting X position in each room.Ġx02D90 to 0x02DBF = Player's starting Y position in each room.Ġx02DC0 to 0x02DEF = Player's starting X position in each room when returning from the next room.Ġx02DF0 to 0x02E1F = Player's starting Y position in each room when returning from the next room.Ġx02E20 to 0x02E4F = # of Powerups in each room.Ġx02E50 to 0x02E7F = # of Enemies in each room.Ġx02F10 to 0x02F25 = Tile, palette, and collision selectors for each stage.
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#Ninja gaiden 3 rom full
Lower nybble is the sprite CHR Page.Ġx02CD0 to 0x02CFF = Selects sprite palette 2 for each room.Ġx02D00 to 0x02D2F = Selects sprite palette 3 for each room.Ġx02D30 to 0x02D5F = The length of each room, in full screens. Each set has x200 bytes, 2 for each type of available 4x4 tile of level dataĠx02C40 to 0x02C9F = Pointers to level data for each room.Ġx02CA0 to 0x02CCF = Upper nybble of each byte selects the universal background color for a room. 0x02440 to 0x02C3F = Collision data sets.