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Hex data from Megaman X

Im currently looking for any hex data regarding megaman x, i use to have the where-abouts for changing the layout of levels and other useful things stored on an older computer but now its gone, if anyone can help please post here or PM me, it would make my hack a little more intresting, thanks!
Finally a chance to post this thing.

WARNING: Huge text approaching. The addresses assume that your copy of the ROM has a header. If it doesn't, subtract 200 from the address.

Code
SMC FILE
________


7DE3-81A3: EMPTY

10160-101FF: EMPTY

181A3-181FF: EMPTY

2016F-201FF: EMPTY

DIALOGUE #1
----
24ACC-27339: Main dialogue (cutscenes, credits, intro)

2733A-281FF: EMPTY

OBJECT PALETTE INFORMATION
----
2B900-2B91F: X's main palette (no weapon).

2B920-2B93F: Rush Roader's palette.
2B940-2B95F: Hoganmer's palette.
2B960-2B97F: Dodge Blaster's palette.
2B980-2B99F: Sine Faller's palette.

2B9A0-2B9BF: Boomerang Cutter weapon palette.

2B9C0-2B9DF: X's secondary palette.

2B9E0-2B9FF: Flashing color palette.

2BA00-2BA1F: Flammingle's palette.

((2BA20-2BA3F: MYSTERY PALETTE #1))

2BA40-2BA5F: Planty + Iworm's palette.

2BA60-2BA7F: X Buster weapon palette.

2BA80-2BA9F: Light Capsule palette.
2BAA0-2BADF: Light Capsule glowing palette.

2BAE0-2BAFF: Homing Torpedo weapon palette.
2BB00-2BB1F: Chameleon Sting weapon palette.

2BB20-2BB3F: Large stone block's palette.
2BB40-2BB5F: RT-55J's palette.

((2BB60-2BB7F: MYSTERY PALETTE #2))

2BB80-2BB9F: Boss door's palette.
2BBA0-2BBBF: Axe Max + Axe wood + falling leaves' palette.

2BBC0-2BBFF: Megaman in Light Capsule flashing palette.

2BC00-2BC1F: Road Attacker's palette.
2BC20-2BC3F: Crusher's palette.
2BC40-2BC5F: Spiky's palette.

2BC60-2BC7F: Sting Chameleon + falling spikes' palette.

2BC80-2BC9F: Bomb Been's palette.

((2BCA0-2BCBF: MYSTER PALETTE #3))

2BCC0-2BCDF: Highway breakway platform's palette.
2BCE0-2BCFF: Road Attacker deployer's palette.
2BD00-2BD1F: Gulpfer's palette.
2BD20-2BD3F: Mad Pecker + Creeper's palette.
2BD40-2BD5F: Sea Attacker's palette.
2BD60-2BD7F: Amenhopper's palette.
2BD80-2BD9F: Bee Blader's palette.
2BDA0-2BDBF: Utuboros' palette.
2BDC0-2BDDF: Ball De Voux's palette.
2BDE0-2BDFF: Gun Volt's palette.
2BE00-2BE1F: Anglerge parts + snake missile's palette.
2BE20-2BE3F: Boss intro lightning's palette.
2BE40-2BE5F: Death Rogumer cannon's palette.
2BE60-2BE5F: Heart Tank palette.
2BE80-2BE9F: Utuboros sand cloud's palette.
2BEA0-2BEBF: Highway car's palette.
2BEC0-2BEDF: Highway trailer trucks's palette.
2BEE0-2BEFF: Highway van's palette.

2BF00-2BF1F: Final Form Sigma head + eyes + claws' palette.
2BF20-2BF9F: Final Form Sigma's fade-in palette.
2BFA0-2BFBF: Final Form Sigma's flames + sparks' palette.

2BFC0-2BFDF: Jellyfish enemy's palette. [UNUSED]
2BFE0-2BFFF: Cruiziler parts' palette.
2C000-2C01F: Stage select cursor + map screen dot's palette.

2C020-2C03F: Storm Tornado weapon palette.

2C040-2C05F: Scrap Robo + Broken Utuboros head's palette.
2C060-2C07F: Scrap Robo + Broken Utuboros head's melting palette.
2C080-2C09F: Mine cart platform's palette.

2C0A0-2C0BF: Shotgun Ice weapon palette.
2C0C0-2C0DF: Fire Wave weapon palette.
2C0E0-2C0FF: Electric Spark weapon palette.
2C100-2C11F: Rolling Shield weapon palette.
2C120-2C19F: Charged Rolling Shield weapon palette.

2C1A0-2C2BF: Mole Borer's palette.
2C1C0-2C1DF: Pink Ride Armor + Pink Armor Soldier's palette.
2C1E0-2C1FF: Bat Bone's palette.
2C200-2C21F: Batton M-501's palette.
2C220-2C23F: Met C-15 + password cursor's palette.
2C240-2C25F: Crag Man + small stone block + Forest rubble's palette.
2C260-2C27F: Dig Labour + factory rubble's palette.
2C280-2C29F: Unknown (Duplicate Dig Labour palette.)

2C2A0-2C2BF: Vile + Vile's first ride armor's palette.

2C2C0-2C2DF: Zero's palette.
2C2E0-2C31F: Zero's Beta charging palette?
2C320-2C33F: Zero's charged shot's palette.

2C340-2C37F: Password screen number's palette.
2C380-2C39F: Password screen cursor's palette.
2C3A0-2C3BF: Hotarion's palette.
2C3C0-2C3DF: Metal Wing's palette.
2C3E0-2C3FF: Conveyor belt crusher's palette.
2C400-2C41F: Jamminger's palette.

((2C420-2C43F: MYSTERY PALETTE #4))

2C440-2C45F: Airport conveyor platform's palette.
2C460-2C47F: Flamer + floating platform's palette.
2C480-2C49F: Thunder Slimer's palette.

2C4A0-2C4BF: Armored Armadillo + spark palette.
2C4C0-2C51F: Armored Armadillo's charging palette.
2C520-2C53F: Armored Armadillo's rubble palette.

2C540-2C55F: Tombot's palette.
2C560-2C57F: Thunder Slimer's slime blob + electric bolt's palette.

2C580-2C59F: Chill Penguin palette.
2C5A0-2C5BF: Chill Penguin's iceball + sculpture palette.
2C5C0-2C5DF: Unknown (Duplicate Chill Penguin palette, unused)
2C5E0-2C5FF: Unknown (Chill Penguin palette, but all colors are black)

2C600-2C61F: Slide Cannon + sliding platform's palette.
2C620-2C63F: Spring's palette.

2C640-2C65F: X's charged palette.
2C660-2C67F: X's supercharged palette.

2C680-2C69F: Floating laser trap + laser's palette.

2C6A0-2C6BF: Boomer Kuwanger + boomerang palette.
2C6C0-2C6DF: Boomer Kuwanger's afterimage palette.

2C6E0-2C6FF: Launch Octopus + Homing Torpedo's palette.
2C700-2C73F: Launch Octopus' E.Drain palette.
2C740-2C75F: Launch Octopus' fish missile palette.
2C760-2C77F: Launch Octopus' twister palette.

2C780-2C79F: Ladder Yadder's palette.

((2C7A0-2C7BF: MYSTERY PALETTE #5))

2C7C0-2C7DF: Tower elevator platform's palette.
2C7E0-2C7FF: Power plant spark's palette.
2C800-2C81F: Flame pillar's palette.

2C820-2C83F: Dummy palette (Palette is completely black)

2C840-2C85F: Shattering glass pane's palette.

2C860-2C87F: Dummy palette (Palette is black except for transparent color)

2C880-2C89F: Sky Claw's palette.
2C8A0-2C8BF: Cruiziler missile's palette.

2C8C0-2C8DF: Flame Mammoth + oil + flame's palette.
2C8E0-2C8FF: Unknown (Duplicate Flame Mammoth palette. Used for trunk?)
2C900-2C91F: Flame Mammoth's oil fire palette.

2C920-2C93F: Rolling Gabyool + lava drip's palette.
2C940-2C95F: Ray Bit's palette.

2C960-2C97F: "Weapon Acquired" X's default object palette.

2C980-2C99F: Snow Shooter's palette.

2C9A0-2C9BF: Storm Eagle + eagret palette.
2C9C0-2C9DF: Storm Eagle's Storm Tornado palette.

2C9E0-2C9FF: Rolling snowball's palette.
2CA00-2CA1F: Turn Cannon + Turn Cannon's floating platform's + long pillar's palette.

((2CA20-2CA3F: MYSTERY PALETTE #6))

2CA40-2CA5F: Spark Mandrill's palette.
2CA60-2CA7F: Spark Mandrill's frozen palette.
2CA80-2CA9F: Spark Mandrill's Electric Spark palette.
2CAA0-2CABF: Spark Mandrill's groundshock palette.

2CAC0-2CADF: Igloo rubble's palette.
2CAE0-2CAFF: Green Ride Armor + Green Armor Soldier's palette.
2CB00-2CB1F: Mega Tortoise's palette.

2CB20-2CB3F: Velguarder + flames' palette.
2CB40-2CB5F: Velguarder's spark palette.

2CB60-2CB7F: Rangda Bangda green eye + nose's palette.
2CB80-2CB9F: Rangda Bangda blue eye's palette.
2CBA0-2CBBF: Rangda Bangda red eye's palette.
2CBC0-2CBDF: Rangda Bangda closing wall's palette.
2CBE0-2CC5F: Rangda Bangda fading in palette.

2CC60-2CC7F: Vile's cage's force field + cage parts' palette.

2CC80-2CC9F: Bospider + Bospider baby's palette.
2CCA0-2CCBF: Bospider's retracting thread palette.

2CCC0-2CCDF: D-Rex's head palette.
2CCE0-2CCFF: D-Rex plasma ball's palette.
2CD00-2CD1F: D-Rex's charging palette.

2CD20-2CD3F: Sigma's palette.
2CD40-2CD5F: Sigma's cape palette.

((2CD60-2CD7F: MYSTERY PALETTE #7))

2CD80-2CD9F: X specification screen analyzer's palette.
2CDA0-2CDBF: Airport rubble's palette.
2CDC0-2CDDF: Mine small rubble's palette.
2CDE0-2CDFF: Sigma's flying fortress explosion + splash's palette.
2CE00-2CE1F: Sigma's flying fortress' palette.
2CE20-2CE3F: Vile's second ride armor's palette.

2CE40-2CE5F: X's Homing.T palette.
2CE60-2CE7F: X's C.Sting palette.
2CE80-2CE9F: X's S.Ice palette.
2CEA0-2CEBF: X's B.Cutter palette.
2CEC0-2CEDF: X's Storm.T palette.
2CEE0-2CEFF: X's E.Spark palette.
2CF00-2CF1F: X's Fire.W palette.
2CF20-2CF3F: X's R.Shield palette.
2CF40-2D03F: Chameleon Sting rotating color palette.
2D040-2D05F: "Weapon Acquired" X's Homing.T object palette.
2D060-2D07F: "Weapon Acquired" X's C.Sting object palette.
2D080-2D09F: "Weapon Acquired" X's Storm.T object palette.
2D0A0-2D0BF: "Weapon Acquired" X's Fire.W object palette.
2D0C0-2D0DF: "Weapon Acquired" X's R.Shield object palette.
2D0E0-2D0FF: "Weapon Acquired" X's E.Spark object palette.
2D100-2D11F: "Weapon Acquired" X's B.Cutter object palette.
2D120-2D13F: "Weapon Acquired" X's S.Ice object palette.  

BACKGROUND PALETTE INFORMATION
----
2D140-2D15F: "Weapon Acquired" X's Homing.T background palette.
2D160-2D17F: "Weapon Acquired" X's C.Sting background palette.
2D180-2D19F: "Weapon Acquired" X's Storm.T background palette.
2D1A0-2D1BF: "Weapon Acquired" X's Fire.W background palette.
2D1C0-2D1DF: "Weapon Acquired" X's R.Shield background palette.
2D1E0-2D1FF: "Weapon Acquired" X's E.Spark background palette.
2D200-2D21F: "Weapon Acquired" X's B.Cutter background palette.
2D220-2D23F: "Weapon Acquired" X's S.Ice background palette.
2D240-2D25F: "Weapon Acquired" R.shield device palette.
2D260-2D27F: "Weapon Acquired" C.Sting device palette.
2D280-2D29F: "Weapon Acquired" E.Spark device palette.
2D2A0-2D2BF: "Weapon Acquired" Fire.W device palette.
2D2C0-2D2DF: "Weapon Acquired" S.Ice device palette.
2D2E0-2D2FF: "Weapon Acquired" Homing.T device palette.
2D300-2D31F: "Weapon Acquired" B.Cutter device palette.
2D320-2D33F: "Weapon Acquired" Storm.T device palette.
2D340-2D37F: Dialogue palette.
2D380-2D47F: Sting Chameleon stage main palette.
2D480-2D57F: Armored Armadillo stage main palette.
2D580-2D67F: Flame Mammoth stage main palette (lava).
2D680-2D71F: Title screen palette.
2D720-2D81F: Highway stage palette.
2D820-2D83F: Storm Eagle alt. palette #1.
2D840-2D87F: Highway stage alt. palette #2.
2D880-2D89F: Highway stage alt. palette #1.
2D8A0-2D91F: Large Capcom logo flashing palette.
2D920-2DA1F: Launch Octopus stage main palette.
2DA20-2DADF: Boss intro screen palette.
2DAE0-2DAFF: Launch Octopus alt. palette #2.
2DB00-2DB7F: Launch Octopus cycling water palette.
2DB80-2DBBF: Launch Octopus alt. palette #4.
2DBC0-2DBFF: Launch Octopus alt. palette #1.
2DC00-2DC1F: Launch Octopus alt. palette #3.
2DC20-2DCBF: Stage select main palette.
2DCC0-2DCDF: Stage select map picture palette.
2DCE0-2DCFF: Stage select boss spec palette.
2DD00-2DD1F: Stage select Megaman X icon palette.
2DD20-2DD3F: Title screen small Capcom logo palette.
2DD40-2DD5F: Launch Octopus stage picture palette.
2DD60-2DD7F: Armored Armadillo stage picture palette.
2DD80-2DD9F: Sting Chamleon stage picture palette.
2DDA0-2DDBF: Flame Mammoth stage picture palette.
2DDC0-2DDDF: Storm Eagle stage picture palette.
2DDE0-2DDFF: Chill Penguin stage picture palette.
2DE00-2DE1F: Spark Mandrill stage picture palette.
2DE20-2DE3F: Boomer Kuwanger stage picture palette.
2DE40-2DF3F: Storm Eagle stage main palette.
2DF40-2DFFF: Sting Chameleon alt. palette #1.
2E000-2E0BF: Sting Chameleon alt. palette #2.
2E0C0-2E0DF: Armored Armadillo alt. rock palette [UNUSED]
2E0E0-2E1DF: Weapons / Password screen palette.
2E1E0-2E29F: Sting Chameleon boss room palette.
2E2A0-2E2FF: Armored Armadillo alt. palette #1.
2E300-2E35F: Armored Armadillo cycling waterfall background palette.
2E360-2E3DF: Armored Armadillo cycling water background palette.
2E3E0-2E4DF: Spark Mandrill stage main palette.
2E4E0-2E5DF: Chill Penguin stage main palette.
2E5E0-2E63F: Flame Mammoth cycling lava + conveyor belt palette.
2E640-2E65F: Flame Mammoth alternate palette #1.
2E660-2E7DF: Flame Mammoth cycling lights + lava river palette.
2E7E0-2E83F: Options menu palette.
2E840-2E93F: Boomer Kuwanger stage main palette.
2E940-2E9FF: Storm Eagle cycling conveyor belt + clouds palette.
2EA00-2EA3F: Storm Eagle alternate palette #2.
2EA40-2EADF: Storm Eagle cycling light palette.
2EAE0-2EAFF: "Weapon Acquired" regular X palette.
2EB00-2EB1F: "Weapon Acquired" border palette.
2EB20-2EB3F: "Weapon Acquired" flashing device palette.
2EB40-2EB5F: Chill Penguin alt. palette #1.
2EB60-2EBBF: Chill Penguin alt. palette #2.
2EBC0-2ECBF: Boomer Kuwanger alt. palette #1.
2ECC0-2ECFF: Spark Mandrill cycling yellow electricity palette.
2ED00-2ED5F: Spark Mandrill cycling green electricity palette. 
2ED60-2ED7F: Spark Mandrill alt. palette #1.
2ED80-2EDBF: Spark Mandrill alt. palette #2.
2EDC0-2EEBF: Sigma Stage 1 main palette.
2EEC0-2EFBF: Sigma Stage 2 main palette.
2EFC0-2F0BF: Flame Mammoth stage main palette (Frozen).
2F0C0-2F0DF: Stage select Sigma icon palette.
2F0E0-2F0FF: Sigma stage picture palette.
2F100-2F1FF: Sigma Stage 3 main palette.
2F200-2F23F: Sigma Stage 3 cycling water palette.
2F240-2F29F: Sigma Stage 3 conveyor belt palette.
2F2A0-2F2BF: Sigma Stage 3 alt. palette #1.
2F2C0-2F2DF: Sigma Stage 3 D-Rex body flashing palette.
2F2E0-2F3DF: Sigma Stage 4 main palette.
2F3E0-2F45F: Boss Intro Sigma symbol fading palette.
2F460-2F4BF: Sting Chameleon cycling water palette.
2F4C0-2F4FF: DUMMY PALETTE
2F500-2F53F: Flame Mammoth cycling lava + conveyor belt palette (Frozen).
2F540-2F57F: Sigma Stage 1 flashing light palette.
2F580-2F63F: Sigma Stage 1 alt. palette #1.
2F640-2F69F: Sigma Stage 2 cycling light palettes.
2F6A0-2F6DF: Sigma Stage 2 alt. palette #3.
2F6E0-2F6FF: Sigma Stage 2 att. palette #4.
2F700-2F73F: Sigma Stage 2 alt. palette #1.
2F740-2F77F: DUMMY PALETTE
2F780-2F79F: Megaman X specification screen green outline palette.
2F7A0-2F83F: DUMMY PALETTE
2F840-2F89F: Megaman X specification screen fading palette.
2F8A0-2F8BF: Megaman X specification screen palette.
2F8C0-2F8DF: Spark Mandrill shut-off yellow electricity palette.
2F8E0-2F8FF: Spark Mandrill shut-off green electricity palette. 
2F900-2F91F: Spark Mandrill plane wreckage palette.
2F920-2F93F: Sigma Stage 1 alt. palette #2.
2F940-2F95F: Sigma Stage 1 alt. palette #3.
2F960-2F97F: Sigma Stage 1 alt. palette #4 (8 bosses defeated cutscene).
2F980-2FA5F: Sigma Stage 2 brightening background palette.
2FA60-2FA7F: Sigma Stage 2 alt. palette #2.
2FA80-2FAFF: Sigma Stage 2 fade-in boss palette.
2FB00-2FCFF: Sigma Stage 4 fade-in boss palette.
2FD00-2FE5F: Cast roll fading foreground palette.
2FE60-2FFFF: Cast roll fading background palette.
30000-3001F: Dr. Light warning screen palette.
30020-3003F: Credits palette.
30040-3007F: Ending cutscene palette.
30080-300FF: Ending cutscene flashing cliff palette.
30100-3019F: Credits fading palette.
301A0-301FF: EMPTY

MUSIC SETTINGS
----
30AB0: Highway stage music.
30AB1: Launch Octopus stage music.
30AB2: Sting Chameleon stage music.
30AB3: Armored Armadillo stage music.
30AB4: Flame Mammoth stage music.
30AB5: Storm Eagle stage music.
30AB6: Spark Mandrill stage music.
30AB7: Boomer Kuwanger stage music.
30AB8: Chill Penguin stage music.
30AB9: Sigma stage 1 music.
30ABA: Sigma stage 2 music.
30ABB: Sigma stage 3 music.
30ABC: Sigma stage 4 music.

DIALOGUE #2
----
3141C-327DC: Other dialogue (Boss specs, options, copyright info, debug?)

LOADING POINTS
----
The loading point format is as follows, where A represents a hexidecimal number:
ABCDDEEFFGGHHIIJJKKLLMMNNOOPQ
A = Object loader value. Values do different things in different levels.
B = Tile loader value. 
C = Palette loader value. 
D = X location of Megaman X.
E = Y location of Megaman X.
F = X location of left side of screen.
G = Y location of bottom side of screen.
H = X offset of background. Background is
    moved to the left by EE pixels before
    X appears onscreen.
I = Y offset of background. Background is
    moved up by FF pixels.
J = Border for left side of screen. The screen cannot
    move past this point, nor can X.
K = Border for right side of screen.
L = Border for top side of screen.
M = Border for bottom side of screen.
N = Forced X offset. Differs from H in that the 
    background will not try to correct itself based
    on X's position. It's also applied after X appears
    on screen, not before.
O = Forced Y offset.
P = Background scrolling modifier. Affects how background
    scrolls. Needs more research.
Q = Teleport modifier. Affects how far down X goes after he
    has been teleported.

329F2-32A0E: Loading point #1 (Highway stage)
32A0F-32A2B: Loading point #2 (Highway stage)
32A2C-32A48: Loading point #3 (Highway stage)
32A49-32A65: Loading point #4 (SPECIAL: Cast roll)
32A66-32A82: Loading point #1 (Launch Octopus)
32A83-32A9F: Loading point #2 (Launch Octopus)
32AA0-32ABC: Loading point #3 (Launch Octopus)
32ABD-32AD9: Loading point #1 (Sting Chameleon)
32ADA-32AF6: Loading point #2 (Sting Chameleon)
32AF7-32B13: Loading point #3 (Sting Chameleon)
32B14-32B30: Loading point #1 (Armored Armadillo)
32B31-32B4D: Loading point #2 (Armored Armadillo)
32B4E-32B6A: Loading point #3 (Armored Armadillo)
32B6B-32B87: Loading point #1 (Flame Mammoth)
32B88-32BA4: Loading point #2 (Flame Mammoth)
32BA5-32BC1: Loading point #3 (Flame Mammoth)
32BC2-32BDE: Loading point #1 (Storm Eagle)
32BDF-32BFB: Loading point #2 (Storm Eagle)
32BFC-32C18: Loading point #3 (Storm Eagle)
32C19-32C35: Loading point #1 (Spark Mandrill)
32C36-32C52: Loading point #2 (Spark Mandrill)
32C53-32C6F: Loading point #3 (Spark Mandrill)
32C70-32C8C: Loading point #1 (Boomer Kuwanger)
32C8D-32CA9: Loading point #2 (Boomer Kuwanger)
32CAA-32CC8: Loading point #3 (Boomer Kuwanger)
32CC7-32CE3: Loading point #1 (Chill Penguin)
32CE4-32D00: Loading point #2 (Chill Penguin)
32D01-32D1D: Loading point #3 (Chill Penguin)
32D1E-32D3A: Loading point #1 (Sigma stage 1)
32D3B-32D57: Loading point #2 (Sigma stage 1)
32D58-32D74: Loading point #3 (Sigma stage 1)
32D75-32D91: Loading point #4 (SPECIAL: 8 bosses defeated cutscene)
32D92-32DAE: Loading point #5 (Sigma stage 1)
32DAF-32DCB: Loading point #1 (Sigma stage 2)
32DCC-32DE8: Loading point #2 (Sigma stage 2)
32DE9-32E05: Loading point #3 (Sigma stage 2)
32E06-32E22: Loading point #4 (Sigma stage 2)
32E23-32E3F: Loading point #1 (Sigma stage 3)
32E40-32E5C: Loading point #2 (Sigma stage 3)
32E5D-32E79: Loading point #3 (Sigma stage 3)
32E7A-32E96: Loading point #4 (Sigma stage 3)
32E97-32EB3: Loading point #5 (Sigma stage 3)
32EB4-32ED0: Loading point #6 (Sigma stage 3)
32ED1-32EED: Loading point #1 (Sigma stage 4)

32EEE-32EEF: Loading pointer (Highway stage)
32EF0-32EF1: Loading pointer (Launch Octopus)
32EF2-32EF3: Loading pointer (Sting Chameleon)
32EF4-32EF5: Loading pointer (Armored Armadillo)
32EF6-32EF7: Loading pointer (Flame Mammoth)
32EF8-32EF9: Loading pointer (Storm Eagle)
32EFA-32EFB: Loading pointer (Spark Mandrill)
32EFC-32EFD: Loading pointer (Boomer Kuwanger)
32EFE-32EFF: Loading pointer (Chill Penguin)
32F00-32F01: Loading pointer (Sigma Stage 1)
32F02-32F03: Loading pointer (Sigma Stage 2)
32F04-32F05: Loading pointer (Sigma Stage 3)
32F06-32F07: Loading pointer (Sigma Stage 4)

33C7A: Projectile to use for X's charged buster shot.


37C44-381FF: EMPTY

400D5-401FF: EMPTY

46EA0-481FF: EMPTY

60D4D-651FF: EMPTY

8F159-901FE: EMPTY


LEVEL ARRANGEMENT INFORMATION
----

How level arrangement works
____
Starts with 4 byte header.

Fills in from top to bottom, left to right.
1st byte: IF 128 BIT NOT SET 
           Create blocks sequentially from block provided
           in second byte (create N-1 blocks).
          IF 128 BIT SET
           Create N-1 copies of the block provided in
           second byte.
2nd byte: 256x256 tile block to start on.


901FF-90236: Sting Chameleon arrangement info.
90237-90258: Sting Chameleon BG arrangment info.
90259-902BC: Armored Armadillo level arrangement info.
902BD-90308: Armored Armadillo BG arrangement info.
90309-9032A: Flame Mammoth level arrangement info.
9032B-9033E: Flame Mammoth BG arrangement info.
9033F-90350: Highway stage level arrangement info.
90351-90378: Highway stage BG arrangement info.
90379-903AA: Launch Octopus stage level arrangement info.
903AB-903CE: Launch Octopus BG arrangement info.
903CF-903D6: Boss intro screen arrangement info.
903D7-90410: Storm Eagle level arrangement info.
90411-90418: Storm Eagle BG arrangement info.
90419-90436: Spark Mandrill level arrangement info.
90437-90448: Spark Mandrill BG arrangment info.
90449-90472: Chill Penguin level arrangement info.
90473-90492: Chill Penguin BG arrangement info.
90493-904FC: Boomer Kuwanger level arrangement info.
904FD-9056A: Boomer Kuwanger BG arrangement info.
9056B-90572: Weapon Get screen arrangement info.
90573-9057A: Weapon Get screen BG arrangement info.
9057B-905B6: Sigma Stage 1 level arrangement info.
905B7-905E8: Sigma Stage 1 BG arrangement info.
905E9-9060A: Sigma Stage 2 level arrangement info.
9060B-9062A: Sigma Stage 2 BG arrangement info.
9062B-90644: Sigma Stage 3 level arrangement info.
90645-90658: Sigma Stage 3 BG arrangement info.
90659-90662: Sigma Stage 4 level arrangement info.
90663-9066A: Sigma Stage 4 BG arrangement info.
9066B-90670: Megaman X Spec screen arrangement info.
90671-90676: Dr. Light Warning screen arrangement info.


90677-911FF: EMPTY


256x256 TILE BLOCK INFORMATION
----
91200-9307F: Sting Chameleon tile makeup data.
93080-936FF: Sting Chameleon BG tile makeup data.
93700-9537F: Armored Armadillo tile makeup data.
95380-9637F: Armored Armadillo BG tile makeup data.
96380-9757F: Highway stage tile makeup data.
97580-97CFF: Launch Octopus BG tile makeup data.
97D00-97E7F: Sigma Stage 4 tile makeup data.
97E80-97F7F: Sigma Stage 4 BG tile makeup data.
97F80-9807F: Megaman X Spec screen BG tile makeup data.
98080-981FF: Weapon Get screen BG tile makeup data.
98200-98C7F: Highway stage BG tile makeup data.
98C80-9A5FF: Flame Mammoth tile makeup data.
9A600-9AFFF: Flame Mammoth BG tile makeup data.
9B000-9CA7F: Launch Octopus tile makeup data.
9CA80-9E77F: Storm Eagle tile makeup data.
9E780-9FF7F: Spark Mandrill tile makeup data.
9FF80-A01FF: Sigma Stage 3 BG tile makeup data.
A0200-A0CFF: Spark Mandrill BG tile makeup data.
A0D00-A287F: Chill Penguin tile makeup data.
A2880-A31FF: Chill Penguin BG tile makeup data.
A3200-A46FF: Boomer Kuwanger tile makeup data.
A4700-A4F7F: Boomer Kuwanger BG tile makeup data.
A4F80-A617F: Sigma Stage 1 tile makeup data.
A6180-A68FF: Sigma Stage 1 BG tile makeup data.
A6900-A77FF: Sigma Stage 2 tile makeup data.
A7800-A81FF: Sigma Stage 2 BG tile makeup data.
A8200-A8DFF: Sigma Stage 3 tile makeup data.
A8E00-A8F7F: Weapon Get screen tile makeup data.
A8F80-A907F: Boss intro screen tile makeup data.
A9080-A917F: Boss intro screen BG tile makeup data.

A9180-A91FF: EMPTY

AB970-AC1FF: EMPTY

AC900-AD9FF: EMPTY

16x16 TILE PROPERTIES
----
Defines solidity and other properties of the 16x16 tiles.
01: 45 degree slope (Right, bottom)
02: 45 degree slope (Right, top)
03: 45 degree slope (Left, bottom)
04: 45 degree slope (Left, top)
05: 30 degree slope (Right, bottom)
06: 30 degree slope (Right, bottom-middle)
07: 30 degree slope (Right, middle-top)
08: 30 degree slope (Right, top)
09: 30 degree slope (Left, bottom)
0A: 30 degree slope (Left, bottom-middle)
0B: 30 degree slope (Left, middle-top)
0C: 30 degree slope (Left, top)
0D: Underwater (Below water line)
0E: Underwater (Water line)
0F: ???
10: ???
11: Muddy water.
12: Ladder.
13: Top of ladder.
14: ???
15: ???
16: ???
17: ???
18: ???
19: ???
1A: ???
1B: ???
1C: Muddy water (top).
1D-32: ???
33: Solid.
34: Solid.
35: Solid.
36: Solid, can't wallslide.
37: Solid, conveyor belt (left)
38: Solid, conveyor belt (right)
39: Solid, ??? (Not solid on top, X jumps off of it)
3A: Solid, ??? (Not solid on top, X jumps off of it)
3B: Solid.
3C: Solid, breakable block.
3D: Solid.
3E: Solid.
3F: Solid, instant death.


ADA00-?????: Sting Chameleon 16x16 tile block properties.


AFDC6-B01FF: EMPTY


32x32 TILE BLOCK INFORMATION
----
B0200-B1727: Sting Chameleon 32x32 tile mappings.
B1728-B18F7: Sting Chameleon 32x32 BG tile mappings.
B18F8-B2B07: Armored Armadillo 32x32 tile mappings.
B2B08-B31AF: Armored Armadillo 32x32 BG tile mappings.
B31B0-B4257: Flame Mammoth 32x32 tile mappings.
B4258-B4627: Flame Mammoth 32x32 bg tile mappings. 
B4628-B546F: Highway stage 32x32 tile mappings.
B5470-B55C7: Highway stage 32x32 BG tile mappings.
B55C8-B61C7: Launch Octopus 32x32 tile mappings.
B61C8-B6237: Boss intro 32x32 tile mappings.
B6238-B62A7: Boss intro 32x32 BG tile mappings.
B62A8-B647F: Weapon Get screen 32x32 tile mappings.
B6480-B6557: Weapon Get screen 32x32 BG tile mappings.
B6558-B6947: Sigma Stage 4 32x32 tile mappings.
B6948-B699F: Sigma Stage 4 32x32 BG tile mappings.
B69A0-B6A67: Megaman X Spec Screen 32x32 tile mappings.
B6A68-B7DEF: Sigma Stage 2 32x32 tile mappings.
B7DF0-B7EA7: Sigma Stage 2 32x32 BG tile mappings.
B7EA8-B81B7: Dr. Light Warning 32x32 tile mappings. 
B81B8-B81FF: EMPTY
B8200-B860F: Launch Octopus 32x32 BG tile mappings.
B8610-B951F: Storm Eagle 32x32 tile mappings.
B9520-B972F: Storm Eagle 32x32 BG tile mappings.
B9730-BA4AF: Spark Mandrill 32x32 tile mappings.
BA4B0-BA817: Spark Mandrill 32x32 BG tile mappings.
BA818-BB9B7: Chill Penguin 32x32 tile mappings.
BB9B8-BBD07: Chill Penguin 32x32 BG tile mappings.
BBD08-BCCDF: Boomer Kuwanger 32x32 tile mappings.
BCCE0-BCFA7: Boomer Kuwanger 32x32 BG tile mappings.
BCFA8-BE187: Sigma Stage 3 32x32 tile mappings.
BE188-BE327: Sigma Stage 3 32x32 BG tile mappings.
BE328-BF65F: Sigma Stage 1 32x32 tile mappings.
BF660-BF87F: Sigma Stage 1 32x32 BG tile mappings.
BF880-C01FF: EMPTY


16x16 TILE BLOCK INFORMATION
----

Formatting of tiles
___________________
2 byte format:
 VHLPPPTT TTTTTTTT

 Byte V: Vertical flip. Toggle to flip the
          tile vertically.
 Byte H: Horizontal flip. Toggle to flip the
          tile horizontally.
 Byte L: Layer priority. Toggle to have tile
          appear in front of objects.
 Bytes P: Palette. Used to choose palette of
          the tile. Ranges from 0 to 7.
 Bytes T: Tile ID.

C0200-C1CB7: Sting Chameleon 16x16 tile mappings.
C1CB8-C37DF: Armored Armadillo 16x16 tile mappings.
C37E0-C4EEF: Chill Penguin 16x16 tile mappings.
C4EF0-C6597: Storm Eagle 16x16 tile mappings.
C6598-C7EBF: Flame Mammoth 16x16 tile mappings.
C7EC0-C8087: Boss intro 16x16 tile mappings.
C8088-C81FF: EMPTY
C8200-C9E3F: Highway stage 16x16 tile mappings.
C9E40-CB4F7: Launch Octopus 16x16 tile mappings.
CB4F8-CE617: Spark Mandrill 16x16 tile mappings.
CE618-CE98F: Megaman X Spec screen 16x16 tile mappings.
CE990-CF907: Sigma Stage 1 16x16 tile mappings.
CF908-D0137: Sigma Stage 4 16x16 tile mappings.


D0140-D01FF: EMPTY

157B09-15ACDF: EMPTY

167E18-1681FF: EMPTY

1700C0-1701FF: EMPTY

178440-1785FF: EMPTY

17EB90-1801FF: EMPTY [END]

SUPPLEMENTARY INFORMATION
----
Dialogue controls

80: Line break.
81: Waits for the player to press any of the buttons
    assigned to an action in the game.
82: Closes dialogue box.
83: Indicates the next number should be used to
    set the x position of the dialogue arrow.
86: Indicates the next number should be used to
    move the displayed text upwards. Text is moved
    up by (8*X) pixels.
87: Indicates the next number should be used to
    pause text temporarily. Formula is
    around (X/60) seconds.
88: Indicates the next number should be used to
    determine default text speed. Formula is
    around (60/X) letters per second.
89: Indicates that next two numbers are to be used to
    determined the starting place of the text.
8A: Toggles on/off cutscene mode. This determines
    whether or not the character is in "speaking"
    mode, and whether the character icon should
    be displayed on screen.
C0-FF: Dialogue color. Color is picked from the 
    layer 3 palette. There are 8 colors to choose
    from, one being a duplicate of the light blue
    palette. The colors loop around: C8 is the same
    as C0, C1 is C9, etc.
sweet! thank you very much, its to bad ive removed the header... oh well i'll make my hack have a few more twists :P