87 lines
3.1 KiB
Markdown
87 lines
3.1 KiB
Markdown
Below is a detailed overview of the layout of the Contra ROM file's contents.
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In summary, the ROM contains the following things
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| Type | Percentage | Bytes |
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|-------------------------|------------|--------|
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| Compressed Graphic Data | 49.179% | 64,461 |
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| Code | 29.726% | 38,962 |
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| Compressed Audio | 8.109% | 10,629 |
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| Unused | 5.585% | 7,320 |
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| Configuration Data | 4.027% | 5,278 |
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| Sprite Data | 2.677% | 3,509 |
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| Text Data | .697% | 913 |
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# ROM Map
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* Header
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* `$00000-$0000F` - iNES ROM Header Data
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* Bank 0
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* `$00010-$03D7A` - Enemy Logic
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* `$03D7B-$0400F` - Unused
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* Bank 1
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* `$04010-$048F7` - Sound Engine Code
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* `$048F8-$06EAC` - Encoded Sound Data
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* `$06EAD-$0703F` - Code to Draw Sprites
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* `$07040-$07DF4` - Encoded Sprite Data
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* `$07DF5-$0800F` - Unused
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* Bank 2
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* `$08010-$090A7` - Level Supertile Screen Assignments
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* `$090A8-$0B001` - Compressed Graphic Data
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* `$0B002-$0B328` - Player State Logic
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* `$0B329-$0B428` - Level Header Data
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* `$0B429-$0BD4B` - Enemy Generation Logic
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* `$0BD4C-$0C00F` - Unused
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* Bank 3
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* `$0C010-$0FE09` - Supertile and Palette Data
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* `$0FE0A-$0FFBE` - End Level Routine Logic
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* `$0FFBF-$1000F` - Unused
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* Bank 4
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* `$10010-$138C8` - Compressed Graphic Data
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* `$138C9-$13BA4` - Game End Routine Logic
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* `$13BA5-$13DD0` - Ending Credits Data
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* `$13DD1-$1400F` - Unused
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* Bank 5
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* `$14010-$1736D` - Compressed Graphic Data
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* `$1736E-$17643` - Automated Demo Input
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* `$17644-$1800F` - Unused
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* Bank 6
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* `$18010-$1B271` - Compressed Graphic Data
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* `$1B272-$1B3D6` - Text Data
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* `$1B3D7-$1BD35` - Weapon Logic
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* `$1BD36-$1C00F` - Unused
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* Bank 7
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* `$1C010-$1F621` - Game Engine Logic
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* `$1F622-$1FC0F` - Unused
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* `$1FC10-$1FFDF` - Differential Pulse Code Modulation (DPCM) Data
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* `$1FFE0-$2000F` - NES Undocumented Footer
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## Visual Rom Map
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```
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CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC
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CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCUUUUU
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CCCCCCCCCCCCCCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAACCCSSSSSSSSSSSSSSSSSSSSSSSSSSSUUUUD
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DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG
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GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGCCCCCCDDCCCCCCCCCCCCCCCCCCUUUUUUG
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GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG
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GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGCCCUG
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GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG
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GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGCCCCCCTTTTUUUUGG
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GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG
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GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGDDDDDDUUUUUUUUUUUUUUUUUUUUG
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GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG
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GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGTTTCCCCCCCCCCCCCCCCCCCUUUUUU
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CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC
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CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCUUUUUUUUUUUUAAAAAAAA
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```
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Legend
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* G = Compressed Graphic Data
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* C = Code
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* A = Compressed Audio
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* U = Unused
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* D = Configuration Data
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* S = Sprite Data
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* T = Text Data |