Bank #$00 - Gravityman Level/TAD Data, Alternative Enemy Palette/BG Palette Setting, Showdown Boss-Room Setup Data, Object vs. MegaBuster Resistance Properties


$8000: Code for setting Enemy Palettes and eventually Alternative BG Palettes. Called every new Scroll Map Direction.
$809E-$8295: Alternative Enemy Palettes. If Sprite Palette value for the current Scroll Map Direction >0, a Enemy Palette from here will be used. Enemy Palettes is ordered in series of 8 bytes. If the first byte in the serie is negative ($80-$FF), the BG Palette will be switched to Level BG Palette number #((Byte AND #$7F) - 1). Note that Sprites is also used to switch BG palettes.
$8296: This a special code for setting up the showdown boss-rooms in Wily's Stage 3. JMP-ed to from the code at $8000.
$82E1-$83A0: Showdown Boss-Room Setup Data. $18 bytes for each room, the 8 rooms is in the same order as the Levels' order.
Byte $0: BG CHR $00-$7F Bank
Byte $1: BG CHR $80-$FF Bank
Byte $2: CHR Effect ID
Byte $3: Alternative Enemy Palette ID
Byte $4-$13: BG Palette
Byte $14-$17: Palette Effect Setup
$83A1-$87FF: Most likely unused space
$A800-$A8FF: Object vs. Megabuster Resistance Properties. One byte for each Object. If value is 0, object will resist the mega buster, else it will loose HP.

Bank #$01 - Waveman Level/TAD Data, Weapon Menu Code


$8000: Weapon Menu Code with various data
$A800-$A8FF: Object Property Table - Unknown Usage

 

Object Listing:

$10: Enemy $00, Ballhead Guy

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