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