DRAGON QUEST 3 SNES TRAVEL DOOR SHRINE CODE
$BAD7: end of character sprite graphics, some other code or data.$BFD4: End of empty space, some other code or data.
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Used when the game wants tile graphics from page 2 Used when the game wants tile graphics from page 1 Used when the game wants the tile graphics from page 0 Note: The pointers for maps are stored on Bank 17īank 09 contains Map Data for these locations:Ġ4 Endor 88E7 8A45 8AAB 8B7D 8B96 8BB5 8C04 8C77 8DD6 8DF4 8E0F 8E2C 8E5A 8E92 8EC9Ġ9 Stancia 9563 963A 9728 97A8 984B 98B4 98D8 9931ĢD Aktemto Mine BC25 BCBF BD80 BDA1 BE5E BEF7 BF68 BFBB (Remaining two submaps are on Bank 0A)īank 0A contains Map Data for these locations:ĢD Aktemto Mine 803E 82EF (Previous eight submaps are on Bank 09)ģ1 Sphere Of Silence Cave 8B0C 8B7E 8C06 8C39 8CB7ģ3 Secret Playground 8E5C 8EE9 8F33 8F53 8FBF 900C 902Aģ5 Final Cave 9705 978D 984E 98FB 9988 99CE 99E9 9A0B 9A59 9A80ģ6 Iron Safe Cave 9AA0 9AD2 9B2D 9B86 9BB0 9C4B 9C6Aģ8 Silver Statuette Cave 9DAB 9DE1 9E5C 9EC0 9F95 A026ģD Zenethian Tower A507 A6EA A79C A7C6 A7F6 A814 A83D A856 A88D A8D5 A904 A94A A979 A9A6 A9CCģF Birdsong Tower ABE1 AC2D AC99 ACEA AD52 AD6CĤ0 World Tree AD92 AE4E AF97 B0D8 B212 B327Ĥ1 Loch Tower B40A B439 B497 B4F7 B577 B5CFĤ3 Konenber B7D6 B898 B8DD B904 B91C B953 B96A BAA7 BB3A BB8A BBAEĤ5 Necrosaro's Palace BCA5 BE6C BF10 BF6A BFA1 (Remaining three submaps are on Bank 0B)īank 0B contains Map Data for these locations:Ĥ5 Necrosaro's Palace 8075 80C1 8158 (Previous five submaps are on Bank 0A)Ĥ8 Shrine of Colossus 85A8 8618 875B 8848 8945 89AF 8A5B 8B46 8BDC 8C49 That gives the source address of the tile graphics. Multiply Physical Tile Number by 16, add Base Address from table $8229 depending on graphic page value. Byte 2: Tile Behavior (empty space, walls, water, stairs, etc.) See: Tile Behavior.CC = High two bits of physical tile number.BB = Which graphics page to read the tile graphics from.AAAA = ? Flags for which VRAM tiles are unique or duplicated.Byte 0: Low byte of physical tile number.
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