Bank | Description | Progress |
Bank 0 |
Core mechanics, various other things. |
Messy. |
Bank 1 |
The guts of the AI and Event systems. |
AI system needs fleshing out. |
Bank 2 |
16x16 tileset, map decompressors, boss graphics handling. |
Could use some work. |
Bank 3 |
Music Stuff |
Very little has been explored here. |
Bank 6 |
World Map |
Mop is largely to thank for this. |
Bank 8 |
Animation palettes, NPC palettes, room headers. |
Pretty decent. |
Bank 9 |
Events Part 1 |
Slow in favor of Bank A. |
Bank A |
Events Part 2 |
Pretty decent. |
Bank B |
Collision & Tileset Definitions |
Poorly explained, but neatly formatted. |
Bank C |
Map Pieces Pt.4, Area Palettes |
Oh, Bank C, you poor, poor thing. |
Bank D |
Map Pieces Pt.1 |
Reasonably Satisfied. |
Bank E |
Map Pieces Pt.2 |
Reasonably Satisfied. |
Bank F |
Map Pieces Pt.3, Multitap |
Reasonably Satisfied-ish. |
Bank 10 |
Mob sprite pointer/stat tables, spell graphic pointers, etc. |
Decent. |
Bank 12 |
Main character sprite construction, oddly compressed title BG. |
Sprite table needs fleshing out. |
Bank 13 |
Spell-animation definitions? |
Yeah, this is gonna be awhile. |
Bank 7E |
Title-screen code, decompressed from Bank 7 |
Welcome to the fat belly of madness! |