The following article is a ROM map for Keitai Denjuu Telefang.
I think that if the information is available, a separate article should be made for Telefang 2, since although it is a sequel, it is still a very different game. —Typhlosion 03:50, 3 July 2007 (UTC) Full name of Telefang 1. It would be Keitai Denjuu Telefang, as refrenced by GameFAQS. 151.204.128.19 04:53, 2 February 2006 (UTC). Telefang 2: Power Version (English Patched) is a RPG video game published by Smilesoft released on May 5, 2002 for the GameBoy Advance. Romaji: Keitai Denjuu Telefang 2 – Power. English Patch info: It’s a 100% translation made by The Real Jdbye and Normmatt. As far as i understood the translates text was taken from a bootleg Telefang 2.
The following ROM map is for the unofficial English translation Pokemon Diamond.
- 3Denjuu Encounter Data
- 6Tile Arrangements
- 7Color Palettes
- 7.2Locations
- 7.3Intro Screen
- 9Acre Data
Text Values
- 02E652-02E871 (00220) = Item Names
- 02E8FA-02F9F9 (01100) = Unused Text?
- 03A2DD-03A30A (0002E) = Credits Text Pointer Table
- 03A30B-03A695 (0038B) = Credits Text
- 040000-040161 (00162) = Picture Book Pointer Table
- 040162-0416EF (0158E) = Picture Book Entries
- 040162-041782 (01621) = Picture Book Entries (Bootleg)
- 041783-042979 (011F7) = Unused Picture Book Entries (Bootleg only; this is empty space in Japanese version)
- 099130-09A0A8 (00F79) = Call Text
- 0AA875-0AAA74 (00200) = Map Location Pointer Table
- 0AAA75-0AAAFE (0008A) = Map Location Names
- 0AAA75-0AAADE (00070) = Cave/Dungeon Pointer Table
- 0AAADF-0AAC7D (0019F) = Cave/Dungeon Names
- 0ABF30-0ABFFB (000CC) = Map Location Names (Bootleg)
- 100000-1000AF (000B0) = Dialog Pointer Table
- 1000B0-101CD0 (01C21) = ???Text???
- 1141A4-115071 (00ECE) = Battle Text
- 11527B-117F50 (02CD6) = ???Text???
- 118200-11A2B5 (020B6) = ???Call Text???
- 11C158-127FFF (0BEA8) = People Text
- 1D4000-1D457F (00580) = Denjuu Names
- 1D4580-1D46BF (00140) = T-Fanger Names
- 1D4700-1D4B47 (00448) = Denjuu Attacks
- 1D5628-1D563F (00018) = Denjuu Types
- 1D5888-1D6367 (00AE0) = Denjuu Arrive Phrase
(Each phrase has a 16 (10h)-character limit, and goes in the order of each Denjuu. Using all sixteen characters has a text wrapping issue, however.)
- 1D6368-1D6E47 (00AE0) = Denjuu Attack Phrase
(Each phrase has a 16 (10h)-character limit, and goes in the order of each Denjuu. Using all sixteen characters has a text wrapping issue, however.)
- 1D6E48-1D7927 (00AE0) = Unused Text
- 1D7928-1D7987 (00060) = Denjuu Personality
(Each personality has an 8-character limit.)
- 1D7988-1D79C7 (00040) = Status Effects
- 1D7988-1D798B (00004) = ???
- 1D798C-1D798F (00004) = Hiding
- 1D7990-1D7993 (00004) = Jumping
- 1D7994-1D7997 (00004) = Flight
- 1D7998-1D799B (00004) = Confused
- 1D799C-1D799F (00004) = Paralyzed
- 1D79A0-1D79A3 (00004) = Cursed
- 1D79A4-1D79A7 (00004) = Asleep
- 1D79A8-1D79AB (00004) = Frightened
- 1D79AC-1D79AF (00004) = Fog
- 1D79B0-1D79B3 (00004) = Poisoned
- 1D79B4-1D79B7 (00004) = Blind
- 1D79B8-1D79BF (00004) = ???
- 1D79C0-1D79C3 (00004) = Frozen
- 1D79C4-1D79C7 (00004) = Burned
Denjuu Data
- 1D4B48-1D5627 (0AE0) = Denjuu Stats, Movesets, Evolutions, and Types
- 09C715-09CB28 (0414) = Level Influence on Stats
This determines how much a stat is gained in two levels. Each Denjuu takes up 6 bytes, one for each stat: HP, Speed, Attack, Defense, Denma Attack, and Denma Defense in that order. The higher the value, the more stat points a Denjuu will gain every level. The stats have a formula:
Stat = Base Stat + (Current Level - 1) * Stat Growth / 2
If this formula causes a stat to be a decimal, it will be rounded down, unless the Denjuu is at Level 2, in which case it will round up. If any of these values are high enough to cause the stat value to go past 255, it will be reduced mod 256, so be careful not to use too high values. Avoid using stat growth values above 5.
- 0AA0B1-0AA368 (02B8) = Mod & Experimental Evolution
- 0A9A93-0AA0B0 (0061E) = Exp. Items
Almost every Denjuu is capable of getting experience points by giving them items in the same screen that you mod evolve Denjuu. There are an unlimited amount of items that can be used to give a small amount of experience, and one item that can be used for a large amount of experience. This data determines which items these are for every Denjuu.
Denjuu Encounter Data
Map Acre Data
![Keitai Denjuu Telefang Speed English Patch Keitai Denjuu Telefang Speed English Patch](/uploads/1/2/6/2/126226314/704162765.jpg)
Each map has information about the Denjuu that appear in every acre. Each byte in the data represents one acre (or screen), and tells which group of Denjuu should appear. The data is read from left to right, then from top to bottom. Each value is a pointer, where you can find the starting address with this formula:
$1D56EE + $05 * (value)
For example, if an acre is $00, then it points to starting address $1D56EE. If an acre is $01, then it points to starting address $1D56F3, and so on.
- 03E487-03E4C6 = Overworld map (Top left quadrant)
- 03E4C7-03E506 = Overworld map (Top right quadrant)
- 03E507-03E546 = Overworld map (Bottom left quadrant)
- 03E547-03E586 = Overworld map (Bottom right quadrant)
- 03E587-03E5C6 = Antenna trees* (Top left quadrant)
- 03E5C7-03E606 = Antenna trees* (Top right quadrant)
- 03E607-03E646 = Antenna trees* (Bottom left quadrant)
- 03E647-03E686 = Antenna trees* (Bottom right quadrant)
- 03E687-03E6C6 = Toronko Village Spring
- 03E6C7-03E706 = Marts/Houses**
- 03E707-03E746 = Kurinon Cave - Floor 1
- 03E747-03E786 = Kurinon Cave - Floor 2
- 03E787-03E7C6 = Craft Research Center
- 03E7C7-03E806 = Dementia's Mansion
- 03E807-03E846 = Tripa Antenna Tree Cave - Floor 1
- 03E847-03E886 = Tripa Antenna Tree Cave - Floor 2
- 03E887-03E8C6 = Tripa Antenna Tree Cave - Floor 3
- 03E8C7-03E906 = Tripa Antenna Tree Cave - Floor 4
- 03E907-03E946 = Tripa Antenna Tree Cave - Floor 5
- 03E947-03E986 = Pepperi Mountains - Floor 1
- 03E987-03E9C6 = Pepperi Mountains - Floor 2
- 03E9C7-03EA06 = Pepperi Mountains - Floor 3
- 03EA07-03EA46 = Pepperi Mountains - Floor 4
- 03EA47-03EA86 = Pepperi Mountains - Floor 5
- 03EA87-03EAC6 = Cactos Ruins - Floor 1
- 03EAC7-03EB06 = Cactos Ruins - Floor 2
- 03EB07-03EB46 = Cactos Ruins - Floor 3
- 03EB47-03EB86 = Cactos Ruins - Floor 4
- 03EB87-03EBC6 = Cactos Ruins - Floor 5
- 03EBC7-03EC06 = Cactos Ruins - Floor 6
- 03EC07-03EC46 = Cactos Ruins - Floor 7
- 03EC47-03EC86 = Cactos Ruins - Floor 8
- 03EC87-03ECC6 = Burion Ruins - Floor 1
- 03ECC7-03ED06 = Burion Ruins - Floor 2
- 03ED07-03ED46 = Burion Ruins - Floor 3
- 03ED47-03ED86 = Burion Ruins - Floor 4
- 03ED87-03EDC6 = Burion Ruins - Floor 5
- 03EDC7-03EE06 = Burion Ruins - Floor 6
- 03EE07-03EE46 = Burion Ruins - Floor 7
- 03EE47-03EE86 = Burion Ruins - Floor 8
- 03EE87-03EEC6 = Burion Ruins - Floor 9
- 03EEC7-03EF06 = Human World - Main Area**
- 03EF07-03EF46 = Human World - Antenna Tree**
- 03EF47-03EF86 = Human World - Unused Buildings**
- 03EF87-03EFC6 = Teletel/Dendel's cave**
- 03EFC7-03F006 = Unused replica of Golaking's room**
- 03F007-03F046 = Room with second D-Shot**
- 03F047-03F086 = Room with Palm Sea Antenna Tree switch**
- 03F087-03F0C6 = Sanaeba Research Center - Floor 1
- 03F0C7-03F106 = Sanaeba Research Center - Basement 1
- 03F107-03F146 = Sanaeba Research Center - Basement 2
* Antenna trees have the same Denjuu encounter data as the overworld; however, it is impossible to find Denjuu in any antenna tree. Even if an antenna tree has water (like in Palm Sea), you cannot find any Denjuu. Even if you were to hack in grass in an antenna tree, Denjuu still cannot be found. This is only listed for completeness sake.
** There is no way to find Denjuu in these places, but these are assumed to be the correct maps due to the way that the game orders the maps.
** There is no way to find Denjuu in these places, but these are assumed to be the correct maps due to the way that the game orders the maps.
Grass data
Determines whether Denjuu can be found just by walking on flat terrain, or whether they can only be found in grass/water. A value of 00 means Denjuu can be found in any terrain, whereas 01 (or any other value) means that they can only be found through grass or water (assuming that grass/water is in the acre, which it sometimes isn't).
- 0AA775-0AA7B4 = Overworld (Top left quadrant)
- 0AA7B5-0AA7F4 = Overworld (Top right quadrant)
- 0AA7F5-0AA834 = Overworld (Bottom left quadrant)
- 0AA835-0AA874 = Overworld (Bottom right quadrant)
Denjuu & Level Data
- 1D56EE-1D5887 = Denjuu & Level Information
Each 5 bytes represents a group of Denjuu that can appear in a given acre. The first four bytes determine the four possible Denjuu that can appear, which the game chooses at random when a wild Denjuu appears. The probabilities for each Denjuu are different, depending on which byte it takes up. The probabilities are: 40% for the first slot, 30% for the second slot, 20% for the third and 10% for the fourth. It is possible to include the same Denjuu twice to make it more likely to appear. The fifth byte determines the median level that the Denjuu in the acre will be at, with a random possibility of ±1 level. For example, if this value is $05, the level of a Denjuu in that acre can be anywhere between 4-6, inclusive.
Secret Denjuu data
- 013C0D-013C44 (0038) = Data of secret Denjuu
Each Denjuu here has 4 bytes of data:
- The species (added by 1)
- Level
- FD
- Personality
Tiles
- 02CF61-02D000 (000A0) = Text box border
- 02D229-02D8C0 (00698) = Characters (kana/numbers) used in most of game (1BPP compression)
- 0A0000-0A3FFF (04000) = Map squares used in interior locations
- 0A4964-0A4BA3 (00240) = Digits used in Denjuu's phone numbers
- 0A5D29-0A5E08 (000E0) = FD indicator when a Denjuu calls you
- 0AACC6-0ABD85 (010C0) = Item icons
- 0AC000-0B3FFF (08000) = Items
(Each item is 1E0h bytes long.)
- 0B8000-0C7FFF (10000) = Human and Denjuu walking icons
- 0D4000-0D7FFF (04000) = Compressed tiles (Usage unknown)
- 0D8000-0DBFFF (04000) = Compressed tiles (Used for title screen and possibly other screens?)
- 0DC000-0DDD6E (01D6F) = Compressed tiles (Used for D-Shot screen?)
- 0DDD6F-0DFFFF (02291) = D-Shot phones
- 0E0000-0E03BF (003C0) = Scenery
- 0E0418-0E0B07 (006F0) = Status bar
- 0E0B08-0E0B37 (00030) = Animated cursor
- 0E0B38-0E0C37 (00100) = Digits + text icons
- 0E1208-0E1307 (00100) = Kanji?
- 0E1650-0E166F (00020) = LV: icon
- 0E1670-0E168F (00020) = EX: icon
- 0E173C-0E187B (00140) = Scenery
- 0E197C-0E19FB (00080) = Animated spinning coin
- 0E1D74-0E1E13 (000A0) = ? icon
- 0E1E14-0E27C3 (009B0) = Overworld Map squares
- 0E2D54-0E2ED3 (00180) = Digits used in clock on bottom of screen
- 0E2ED4-0E2F13 (00040) = Animated border used on map
- 0E2F14-0E2F93 (00080) = Blank (unvisited) Map squares
- 0E318C-0E319B (00010) = Baseball (that bounces at beginning of game)
- 0E319C-0E345B (002C0) = Money/HP/Level/FD display on overworld screen
- 0E4000-0E7FFF (04000) = Compressed tiles (Usage unknown)
- 0E8000-0EBFFF (04000) = Compressed tiles (Usage unknown)
- 104000-107FFF (04000) = Attack animations
- 108000-10BFFF (04000) = Attack animations
- 164000-167FFF (04000) = Compressed tiles (Used for Burion Ruins and possibly other locations?)
- 180000-183FFF (04000) = Images (Unused?)
- 1AC000-1AFEFF (03F00) = Denjuu #1-18
- 1B0000-1B3EFF (03F00) = Denjuu #19-36
- 1B4000-1B7EFF (03F00) = Denjuu #37-54
- 1B8000-1BBEFF (03F00) = Denjuu #55-72
- 1BC000-1BFEFF (03F00) = Denjuu #73-90
- 1C0000-1C3EFF (03F00) = Denjuu #91-108
- 1C4000-1C7EFF (03F00) = Denjuu #109-126
- 1C8000-1CBEFF (03F00) = Denjuu #127-144
- 1CC000-1CFEFF (03F00) = Denjuu #145-162
- 1D0000-1D29FF (03A00) = Denjuu #163-174
(Each Denjuu is 380h bytes long, and is easily editable under a tile editor.)
- 1D2A00-1D2D7F (00380) = Unidentified symbol
- 1D8000-1DBFFF (04000) = Backgrounds of Denjuu encounters
- 1E4000-1E7FFF (04000) = D-Shot (Game Boy)
- 1E4000-1E4FFF (01000) = Power Version
- 1E5000-1E5FFF (01000) = Speed Version
- 1E6000-1E6FFF (01000) = ???
- 1E6000-1E7FFF (01000) = (blank)
- 1E8000-1EBFFF (04000) = Top of D-Shot
- 1EC000-1EFFFF (04000) = D-Shot (Game Boy Color)
- 1EC000-1ECFFF (01000) = Power Version
- 1ED000-1EDFFF (01000) = Speed Version
- 1EE000-1EEFFF (01000) = ???
- 1EF000-1EFFFF (01000) = (blank)
- 1F4000-1F517F (01180) = T-Fangers
(Each T-Fanger is 380h bytes long, and is easily editable under a tile editor.)
- 1F5180-1F5B3F (009C0) = Denjuu Evolution Stages
(Each evolution stage is C0h bytes long.)
- 1F5B40-1F5E3F (00300) = Denjuu Personality Icons
- 1F8000-1FFFFF (04000) = T-Fangers
(Each T-Fanger is 380h bytes long, and is easily editable under a tile editor.)
Tile Arrangements
This determines how tiles in different maps are arranged. Each four bytes makes up a 16x16-pixel square on the map.
- 178066-1782DD (00278) = Overworld
- 1785F4-17874F (0015C) = Antenna Tree
- 178E91-178FA0 (00110) = Toronko Spring, Northeast Cavern
- 1790F5-179214 (00120) = Marts, Houses
- 178903-178B7A (00278) = Craft Research Center, Dimentia's Mansion, Sanaeba Research Center
- 17937D-1795EC (00270) = Tripa Antenna Tree
- 1798F9-179B70 (00278) = Pepperi Mountains
- 179E87-17A0F6 (00270) = Cactos Ruins
- 17A403-17A672 (00270) = Burion Ruins
- 17A97F-17AA4A (000CC) = Human World – Main Area
- 17AB4A-17ACBD (00174) = Human World – Antenna Tree
- 17AE8F-17AFF2 (00164) = Human World – Unused Buildings
- 17B1B0-17B427 (00278) = Teletel/Dendel room, Unused replica of Golaking's room, Second D-Shot room, Palm Sea Antenna Tree switch room
Tile Colors
This determines what colors tiles on the map should have. Each four bytes determines the color of a 16x16-pixel square. Each tile in a square can have different colors. Each value in this range can be from 00-07, which assigns each tile a given palette.
- 1782DE-178555 (00278) = Overworld
- 178750-1788AB (0015C) = Antenna tree
- 178FA1-1790B0 (00110) = Toronko Spring, Northeast Cavern
- 179215-179334 (00120) = Marts, Houses
- 178B7B-178DF2 (00278) = Craft Research Center, Dimentia's Mansion, Sanaeba Research Center
- 1795ED-17985C (00270) = Tripa Antenna Tree
- 179B71-179DE8 (00278) = Pepperi Mountains
- 17A0F7-17A366 (00270) = Cactos Ruins
- 17A673-17A8E2 (00270) = Burion Ruins
- 17AA4B-17AB16 (000CC) = Human World – Main area
- 17ACBE-17AE31 (00174) = Human World – Antenna Tree
- 17AFF3-17B156 (00164) = Human World – Unused Buildings
- 17B428-17B69F (00278) = Teletel/Dendel room, Unused replica of Golaking's room, Second D-Shot room, Palm Sea Antenna Tree switch room
Color Palettes
Denjuu
- 034800-034D6F (00570) = Denjuu Colors
Locations
Overworld
- 035280-0352A7 (00028) = 00:00-00:59
- 0352A8-0352CF (00028) = 01:00-01:59
- 0352D0-0352F7 (00028) = 02:00-02:59
- 0352F8-03531F (00028) = 03:00-03:59
- 035320-035347 (00028) = 04:00-04:59
- 035348-03536F (00028) = 05:00-05:59
- 035370-035397 (00028) = 06:00-06:59
- 035398-0353BF (00028) = 07:00-07:59
- 0353C0-0353E7 (00028) = 08:00-08:59
- 0353E8-03540F (00028) = 09:00-09:59
- 035410-035437 (00028) = 10:00-10:59
- 035438-03545F (00028) = 11:00-11:59
- 035460-035487 (00028) = 12:00-12:59
- 035488-0354AF (00028) = 13:00-13:59
- 0354B0-0354D7 (00028) = 14:00-14:59
- 0354D8-0354FF (00028) = 15:00-15:59
- 035500-035527 (00028) = 16:00-16:59
- 035528-03554F (00028) = 17:00-17:59
- 035550-035577 (00028) = 18:00-18:59
- 035578-03559F (00028) = 19:00-19:59
- 0355A0-0355C7 (00028) = 20:00-20:59
- 0355C8-0355EF (00028) = 21:00-21:59
- 0355F0-035617 (00028) = 22:00-22:59
- 035618-03563F (00028) = 23:00-23:59
- 034470-034477 (00008) = Overworld status bar on bottom of screen
Other Locations
- 034480-0344B7 (00038) = Toronko Village Spring, Northeast Cavern
- 0344C0-0344F7 (00038) = Craft Research Center, Dementia's Mansion, Sanaeba Research Center
- 034500-034537 (00038) = Tripa Antenna Tree Cave
- 034540-034577 (00038) = Pepperi Mountains
- 034580-0345B7 (00038) = Cactos Ruins
- 0345C0-0345F7 (00038) = Marts & Houses
- 034600-034637 (00038) = Burion Ruins
- 034640-034677 (00038) = Human World
- 034680-0346B7 (00038) = Human World - Antenna Tree
- 0346C0-0346F7 (00038) = Human World - Unused Buildings
(Note: The last eight bytes for all these determines the color of the status bar on the bottom of the screen.)
Intro Screen
Background
- 035700-03573F (00040) = Screen #1 (Cave with Angios/Gymnos)
- 035740-03577F (00040) = Screen #2 (Shigeki talking on phone)
- 035780-0357BF (00040) = Screen #3 (Forest)
- 0357C0-0357FF (00040) = Screen #4 (Shigeki with Krypto/Fungus in cave)
- 035800-03583F (00040) = Screen #5 (Angios/Gymnos)
- 035840-03587F (00040) = Screen #6 (Krypto/Fungus)
Sprites
- 035E80-035EA7 (00028) = Screen #1 (Cave with Angios/Gymnos)
- 035EA8-035EB7 (00010) = Screen #2 (Shigeki talking on phone)
- 035EF8-035F17 (00020) = Screen #3 (Forest)
- 035ED8-035EE7 (00010) = Screen #4 (Shigeki with Krypto/Fungus in cave)
Text boxes
- 003ED0, 003ED3 = Yellow text box
- 003ED8, 003EDB = Cyan text box
- 003EE0, 003EE3 = Magenta text box
- 003EE8, 003EEB = Green text box
Game Maps
Each map is 8x8 acres. The overworld map is actually four different maps combined to form one large 16x16-acre map. Each byte in these offsets starts on the top-left of the map, and goes from left to right, then top to bottom.
The pointer table for this data is located from $19C000-$19C09E. This pointer table is irregular in that each pointer is three bytes long instead of two. The first byte determines the map's graphics, music, tiles, and which ROM bank should be used for its acre data (how this exactly works is not known), and the next two tell the game where to find the map data in the ROM.
The pointer table for this data is located from $19C000-$19C09E. This pointer table is irregular in that each pointer is three bytes long instead of two. The first byte determines the map's graphics, music, tiles, and which ROM bank should be used for its acre data (how this exactly works is not known), and the next two tell the game where to find the map data in the ROM.
- 19C09F-19C0DE (00040) = ???
- 19C0E7-19C126 (00040) = ???
- 19C152-19C191 (00040) = Overworld Map - Upper left quadrant
- 19C330-19C36F (00040) = Overworld Map - Upper right quadrant
- 19C50E-19C54D (00040) = Overworld Map - Lower left quadrant
- 19C6F3-19C732 (00040) = Overworld Map - Lower right quadrant
- 19C876-19C8B5 (00040) = Toronko Village Spring
- 19C8FD-19C93C (00040) = Marts & Houses
- 19CBD7-19CC16 (00040) = Northeast Cavern - Floor 1
- 19CC7A-19CCB9 (00040) = Northeast Cavern - Floor 2
- 19CCFA-19CD39 (00040) = Craft Research Center
- 19CDD5-19CE14 (00040) = Dementia's Mansion
- 19D00E-19D04D (00040) = Tripa Antenna Tree Cave - Floor 1
- 19D079-19D0B8 (00040) = Tripa Antenna Tree Cave - Floor 2
- 19D0DD-19D11C (00040) = Tripa Antenna Tree Cave - Floor 3
- 19D141-19D180 (00040) = Tripa Antenna Tree Cave - Floor 4
- 19D1A5-19D1E4 (00040) = Tripa Antenna Tree Cave - Floor 5
- 19D1ED-19D22C (00040) = Pepperi Mountains - Floor 1
- 19D251-19D290 (00040) = Pepperi Mountains - Floor 2
- 19D2DF-19D31E (00040) = Pepperi Mountains - Floor 3
- 19D351-19D390 (00040) = Pepperi Mountains - Floor 4
- 19D3B5-19D3F4 (00040) = Pepperi Mountains - Floor 5
- 19D404-19D443 (00040) = Cactos Ruins - Floor 1
- 19D46F-19D4AE (00040) = Cactos Ruins - Floor 2
- 19D551-19D590 (00040) = Cactos Ruins - Floor 3
- 19D68E-19D6CD (00040) = Cactos Ruins - Floor 4
- 19D7A1-19D7E0 (00040) = Cactos Ruins - Floor 5
- 19D96A-19D9A9 (00040) = Cactos Ruins - Floor 6
- 19DA84-19DAC3 (00040) = Cactos Ruins - Floor 7
- 19DB66-19DBA5 (00040) = Cactos Ruins - Floor 8
- 19DC3A-19DC79 (00040) = Burion Ruins - Floor 1
- 19DC90-19DCCF (00040) = Burion Ruins - Floor 2
- 19DD56-19DD95 (00040) = Burion Ruins - Floor 3
- 19DED9-19DF18 (00040) = Burion Ruins - Floor 4
- 19DFF3-19E032 (00040) = Burion Ruins - Floor 5
- 19E0F1-19E130 (00040) = Burion Ruins - Floor 6
- 19E22E-19E26D (00040) = Burion Ruins - Floor 7
- 19E302-19E341 (00040) = Burion Ruins - Floor 8
- 19E423-19E462 (00040) = Burion Ruins - Floor 9
- 19E4E9-19E528 (00040) = Human World - Main Area
- 19E554-19E593 (00040) = Human World - Antenna Tree
- 19E5A3-19E5E2 (00040) = Human World - Unused Buildings
- 19E600-19E63F (00040) = Teletel/Dendel's cave
- 19E64F-19E68E (00040) = Unused replica of Golaking's room
- 19E69E-19E6DD (00040) = Room with second D-Shot
- 19E6ED-19E62C (00040) = Room with Palm Sea Antenna Tree switch
- 19E73C-19E77B (00040) = Sanaeba Research Center - Floor 1
- 19E7D1-19E810 (00040) = Sanaeba Research Center - Basement 1
- 19E86D-19E8AC (00040) = Sanaeba Research Center - Basement 2
Acre Data
- 18C000-18FFFF (04000) = Sanaeba Research Center
- 190000-193FFF (04000) = Marts & Houses, Burion Ruins: Floors 7-9, Human World, Teletel/Dendel room, unused replica of Golaking's room, D-Shot room, Palm Sea Antenna Tree switch room
- 194000-197FFF (04000) = Burion Ruins: Floors 1-6
- 198000-19BFFF (04000) = Cactos Ruins
- 1A0000-1A3FFF (04000) = Overworld Map (Top-left, top-right, and bottom-left quadrants), Antenna trees (same quadrants)
- 1A4000-1A7FFF (04000) = Overworld Map (Bottom-right quadrant), Antenna trees (Bottom-right quadrant), Toronko Village Spring, Northeast Cavern, Craft Research Center, Dementia's Mansion
- 1A8000-1ABFFF (04000) = Toripa Antenna Tree Cave, Pepperi Mountains
Map tilesets
[TODO: Fix these links; most of them are broken.]
Warp Data
This tells the game where the game should take you when you enter a doorway, cave, staircase, etc.
Because this data is always located right under the corresponding Game Map data, and because these vary in length from location to location, there is a pointer table from $19C000-$19C09E which tells where the map data starts, which you can use if you need to lengthen or shorten the warp data.
Because this data is always located right under the corresponding Game Map data, and because these vary in length from location to location, there is a pointer table from $19C000-$19C09E which tells where the map data starts, which you can use if you need to lengthen or shorten the warp data.
- 19C0DF-19C0E6 (00008) = ???
- 19C127-19C151 (0002B) = ???
- 19C192-19C32F (0019E) = Overworld Map - Upper left quadrant
- 19C370-19C50D (0019E) = Overworld Map - Upper right quadrant
- 19C54E-19C6F2 (001A5) = Overworld Map - Lower left quadrant
- 19C733-19C875 (00143) = Overworld Map - Lower right quadrant
- 19C8B6-19C8FC (00047) = Toronko Village Spring
- 19C93D-19CBD6 (0029A) = Marts & Houses
- 19CC17-19CC79 (00063) = Northeast Cavern - Floor 1
- 19CCBA-19CCF9 (00040) = Northeast Cavern - Floor 2
- 19CD3A-19CDD4 (0009B) = Craft Research Center
- 19CE15-19D00D (001F9) = Dementia's Mansion
- 19D04E-19D078 (0002B) = Tripa Antenna Tree Cave - Floor 1
- 19D0B9-19D0DC (00024) = Tripa Antenna Tree Cave - Floor 2
- 19D11D-19D140 (00024) = Tripa Antenna Tree Cave - Floor 3
- 19D181-19D1A4 (00024) = Tripa Antenna Tree Cave - Floor 4
- 19D1E5-19D1EC (00008) = Tripa Antenna Tree Cave - Floor 5
- 19D22D-19D250 (00024) = Pepperi Mountains - Floor 1
- 19D291-19D2DE (0004E) = Pepperi Mountains - Floor 2
- 19D31F-19D350 (00032) = Pepperi Mountains - Floor 3
- 19D391-19D3B4 (00024) = Pepperi Mountains - Floor 4
- 19D3F5-19D403 (0000F) = Pepperi Mountains - Floor 5
- 19D444-19D46E (0002B) = Cactos Ruins - Floor 1
- 19D4AF-19D550 (000A2) = Cactos Ruins - Floor 2
- 19D591-19D68D (000FD) = Cactos Ruins - Floor 3
- 19D6CE-19D7A0 (000D3) = Cactos Ruins - Floor 4
- 19D7E1-19D969 (00189) = Cactos Ruins - Floor 5
- 19D9AA-19DA83 (000DA) = Cactos Ruins - Floor 6
- 19DAC4-19DB65 (000A2) = Cactos Ruins - Floor 7
- 19DBA6-19DC39 (00094) = Cactos Ruins - Floor 8
- 19DC7A-19DC8F (00016) = Burion Ruins - Floor 1
- 19DCD0-19DD55 (00086) = Burion Ruins - Floor 2
- 19DD96-19DED8 (00143) = Burion Ruins - Floor 3
- 19DF19-19DFF2 (000DA) = Burion Ruins - Floor 4
- 19E033-19E0F0 (000BE) = Burion Ruins - Floor 5
- 19E131-19E22D (000FD) = Burion Ruins - Floor 6
- 19E26E-19E301 (00094) = Burion Ruins - Floor 7
- 19E342-19E422 (000E1) = Burion Ruins - Floor 8
- 19E463-19E4E8 (00086) = Burion Ruins - Floor 9
- 19E529-19E553 (0002B) = Human World - Main Area
- 19E594-19E5A2 (0000F) = Human World - Antenna Tree
- 19E5E3-19E5FF (0001D) = Human World - Unused Buildings
- 19E640-19E64E (0000F) = Dendel/Teletel room
- 19E68F-19E69D (0000F) = Unused replica of Golaking's room
- 19E6DE-19E6EC (0000F) = Second D-Shot room
- 19E72D-19E73B (0000F) = Palm Sea Antenna Tree switch room
- 19E77C-19E7D0 (00055) = Sanaeba Research Center - Floor 1
- 19E811-19E86C (0005C) = Sanaeba Research Center - Basement 1
- 19E8AD-19E8EC (00040) = Sanaeba Research Center - Basement 2
Treasure Chest Data
This tells the game everything about the treasure chests in the game for every map, including the acre that it's located in, the position on screen, the item it contains, and a unique number for each chest used for a flag.
- 19E8ED-19E956 (0006A) = Pointer table
Every two bytes is a pointer and tells the game where to look for each acre. It is assumed to be in the same order as the map data.
- 19E957-19EB6B (00215) = Treasure chests
Sprite Data
- 0E2C54-?????? = Sprite pointers (Overworld)
- 1495FE-1495FF = Pointer to sprite in Toronko Water Source???
Assembly code
- 000D4E-000D7C = Random number generation function
- 003C57-?????? = Generates which four Denjuu are capable of appearing
- 003C69-003C81 = Decides which wild Denjuu species will appear
- 014B43-?????? = Decides whether Denjuu takes advantage of his personality trait or not
- 0167B6-?????? = Decides whether attack hits or misses
- 0701C6-0701D9 = Decides the level of the wild Denjuu
- 0702A1-070302 = Decides personality of the wild Denjuu
- 070AB6-070AC3 = Decides whether the player can escape from wild Denjuu or not
- 0741CF-?????? = Decides whether Denjuu gives you his number or not
Internal Data for Keitai Denjuu Telefang |
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ROM Map •RAM Map •Text Table •Notes •Tutorials |
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