From Data Crystal
[edit] Level Data
46C0 Level Data (23 * 100 = 2300 bytes + 100 bytes for Boss level)
Each level is 0x100 bytes long
Offsets:
0000 - 00DE Brick Data (DF bytes)
00DF - 00EE Palettes (4 * 4 = 10 bytes)
00EF - 00FE Tile codes for each brick type (10 bytes)
00FF - 00FF Number of bricks to destroy to complete level (1 byte)
Brick Data Structure
xxxx.... Type of brick (0 - F)
....x... Contains a capsule (0 - 1)
.....xxx Number of hits needed to clear (0 - 7) (0 = 8 hits)
00 Nothing
0x 45000 Points ?
1x 50 Points
2x 60 Points
3x 70 Points
4x 80 Points
5x 90 Points
6x 100 Points
7x 110 Points
8x 120 Points
9x 0 Points
Ax 5000 Points
Bx Crash (score goes up indefinitely)
Cx 200 Points
Dx 25000 Points
Ex Hard Brick (Gray) 50 Points
Fx Indestructible Brick (Gold)
479F - 47A2 Palette Type 0
47A3 - 47A6 Palette Type 1
47A7 - 47AA Palette Type 2
47AB - 47AE Palette Type 3
47AF Tile Mapping for Bricks Type 0
47B0 Tile Mapping for Bricks Type 1
47B1 Tile Mapping for Bricks Type 2
47B2 Tile Mapping for Bricks Type 3
47B3 Tile Mapping for Bricks Type 4
47B4 Tile Mapping for Bricks Type 5
47B5 Tile Mapping for Bricks Type 6
47B6 Tile Mapping for Bricks Type 7
47B7 Tile Mapping for Bricks Type 8
47B8 Tile Mapping for Bricks Type 9
47B9 Tile Mapping for Bricks Type A
47BA Tile Mapping for Bricks Type B
47BB Tile Mapping for Bricks Type C
47BC Tile Mapping for Bricks Type D
47BD Tile Mapping for Bricks Type E
47BE Tile Mapping for Bricks Type F
47BF Number of bricks required to clear level