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Technical Reference

Rodimus Prime edited this page Nov 22, 2025 · 1 revision

Technical Reference

Technical details about Tutankham ROM structure.

ROM Files

Program ROMs

  • m1.1h, m2.2h - Object data, palettes, high scores
  • m4.4h, m5.5h - Game code, scoring
  • 3j.3h - Game code, copyright checksum

Graphics ROMs

  • c1.1i through c5.5i - 160 tiles (32 each)
  • c6.6i, c7.7i - Logical maps (collision)
  • c8.8i - Visual maps (appearance)
  • c9.9i - Treasure graphics
  • j6.6h - Fonts and UI graphics

Memory Map

Key addresses in m1.1h/m2.2h:

  • 0xA2D1-0xA340 - Palettes (7 × 16 bytes)
  • 0xA4A0-0xA4D3 - High scores
  • 0xA61E-0xBA9D - Map objects (all difficulties)

See MemoryMap.txt for complete details.

Map Structure

Each map has:

  • Visual map - Tile IDs for display
  • Logical map - Collision data
  • Object data - Items, spawns, teleports
  • Config data - Time limit, spawn rate, width

Coordinate System

Game uses big-endian coordinates:

  • YY YY XX format
  • YY = column (0x00-0x200)
  • XX = row from bottom (0x00-0x60)

Color Format

Palettes use 1-byte per color:

  • Bits 0-2: Red (0-7)
  • Bits 3-5: Green (0-7)
  • Bits 6-7: Blue (0-3)

Format: BBGGGRRR

Graphics Format

Tiles and fonts:

  • 4 bits per pixel (16 colors)
  • Interleaved nibbles - Two pixels per byte
  • Rotated 90° - Stored sideways

Checksum

The copyright graphic at 0x5C0 in j6.6h has a checksum at 0xCE25-0xCE26 in 3j.3h.

Editor auto-updates checksum on save.

Next Steps

  • See MemoryMap.txt for byte-level details
  • See README.md for project info

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