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Technical Reference
Rodimus Prime edited this page Nov 22, 2025
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1 revision
Technical details about Tutankham ROM structure.
- m1.1h, m2.2h - Object data, palettes, high scores
- m4.4h, m5.5h - Game code, scoring
- 3j.3h - Game code, copyright checksum
- 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
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.
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
Game uses big-endian coordinates:
- YY YY XX format
- YY = column (0x00-0x200)
- XX = row from bottom (0x00-0x60)
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
Tiles and fonts:
- 4 bits per pixel (16 colors)
- Interleaved nibbles - Two pixels per byte
- Rotated 90° - Stored sideways
The copyright graphic at 0x5C0 in j6.6h has a checksum at 0xCE25-0xCE26 in 3j.3h.
Editor auto-updates checksum on save.
- See
MemoryMap.txtfor byte-level details - See
README.mdfor project info