Below is a detailed overview of the layout of the Contra ROM file's contents.
In summary, the ROM contains the following things
Type | Percentage | Bytes |
---|---|---|
Compressed Graphic Data | 49.179% | 64,461 |
Code | 29.726% | 38,962 |
Compressed Audio | 8.109% | 10,629 |
Unused | 5.585% | 7,320 |
Configuration Data | 4.027% | 5,278 |
Sprite Data | 2.677% | 3,509 |
Text Data | .697% | 913 |
- Header
$00000-$0000F
- iNES ROM Header Data
- Bank 0
$00010-$03D7A
- Enemy Logic$03D7B-$0400F
- Unused
- Bank 1
$04010-$048F7
- Sound Engine Code$048F8-$06EAC
- Encoded Sound Data$06EAD-$0703F
- Code to Draw Sprites$07040-$07DF4
- Encoded Sprite Data$07DF5-$0800F
- Unused
- Bank 2
$08010-$090A7
- Level Supertile Screen Assignments$090A8-$0B001
- Compressed Graphic Data$0B002-$0B328
- Player State Logic$0B329-$0B428
- Level Header Data$0B429-$0BD4B
- Enemy Generation Logic$0BD4C-$0C00F
- Unused
- Bank 3
$0C010-$0FE09
- Supertile and Palette Data$0FE0A-$0FFBE
- End Level Routine Logic$0FFBF-$1000F
- Unused
- Bank 4
$10010-$138C8
- Compressed Graphic Data$138C9-$13BA4
- Game End Routine Logic$13BA5-$13DD0
- Ending Credits Data$13DD1-$1400F
- Unused
- Bank 5
$14010-$1736D
- Compressed Graphic Data$1736E-$17643
- Automated Demo Input$17644-$1800F
- Unused
- Bank 6
$18010-$1B271
- Compressed Graphic Data$1B272-$1B3D6
- Text Data$1B3D7-$1BD35
- Weapon Logic$1BD36-$1C00F
- Unused
- Bank 7
$1C010-$1F621
- Game Engine Logic$1F622-$1FC0F
- Unused$1FC10-$1FFDF
- Differential Pulse Code Modulation (DPCM) Data$1FFE0-$2000F
- NES Undocumented Footer
CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC
CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCUUUUU
CCCCCCCCCCCCCCCCCCAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAACCCSSSSSSSSSSSSSSSSSSSSSSSSSSSUUUUD
DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG
GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGCCCCCCDDCCCCCCCCCCCCCCCCCCUUUUUUG
GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG
GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGCCCUG
GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG
GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGCCCCCCTTTTUUUUGG
GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG
GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGDDDDDDUUUUUUUUUUUUUUUUUUUUG
GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG
GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGTTTCCCCCCCCCCCCCCCCCCCUUUUUU
CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC
CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCUUUUUUUUUUUUAAAAAAAA
Legend
- G = Compressed Graphic Data
- C = Code
- A = Compressed Audio
- U = Unused
- D = Configuration Data
- S = Sprite Data
- T = Text Data