
ROM CARTRIDGE ALLOCATION :
--------------------------


GAME CODE :
-----------

No more than 100k
Game code, sound driver and misc. data.



DATA AREA :
-----------

No more than 16k
This includes ALL game data, ie. Trigger tables, animation tables,
frame data, static screens, misc charset data etc.



BACKGROUND/SPRITE GRAPHICS :
----------------------------

Start			:	1Vram

Cave 1			:	1Vram
Cave 2			:	1/3Vram
Cave 3 (minecar)	:	1Vram

Forest 1		:	1Vram
Forest 2		:	1/3Vram
Forest 3		:	1/3Vram
Forest 4 (rapids)	:	1Vram

Sewer 1			:	1Vram
Sewer 2 (train)		:	1Vram

Skyscraper 1 (rooftop)	:	1Vram
Skyscraper 2		:	1Vram

Boss 1			:	1Vram
Boss 2			:	1Vram
Boss 3			:	1Vram
Boss 4			:	1Vram

TOTAL			:      14Vram

1Vram = 44032 Bytes (43k)
So 44032 x 14 = 616448 Bytes
After compression of 30% = 431514 Bytes (422k)
 


PLAYER GRAPHICS :
-----------------

All player graphics are flown into Vram.
Each player will take 43008 Bytes (42k) of cart space.
There are 3 players that have to be stored;
So 43008 x 3 = 129024 Bytes (126k)

NOTE: There is no compression on this graphics data.



MAP/BLOCK DATA :
----------------

Start			:	16 Scrns

Cave 1			:	16 Scrns
Cave 2			:	40 Scrns
Cave 3 (minecar)	:	40 Scrns

Forest 1		:	16 Scrns
Forest 2		:	16 Scrns
Forest 3		:	16 Scrns
Forest 4 (rapids)	:	16 Scrns

Sewer 1			:	40 Scrns
Sewer 2 (train)		:	16 Scrns

Skyscraper 1 (rooftop)	:	16 Scrns
Skyscraper 2		:	40 Scrns

Boss 1			:	 2 Scrns
Boss 2			:	 2 Scrns
Boss 3			:	 2 Scrns
Boss 4			:	 2 Scrns

TOTAL			:      296 Scrns

Each Scrn = 560 Bytes
So 560 x 296 = 165760 Bytes
After compression of 40% = 99456 Bytes (98k)

BLOCK DATA :
Average 600 block/level
So 600 x 8 = 4800 x 16 = 76800 Bytes (78k)
In the worse case data will take around 78k and must
be stored un-compressed.

Therefore Map/Block data = 98 + 78 = 173k



FLUFF AREA :
------------

No more than 100k
This includes Charset and misc. data.
  


SOUND DATA :
------------

Approximately 89088 Bytes (87k)
This includes music/sfx data and samples data.

There may be more available for music data depending
on GAME CODE size and BLOCK DATA size



ROM Allocation is as follows ;

GAME CODE		-	100k
GAME DATA		-	 16k
GRAPHICS		-	422k
PLR GRAPHICS (FLOWN)	-	126k
MAPS/BLOCK DATA		-	173k
FLUFF GRAPHICS/DATA	-	100k
MUSIC DATA		-	 87k

TOTAL			-      1024k

	






