Initially, this memory is used to hold the graphic data and attributes of the title screen, some routines to handle the input selection and data for the enemy animation in the title screen. Once the game has started, this memory is overwritten by the screen buffers and other related data described in the table below.
Address Length Description
D962 2109 Mapping table for tile graphics data and room graphic data buffer. Overwrites the data buffer at DE9F
DE9F 768 Tile counter buffer - Not Used
E19F 96 Not used
E1FF 672 Tile type buffer
E49F 96 Not used
E4FF 96 Attribute buffer for HUD
E55F 672 Attribute buffer for room
E7FF 768 Graphic data for HUD
EAFF 5376 Graphics data for room