← Monster World IV preservation
MEGA DRIVE / GRAPHICS ARCHIVE / 28 OCT 2026

Every pixel
has a source.

Explore source-driven character frames, original pattern banks, text glyphs, captured palettes and composed visual layers from the preserved Monster World IV ROM.

COVERAGE, PRECISELY

Loading extraction coverage…

Tile banks and source frames preserve palette indices in neutral grayscale. Asha previews use the labeled opening palette; other direct frames start neutral. Open an image to inspect captured palette references. A preview does not establish every scene assignment.

Loading archive…

Click any image to inspect and zoom

What you are looking at

The indexed table contains 1,216 slots: 1,128 valid banks and 88 empty entries. Every valid bank was decoded from this ROM, then compared byte for byte with the output of its original 68000 decompression routine. Each bank contains 32 8×8 patterns. Pattern order alone does not establish a complete sprite or background.

Composed planes use the captured VDP name tables, tile attributes and palette selections. Sprite layers use the active hardware sprite table for one captured frame. These images preserve specific loaded contexts; complete character animation inventories, remaining object mappings, every stage palette, raster effects and full world maps remain unresolved.

The direct-art collection adds 351 actual animation load ranges and 339 fully sourced mapping contexts: 184 Asha contexts and 155 unnamed animation-group-8 contexts. Every displayed pattern has an original ROM source; mappings preserve original positions, sizes, tile ordering and flips. The original direct-address resolver was executed for all 350 referenced IDs. Inspect the direct-art source record. These are mapped contexts, not a claim that every character animation has been recovered.

The format work builds on Adrien Plazas’s published research. All offsets and decoded outputs were checked against the supplied ROM. Original game artwork remains credited to Westone and Sega.