# Wonder Boy in Monster World — graphics evidence

Prepared October 28, 2026 from the supplied UE [h1] cartridge image.

The original ROM is 786,432 bytes, SHA-256 `c4e3e9facf3f79dbe757f3090c59d09b8a8e9ddd84c8d82bb0ed10c589756385`.
The original archive and image are preserved unchanged. Extraction uses a private derivative with a small reset harness; the game data and original loader code are untouched. The derivative is not a public game release.

## Direct evidence

- The original 68000 routine at ROM `$006BC4` decodes all 720 entries in the `$041000–$041B3F` flagged table. A completion marker is checked for every entry. There are 682 type-$02 tree-compressed banks, eight type-$00 RLE/pattern banks, 20 type-$01 direct banks and 10 blank records.
- Every nonblank decoded bank is 1,024 bytes: 32 Genesis packed-nibble 8×8 graphics tiles. The outputs visibly include the Roman and Japanese fonts, character pieces, hearts, interface art and environment patterns. The 20 direct banks match the original ROM bytes independently.
- These type-$02 records are not labeled “682 complete maps” here. Inspecting their actual decoded pixels reveals graphics patterns, including font glyphs. A decompression tag alone does not establish world-map structure.
- All 252 packed palettes at `$00599C` are decoded as 15 colors with a transparent-zero placeholder. Every palette is checked against the original 68000 decoder at `$001370`. The packed table's scene associations are incomplete.
- Seven unmodified-ROM title/opening captures provide original framebuffers plus private VDP-state evidence. Public compositions use that exact captured VRAM, internal CRAM, name table, sprite attributes, palette selection and flips. Every opaque pixel in each active sprite layer matches the original native framebuffer exactly. Private emulator states and session files are excluded from public output.
- A captured plane is its complete unscrolled hardware name table, not a complete world map. A sprite layer is the active captured frame, not a complete animation sheet. Grayscale tile banks and manually selected palette previews are diagnostic views.

## Primary references

- [RAMPKORV's Wonder Boy in Monster World disassembly](https://github.com/RAMPKORV/wonderboy-in-monster-world-disassembly) helped locate the graphics table and original palette and loader routines. That project targets a different SHA-256 (`6b2ac36f…`); offsets were checked against the supplied image through execution and direct-byte tests. Some upstream documentation and preview tools use a planar-tile/38-tile assumption or call type-$02 outputs maps. This collection instead uses observed original-loader outputs and packed-nibble VRAM matches.
- [Original loader assembly](https://github.com/RAMPKORV/wonderboy-in-monster-world-disassembly/blob/master/src/scene/scene_load.asm) and [palette decoder assembly](https://github.com/RAMPKORV/wonderboy-in-monster-world-disassembly/blob/master/src/gameplay/entity.asm) provide the routine addresses; the supplied ROM's own instructions perform the extraction and verification.
- [Genesis Plus GX state serialization](https://github.com/ekeeke/Genesis-Plus-GX/blob/master/core/state.c), [VDP context serialization](https://github.com/ekeeke/Genesis-Plus-GX/blob/master/core/vdp_ctrl.c) and [VDP renderer](https://github.com/ekeeke/Genesis-Plus-GX/blob/master/core/vdp_render.c) document the captured hardware layout and color conversion. Native validation core SHA-256: `923876545fea2cada89c0e3babdbb1f66ae136fd3f0f44ed78ff82753a009155`.

The original game artwork remains the work of its original creators. No AI-generated replacement artwork is used in this collection.
