The game rom is extremely simple. Very few things are required (just the IRQ jump points, 'NINTENDO' mark and the 'MN' mark), but most are supplied by convention.
Cartridge memory map
| Address | Size | Value | Description | |
| 0x00000 | 0x2100 | User | This is where hardware is mapped, so the values are inaccessable | |
| 0x02100 | 0x0002 | .db "MN" | the MiNi mark. Signifies a pokemon mini rom | |
| 0x02102 | 6 | Code | Branch point for Cart IRQ 0 | |
| 0x02108 | 6 | Code | Branch point for Cart IRQ 1 (IRQ 0x03) | |
| 0x0210E | 6 | Code | Branch point for Cart IRQ 2 (IRQ 0x04) | |
| 0x02114 | 6 | Code | Branch point for Cart IRQ 3 (IRQ 0x05) | |
| 0x0211A | 6 | Code | Branch point for Cart IRQ 4 (IRQ 0x06) | |
| 0x02120 | 6 | Code | Branch point for Cart IRQ 5 (IRQ 0x07) | |
| 0x02126 | 6 | Code | Branch point for Cart IRQ 6 (IRQ 0x08) | |
| 0x0212C | 6 | Code | Branch point for Cart IRQ 7 (IRQ 0x09) | |
| 0x02132 | 6 | Code | Branch point for Cart IRQ 8 (IRQ 0x0A) | |
| 0x02138 | 6 | Code | Branch point for Cart IRQ 9 (IRQ 0x0B) | |
| 0x0213E | 6 | Code | Branch point for Cart IRQ 10 (IRQ 0x0C) | |
| 0x02144 | 6 | Code | Branch point for Cart IRQ 11 (IRQ 0x0D) | |
| 0x0214A | 6 | Code | Branch point for Cart IRQ 12 (IRQ 0x0E) | |
| 0x02150 | 6 | Code | Branch point for Cart IRQ 13 (IRQ 0x0F) | |
| 0x02156 | 6 | Code | Branch point for Cart IRQ 14 (IRQ 0x10) | |
| 0x0215C | 6 | Code | Branch point for Cart IRQ 15 (IRQ 0x15) | |
| 0x02162 | 6 | Code | Branch point for Cart IRQ 16 (IRQ 0x16) | |
| 0x02168 | 6 | Code | Branch point for Cart IRQ 17 (IRQ 0x17) | |
| 0x0216E | 6 | Code | Branch point for Cart IRQ 18 (IRQ 0x18) | |
| 0x02174 | 6 | Code | Branch point for Cart IRQ 19 (IRQ 0x19) | |
| 0x0217A | 6 | Code | Branch point for Cart IRQ 20 (IRQ 0x1A) | |
| 0x02180 | 6 | Code | Branch point for Cart IRQ 21 (IRQ 0x1B) | |
| 0x02186 | 6 | Code | Branch point for Cart IRQ 22 (IRQ 0x1C) | |
| 0x0218C | 6 | Code | Branch point for Cart IRQ 23 (IRQ 0x1D) | |
| 0x02192 | 6 | Code | Branch point for Cart IRQ 24 (IRQ 0x1E) | |
| 0x02198 | 6 | Code | Branch point for Cart IRQ 25 (IRQ 0x1F) | |
| 0x0219E | 6 | Code | Branch point for Cart IRQ 26 (IRQ 0x14) | |
| 0x021A4 | 8 | .db "NINTENDO" | Case-sensitive, used for boot check | |
| 0x021AC | 4 | User | Game Code, may actually be game code + company code | |
| 0x021B0 | 12 | User | Game name, 12 bytes ASCII, zero padded (but not terminated) | |
| 0x021BC | 2 | .db '2P' | There really is no telling here. Maybe a hardware number, maybe 2 players | |
| 0x021BE | 12 | 0 | Padding, not really used, but there by convention. | |
| 0x21D0 | 0xFDE30 | User | This is usually the entry point for code. Everything here on is user data | |
Cartridge IRQ table
| Cpu IRQ | Cart IRQ | Description |
| 00 | 0 | Reset |
| 03 | 1 | Video Flipped |
| 04 | 2 | VPU Done |
| 05 | 3 | Timer 1 Overflow |
| 06 | 4 | Timer 1 Trigger |
| 07 | 5 | Timer 0 Overflow |
| 08 | 6 | Timer 0 Trigger |
| 09 | 7 | Timer 2 Overflow |
| 0A | 8 | Timer 2 Trigger |
| 0B | 9 | Unknown |
| 0C | 10 | Unknown |
| 0D | 11 | Unknown |
| 0E | 12 | Unknown |
| 0F | 13 | Shake Sensor |
| 10 | 14 | Unknown |
| 15 | 15 | Power Pressed |
| 16 | 16 | Right Pressed |
| 17 | 17 | Left Pressed |
| 18 | 18 | Down Pressed |
| 19 | 19 | Up Pressed |
| 1A | 20 | C Pressed |
| 1B | 21 | B Pressed |
| 1C | 22 | A Pressed |
| 1D | 23 | Unknown |
| 1E | 24 | Unknown |
| 1F | 25 | Unknown |
| 14 | 26 | Unknown |
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