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- Flute X/Y coordinate mapped to underworld:
- ------------------------------------------
- 1: 13 = trock pokies 1 (dm)
- 2: 26 = above hookshot (pot shop) | transition down, then up, then down again to fix screen
- 3: 31 = hera beetle room (kakariko) |
- 4: 54 = sociable firebar (link's house)
- 5: 57 = skull bk (below eastern overworld)
- 6: 70 = some sewer room (desert)
- 7: 73 = desert big chest (swamp)
- 8: 77 = hera entrance (hylia)
- Memory address span for each row in Plaid (BG2):
- ------------------------------------------------
- - $0x = $7F:2000-$7F:3000 (normal tilemap - you will be in-bounds if in sync)
- - $1x and onwards you add $1000 for each row.
- - For $Ex and $Fx it's wrapped around to $7E:0000 and $7E:1000.
- Related memory addresses from the disassembly (not including $Ex and $Fx row cus that's basically the main RAM and is used for everything):
- #######
- # $0x #
- #######
- $7F2000[0x1000] - (Dungeon)
- BG2 tile attribute table - (after the level/room has loaded), tile information for the room/map.
- In particular tells the game how to handle each 8x8 tile.
- For example, a chest will have the value 0x58 (or something similar) in 4 different locations, interlaced of course.
- #######
- # $1x #
- #######
- $7F3000[0x1000] - Tile Attribute table for BG1. Same as $7F2000 but for a different background.
- #######
- # $2x #
- #######
- $7F4000[0x800] - Decompression buffer for.... sprite stats and perhaps other
- crap too.
- #######
- # $3x #
- #######
- $7F5000[0x800] - free ram
- $7F5800[0x0C] - (HappinessPondRupees)
- Y speed of rupee.
- $7F580A[0x0C] - (HappinessPondRupees)
- X speed of rupee.
- $7F5818[0x0C] - (HappinessPondRupees)
- Z speed of rupee.
- $7F5824[0x0C] - (HappinessPondRupees)
- Low byte of rupee's Y coordinate.
- $7F5830[0x0C] - (HappinessPondRupees)
- High byte of rupee's Y coordinate.
- $7F583C[0x0C] - (HappinessPondRupees)
- Low byte of rupee's X coordinate.
- $7F5848[0x0C] - (HappinessPondRupees)
- High byte of rupee's X coordinate.
- $7F5860[0x0C] - (HappinessPondRupees)
- Countdown autotimer.
- $7F586C[0x0C] - (HappinessPondRupees)
- Indicates whether this rupee is active or not.
- $7F586E[0x02] - (HappinessPondRupees)
- Mysteriously unallocated... there's a gap
- $7F587A[0x0C] - (HappinessPondRupees)
- Animation index for splash state of the rupee.
- $7F5886[0x0C] - (HappinessPondRupees)
- Subpixel portion of rupee's Y coordinate.
- $7F5892[0x0C] - (HappinessPondRupees)
- Subpixel portion of rupee's X coordinate.
- $7F589E[0x0C] - (HappinessPondRupees)
- Subpixel portion of rupee's Z coordinate.
- $7F58AA[0x0C] - (HappinessPondRupees)
- 0 - In item state.
- 1 - In splash state.
- 2 - Scheduled for deactivation.
- $7F5817[0x08] - (BreakTowerSeal)
- Low byte of Y coordinate of the crystals. Note that this has 8 entries,
- though only 7 crystals are in the game both plot-wise and in general.
- $7F581F[0x08] - (BreakTowerSeal)
- High byte of Y coordinate of the crystals. Note that this has 8 entries,
- though only 7 crystals are in the game both plot-wise and in general.
- $7F5827[0x08] - (BreakTowerSeal)
- Low byte of X coordinate of the crystals. Note that this has 8 entries,
- though only 7 crystals are in the game both plot-wise and in general.
- $7F582F[0x08] - (BreakTowerSeal)
- High byte of X coordinate of the crystals. Note that this has 8 entries,
- though only 7 crystals are in the game both plot-wise and in general.
- $7F5837[0x18] - (BreakTowerSeal)
- Animation index for the sparkles that are generated near the swirling
- crystals.
- $7F584F[0x18] - (BreakTowerSeal)
- Low byte of Y coordinate for the sparkles that are generated near the
- swirling crystals.
- $7F5867[0x18] - (BreakTowerSeal)
- High byte of Y coordinate for the sparkles that are generated near the
- swirling crystals.
- $7F587F[0x18] - (BreakTowerSeal)
- Low byte of X coordinate for the sparkles that are generated near the
- swirling crystals.
- $7F5897[0x18] - (BreakTowerSeal)
- High byte of X coordinate for the sparkles that are generated near the
- swirling crystals.
- $7F58AF[0x18] - (BreakTowerSeal)
- Countdown timer for the sparkles generated near the swirling crystals.
- It's exact purpose is to provide the delay between changes of chr
- and property states for the crystals (See $7F5837)
- $7F5934[0x01] - (BombosSpell)
- Overall state indicator for the Bombos Spell.
- Only takes on values 0 through 2, but needs more research to find out what
- they mean.
- 0 - Spawning of flame columns as they expand out.
- 1 - Wrap up flame column animation then transition to the blast phase.
- 2 - Blast phase
- $7F5935[0x10] - (BombosSpell)
- Animation index of Bombos blasts (explosions). Ranges from 0 to 8.
- 8 indicates an inactive state waiting to be reset.
- $7F5B00[0xA0]
- Array of sound settings for overworld areas. Each entry (byte) has the
- following format:
- aaaammmm
- aaaa - ambient sound effect number to play in that area ($012D).
- mmmm - song number to play in that area ($012C).
- This array is preloaded with differing values depending on which stage of
- the game you're in. The stages are determined by $7EF3C5.
- (See $3C5 in Zelda_3_SRM.log)
- $7F5BA0[0x60] - free ram
- #######
- # $4x #
- #######
- $7F6000[0x1000] - enemy damage related
- #######
- # $5x #
- #######
- $7F7000[0x1C0] - Used to generate the hdma table that the intro and outro spotlight effect uses
- $7F71C0[0x4A7] - text / dialogue pointers (all of them!). Each one is a 3 byte long pointer.
- $7F7667[0x6719] - free ram
- #############
- # $6x - $Ax #
- #############
- $7F7667[0x6719] - free ram
- #######
- # $Bx #
- #######
- $7F7667[0x6719] - free ram
- $7FDD80[0x200]
- Serves as a temporary buffer for storing a copy of the current palette buffer.
- Sometimes the contents of $7EC500 gets stored here, and other times it's $7EC300
- being preserved. The general idea here is that the game hopes to eventually
- (optionally) restore the palette to this set of colors later.
- $7FDE00[0x180?] - ???
- $7FDF80[0x0280] - (indoors) I think this is used to describe which rooms have had their sprites loaded (while in a dungeon)
- $7FDF80[0x1000] - (outdoors) Memory region that indicates where sprites are in the currently loaded overworld map (which map16 tile they're on)
- #######
- # $Cx #
- #######
- $7FDF80[0x1000] - (outdoors) Memory region that indicates where sprites are in the currently loaded overworld map (which map16 tile they're on)
- $7FE200 - ???
- $7FEF80[0x200]
- death status for the overworld sprites?
- #######
- # $Cx #
- #######
- $7FEF80[0x200] - death status for the overworld sprites?
- $7FF180[0x680] - free ram? Can't be 100% certain yet.
- $7FF800[0x1E] - (Garnish)
- Mostly superficial graphical entities (hence, "Garnish"). The only one that
- is known to damage the player are the Ganon Bat Flames.
- $7FF81E[0x1E] - (Garnish)
- Low byte of Y coordinate.
- $7FF83C[0x1E] - (Garnish)
- Low byte of X coordinate.
- $7FF85A[0x1E] - (Garnish)
- High byte of Y coordinate.
- $7FF878[0x1E] - (Garnish)
- High byte of X coordinate.
- $7FF896[0x1E] - (Garnish)
- Y velocity of object.
- $7FF8B4[0x1E] - (Garnish)
- X velocity of object.
- $7FF8D2[0x1E] - special animation unknown 3
- $7FF8F0[0x1E] - special animation unknown 4
- $7FF90E[0x1E] - (Garnish)
- Countdown timer. Most Garnish objects just self terminate once this
- counts down.
- $7FF92C[0x1E] - (Garnish)
- The index of the object's parent sprite object, if applicable.
- Some garnish objects use this as the floor designator, but they are far
- in the minority. Most use $7FF968 instead.
- $7FF94A[0x1E] - special animation unknown 5
- $7FF968[0x1E] - (Garnish)
- Floor selector for garnish objects. Analogous to the the kinds of config
- data that Ancilla ( $0C7C, X ) and Sprite ( $0F20, X ) have.
- 0 - BG2
- 1 - BG1
- $7FF986[0x1E] - special animation unknown 7
- $7FF9A4[0x1E] - special animation unknown 8
- $7FF9C2[0x10] - (Sprite, Garnish?)
- Sprite tile interaction value. Acquires its value from $0FA5.
- $7FF9D2[0x2C] - Free ram?
- $7FF9FE[0x1E] - (Garnish)
- special animation unknown B
- $7FFA1C[0x10] - Array that seems to handle the objects you hold above your head?
- $7FFA2C[0x10] -
- $7FFA3C[0x10] - Indicates stunned and frozen sprite?
- $7FFA4C[0x10] -
- $7FFA5C[0x10] -
- $7FFA6C[0x10] -
- $7FFA7C[0x10] -
- $7FFA8C[0x10] -
- $7FFA9C[0x10] -
- $7FFAAC[0x10] -
- $7FFABC[0x10] -
- ????
- $7FFACC[0x10] -
- $7FFADC[0x10] -
- $7FFAEC[0x10] - free ram?
- $7FFAFC[0x10] - free ram?
- $7FFB0C[0x10] - free ram?
- $7FFB1C[0x10] - used, but unknown
- $7FFBDC[0x10] - used, but unknown
- ; most of these seem to be referenced for Helmasaur King's tail (maybe other bosses too)
- $7FFC00[??] - unknown
- $7FFC80[??] - unknown
- $7FFC9C[0x10?] - used, but unknown
- $7FFD00[??] - unknown
- $7FFD5C[0x01] - apparently Ganon related
- $7FFD68[0x01] - apparently Ganon related
- $7FFC00[0x0080] - unknown
- $7FFC80[0x0080] - unknown
- $7FFD00[0x0080] - unknown
- $7FFD80[0x0080] - unknown
- $7FFE00[0x0080] - (Statue Sentry)
- X coordinate high byte for laser sprites.
- $7FFE80[0x0080] - (Statue Sentry)
- Y coordinate low byte for laser sprites.
- $7FFF00[0x0080] - (Statue Sentry)
- Y coordinate high byte for laser sprites.
- $7FFE00[0x0100] - (Lanmolas)
- Display of rock sprites, I think
- $7FFF00[0x0100] - (Lanmolas)
- Lanmolas use it for display of its rock sprites, I think.
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