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YI Memory Map
Displaying 25 out of 279 addresses. Show Waiting Addresses (41)
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SRAM Address Length Type Description Details
$700174 2 bytes Misc. Ice and fire melons: Y position of where ice/flame was spat
$70017E 2 bytes Player Physics Car Yoshi: left wheel X position

All other transformations: Rotation angle (mario low byte only)
$700180 2 bytes Player Physics Transformation value:
Helicopter: Rotation speed when hit. Starts at $1000, decreases by $20 each frame until $0700

Submarine: Rotation angle when hit. Starts at $0000, increments by $10 each frame until $0800

Train: Size counter when entering track. Starts at $00FF, decrements one per frame until $0070

Car: X-position in pixels

Super Baby Mario: $0007 when running on ground allowing for vertical climb

Mole: Orientation of vehicle:
$0000: 0
$0001: 90
$0002: 180
$0003: 270

Ski Yoshi: Snowball State, starts at $0080 when hit and increases by 2 every frame on the ground until value reaches $0100
$700182 2 bytes Player Physics Car Yoshi: right wheel X position

Helicopter: Animation frame (0-3) (turning around)
$700184 2 bytes Player Physics Car Yoshi left wheel Y position
$700188 2 bytes Player Physics Car Yoshi right wheel Y position
$700198 2 bytes Player Physics Transformation value:
Car: Y position of player / car
Super Baby Mario: Y scale, normalized at $0100
$7001AE 2 bytes Flag Disables control & animation of Yoshi
$7001B0 2 bytes Flag Disables updating & animation of sprites
$7001B2 2 bytes Misc. Baby Mario state info (set up like bit flags but never more than 1 on simultaneously):
$0000: Off of Yoshi, floating & crying
$2000: Super Baby Mario / Bonus challenge Mario
$4000: Seized by toadies/bandits/frogs
$8000: Riding Yoshi
$7001B4 2 bytes Flag Currently on a platform sprite (Chomp rock, Hint block, rotating platforms, etc.) - also counts the total number currently standing on
$7001B6 2 bytes Sprite Number Slot of platform sprite that Yoshi is on. Does not apply to every platform sprite, for example it does for some moving sprites such as Pinwheels, Chomp Rock, Poochy, Flatbed Ferries, Lakitu clouds etc., but not for Hint Blocks, Donut Lifts etc.
$7001B8 2 bytes Flag Previous frame's value of $7001B4
$7001BC 2 bytes Sprite Physics Where the water line starts for sprite physics
Only used for BG3 tilesets $13 (value $07B0) and $1D ($0700)
Value is left at $4000 when disabled
This doesn't affect regular water objects, only hardcoded water for certain BG3 tilesets.

$ssyy
ss = vertical screen number
yy = Y-position of water line
$7001C6 2 bytes Misc. Timer/index into camera Y offset table for small camera shaking (used by ground pounds, big egg ground impact, etc.)
$7001C8 2 bytes Misc. Timer/index into camera Y offset table for large camera shaking (used for falling chain chomps, chasing chain chomp hitting wall, etc.)
$7001CA 2 bytes Layer 1 Tilemap Special Offset-By-Tile Modes
$00: None (normal)
$01: Level Mode 2 (1-7, 6-4, 6-3)
$03: When Fuzzied
$05: Unused
$7001D0 2 bytes Misc. Timer for Yoshi's turning pose.
Starts at #$0004 when you change direction while in movement (ground or air), remains with this value for a brief time if you keep holding this direction until it starts decrementing each frame.
$7001D2 2 bytes Misc. Timer for each walking (not running) animation frame.
$7001D4 2 bytes Misc. Timer for each animation frame of the landing, start of falling and fluttering.
$7001D6 2 bytes Misc. Invincibility timer (starts at $00A0 on hit and decrements)
$7001D8 2 bytes Misc. Timer for each Yoshi idle animation state.
$7001DC 2 bytes Misc. Timer for bopping head in solid blocks animation. It's the exact time with zero y speed during the bop.
$7001DE 2 bytes Misc. Timer for ground pounding animation.
$7001E0 2 bytes Misc. Timer for mouth/tongue related animations.
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