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Tip: The first column of the palettes list is the transparency. Don't edit it, as it won't do anything.
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RAM Address Length Type Description Details
$7E0200 544 bytes I/O OAM table - handles all sprite tiles. There are 0x80 (128) slots for tiles. Generally, the table is indexed from either $0200 or $0300, with $0300 being used for normal sprites (and Mario) and $0200 being used for various other sprite types.
Note that tiles are drawn to the screen from top to bottom of the table; that is, a sprite in slot 0 will always appear visually on top of a sprite in slot 1.

The actual OAM table consists of two sub-tables:
- $7E0200-$7E03FF (512 bytes): Each slot consists of four bytes in the order of: X position, Y position, tile number, YXPPCCCT. Unused tiles are generally marked by giving them a Y position of #$F0 (which is offscreen).
- $7E0400-$7E041F (32 bytes): Each slot gets 2 bits, used to handle a 9th bit of the X position (for handling sprite tiles that go past the left edge of the screen) and a "size bit" which (generally) controls whether the tile is 8x8 (0) or 16x16 (1). Since each tile only requires 2 bits, each byte of this table actually handles four separate tiles; see the details table for more information. It is not recommended that you write to this table directly, though, and you should use the table at $0420-$049F instead (routine at $008494 takes $0420 data, reformats or compacts it, and stores it to $0400).

Various tiles are documented here. Note that:
$7E0310-$7E0313 is for the player's upper half
$7E0314-$7E0317 for the player's lower half
$7E0318-$7E031B is for the player's hand.
$0400 formatting
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