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YI Memory Map

Displaying 1427 out of 1427 addresses.

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RAM Address Length Type Description Details
$7E0000 48 bytes Misc. Scratch RAM, used like "registers" for various operations
$7E0030 2 bytes Timer Frame counter
$7E0032 3 bytes Pointer Pointer to level object data
$7E0035 1 byte Controller Controller 1 Data 1, mirror of $7E093C
$7E0036 1 byte Controller Controller 1 Data 2, mirror of $7E093D
$7E0037 1 byte Controller Controller 1 Data 1 on press/first frame, mirror of $7E093E
$7E0038 1 byte Controller Controller 1 Data 2 on press/first frame, mirror of $7E093F
$7E0039 2 bytes Misc. Layer 1 Camera X
$7E003B 2 bytes Misc. Layer 1 Camera Y
$7E003D 2 bytes Misc. Layer 2 Camera X
$7E003F 2 bytes Misc. Layer 2 Camera Y
$7E0041 2 bytes Misc. Layer 3 Camera X (also for World Map)
$7E0043 2 bytes Misc. Layer 3 Camera Y
$7E0045 2 bytes Misc. Layer 4 Camera X
$7E0047 2 bytes Misc. Layer 4 Camera Y
$7E0049 4 bytes Empty Unused RAM, cleared (with $00) during every loading screen
$7E004D 2 bytes Sound Effect Music track to be played - mirror of hardware register $2140 (APU I/O 0)
$7E004F 2 bytes Sound Effect Previous value of $7E004D (if previous == current value of hardware register $2140, do not write to register)
$7E0051 2 bytes Sound Effect Mirror of hardware register $2141 (APU I/O 1, pseudo-noise loop)
$7E0053 2 bytes Sound Effect Sound ID to be played instantly, bypasses the sound queue, directly written to hardware register $2143
$7E0055 2 bytes Sound Effect Previous value of $7E0053 (if previous == current value in hardware register $2143, do not write to register)
$7E0057 2 bytes Sound Effect Current size of sound queue (capacity 7)
$7E0059 16 bytes Sound Effect Sound effect queue, NOT all sounds currently playing, but instead all sound ID's (1 byte per) to be submitted for play at the current time; each frame the queue index decrements, meaning at most one sound submitted per frame
$7E0069 2 bytes Map World Map: Layer 1 scroll
Mirrored by $7E006D
$7E006B 2 bytes Misc. Yoshi's jump state, mirror of $7000C0
$7E006D 2 bytes Map World Map: Layer 2 scroll
$7E0072 2 bytes Map World Map: Current stage Yoshi sprite Y coordinate
$7E0073 2 bytes Misc. $0000: Camera is moving right
$0002: Camera is moving left
$7E0075 2 bytes Misc. $0000: Camera moving down
$0002: Camera moving up
$7E0076 2 bytes Map World Map: Current stage Yoshi sprite X coordinate
$7E0077 2 bytes Misc. Flag: A new column has been spawned in
$7E0079 2 bytes Map World Map: X Scroll destination
$7E0079 2 bytes Misc. Flag: A new row has been spawned in
$7E007B 2 bytes Layer 1 Tilemap VRAM foreground tilemap address of most recently loaded column
$7E007D 2 bytes Layer 1 Tilemap VRAM foreground tilemap address of most recently loaded row
$7E007F 2 bytes Layer 1 Tilemap 7E007B + 1 (right half of column)
$7E0081 2 bytes Layer 1 Tilemap 7E007D with $0400 bit flipped (even/odd counterpart of tilemap row)
$7E0083 2 bytes Misc. Negative camera X column of newly spawned row shifted to: 0000000000cccc00
$7E0085 2 bytes Layer 1 Tilemap 7E007D + $20 (bottom half of row)
$7E0087 2 bytes Misc. Camera X column + 1 of newly spawned row, shifted to: 0000000000cccc00
$7E0089 2 bytes Misc. Game Over screen state:
$0000: nothing
$0002: fading in
$0004: active
$0006: option chosen
$0008: load title screen
$7E0089 2 bytes Layer 1 Tilemap 7E0081 + $20 (second part of even/odd counterpart of tilemap row)
$7E008B 2 bytes Misc. Most recently spawned row's Y coordinate
$7E0091 8 bytes Misc. Game Over screen: Letter rotation values (Y axis), 1 byte per letter, from right to left ('R', 'E', ... 'A', 'G')
$7E0099 8 bytes Misc. Game Over screen: Letter rotation values (X axis), 1 byte per letter, letters from right to left ('R', 'E', ... 'A', 'G')
$7E00A1 16 bytes Misc. Game Over screen: Letter X coordinates, 1 word per letter, from left to right ('G', 'A', .. 'E', 'R')
$7E00B1 16 bytes Misc. Game Over screen: Letter Y coordinates, 1 word per letter, from left to right ('G', 'A', .. 'E', 'R')
$7E00C1 2 bytes Misc. Game Over screen: Scale value (size) of letters
$7E00C3 2 bytes Misc. Game Over screen: Current option selected ($00 = yes, $02 = no)
$7E00C5 2 bytes Misc. Game Over screen: Rotational velocity of letters (both X and Y axes)
$7E00C8 2 bytes Timer Game Over screen: Frame timer (counts down) of waiting before letter rotation restarts
$7E00CA 2 bytes Timer Game Over screen: Frame timer (counts up until $0200) for how long to wait until options appear
$7E00CC 53 bytes Empty Unused RAM, cleared (with $00) during every loading screen
$7E0100 1 byte Empty This area never gets initialized or emptied.
$7E0101 15 bytes ASM Interrupt jumps: NMI jumps to $7E0108, IRQ to $7E010C
Copy of $008140-$00814E
$7E0111 7 bytes Empty This area never gets initialized or emptied.
$7E0118 2 bytes Misc. Game Mode. You can find the list of valid values here.
$7E011B 1 byte Misc. Full Game Mode completion flag

$00: Game Mode still running (set by NMI/IRQ)
$FF: Game Mode complete (set by end of game loop)
$7E011C 1 byte Misc. NMI & IRQ Mode
$00: Nintendo Logo
$02: Normal Level Mode
$04: Offset-per-tile Level Modes (1-7/6-4)
$06: Island Scenes
$08: Story Cutscene / Credits
$0A: Mode 7 bosses (Hookbill/Raphael)
$0C: World Map
$0E: Bonus & Bandit Games
$7E011D 2 bytes Misc. Mirror of hardware register $210D (BG1 Horizontal Scroll); since this register is write-twice, this is the full 16-bit mirror, it will write $7E011D and then $7E011E
$7E011F 2 bytes Coordinate Mirror of hardware register $210E (BG1 Vertical Scroll); since this register is write-twice, this is the full 16-bit mirror, it will write $7E011F and then $7E0120
$7E0121 1 byte Misc. Flag for level loading with stage intro text ($02 if true)
$7E0125 1 byte Misc. IRQ Counter
Expected values are 0 to 2
$7E0126 1 byte ASM Main IRQ Mode
$00: Default
$02: Story Cutscene
$04: Credits
$06: Bonus/Bandit Games
$7E012D 1 byte Super FX SCBR (register $3038) mirror, used by GSU init
$7E012E 1 byte Super FX SCMR (register $303A) mirror, used by GSU init
$7E012F 1 byte Debug (Used by debug routine at $0080F8) Frame advance flag: #$00 = disable frame advance, #$01 = enable frame advance
$7E0130 1 byte Debug (Used by debug routine at $0080F8) Frame advance timer: When L or R is pressed on Controller 2 and frame advance flag at $012F is set, skips game mode code and decrements once per frame until it reaches 0, then next frame runs game mode code for one frame.
Cleared when frame advance flag is set and neither L nor R is pressed on Controller 2.
$7E0131 2 bytes Timer Island: Frame counter
$7E0134 2 bytes Level Data Level header: Background color
$7E0136 2 bytes Level Data Level header: BG1 Tileset
$7E0138 2 bytes Level Data Level header: BG1 Palette
$7E013A 2 bytes Level Data Level header: BG2 Tileset
$7E013C 2 bytes Level Data Level header: BG2 Palette
$7E013E 2 bytes Level Data Level header: BG3 Tileset
$7E0140 2 bytes Level Data Level header: BG3 Palette
$7E0142 2 bytes Level Data Level header: Sprite Tileset
$7E0144 2 bytes Level Data Level header: Sprite Palette
$7E0146 2 bytes Level Data Level header: Level Mode
$7E0148 2 bytes Level Data Level header: Animation Tileset
$7E014A 2 bytes Level Data Level header: Animation Palette
$7E014C 2 bytes Level Data Level header: Background Scrolling
$7E014E 2 bytes Level Data Level header: Music
$7E0150 2 bytes Level Data Level header: Item Memory
$7E0152 2 bytes Level Data Level header: Unused
$7E015F 161 bytes ASM Reserved area for stack. This area never gets initialized or emptied (even upon reset / power on).
$7E0200 1 byte Misc. Screen brightness:
s000bbbb
s = black if set
b = brightness
$7E0201 1 byte Misc. Fade in/out mode
$01 = fade out
$00 = fade in
$7E0203 2 bytes Misc. Mirror of music level header + 1

Used as index for SPC block uploads
$7E0207 4 bytes Music SPC block indices that are currently loaded in ARAM
$7E0212 1 byte Bonus Challenge Bonus game ID:
$00: FLIP CARDS
$02: SCRATCH AND MATCH
$04: DRAWING LOTS
$06: MATCH CARDS
$08: ROULETTE
$0A: SLOT MACHINE
$7E0216 2 bytes Cutscene Flag: Final world unlocked
$7E0218 2 bytes Misc. Current world number (0000 = world 1, 0002 = world 2, etc.) NOTE: 000C isn't a world, but it's used in the final cinema sequence
$7E021A 2 bytes Level Number Current level number, NOTE: not translevel #, just the first level # loaded in from map
$7E0222 72 bytes Map Available tiles on map screen, one byte per level tile:
$00: unavailable
$01: beaten
$80: current (grayed out)
$7E026A 78 bytes Empty Unused RAM, cleared (with $00) via DMA during reset as well as before and after Nintendo logo
$7E02B8 72 bytes Map Current level high scores to be displayed on world map (one byte per level tile)
$7E030E 1 byte Misc. Current save file loaded:
$00: file 1
$02: file 2
$04: file 3
$7E030F 72 bytes Map Map screen tile graphics, 1-byte indices (local to current world loaded)
$7E0357 27 bytes Pause Screen Items in pause menu, one byte per ID:
$00: free slot
$01: +10 star
$02: +20 star
$03: POW
$04: full egg
$05: magnifying glass
$06: star cloud
$07: green melon
$08: blue melon
$09: red melon
$7E0372 2 bytes Misc. Tutorial message bitflags for 1-1 & 1-2:
bfm00000 00000000, b=first loss of Baby Mario in 1-1, f=first Flower received in 1-1, m=first Middle Ring in 1-2
$7E0379 2 bytes Misc. Current number of lives, 999 maximum
$7E037B 2 bytes Misc. Current number of coins
$7E037D 2 bytes Misc. Number of deaths in the current level (not translevel), 999 maximum
$7E037F 2 bytes Misc. Number of 1up's collected in the current level (not translevel), 999 maximum
$7E0383 2 bytes Sprite Palette Current Yoshi color, set on level select (goal Yoshi reads this as well):
$0000: Green
$0001: Pink
$0002: Yellow
$0003: Light Blue
$0004: Purple
$0005: Brown
$0006: Red
$0007: Dark Blue
$7E0385 2 bytes Bonus Challenge Flag for bonus challenge for end of level.
$0001 for no bonus.
$FFFF for bonus.
$7E038C 2 bytes Misc. Flag: warp to a different screen rather than start of stage
$7E038E 2 bytes Misc. Current screen exit (index into screen exit data)
$7E0394 2 bytes Timer Counter between ticks for star increase when stars are under 10
$7E0396 2 bytes Misc. Star count (*10) remaining to be auto-increased by (used by middle ring & items)
$7E0398 1 byte Pause Screen Item currently being used; same item indices as $7E0357
$7E039A 2 bytes Pause Screen Pause Item in continuous use.
Set by items such as star counter and egg fill to act as a pause until item finished use.

Cleared on item use.
$7E039C 1 byte Timer Frame counter during item use (after unpause)
$7E03A1 2 bytes Misc. first digit of star counter
$7E03A3 2 bytes Misc. second digit of star counter
$7E03A9 2 bytes Timer Frame counter for game modes $0D, $0E (during black cover sliding out), $0F, $10 (inside level, not score screen), and $11. Is paused during pause screen, and is reset upon entering stage and also upon star auto-increase (middle rings & +10 & +20 items).
$7E03AB 1 byte Misc. Flag: Star counter is below 9 (beeping/alarm sounds begin)
$7E03AC 2 bytes Misc. Flag: At least one middle ring has been used in current level (value will be number of middle rings used)
$7E03AE 2 bytes Misc. Flag: Boss has been visited before in current level, used to skip Kamek dialogue
$7E03B0 2 bytes Misc. Flag: Baby Bowser boss has been visited before in current level, used to skip Kamek introduction
$7E03B4 2 bytes Misc. Current number of red coins collected
$7E03B6 2 bytes Misc. Current star count * 10
$7E03B8 2 bytes Misc. Current number of flowers collected
$7E03BE 2 bytes Level Data Current Item Memory page (0-3)
$7E03C0 128 bytes Level Data Item Memory Page 0:
Vertical bitplane, each word represents a horizontal line (0 = not collected, 1 = collected)
$7E0440 128 bytes Level Data Item Memory Page 1:
Vertical bitplane, each word represents a horizontal line (0 = not collected, 1 = collected)
$7E04C0 128 bytes Level Data Item Memory Page 2:
Vertical bitplane, each word represents a horizontal line (0 = not collected, 1 = collected)
$7E0540 128 bytes Level Data Item Memory Page 3:
Vertical bitplane, each word represents a horizontal line (0 = not collected, 1 = collected)
$7E05C0 2 bytes Player Physics Current index into Yoshi delay buffers
$7E05C2 296 bytes Player Physics Yoshi X Coordinate delay buffer (2 bytes each): last 148 frames of where Yoshi's X was, used by egg inventory items to follow Yoshi
$7E06EA 296 bytes Player Physics Yoshi Y Coordinate delay buffer (2 bytes each): last 148 frames of where Yoshi's Y was, used by egg inventory items to follow Yoshi
$7E093C 1 byte Controller Controller 1 Data 1 (global):
AXLR----
A = A; X = X; L = L; R = R
$7E093D 1 byte Controller Controller 1 Data 2 (global):
byetUDLR
b = B; y = Y; e = Select; t = Start; U = up; D = down; L = left, R = right
$7E093E 1 byte Controller Controller 1 Data 1, on press/first frame (global):
AXLR----
A = A; X = X; L = L; R = R
$7E093F 1 byte Controller Controller 1 Data 2, on press/first frame (global):
byetUDLR
b = B; y = Y; e = Select; t = Start; U = up; D = down; L = left, R = right
$7E0940 1 byte Controller Controller 2 Data 1 (global):
AXLR----
A = A; X = X; L = L; R = R
$7E0941 1 byte Controller Controller 2 Data 2 (global):
byetUDLR
b = B; y = Y; e = Select; t = Start; U = up; D = down; L = left, R = right
$7E0942 1 byte Controller Controller 2 Data 1, on press/first frame (global):
AXLR----
A = A; X = X; L = L; R = R
$7E0943 1 byte Controller Controller 2 Data 2, on press/first frame (global):
byetUDLR
b = B; y = Y; e = Select; t = Start; U = up; D = down; L = left, R = right
$7E0944 1 byte Controller Previous frame controller 1 data 1 (what was previously in $7E093C), used for next frame's on press
$7E0945 1 byte Controller Previous frame controller 1 data 2 (what was previously in $7E093D), used for next frame's on press
$7E0946 1 byte Controller Previous frame controller 2 data 1 (what was previously in $7E0940), used for next frame's on press
$7E0947 1 byte Controller Previous frame controller 2 data 2 (what was previously in $7E0941), used for next frame's on press
$7E0948 2 bytes Misc. Word that stores each color channel's fixed color data intensity (mirror of $2132 for each channel):
0bbbbbgg gggrrrrr
b = blue channel intensity
g = green channel intensity
r = red channel intensity
$7E094A 1 byte Misc. Mirror of hardware register $420C
$7E094B 1 byte Misc. Mirror of hardware register $2101
$7E094C 1 byte Misc. Mirror of hardware register $212A
$7E094D 1 byte Misc. Mirror of hardware register $212B
$7E094E 1 byte Misc. Mirror of hardware register M7SEL ($211A)
$7E094F 2 bytes Misc. Mirror of hardware register M7A ($211B)
$7E0951 2 bytes Misc. Mirror of hardware register M7B ($211C)
$7E0953 2 bytes Misc. Mirror of hardware register M7C ($211D)
$7E0955 2 bytes Misc. Mirror of hardware register M7D ($211E)
$7E0957 2 bytes Misc. Mirror of hardware register M7X ($211F)
$7E0959 2 bytes Misc. Mirror of hardware register M7Y ($2120)
$7E095B 1 byte Misc. Mirror of hardware register $2106
$7E095E 1 byte Misc. Mirror of hardware register $2105
$7E095F 1 byte Misc. Mirror of hardware register $2107
$7E0960 1 byte Misc. Mirror of hardware register $2108
$7E0961 1 byte Misc. Mirror of hardware register $2109
$7E0962 1 byte Misc. Mirror of hardware register $210B
$7E0963 1 byte Misc. Mirror of hardware register $210C
$7E0964 1 byte Misc. Mirror of hardware register $2123
$7E0965 1 byte Misc. Mirror of hardware register $2124
$7E0966 1 byte Misc. Mirror of hardware register $2125
$7E0967 1 byte Misc. Mirror of hardware register $212C
$7E0968 1 byte Misc. Mirror of hardware register $212D
$7E0969 1 byte Misc. Mirror of hardware register $212E
$7E096A 1 byte Misc. Mirror of hardware register $212F
$7E096B 1 byte Misc. Mirror of hardware register $2130
$7E096C 1 byte Misc. Mirror of hardware register $2131
$7E0980 1 byte Timer Timer for updating Title Screen animation frames (title wavy effect, island rotating, sprite moving, etc). Each animation frame takes 4 frames to update.
$7E0B0F 1 byte Pause Screen Pause state:
$00: unpaused
$01-12: pause transition states
$13: in pause menu
$14: begin unpausing
$7E0B10 1 byte Pause Screen Flag for pause screen active - instantly turns on when pause pressed, instantly turns off when unpause pressed
$7E0B48 2 bytes Pause Screen Flag that indicates whether or not menu items are disabled.
$7E0B4C 2 bytes Misc. Screen X position of black curtain during player death scene; when it reaches $0400, it resets to $0000 and the Retry screen appears
$7E0B55 2 bytes Timer Mosaic Timer, and one of the many "game frozen" flags: gets set to $10 when touching a fuzzy and counts down once per frame. Controls the mosaic effect (mirrors $7E095B)
$7E0B67 2 bytes Timer Tileset Animation Timer
Different usage per mode
$7E0B7D 2 bytes Timer Idle frame counter; on >= $60 star counter is displayed
$7E0B7F 2 bytes Misc. Frame counter for how long to display the star counter (right after counter changes)
$7E0B81 1 byte Misc. Star counter position: $00 = left side, $01 = right side
$7E0B91 96 bytes Sprite Number 24 2-word entries, one sprite per:
Word 1: Sprite ID for sprite to turn into when sprite state is $0006
Word 2: Unused

Special Case:
Goal Ring uses Word 1 and 2 as a timer
$7E0C04 8 bytes Sprite Number Table of all current special sprites' ID's, 4 word-sized entries. $0000 is used as "none"; anything else is assumed to be an ID.
Special sprite ID is a relative ID computed by: (sprite ID) - $01B9
$7E0C1C 2 bytes Misc. Current autoscroll special sprite ID, 0 means no autoscroll active
$7E0C1E 2 bytes Misc. Flag: Autoscrolling currently active for camera X
$7E0C20 2 bytes Misc. Flag: Autoscrolling currently active for camera Y (1-E and 6-8 flag this off)
$7E0C22 4 bytes Misc. Current autoscroll camera X value
$7E0C26 4 bytes Misc. Current autoscroll camera Y value
$7E0C2A 2 bytes Misc. Current autoscroll X velocity
$7E0C2C 2 bytes Misc. Current autoscroll Y velocity
$7E0C2E 2 bytes Misc. Current autoscroll checkpoint (index into autoscroller_values table)
$7E0C30 2 bytes Misc. Next autoscroll checkpoint X value
$7E0C32 2 bytes Misc. Next autoscroll checkpoint Y value
$7E0C34 2 bytes Misc. Next autoscroll checkpoint speed value
$7E0C36 2 bytes Misc. Autoscroll: next checkpoint X - current camera X (how much is left to go)
$7E0C38 2 bytes Misc. Autoscroll: next checkpoint Y - current camera Y (how much is left to go)
$7E0C3A 2 bytes Misc. Flag: Currently active gusty generation
$7E0C3C 2 bytes Misc. Flag: Currently active Lakitu (at least 1)
$7E0C3E 2 bytes Misc. Flag: Currently active fuzzy generation
$7E0C44 2 bytes Misc. Previous camera X value used by fuzzy generator
$7E0C46 2 bytes Misc. Flag: Currently active Poochy
$7E0C48 2 bytes Misc. Flag: Currently active bat generation
$7E0C4A 2 bytes Misc. Current generated bat count
$7E0C4C 2 bytes Misc. Flag: Currently active unknown special sprite
$7E0C68 2 bytes Misc. Flag: Currently active Fire Lakitu (at least 1)
$7E0C6A 2 bytes Misc. Flag: Currently active Flutter generation
$7E0C6E 2 bytes Misc. Flag: Currently active Nipper Spore generation
$7E0C70 2 bytes Misc. Flag: Currently active balloon with pokey ball generation
$7E0C72 2 bytes Misc. Flag: Currently active balloon with missile generation
$7E0C74 2 bytes Misc. Flag: Currently active balloon generation
$7E0C76 2 bytes Misc. Flag: Currently active yellow platform generation
$7E0C78 2 bytes Misc. Flag: Currently active Slime Drop generation
$7E0C7C 2 bytes Misc. Flag: Currently active unknown special sprite 3
$7E0C7E 2 bytes Misc. Flag: Currently active unknown special sprite 4
$7E0C80 2 bytes Player Physics Tongue X position, relative to Yoshi
$7E0C82 2 bytes Player Physics Tongue Y position, relative to Yoshi
$7E0C98 24 bytes Sprite Number Sprite table, 24 entries, one byte per:
A copy of all sprites' states during camera events.
Used as flags to not despawn sprites during camera events (like stairs)
$7E0CB0 2 bytes Misc. Camera Y offset from shaking (either large or small)
$7E0CB2 2 bytes Misc. Falling wall is on-screen flag. Because the game puts two walls five spaces apart (one for the left and another for the right side), this one prevents the game from having two walls being occupied in the same spot. In addition, they use HDMA to draw their graphics and so two separate walls can't co-exist at the same time due to this reason.
$7E0CCC 2 bytes Timer Damage recoil timer, disables left and right if not zero.
$7E0CEC 2 bytes Timer ! switch timer, starts off at $0280, counts down
$7E0CFD 2 bytes Misc. Timer for offset-by-tile level modes
Controls for example moving platforms in 6-4
$7E0CFF 2 bytes Misc. Amplitude of fuzzy offset-per-tile sinewave
$7E0D01 2 bytes Misc. Positional offset of fuzzy offset-per-tile sinewave
$7E0D03 2 bytes Timer Current time value for fuzzy palette morphing effect
$7E0D05 1 byte Boss Raphael Boss fight rotation value
$00 to $FF (whole loop)
$7E0D09 2 bytes Misc. Background gradient Y scroll, lower part
$7E0D0B 2 bytes Misc. Background gradient Y scroll, upper part
$7E0D0F 1 byte Misc. Message box state:
$00: no message box
$01: init
$03: black box growing (opening)
$05: init message
$07: message fading in (from black)
$09: opened, player reading
$0B: message fading out (to black)
$0D: black box shrinking (closing)
$7E0D19 2 bytes Misc. Message Box: size of transitional black square as it grows
$7E0D21 6 bytes Misc. During stage clear transition/wipe, rectangle mask's screen coordinates:
Word 1: left X (low byte), right X (high byte);
Word 2: top Y
Word 3: bottom Y
$7E0D37 2 bytes Misc. Background wave effect (fuzzy): amplitude of horizontal wave
$7E0D39 2 bytes Misc. Background wave effect (fuzzy): amplitude of vertical wave
$7E0DAE 2 bytes Timer Frame counter for holding up while on ground, used for Baby Mario's animation frame, increments by 2 when holding but then on release decays by halving each frame
$7E0DB0 2 bytes Timer Frame counter for holding down while on ground, used for Baby Mario's animation frame, increments by 2 when holding but then on release decays by halving each frame
$7E0DF9 2 bytes Misc. Amount of wooden planks (sprites 0x5E and 0x5F) running.
$7E0E2F 1 byte Misc. 4 Red Toadies: counter of how many have grabbed Baby Mario
$7E0E31 1 byte Misc. 4 Red Toadies: counter of how many are currently active/spawned
$7E0E33 1 byte Misc. 4 Red Toadies: Currently active (at least one)
$7E0E37 16 bytes Coordinate 4 Red Toadies: Each Toadie's X positions (4 total) relative to the 4 Toadies base sprite, one toadie per entry:
Byte 1: Subpixel
Byte 2: Position
Byte 3: Screen #
Byte 4: Spillage from carry add for screen
$7E0E49 16 bytes Coordinate 4 Red Toadies: Each Toadie's Y positions (4 total) relative to the 4 Toadies base sprite, one toadie per entry:
Byte 1: Subpixel
Byte 2: Position
Byte 3: Screen #
Byte 4: Spillage from carry add for screen
$7E0FBD 2 bytes Timer Mirror of $701974 (frame counter) only when Green spiked platform (sprites $15F) is active.
$7E0FBF 2 bytes Timer Mirror of $701974 (frame counter) only when Red spiked platform (sprite $160) is active.
$7E105C 1 byte Boss Raphael the Raven: Y coordinate (relative to moon surface)
$7E105D 1 byte Boss Raphael the Raven: X coordinate (relative to wrapping around moon)
$7E105E 2 bytes Boss Bigger Boo: scale
Raphael the Raven $7E105E: how far Yoshi is from Raphael (X coordinate around moon)
Raphael the Raven $7E105F: current AI state ($00 - $14)
$7E1060 1 byte Timer Raphael the Raven: timer value - used to control timings of AI events. Decrements each frame, gets reset to either random values or specific values on state changes.
$7E1062 1 byte Boss Raphael the Raven: Facing - $00 for counterclockwise, $02 for clockwise;
Baby Bowser: hit counter, fight ends when the low byte reaches $03 (or any value from $03 to $82).
$7E1066 1 byte Boss Bigger Boo: flag for taking damage (growing)
$7E1068 2 bytes Boss Big Bowser: Z coordinate (depth)
$7E106C 2 bytes Boss Big Bowser: horizontal position.
Raphael the Raven: Y velocity
$7E1070 2 bytes Boss Big Bowser: index for summoning boulders, increments by 2 each boulder, ending in $0008 in the first summon and $000E in the second.
$7E1074 2 bytes Boss Big Bowser: flag indicating he is being hit by an egg right now, instantly clears
$7E1076 2 bytes Boss Hookbill: graphics scaling value (X axis)
Bowser: damage counter, fight ends at $0007
$7E1078 2 bytes Boss Hookbill: graphics scaling value (Y axis)
$7E1082 2 bytes Boss Naval Piranha: health, starts with #$0003, dies on #$0000
$7E10DA 2 bytes Player Physics Debug flag for free Yoshi movement
$7E1109 1 byte Coordinate World Map: Cursor X-position
$7E110A 1 byte Coordinate World Map: Cursor Y-position
$7E110C 1 byte Coordinate World Map: Cursor next X-position to be reached
$7E110D 1 byte Coordinate World Map: Cursor next Y-position to be reached
$7E1112 1 byte Level Number World Map: current level/option slot. Sets the level index ($7E021A) if you select one.
$7E1117 1 byte Map World Map: Current World selected * 2. Sets the world number ($7E0218).
$7E1125 2 bytes Map Current Yoshi formation in world map. Values follow world number ($7E0218) format.
$7E112E 2 bytes Map World Map: Current Yoshi selected (which one Baby Mario is mounted), changes when you move between normal levels, not special, bonus, nor options.
$7E11B6 2 bytes Timer Beginning story cutscene: Number of frames left (counts down) to display current text before fading out
$7E11B8 2 bytes Misc. Beginning story cutscene state:
$01 = load next text (into fade in)
$02 = fade in text
$03 = display text (normal)
$04 = load next text (into scroll)
$05 = scroll down to next text part
$06 = fade out text
$7E11BA 2 bytes Misc. Beginning story cutscene: Current text (index by 2's into $0FCD56)
$7E11BC 2 bytes Misc. Beginning story cutscene: BG4 tilemap VRAM destination (for DMA of text)
$7E11BE 576 bytes Layer 4 Tilemap Beginning story cutscene: All possible BG4 tilemap data (text), split into 64-byte chunks which are loaded into VRAM as new text comes in
$7E13FE 1 byte Misc. Beginning story cutscene: Current Y scroll destination (index by 2's into $0FCE90)
$7E1404 1 byte Misc. Beginning story cutscene: Frame timing for current scene/text shown (index into cutscene timer table $0FCEDB)
$7E1405 2 bytes Timer Frame timer (counts down) for beginning story cutscene and rotating island; upon 0, it will fade into the other one (endlessly switching until you load file select menu)
$7E1409 1488 bytes Empty Unused RAM, cleared (with $00) via DMA during reset as well as before and after Nintendo logo

NOTE: There's a bug in level loading of Burts Boss room (only room?) where it will do an unintentional read of $7E15A5 (word sized) and use it as a tile. But it's never written to.
$7E1E00 832 bytes Empty Unused RAM, cleared (with $00) via DMA during reset as well as before and after Nintendo logo
$7E2340 7360 bytes Empty Unused RAM, cleared (with $00) via DMA during reset as well as before and after Nintendo logo
$7E4000 2 bytes Misc. Tilemap Bytes until next free entry in tilemap DMA queue
$7E4002 2046 bytes Misc. Tilemap Reserved area for VRAM tilemap DMA queue, processed every frame, split into variable-sized entries, let e = one entry:
e[0:1]: xvvv vvvv vvvv vvvv
x = End of queue marker
v = VRAM destination/source address
e[2:3]: vidt tttt tttt tttt
t = transfer size - 1 (can also act as entry size)
v = column transfer (32 byte increase if set, otherwise 1)
i = Does a fixed transfer if set (init data)
d = Direction, does a read of VRAM if set (otherwise write)

if d == 1 (Read Tilemap):
Read from VRAM address and write to destination
e[4:6]: Long Destination address to write to

if d == 0 and i == 0 (Write Tilemap):
Write to VRAM address using data from entry
e[4:t]: Data to DMA, size same as t

if d == 0 and i == 1 (Init Tilemap):
Write to VRAM address floodfill using data from entry
e[4:5]: Word data to repeat t times

(Queue size doesn't go beyond 182 bytes in vanilla game so roughly 1864 bytes of this are "free")
$7E4800 2 bytes Pointer Address of last entry in general-purpose DMA queue
$7E4802 2110 bytes Misc. Reserved area for general-purpose DMA queue, split into 12-byte entries, let e = one entry:
e[0:1]: VRAM destination address
e[2]: video port control
e[3]: DMA control
e[4]: DMA destination register
e[5:7]: long source address
e[8:9]: DMA size
e[A:B]: address of next entry in queue
(Doesn't go beyond $4999 in vanilla gameplay, so roughly 1700 bytes of this are "free")
$7E5040 420 bytes Misc. HDMA Table for BG3 Vertical scroll (register $2112), OR when OPT is enabled, writes to BG2 Horizontal scroll (register $210F) instead:
1 word entries from top of actual screen to bottom (minus black bars), representing each scanline
$7E51E4 420 bytes Misc. HDMA Table for BG3 Horizontal scroll (register $2111), OR when OPT is enabled, writes to BG2 Vertical scroll (register $2110) instead:
1 word entries from top of actual screen to bottom (minus black bars), representing each scanline
$7E56D0 840 bytes Misc. HDMA Table for Window 1 & 2 ($2126-$2129)
4 bytes per entry, from top of actual screen to bottom (minus black bars), representing each scanline:
Byte 1: Window 1 Left Position
Byte 2: Window 1 Right Position
Byte 3: Window 2 Left Position
Byte 4: Window 2 Right Position
$7E5A18 128 bytes Misc. HDMA Indirect Table 0, native SNES HDMA Indirect format, 3-byte entries:
Byte: rccccccc r = repeat, c = scanline count
Word: Source pointer
$7E5A98 128 bytes Misc. HDMA Indirect Table 1 (format)
$7E5B18 128 bytes Misc. HDMA Indirect Table 2 (format)
$7E5B98 128 bytes Misc. HDMA Indirect Table 3 (format)
Default for Channel 4 (BG3 V-scroll (BG2 for OPT))
$7E5C18 128 bytes Misc. HDMA Indirect Table 4 (format)
Commonly used for Channel 3 (BG3 H-scroll (BG2 for OPT))
$7E5C98 128 bytes Misc. HDMA Indirect Table 5 (format)
Commonly used for Channel 2 (green & red channel of background gradient)
$7E5D18 128 bytes Misc. HDMA Indirect Table 6 (format)
Commonly used for Channel 1 (blue channel of background gradient)
$7E5D98 2 bytes Misc. Number of bytes Yoshi's in-between level egg inventory items take up (# of items * 2)
$7E5D9A 12 bytes Misc. Egg inventory items stored in between levels (not current eggs), 6 words, each one is a sprite ID
$7E5DA6 2048 bytes Misc. Cross sections: Full copy of cross section BG3 tile graphics, set only once upon loading cross section levels and then every frame stored to $706800

Chomp Shark: BG3 tilemap animations
$7E65A6 2048 bytes Layer 1 Tilemap BG1 left tilemap mirror used for cross section graphical masking effect (free RAM if not using cross section BG3 header $0A)
$7E6DA6 1024 bytes Layer 1 Tilemap BG1 right tilemap mirror used for cross section graphical masking effect (free RAM if not using cross section BG3 header $0A)
$7E71A6 1024 bytes Layer 1 Tilemap Overlap between $7E6DA6 and $7E75A6, both tilemaps are actually 2048 bytes and this acts as either one depending on when (free RAM if not using cross section BG3 header $0A)
$7E75A6 1024 bytes Layer 3 Tilemap BG3 tilemap mirror (VRAM $3400) used for cross sections (free RAM if not using cross section BG3 header $0A)
$7EB8E2 1822 bytes Empty Unused RAM, cleared (with $00) via DMA during reset as well as before and after Nintendo logo
$7EC000 16384 bytes ASM Copy of $00C000-$00FFFF (Code is never executed with the data bank as $00 for this range; it's always $7E)
$7F0000 22238 bytes Empty Unused RAM, cleared (with $00) via DMA during reset as well as before and after Nintendo logo
$7F56DE 438 bytes Object Palette Blue channel of background gradient ($2132 COLDATA)
Covers entire sublevel (NOT just screen) from top to bottom, one byte per entry, representing every eighth X pixel row in sublevel
$7F5894 876 bytes Object Palette Green & Red channel of background gradient ($2132 COLDATA)
Covers entire sublevel (NOT just screen) from top to bottom, two bytes per entry, representing every eighth X pixel row in sublevel:
Byte 1: Green Channel
Byte 2: Red channel
$7F7E00 512 bytes Level Data All screen exit data for current level, in screen region order ($00-$7F), 4 bytes per exit:

LLLLLLLL XXXXXXXX YYYYYYYY EEEEEEEE
L = Destination Level (between 00 and DD)
X = Destination X-Coordinate
Y = Destination Y-Coordinate
E = Destination Entrance Type (this follows the same format as $7000AC, Yoshi state)
$7F8000 32768 bytes Layer 1 Tilemap Table that holds all foreground MAP16 tile data for the entire sublevel currently loaded. Split up by screen ID's then further into row-major tile #. Data is word-sized MAP16 indices.
SRAM Address Length Type Description Details
$700000 112 bytes Super FX Scratch RAM, used like "registers" for various operations on the Super FX, also used as additional parameters to Super FX routines
$700070 1 byte Controller Controller Data 1 (for gamemode 0F):
AXLR----
A = A; X = X; L = L; R = R
$700071 1 byte Controller Controller Data 2 (for gamemode 0F):
byetUDLR
b = B; y = Y; e = Select; t = Start; U = up; D = down; L = left, R = right
$700072 1 byte Controller Controller Data 1, on press/first frame (for gamemode 0F):
AXLR----
A = A; X = X; L = L; R = R
$700073 1 byte Controller Controller Data 2, on press/first frame (for gamemode 0F):
byetUDLR
b = B; y = Y; e = select; t = Start; U = up; D = down; L = left, R = right
$700076 2 bytes Sound Effect Mirror of $7E0051 (register $2141) for GSU player control routine, used for transformations
$70007A 2 bytes Sound Effect Super FX sound ID, returned by GSU to push into sound queue (play a sound effect)
$700082 1 byte Controller Controller settings ($00 = patient; $02 = hasty)
$70008A 2 bytes Misc. Yoshi's X subpixel position (high byte is spillage)
$70008C 2 bytes Misc. Yoshi's X position
$70008E 2 bytes Misc. Yoshi's Y subpixel position (high byte is spillage)
$700090 2 bytes Misc. Yoshi's Y position
$700092 2 bytes Misc. Pointer to next free slot in OAM buffer
$700094 2 bytes Misc. Layer 1 Camera X
$700096 2 bytes Misc. Layer 2 Camera X
$700098 2 bytes Misc. Layer 3 Camera X
$70009A 2 bytes Misc. Layer 4 Camera X
$70009C 2 bytes Misc. Layer 1 Camera Y
$70009E 2 bytes Misc. Layer 2 Camera Y
$7000A0 2 bytes Misc. Layer 3 Camera Y
$7000A2 2 bytes Misc. Layer 4 Camera Y
$7000A4 2 bytes Misc. X position of the leftmost tiles on the screen
$7000A6 2 bytes Misc. Y position of the uppermost tiles on the screen
$7000A8 2 bytes Misc. Previous frame Yoshi's X velocity
$7000AA 2 bytes Misc. Yoshi's Y velocity
$7000AC 2 bytes Misc. Yoshi state:
$0000: Regular (player control)
$0002: Cutscenes; screen transition (pipe going right)
$0003: In screen transition (pipe going left)
$0004: In screen transition (pipe going down); in prologue cutscene (Baby Mario mounted)
$0005: In screen transition (pipe going up)
$0006: Entering/exiting pipe; in transition (pipe going right)
$0007: In screen transition (pipe going left)
$0008: In screen transition
$0009: In screen transition
$000A: Entering door
$000E: Dying from spike
$0010: Transforming
$0012: Smashed by falling wall (sprite $036)
$0014: Activating goal
$0016: During level intro
$0018: Being thrown toward baby mario at end of transformation
$001A: Dying in pit / inside piranha plant / receiving boss key / shrinking during Prince Froggy
$001C: During prologue cutscene
$001E: Pushed away in Raphael Cutscene
$0020: Entering Raphael Boss room (moon)
$0022: Entering keyhole during boss key cutscene
$0028: Dying from lava
$002A: Being ejected vertically (after transition)
$7000AE 2 bytes Misc. Yoshi form:
$0000: Yoshi
$0002: Car Yoshi
$0004: Mole Yoshi
$0006: Helicopter Yoshi
$0008: Train Yoshi
$000A: Mushroom Yoshi (Beta)
$000C: Sub Yoshi
$000E: Ski Yoshi
$0010: Super Baby Mario
$0012: Plane Yoshi (Beta)
$7000B0 2 bytes Misc. Yoshi's X position relative to camera
$7000B2 2 bytes Misc. Yoshi's Y position relative to camera
$7000B4 2 bytes Misc. Yoshi's X velocity
$7000B6 2 bytes Misc. Angle of ground Yoshi is on
$7000B8 2 bytes Misc. Angle of terrain slope that Yoshi's top is colliding with
$7000BA 2 bytes Misc. Angle of terrain slope that Yoshi's middle part is colliding with
$7000BC 2 bytes Misc. Angle of terrain slope that Yoshi's bottom part is colliding with
$7000BE 2 bytes Misc. Yoshi's current animation frame
$7000C0 2 bytes Player Physics Yoshi's jump state:
$0006: Jumping
$0007: Peak of jump
$0008: Falling
$7000C2 2 bytes Player Physics Yoshi's ducking state:
$0000: not ducking
$0001-$0004: mid-duck / mid-duck release
$0005: fully ducked
$7000C4 2 bytes Misc. Yoshi facing direction ($0000: right, $0002: left)
$7000C6 2 bytes Player Physics Yoshi swimming state:
$0000: not swimming
$0001: landing in water, no player control
$0002: feet up briefly after landing
$0003: swimming
$7000CC 1 byte Misc. Direction player last accelerated from input:
$00: not moving
$01: right
$02: left
$7000CE 2 bytes Flag $004C: Player is holding Up while on ground, $0000 not
$7000D2 1 byte Misc. Yoshi fluttering state:
$00: After a flutter, midair
$01: Not in a flutter chain: resets to this upon hitting ground or ceiling
$02: Begin flutter
$04, $06, $08: Mid-flutter states
$7000D3 1 byte Flag $80: extended fluttering, $00 not
$7000D4 2 bytes Misc. Ground pound state:
$0001~$0006: init states
$0007: falling
$0008~$000B: hitting the ground
$000C: fully on ground, other actions enabled
$7000D6 2 bytes Misc. Frame counter for holding Down button in air to ground pound. When it reaches $0007, ground pound will initiate. Set to $FFFF when pressing down on ground
$7000DA 2 bytes Player Physics Yoshi's stair state/counter, counts down/up in between steps on stairs (only high byte is used):
$0800 to $0100 for left-facing stairs
$F800 to $FF00 for right-facing stairs
$7000DC 2 bytes Misc. Frame counter for pushing yourself against a wall / a pushable sprite. The pushing animation starts at $10, and it loops at $23. NOTE: For pushable sprites, the entire range is +1 so starts at $01, $11 is animation, stops at $24.
$7000DE 2 bytes Misc. Egg throwing state (decrements over time):
$0007~$000A: init
$0006: cursor out, ready to throw
$0001~$0005: has been thrown
$0000: not throwing
$7000E0 2 bytes Misc. Egg cursor distance from Yoshi:
Byte 1: Subpixels
Byte 2: Pixels
$7000E4 2 bytes Misc. Egg cursor X position

When spitting an enemy this is used together with player speed to set enemy X-speed
$7000E6 2 bytes Misc. Egg cursor Y position

When spitting an enemy this is used subtracted with constant $0200 to set enemy y-speed
$7000E8 2 bytes Misc. Frame counter for holding the Down button to cancel egg throw (up to $0007 then it cancels)
$7000EA 2 bytes Flag $FFFF = Egg cursor locked with L/R, $0000 = not locked
$7000EC 2 bytes Flag Egg aiming flag:
$FFFF: Have eggs, can aim
$0000: No eggs, can't aim
$0002: In water, can't aim
$7000EE 2 bytes Misc. Egg cursor angle, ranges from $0000 = lowest, to $2E00 = highest
$7000F0 2 bytes Misc. Angular velocity of egg cursor (fixed point)
$7000F2 2 bytes Misc. How much Yoshi is stumbling during fuzzied state, starts at $00 and increments or decrements by $02 until threshold point, then begins stumbling:
$001A: stumble forward threshold
$FFE6: stumble backward threshold
$7000F4 2 bytes Misc. Direction Yoshi is currently leaning during fuzzied state, relative to Yoshi's current facing:
$0002: forward
$FFFE: backwards
$7000F6 2 bytes Misc. Yoshi idle animation state:
$0000: Stepping in place
$0002: Blinking
$0004: Scratching nose
$0006: Turning around
$7000F8 2 bytes Misc. Running animation state:
alternates between $0000 and $0002 while running
pre/post-run: $0000 - $0012, increments by $02
$7000FA 2 bytes Misc. Current ground type Yoshi is on:
$0000: Ground
$0001: Water
$0002: ????
$0003: Ice
$0004: Snow
$0005: Mud
$7000FC 2 bytes Misc. Player collision with MAP16 terrain, format: 0000000L lRrTtBMb
L = left, head
l = left, body
R = right, head
r = right, body
T = top, left half
t = top, right half
B = bottom, left third
M = bottom, middle third
b = bottom, right third
$7000FE 2 bytes Misc. Player collision with water, same format as $7000FC
$700100 2 bytes Misc. Player collision with cross section tiles, same format as $7000FC
$700102 2 bytes Flag $0001 when on a Spiky Stake ($0000 means not)
$700104 2 bytes Misc. Current door exit type:
$0000: Regular door / boss door
$0100: Sewer pipe hole (like in 4-E)
$FFFF: Bandit mini-game door
$700106 1 byte Misc. Pipe entrance/exit transition type:
$02 = Going right
$04 = Going left
$06 = Going down
$08 = Going up
$700107 1 byte Misc. Pipe entrance/exit transition type:
$00 = Vertical, going in pipe
$40 = Vertical, coming out of pipe
$80 = Horizontal, going in pipe
$C0 = Horizontal, coming out of pipe
$700108 2 bytes Misc. Distance Yoshi has travelled so far in vertical/horizontal pipe entrance transition, in pixels & subpixels ($ppss), fade & exit begins at $1F00 for both (NOTE: for horizontal it's basically a constant $0080 increase)
$70010A 2 bytes Misc. Yoshi's vertical pipe entrance animation state:
$0001-$0006: going down a pipe
$0001-$0009: going up a pipe
$70010C 2 bytes Misc. Yoshi's vertical pipe entrance acceleration: $0100 = 1 subpixel, low byte is subsubpixels
$70010E 2 bytes Misc. Before entering pipe: Yoshi's horizontal distance from vertical pipe entrance
During pipe entrance transition: Current horizontal position of pipe entrance
$700110 2 bytes Misc. While walking on mud/snow: Mirror of $7000F8, used for generating mud/snow particles
While sliding on mud: Distance slid, wraps around at $1FFF, used to generate mud splashes
$700112 2 bytes Misc. Car transformation wheel extension height, increments by 2, maxes at $0030
$700114 2 bytes Misc. Address of ROM graphics (bank $52) to DMA into VRAM at $4200-$43FF:
-Yoshi's tongue
-Yoshi egg during Super Star Mario
-Yoshi during bubble transformation
$700118 2 bytes Sprite Tilemap Pointer to "above" layer's OAM in OAM buffer
$70011A 2 bytes Sprite Tilemap Sprite priority # for "above" layer (sprites that show above Yoshi)
$70011C 2 bytes Misc. Center of Yoshi X position (Yoshi X + Yoshi width / 2)
$70011E 2 bytes Misc. Center of Yoshi Y position (Yoshi Y position + Yoshi height / 2)
$700120 2 bytes Misc. Yoshi's hitbox half width
$700122 2 bytes Misc. Yoshi's hitbox half height
$700124 2 bytes Player Tilemap Yoshi's OAM palette, ----ccc- part of yxppccct (OAM low table byte 4)
$700126 2 bytes Player Tilemap Yoshi's OAM priority, --pp---- part of yxppccct (OAM low table byte 4)
$700128 32 bytes Player Tilemap Yoshi & star counter graphics DMA queue, first 6 entries are Yoshi, last 2 are star counter number graphics, 4 bytes per:
Bytes 1-3: Long source address to DMA from; aa aa bb (a = address, b = bank) for top row DMA
Byte 4: high byte of address + 2, for bottom row DMA
$70014E 2 bytes Misc. Transformation state:
$0000: Not transforming
$700150 2 bytes Misc. Mouth state:
$00: doing nothing
$01: tongue horizontally growing or spitting
$02: tongue horizontally retracting
$03: tongue vertically growing or spitting
$04: tongue vertically retracting
$07, $0B, $0F, $13, $17, $1B, $1F, $23: States of swallowing non-egg sprites (star, nipper seed, coin, etc.)
$2F, $33, $37, $3B, $3F, $43, $47, $4B: States of swallowing egg-forming sprites
$700152 2 bytes Player Physics Tongue X length in pixels
$700154 2 bytes Player Physics Tongue Y height in pixels
$700156 2 bytes Player Physics Yoshi's X tongue position, relative to camera
$700158 2 bytes Player Physics Yoshi's Y tongue position, relative to camera
$70015A 2 bytes Misc. Yoshi's X tongue position
$70015C 2 bytes Misc. Yoshi's Y tongue position
$70015E 2 bytes Misc. Blocked Tongue States (e.g. tonguing walls)
Values $00 to $0F
$700160 2 bytes Misc. Inedible Tongue state (e.g. tonguing sprites like piranhas / chomp rocks)
Starts at $0014 and decrements until $0002. Zeroes out when tongue retracts.
$700162 2 bytes Misc. When Yoshi catches an enemy or item (e.g. melon, egg) with his tongue, this is set to the sprite slot value. The value stays so until Yoshi either eats or spits out the enemy or has used the item. This SRAM gets cleared immediatley if the enemy or item in question is inedible.
$700168 2 bytes Misc. Current sprite slot index (+1) being tongued/in mouth - sign bit turns on when unable to swallow
$70016A 2 bytes Misc. Type of ammunition in mouth:
$0001: Fire melon
$0002: Bubble
$0003: Green watermelon
$0004: Ice melon
$70016C 2 bytes Misc. Timer for duration of spitting a projectile, starts at $0000 and increments up to:
Watermelon seed: $0008
Fire melon: $002A
Ice melon: $0038
Bubble: $0018
$70016E 2 bytes Misc. Timer for intentional game freeze while tonguing a watermelon
$700170 2 bytes Misc. Ammunition count in mouth:
Bubble decrements 10 each spit, watermelon decrements 1 each spit, ice and fire melons decrement 10 each spit
$700172 2 bytes Misc. For ice and fire melons: X position of where flame/ice was spat
For watermelon seeds: # of seeds spat in succession during holding Y (loops from 0 to 6 then back to 0)
$700174 2 bytes Misc. Ice and fire melons: Y position of where ice/flame was spat
$70017A 1 byte Cutscene The value in it is stored in Controller Data 1 during cutscenes.
$70017B 1 byte Cutscene The value in it is stored in Controller Data 2 during cutscenes.
$70017C 1 byte Cutscene The value in it is stored in Controller Data 1, one frame during cutscenes.
$70017D 1 byte Cutscene The value in it is stored in Controller Data 2, one frame during cutscenes.
$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.
$7001E2 2 bytes Misc. Egg throwing state timer
$7001EA 2 bytes Timer Particle generation timer for mud & snowy trees, initially set to $08 and zero means spawn in (if conditions met)
$7001EE 2 bytes Misc. Timer for sprite in Yoshi's mouth to be automatically swallowed. Starts off at $04B0 upon sprite entering mouth (even for inedible ones like the shell), counts down to $0000
$7001F4 2 bytes Misc. Transformation timer, counts down
$700200 2048 bytes Misc. OAM buffer. Split into 256 4-word entries, each one representing a possible entry in OAM:

Word 1: Screen-relative X coordinate (low byte copied into byte 1 of OAM low table mirror entry)
Word 2: Screen-relative Y coordinate (low byte copied into byte 2 of OAM low table mirror entry)
Word 3: Copied into OAM low table mirror entry bytes 3 & 4 (see OAM low table mirror $700A00 for details)
Word 4: -p----sx------sx, p = priority (0=forward, 1=reverse), s = size, x = 9th x bit (low byte copied into high table buffer entry)

NOTE: First 16 sprites are reserved for high priority items such as text and these are NOT handled by this buffer, thus copying begins at $700A40 for low table mirror and $700C30 for high table buffer.

Copying will continue until either the last entry of the OAM low table mirror ($700BFC) or the last entry of this buffer ($7009F8).
$700244 2 bytes Player Physics Yoshi's X subpixel position on a spinning wooden platform, unaffected by the rotation.
$700246 2 bytes Player Physics Yoshi's X position on a spinning wooden platform, unaffected by the rotation.
$700A00 512 bytes Misc. OAM low table mirror. 4-byte entries with format xxxxxxxx yyyyyyyy tttttttt yxppccct (x = X coordinate, y = Y coordinate, t = tile number, c = palette 0-7, p = priority, x&y = flip)
$700C00 32 bytes Misc. OAM high table mirror. 2 bits per entry, most significant X and size flag.
$700C20 128 bytes Misc. OAM high table buffer. Each entry is one byte which corresponds with one OAM entry. The 2 lowest bits of the byte get copied into the high table mirror ($700C00-$700C1F) and shifted into the correct spot for the entry.
$700CA0 2 bytes Map Island angle. Only low byte is used.
$700CAA 128 bytes Misc. Screen ID table: maps raw screen # ($00-$7F) to screen ID ($00-$3F). The sign bit on indicates "empty" screen (has no object at all), or camera is unable to scroll into the screen due extended object $FE, or tiles are erased in that screen by extended object $FF.
$700DAA 64 bytes Misc. BG1 - Left half of newest column spawned in, 32 SNES VRAM tilemap words, stored as a column but DMA'd to VRAM with increments of $40 to get to the next row each write and line up properly
$700DEA 64 bytes Misc. BG1 - Right half of newest column spawned in, 32 SNES VRAM tilemap words, stored as a column but DMA'd to VRAM with increments of $40 to get to the next row each write and line up properly
$700E2A 68 bytes Misc. BG1 - Top half of newest row spawned in, 34 SNES VRAM tilemap words, split into two separate DMA's - one for tilemap 1, one for tilemap 2
$700E6E 68 bytes Misc. BG1 - Bottom half of newest row spawned in, 34 SNES VRAM tilemap words, split into two separate DMA's - one for tilemap 1, one for tilemap 2
$700EB6 1 byte Misc. Spriteset file # 1 ($F7 index)
$700EB7 1 byte Misc. Spriteset file # 2 ($F8 index)
$700EB8 1 byte Misc. Spriteset file # 3 ($F9 index)
$700EB9 1 byte Misc. Spriteset file # 4 ($FA index)
$700EBA 1 byte Misc. Spriteset file # 5 ($FB index)
$700EBB 1 byte Misc. Spriteset file # 6 ($FC index)
$700EBC 2 bytes Misc. Previous frame X coordinate of sprite currently being processed
$700EBE 2 bytes Misc. Previous frame Y coordinate of sprite currently being processed
$700EC0 64 bytes Sprite Table 16 4-byte entries, one ambient sprite per:
Word 1: Flag for whether it exists currently or not (usually $000E for active)
Word 2: $0000
$700F00 96 bytes Sprite Table 24 4-byte entries, one sprite per:
Word 1: Sprite state
$0000: nonexistent (used for skipping processing)
$0002: newly spawned
$0004: same as $02?
$0006: pop sprite (turn into other sprite based on this table)
$0008: in yoshi's tongue and/or mouth
$000A: riding Yoshi
$000C: colliding
$000E: yoshi head bop
$0010: active / alive
$0012: burning to death from lava/fire melon

Word 2: Angle of ground that the sprite is walking on
$700F60 64 bytes Sprite Table 16 4-byte entries, one ambient sprite per:
bitwise flags:
Byte 1: ????????
Byte 2: ??
Byte 3: terrain collision flags
Byte 4: ??
$700FA0 96 bytes Sprite Table 24 4-byte entries, one sprite per:
Byte 1: tc?hhhhh
t = Can be tongued (into mouth)
c = Tongue collision is ignored
h = hitbox setting (index into hitbox tables)
Byte 2: ??
Byte 3: terrain collision flags
Byte 4: ??
$701000 64 bytes Sprite Table 16 4-byte entries, one ambient sprite per:
Byte 1: ????ddmm

d = Index into despawning x,y threshold table (00 means no despawning)
m = drawing method index

Byte 2: Count/# of bytes taken up in OAM buffer
Byte 3: Partial OAM low table mirror
yx00ccc0 (c = palette 0-7, x&y = flip)
Note: X-flip and Y-flip is conventionally set by facing direction

Byte 4: ??
$701040 96 bytes Sprite Table 24 4-byte entries, one sprite per:
Byte 1: sf?bddmm

s = automatic swallow
f = can be frozen
b = can be burned by flame
d = Index into despawning x,y threshold table (00 means no despawning)
m = drawing method index

Byte 2: Count/# of bytes taken up in OAM buffer
Byte 3: Partial OAM low table mirror
yx00ccc0 (c = palette 0-7, x&y = flip)
Note: X-flip is conventionally set by facing direction

Byte 4: ??
$7010A0 64 bytes Sprite Table 16 4-byte entries, one ambient sprite per:
Ambient Sprite X coordinates, format:
Byte 1: 00
Byte 2: X subpixel
Byte 3: X pixel
Byte 4: X screen
$7010E0 96 bytes Sprite Table 24 4-byte entries, one sprite per:
Sprite X coordinates, format:
Byte 1: Sprite priority override flag (puts sprite farthest back if $40)
Byte 2: X subpixel
Byte 3: X pixel
Byte 4: X screen
$701140 64 bytes Sprite Table 16 4-byte entries, one ambient sprite per:
Ambient Sprite Y coordinates, format:
Byte 1: 00
Byte 2: Y subpixel
Byte 3: Y pixel
Byte 4: Y screen
$701180 96 bytes Sprite Table 24 4-byte entries, one sprite per:
Sprite Y coordinates, format:
Byte 1: Index into OBJ Tiles (override)
Byte 2: Y subpixel
Byte 3: Y pixel
Byte 4: Y screen
$7011E0 64 bytes Sprite Table 16 2-word entries, one ambient sprite per:
Word 1: X speed
Word 2: Y speed
$701220 96 bytes Sprite Table 24 2-word entries, one sprite per:
Word 1: X speed
Word 2: Y speed
$701280 64 bytes Sprite Table 16 2-word entries, one ambient sprite per:
Word 1: X delta, or pixels moved since last frame (curr X - prev X)
Word 2: Y delta, or pixels moved since last frame (curr Y - prev Y)
$7012C0 96 bytes Sprite Table 24 2-word entries, one sprite per:
Word 1: X delta, or pixels moved since last frame (curr X - prev X)
Word 2: Y delta, or pixels moved since last frame (curr Y - prev Y)
$701320 64 bytes Sprite Table 16 2-word entries, one ambient sprite per:
Word 1: Ambient sprite ID (list of valid values with their names)
Word 2: Pointer to first entry within OAM buffer
$701360 96 bytes Sprite Table 24 2-word entries, one sprite per:
Word 1: Sprite ID (list of valid values with their names)
Word 2: Pointer to first entry within OAM buffer
$7013C0 64 bytes Sprite Table 16 2-word entries, one ambient sprite per:
Word 1: Facing/direction: 00000yx0
y = Y flip
x = X flip
Word 2: Current animation frame
$701400 96 bytes Sprite Table 24 2-word entries, one sprite per:
Word 1: Facing/direction: 00000yx0
y = Y flip
x = X flip
Note: Y-flip conventionally set by OAM mirror

Word 2: Current animation frame
(High byte is used as a special flag for shyguys when spat upwards)
$701460 64 bytes Sprite Table 16 4-byte entries, one ambient sprite per:
Byte 1: Stage-wide ID (is always $FF as ambient sprites do not respawn)
Byte 2: Background layer # of ambient sprite (unused?)
Byte 3: Ambient Sprite Prioirty (0-7) - higher means further back - $FF used to disable drawing
Byte 4: 00 (unused)
$7014A0 96 bytes Sprite Table 24 4-byte entries, one sprite per:
Byte 1: Stage-wide ID ($FF means no respawn)
Byte 2: Background layer # of sprite
Byte 3: Sprite Prioirty (0-7) - higher means further back - $FF used to disable drawing
Byte 4: 00 (unused)
$701500 64 bytes Sprite Table 16 2-word entries, one ambient sprite per:
Word 1: X acceleration (e.g. gravity, friction)
Word 2: Y acceleration
$701540 96 bytes Sprite Table 24 2-word entries, one sprite per:
Word 1: X acceleration (e.g. gravity, friction)
Word 2: Y acceleration
$7015A0 64 bytes Sprite Table 16 2-word entries, one ambient sprite per:
Word 1: X acceleration ceiling (max speed for acceleration to apply)
Word 2: Y acceleration ceiling
$7015E0 96 bytes Sprite Table 24 2-word entries, one sprite per:
Word 1: X acceleration ceiling (max speed for acceleration to apply)
Word 2: Y acceleration ceiling
$701640 64 bytes Sprite Table 16 2-word entries, one ambient sprite per:
Word 1: X coordinate relative to camera
Word 2: Y coordinate relative to camera
$701680 96 bytes Sprite Table 24 2-word entries, one sprite per:
Word 1: X coordinate relative to camera
Word 2: Y coordinate relative to camera
$7016E0 64 bytes Sprite Table 16 2-word entries, one ambient sprite per:
Word 1: vertical terrain collision offset in pixels (signed)
Word 2: Index into reserved dynamic tiles table, often used for SuperFX graphics ($FFFF means disabled) (unused for ambient sprites?)
$701720 96 bytes Sprite Table 24 2-word entries, one sprite per:
Word 1: vertical terrain collision offset in pixels (signed)
Word 2: Index into reserved dynamic tiles table, often used for SuperFX graphics ($FFFF means disabled)
$701780 64 bytes Sprite Table 16 2-byte and 1-word entries, one ambient sprite per:
Byte 1: 00
Byte 2: Timer, used for whatever that sprite needs. (unused in game?)
Word 2: Timer, zero removes ambient sprite (every sprite?). Often used for duration of each animation.
$7017C0 96 bytes Sprite Table 24 4-byte entries, one sprite per:
Yoshi collision information:
Byte 1: ??
Byte 2: Timer, used for whatever that sprite needs. Only sprite timer active during pause flags. (unused in game?)
Byte 3: $00: Yoshi is to the left of the sprite; $02: Yoshi is to the right of the sprite
Byte 4: $00: Yoshi is above the sprite; $02: Yoshi is below the sprite
$701820 64 bytes ASM 16 4-byte entries, one ambient sprite per:
Byte 1: ???????G (on ground flag)
Byte 2: ??
Byte 3: init $FF, ?
Byte 4: init $1F, ?
$701860 96 bytes Sprite Table 24 2-word entries, one sprite per:
Word 1: Terrain collision flags,
???????? ????LRUD, high byte is unused;
L = Left
R = Right
U = Up
D = Down
Word 2: Lava and water collision flag
???????? ??LW???
L = Lava
W = Water
$7018C0 64 bytes Sprite Table Wildcard table; 4 bytes per ambient sprite to be used as each one pleases (never initialized or cleared on spawn)
$701900 96 bytes Sprite Table Wildcard table; 4 bytes per sprite to be used as each one pleases.
$701970 2 bytes Misc. Random number generator (RNG) address, adds horizontal & vertical scanlines per sprite per frame
$701972 2 bytes Misc. Sprite slot # of sprite being currently processed
$701974 2 bytes Timer Frame counter, only counts when sprites are being processed - includes gamemodes $07, $0C (only in level fade-in), $0E, $0F, $10 (inside level, not score screen), $15, $39
Controls tileset animation
$701976 96 bytes Sprite Table Wildcard table; 4 bytes per sprite to be used as each one pleases. Commonly used for AI state, graphical state, or other purposes.
$7019D6 96 bytes Sprite Table Wildcard table; 4 bytes per sprite to be used as each one pleases. Common usages:
Byte 1: AI state
Byte 2: Index for which Super FX graphic/animation frame
Byte 3: "Next" animation frame
Byte 4: Custom per sprite
$701A36 96 bytes Sprite Table 24 2-word entries, one sprite per:
Super FX morphing values to be used as each Super FX sprite needs, most common is scale then rotation.
$701A96 96 bytes Sprite Table 24 2-word entries, one sprite per:
Each word is a timer, used for whatever that sprite needs. Common uses are AI and skeletal animations.
$701AF6 96 bytes Sprite Table 24 2-word entries, one sprite per:
Each word is a timer, used for whatever that sprite needs. (Additional general purpose timers if needed)
$701B56 96 bytes Sprite Table 24 2-word entries, one sprite per:
Word 1: X offset for hitbox center
Word 2: Y offset for hitbox center
$701BB6 96 bytes Sprite Table 24 2-word entries, one sprite per:
Word 1: Width of hitbox from center (both sides)
Word 2: Height of hitbox from center (top & bottom)
$701C16 96 bytes Sprite Table 24 2-word entries, one sprite per:
Word 1: X distance from Yoshi (+ means to the right of Yoshi)
Word 2: Y distance from Yoshi (+ means below Yoshi)
$701C76 96 bytes Sprite Table 24 2-word entries, one sprite per:
Word 1: On collision with another sprite, X delta from that sprite (this X - that X)
Word 2: On collision with another sprite, Y delta from that sprite (this Y - that Y)
$701CD6 96 bytes Sprite Table 24 2-word entries, one sprite per:
Word 1: Hitbox X center position (X + offset)
Word 2: Hitbox Y center position (Y + offset)
$701D36 96 bytes Sprite Table 24 4-byte entries, one sprite per:
Byte 1: Slot # of sprite currently colliding with + 1, $FF for Yoshi
Byte 2: ?? (something with most recent collision)
Byte 3: Collision state: $00 = May collide with Yoshi's body/tongue/other sprites, $01 = May not collide with Yoshi's body/other sprites but can be tongued, beyond $01 = Cannot collide with Yoshi/sprites, counts down until $01 to enable tongue collision
Byte 4: ?? (used only for special purposes)
$701D96 96 bytes Sprite Table 24 2-word entries, one sprite per:
Word 1: Timer of being frozen from ice melon, counts down
Word 2: Unused (most likely)
$701DF6 2 bytes Misc. Size of current egg inventory in bytes (eggs/keys * 2)
$701DF8 12 bytes Misc. Current egg inventory sprite indices, 2 bytes per
$701E04 2 bytes Misc. Super Baby Mario timer: counts down
$701E06 1 byte Misc. "Show hidden items" flag
$701E08 2 bytes Layer 1 Tilemap Dynamic block bitflags:
$0008: !-switch blocks on
$0010: Baby Mario blocks on
$701E0A 2 bytes Flag Camera Y centers on Yoshi
$701E0C 1 byte Misc. Camera X subpixel
$701E0D 1 byte Misc. Camera X pixels moved this frame
$701E0E 1 byte Misc. Camera Y subpixel
$701E0F 1 byte Misc. Camera Y pixels moved this frame
$701E10 2 bytes Misc. Previous frame value for Yoshi's X subpixel
$701E12 2 bytes Misc. Previous frame value for Yoshi's X position
$701E14 2 bytes Misc. Previous frame value for Yoshi's Y subpixel
$701E16 2 bytes Misc. Previous frame value for Yoshi's Y position
$701E18 2 bytes Misc. Minimum left side camera X boundary (screen stoppers and other things can change this)
$701E1A 2 bytes Misc. Maximum right side camera X boundary (screen stoppers and other things can change this)
$701E1C 2 bytes Misc. Minimum upper camera Y boundary
$701E1E 2 bytes Misc. Maximum lower camera Y boundary
$701E20 2 bytes Misc. Camera X window minimum (+ 24 = maximum), set to $30 if Yoshi facing right (left side) and $A8 for facing left (right side)
$701E22 2 bytes Misc. Camera Y window minimum (+ 8 = maximum), set to $10 for top, $A0 for bottom
$701E24 2 bytes Misc. Frame counter for pressing up/down buttons to scroll the screen up or down, increments, starts scrolling at $10
$701E26 2 bytes Misc. X distance traveled by autoscroller, subpixel (high byte is spillage)
$701E28 2 bytes Misc. Current autoscroll X velocity, in pixels & subpixels
$701E2A 2 bytes Flag Indicates that a camera event is active & pausing the game (stairs, flower vine, etc.)
$701E38 2 bytes Misc. Camera Y speed during camera event (stairs, etc.)
$701E3E 2 bytes Sprite Number Sprite slot # (+ 1) of spinning 3D plank sprite (sprite ID $039) that Yoshi is currently standing on, $0000 if not standing on these
$701E40 2 bytes Misc. Current "angle" of the pseudo-3D platforms (e.g. falling walls, rolling logs) currently being processed.
$701E42 2 bytes Misc. X position of the pseudo-3D platform (e.g. falling walls, rolling logs) currently being processed + 8.
$701E48 2 bytes Misc. $0000: Baby Mario is on Yoshi's back, $FFFF: not
$701E4A 2 bytes Sprite Number Overwrite ambient sprite slot # ($0000~$003C) to use when spawning an ambient and the tables are full, spawn at this slot - 4 (if < 0, wraparound to $003C)
$701ECC 2 bytes Super FX Dynamic Super FX graphics tiles ($5C00-$5D00 VRAM) currently used/reserved, each bit corresponds to a 16x16 chunk within the full space, 1 means currently used, 0 means free

Each nibble of this word corresponds to a 32x32 piece, and then row-major starting at top left, so the full thing is %1234123412341234 where:
1 = top left
2 = top right
3 = bottom left
4 = bottom right
$701ECE 32 bytes Super FX Sprites' dynamic Super FX graphics reserved chunks, 16 word-sized entries, each one represents which 16x16 chunks of graphics that a particular sprite personally has reserved for it, follows same format as $701ECC, acts as a mask so all 0 bits means this sprite is not using that chunk, the dynamic tile index indexes into this
$701EEE 2 bytes Misc. Camera X offset value during Offset-Per-Tile mode
$701EF0 2 bytes Misc. Camera Y offset value during Offset-Per-Tile mode
$701EF2 64 bytes Misc. Offset per tile mode X offsets: 32 word-sized X offsets, one per screen 8-pixel row, starting at top of screen
$701F32 64 bytes Misc. Offset per tile mode Y offsets: 32 word-sized Y offsets, one per screen 8-pixel column, starting at left side of screen
$701F72 80 bytes Layer 1 Tilemap Effects table for wavy BG1 (like in 6-4 log ride lava), 20 4-byte entries, each entry represents a rectangle in the map which triggers the wavy effect:
Byte 1: Leftmost X tile (all coordinates and sizes are 16 pixel tile regions of the entire area) of rectangle
Byte 2: Topmost Y tile
Byte 3: Width of rectangle - 1
Byte 4: Height - 1

NOTE: when triggered, X will be per-column but Y will activate for the entire height of the screen
$701FE8 2 bytes Timer Timer for fuzzy dizzy effect, starts at $400
$701FEA 2 bytes Player Physics Cross section state, in conjunction with cross section flag:
Upon entering:
$0001: overlay fade out
$0002: does nothing
$0003: does nothing
$0004: palette fading (unused?)
$0005: done
$0006: unused
$0007: unused

Upon leaving:
$0001: does nothing
$0002: palette fading (unused?)
$0003: copy BG1 left tilemap
$0004: copy BG1 right tilemap
$0005: dump to BG3
$0006: overlay fade in
$0007: done
$701FEC 2 bytes Flag Inside cross section: $0000: not inside, $0002: inside
$702000 512 bytes Misc. CGRAM mirror table (palettes)
$702200 1024 bytes Misc. Lookup table for function y = 1/x, mirrors $00E552-$00E951

Used by GSU to divide. It does not have a hardware divide so this lookup table is used instead.
$702600 3 bytes Misc. Pointer to sprite level data for current level
$702604 32 bytes Misc. Newly spawned column of BG3 cross section tiles, SNES VRAM tilemap format ($01CE = blank tile)
$702624 32 bytes Misc. Mirror of $702604
$702644 64 bytes Misc. Newly spawned row of BG3 cross section tiles, SNES VRAM tilemap format ($01CE = blank tile)
$7027CE 252 bytes Misc. Newly spawned sprites this frame, up to 31 8-byte entries, with 4 bytes extra for a possible "end marker" (first word being negative indicates to go no further in the table):
Word 1: Sprite ID (gets put into $701360)
Word 2: X coordinate
Word 3: Y coordinate
Word 4: Stage ID, background layer, sprite priority (gets put into $7014A0)
$7028CA 256 bytes Misc. Stage sprites' spawning flags, 1-byte entries indexed by their stage ID ($00-$FF, same as in $7014A0 table):
$00: Not spawned in currently, ready to spawn when column/row is reached
$FF: Do not spawn: this either means the sprite is currently spawned in or is destroyed like enemy swallowed
$7029CA 2 bytes Misc. Pointer into next free entry of $7029CC table
$7029CC 928 bytes Misc. Sprite interactive terrain buffer - mostly used for sprites that break sand, each sprite has 5 entries representing left, right, center, top, and bottom; room for up to 23 sprites, plus one additional entry; 8-byte entries:
Word 1: X coordinate
Word 2: Y coordinate
Word 3: ???
Word 4: ???
$703372 420 bytes Misc. HDMA BG Scroll Buffer, gets copied to $7E5040
$703516 420 bytes Misc. HDMA BG Scroll Buffer, gets copied to $7E51E4
$703A02 840 bytes Misc. Window 1 & 2 (registers $2126-$2129) Buffer, gets copied to $7E56D0
$704070 2 bytes Misc. Current message box data index
$70409E 1024 bytes Misc. Table of MAP16 indices that represents the currently loaded two BG1 foreground tiles (two screens side by side, even & odd x-wise), orientation is based on scroll values
$70449E 120 bytes Misc. Offset per tile moving object table, 20 6-byte entries, each entry represents a rectangle in the map which triggers an OPT effect that oscillates up & down (like 6-4 moving platforms):
Byte 1: Leftmost X tile of rectangle (all coordinates and sizes are 8 pixel tile coords)
Byte 2: Topmost Y tile
Byte 3: Width of rectangle - 1
Byte 4: Height - 1
Byte 5: Amplitude of oscillation: # of pixels the object travels both up and down from its normal position in stage, this value is signed which indicates initial movement direction
Byte 6: Current offset of object

NOTE: when triggered, X will be per-column but Y will activate for the entire height of the screen
$705800 8192 bytes Misc. Buffer used for decompressed file destination/pixel plotting destination; varies in size but up to 8kb
$707800 1024 bytes Misc. Practically free SRAM

Only cleared on boot and all scenes with Island graphics
$707C00 2 bytes Misc. Save file 1: # of lives (from last save)
$707C02 1 byte Misc. Save file 1: Last level beaten
$707C03 72 bytes Misc. Save file 1: Level high scores, 1 byte per map tile, format: csssssss, c = level completed, s = high score
$707C4B 27 bytes Misc. Save file 1: Pause menu items, 1 byte per item, same format as $7E0357
$707C66 1 byte Misc. Save file 1: Controller settings, same format as $700082
$707C67 1 byte Misc. Save file 1: Tutorial message box bitflags, same format as $7E0372
$707C68 2 bytes Misc. Save file 2: # of lives (from last save)
$707C6A 1 byte Misc. Save file 2: Last level beaten
$707C6B 72 bytes Misc. Save file 2: Level high scores, 1 byte per map tile, format: csssssss, c = level completed, s = high score
$707CB3 27 bytes Misc. Save file 2: Pause menu items, 1 byte per item, same format as $7E0357
$707CCE 1 byte Misc. Save file 2: Controller settings, same format as $700082
$707CCF 1 byte Misc. Save file 2: Tutorial message box bitflags, same format as $7E0372
$707CD0 2 bytes Misc. Save file 3: # of lives (from last save)
$707CD2 1 byte Misc. Save file 3: Last level beaten
$707CD3 72 bytes Misc. Save file 3: Level high scores, 1 byte per map tile, format: csssssss, c = level completed, s = high score
$707D1B 27 bytes Misc. Save file 3: Pause menu items, 1 byte per item, same format as $7E0357
$707D36 1 byte Misc. Save file 3: Controller settings, same format as $700082
$707D37 1 byte Misc. Save file 3: Tutorial message box bitflags, same format as $7E0372
$707D38 104 bytes Misc. Backup of save file 1
$707DA0 104 bytes Misc. Backup of save file 2
$707E08 104 bytes Misc. Backup of save file 3
$707E70 6 bytes Misc. Save file checksums: 2-byte ($7777 - checksum) of save files 1, 2, then 3
$707E76 6 bytes Misc. Backup save file checksums: 2-byte ($7777 - checksum) of backup save files 1, 2, then 3
$707E7C 2 bytes Misc. Current / most recent save file loaded in ($0000, $0001, $0002)
$707E7E 386 bytes Misc. Unused battery backed up Save RAM
Won't get cleared or changed
ROM Address Length Type Description Details
$008000 85 bytes ASM This is the starting address for YI. This takes care of basic initialization such as disabling IRQ, HDMA, DMA, clearing the SPC ports, enabling F-blank, disabling emulation mode, disabling decimal mode, initializing the direct page, and setting up the stack, among other things.
$0080F8 56 bytes Debug Routine used for frame advance debug code. Enabled by tweak at $0080F7. See details for controls. Controls
$00816A 207 bytes Pointer Gamemode subroutine table, 3 bytes per entry.
$008275 2 bytes Empty Empty (filled with FF)
$008288 35 bytes Subroutine JSL to copy a block of memory into RAM.

Input:
A: Size of the block
$20-$22: RAM Destination
$23-$25: DMA Source
$0082D0 19 bytes ASM Copies SPC program
$0083CD 34 bytes Subroutine Subroutine that handles fading effects.
$00841F 140 bytes Subroutine Music uploader subroutine
$00851C 16 bytes Music Item-Denial table for each music track: $01-$7F: disable items, $00 and $80-$FF: enable items
$008543 142 bytes ASM Music uploader controller
$0085D2 10 bytes Subroutine Subroutine that plays sound effects
$00B039 768 bytes Graphics List of sprite GFX file numbers (1 byte each) that make up each sprite set (6 files per set).
$00BFF6 10 bytes Empty Empty (filled with FF)
$00DE44 35 bytes Super FX Calls a Super FX routine, Register X = Bank, Register A = Address
$00E101 37 bytes Subroutine Kill Yoshi Subroutine. This one kills Yoshi as he was killed by lava. Note that this routine is copied into RAM so jump to $7EE101 if GSU is active.
$00E10F is Yoshi's initial Y speed in the death animation.
$00E0FD (4 bytes) is the X speed Yoshi has got in the death animation, for facing right and left.
$00E552 1024 bytes Table Lookup table for function y = 1/x, copied into $702200-$7025FF (Used by GSU to divide. It does not have a hardware divide so this lookup table is used instead)
$00F7A9 2039 bytes Empty Empty (filled with FF)
$00FFA0 5 bytes Misc. ROM build date and time. On a U 1.0 ROM, it's 11:19 am on July 31st, 1995
$00FFA5 11 bytes Empty Empty (filled with FF)
$00FFB0 2 bytes Misc. ROM registration: Maker code (ASCII): "01" (Nintendo)
$00FFB2 4 bytes Misc. ROM registration: Game code (ASCII): "YI  "
$00FFB6 6 bytes Misc. ROM registration: reserved (all $00)
$00FFBC 1 byte Misc. ROM registration: Expansion FLASH Size ($00 = none)
$00FFBD 1 byte Misc. ROM registration: Super FX RAM size ($05 = 32KB)
$00FFBE 1 byte Misc. ROM registration: Special version ($00 = not special)
$00FFBF 1 byte Misc. ROM registration: Chipset sub-type ($00)
$00FFC0 21 bytes Misc. ROM header: Cartridge title (ASCII): "YOSHI'S ISLAND       "
$00FFD5 1 byte Misc. ROM header: ROM Makeup ($20 = LoROM)
$00FFD6 1 byte Misc. ROM header: Chipset ($15 = ROM + SuperFX + RAM + SRAM)
$00FFD7 1 byte Misc. ROM header: ROM size ($0B = 2MB)
$00FFD8 1 byte Misc. ROM header: SRAM size
$00FFD9 1 byte Misc. ROM header: Region ($01 = NTSC)
$00FFDA 1 byte Misc. ROM header: $33 (fixed value)
$00FFDB 1 byte Misc. ROM header: Version ($00 = 1.0)
$00FFDC 2 bytes Misc. ROM header: Checksum complement (inverted bits)
$00FFDE 2 bytes Misc. ROM header: Checksum
$00FFE0 4 bytes Misc. 2 unused native vectors
$00FFE4 2 bytes Misc. Native COP vector (unused)
$00FFE6 2 bytes Misc. Native BRK vector (unused)
$00FFE8 2 bytes Misc. Native ABORT vector (unused)
$00FFEA 2 bytes Misc. Native NMI vector (vblank)
$00FFEC 2 bytes Misc. Native RESET vector (unused)
$00FFEE 2 bytes Misc. Native IRQ vector
$00FFF0 4 bytes Misc. 2 unused emulation vectors
$00FFF4 2 bytes Misc. Emulation COP vector (unused)
$00FFF6 2 bytes Misc. Emulation BRK vector (unused)
$00FFF8 2 bytes Misc. Emulation ABORT vector (unused)
$00FFFA 2 bytes Misc. Emulation NMI vector (unused)
$00FFFC 2 bytes Misc. Emulation RESET vector
$00FFFE 2 bytes Misc. Emulation IRQ vector (unused)
$028000 72 bytes Sprite Palette Yoshi colors used in-level. Arranged by translevel number.
$0280BD 108 bytes Sprite Palette Falling wall palettes. Palettes are stored in individual colours, in the order blue value, green value and red value. It is indexed by the table at $0280B7 which in turn is indexed by the sprite palette and is copied to $70404A.
$02FFD7 41 bytes Empty Empty (filled with FF)
$038000 1326 bytes Pointer Long pointers to sprite init routines in sprite ID order ($000 - $1B9)
$03852E 1326 bytes Pointer Long pointers to sprite main routines in sprite ID order ($000 - $1B9)
$038A5C 1326 bytes Pointer Long pointers to sprite head bop routines in sprite ID order ($000 - $1B9)
$038F8A 1326 bytes Pointer Long pointers to sprite riding Yoshi routines in sprite ID order ($000 - $1B9)
$03A364 300 bytes Subroutine Subroutine that spawns sprites
$03FEEE 274 bytes Empty Empty (filled with FF)
$0489B8 8 bytes Sprite Palette Shy Guy Colors (Green, Red, Yellow, Pink)
$04AC9C 29 bytes Subroutine Kill Yoshi Subroutine. This one kills Yoshi as he was killed by a spike.
$05C6FD 16 bytes Misc. Table of '?' bucket rotation effects
$05FFC4 60 bytes Empty Empty (filled with FF)
$06FEAA 342 bytes Empty Empty (filled with FF)
$07FF47 185 bytes Empty Empty (filled with FF)
$089FD0 48 bytes Empty Empty (filled with 01)
$09835F 477 bytes Super FX Super FX routine which draws Yoshi (copies tiles to OAM and sets the graphics pointer). It also draws Yoshi's tongue.
$09AF70 206 bytes Empty Empty (filled with 01)
$09EDCE 624 bytes Empty Empty (filled with 01)
$09F18F 687 bytes Empty Empty (filled with 01)
$0AEC2B 4 bytes Player Physics Yoshi max speed for acceleration to apply, for right and left.
$0B9787 121 bytes Empty Empty (filled with 01)
$0BF3B7 3145 bytes Empty Empty (filled with FF)
$0CDACA 24 bytes Sprite Palette Color of Kamek's first magic spell; 2 bytes per boss battle.
$0CDAE2 24 bytes Sprite Palette Color of Kamek's second magic spell; 2 bytes per boss battle.
$0CDAFA 12 bytes Music Music value used for each boss battle: $0A is x-4 boss music (or for level header music setting 7 or 8, $0A becomes the longer intro used in piranha & raven), and $0C is x-8 boss music
$0CFF69 151 bytes Empty Empty (filled with FF)
$0DFC83 893 bytes Empty Empty (filled with FF)
$0EA131 7 bytes Subroutine Barney Bubble init subroutine
$0EFF82 126 bytes Empty Empty (filled with FF)
$0FE056 6058 bytes Empty Empty (filled with FF)
$0FFC80 896 bytes Misc. Tilemap Tilemap for the Title Screen logo
$108B05 16 bytes Level Data Table (one byte entries):
The number of bits to copy for each piece of variable-sized header information, in level header order. The final $00 marks the end. Used by $108B15.
$108B15 72 bytes Subroutine Level header decompression routine: copies variable-sized pieces of header data into separate addresses in RAM starting at $7E0134
$11B0FB 4 bytes Bandit Mini-Game Table of distances that the Gather Coins cannon rotates
$11B0FF 4 bytes Bandit Mini-Game Table of distances that the Gather Coins cannon and platform will move along the white track
$11B103 4 bytes Bandit Mini-Game Table of speeds that the Gather Coins cannon rotates
$15FFD3 45 bytes Empty Empty (filled with FF)
$1681C7 766 bytes Level Data Level $00: object data
$17B781 384 bytes Map X-coordinates for checkpoints along Yoshi's walking path after beating a level; 8 bytes per level
$17B901 384 bytes Map Y-coordinates for checkpoints along Yoshi's walking path after beating a level; 8 bytes per level
$17BDAE 16 bytes Map X-coordinates of each Yoshi on the world 1 map
$17BDBE 16 bytes Map X-coordinates of each Yoshi on the world 2 map
$17BDCE 16 bytes Map X-coordinates of each Yoshi on the world 3 map
$17BDDE 16 bytes Map X-coordinates of each Yoshi on the world 4 map
$17BDEE 16 bytes Map X-coordinates of each Yoshi on the world 5 map
$17BDFE 16 bytes Map X-coordinates of each Yoshi on the world 6 map
$17BE0E 16 bytes Map Y-coordinates of each Yoshi on the world 1 map
$17BE1E 16 bytes Map Y-coordinates of each Yoshi on the world 2 map
$17BE2E 16 bytes Map Y-coordinates of each Yoshi on the world 3 map
$17BE3E 16 bytes Map Y-coordinates of each Yoshi on the world 4 map
$17BE4E 16 bytes Map Y-coordinates of each Yoshi on the world 5 map
$17BE5E 16 bytes Map Y-coordinates of each Yoshi on the world 6 map
$17E18E 10 bytes Map (X, X, Y, B, A) Button sequence that unlocks the Mini-Battle menu
$17F7C3 1332 bytes Level Data Level data long pointers, two per level, in translevel ID order ($00-$DD):
First is header/object/screen exit (all in one)
Second is sprite data
$18B3F2 74280 bytes Layer 1 Tilemap MAP16 page tables: data is word-sized SNES VRAM tilemap, split up into pages $00-$A7 and then further into 8-byte (4-word) chunks representing a single 16x16 tile (4 8x8 entries together)
$20B0B6 15992 bytes Sound Effect Waves crashing on island (BRR)
$20EF2F 2339 bytes Sound Effect Seagulls on island (BRR)
$21B3FB 19461 bytes Empty Empty (filled with FF)
$229333 682 bytes Text Intro cutscene message box text:

"This paradise is Yoshi's Island, where all the Yoshies live. They are all in an uproar over the baby that fell from the sky. Wait! The baby seems to know where he wants to go. The bonds between the twins informs each of them where the other one is. The Yoshies decide to carry the baby to his destination via a relay system. Now begins a new adventure for the Yoshies and Baby Mario."
$229825 140 bytes Text "Hovering Jump" message box text (from Welcome level)
$2298C7 225 bytes Text "Making Eggs" message box text (from level 1-1)
$22C20B 38 bytes Text "Try this stage again?" text
$22C248 47 bytes Text "Restart from the middle ring?" text
$22D348 44216 bytes Empty Empty (filled with FF)
$248000 32768 bytes Graphics Uncompressed tile graphics, 4bpp, 32 bytes per 8x8 tile, 1024 tiles
$258000 32768 bytes Graphics Uncompressed tile graphics, 4bpp, 32 bytes per 8x8 tile, 1024 tiles
$268000 32768 bytes Graphics Block of two 256x128 Super FX bitmaps, separated by high & low nibble (map screen icons)
$278000 16384 bytes Graphics Block of two 256x64 Super FX bitmaps, separated by high & low nibble (selection screen & bonus screen icons)
$27C000 16384 bytes Graphics Uncompressed tile graphics, 4bpp, 32 bytes per 8x8 tile, 512 tiles
$288000 32768 bytes Graphics Block of two 256x128 Super FX bitmaps, separated by high & low nibble
$298000 32768 bytes Graphics Block of two 256x128 Super FX bitmaps, separated by high & low nibble
$2A8000 32768 bytes Graphics Block of two 256x128 Super FX bitmaps, separated by high & low nibble
$2B8000 32768 bytes Graphics Block of two 256x128 Super FX bitmaps, separated by high & low nibble
$2C8000 32768 bytes Graphics Block of two 256x128 Super FX bitmaps, separated by high & low nibble (mostly island cutscene)
$2D8000 26624 bytes Graphics Uncompressed tile graphics, 2bpp, 16 bytes per 8x8 tile, 1664 tiles
$2DE800 6144 bytes Graphics Uncompressed tile graphics, 4bpp, 32 bytes per 8x8 tile, 192 tiles
$2E8000 15360 bytes Graphics Block of two 256x60 Super FX bitmaps, separated by high & low nibble (French & German icon graphics)
$2EBC00 3305 bytes Graphics LC_LZ1 file $000: 4bpp, 4kb
$2EC8E9 3186 bytes Graphics LC_LZ1 file $001: 4bpp, 4kb
$2ED55B 3289 bytes Graphics LC_LZ1 file $002: 4bpp, 4kb
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$34EDE8 1413 bytes Graphics LC_LZ1 file $05D: 4bpp, 2kb
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$3986E9 425 bytes Graphics LC_LZ1 file $0F0: tilemap, 2kb
$398892 462 bytes Graphics LC_LZ1 file $0F1: tilemap, 2kb
$398A60 836 bytes Graphics LC_LZ1 file $0F2: tilemap, 2kb
$398DA4 34 bytes Graphics LC_LZ1 file $0F3: tilemap, 1kb
$398DC6 304 bytes Graphics LC_LZ1 file $0F4: tilemap, 2kb
$398EF6 302 bytes Graphics LC_LZ1 file $0F5: tilemap, 2kb
$399024 164 bytes Graphics LC_LZ1 file $0F6: tilemap, 2kb
$3990C8 910 bytes Graphics LC_LZ1 file $0F7: tilemap, 2kb
$399456 119 bytes Graphics LC_LZ1 file $0F8: tilemap, 2kb
$3994CD 727 bytes Graphics LC_LZ1 file $0F9: tilemap, 2kb
$3997A4 121 bytes Graphics LC_LZ1 file $0FA: tilemap, 1kb
$39981D 182 bytes Graphics LC_LZ1 file $0FB: tilemap, 2kb
$3998D3 494 bytes Graphics LC_LZ1 file $0FC: tilemap, 2kb
$399AC1 656 bytes Graphics LC_LZ1 file $0FD: tilemap, 2kb
$399D51 1035 bytes Graphics LC_LZ1 file $0FE: tilemap, 2kb
$39A15C 959 bytes Graphics LC_LZ1 file $0FF: tilemap, 2kb
$39A51B 271 bytes Graphics LC_LZ1 file $100: tilemap, 2kb
$39A62A 506 bytes Graphics LC_LZ1 file $101: tilemap, 2kb
$39A824 1166 bytes Graphics LC_LZ1 file $102: tilemap, 2kb
$39ACB2 645 bytes Graphics LC_LZ1 file $103: tilemap, 2kb
$39AF37 889 bytes Graphics LC_LZ1 file $104: tilemap, 2kb
$39B2B0 616 bytes Graphics LC_LZ1 file $105: tilemap, 2kb
$39B518 515 bytes Graphics LC_LZ1 file $106: tilemap, 2kb
$39B71B 526 bytes Graphics LC_LZ1 file $107: tilemap, 2kb
$39B929 352 bytes Graphics LC_LZ1 file $108: tilemap, 2kb
$39BA89 2233 bytes Graphics LC_LZ16 file $000: 4bpp, 4kb
$39C342 2050 bytes Graphics LC_LZ16 file $001: 4bpp, 4kb
$39CB44 2861 bytes Graphics LC_LZ16 file $002: 4bpp, 4kb
$39D671 2389 bytes Graphics LC_LZ16 file $003: 4bpp, 4kb
$39DFC6 1642 bytes Graphics LC_LZ16 file $004: 4bpp, 4kb
$39E630 2225 bytes Graphics LC_LZ16 file $005: 4bpp, 4kb
$39EEE1 1173 bytes Graphics LC_LZ16 file $006: 4bpp, 4kb
$39F376 1448 bytes Graphics LC_LZ16 file $007: 4bpp, 4kb
$39F91E 1517 bytes Graphics LC_LZ16 file $008: 4bpp, 4kb
$39FF0B 1506 bytes Graphics LC_LZ16 file $009: 4bpp, 4kb
$3A84ED 2814 bytes Graphics LC_LZ16 file $00A: 4bpp, 4kb
$3A8FEB 2084 bytes Graphics LC_LZ16 file $00B: 4bpp, 4kb
$3A980F 2032 bytes Graphics LC_LZ16 file $00C: 4bpp, 4kb
$3A9FFF 1759 bytes Graphics LC_LZ16 file $00D: 4bpp, 4kb
$3AA6DE 2187 bytes Graphics LC_LZ16 file $00E: 4bpp, 4kb
$3AAF69 1458 bytes Graphics LC_LZ16 file $00F: 4bpp, 4kb
$3AB51B 1354 bytes Graphics LC_LZ16 file $010: 4bpp, 4kb
$3ABA65 1301 bytes Graphics LC_LZ16 file $011: 4bpp, 4kb
$3ABF7A 214 bytes Graphics LC_LZ16 file $012: 4bpp, 1kb
$3AC050 1664 bytes Graphics LC_LZ16 file $013: 4bpp, 4kb
$3AC6D0 1219 bytes Graphics LC_LZ16 file $014: 4bpp, 4kb
$3ACB93 1418 bytes Graphics LC_LZ16 file $015: 4bpp, 4kb
$3AD11D 1745 bytes Graphics LC_LZ16 file $016: 4bpp, 4kb
$3AD7EE 1356 bytes Graphics LC_LZ16 file $017: 4bpp, 4kb
$3ADD3A 1839 bytes Graphics LC_LZ16 file $018: 4bpp, 4kb
$3AE469 1638 bytes Graphics LC_LZ16 file $019: 4bpp, 4kb
$3AEACF 458 bytes Graphics LC_LZ16 file $01A: 4bpp, 1kb
$3AEC99 275 bytes Graphics LC_LZ16 file $01B: 4bpp, 1kb
$3AEDAC 246 bytes Graphics LC_LZ16 file $01C: 4bpp, 1kb
$3AEEA2 401 bytes Graphics LC_LZ16 file $01D: 4bpp, 1kb
$3AF033 600 bytes Graphics LC_LZ16 file $01E: 4bpp, 1kb
$3AF28B 475 bytes Graphics LC_LZ16 file $01F: 4bpp, 1kb
$3AF466 445 bytes Graphics LC_LZ16 file $020: 4bpp, 1kb
$3AF623 493 bytes Graphics LC_LZ16 file $021: 4bpp, 1kb
$3AF810 427 bytes Graphics LC_LZ16 file $022: 4bpp, 1kb
$3AF9BB 373 bytes Graphics LC_LZ16 file $023: 4bpp, 1kb
$3AFB30 341 bytes Graphics LC_LZ16 file $024: 4bpp, 1kb
$3AFC85 466 bytes Graphics LC_LZ16 file $025: 4bpp, 1kb
$3AFE57 588 bytes Graphics LC_LZ16 file $026: 4bpp, 1kb
$3B80A3 549 bytes Graphics LC_LZ16 file $027: 4bpp, 1kb
$3B82C8 403 bytes Graphics LC_LZ16 file $028: 4bpp, 1kb
$3B845B 601 bytes Graphics LC_LZ16 file $029: 4bpp, 1kb
$3B86B4 324 bytes Graphics LC_LZ16 file $02A: 4bpp, 1kb
$3B87F8 408 bytes Graphics LC_LZ16 file $02B: 4bpp, 1kb
$3B8990 435 bytes Graphics LC_LZ16 file $02C: 4bpp, 1kb
$3B8B43 490 bytes Graphics LC_LZ16 file $02D: 4bpp, 1kb
$3B8D2D 316 bytes Graphics LC_LZ16 file $02E: 4bpp, 1kb
$3B8E69 349 bytes Graphics LC_LZ16 file $02F: 4bpp, 1kb
$3B8FC6 306 bytes Graphics LC_LZ16 file $030: 4bpp, 1kb
$3B90F8 330 bytes Graphics LC_LZ16 file $031: 4bpp, 1kb
$3B9242 379 bytes Graphics LC_LZ16 file $032: 4bpp, 1kb
$3B93BD 365 bytes Graphics LC_LZ16 file $033: 4bpp, 1kb
$3B952A 370 bytes Graphics LC_LZ16 file $034: 4bpp, 1kb
$3B969C 596 bytes Graphics LC_LZ16 file $035: 4bpp, 1kb
$3B98F0 508 bytes Graphics LC_LZ16 file $036: 4bpp, 1kb
$3B9AEC 349 bytes Graphics LC_LZ16 file $037: 4bpp, 1kb
$3B9C49 381 bytes Graphics LC_LZ16 file $038: 4bpp, 1kb
$3B9DC6 564 bytes Graphics LC_LZ16 file $039: 4bpp, 1kb
$3B9FFA 407 bytes Graphics LC_LZ16 file $03A: 4bpp, 1kb
$3BA191 504 bytes Graphics LC_LZ16 file $03B: 4bpp, 1kb
$3BA389 429 bytes Graphics LC_LZ16 file $03C: 4bpp, 1kb
$3BA536 478 bytes Graphics LC_LZ16 file $03D: 4bpp, 1kb
$3BA714 588 bytes Graphics LC_LZ16 file $03E: 4bpp, 1kb
$3BA960 505 bytes Graphics LC_LZ16 file $03F: 4bpp, 1kb
$3BAB59 408 bytes Graphics LC_LZ16 file $040: 4bpp, 1kb
$3BACF1 387 bytes Graphics LC_LZ16 file $041: 4bpp, 1kb
$3BAE74 326 bytes Graphics LC_LZ16 file $042: 4bpp, 1kb
$3BAFBA 313 bytes Graphics LC_LZ16 file $043: 4bpp, 1kb
$3BB0F3 558 bytes Graphics LC_LZ16 file $044: 4bpp, 1kb
$3BB321 362 bytes Graphics LC_LZ16 file $045: 4bpp, 1kb
$3BB48B 357 bytes Graphics LC_LZ16 file $046: 4bpp, 1kb
$3BB5F0 542 bytes Graphics LC_LZ16 file $047: 4bpp, 1kb
$3BB80E 560 bytes Graphics LC_LZ16 file $048: 4bpp, 1kb
$3BBA3E 483 bytes Graphics LC_LZ16 file $049: 4bpp, 1kb
$3BBC21 416 bytes Graphics LC_LZ16 file $04A: 4bpp, 1kb
$3BBDC1 363 bytes Graphics LC_LZ16 file $04B: 4bpp, 1kb
$3BBF2C 435 bytes Graphics LC_LZ16 file $04C: 4bpp, 1kb
$3BC0DF 269 bytes Graphics LC_LZ16 file $04D: 4bpp, 1kb
$3BC1EC 515 bytes Graphics LC_LZ16 file $04E: 4bpp, 1kb
$3BC3EF 413 bytes Graphics LC_LZ16 file $04F: 4bpp, 1kb
$3BC58C 383 bytes Graphics LC_LZ16 file $050: 4bpp, 1kb
$3BC70B 378 bytes Graphics LC_LZ16 file $051: 4bpp, 1kb
$3BC885 194 bytes Graphics LC_LZ16 file $052: 4bpp, 1kb
$3BC947 247 bytes Graphics LC_LZ16 file $053: 4bpp, 1kb
$3BCA3E 496 bytes Graphics LC_LZ16 file $054: 4bpp, 1kb
$3BCC2E 509 bytes Graphics LC_LZ16 file $055: 4bpp, 1kb
$3BCE2B 436 bytes Graphics LC_LZ16 file $056: 4bpp, 1kb
$3BCFDF 314 bytes Graphics LC_LZ16 file $057: 4bpp, 1kb
$3BD119 365 bytes Graphics LC_LZ16 file $058: 4bpp, 1kb
$3BD286 447 bytes Graphics LC_LZ16 file $059: 4bpp, 1kb
$3BD445 438 bytes Graphics LC_LZ16 file $05A: 4bpp, 1kb
$3BD5FB 459 bytes Graphics LC_LZ16 file $05B: 4bpp, 1kb
$3BD7C6 362 bytes Graphics LC_LZ16 file $05C: 4bpp, 1kb
$3BD930 452 bytes Graphics LC_LZ16 file $05D: 4bpp, 1kb
$3BDAF4 474 bytes Graphics LC_LZ16 file $05E: 4bpp, 1kb
$3BDCCE 322 bytes Graphics LC_LZ16 file $05F: 4bpp, 1kb
$3BDE10 416 bytes Graphics LC_LZ16 file $060: 4bpp, 1kb
$3BDFB0 312 bytes Graphics LC_LZ16 file $061: 4bpp, 1kb
$3BE0E8 244 bytes Graphics LC_LZ16 file $062: 4bpp, 1kb
$3BE1DC 457 bytes Graphics LC_LZ16 file $063: 4bpp, 1kb
$3BE3A5 476 bytes Graphics LC_LZ16 file $064: 4bpp, 1kb
$3BE581 360 bytes Graphics LC_LZ16 file $065: 4bpp, 1kb
$3BE6E9 453 bytes Graphics LC_LZ16 file $066: 4bpp, 1kb
$3BE8AE 421 bytes Graphics LC_LZ16 file $067: 4bpp, 1kb
$3BEA53 505 bytes Graphics LC_LZ16 file $068: 4bpp, 1kb
$3BEC4C 424 bytes Graphics LC_LZ16 file $069: 4bpp, 1kb
$3BEDF4 470 bytes Graphics LC_LZ16 file $06A: 4bpp, 1kb
$3BEFCA 371 bytes Graphics LC_LZ16 file $06B: 4bpp, 1kb
$3BF13D 390 bytes Graphics LC_LZ16 file $06C: 4bpp, 1kb
$3BF2C3 214 bytes Graphics LC_LZ16 file $06D: 4bpp, 1kb
$3BF399 293 bytes Graphics LC_LZ16 file $06E: 4bpp, 1kb
$3BF4BE 232 bytes Graphics LC_LZ16 file $06F: 4bpp, 1kb
$3BF5A6 356 bytes Graphics LC_LZ16 file $070: 4bpp, 1kb
$3BF70A 250 bytes Graphics LC_LZ16 file $071: 4bpp, 1kb
$3BF804 3023 bytes Graphics LC_LZ16 file $072: 4bpp, 8kb
$3C83D3 451 bytes Graphics LC_LZ16 file $073: 4bpp, 2kb
$3C8596 442 bytes Graphics LC_LZ16 file $074: 4bpp, 2kb
$3C8750 518 bytes Graphics LC_LZ16 file $075: 4bpp, 2kb
$3C8956 352 bytes Graphics LC_LZ16 file $076: 4bpp, 2kb
$3C8AB6 1146 bytes Graphics LC_LZ16 file $077: 4bpp, 4kb
$3C8F30 1994 bytes Graphics LC_LZ16 file $078: 4bpp, 4kb
$3C96FA 1751 bytes Graphics LC_LZ16 file $079: 4bpp, 4kb
$3C9DD1 1663 bytes Graphics LC_LZ16 file $07A: 4bpp, 4kb
$3CA450 2543 bytes Graphics LC_LZ16 file $07B: 4bpp, 4kb
$3CAE3F 2810 bytes Graphics LC_LZ16 file $07C: 4bpp, 4kb
$3CB939 1245 bytes Graphics LC_LZ16 file $07D: 4bpp, 4kb
$3CBE16 1174 bytes Graphics LC_LZ16 file $07E: 4bpp, 4kb
$3CC2AC 2729 bytes Graphics LC_LZ16 file $07F: 4bpp, 4kb
$3CCD55 2642 bytes Graphics LC_LZ16 file $080: 4bpp, 4kb
$3CD7A7 1700 bytes Graphics LC_LZ16 file $081: 4bpp, 4kb
$3CDE4B 1848 bytes Graphics LC_LZ16 file $082: 4bpp, 4kb
$3CE583 1323 bytes Graphics LC_LZ16 file $083: 4bpp, 4kb
$3CEAAE 1586 bytes Graphics LC_LZ16 file $084: 4bpp, 4kb
$3CF0E0 1821 bytes Graphics LC_LZ16 file $085: 4bpp, 4kb
$3CF7FD 2722 bytes Graphics LC_LZ16 file $086: 4bpp, 4kb
$3D829F 4289 bytes Graphics LC_LZ16 file $087: 4bpp, 8kb
$3D9360 5216 bytes Graphics LC_LZ16 file $088: 4bpp, 8kb
$3DA7C0 4705 bytes Graphics LC_LZ16 file $089: 4bpp, 8kb
$3DBA21 3096 bytes Graphics LC_LZ16 file $08A: 4bpp, 8kb
$3DC639 2846 bytes Graphics LC_LZ16 file $08B: 4bpp, 8kb
$3DD157 1639 bytes Graphics LC_LZ16 file $08C: 4bpp, 4kb
$3DD7BE 3092 bytes Graphics LC_LZ16 file $08D: 4bpp, 4kb
$3DE3D2 1479 bytes Graphics LC_LZ16 file $08E: 4bpp, 4kb
$3DE999 751 bytes Graphics LC_LZ16 file $08F: 4bpp, 4kb
$3DEC88 1833 bytes Graphics LC_LZ16 file $090: 4bpp, 4kb
$3DF3B1 555 bytes Graphics LC_LZ16 file $091: 4bpp, 2kb
$3DF5DC 617 bytes Graphics LC_LZ16 file $092: 4bpp, 2kb
$3DF845 553 bytes Graphics LC_LZ16 file $093: 4bpp, 2kb
$3DFA6E 616 bytes Graphics LC_LZ16 file $094: 4bpp, 2kb
$3DFCD6 553 bytes Graphics LC_LZ16 file $095: 4bpp, 2kb
$3DFEFF 767 bytes Graphics LC_LZ16 file $096: 4bpp, 2kb
$3E81FE 888 bytes Graphics LC_LZ16 file $097: 4bpp, 2kb
$3E8576 940 bytes Graphics LC_LZ16 file $098: 4bpp, 2kb
$3E8922 665 bytes Graphics LC_LZ16 file $099: 4bpp, 2kb
$3E8BBB 1318 bytes Graphics LC_LZ16 file $09A: 4bpp, 2kb
$3E90E1 1241 bytes Graphics LC_LZ16 file $09B: 4bpp, 2kb
$3E95BA 934 bytes Graphics LC_LZ16 file $09C: 4bpp, 2kb
$3E9960 1079 bytes Graphics LC_LZ16 file $09D: 4bpp, 2kb
$3E9D97 1044 bytes Graphics LC_LZ16 file $09E: 4bpp, 2kb
$3EA1AB 1104 bytes Graphics LC_LZ16 file $09F: 4bpp, 2kb
$3EA5FB 845 bytes Graphics LC_LZ16 file $0A0: 4bpp, 2kb
$3EA948 868 bytes Graphics LC_LZ16 file $0A1: 4bpp, 4kb
$3EACAC 516 bytes Graphics LC_LZ16 file $0A2: 4bpp, 4kb
$3EAEB0 1186 bytes Graphics LC_LZ16 file $0A3: 4bpp, 4kb
$3EB352 1822 bytes Graphics LC_LZ16 file $0A4: 4bpp, 4kb
$3EBA70 1443 bytes Graphics LC_LZ16 file $0A5: 4bpp, 4kb
$3EC013 1444 bytes Graphics LC_LZ16 file $0A6: 4bpp, 4kb
$3EC5B7 1969 bytes Graphics LC_LZ16 file $0A7: 4bpp, 4kb
$3ECD68 1821 bytes Graphics LC_LZ16 file $0A8: 4bpp, 4kb
$3ED485 338 bytes Graphics LC_LZ16 file $0A9: 4bpp, 1kb
$3ED5D7 363 bytes Graphics LC_LZ16 file $0AA: 4bpp, 1kb
$3ED742 512 bytes Graphics LC_LZ16 file $0AB: 4bpp, 1kb
$3ED942 592 bytes Graphics LC_LZ16 file $0AC: 4bpp, 1kb
$3EDB92 438 bytes Graphics LC_LZ16 file $0AD: 4bpp, 1kb
$3EDD48 473 bytes Graphics LC_LZ16 file $0AE: 4bpp, 1kb
$3EDF21 517 bytes Graphics LC_LZ16 file $0AF: 4bpp, 1kb
$3EE126 428 bytes Graphics LC_LZ16 file $0B0: 4bpp, 1kb
$3EE2D2 1619 bytes Graphics LC_LZ16 file $0B1: 4bpp, 4kb
$3EE925 1379 bytes Graphics LC_LZ16 file $0B2: 4bpp, 4kb
$3EEE88 980 bytes Graphics LC_LZ16 file $0B3: 4bpp, 4kb
$3EF25C 1706 bytes Graphics LC_LZ16 file $0B4: 4bpp, 4kb
$3EF906 451 bytes Graphics LC_LZ16 file $0B5: 4bpp, 2kb
$3EFAC9 536 bytes Graphics LC_LZ16 file $0B6: 4bpp, 2kb
$3EFCE1 453 bytes Graphics LC_LZ16 file $0B7: 4bpp, 2kb
$3EFEA6 530 bytes Graphics LC_LZ16 file $0B8: 4bpp, 2kb
$3F80B8 1233 bytes Graphics LC_LZ16 file $0B9: 4bpp, 4kb
$3F8589 1197 bytes Graphics LC_LZ16 file $0BA: 4bpp, 4kb
$3F8A36 2378 bytes Empty Empty (filled with FF)
$3F9380 1152 bytes Misc. Tilemap Tilemap of title screen sky
$3F9800 1024 bytes Misc. Tilemap Tilemap of the title screen island (worlds 1-5)
$3F9C00 1024 bytes Misc. Tilemap Tilemap of the title screen island (world 6)
$3FA000 24576 bytes Object Palette CGRAM/palette color data
$3FD64C 48 bytes Misc. Color Gradient for BG Back Area color header $10
Table ordered from bottom to top of sublevel
Each color has 15 scanlines between them interpolated
24 word entries:
Word: 0BBBBBGG GGGRRRRR
Regs Address Length Type Description Details
$2100 1 byte SNES Register (PPU) wb++++ INIDISP - Screen Display x---bbbb x = Force blank on when set. bbbb = Screen brightness, F=max, 0="off". Note that force blank CAN be disabled mid-scanline. However, this can result in glitched graphics on that scanline, as the internal rendering buffers will not have been updated during force blank. Current theory is that BGs will be glitched for a few tiles (depending on how far in advance the PPU operates), and OBJ will be glitched for the entire scanline. Also, writing this register on the first line of V-Blank (225 or 240, depending on overscan) when force blank is currently active causes the OAM Address Reset to occur.
$2101 1 byte SNES Register (PPU) wb++?- OBSEL - Object Size and Chr Address sssnnbbb sss = Object size: 000 = 8x8 and 16x16 sprites 001 = 8x8 and 32x32 sprites 010 = 8x8 and 64x64 sprites 011 = 16x16 and 32x32 sprites 100 = 16x16 and 64x64 sprites 101 = 32x32 and 64x64 sprites 110 = 16x32 and 32x64 sprites ('undocumented') 111 = 16x32 and 32x32 sprites ('undocumented') nn = Name Select bbb = Name Base Select (Addr>>14) See the section "SPRITES" below for details. Sprite Information
$2102 2 bytes SNES Register (PPU) wl++?- OAMADDL - OAM Address low byte wh++?- OAMADDH - OAM Address high bit and Obj Priority p------b aaaaaaaa p = Obj Priority activation bit When this bit is set, an Obj other than Sprite 0 may be given priority. See the section "SPRITES" below for details. b aaaaaaaa = OAM address This can be thought of in two ways, depending on your conception of OAM. If you consider OAM as a 544-byte table, baaaaaaaa is the word address into that table. If you consider OAM to be a 512-byte table and a 32-byte table, b is the table selector and aaaaaaaa is the word address in the table. See the section "SPRITES" below for details. The internal OAM address is invalidated when scanlines are being rendered. This invalidation is deterministic, but we do not know how it is determined. Thus, the last value written to these registers is reloaded into the internal OAM address at the beginning of V-Blank if that occurs outside of a force-blank period. This is known as 'OAM reset'. 'OAM reset' also occurs on certain writes to $2100. Writing to either $2102 or $2103 resets the entire internal OAM Address to the values last written to this register. E.g., if you set $104 to this register, write 4 bytes, then write $1 to $2103, the internal OAM address will point to word 4, not word 6. Sprite Information
$2104 1 byte SNES Register (PPU) wb++-- OAMDATA - Data for OAM write dddddddd Note that OAM writes are done in an odd manner, in particular the low table of OAM is not affected until the high byte of a word is written (however, the high table is affected immediately). Thus, if you set the address, then alternate writes and reads, OAM will never be affected until you reach the high table! Similarly, if you set the address to 0, then write 1, 2, read, then write 3, OAM will end up as "01 02 01 03", rather than "01 02 xx 03" as you might expect. Technically, this register CAN be written during H-blank (and probably mid-scanline as well). However, due to OAM address invalidation, the actual OAM byte written will probably not be what you expect. Note that writing during force-blank will only work as expected if that force-blank was begun during V-Blank, or (probably) if $2102/3 have been reset during that force-blank period. See the section "SPRITES" below for details. Sprite Information
$2105 1 byte SNES Register (PPU) wb+++- BGMODE - BG Mode and Character Size DCBAemmm A/B/C/D = BG character size for BG1/BG2/BG3/BG4 If the bit is set, then the BG is made of 16x16 tiles. Otherwise, 8x8 tiles are used. However, note that Modes 5 and 6 always use 16-pixel wide tiles, and Mode 7 always uses 8x8 tiles. See the section "BACKGROUNDS" below for details. mmm = BG Mode e = Mode 1 BG3 priority bit Mode BG depth OPT Priorities 1 2 3 4 Front -> Back -=-------=-=-=-=----=---============--- 0 2 2 2 2 n 3AB2ab1CD0cd 1 4 4 2 n 3AB2ab1C 0c * if e set: C3AB2ab1 0c 2 4 4 y 3A 2B 1a 0b 3 8 4 n 3A 2B 1a 0b 4 8 2 y 3A 2B 1a 0b 5 4 2 n 3A 2B 1a 0b 6 4 y 3A 2 1a 0 7 8 n 3 2 1a 0 7+EXTBG 8 7 n 3 2B 1a 0b "OPT" means "Offset-per-tile mode". For the priorities, numbers mean sprites with that priority. Letters correspond to BGs (A=1, B=2, etc), with upper/lower case indicating tile priority 1/0. See the section "BACKGROUNDS" below for details. Mode 7's EXTBG mode allows you to enable BG2, which uses the same tilemap and character data as BG1 but interprets bit 7 of the pixel data as a priority bit. BG2 also has some oddness to do with some of the per-BG registers below. See the Mode 7 section under BACKGROUNDS for details.
$2106 1 byte SNES Register (PPU) wb+++- MOSAIC - Screen Pixelation xxxxDCBA A/B/C/D = Affect BG1/BG2/BG3/BG4 xxxx = pixel size, 0=1x1, F=16x16 The mosaic filter goes over the BG and covers each x-by-x square with the upper-left pixel of that square, with the top of the first row of squares on the 'starting scanline'. If this register is set during the frame, the 'starting scanline' is the current scanline, otherwise it is the first visible scanline of the frame. I.e. if even scanlines are completely red and odd scanlines are completely blue, setting the xxxx=1 mid-frame will make the rest of the screen either completely red or completely blue depending on whether you set xxxx on an even or an odd scanline. XXX: It seems that writing the same value to this register does not reset the 'starting scanline', but which changes do reset it? Note that mosaic is applied after scrolling, but before any clip windows, color windows, or math. So the XxX block can be partially clipped, and it can be mathed as normal with a non-mosaiced BG. But scrolling can't make it partially one color and partially another. Modes 5-6 should 'double' the expansion factor to expand half-pixels. This actually makes xxxx=0 have a visible effect, since the even half-pixels (usually on the subscreen) hide the odd half-pixels. The same thing happens vertically with interlace mode. Mode 7, of course, is weird. BG1 mosaics about like normal, as long as you remember that the Mode 7 transformations have no effect on the XxX blocks. BG2 uses bit A to control 'vertical mosaic' and bit B to control 'horizontal mosaic', so you could be expanding over 1xX, Xx1, or XxX blocks. This can get really interesting as BG1 still uses bit A as normal, so you could have the BG1 pixels expanded XxX with high-priority BG2 pixels expanded 1xX on top of them. See the section "BACKGROUNDS" below for details. Background Information
$2107 4 bytes SNES Register (PPU) wb++?- BG1SC - BG1 Tilemap Address and Size wb++?- BG2SC - BG2 Tilemap Address and Size wb++?- BG3SC - BG3 Tilemap Address and Size wb++?- BG4SC - BG4 Tilemap Address and Size aaaaaayx aaaaaa = Tilemap address in VRAM (Addr>>10) x = Tilemap horizontal mirroring y = Tilemap veritcal mirroring All tilemaps are 32x32 tiles. If x and y are both unset, there is one tilemap at Addr. If x is set, a second tilemap follows the first that should be considered "to the right of" the first. If y is set, a second tilemap follows the first that should be considered "below" the first. If both are set, then a second follows "to the right", then a third "below", and a fourth "below and to the right". See the section "BACKGROUNDS" below for more details. Background Information
$210B 2 bytes SNES Register (PPU) wb++?- BG12NBA - BG1 and 2 Chr Address wb++?- BG34NBA - BG3 and 4 Chr Address bbbbaaaa aaaa = Base address for BG1/3 (Addr>>13) bbbb = Base address for BG2/4 (Addr>>13) See the section "BACKGROUNDS" below for details. Background Information
$210D 4 bytes SNES Register (PPU) ww+++- BG1HOFS - BG1 Horizontal Scroll
ww+++- M7HOFS - Mode 7 BG Horizontal Scroll
ww+++- BG1VOFS - BG1 Vertical Scroll
ww+++- M7VOFS - Mode 7 BG Vertical Scroll
------xx xxxxxxxx
---mmmmm mmmmmmmm

x = The BG offset, 10 bits.
m = The Mode 7 BG offset, 13 bits two's-complement signed.

These are actually two registers in one (or would that be "4 registers
in 2"?). Anyway, writing $210d will write both BG1HOFS which works
exactly like the rest of the BGnxOFS registers below ($210f-$2114), and
M7HOFS which works with the M7* registers ($211b-$2120) instead.

Modes 0-6 use BG1xOFS and ignore M7xOFS, while Mode 7 uses M7xOFS and
ignores BG1HOFS. See the appropriate sections below for details, and
note the different formulas for BG1HOFS versus M7HOFS.
$210F 6 bytes SNES Register (PPU) ww+++- BG2HOFS - BG2 Horizontal Scroll ww+++- BG2VOFS - BG2 Vertical Scroll ww+++- BG3HOFS - BG3 Horizontal Scroll ww+++- BG3VOFS - BG3 Vertical Scroll ww+++- BG4HOFS - BG4 Horizontal Scroll ww+++- BG4VOFS - BG4 Vertical Scroll ------xx xxxxxxxx Note that these are "write twice" registers, first the low byte is written then the high. Current theory is that writes to the register work like this: BGnHOFS = (Current<<8) | (Prev&~7) | ((Reg>>8)&7); Prev = Current; or BGnVOFS = (Current<<8) | Prev; Prev = Current; Note that there is only one Prev shared by all the BGnxOFS registers. This is NOT shared with the M7* registers (not even M7xOFS and BG1xOFS). x = The BG offset, at most 10 bits (some modes effectively use as few as 8). Note that all BGs wrap if you try to go past their edges. Thus, the maximum offset value in BG Modes 0-6 is 1023, since you have at most 64 tiles (if x/y of BGnSC is set) of 16 pixels each (if the appropriate bit of BGMODE is set). Horizontal scrolling scrolls in units of full pixels no matter if we're rendering a 256-pixel wide screen or a 512-half-pixel wide screen. However, vertical scrolling will move in half-line increments if interlace mode is active. See the section "BACKGROUNDS" below for details. Background Information
$2115 1 byte SNES Register (PPU) wb++?- VMAIN - Video Port Control i---mmii i = Address increment mode: 0 => increment after writing $2118/reading $2139 1 => increment after writing $2119/reading $213a Note that a word write stores low first, then high. Thus, if you're storing a word value to $2118/9, you'll probably want to set 1 here. ii = Address increment amount 00 = Normal increment by 1 01 = Increment by 32 10 = Increment by 128 11 = Increment by 128 mm = Address remapping 00 = No remapping 01 = Remap addressing aaaaaaaaBBBccccc => aaaaaaaacccccBBB 10 = Remap addressing aaaaaaaBBBcccccc => aaaaaaaccccccBBB 11 = Remap addressing aaaaaaBBBccccccc => aaaaaacccccccBBB The "remap" modes basically implement address translation. If $2116/7 are set to #$0003, then word address #$0018 will be written instead, and $2116/7 will be incremented to $0004.
$2116 2 bytes SNES Register (PPU) wl++?- VMADDL - VRAM Address low byte wh++?- VMADDH - VRAM Address high byte aaaaaaaa aaaaaaaa This sets the address for $2118/9 and $2139/a. Note that this is a word address, not a byte address! See the sections "BACKGROUNDS" and "SPRITES" below for details. Background Information Sprite Information
$2118 2 bytes SNES Register (PPU) wl++-- VMDATAL - VRAM Data Write low byte wh++-- VMDATAH - VRAM Data Write high byte xxxxxxxx xxxxxxxx This writes data to VRAM. The writes take effect immediately(?), even if no increment is performed. The address is incremented when one of the two bytes is written; which one depends on the setting of bit 7 of register $2115. Keep in mind the address translation bits of $2115 as well. The interaction between these registers and $2139/a is unknown. See the sections "BACKGROUNDS" and "SPRITES" below for details. Background Information Sprite Information
$211A 1 byte SNES Register (PPU) wb++?- M7SEL - Mode 7 Settings rc----yx r = Playing field size: When clear, the playing field is 1024x1024 pixels (so the tilemap completely fills it). When set, the playing field is much larger, and the 'empty space' fill is controlled by bit 6. c = Empty space fill, when bit 7 is set: 0 = Transparent. 1 = Fill with character 0. Note that the fill is matrix transformed like all other Mode 7 tiles. x/y = Horizontal/Veritcal mirroring. If the bit is set, flip the 256x256 pixel 'screen' in that direction. See the section "BACKGROUNDS" below for details. Background Information
$211B 4 bytes SNES Register (PPU) ww+++- M7A - Mode 7 Matrix A (also used with $2134/6) ww+++- M7B - Mode 7 Matrix B (also used with $2134/6) ww+++- M7C - Mode 7 Matrix C ww+++- M7D - Mode 7 Matrix D aaaaaaaa aaaaaaaa Note that these are "write twice" registers, first the low byte is written then the high. Current theory is that writes to the register work like this: Reg = (Current<<8) | Prev; Prev = Current; Note that there is only one Prev shared by all these registers. This Prev is NOT shared with the BGnxOFS registers, but it IS shared with the M7xOFS registers. These set the matrix parameters for Mode 7. The values are an 8-bit fixed point, i.e. the value should be divided by 256.0 when used in calculations. See below for more explanation. The product A*(B>>8) may be read from registers $2134/6. There is supposedly no important delay. It may not be operative during Mode 7 rendering. See the section "BACKGROUNDS" below for details. Background Information
$211F 2 bytes SNES Register (PPU) ww+++- M7X - Mode 7 Center X ww+++- M7Y - Mode 7 Center Y ---xxxxx xxxxxxxx Note that these are "write twice" registers, like the other M7* registers. See above for the write semantics. The value is 13 bit two's-complement signed. The matrix transformation formula is: [ X ] [ A B ] [ SX + M7HOFS - CX ] [ CX ] [ ] = [ ] * [ ] + [ ] [ Y ] [ C D ] [ SY + M7VOFS - CY ] [ CY ] Note: SX/SY are screen coordinates. X/Y are coordinates in the playing field from which the pixel is taken. If $211a bit 7 is clear, the result is then restricted to 0<=X<=1023 and 0<=Y<=1023. If $211a bits 6 and 7 are both set and X or Y is less than 0 or greater than 1023, use the low 3 bits of each to choose the pixel from character 0. The bit-accurate formula seems to be something along the lines of: #define CLIP(a) (((a)&0x2000)?((a)|~0x3ff):((a)&0x3ff)) X[0,y] = ((A*CLIP(HOFS-CX))&~63) + ((B*y)&~63) + ((B*CLIP(VOFS-CY))&~63) + (CX<<8) Y[0,y] = ((C*CLIP(HOFS-CX))&~63) + ((D*y)&~63) + ((D*CLIP(VOFS-CY))&~63) + (CY<<8) X[x,y] = X[x-1,y] + A Y[x,y] = Y[x-1,y] + C (In all cases, X[] and Y[] are fixed point with 8 bits of fraction) See the section "BACKGROUNDS" below for details. Background Information
$2121 1 byte SNES Register (PPU) wb+++- CGADD - CGRAM Address cccccccc This sets the word address (i.e. color) which will be affected by $2122 and $213b.
$2122 1 byte SNES Register (PPU) ww+++- CGDATA - CGRAM Data write -bbbbbgg gggrrrrr This writes to CGRAM, effectively setting the palette colors. Accesses to CGRAM are handled just like accesses to the low table of OAM, see $2104 for details. Note that the color values are stored in BGR order.
$2123 3 bytes SNES Register (PPU) wb+++- W12SEL - Window Mask Settings for BG1 and BG2 wb+++- W34SEL - Window Mask Settings for BG3 and BG4 wb+++- WOBJSEL - Window Mask Settings for OBJ and Color Window ABCDabcd c = Enable window 1 for BG1/BG3/OBJ a = Enable window 2 for BG1/BG3/OBJ C/A = Enable window 1/2 for BG2/BG4/Color When the bit is set, the corresponding window will affect the corresponding background (subject to the settings of $212e/f). d = Window 1 Inversion for BG1/BG3/OBJ b = Window 2 Inversion for BG1/BG3/OBJ D/B = Window 1/2 Inversion for BG2/BG4/Color When the bit is set, "W" should be replaced by "~W" (not-W) in the window combination formulae below. See the section "WINDOWS" below for more details. Windowing Information
$2126 4 bytes SNES Register (PPU) wb+++- WH0 - Window 1 Left Position wb+++- WH1 - Window 1 Right Position wb+++- WH2 - Window 2 Left Position wb+++- WH3 - Window 2 Right Position xxxxxxxx These set the offset of the appropriate edge of the appropriate window. Note that if the left edge is greater than the right edge, the window is considered to have no range at all (and thus "W" always is false). See the section "WINDOWS" below for more details. Windowing Information
$212A 2 bytes SNES Register (PPU) wb+++- WBGLOG - Window mask logic for BGs 44332211 wb+++- WOBJLOG - Window mask logic for OBJs and Color Window ----ccoo 44/33/22/11/oo/cc = Mask logic for BG1/BG2/BG3/BG4/OBJ/Color This specified the window combination method, using standard boolean operators: 00 = OR 01 = AND 10 = XOR 11 = XNOR Consider two variables, W1 and W2, which are true for pixels between the appropriate left and right bounds as set in $2126-$2129 and false otherwise. Then, you have the following possibilities: (replace "W#" with "~W#", depending on the Inversion settings of $2123-$2125) Neither window enabled => nothing masked. One window enabled => Either W1 or W2, as appropriate. Both windows enabled => W1 op W2, where "op" is as above. Where the function is true, the BG will be masked. See the section "WINDOWS" below for more details. Windowing Information
$212C 2 bytes SNES Register (PPU) wb+++- TM - Main Screen Designation wb+++- TS - Subscreen Designation ---o4321 1/2/3/4/o = Enable BG1/BG2/BG3/BG4/OBJ for display on the main (or sub) screen. See the section "BACKGROUNDS" below for details. Background Information
$212E 2 bytes SNES Register (PPU) wb+++- TMW - Window Mask Designation for the Main Screen wb+++- TSW - Window Mask Designation for the Subscreen ---o4321 1/2/3/4/o = Enable window masking for BG1/BG2/BG3/BG4/OBJ on the main (or sub) screen. See the section "BACKGROUNDS" below for details. Background Information
$2130 1 byte SNES Register (PPU) wb+++- CGWSEL - Color Addition Select ccmm--sd cc = Clip colors to black before math 00 => Never 01 => Outside Color Window only 10 => Inside Color Window only 11 => Always mm = Prevent color math 00 => Never 01 => Outside Color Window only 10 => Inside Color Window only 11 => Always s = Add subscreen (instead of fixed color) d = Direct color mode for 256-color BGs See the sections "BACKGROUNDS", "WINDOWS", and "RENDERING THE SCREEN" below for details. Background Information Windowing Information Rendering the Screen
$2131 1 byte SNES Register (PPU) wb+++- CGADSUB - Color math designation shbo4321 s = Add/subtract select 0 => Add the colors 1 => Subtract the colors h = Half color math. When set, the result of the color math is divided by 2 (except when $2130 bit 1 is set and the fixed color is used, or when color is cliped). 4/3/2/1/o/b = Enable color math on BG1/BG2/BG3/BG4/OBJ/Backdrop See the sections "BACKGROUNDS", "WINDOWS", and "RENDERING THE SCREEN" below for details. Background Information Windowing Information Rendering the Screen
$2132 1 byte SNES Register (PPU) wb+++- COLDATA - Fixed Color Data bgrccccc b/g/r = Which color plane(s) to set the intensity for. ccccc = Color intensity. So basically, to set an orange you'd do something along the lines of: LDA #$3f STA $2132 LDA #$4f STA $2132 LDA #$80 STA $2132 See the sections "BACKGROUNDS" and "WINDOWS" below for details. Background Information Windowing Information
$2133 1 byte SNES Register (PPU) wb+++- SETINI - Screen Mode/Video Select se--poIi s = "External Sync". Used for superimposing "sfx" graphics, whatever that means. Usually 0. Not much is known about this bit. Interestingly, the SPPU chip has a pin named "EXTSYNC" (or not-EXTSYNC, since it has a bar over it) which is tied to Vcc. e = Mode 7 EXTBG ("Extra BG"). When this bit is set, you may enable BG2 on Mode 7. BG2 uses the same tile and character data as BG1, but interprets the high bit of the color data as a priority for the pixel. Various sources report additional effects for this bit, possibly related to bit 7. For example, "Enable the Data Supplied From the External Lsi.", whatever that means. Of course, maybe that's a typo and it's supposed to apply to bit 7 instead. p = Enable pseudo-hires mode. This creates a 512-pixel horizontal resolution by taking pixels from the subscreen for the even-numbered pixels (zero based) and from the main screen for the odd-numbered pixels. Color math behaves just as with Mode 5/6 hires. The interlace bit still has no effect. Mosaic operates as normal (not like Mode 5/6). The 'subscreen' pixel is clipped (by windows) when the main-screen pixel to the LEFT is clipped, not when the one to the RIGHT is clipped as you'd expect. What happens with pixel column 0 is unknown. Enabling this bit in Modes 5 or 6 has no effect. o = Overscan mode. When set, 239 lines will be displayed instead of the normal 224. This also means V-Blank will occur that much later, and be shorter. All that happens is that extra lines get added to the display, and it seems the TV will like to move the display up 8 pixels. See below for more details. I = OBJ Interlace. When set regardless of BG mode, the OBJ will be interlaced (see bit 0 below), and thus will appear half-height. Note that this only controls whether obj are drawn as normal or not; the interlace signal is only output to the TV based on bit 0 below. i = Screen interlace. When set in BG mode 5 (and probably 6), the effective screen height will be 448 (or 478) pixles, rather than 224 (or 239). When set in any other mode, the screen will just get a bit jumpy. However, toggling the tilemap each field would simulate the increased screen height (much like pseudo-hires simulares hires). In hardware, setting this bit makes the SNES output a normal interlace signal rather than always forcing one frame. See the sections "BACKGROUNDS" and "SPRITES" below for details. Overscan: The bit only matters at the very end of the frame, if you change the setting on line 0xE0 before the normal NMI trigger point then it's the same as if you had it on all frame. Note that this affects both the NMI trigger point and when HDMA stops for the frame. If you turn the bit off at the very beginning of scanline X (for 0xE1<=X<=0xF0), NMI will occur on line X and the last HDMA transfer will occur on line X-1. However, on my TV at least, the display will remain in the normal no-overscan position for lines E1-EC, it will move up only one pixel for line ED, and it will lose vertical sync for lines EF-F4! Turning the bit on, only line E1 gives any effect: NMI will occur on line E2, although the last HDMA will still occur on line E0. Anything else acts like you left the bit off the whole time. Note, however, that if you wait too long after the beginning of the scanline then you will get no effect. Even if there is no visible effect, the overscan setting still affects VRAM writes. In particular, executing "LDA #'-' / STA $2118 / LDA r2133 / STA $2133 / LDA #'+' / STA $2118" during the E1-F0 period will write only + or only - to VRAM, depending on whether the overscan bit was set to 0 or 1. Background Information Sprite Information
$2134 3 bytes SNES Register (PPU) r l+++? MPYL - Multiplication Result low byte r m+++? MPYM - Multiplication Result middle byte r h+++? MPYH - Multiplication Result high byte xxxxxxxx xxxxxxxx xxxxxxxx This is the 2's compliment product of the 16-bit value written to $211b and the 8-bit value most recently written to $211c. There is supposedly no important delay. It may not be operative during Mode 7 rendering.
$2137 1 byte SNES Register (PPU) b++++ SLHV - Software Latch for H/V Counter -------- When read, the H/V counter (as read from $213c and $213d) will be latched to the current X and Y position if bit 7 of $4201 is set. The data actually read is open bus.
$2138 1 byte SNES Register (PPU) r w++?- OAMDATAREAD* - Data for OAM read xxxxxxxx OAM reads are straightforward: the current byte as set in $2102/3 and incremented by reads from this register and writes to $2104 will be returned. Note that writes to the lower table are not affected so logically. See register $2104 and the section "SPRITES" below for details. Also, note that OAM address invalidation probably affects the address read by this register as well.
$2139 2 bytes SNES Register (PPU) r l++?- VMDATALREAD* - VRAM Data Read low byte r h++?- VMDATAHREAD* - VRAM Data Read high byte xxxxxxxx xxxxxxxx Simply, this reads data from VRAM. The address is incremented when either $2139 or $213a is read, depending on the setting of bit 7 of $2115. Actually, the reading is more complex. When either of these registers is read, the appropriate byte from a word-sized buffer is returned. A word from VRAM is loaded into this buffer just *before* the VRAM address is incremented. The actual data read and the amount of the increment depend on the low 4 bits of $2115. The effect of this is that a 'dummy read' is required after setting $2116-7 before you start getting the actual data. The interaction between these registers and $2118/9 is unknown. See the sections "BACKGROUNDS" and "SPRITES" below for details. Background Information Sprite Information
$213B 1 byte SNES Register (PPU) r w++?- CGDATAREAD* - CGRAM Data read -bbbbbgg gggrrrrr This reads from CGRAM. Accesses to CGRAM are handled just like accesses to the low table of OAM, see $2138 for details. Note that the color values are stored in BGR order. The '-' bit is PPU2 Open Bus.
$213C 2 bytes SNES Register (PPU) r w++++ OPHCT - Horizontal Scanline Location r w++++ OPVCT - Vertical Scanline Location -------x xxxxxxxx These values are latched by reading $2137 when bit 7 of $4201 is set, or by clearing-and-setting bit 7 of $4201 either by writing $4201 or by pin 6 of Controller Port 2 (the latch occurs on the 1->0 transition). Note that the value read is only 9 bits: bits 1-7 of the high byte are PPU2 Open Bus. Each register keeps seperate track of whether to return the low or high byte. The high/low selector is reset to 'low' when $213f is read (the selector is NOT reset when the counter is latched). H Counter values range from 0 to 339, with 22-277 being visible on the screen. V Counter values range from 0 to 261 in NTSC mode (262 is possible every other frame when interlace is active) and 0 to 311 in PAL mode (312 in interlace?), with 1-224 (or 1-239(?) if overscan is enabled) visible on the screen.
$213E 1 byte SNES Register (PPU) r b++++ STAT77 - PPU Status Flag and Version trm-vvvv t = Time Over Flag. If more than 34 sprite-tiles (e.g. a 16x16 sprite has 2 sprite-tiles) were encountered on a single line, this flag will be set. The flag is reset at the end of V-Blank. See the section "SPRITES" below for details. r = Range Over Flag. If more than 32 sprites were encountered on a single line, this flag will be set. The flag is reset at the end of V-Blank. See the section "SPRITES" below for details. Note that the above two flags are set whether or not OBJ are actually enabled at the time. m = "Master/slave mode select". Little is known about this bit. Current theory is that it indicates the status of the "MASTER" pin on the S-PPU chip, which in the normal SNES is always Gnd. We always seem to read back 0 here. vvvv = 5c77 chip version number. So far, we've only encountered version 1. The '-' bit is PPU Open Bus. Sprite Information
$213F 1 byte SNES Register (PPU) r b++++ STAT78 - PPU Status Flag and Version fl-pvvvv f = Interlace Field. This will toggle every V-Blank. l = External latch flag. When the PPU counters are latched, this flag gets set. The flag is reset on read, but only when $4201 bit 7 is set. p = NTSC/Pal Mode. If this is a PAL SNES, this bit will be set, otherwise it will be clear. vvvv = 5C78 chip version number. So far, we've encountered at least 2 and 3. Possibly 1 as well. The '-' bit is PPU2 Open Bus. Note: as a side effect of reading this register, the high/low byte selector for $213c/d is reset to 'low'.
$2140 4 bytes SNES Register (APU) rwb++++ APUIO0 - APU I/O register 0 rwb++++ APUIO1 - APU I/O register 1 rwb++++ APUIO2 - APU I/O register 2 rwb++++ APUIO3 - APU I/O register 3 xxxxxxxx These registers are used in communication with the SPC700. Note that the value written here is not the value read back. Rather, the value written shows up in the SPC700's registers $f4-7, and the values written to those registers by the SPC700 are what you read here. If the SPC700 writes the register during a read, the value read will be the logical OR of the old and new values. The exact cycles during which the 'read' actually occurs is not known, although a good guess would be some portion of the final 3 master cycles of the 6-cycle memory access. Note that these registers are mirrored throughout the range $2140-$217f.
$2180 1 byte SNES Register (Hardware) rwb++++ WMDATA - WRAM Data read/write xxxxxxxx This register reads to or writes from the WRAM address set in $2181-3. The address is then incremented. The effect of mixed reads and writes is unknown, but it is suspected that they are handled logically. Note that attempting a DMA from WRAM to this register will not work, WRAM will not be written. Attempting a DMA from this register to WRAM will similarly not work, the value written is (initially) the Open Bus value. In either case, the address in $2181-3 is not incremented.
$2181 3 bytes SNES Register (Hardware) wl++++ WMADDL - WRAM Address low byte wm++++ WMADDM - WRAM Address middle byte wh++++ WMADDH - WRAM Address high bit -------x xxxxxxxx xxxxxxxx This is the address that will be read or written by accesses to $2180. Note that WRAM is also mapped in the SNES memory space from $7E:0000 to $7F:FFFF, and from $0000 to $1FFF in banks $00 through $3F and $80 through $BF. Verious docs indicate that these registers may be read as well as written. However, they are wrong. These registers are open bus. DMA from WRAM to these registers has no effect. Otherwise, however, DMA writes them as normal. This means you could use DMA mode 4 to $2180 and a table in ROM to write any sequence of RAM addresses. The value does not wrap at page boundaries on increment.
$3000 2 bytes Super FX Register Default Source/Destination Register (R0)
$3002 2 bytes Super FX Register X coordinate for PLOT instruction (R1)
$3004 2 bytes Super FX Register Y coordinate for PLOT instruction (R2)
$3006 2 bytes Super FX Register General purpose register (R3)
$3008 2 bytes Super FX Register Lower 16 bits of result from LMULT instruction (R4)
$300A 2 bytes Super FX Register General purpose register (R5)
$300C 2 bytes Super FX Register Multiplier for FMULT and LMULT instructions (R6)
$300E 2 bytes Super FX Register Source 1 (fixed point texel X position) for MERGE instruction (R7)
$3010 2 bytes Super FX Register Source 2 (fixed point texel Y position) for MERGE instruction (R8)
$3012 2 bytes Super FX Register General purpose register (R9)
$3014 2 bytes Super FX Register General purpose register, commonly used as stack pointer (R10)
$3016 2 bytes Super FX Register Destination for LINK instruction (R11)
$3018 2 bytes Super FX Register Counter for LOOP instruction (R12)
$301A 2 bytes Super FX Register Branch for LOOP instruction (R13)
$301C 2 bytes Super FX Register ROM Address Pointer for GETB, GETBH, GETBL, GETBS (R14)
$301E 2 bytes Super FX Register Program Counter (R15)
$3030 2 bytes Super FX Register Status/Flag Register: Indicates the status of the Super FX. I--BHL21 -RGVNCZ- I = IRQ, set to 1 when Super FX caused an interrupt. Set to 0 when read by 65c816. B = Set to 1 when the WITH instruction is executed H = Immediate higher 8-bit flag L = Immediate lower 8-bit flag 2 = ALT2 mode set-up flag for the next instruction 1 = ALT1 mode set-up flag for the next instruction R = Set to 1 when reading ROM using R14 address G = Go flag, set to 1 when the Super FX is running V = Overflow flag N = Negative flag C = Carry flag Z = Zero flag
$3032 1 byte Super FX Register Unused.
$3033 1 byte Super FX Register Backup RAM Register: Makes sure the data at banks $78-$79 gets protected (or not) for writing, write-only.
$3034 1 byte Super FX Register Program Bank Register: Specifies the memory bank register to be accessed. Usually changed with the LJMP instruction.
$3035 1 byte Super FX Register Unused.
$3036 1 byte Super FX Register ROM Bank Register: When using the ROM buffering system, this register specifies the bank of the game pak ROM being copied into the buffer. The ROMB instruction is the general method used to change this register.
$3037 1 byte Super FX Register Control Flags Config Register: Selects the operating speed of the multiplier in the Super FX and sets up a mask for the interrupt signal, write-only. I-0----- I = IRQ, normal or masked 0 = MS, standard or high-speed. Should be set to 0 if the Super FX is running at 21 MHz (see $3039).
$3038 1 byte Super FX Register Screen Base Register: This register sets the starting address of the graphics storage area. It is written to directly, rather than through a specific instruction.
$3039 1 byte Super FX Register Clock Speed Register: This register assigns the Super FX operating frequency, write-only. 10.7 MHz or 21.4 MHz depending on bit 0.
$303A 1 byte Super FX Register Screen Mode Register: Specifies the color gradient and screen height during PLOT processing and controls ROM and RAM bus assignments, write-only. --HRWhMm Hh = Screen Height 00 = 128 pixels 01 = 160 pixels 10 = 192 pixels 11 = OBJ Mode R = Game Pak ROM Access - RON 0 = SNES 1 = Super FX W = Game Pak Work RAM Access - RAN 0 = SNES 1 = Super FX Mm = Color Mode 00 = 4 colors 01 = 16 colors 10 = Not used 11 = 256 colors
$303B 1 byte Super FX Register Version Code Register: Checks for the version of the Super FX chip, read-only.
$303C 1 byte Super FX Register RAM Bank Register: When writing between the game WRAM and the Super FX registers, this register specifies the bank of the Game Pak RAM being used. The RAMB instruction is the general method used to change this register. Only one bit is used to set the RAM bank to $70 or $71.
$303D 1 byte Super FX Register Unused.
$303E 2 bytes Super FX Register Cache Base Register: This register specifies the address of either the Game Pak ROM or WRAM where data will be loaded from into the cache. Both the LJMP and CACHE instructions are accepted ways to change this register.
$3100 512 bytes Super FX Register Instruction cache, about 3 times faster than ROM and RAM.
$4016 2 bytes SNES Register (Controller) rwb++++ JOYSER0 - NES-style Joypad Access Port 1 Rd: ------ca Wr: -------l r?b++++ JOYSER1 - NES-style Joypad Access Port 2 ---111db These registers basically have a direct connection to the controller ports on the front of the SNES. l = Writing this bit controlls the Latch line of both controller ports. When 1 is set, the Latch goes high (or is it low? At any rate, whichever one makes the pads latch their state). When cleared, the Latch goes the other way. a/b = These bits return the state of the Data1 line. c/d = These bits return the state of the Data2 line. Reading $4016 drives the Clock line of Controller Port 1 low. The SNES then reads the Data1 and Data2 lines, and Clock is set back to high. $4017 does the same for Port 2. Note the 1-bits in $4017: the CPU chip has pins for these bits, but these pins are tied to Gnd and thus always 1. Data for normal joypads is returned in the order: B, Y, Select, Start, Up, Down, Left, Right, A, X, L, R, 0, 0, 0, 0, then ones until latched again. Note that Auto-Joypad Read (see register $4200) will effectively write 1 then 0 to bit 'l', then read 16 times from both $4016 and $4017. The 'a' bits will end up in $4218/9, with the first bit read (e.g. the B button) in bit 15 of the word. Similarly, the 'b' bits end up in $421a/b, the 'c' bits in $42c/d, and the 'd' bits in $421e/f. Any further bits the device may return may be read from $4016/$4017 as normal. The effect of reading these during auto-joypad read is unknown. See the section "CONTROLLERS" below for details. Controller Information
$4200 1 byte SNES Register (Hardware) wb+++? NMITIMEN - Interrupt Enable Flags n-yx---a n = Enable NMI. If clear, NMI will not occur. If set, NMI will fire just after the start of V-Blank. NMI fires shortly after the V Counter reaches $E1 (or presumably $F0 if overscan is enabled, see register $2133). x/y = IRQ enable. 0/0 = No IRQ will occur 0/1 = An IRQ will occur sometime just after the V Counter reaches the value set in $4209/$420A. 1/0 = An IRQ will occur sometime just after the H Counter reaches the value set in $4207/$4208. 1/1 = An IRQ will occur sometime just after the H Counter reaches the value set in $4207/$4208 when V Counter equals the value set in $4209/$420A. a = Auto-Joypad Read Enable. When set, the registers $4218-$421F will be updated at about V Counter = $E3 (or presumably $F2). Some games try to read this register. However, they work only because open bus behavior gives them values they expect. This register is initialized to $00 on power on or reset.
$4201 1 byte SNES Register (Hardware) wb++++ WRIO - Programmable I/O port (out-port) abxxxxxx This is basically just an 8-bit I/O Port. 'b' is connected to pin 6 of Controller Port 1. 'a' is connected to pin 6 of Controller Port 2, and to the PPU Latch line. Thus, writing a 0 then a 1 to bit 'a' will latch the H and V Counters much like reading $2137 (the latch happens on the transition to 0). When bit 'a' is 0, no latching can occur. Any other effects of this register are unknown. See $4213 for the I half of the I/O Port. Note that the IO Port is initialized as if this register were written with all 1-bits at power up, unchanged on reset(?).
$4202 2 bytes SNES Register (Hardware) wb++++ WRMPYA - Multiplicand A wb++++ WRMPYB - Multiplicand B mmmmmmmm Write $4202, then $4203. 8 "machine cycles" (probably 48 master cycles) after $4203 is set, the product may be read from $4216/7. $4202 will not be altered by this process, thus a new value may be written to $4203 to perform another multiplication without resetting $4202. The multiplication is unsigned. $4202 holds the value $ff on power on and is unchanged on reset.
$4204 3 bytes SNES Register (Hardware) wl++++ WRDIVL - Dividend C low byte wh++++ WRDIVH - Dividend C high byte dddddddd dddddddd wb++++ WRDIVB - Divisor B bbbbbbbb Write $4204/5, then $4206. 16 "machine cycles" (probably 96 master cycles) after $4206 is set, the quotient may be read from $4214/5, and the remainder from $4216/7. Presumably, $4204/5 are not altered by this process, much like $4202. The division is unsigned. Division by 0 gives a quotient of $FFFF and a remainder of C. WRDIV holds the value $ffff on power on and is unchanged on reset.
$4207 2 bytes SNES Register (Hardware) wl++++ HTIMEL - H Timer low byte wh++++ HTIMEH - H Timer high byte -------h hhhhhhhh If bit 4 of $4200 is set and bit 5 is clear, an IRQ will fire every scanline when the H Counter reaches the value set here. If bits 4 and 5 are both set, the IRQ will fire only when the V Counter equals the value set in $4209/a. Note that the H Counter ranges from 0 to 339, thus greater values will result in no IRQ firing. HTIME is initialized to $1ff on power on, unchanged on reset.
$4209 2 bytes SNES Register (Hardware) wl++++ VTIMEL - V Timer low byte wh++++ VTIMEH - V Timer high byte -------v vvvvvvvv If bit 5 of $4200 is set and bit 4 is clear, an IRQ will fire just after the V Counter reaches the value set here. If bits 4 and 5 are both set, the IRQ will fire instead when the V Counter equals the value set here and the H Counter reaches the value set in $4207/8. Note that the V Counter ranges from 0 to 261 in NTSC mode (262 is possible every other frame whan interlace is active) and 0 to 311 in PAL mode (312 in interlace?), thus greater values will result in no IRQ firing. VTIME is initialized to $1ff on power on, unchanged on reset.
$420B 1 byte SNES Register (DMA) wb++++ MDMAEN - DMA Enable 76543210 7/6/5/4/3/2/1/0 = Enable the selected DMA channels. The CPU will be paused until all DMAs complete. DMAs will be executed in order from 0 to 7 (?). See registers $43x0-$43xA for more details. If HDMA (init or transfer) occurs while a DMA is in progress, the DMA will be paused for the duration. If the HDMA happens to involve the current DMA channel, the DMA will be immediately terminated and the HDMA will progress using the then-current values of the registers. Other DMA channels will be unaffected. This register is initialized to $00 on power on or reset. See the section "DMA AND HDMA" below for more information. DMA and HDMA Information
$420C 1 byte SNES Register (DMA) wb++++ HDMAEN - HDMA Enable 76543210 7/6/5/4/3/2/1/0 = Enable the selected HDMA channels. HDMAs will be executed in order from 0 to 7 (?). See registers $43x0-$43xA for more details. If HDMA (init or transfer) occurs while a DMA is in progress, the DMA will be paused for the duration. If the HDMA happens to involve the current DMA channel, the DMA will be immediately terminated and the HDMA will progress using the then-current values of the registers. Other DMA channels will be unaffected. Note that enabling a channel mid-frame will begin HDMA at the next HDMA point. However, the HDMA register initialization only occurs before the HDMA point on scanline 0, so those registers will have to be initialized by hand before enabling HDMA. A channel that has already terminated for the frame cannot be restarted in this manner. Writing 0 to a bit will pause an ongoing HDMA; the transfer may be continued by writing 1 to the bit. This register is initialized to $00 on power on or reset. See the section "DMA AND HDMA" below for more information. DMA and HDMA Information
$420D 1 byte SNES Register (Hardware) wb++++ MEMSEL - ROM Access Speed -------f f = FastROM select. The SNES uses a master clock running at about 21.477 MHz (current theory is 1.89e9/88 Hz). By default, the SNES takes 8 master cycles for each ROM access. If this bit is set and ROM is accessed via banks $80-$FF, only 6 master cycles will be used. This register is initialized to $00 on power on (or reset?). See my memory map and timing doc (memmap.txt) for more details. Memory Map and Timings
$4210 1 byte SNES Register (Hardware) r b++++ RDNMI - NMI Flag and 5A22 Version n---vvvv n = NMI Flag. This bit is set at the start of V-Blank (at the moment, we suspect when H-Counter is somewhere between $28 and $4E), and cleared on read or at the end of V-Blank. Supposedly, it is required that this register be read during NMI. Note that this bit is not affected by bit 7 of $4200. vvvv = 5A22 chip version number. So far, we've encountered at least 2, maybe 1 as well. NMI is cleared on power on or reset. The '-' bits are open bus.
$4211 1 byte SNES Register (Hardware) r b++++ TIMEUP - IRQ Flag i------- i = IRQ Flag. This bit is set just after an IRQ fires (at the moment, it seems to have the same delay as the NMI Flag of $4210 has following NMI), and is cleared on read or write. Supposedly, it is required that this register be read during the IRQ handler. If this really is the case, then I suspect that that read is what actually clears the CPU's IRQ line. This register is marked read/write in another doc, with no explanation. IRQ is cleared on power on or reset. The '-' bits are open bus.
$4212 1 byte SNES Register (Hardware) r b++++ HVBJOY - PPU Status vh-----a v = V-Blank Flag. If we're currently in V-Blank, this flag is set, otherwise it is clear. The setting seems to occur at H Counter about $16-$17 when V Counter is $E1, and the clearing at about $1E with V Counter 0. h = H-Blank Flag. If we're currently in H-Blank, this flag is set, otherwise it is clear. The setting seems to occur at H Counter about $121-$122, and the clearing at about $12-$18. a = Auto-Joypad Status. This is set while Auto-Joypad Read is in progress, and cleared when complete. It typically turns on at the start of V-Blank, and completes 3 scanlines later. This register is marked read/write in another doc, with no explanation.
$4213 1 byte SNES Register (Hardware) r b++++ RDIO - Programmable I/O port (in-port) abxxxxxx Reading this register reads data from the I/O Port. The way the I/O Port works, any bit set to 0 in $4201 will be 0 here. Any bit set to 1 in $4201 may be 1 or 0 here, depending on whether any other device connected to the I/O Port has set a 0 to that bit. Bit 'b' is connected to pin 6 of Controller Port 1. Bit 'a' is connected to pin 6 of Controller Port 2, and to the PPU Latch line. See register $4201 for the O side of the I/O Port.
$4214 2 bytes SNES Register (Hardware) r l++++ RDDIVL - Quotient of Divide Result low byte r h++++ RDDIVH - Quotient of Divide Result high byte qqqqqqqq qqqqqqqq Write $4204/5, then $4206. 16 "machine cycles" (probably 96 master cycles) after $4206 is set, the quotient may be read from these registers, and the remainder from $4216/7. The division is unsigned.
$4216 2 bytes SNES Register (Hardware) r l++++ RDMPYL - Multiplication Product or Divide Remainder low byte r h++++ RDMPYH - Multiplication Product or Divide Remainder high byte xxxxxxxx xxxxxxxx Write $4202, then $4203. 8 "machine cycles" (probably 48 master cycles) after $4203 is set, the product may be read from these registers. Write $4204/5, then $4206. 16 "machine cycles" (probably 96 master cycles) after $4206 is set, the quotient may be read from $4214/5, and the remainder from these registers. The multiplication and division are both unsigned.
$4218 8 bytes SNES Register (Controller) r l++++ JOY1L - Controller Port 1 Data1 Register low byte r h++++ JOY1H - Controller Port 1 Data1 Register high byte r l++++ JOY2L - Controller Port 2 Data1 Register low byte r h++++ JOY2H - Controller Port 2 Data1 Register high byte r l++++ JOY3L - Controller Port 1 Data2 Register low byte r h++++ JOY3H - Controller Port 1 Data2 Register high byte r l++++ JOY4L - Controller Port 2 Data2 Register low byte r h++++ JOY4H - Controller Port 2 Data2 Register high byte byetUDLR axlr0000 The bitmap above only applies for joypads, obviously. More generically, Auto Joypad Read effectively sets 1 then 0 to $4016, then reads $4016/7 16 times to get the bits for these registers. a/b/x/y/l/r/e/t = A/B/X/Y/L/R/Select/Start button status. U/D/L/R = Up/Down/Left/Right control pad status. Note that only one of L/R and only one of U/D may be set, due to the pad hardware. These registers are only updated when the Auto-Joypad Read bit (bit 0) of $4200 is set. They are being updated while the Auto-Joypad Status bit (bit 0) of $4212 is set. Reading during this time will return incorrect values. See the section "CONTROLLERS" below for details. Controller Information
$4300 1 byte SNES Register (DMA) rwb++++ DMAP0 - DMA Control for Channel 0 da-ifttt d = Transfer Direction. When clear, data will be read from the CPU memory and written to the PPU register. When set, vice versa. Contrary to previous belief, this bit DOES affect HDMA! Indirect mode is more useful, it will read the table as normal and write from Bus B to the Bus A address specified. Direct mode will work as expected though, it will read counts from the table and try to write the data values into the table. a = HDMA Addressing Mode. When clear, the HDMA table contains the data to transfer. When set, the HDMA table contains pointers to the data. This bit does not affect DMA. i = DMA Address Increment. When clear, the DMA address will be incremented for each byte. When set, the DMA address will be decremented. This bit does not affect HDMA. f = DMA Fixed Transfer. When set, the DMA address will not be adjusted. When clear, the address will be adjusted as specified by bit 4. This bit does not affect HDMA. ttt = Transfer Mode. 000 => 1 register write once (1 byte: p ) 001 => 2 registers write once (2 bytes: p, p+1 ) 010 => 1 register write twice (2 bytes: p, p ) 011 => 2 registers write twice each (4 bytes: p, p, p+1, p+1) 100 => 4 registers write once (4 bytes: p, p+1, p+2, p+3) 101 => 2 registers write twice alternate (4 bytes: p, p+1, p, p+1) 110 => 1 register write twice (2 bytes: p, p ) 111 => 2 registers write twice each (4 bytes: p, p, p+1, p+1) The effect of writing this register during HDMA to the associated channel is unknown. Most likely, the change takes effect for the next HDMA transfer. This register is set to $FF on power on, and is unchanged on reset.
$4301 1 byte SNES Register (DMA) rwb++++ BBAD0 - DMA Destination Register for Channel 0 pppppppp This specifies the Bus B address to access. Considering the standard CPU memory space, this specifies which address $00:2100-$00:21FF to access, with two- and four-register modes wrapping $21FF->$2100, not $2200. The effect of writing this register during HDMA to the associated channel is unknown. Most likely, the change takes effect for the next transfer. This register is set to $FF on power on, and is unchanged on reset.
$4302 3 bytes SNES Register (DMA) rwl++++ A1T0L - DMA Source Address for Channel 0 low byte rwh++++ A1T0H - DMA Source Address for Channel 0 high byte rwb++++ A1B0 - DMA Source Address for Channel 0 bank byte bbbbbbbb hhhhhhhh llllllll This specifies the starting Address Bus A address for the DMA transfer, or the beginning of the HDMA table for HDMA transfers. Note that Bus A does not access the Bus B registers, so pointing this address at say $00:2100 results in open bus. The effect of writing this register during HDMA to the associated channel is unknown. However, current theory is that only $4304 will affect the transfer. The changes will take effect at the next HDMA init. During DMA, $4302/3 will be incremented or decremented as specified by $4300. However $4304 will NOT be adjusted. These registers will not be affected by HDMA. This register is set to $FF on power on, and is unchanged on reset.
$4305 3 bytes SNES Register (DMA) rwl++++ DAS0L - DMA Size/HDMA Indirect Address low byte rwh++++ DAS0H - DMA Size/HDMA Indirect Address high byte rwb++++ DASB0 - HDMA Indirect Address bank byte bbbbbbbb hhhhhhhh llllllll For DMA, $4305/6 indicate the number of bytes to transfer. Note that this is a strict limit: if this is set to 1 then only 1 byte will be written, even if the transfer mode specifies 2 or 4 registers (and if this is 5, all 4 registers would be written once, then the first only would be written a second time). Note, however, that writing $0000 to this register actually results in a transfer of $10000 bytes, not 0. $4305/6 are decremented during DMA, and thus typically end up set to 0 when DMA is complete. For HDMA, $4307 specifies the bank for indirect addressing mode. The indirect address is copied into $4305/6 and incremented appropriately. For direct HDMA, these registers are not used or altered. Writes to $4307 during indirect HDMA will take effect for the next transfer. Writes to $4305/6 during indirect HDMA will also take effect for the next HDMA transfer, however this is only noticable during repeat mode (for normal mode, a new indirect address will be read from the table before the transfer). For a direct transfer, presumably nothing will happen. This register is set to $FF on power on, and is unchanged on reset.
$4308 2 bytes SNES Register (DMA) rwl++++ A2A0L - HDMA Table Address low byte rwh++++ A2A0H - HDMA Table Address high byte aaaaaaaa aaaaaaaa At the beginning of the frame $4302/3 are copied into this register for all active HDMA channels, and then this register is updated as the table is read. Thus, if a game wishes to start HDMA mid-frame (or change tables mid-frame), this register must be written. Writing this register mid-frame changes the table address for the next scanline. This register is not used for DMA. This register is set to $FF on power on, and is unchanged on reset.
$430A 1 byte SNES Register (DMA) rwb++++ NLTR0 - HDMA Line Counter rccccccc r = Repeat Select. When set, the HDMA transfer will be performed every line, rather than only when this register is loaded from the table. However, this byte (and the indirect HDMA address) will only be reloaded from the table when the counter reaches 0. ccccccc = Line count. This is decremented every scanline. When it reaches 0, a byte is read from the HDMA table into this register (and the indirect HDMA address is read into $4305/6 if applicable). One oddity: the register is decremeted before being checked for r status or c==0. Thus, setting a value of $80 is really "128 lines with no repeat" rather than "0 lines with repeat". Similarly, a value of $00 will be "128 lines with repeat" when it doesn't mean "terminate the channel". This register is initialized at the end of V-Blank for every active HDMA channel. Note that if a game wishes to begin HDMA during the frame, it will most likely have to initalize this register. Writing this mid-transfer will similarly change the count and repeat to take effect next scanline. Remember though that 'repeat' won't take effect until after the next transfer period. This register is set to $ff on power on, and is unchanged on reset. See the section "DMA AND HDMA" below for more information. DMA and HDMA Information
$430B 2 bytes SNES Register (DMA) rwb++++ ????0 - Unknown rwb++++ ????0 - Unknown ???????? The effects of these registers (if any) are unknown. $430F and $430B are really aliases for the same register. This register is set to $FF on power on, and is unchanged on reset.
$4310 1 byte SNES Register (DMA) rwb++++ DMAP1 - DMA Control for Channel 1 da-ifttt d = Transfer Direction. When clear, data will be read from the CPU memory and written to the PPU register. When set, vice versa. Contrary to previous belief, this bit DOES affect HDMA! Indirect mode is more useful, it will read the table as normal and write from Bus B to the Bus A address specified. Direct mode will work as expected though, it will read counts from the table and try to write the data values into the table. a = HDMA Addressing Mode. When clear, the HDMA table contains the data to transfer. When set, the HDMA table contains pointers to the data. This bit does not affect DMA. i = DMA Address Increment. When clear, the DMA address will be incremented for each byte. When set, the DMA address will be decremented. This bit does not affect HDMA. f = DMA Fixed Transfer. When set, the DMA address will not be adjusted. When clear, the address will be adjusted as specified by bit 4. This bit does not affect HDMA. ttt = Transfer Mode. 000 => 1 register write once (1 byte: p ) 001 => 2 registers write once (2 bytes: p, p+1 ) 010 => 1 register write twice (2 bytes: p, p ) 011 => 2 registers write twice each (4 bytes: p, p, p+1, p+1) 100 => 4 registers write once (4 bytes: p, p+1, p+2, p+3) 101 => 2 registers write twice alternate (4 bytes: p, p+1, p, p+1) 110 => 1 register write twice (2 bytes: p, p ) 111 => 2 registers write twice each (4 bytes: p, p, p+1, p+1) The effect of writing this register during HDMA to the associated channel is unknown. Most likely, the change takes effect for the next HDMA transfer. This register is set to $FF on power on, and is unchanged on reset.
$4311 1 byte SNES Register (DMA) rwb++++ BBAD1 - DMA Destination Register for Channel 1 pppppppp This specifies the Bus B address to access. Considering the standard CPU memory space, this specifies which address $00:2100-$00:21FF to access, with two- and four-register modes wrapping $21FF->$2100, not $2200. The effect of writing this register during HDMA to the associated channel is unknown. Most likely, the change takes effect for the next transfer. This register is set to $FF on power on, and is unchanged on reset.
$4312 3 bytes SNES Register (DMA) rwl++++ A1T1L - DMA Source Address for Channel 1 low byte rwh++++ A1T1H - DMA Source Address for Channel 1 high byte rwb++++ A1B1 - DMA Source Address for Channel 1 bank byte bbbbbbbb hhhhhhhh llllllll This specifies the starting Address Bus A address for the DMA transfer, or the beginning of the HDMA table for HDMA transfers. Note that Bus A does not access the Bus B registers, so pointing this address at say $00:2100 results in open bus. The effect of writing this register during HDMA to the associated channel is unknown. However, current theory is that only $4314 will affect the transfer. The changes will take effect at the next HDMA init. During DMA, $4312/3 will be incremented or decremented as specified by $4310. However $4314 will NOT be adjusted. These registers will not be affected by HDMA. This register is set to $FF on power on, and is unchanged on reset.
$4315 3 bytes SNES Register (DMA) rwl++++ DAS1L - DMA Size/HDMA Indirect Address low byte rwh++++ DAS1H - DMA Size/HDMA Indirect Address high byte rwb++++ DASB1 - HDMA Indirect Address bank byte bbbbbbbb hhhhhhhh llllllll For DMA, $4315/6 indicate the number of bytes to transfer. Note that this is a strict limit: if this is set to 1 then only 1 byte will be written, even if the transfer mode specifies 2 or 4 registers (and if this is 5, all 4 registers would be written once, then the first only would be written a second time). Note, however, that writing $0000 to this register actually results in a transfer of $10000 bytes, not 0. $4315/6 are decremented during DMA, and thus typically end up set to 0 when DMA is complete. For HDMA, $4317 specifies the bank for indirect addressing mode. The indirect address is copied into $4315/6 and incremented appropriately. For direct HDMA, these registers are not used or altered. Writes to $4317 during indirect HDMA will take effect for the next transfer. Writes to $4315/6 during indirect HDMA will also take effect for the next HDMA transfer, however this is only noticable during repeat mode (for normal mode, a new indirect address will be read from the table before the transfer). For a direct transfer, presumably nothing will happen. This register is set to $FF on power on, and is unchanged on reset.
$4318 2 bytes SNES Register (DMA) rwl++++ A2A1L - HDMA Table Address low byte rwh++++ A2A1H - HDMA Table Address high byte aaaaaaaa aaaaaaaa At the beginning of the frame $4312/3 are copied into this register for all active HDMA channels, and then this register is updated as the table is read. Thus, if a game wishes to start HDMA mid-frame (or change tables mid-frame), this register must be written. Writing this register mid-frame changes the table address for the next scanline. This register is not used for DMA. This register is set to $FF on power on, and is unchanged on reset.
$431A 1 byte SNES Register (DMA) rwb++++ NLTR1 - HDMA Line Counter rccccccc r = Repeat Select. When set, the HDMA transfer will be performed every line, rather than only when this register is loaded from the table. However, this byte (and the indirect HDMA address) will only be reloaded from the table when the counter reaches 0. ccccccc = Line count. This is decremented every scanline. When it reaches 0, a byte is read from the HDMA table into this register (and the indirect HDMA address is read into $4315/6 if applicable). One oddity: the register is decremeted before being checked for r status or c==0. Thus, setting a value of $80 is really "128 lines with no repeat" rather than "0 lines with repeat". Similarly, a value of $00 will be "128 lines with repeat" when it doesn't mean "terminate the channel". This register is initialized at the end of V-Blank for every active HDMA channel. Note that if a game wishes to begin HDMA during the frame, it will most likely have to initalize this register. Writing this mid-transfer will similarly change the count and repeat to take effect next scanline. Remember though that 'repeat' won't take effect until after the next transfer period. This register is set to $ff on power on, and is unchanged on reset. See the section "DMA AND HDMA" below for more information. DMA and HDMA Information
$431B 2 bytes SNES Register (DMA) rwb++++ ????1 - Unknown rwb++++ ????1 - Unknown ???????? The effects of these registers (if any) are unknown. $431F and $431B are really aliases for the same register. This register is set to $FF on power on, and is unchanged on reset.
$4320 1 byte SNES Register (DMA) rwb++++ DMAP2 - DMA Control for Channel 2 da-ifttt d = Transfer Direction. When clear, data will be read from the CPU memory and written to the PPU register. When set, vice versa. Contrary to previous belief, this bit DOES affect HDMA! Indirect mode is more useful, it will read the table as normal and write from Bus B to the Bus A address specified. Direct mode will work as expected though, it will read counts from the table and try to write the data values into the table. a = HDMA Addressing Mode. When clear, the HDMA table contains the data to transfer. When set, the HDMA table contains pointers to the data. This bit does not affect DMA. i = DMA Address Increment. When clear, the DMA address will be incremented for each byte. When set, the DMA address will be decremented. This bit does not affect HDMA. f = DMA Fixed Transfer. When set, the DMA address will not be adjusted. When clear, the address will be adjusted as specified by bit 4. This bit does not affect HDMA. ttt = Transfer Mode. 000 => 1 register write once (1 byte: p ) 001 => 2 registers write once (2 bytes: p, p+1 ) 010 => 1 register write twice (2 bytes: p, p ) 011 => 2 registers write twice each (4 bytes: p, p, p+1, p+1) 100 => 4 registers write once (4 bytes: p, p+1, p+2, p+3) 101 => 2 registers write twice alternate (4 bytes: p, p+1, p, p+1) 110 => 1 register write twice (2 bytes: p, p ) 111 => 2 registers write twice each (4 bytes: p, p, p+1, p+1) The effect of writing this register during HDMA to the associated channel is unknown. Most likely, the change takes effect for the next HDMA transfer. This register is set to $FF on power on, and is unchanged on reset.
$4321 1 byte SNES Register (DMA) rwb++++ BBAD2 - DMA Destination Register for Channel 2 pppppppp This specifies the Bus B address to access. Considering the standard CPU memory space, this specifies which address $00:2100-$00:21FF to access, with two- and four-register modes wrapping $21FF->$2100, not $2200. The effect of writing this register during HDMA to the associated channel is unknown. Most likely, the change takes effect for the next transfer. This register is set to $FF on power on, and is unchanged on reset.
$4322 3 bytes SNES Register (DMA) rwl++++ A1T2L - DMA Source Address for Channel 2 low byte rwh++++ A1T2H - DMA Source Address for Channel 2 high byte rwb++++ A1B2 - DMA Source Address for Channel 2 bank byte bbbbbbbb hhhhhhhh llllllll This specifies the starting Address Bus A address for the DMA transfer, or the beginning of the HDMA table for HDMA transfers. Note that Bus A does not access the Bus B registers, so pointing this address at say $00:2100 results in open bus. The effect of writing this register during HDMA to the associated channel is unknown. However, current theory is that only $4324 will affect the transfer. The changes will take effect at the next HDMA init. During DMA, $4322/3 will be incremented or decremented as specified by $4322/3. However $4324 will NOT be adjusted. These registers will not be affected by HDMA. This register is set to $FF on power on, and is unchanged on reset.
$4325 3 bytes SNES Register (DMA) rwl++++ DAS2L - DMA Size/HDMA Indirect Address low byte rwh++++ DAS2H - DMA Size/HDMA Indirect Address high byte rwb++++ DASB2 - HDMA Indirect Address bank byte bbbbbbbb hhhhhhhh llllllll For DMA, $4325/6 indicate the number of bytes to transfer. Note that this is a strict limit: if this is set to 1 then only 1 byte will be written, even if the transfer mode specifies 2 or 4 registers (and if this is 5, all 4 registers would be written once, then the first only would be written a second time). Note, however, that writing $0000 to this register actually results in a transfer of $10000 bytes, not 0. $4325/6 are decremented during DMA, and thus typically end up set to 0 when DMA is complete. For HDMA, $4327 specifies the bank for indirect addressing mode. The indirect address is copied into $4325/6 and incremented appropriately. For direct HDMA, these registers are not used or altered. Writes to $4327 during indirect HDMA will take effect for the next transfer. Writes to $4325/6 during indirect HDMA will also take effect for the next HDMA transfer, however this is only noticable during repeat mode (for normal mode, a new indirect address will be read from the table before the transfer). For a direct transfer, presumably nothing will happen. This register is set to $FF on power on, and is unchanged on reset.
$4328 2 bytes SNES Register (DMA) rwl++++ A2A2L - HDMA Table Address low byte rwh++++ A2A2H - HDMA Table Address high byte aaaaaaaa aaaaaaaa At the beginning of the frame $4322/3 are copied into this register for all active HDMA channels, and then this register is updated as the table is read. Thus, if a game wishes to start HDMA mid-frame (or change tables mid-frame), this register must be written. Writing this register mid-frame changes the table address for the next scanline. This register is not used for DMA. This register is set to $FF on power on, and is unchanged on reset.
$432A 1 byte SNES Register (DMA) rwb++++ NLTR2 - HDMA Line Counter rccccccc r = Repeat Select. When set, the HDMA transfer will be performed every line, rather than only when this register is loaded from the table. However, this byte (and the indirect HDMA address) will only be reloaded from the table when the counter reaches 0. ccccccc = Line count. This is decremented every scanline. When it reaches 0, a byte is read from the HDMA table into this register (and the indirect HDMA address is read into $4325/6 if applicable). One oddity: the register is decremeted before being checked for r status or c==0. Thus, setting a value of $80 is really "128 lines with no repeat" rather than "0 lines with repeat". Similarly, a value of $00 will be "128 lines with repeat" when it doesn't mean "terminate the channel". This register is initialized at the end of V-Blank for every active HDMA channel. Note that if a game wishes to begin HDMA during the frame, it will most likely have to initalize this register. Writing this mid-transfer will similarly change the count and repeat to take effect next scanline. Remember though that 'repeat' won't take effect until after the next transfer period. This register is set to $ff on power on, and is unchanged on reset. See the section "DMA AND HDMA" below for more information. DMA and HDMA Information
$432B 2 bytes SNES Register (DMA) rwb++++ ????2 - Unknown rwb++++ ????2 - Unknown ???????? The effects of these registers (if any) are unknown. $432F and $432B are really aliases for the same register. This register is set to $FF on power on, and is unchanged on reset.
$4330 1 byte SNES Register (DMA) rwb++++ DMAP3 - DMA Control for Channel 3 da-ifttt d = Transfer Direction. When clear, data will be read from the CPU memory and written to the PPU register. When set, vice versa. Contrary to previous belief, this bit DOES affect HDMA! Indirect mode is more useful, it will read the table as normal and write from Bus B to the Bus A address specified. Direct mode will work as expected though, it will read counts from the table and try to write the data values into the table. a = HDMA Addressing Mode. When clear, the HDMA table contains the data to transfer. When set, the HDMA table contains pointers to the data. This bit does not affect DMA. i = DMA Address Increment. When clear, the DMA address will be incremented for each byte. When set, the DMA address will be decremented. This bit does not affect HDMA. f = DMA Fixed Transfer. When set, the DMA address will not be adjusted. When clear, the address will be adjusted as specified by bit 4. This bit does not affect HDMA. ttt = Transfer Mode. 000 => 1 register write once (1 byte: p ) 001 => 2 registers write once (2 bytes: p, p+1 ) 010 => 1 register write twice (2 bytes: p, p ) 011 => 2 registers write twice each (4 bytes: p, p, p+1, p+1) 100 => 4 registers write once (4 bytes: p, p+1, p+2, p+3) 101 => 2 registers write twice alternate (4 bytes: p, p+1, p, p+1) 110 => 1 register write twice (2 bytes: p, p ) 111 => 2 registers write twice each (4 bytes: p, p, p+1, p+1) The effect of writing this register during HDMA to the associated channel is unknown. Most likely, the change takes effect for the next HDMA transfer. This register is set to $FF on power on, and is unchanged on reset.
$4331 1 byte SNES Register (DMA) rwb++++ BBAD3 - DMA Destination Register for Channel 3 pppppppp This specifies the Bus B address to access. Considering the standard CPU memory space, this specifies which address $00:2100-$00:21FF to access, with two- and four-register modes wrapping $21FF->$2100, not $2200. The effect of writing this register during HDMA to the associated channel is unknown. Most likely, the change takes effect for the next transfer. This register is set to $FF on power on, and is unchanged on reset.
$4332 3 bytes SNES Register (DMA) rwl++++ A1T3L - DMA Source Address for Channel 3 low byte rwh++++ A1T3H - DMA Source Address for Channel 3 high byte rwb++++ A1B3 - DMA Source Address for Channel 3 bank byte bbbbbbbb hhhhhhhh llllllll This specifies the starting Address Bus A address for the DMA transfer, or the beginning of the HDMA table for HDMA transfers. Note that Bus A does not access the Bus B registers, so pointing this address at say $00:2100 results in open bus. The effect of writing this register during HDMA to the associated channel is unknown. However, current theory is that only $4334 will affect the transfer. The changes will take effect at the next HDMA init. During DMA, $4332/3 will be incremented or decremented as specified by $4332/3. However $4334 will NOT be adjusted. These registers will not be affected by HDMA. This register is set to $FF on power on, and is unchanged on reset.
$4335 3 bytes SNES Register (DMA) rwl++++ DAS3L - DMA Size/HDMA Indirect Address low byte rwh++++ DAS3H - DMA Size/HDMA Indirect Address high byte rwb++++ DASB3 - HDMA Indirect Address bank byte bbbbbbbb hhhhhhhh llllllll For DMA, $4335/6 indicate the number of bytes to transfer. Note that this is a strict limit: if this is set to 1 then only 1 byte will be written, even if the transfer mode specifies 2 or 4 registers (and if this is 5, all 4 registers would be written once, then the first only would be written a second time). Note, however, that writing $0000 to this register actually results in a transfer of $10000 bytes, not 0. $4335/6 are decremented during DMA, and thus typically end up set to 0 when DMA is complete. For HDMA, $4337 specifies the bank for indirect addressing mode. The indirect address is copied into $4335/6 and incremented appropriately. For direct HDMA, these registers are not used or altered. Writes to $4337 during indirect HDMA will take effect for the next transfer. Writes to $4335/6 during indirect HDMA will also take effect for the next HDMA transfer, however this is only noticable during repeat mode (for normal mode, a new indirect address will be read from the table before the transfer). For a direct transfer, presumably nothing will happen. This register is set to $FF on power on, and is unchanged on reset.
$4338 2 bytes SNES Register (DMA) rwl++++ A2A3L - HDMA Table Address low byte rwh++++ A2A3H - HDMA Table Address high byte aaaaaaaa aaaaaaaa At the beginning of the frame $4332/3 are copied into this register for all active HDMA channels, and then this register is updated as the table is read. Thus, if a game wishes to start HDMA mid-frame (or change tables mid-frame), this register must be written. Writing this register mid-frame changes the table address for the next scanline. This register is not used for DMA. This register is set to $FF on power on, and is unchanged on reset.
$433A 1 byte SNES Register (DMA) rwb++++ NLTR3 - HDMA Line Counter rccccccc r = Repeat Select. When set, the HDMA transfer will be performed every line, rather than only when this register is loaded from the table. However, this byte (and the indirect HDMA address) will only be reloaded from the table when the counter reaches 0. ccccccc = Line count. This is decremented every scanline. When it reaches 0, a byte is read from the HDMA table into this register (and the indirect HDMA address is read into $4335/6 if applicable). One oddity: the register is decremeted before being checked for r status or c==0. Thus, setting a value of $80 is really "128 lines with no repeat" rather than "0 lines with repeat". Similarly, a value of $00 will be "128 lines with repeat" when it doesn't mean "terminate the channel". This register is initialized at the end of V-Blank for every active HDMA channel. Note that if a game wishes to begin HDMA during the frame, it will most likely have to initalize this register. Writing this mid-transfer will similarly change the count and repeat to take effect next scanline. Remember though that 'repeat' won't take effect until after the next transfer period. This register is set to $ff on power on, and is unchanged on reset. See the section "DMA AND HDMA" below for more information. DMA and HDMA Information
$433B 2 bytes SNES Register (DMA) rwb++++ ????3 - Unknown rwb++++ ????3 - Unknown ???????? The effects of these registers (if any) are unknown. $433F and $433B are really aliases for the same register. This register is set to $FF on power on, and is unchanged on reset.
$4340 1 byte SNES Register (DMA) rwb++++ DMAP4 - DMA Control for Channel 4 da-ifttt d = Transfer Direction. When clear, data will be read from the CPU memory and written to the PPU register. When set, vice versa. Contrary to previous belief, this bit DOES affect HDMA! Indirect mode is more useful, it will read the table as normal and write from Bus B to the Bus A address specified. Direct mode will work as expected though, it will read counts from the table and try to write the data values into the table. a = HDMA Addressing Mode. When clear, the HDMA table contains the data to transfer. When set, the HDMA table contains pointers to the data. This bit does not affect DMA. i = DMA Address Increment. When clear, the DMA address will be incremented for each byte. When set, the DMA address will be decremented. This bit does not affect HDMA. f = DMA Fixed Transfer. When set, the DMA address will not be adjusted. When clear, the address will be adjusted as specified by bit 4. This bit does not affect HDMA. ttt = Transfer Mode. 000 => 1 register write once (1 byte: p ) 001 => 2 registers write once (2 bytes: p, p+1 ) 010 => 1 register write twice (2 bytes: p, p ) 011 => 2 registers write twice each (4 bytes: p, p, p+1, p+1) 100 => 4 registers write once (4 bytes: p, p+1, p+2, p+3) 101 => 2 registers write twice alternate (4 bytes: p, p+1, p, p+1) 110 => 1 register write twice (2 bytes: p, p ) 111 => 2 registers write twice each (4 bytes: p, p, p+1, p+1) The effect of writing this register during HDMA to the associated channel is unknown. Most likely, the change takes effect for the next HDMA transfer. This register is set to $FF on power on, and is unchanged on reset.
$4341 1 byte SNES Register (DMA) rwb++++ BBAD4 - DMA Destination Register for Channel 4 pppppppp This specifies the Bus B address to access. Considering the standard CPU memory space, this specifies which address $00:2100-$00:21FF to access, with two- and four-register modes wrapping $21FF->$2100, not $2200. The effect of writing this register during HDMA to the associated channel is unknown. Most likely, the change takes effect for the next transfer. This register is set to $FF on power on, and is unchanged on reset.
$4342 3 bytes SNES Register (DMA) rwl++++ A1T4L - DMA Source Address for Channel 4 low byte rwh++++ A1T4H - DMA Source Address for Channel 4 high byte rwb++++ A1B4 - DMA Source Address for Channel 4 bank byte bbbbbbbb hhhhhhhh llllllll This specifies the starting Address Bus A address for the DMA transfer, or the beginning of the HDMA table for HDMA transfers. Note that Bus A does not access the Bus B registers, so pointing this address at say $00:2100 results in open bus. The effect of writing this register during HDMA to the associated channel is unknown. However, current theory is that only $4344 will affect the transfer. The changes will take effect at the next HDMA init. During DMA, $4342/3 will be incremented or decremented as specified by $4342/3. However $4344 will NOT be adjusted. These registers will not be affected by HDMA. This register is set to $FF on power on, and is unchanged on reset.
$4345 3 bytes SNES Register (DMA) rwl++++ DAS4L - DMA Size/HDMA Indirect Address low byte rwh++++ DAS4H - DMA Size/HDMA Indirect Address high byte rwb++++ DASB4 - HDMA Indirect Address bank byte bbbbbbbb hhhhhhhh llllllll For DMA, $4345/6 indicate the number of bytes to transfer. Note that this is a strict limit: if this is set to 1 then only 1 byte will be written, even if the transfer mode specifies 2 or 4 registers (and if this is 5, all 4 registers would be written once, then the first only would be written a second time). Note, however, that writing $0000 to this register actually results in a transfer of $10000 bytes, not 0. $4345/6 are decremented during DMA, and thus typically end up set to 0 when DMA is complete. For HDMA, $4347 specifies the bank for indirect addressing mode. The indirect address is copied into $4345/6 and incremented appropriately. For direct HDMA, these registers are not used or altered. Writes to $4347 during indirect HDMA will take effect for the next transfer. Writes to $4345/6 during indirect HDMA will also take effect for the next HDMA transfer, however this is only noticable during repeat mode (for normal mode, a new indirect address will be read from the table before the transfer). For a direct transfer, presumably nothing will happen. This register is set to $FF on power on, and is unchanged on reset.
$4348 2 bytes SNES Register (DMA) rwl++++ A2A4L - HDMA Table Address low byte rwh++++ A2A4H - HDMA Table Address high byte aaaaaaaa aaaaaaaa At the beginning of the frame $4342/3 are copied into this register for all active HDMA channels, and then this register is updated as the table is read. Thus, if a game wishes to start HDMA mid-frame (or change tables mid-frame), this register must be written. Writing this register mid-frame changes the table address for the next scanline. This register is not used for DMA. This register is set to $FF on power on, and is unchanged on reset.
$434A 1 byte SNES Register (DMA) rwb++++ NLTR4 - HDMA Line Counter rccccccc r = Repeat Select. When set, the HDMA transfer will be performed every line, rather than only when this register is loaded from the table. However, this byte (and the indirect HDMA address) will only be reloaded from the table when the counter reaches 0. ccccccc = Line count. This is decremented every scanline. When it reaches 0, a byte is read from the HDMA table into this register (and the indirect HDMA address is read into $4345/6 if applicable). One oddity: the register is decremeted before being checked for r status or c==0. Thus, setting a value of $80 is really "128 lines with no repeat" rather than "0 lines with repeat". Similarly, a value of $00 will be "128 lines with repeat" when it doesn't mean "terminate the channel". This register is initialized at the end of V-Blank for every active HDMA channel. Note that if a game wishes to begin HDMA during the frame, it will most likely have to initalize this register. Writing this mid-transfer will similarly change the count and repeat to take effect next scanline. Remember though that 'repeat' won't take effect until after the next transfer period. This register is set to $ff on power on, and is unchanged on reset. See the section "DMA AND HDMA" below for more information. DMA and HDMA Information
$434B 2 bytes SNES Register (DMA) rwb++++ ????4 - Unknown rwb++++ ????4 - Unknown ???????? The effects of these registers (if any) are unknown. $434F and $434B are really aliases for the same register. This register is set to $FF on power on, and is unchanged on reset.
$4350 1 byte SNES Register (DMA) rwb++++ DMAP5 - DMA Control for Channel 5 da-ifttt d = Transfer Direction. When clear, data will be read from the CPU memory and written to the PPU register. When set, vice versa. Contrary to previous belief, this bit DOES affect HDMA! Indirect mode is more useful, it will read the table as normal and write from Bus B to the Bus A address specified. Direct mode will work as expected though, it will read counts from the table and try to write the data values into the table. a = HDMA Addressing Mode. When clear, the HDMA table contains the data to transfer. When set, the HDMA table contains pointers to the data. This bit does not affect DMA. i = DMA Address Increment. When clear, the DMA address will be incremented for each byte. When set, the DMA address will be decremented. This bit does not affect HDMA. f = DMA Fixed Transfer. When set, the DMA address will not be adjusted. When clear, the address will be adjusted as specified by bit 4. This bit does not affect HDMA. ttt = Transfer Mode. 000 => 1 register write once (1 byte: p ) 001 => 2 registers write once (2 bytes: p, p+1 ) 010 => 1 register write twice (2 bytes: p, p ) 011 => 2 registers write twice each (4 bytes: p, p, p+1, p+1) 100 => 4 registers write once (4 bytes: p, p+1, p+2, p+3) 101 => 2 registers write twice alternate (4 bytes: p, p+1, p, p+1) 110 => 1 register write twice (2 bytes: p, p ) 111 => 2 registers write twice each (4 bytes: p, p, p+1, p+1) The effect of writing this register during HDMA to the associated channel is unknown. Most likely, the change takes effect for the next HDMA transfer. This register is set to $FF on power on, and is unchanged on reset.
$4351 1 byte SNES Register (DMA) rwb++++ BBAD5 - DMA Destination Register for Channel 5 pppppppp This specifies the Bus B address to access. Considering the standard CPU memory space, this specifies which address $00:2100-$00:21FF to access, with two- and four-register modes wrapping $21FF->$2100, not $2200. The effect of writing this register during HDMA to the associated channel is unknown. Most likely, the change takes effect for the next transfer. This register is set to $FF on power on, and is unchanged on reset.
$4352 3 bytes SNES Register (DMA) rwl++++ A1T5L - DMA Source Address for Channel 5 low byte rwh++++ A1T5H - DMA Source Address for Channel 5 high byte rwb++++ A1B5 - DMA Source Address for Channel 5 bank byte bbbbbbbb hhhhhhhh llllllll This specifies the starting Address Bus A address for the DMA transfer, or the beginning of the HDMA table for HDMA transfers. Note that Bus A does not access the Bus B registers, so pointing this address at say $00:2100 results in open bus. The effect of writing this register during HDMA to the associated channel is unknown. However, current theory is that only $4354 will affect the transfer. The changes will take effect at the next HDMA init. During DMA, $4352/3 will be incremented or decremented as specified by $4352/3. However $4354 will NOT be adjusted. These registers will not be affected by HDMA. This register is set to $FF on power on, and is unchanged on reset.
$4355 3 bytes SNES Register (DMA) rwl++++ DAS5L - DMA Size/HDMA Indirect Address low byte rwh++++ DAS5H - DMA Size/HDMA Indirect Address high byte rwb++++ DASB5 - HDMA Indirect Address bank byte bbbbbbbb hhhhhhhh llllllll For DMA, $4355/6 indicate the number of bytes to transfer. Note that this is a strict limit: if this is set to 1 then only 1 byte will be written, even if the transfer mode specifies 2 or 4 registers (and if this is 5, all 4 registers would be written once, then the first only would be written a second time). Note, however, that writing $0000 to this register actually results in a transfer of $10000 bytes, not 0. $4355/6 are decremented during DMA, and thus typically end up set to 0 when DMA is complete. For HDMA, $4357 specifies the bank for indirect addressing mode. The indirect address is copied into $4355/6 and incremented appropriately. For direct HDMA, these registers are not used or altered. Writes to $4357 during indirect HDMA will take effect for the next transfer. Writes to $4355/6 during indirect HDMA will also take effect for the next HDMA transfer, however this is only noticable during repeat mode (for normal mode, a new indirect address will be read from the table before the transfer). For a direct transfer, presumably nothing will happen. This register is set to $FF on power on, and is unchanged on reset.
$4358 2 bytes SNES Register (DMA) rwl++++ A2A5L - HDMA Table Address low byte rwh++++ A2A5H - HDMA Table Address high byte aaaaaaaa aaaaaaaa At the beginning of the frame $4352/3 are copied into this register for all active HDMA channels, and then this register is updated as the table is read. Thus, if a game wishes to start HDMA mid-frame (or change tables mid-frame), this register must be written. Writing this register mid-frame changes the table address for the next scanline. This register is not used for DMA. This register is set to $FF on power on, and is unchanged on reset.
$435A 1 byte SNES Register (DMA) rwb++++ NLTR5 - HDMA Line Counter rccccccc r = Repeat Select. When set, the HDMA transfer will be performed every line, rather than only when this register is loaded from the table. However, this byte (and the indirect HDMA address) will only be reloaded from the table when the counter reaches 0. ccccccc = Line count. This is decremented every scanline. When it reaches 0, a byte is read from the HDMA table into this register (and the indirect HDMA address is read into $4355/6 if applicable). One oddity: the register is decremeted before being checked for r status or c==0. Thus, setting a value of $80 is really "128 lines with no repeat" rather than "0 lines with repeat". Similarly, a value of $00 will be "128 lines with repeat" when it doesn't mean "terminate the channel". This register is initialized at the end of V-Blank for every active HDMA channel. Note that if a game wishes to begin HDMA during the frame, it will most likely have to initalize this register. Writing this mid-transfer will similarly change the count and repeat to take effect next scanline. Remember though that 'repeat' won't take effect until after the next transfer period. This register is set to $ff on power on, and is unchanged on reset. See the section "DMA AND HDMA" below for more information. DMA and HDMA Information
$435B 2 bytes SNES Register (DMA) rwb++++ ????5 - Unknown rwb++++ ????5 - Unknown ???????? The effects of these registers (if any) are unknown. $435F and $435B are really aliases for the same register. This register is set to $FF on power on, and is unchanged on reset.
$4360 1 byte SNES Register (DMA) rwb++++ DMAP6 - DMA Control for Channel 6 da-ifttt d = Transfer Direction. When clear, data will be read from the CPU memory and written to the PPU register. When set, vice versa. Contrary to previous belief, this bit DOES affect HDMA! Indirect mode is more useful, it will read the table as normal and write from Bus B to the Bus A address specified. Direct mode will work as expected though, it will read counts from the table and try to write the data values into the table. a = HDMA Addressing Mode. When clear, the HDMA table contains the data to transfer. When set, the HDMA table contains pointers to the data. This bit does not affect DMA. i = DMA Address Increment. When clear, the DMA address will be incremented for each byte. When set, the DMA address will be decremented. This bit does not affect HDMA. f = DMA Fixed Transfer. When set, the DMA address will not be adjusted. When clear, the address will be adjusted as specified by bit 4. This bit does not affect HDMA. ttt = Transfer Mode. 000 => 1 register write once (1 byte: p ) 001 => 2 registers write once (2 bytes: p, p+1 ) 010 => 1 register write twice (2 bytes: p, p ) 011 => 2 registers write twice each (4 bytes: p, p, p+1, p+1) 100 => 4 registers write once (4 bytes: p, p+1, p+2, p+3) 101 => 2 registers write twice alternate (4 bytes: p, p+1, p, p+1) 110 => 1 register write twice (2 bytes: p, p ) 111 => 2 registers write twice each (4 bytes: p, p, p+1, p+1) The effect of writing this register during HDMA to the associated channel is unknown. Most likely, the change takes effect for the next HDMA transfer. This register is set to $FF on power on, and is unchanged on reset.
$4361 1 byte SNES Register (DMA) rwb++++ BBAD6 - DMA Destination Register for Channel 6 pppppppp This specifies the Bus B address to access. Considering the standard CPU memory space, this specifies which address $00:2100-$00:21FF to access, with two- and four-register modes wrapping $21FF->$2100, not $2200. The effect of writing this register during HDMA to the associated channel is unknown. Most likely, the change takes effect for the next transfer. This register is set to $FF on power on, and is unchanged on reset.
$4362 3 bytes SNES Register (DMA) rwl++++ A1T6L - DMA Source Address for Channel 6 low byte rwh++++ A1T6H - DMA Source Address for Channel 6 high byte rwb++++ A1B6 - DMA Source Address for Channel 6 bank byte bbbbbbbb hhhhhhhh llllllll This specifies the starting Address Bus A address for the DMA transfer, or the beginning of the HDMA table for HDMA transfers. Note that Bus A does not access the Bus B registers, so pointing this address at say $00:2100 results in open bus. The effect of writing this register during HDMA to the associated channel is unknown. However, current theory is that only $4364 will affect the transfer. The changes will take effect at the next HDMA init. During DMA, $4362/3 will be incremented or decremented as specified by $4362/3. However $4364 will NOT be adjusted. These registers will not be affected by HDMA. This register is set to $FF on power on, and is unchanged on reset.
$4365 3 bytes SNES Register (DMA) rwl++++ DAS6L - DMA Size/HDMA Indirect Address low byte rwh++++ DAS6H - DMA Size/HDMA Indirect Address high byte rwb++++ DASB6 - HDMA Indirect Address bank byte bbbbbbbb hhhhhhhh llllllll For DMA, $4365/6 indicate the number of bytes to transfer. Note that this is a strict limit: if this is set to 1 then only 1 byte will be written, even if the transfer mode specifies 2 or 4 registers (and if this is 5, all 4 registers would be written once, then the first only would be written a second time). Note, however, that writing $0000 to this register actually results in a transfer of $10000 bytes, not 0. $4365/6 are decremented during DMA, and thus typically end up set to 0 when DMA is complete. For HDMA, $4367 specifies the bank for indirect addressing mode. The indirect address is copied into $4365/6 and incremented appropriately. For direct HDMA, these registers are not used or altered. Writes to $4367 during indirect HDMA will take effect for the next transfer. Writes to $4365/6 during indirect HDMA will also take effect for the next HDMA transfer, however this is only noticable during repeat mode (for normal mode, a new indirect address will be read from the table before the transfer). For a direct transfer, presumably nothing will happen. This register is set to $FF on power on, and is unchanged on reset.
$4368 2 bytes SNES Register (DMA) rwl++++ A2A6L - HDMA Table Address low byte rwh++++ A2A6H - HDMA Table Address high byte aaaaaaaa aaaaaaaa At the beginning of the frame $4362/3 are copied into this register for all active HDMA channels, and then this register is updated as the table is read. Thus, if a game wishes to start HDMA mid-frame (or change tables mid-frame), this register must be written. Writing this register mid-frame changes the table address for the next scanline. This register is not used for DMA. This register is set to $FF on power on, and is unchanged on reset.
$436A 1 byte SNES Register (DMA) rwb++++ NLTR6 - HDMA Line Counter rccccccc r = Repeat Select. When set, the HDMA transfer will be performed every line, rather than only when this register is loaded from the table. However, this byte (and the indirect HDMA address) will only be reloaded from the table when the counter reaches 0. ccccccc = Line count. This is decremented every scanline. When it reaches 0, a byte is read from the HDMA table into this register (and the indirect HDMA address is read into $4365/6 if applicable). One oddity: the register is decremeted before being checked for r status or c==0. Thus, setting a value of $80 is really "128 lines with no repeat" rather than "0 lines with repeat". Similarly, a value of $00 will be "128 lines with repeat" when it doesn't mean "terminate the channel". This register is initialized at the end of V-Blank for every active HDMA channel. Note that if a game wishes to begin HDMA during the frame, it will most likely have to initalize this register. Writing this mid-transfer will similarly change the count and repeat to take effect next scanline. Remember though that 'repeat' won't take effect until after the next transfer period. This register is set to $ff on power on, and is unchanged on reset. See the section "DMA AND HDMA" below for more information. DMA and HDMA Information
$436B 2 bytes SNES Register (DMA) rwb++++ ????6 - Unknown rwb++++ ????6 - Unknown ???????? The effects of these registers (if any) are unknown. $436F and $436B are really aliases for the same register. This register is set to $FF on power on, and is unchanged on reset.
$4370 1 byte SNES Register (DMA) rwb++++ DMAP7 - DMA Control for Channel 7 da-ifttt d = Transfer Direction. When clear, data will be read from the CPU memory and written to the PPU register. When set, vice versa. Contrary to previous belief, this bit DOES affect HDMA! Indirect mode is more useful, it will read the table as normal and write from Bus B to the Bus A address specified. Direct mode will work as expected though, it will read counts from the table and try to write the data values into the table. a = HDMA Addressing Mode. When clear, the HDMA table contains the data to transfer. When set, the HDMA table contains pointers to the data. This bit does not affect DMA. i = DMA Address Increment. When clear, the DMA address will be incremented for each byte. When set, the DMA address will be decremented. This bit does not affect HDMA. f = DMA Fixed Transfer. When set, the DMA address will not be adjusted. When clear, the address will be adjusted as specified by bit 4. This bit does not affect HDMA. ttt = Transfer Mode. 000 => 1 register write once (1 byte: p ) 001 => 2 registers write once (2 bytes: p, p+1 ) 010 => 1 register write twice (2 bytes: p, p ) 011 => 2 registers write twice each (4 bytes: p, p, p+1, p+1) 100 => 4 registers write once (4 bytes: p, p+1, p+2, p+3) 101 => 2 registers write twice alternate (4 bytes: p, p+1, p, p+1) 110 => 1 register write twice (2 bytes: p, p ) 111 => 2 registers write twice each (4 bytes: p, p, p+1, p+1) The effect of writing this register during HDMA to the associated channel is unknown. Most likely, the change takes effect for the next HDMA transfer. This register is set to $FF on power on, and is unchanged on reset.
$4371 1 byte SNES Register (DMA) rwb++++ BBAD7 - DMA Destination Register for Channel 7 pppppppp This specifies the Bus B address to access. Considering the standard CPU memory space, this specifies which address $00:2100-$00:21FF to access, with two- and four-register modes wrapping $21FF->$2100, not $2200. The effect of writing this register during HDMA to the associated channel is unknown. Most likely, the change takes effect for the next transfer. This register is set to $FF on power on, and is unchanged on reset.
$4372 3 bytes SNES Register (DMA) rwl++++ A1T7L - DMA Source Address for Channel 7 low byte rwh++++ A1T7H - DMA Source Address for Channel 7 high byte rwb++++ A1B7 - DMA Source Address for Channel 7 bank byte bbbbbbbb hhhhhhhh llllllll This specifies the starting Address Bus A address for the DMA transfer, or the beginning of the HDMA table for HDMA transfers. Note that Bus A does not access the Bus B registers, so pointing this address at say $00:2100 results in open bus. The effect of writing this register during HDMA to the associated channel is unknown. However, current theory is that only $4374 will affect the transfer. The changes will take effect at the next HDMA init. During DMA, $4372/3 will be incremented or decremented as specified by $4372/3. However $4374 will NOT be adjusted. These registers will not be affected by HDMA. This register is set to $FF on power on, and is unchanged on reset.
$4375 3 bytes SNES Register (DMA) rwl++++ DAS7L - DMA Size/HDMA Indirect Address low byte rwh++++ DAS7H - DMA Size/HDMA Indirect Address high byte rwb++++ DASB7 - HDMA Indirect Address bank byte bbbbbbbb hhhhhhhh llllllll For DMA, $4375/6 indicate the number of bytes to transfer. Note that this is a strict limit: if this is set to 1 then only 1 byte will be written, even if the transfer mode specifies 2 or 4 registers (and if this is 5, all 4 registers would be written once, then the first only would be written a second time). Note, however, that writing $0000 to this register actually results in a transfer of $10000 bytes, not 0. $4375/6 are decremented during DMA, and thus typically end up set to 0 when DMA is complete. For HDMA, $4377 specifies the bank for indirect addressing mode. The indirect address is copied into $4375/6 and incremented appropriately. For direct HDMA, these registers are not used or altered. Writes to $4377 during indirect HDMA will take effect for the next transfer. Writes to $4375/6 during indirect HDMA will also take effect for the next HDMA transfer, however this is only noticable during repeat mode (for normal mode, a new indirect address will be read from the table before the transfer). For a direct transfer, presumably nothing will happen. This register is set to $FF on power on, and is unchanged on reset.
$4378 2 bytes SNES Register (DMA) rwl++++ A2A7L - HDMA Table Address low byte rwh++++ A2A7H - HDMA Table Address high byte aaaaaaaa aaaaaaaa At the beginning of the frame $4372/3 are copied into this register for all active HDMA channels, and then this register is updated as the table is read. Thus, if a game wishes to start HDMA mid-frame (or change tables mid-frame), this register must be written. Writing this register mid-frame changes the table address for the next scanline. This register is not used for DMA. This register is set to $FF on power on, and is unchanged on reset.
$437A 1 byte SNES Register (DMA) rwb++++ NLTR7 - HDMA Line Counter rccccccc r = Repeat Select. When set, the HDMA transfer will be performed every line, rather than only when this register is loaded from the table. However, this byte (and the indirect HDMA address) will only be reloaded from the table when the counter reaches 0. ccccccc = Line count. This is decremented every scanline. When it reaches 0, a byte is read from the HDMA table into this register (and the indirect HDMA address is read into $4375/6 if applicable). One oddity: the register is decremeted before being checked for r status or c==0. Thus, setting a value of $80 is really "128 lines with no repeat" rather than "0 lines with repeat". Similarly, a value of $00 will be "128 lines with repeat" when it doesn't mean "terminate the channel". This register is initialized at the end of V-Blank for every active HDMA channel. Note that if a game wishes to begin HDMA during the frame, it will most likely have to initalize this register. Writing this mid-transfer will similarly change the count and repeat to take effect next scanline. Remember though that 'repeat' won't take effect until after the next transfer period. This register is set to $ff on power on, and is unchanged on reset. See the section "DMA AND HDMA" below for more information. DMA and HDMA Information
$437B 2 bytes SNES Register (DMA) rwb++++ ????7 - Unknown rwb++++ ????7 - Unknown ???????? The effects of these registers (if any) are unknown. $437F and $437B are really aliases for the same register. This register is set to $FF on power on, and is unchanged on reset.
Tweaks Address Length Type Description Details
$0080F7 1 byte Debug Change from [38] to [00] to enable debug routine at $0080F8.
$00810D 1 byte Debug [20] Number of frames to skip running gamemode code after initally pressing R when frame advance flag is set.
$00812C 1 byte Debug [04] Number of frames to skip running game mode code between each frame where game mode is running when L or R is held on Controller 2 and frame advance flag is set.
$00853D 1 byte Music Change to [04] to make music header setting E play the "Welcome to Yoshi's Island" music. To be used with $01B259.
$0086D8 1 byte Boss Change to [9C] to remove the ending Key Scene from Naval Piranha boss, when using the "OH MY!" trick. Default [A3].
$018F0D 1 byte Boss Hookbill the Koopa's HP, multiplied by 2. Default is [06]: 3 HP.
$018F31 2 bytes Sound Effect Sound that Hookbill the Koopa makes when you pound his stomach. Default is [80 00]. For a list of sounds, see here.
$018FB1 2 bytes Sound Effect Sound that Hookbill the Koopa makes when he coughs. Default is [39 00]. For a list of sounds, see here.
$019078 2 bytes Sprite Number Sprite that Hookbill will cough up when stomped off. Default is [25 00]: Sprite 25, Green Egg.

NOTE: Not every sprite will spawn / work correctly.
$019118 2 bytes Sound Effect Sound that Hookbill the Koopa makes when he gets hit with an egg while crawling. Default is [3F 00]. For a list of sounds, see here.
$019210 2 bytes Sound Effect Sound that Hookbill the Koopa makes when he gets hit with an egg that knocks him over. Default is [3F 00]. For a list of sounds, see here.
$01A00B 1 byte Boss Change to [9C] to remove the ending Key Scene from Hookbill the Koopa boss, after defeat. Default [A6].
$01B259 1 byte Music Change to [02] to make music header setting E play the "Welcome to Yoshi's Island" music. To be used with $00853D.
$01B7D7 136 bytes Misc. Tilemap Table for the text shown in the Pause/Results screens:

$01B7D7 - "HIGH SCORE" text line in the Results Screen: 22 bytes long (2 less than the others because this line has a one-tile border in each side). The first, second, twenty-first and twenty-second tiles will be overwriten with the Sun animation, while the eighteenth and nineteenth tiles will be overwriten depending on the player's total score. Default [3A 3C 4E 0E 10 0C 0E 4E 24 04 1C 22 08 36 36 36 36 54 5C 4E 3A 3C].

$01B7ED - "STARS" text line: 24 bytes long. The fourteenth, fifteenth, twenty-first, twenty-second and the bottom half of the twenty-fourth tiles will be overwritten depending on the player's star count. Default [3E 40 4E 24 26 00 22 24 36 36 36 36 36 36 50 34 56 50 68 6A 4E 50 6C 6E].

$01B805 - "COINS" text line: 24 bytes long. The fourteenth, fifteenth, twenty-first, twenty-second and the bottom half of the twenty-fourth tiles will be overwritten depending on the player's red coin count. Default [46 48 4E 04 1C 10 1A 24 36 36 36 36 36 36 50 34 54 50 68 6A 4E 50 6C 6E].

$01B81D - "FLOWERS" text line: 24 bytes long. The sixteenth, twenty-first and the bottom half of the twenty-fourth tiles will be overwritten depending on the player's flower count. Default [42 44 4E 0A 16 1C 2C 08 22 24 36 36 36 36 36 50 34 5A 68 6A 4E 50 6C 6E].

$01B835 - "TOTAL POINTS" text line: 21 bytes long (because it has 3 empty tiles on the left). The twenty-first, twenty-second and the bottom half of the twenty-fourth tiles will be overwritten depending on the player's total score. Default [26 1C 26 00 16 4E 1E 1C 10 1A 26 24 36 36 36 36 36 36 50 6C 6E].

$01B84A - "HIGH SCORE" text line in the Pause Screen: 21 bytes long (because it has 3 empty tiles on the left). The twenty-first, twenty-second and the bottom half of the twenty-fourth tiles will be overwritten depending on the player's total score. Default [4E 0E 10 0C 0E 4E 24 04 1C 22 08 36 36 36 36 36 36 36 50 6C 6E].
Input Basic Example
$01BF2C 12 bytes Table The bonus games which can be selected upon beating a stage in each world. These values correspond to the different bonus games:

[00] - Flip Cards
[02] - Scratch & Match
[04] - Drawing Lots
[06] - Match Cards
[08] - Roulette
[0A] - Slot Machine

The default values are as follows:

[00 02] - World 1
[04 0A] - World 2
[06 08] - World 3
[04 02] - World 4
[00 08] - World 5
[06 0A] - World 6
$01C288 1 byte Text Change to 00 to disable the message that pops up when you lose Baby Mario for the first time. Default [04]. To be used with $01C28B.
$01C28B 1 byte Text Change to 80 to disable the message that pops up when you lose Baby Mario for the first time. Default [D0]. To be used with $01C288.
$01DE94 1 byte Sound Effect Sound that message boxes makes when they appear (after the block is hit). Default is [50]. For a list of sounds, see here.
$0285D4 1 byte Boss Change to [9C] to remove the ending Key Scene from Roger the Potted Ghost boss, after defeat. Default [A3].
$02941F 1 byte Text Change to 80 to disable the tutorial message that pops up when you pass the first Middle Ring in the game. Default [D0].
$02A7DC 1 byte Level Number Stage Level number of the level where you never obtain a bonus challenge on the goal roulette (originally Extra 1 [08])
$02B4E0 2 bytes Sprite Number Change what the Grinder (spits seeds of watermelon) spits (sprite 1A6). Default is [07 01]: Sprite 107, Seed of watermelon.

NOTE: Not every sprite will spawn / work correctly.
$02B9C4 2 bytes Sprite Number Change what the Short Fuse throws (sprite 1A7 on Y=0). Default is [60 00]: Sprite 60, Bomb.

NOTE: Not every sprite will spawn / work correctly.
$02B9C9 2 bytes Sprite Number Change what the Seedy Sally throws (sprite 1A7 on Y=1). Default is [F9 00]: Sprite F9, Yellow Needlenose (although in this specific case the Needlenose will be green).

NOTE: Not every sprite will spawn / work correctly.
$02BCB3 2 bytes Sprite Number Change what the Grinder (climbing, spits seeds of watermelon) spits (sprite 1A9). Default is [07 01]: Sprite 107, Seed of watermelon.

NOTE: Not every sprite will spawn / work correctly.
$02D770 1 byte Boss Change to [A3] to add the ending Key Scene to Sluggy the Unshaven boss, after defeat. Default [9C].
$02E064 2 bytes Boss Change to [EA EA] to make all bosses have a ending Key Scene after defeated (originally only for X-8 bosses). Note that, this is the only way to have Marching Milde and Prince Froggy to have a proper Key Scene, since the individual setting doesn't work with them (with Froggy the scene become a softlock and with Marching Milde the key doesn't appear at all). Default [F0 27].

Keep in mind that X-4 bosses have a shorter ending scene, so the scene will be cut before the big keyhole appears. Also note that Prince Froggy's scene has graphical glitches for some reason.
$02E4B5 2 bytes Boss Naval Piranha's HP. Default is [03 00].
$02F1F9 1 byte Boss Change to [9C] to remove the ending Key Scene from Naval Piranha boss, after defeat. Default [A6].

Note: Triggering the "OH MY!" trick will still show the Key Scene as usual. Check $0086D8 if you want to disable the scene in this case too.
$039BA1 2 bytes ASM Change from [F0 03] (BEQ #$03) to [80 00] (BRA #$00) to force bubbles to always give you one shot, or to [80 03] (BRA #$03) to force bubbles to always give you three shots.
$039BAD 1 byte Timer The length of the pause when Yoshi eats a watermelon. Change to 00 to disable the pause when Yoshi eats a watermelon. Default [10].
$03A527 2 bytes Misc. Coins required to get a life. Default is [64 00] (100 on hex)
$04BB7C 1 byte Boss Change to [A3] to add the ending Key Scene to Bigger Boo boss, after defeat. Default [9C].
$04E1AE 1 byte Misc. Change to 1F to disable the Welcome level and immediately start at 1-1. Default [0B]. To be used with $04E1B4.
$04E1B4 1 byte Misc. Change to 00 to disable the Welcome level and immediately start at 1-1. Default [0B]. To be used with $04E1AE.
$05A087 1 byte Boss Change to [6B] to make Naval Piranha's small form immune to eggs (preventing the "OH, MY!" trick). Default [B9].
$068CB5 1 byte Boss Change to [9C] to remove the ending Key Scene from Salvo the Slime boss, after defeat. Default [A3].
$06A2E8 1 byte Boss Change to [A3] to add the ending Key Scene to Burt the Bashful boss, after defeat. Default [9C].
$06E1F8 7 bytes Sprite Physics Change to [EA EA EA EA EA EA EA] to make the large sewer ghost spawn infinite Shy Guys (up to sprite limits), instead of stopping when you have full eggs. Default [A9 D5 91 22 44 DE 7E].
$0781B8 2 bytes Sprite Physics Change what the Egg Plant shoots (sprite F4 on X=0) when shooting at normal speed. The values should be the same as the ones in $078250, in order to prevent unintended bugs or crashes. Default is [25 00]: Sprite 25, Green Egg. How does the second byte works.
$078250 2 bytes Sprite Physics Change what the Egg Plant shoots (sprite F4 on X=0) when shooting at fast speed (when Yoshi does a Ground Pound near them). The values should be the same as the ones in $0781B8, in order to prevent unintended bugs or crashes. Default is [25 00]: Sprite 25, Green Egg. How does the second byte works.
$0782F9 2 bytes Sprite Physics Change what the Needlenose Plant shoots (sprite F4 on X=1) when shooting at normal speed. The values should be the same as the ones in $078347, in order to prevent unintended bugs or crashes. Default is [63 01]: Sprite 163, Bouncing green Needlenose. How does the second byte works.
$078347 2 bytes Sprite Physics Change what the Needlenose Plant shoots (sprite F4 on X=1) when shooting at fast speed (when Yoshi does a Ground Pound near them). The values should be the same as the ones in $0782F9, in order to prevent unintended bugs or crashes. Default is [63 01]: Sprite 163, Bouncing green Needlenose. How does the second byte works.
$0ADA27 1 byte Sprite Physics Amount of times an egg will ricochet. Default value is [63]
(corresponds to the Super FX comamnd sub #3). Change the "3" to change the number of bounces.
$0CE569 36 bytes Sprite Palette Boss palette pointers after transformation (3 bytes each):

[CA A5 5F] - 1-4 Burt the Bashful
[22 21 70] - 1-8 Salvo the Slime
[22 21 70] - 2-4 Bigger Boo
[22 21 70] - 2-8 Roger the Potted Ghost
[A2 21 70] - 3-4 Prince Froggy
[22 21 70] - 3-8 Naval Piranha
[06 A6 5F] - 4-4 Marching Milde
[22 21 70] - 4-8 Hookbill the Koopa
[82 21 70] - 5-4 Sluggy the Unshaven
[8E A5 5F] - 5-8 Raphael the Raven
[42 A6 5F] - 6-4 Tap-Tap the Red Nose
[C2 21 70] - 6-8 King Bowser

If you change the bosses' location, you need to edit the pointers to fit your levels.
$0CE58D 36 bytes Sprite Palette Boss palette pointers before transformation (3 bytes each):

[02 21 70] - 1-4 Burt the Bashful
[22 21 70] - 1-8 Salvo the Slime
[82 21 70] - 2-4 Bigger Boo
[22 21 70] - 2-8 Roger the Potted Ghost
[22 21 70] - 3-4 Prince Froggy
[22 21 70] - 3-8 Naval Piranha
[A2 21 70] - 4-4 Marching Milde
[22 21 70] - 4-8 Hookbill the Koopa
[82 21 70] - 5-4 Sluggy the Unshaven
[42 21 70] - 5-8 Raphael the Raven
[42 21 70] - 6-4 Tap-Tap the Red Nose
[02 21 70] - 6-8 King Bowser

If you change the bosses' location, you need to edit the pointers to fit your levels.

(Warning: For some reason, changing the pre-transformed palette pointers for X-4 bosses will result in them using the wrong palette... however, if you leave the pointer unchanged, the boss will appear fine)
$0DCB11 1 byte Boss Baby Bowser's HP (before transformation). If you change this, you need to put the same value minus one at $0DF133 (for the "defeat" sound effect). Default [03].
$0DD940 1 byte Boss Giant Baby Bowser's HP. This value should be the same as $0DD980. Default is [07].
$0DD980 1 byte Boss Giant Baby Bowser's HP. This value should be the same as $0DD940. Default is [07].
$0DF133 1 byte Boss Baby Bowser's HP (before transformation) minus one. This is used to play the "defeat" sound at the correct hit. Default [02].
$0EB534 1 byte Text Change to 80 to disable the tutorial message that pops up when you get your first flower in the game. Default [D0].
$0EBEA1 1 byte Sprite Palette Item Memory index at which Chomp Rock in 1-1 will use the special palette. Default [01].
$0EBEA7 1 byte Sprite Palette Translevel number of the level which will always use the special palette for Chomp Rock. Default is [28]: 4-5.
$0EBEC3 1 byte Sprite Palette Color of the special Chomp Rock. Default is [08].

[00] or [01] - Orange
[02] or [03] - Green
[04] or [05] - Gray (Default sprite palette)
[06] or [07] - Light Blue (without black outline)
[08] or [09] - Brown (Default special palette)

Other values are still usable but gives bugged palettes. Values [0C], [0D], [0E], and [0F] depends on the Sprite Palette header, so they could or couldn't work.
Palette Comparison
$0F8EA6 8 bytes Sprite Number Which sprite (should be a winged cloud) the hidden winged ?-cloud (sprite $0067) turns into when touched by a chomp rock or snowball, depending on the initial X position. By default: $00C1 (5 stars), $00C8 (seed of sunflower), $00B8 (flower), $00B7 (1-up).
$0F8ED4 8 bytes Subroutine Whether the hidden ?-cloud reveiled by a chomp rock (sprite $0067) is affected by item memory or not depending on its content. Should be either $8EDC (affected by item memory) or $8EE8 (respawns every time). By default: $8EDC (5 stars), $8EE8 (seed of sunflower), $8EDC (flower), $8EDC (1-up).
$0F9C4D 1 byte Boss The first of the four pointers of Tap-Tap the Red Nose boss battle. Change to the current translevel number, in the case you relocated the boss. Default is [3F]: 6-4. Use with 0F9CCF, 0F9DF2, and 0FA00D.
$0F9CCF 1 byte Boss The second of the four pointers of Tap-Tap the Red Nose boss battle. Change to the current translevel number, in the case you relocated the boss. Default is [3F]: 6-4. Use with 0F9C4D, 0F9DF2, and 0FA00D.
$0F9DF2 1 byte Boss The third of the four pointers of Tap-Tap the Red Nose boss battle. Change to the current translevel number, in the case you relocated the boss. Default is [3F]: 6-4. Use with 0F9C4D, 0F9CCF, and 0FA00D.
$0FA00D 1 byte Boss The fourth of the four pointers of Tap-Tap the Red Nose boss battle. Change to the current translevel number, in the case you relocated the boss. Default is [3F]: 6-4. Use with 0F9C4D, 0F9CCF, and 0F9DF2.
$0FA5B6 1 byte Boss Change to [A3] to add the ending Key Scene to Tap-Tap the Red Nose boss, after defeat. Default [9C].
$0FB108 1 byte Boss Raphael the Raven's HP in unary, converted to hex. Default is [07]: 3 HP (111 in unary). Possible values:

[01] - 1 HP
[03] - 2 HP
[07] - 3 HP
[0F] - 4 HP
[1F] - 5 HP
[3F] - 6 HP
[7F] - 7 HP
[FF] - 8 HP

If you change this, you should also change the byte at $0FB50D.
$0FB482 1 byte Boss Raphael the Raven's initial image. See $0FB6A1 for more information. Default [06].
$0FB50D 1 byte Boss Raphael the Raven's HP. This value should be the same as $0FB108. Default [07].
$0FB6A1 8 bytes Boss Raphael the Raven's images after every hit, depending on its HP. Possible values:

[00] - Whitish Body
[01] - The same color as the sky (no outline)
[02] - The same color as the sky with a star in its body (no outline)
[05] - The same color as the sky with a star in its body (light blue outline)
[06] - Normal
[07] - Yellow Body (no outline)
[08] - Angry
[09] - Furious

Any other values gives a wrong palette. The first byte of the table seems to be unused, being the byte at $0FB482 used for the initial image. Default values are [06 08 09 09 09 09 09 09]: Normal -> Angry -> Furious.
Image Comparison
$0FB72D 1 byte Boss Change to [9C] to remove the ending Key Scene from Raphael the Raven boss, after defeat. Default [A6].
$0FBCCB 3 bytes Cutscene Change to [00 00 00] to disable the story cutscene before title screen. Default [15 02 46]. To be used with $0FBDFB and $0FBED1.
$0FBDFB 3 bytes Cutscene Change to [EA EA EA] to disable the story cutscene before title screen. Default [8D 4D 00]. To be used with $0FBCCB and $0FBED1.
$0FBED1 2 bytes Cutscene Change to [F0 00] to disable the story cutscene before title screen. Default [F0 12]. To be used with $0FBCCB and $0FBDFB.
$10804E 1 byte Pause Screen Change this from [80] to [00] to disable Start+Selecting out of the welcome level (requires each save file to be reloaded from the ROM to take effect).
$1080A6 1 byte Misc. Change this from [00] to [02] to make "Hasty" the default control scheme. (Requires reloading each save file from the ROM to take effect)
$10897F 1 byte Sound Effect Sound that plays when "Nintendo Presents" shows. Default is [09]. For a list of sounds, see here.
$108D90 1 byte Level Number Translevel number of the first of three levels where Yoshi starts out facing left. Default is [04]: 1-5.
$108D94 1 byte Level Number Translevel number of the second of three levels where Yoshi starts out facing left. Default is [12]: 2-7.
$108D98 1 byte Level Number Translevel number of the third of three levels where Yoshi starts out facing left. Default is [36]: 5-7.
$108D9C 1 byte Misc. Change to [00] to prevent Yoshi to face left in the selected levels (which are 1-5, 2-7 and 5-7 by default). Default is [02].
$108DA2 1 byte Text Change to 80 to disable the intro stage's Welcome message. Default [D0].
$10CDE6 1 byte Misc. The score threshold to generate the 3-Kamek variant of the "Drawing Lots" bonus game. Default is [32] which is 50 points.

Setting this to [00] will force the 3-Kamek variant, while setting it to [65] or higher will force the 1-Kamek variant.
$10E189 1 byte Misc. The number of lives Yoshi starts with after continuing from the Game Over screen. Default is [03].
$179933 1 byte Misc. The number of lives Yoshi starts with after selecting a save file. Default is [03].
$179954 1 byte Cutscene Change to [1E] to disable both the intro scene and welcome level, and start directly on the map when starting a new game. Default is [37].
$17A82E 1 byte Map Change to [2E] to fix a bug where Green Yoshi's position shifts on the World 1 and World 3 maps, when exiting from the Extra level. Default [23].
$3FA064 4 bytes Sprite Palette Change to [B5 24 55 3D] to fix Pink Yoshi's palette in game. This will do Mario's hat and Yoshi's tongue have the correct shading. Default [55 3D B5 24]. Comparison Before and After
$3FA0D8 2 bytes Sprite Palette Change to [00 00] to make Brown Yoshi in game uses the same palette it uses in the intro cutscene. Use with $3FA0DE and $3FA0E6. Default [6F 1D].
$3FA0DE 2 bytes Sprite Palette Change to [A9 0C] to make Brown Yoshi in game uses the same palette it uses in the intro cutscene. Use with $3FA0D8 and $3FA0E6. Default [F5 29].
$3FA0E6 2 bytes Sprite Palette Change to [70 15] to make Brown Yoshi in game uses the same palette it uses in the intro cutscene. Use with $3FA0D8 and $3FA0DE. Default [BA 4A].
$3FC876 2 bytes Object Palette Palette color of World Map 1 (hud) and File Select Menu, written backwards. Default is [FC 53] (SNES Color $53FC).
$3FC894 2 bytes Object Palette Palette color of World Map 2 (hud) and Copy File Menu, written backwards. Default is [B4 7B] (SNES Color $7BB4).
$3FC8B2 2 bytes Object Palette Palette color of World Map 3 (hud) and Erase File Menu, written backwards. Default is [3F 73] (SNES Color $733F).
$3FDAF8 2 bytes Object Palette Palette color of World Map 4 (hud) while being in World 1 (dynamic palette), written backwards. Default is [1B 73] (SNES Color $731B).
$3FDB16 2 bytes Object Palette Palette color of World Map 5 (hud) while being in World 1 (dynamic palette), written backwards. Default is [37 77] (SNES Color $7737).
$3FDB34 2 bytes Object Palette Palette color of World Map 6 (hud) while being in World 1 (dynamic palette), written backwards. Default is [DD 5A] (SNES Color $5ADD).
$3FDB74 2 bytes Object Palette Palette color of World Map 4 (hud) while being in World 2 (dynamic palette), written backwards. Default is [1B 73] (SNES Color $731B).
$3FDB92 2 bytes Object Palette Palette color of World Map 5 (hud) while being in World 2 (dynamic palette), written backwards. Default is [37 77] (SNES Color $7737).
$3FDBB0 2 bytes Object Palette Palette color of World Map 6 (hud) while being in World 2 (dynamic palette), written backwards. Default is [DD 5A] (SNES Color $5ADD).
$3FDBF0 2 bytes Object Palette Palette color of World Map 4 (hud) while being in World 3 (dynamic palette), written backwards. Default is [1B 73] (SNES Color $731B).
$3FDC0E 2 bytes Object Palette Palette color of World Map 5 (hud) while being in World 3 (dynamic palette), written backwards. Default is [37 77] (SNES Color $7737).
$3FDC2C 2 bytes Object Palette Palette color of World Map 6 (hud) while being in World 3 (dynamic palette), written backwards. Default is [DD 5A] (SNES Color $5ADD).
$3FDC6C 2 bytes Object Palette Palette color of World Map 4 (hud) while being in World 4 (dynamic palette), written backwards. Default is [1B 73] (SNES Color $731B).
$3FDC8A 2 bytes Object Palette Palette color of World Map 5 (hud) while being in World 4 (dynamic palette), written backwards. Default is [37 77] (SNES Color $7737).
$3FDCA8 2 bytes Object Palette Palette color of World Map 6 (hud) while being in World 4 (dynamic palette), written backwards. Default is [DD 5A] (SNES Color $5ADD).
$3FDCE8 2 bytes Object Palette Palette color of World Map 4 (hud) while being in World 5 (dynamic palette), written backwards. Default is [1B 73] (SNES Color $731B).
$3FDD06 2 bytes Object Palette Palette color of World Map 5 (hud) while being in World 5 (dynamic palette), written backwards. Default is [37 77] (SNES Color $7737).
$3FDD24 2 bytes Object Palette Palette color of World Map 6 (hud) while being in World 5 (dynamic palette), written backwards. Default is [DD 5A] (SNES Color $5ADD).
$3FDD64 2 bytes Object Palette Palette color of World Map 4 (hud) while being in World 6 (dynamic palette), written backwards. Default is [1B 73] (SNES Color $731B).
$3FDD82 2 bytes Object Palette Palette color of World Map 5 (hud) while being in World 6 (dynamic palette), written backwards. Default is [37 77] (SNES Color $7737).
$3FDDA0 2 bytes Object Palette Palette color of World Map 6 (hud) while being in World 6 (dynamic palette), written backwards. Default is [DD 5A] (SNES Color $5ADD).
$3FED72 4 bytes Sprite Palette Change to [B5 24 55 3D] to fix Pink Yoshi's palette in the intro cutscene. Used to complement $3FA064's fix (for the sake of color consistency). Default [55 3D B5 24].
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