$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) |
Follow Us On