YI Memory Map - Waiting Addresses
Misc.
ASM
Super FX
Object Palette
Sprite Palette
Layer 1 Tilemap
Layer 2 Tilemap
Layer 3 Tilemap
Layer 4 Tilemap
Sprite Tilemap
Player Tilemap
Misc. Tilemap
Player Physics
Level Data
Pointer
Music
Sprite Number
Debug
Sound Effect
Timer
Empty
Subroutine
Coordinate
Level Number
Map
Cutscene
Controller
Sprite Physics
Bandit Mini-Game
Bonus Challenge
Boss
Pause Screen
Text
Misc.
ASM
Super FX
Object Palette
Sprite Palette
Layer 1 Tilemap
Layer 2 Tilemap
Layer 3 Tilemap
Layer 4 Tilemap
Sprite Tilemap
Player Tilemap
Misc. Tilemap
Player Physics
Level Data
Pointer
Music
Sprite Number
Debug
Sound Effect
Sprite Table
Timer
Empty
Subroutine Coordinate
Level Number
Map
Cutscene
Controller
Sprite Physics
Bandit Mini-Game
Flag
Bonus Challenge
Boss
Pause Screen
Text
Misc.
ASM
Super FX
Object Palette
Sprite Palette
Layer 1 Tilemap
Layer 2 Tilemap
Layer 3 Tilemap
Layer 4 Tilemap
Sprite Tilemap
Player Tilemap
Misc. Tilemap
Player Physics
Level Data
Pointer
Music
Sprite Number
Debug
Sound Effect
Timer
Empty
Subroutine
Coordinate
Level Number
Map
Cutscene
Controller
Sprite Physics
Bandit Mini-Game
Bonus Challenge
Boss
Pause Screen
Text
Table
Graphics
SNES Register (PPU)
SNES Register (APU)
SNES Register (Hardware)
SNES Register (Controller)
SNES Register (DMA)
Super FX Register
Misc.
ASM
Super FX
Object Palette
Sprite Palette
Layer 1 Tilemap
Layer 2 Tilemap
Layer 3 Tilemap
Layer 4 Tilemap
Sprite Tilemap
Player Tilemap
Misc. Tilemap
Player Physics
Level Data
Pointer
Music
Sprite Number
Debug
Sound Effect
Timer
Empty
Subroutine
Coordinate
Level Number
Map
Cutscene
Controller
Sprite Physics
Bandit Mini-Game
Bonus Challenge
Boss
Pause Screen
Text
Table
Graphics
RAM Address
Length
Type
Description
Details
Submitter
$7E19DA
1062 bytes
Level Data
Set and used during level load: This one holds the Map16 tile numbers of certain objects for the current tilemap. This allows the game to place different Map16 tiles in different tilesets while using the same object.
MarioFanGamer