YI Memory Map
Displaying 50 out of 305 addresses.
View: moderated | waiting (30)
RAM Address | Length | Type | Description | Details |
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$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 |
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$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) |
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$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 |
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$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 |
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$7E0126 | 1 byte | ASM | Main IRQ Mode $00: Default $02: Story Cutscene $04: Credits $06: Bonus/Bandit Games |
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$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. |
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$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 |
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$7E0201 | 1 byte | Misc. | Fade in/out mode $01 = fade out $00 = fade in |
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$7E0203 | 2 bytes | Misc. | Mirror of music level header + 1 Used as index for SPC block uploads |
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$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 |
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$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) |
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$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 |
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$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 |
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