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YI Memory Map

Displaying 25 out of 305 addresses.

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RAM Address Length Type Description Details
$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