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YI Memory Map
Displaying 75 out of 305 addresses. Show Waiting Addresses (20)
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RAM Address Length Type Description Details
$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
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