$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 |
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