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
ROM Address
Length
Type
Description
Details
Submitter
$0890E7
156 bytes
Super FX
Decompresses the HDMA colour gradient in ROM where the table's bank byte is in R0 and its low and high byte in R1. The resulting colour is stored into the Super FX buffer $705800 .
Each gradient table is 48 bytes large resulting 24 different colours. The HDMA table is backwards i.e. the first colours are the bottom most colours and the last colours the top most colours in the final gradient.
The first 368 generated lines are smooth transitions where each tenth line is a different colour and the other generated 70 lines are a constant colour using in the compressed table last colour.
Calculation
MarioFanGamer