$008000
|
85 bytes |
ASM |
This is the starting address for YI. This takes care of basic initialization such as disabling IRQ, HDMA, DMA, clearing the SPC ports, enabling F-blank, disabling emulation mode, disabling decimal mode, initializing the direct page, and setting up the stack, among other things. |
$0080F8
|
56 bytes |
Debug |
Routine used for frame advance debug code. Enabled by tweak at $0080F7. See details for controls. |
Controls
|
$00816A
|
207 bytes |
Pointer |
Gamemode subroutine table, 3 bytes per entry. |
$008275
|
2 bytes |
Empty |
Empty (filled with FF) |
$008288
|
35 bytes |
Subroutine |
JSL to copy a block of memory into RAM.
Input:
A: Size of the block
$20-$22: RAM Destination
$23-$25: DMA Source |
$0082D0
|
19 bytes |
ASM |
Copies SPC program |
$0083CD
|
34 bytes |
Subroutine |
Subroutine that handles fading effects. |
$00841F
|
140 bytes |
Subroutine |
Music uploader subroutine |
$00851C
|
16 bytes |
Music |
Item-Denial table for each music track: $01-$7F: disable items, $00 and $80-$FF: enable items |
$008543
|
142 bytes |
ASM |
Music uploader controller |
$0085D2
|
10 bytes |
Subroutine |
Subroutine that plays sound effects |
$00B039
|
768 bytes |
Graphics |
List of sprite GFX file numbers (1 byte each) that make up each sprite set (6 files per set). |
$00BFF6
|
10 bytes |
Empty |
Empty (filled with FF) |
$00DE44
|
35 bytes |
Super FX |
Calls a Super FX routine, Register X = Bank, Register A = Address |
$00E101
|
37 bytes |
Subroutine |
Kill Yoshi Subroutine. This one kills Yoshi as he was killed by lava. Note that this routine is copied into RAM so jump to $7EE101 if GSU is active.
$00E10F is Yoshi's initial Y speed in the death animation.
$00E0FD (4 bytes) is the X speed Yoshi has got in the death animation, for facing right and left. |
$00E552
|
1024 bytes |
Table |
Lookup table for function y = 1/x, copied into $702200-$7025FF (Used by GSU to divide. It does not have a hardware divide so this lookup table is used instead) |
$00F7A9
|
2039 bytes |
Empty |
Empty (filled with FF) |
$00FFA0
|
5 bytes |
Misc. |
ROM build date and time. On a U 1.0 ROM, it's 11:19 am on July 31st, 1995 |
$00FFA5
|
11 bytes |
Empty |
Empty (filled with FF) |
$00FFB0
|
2 bytes |
Misc. |
ROM registration: Maker code (ASCII): "01" (Nintendo) |
$00FFB2
|
4 bytes |
Misc. |
ROM registration: Game code (ASCII): "YI " |
$00FFB6
|
6 bytes |
Misc. |
ROM registration: reserved (all $00) |
$00FFBC
|
1 byte |
Misc. |
ROM registration: Expansion FLASH Size ($00 = none) |
$00FFBD
|
1 byte |
Misc. |
ROM registration: Super FX RAM size ($05 = 32KB) |
$00FFBE
|
1 byte |
Misc. |
ROM registration: Special version ($00 = not special) |
$00FFBF
|
1 byte |
Misc. |
ROM registration: Chipset sub-type ($00) |
$00FFC0
|
21 bytes |
Misc. |
ROM header: Cartridge title (ASCII): "YOSHI'S ISLAND " |
$00FFD5
|
1 byte |
Misc. |
ROM header: ROM Makeup ($20 = LoROM) |
$00FFD6
|
1 byte |
Misc. |
ROM header: Chipset ($15 = ROM + SuperFX + RAM + SRAM) |
$00FFD7
|
1 byte |
Misc. |
ROM header: ROM size ($0B = 2MB) |
$00FFD8
|
1 byte |
Misc. |
ROM header: SRAM size |
$00FFD9
|
1 byte |
Misc. |
ROM header: Region ($01 = NTSC) |
$00FFDA
|
1 byte |
Misc. |
ROM header: $33 (fixed value) |
$00FFDB
|
1 byte |
Misc. |
ROM header: Version ($00 = 1.0) |
$00FFDC
|
2 bytes |
Misc. |
ROM header: Checksum complement (inverted bits) |
$00FFDE
|
2 bytes |
Misc. |
ROM header: Checksum |
$00FFE0
|
4 bytes |
Misc. |
2 unused native vectors |
$00FFE4
|
2 bytes |
Misc. |
Native COP vector (unused) |
$00FFE6
|
2 bytes |
Misc. |
Native BRK vector (unused) |
$00FFE8
|
2 bytes |
Misc. |
Native ABORT vector (unused) |
$00FFEA
|
2 bytes |
Misc. |
Native NMI vector (vblank) |
$00FFEC
|
2 bytes |
Misc. |
Native RESET vector (unused) |
$00FFEE
|
2 bytes |
Misc. |
Native IRQ vector |
$00FFF0
|
4 bytes |
Misc. |
2 unused emulation vectors |
$00FFF4
|
2 bytes |
Misc. |
Emulation COP vector (unused) |
$00FFF6
|
2 bytes |
Misc. |
Emulation BRK vector (unused) |
$00FFF8
|
2 bytes |
Misc. |
Emulation ABORT vector (unused) |
$00FFFA
|
2 bytes |
Misc. |
Emulation NMI vector (unused) |
$00FFFC
|
2 bytes |
Misc. |
Emulation RESET vector |
$00FFFE
|
2 bytes |
Misc. |
Emulation IRQ vector (unused) |
$028000
|
72 bytes |
Sprite Palette |
Yoshi colors used in-level. Arranged by translevel number. |
$02FFD7
|
41 bytes |
Empty |
Empty (filled with FF) |
$038000
|
1326 bytes |
Pointer |
Long pointers to sprite init routines in sprite ID order ($000 - $1B9) |
$03852E
|
1326 bytes |
Pointer |
Long pointers to sprite main routines in sprite ID order ($000 - $1B9) |
$038A5C
|
1326 bytes |
Pointer |
Long pointers to sprite head bop routines in sprite ID order ($000 - $1B9) |
$038F8A
|
1326 bytes |
Pointer |
Long pointers to sprite riding Yoshi routines in sprite ID order ($000 - $1B9) |
$03A364
|
300 bytes |
Subroutine |
Subroutine that spawns sprites |
$03FEEE
|
274 bytes |
Empty |
Empty (filled with FF) |
$0489B8
|
8 bytes |
Sprite Palette |
Shy Guy Colors (Green, Red, Yellow, Pink) |
$04AC9C
|
29 bytes |
Subroutine |
Kill Yoshi Subroutine. This one kills Yoshi as he was killed by a spike. |
$05C6FD
|
16 bytes |
Misc. |
Table of '?' bucket rotation effects |
$05FFC4
|
60 bytes |
Empty |
Empty (filled with FF) |
$06FEAA
|
342 bytes |
Empty |
Empty (filled with FF) |
$07FF47
|
185 bytes |
Empty |
Empty (filled with FF) |
$089FD0
|
48 bytes |
Empty |
Empty (filled with 01) |
$09AF70
|
206 bytes |
Empty |
Empty (filled with 01) |
$09EDCE
|
624 bytes |
Empty |
Empty (filled with 01) |
$09F18F
|
687 bytes |
Empty |
Empty (filled with 01) |
$0AEC2B
|
4 bytes |
Player Physics |
Yoshi max speed for acceleration to apply, for right and left. |
$0B9787
|
121 bytes |
Empty |
Empty (filled with 01) |
$0BF3B7
|
3145 bytes |
Empty |
Empty (filled with FF) |
$0CDACA
|
24 bytes |
Sprite Palette |
Color of Kamek's first magic spell; 2 bytes per boss battle. |
$0CDAE2
|
24 bytes |
Sprite Palette |
Color of Kamek's second magic spell; 2 bytes per boss battle. |
$0CDAFA
|
12 bytes |
Music |
Music value used for each boss battle: $0A is x-4 boss music (or for level header music setting 7 or 8, $0A becomes the longer intro used in piranha & raven), and $0C is x-8 boss music |
$0CFF69
|
151 bytes |
Empty |
Empty (filled with FF) |
$0DFC83
|
893 bytes |
Empty |
Empty (filled with FF) |
$0EA131
|
7 bytes |
Subroutine |
Barney Bubble init subroutine |
$0EFF82
|
126 bytes |
Empty |
Empty (filled with FF) |
$0FE056
|
6058 bytes |
Empty |
Empty (filled with FF) |
$0FFC80
|
896 bytes |
Misc. Tilemap |
Tilemap for the Title Screen logo |
$108B05
|
16 bytes |
Level Data |
Table (one byte entries):
The number of bits to copy for each piece of variable-sized header information, in level header order. The final $00 marks the end. Used by $108B15. |
$108B15
|
72 bytes |
Subroutine |
Level header decompression routine: copies variable-sized pieces of header data into separate addresses in RAM starting at $7E0134 |
$11B0FB
|
4 bytes |
Bandit Mini-Game |
Table of distances that the Gather Coins cannon rotates |
$11B0FF
|
4 bytes |
Bandit Mini-Game |
Table of distances that the Gather Coins cannon and platform will move along the white track |
$11B103
|
4 bytes |
Bandit Mini-Game |
Table of speeds that the Gather Coins cannon rotates |
$15FFD3
|
45 bytes |
Empty |
Empty (filled with FF) |
$1681C7
|
766 bytes |
Level Data |
Level $00: object data |
$17B781
|
384 bytes |
Map |
X-coordinates for checkpoints along Yoshi's walking path after beating a level; 8 bytes per level |
$17B901
|
384 bytes |
Map |
Y-coordinates for checkpoints along Yoshi's walking path after beating a level; 8 bytes per level |
$17BDAE
|
16 bytes |
Map |
X-coordinates of each Yoshi on the world 1 map |
$17BDBE
|
16 bytes |
Map |
X-coordinates of each Yoshi on the world 2 map |
$17BDCE
|
16 bytes |
Map |
X-coordinates of each Yoshi on the world 3 map |
$17BDDE
|
16 bytes |
Map |
X-coordinates of each Yoshi on the world 4 map |
$17BDEE
|
16 bytes |
Map |
X-coordinates of each Yoshi on the world 5 map |
$17BDFE
|
16 bytes |
Map |
X-coordinates of each Yoshi on the world 6 map |
$17BE0E
|
16 bytes |
Map |
Y-coordinates of each Yoshi on the world 1 map |
$17BE1E
|
16 bytes |
Map |
Y-coordinates of each Yoshi on the world 2 map |
$17BE2E
|
16 bytes |
Map |
Y-coordinates of each Yoshi on the world 3 map |
$17BE3E
|
16 bytes |
Map |
Y-coordinates of each Yoshi on the world 4 map |
$17BE4E
|
16 bytes |
Map |
Y-coordinates of each Yoshi on the world 5 map |
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