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YI Memory Map
Displaying 50 out of 584 addresses. Show Waiting Addresses (24)
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Pages: « 1 2 3 411 12 » Per Page: 25 50 75 100 150 500 All
ROM Address Length Type Description Details
$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
Pages: « 1 2 3 411 12 » Per Page: 25 50 75 100 150 500 All

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