$700000
|
112 bytes |
Super FX |
Scratch RAM, used like "registers" for various operations on the Super FX, also used as additional parameters to Super FX routines |
$700070
|
1 byte |
Controller |
Controller Data 1 (for gamemode 0F):
AXLR----
A = A; X = X; L = L; R = R |
$700071
|
1 byte |
Controller |
Controller Data 2 (for gamemode 0F):
byetUDLR
b = B; y = Y; e = Select; t = Start; U = up; D = down; L = left, R = right |
$700072
|
1 byte |
Controller |
Controller Data 1, on press/first frame (for gamemode 0F):
AXLR----
A = A; X = X; L = L; R = R |
$700073
|
1 byte |
Controller |
Controller Data 2, on press/first frame (for gamemode 0F):
byetUDLR
b = B; y = Y; e = select; t = Start; U = up; D = down; L = left, R = right |
$700076
|
2 bytes |
Sound Effect |
Mirror of $7E0051 (register $2141) for GSU player control routine, used for transformations |
$70007A
|
2 bytes |
Sound Effect |
Super FX sound ID, returned by GSU to push into sound queue (play a sound effect) |
$700082
|
1 byte |
Controller |
Controller settings ($00 = patient; $02 = hasty) |
$70008A
|
2 bytes |
Misc. |
Yoshi's X subpixel position (high byte is spillage) |
$70008C
|
2 bytes |
Misc. |
Yoshi's X position |
$70008E
|
2 bytes |
Misc. |
Yoshi's Y subpixel position (high byte is spillage) |
$700090
|
2 bytes |
Misc. |
Yoshi's Y position |
$700092
|
2 bytes |
Misc. |
Pointer to next free slot in OAM buffer |
$700094
|
2 bytes |
Misc. |
Layer 1 Camera X |
$700096
|
2 bytes |
Misc. |
Layer 2 Camera X |
$700098
|
2 bytes |
Misc. |
Layer 3 Camera X |
$70009A
|
2 bytes |
Misc. |
Layer 4 Camera X |
$70009C
|
2 bytes |
Misc. |
Layer 1 Camera Y |
$70009E
|
2 bytes |
Misc. |
Layer 2 Camera Y |
$7000A0
|
2 bytes |
Misc. |
Layer 3 Camera Y |
$7000A2
|
2 bytes |
Misc. |
Layer 4 Camera Y |
$7000A4
|
2 bytes |
Misc. |
X position of the leftmost tiles on the screen |
$7000A6
|
2 bytes |
Misc. |
Y position of the uppermost tiles on the screen |
$7000A8
|
2 bytes |
Misc. |
Previous frame Yoshi's X velocity |
$7000AA
|
2 bytes |
Misc. |
Yoshi's Y velocity |
$7000AC
|
2 bytes |
Misc. |
Yoshi state:
$0000: Regular (player control)
$0002: Cutscenes; screen transition (pipe going right)
$0003: In screen transition (pipe going left)
$0004: In screen transition (pipe going down); in prologue cutscene (Baby Mario mounted)
$0005: In screen transition (pipe going up)
$0006: Entering/exiting pipe; in transition (pipe going right)
$0007: In screen transition (pipe going left)
$0008: In screen transition
$0009: In screen transition
$000A: Entering door
$000E: Dying from spike
$0010: Transforming
$0012: Smashed by falling wall (sprite $036)
$0014: Activating goal
$0016: During level intro
$0018: Being thrown toward baby mario at end of transformation
$001A: Dying in pit / inside piranha plant / receiving boss key / shrinking during Prince Froggy
$001C: During prologue cutscene
$001E: Pushed away in Raphael Cutscene
$0020: Entering Raphael Boss room (moon)
$0022: Entering keyhole during boss key cutscene
$0028: Dying from lava
$002A: Being ejected vertically (after transition) |
$7000AE
|
2 bytes |
Misc. |
Yoshi form:
$0000: Yoshi
$0002: Car Yoshi
$0004: Mole Yoshi
$0006: Helicopter Yoshi
$0008: Train Yoshi
$000A: Mushroom Yoshi (Beta)
$000C: Sub Yoshi
$000E: Ski Yoshi
$0010: Super Baby Mario
$0012: Plane Yoshi (Beta) |
$7000B0
|
2 bytes |
Misc. |
Yoshi's X position relative to camera |
$7000B2
|
2 bytes |
Misc. |
Yoshi's Y position relative to camera |
$7000B4
|
2 bytes |
Misc. |
Yoshi's X velocity |
$7000B6
|
2 bytes |
Misc. |
Angle of ground Yoshi is on |
$7000B8
|
2 bytes |
Misc. |
Angle of terrain slope that Yoshi's top is colliding with |
$7000BA
|
2 bytes |
Misc. |
Angle of terrain slope that Yoshi's middle part is colliding with |
$7000BC
|
2 bytes |
Misc. |
Angle of terrain slope that Yoshi's bottom part is colliding with |
$7000BE
|
2 bytes |
Misc. |
Yoshi's current animation frame |
$7000C0
|
2 bytes |
Player Physics |
Yoshi's jump state:
$0006: Jumping
$0007: Peak of jump
$0008: Falling |
$7000C2
|
2 bytes |
Player Physics |
Yoshi's ducking state:
$0000: not ducking
$0001-$0004: mid-duck / mid-duck release
$0005: fully ducked |
$7000C4
|
2 bytes |
Misc. |
Yoshi facing direction ($0000: right, $0002: left) |
$7000C6
|
2 bytes |
Player Physics |
Yoshi swimming state:
$0000: not swimming
$0001: landing in water, no player control
$0002: feet up briefly after landing
$0003: swimming |
$7000CC
|
1 byte |
Misc. |
Direction player last accelerated from input:
$00: not moving
$01: right
$02: left |
$7000CE
|
2 bytes |
Flag |
$004C: Player is holding Up while on ground, $0000 not |
$7000D2
|
1 byte |
Misc. |
Yoshi fluttering state:
$00: After a flutter, midair
$01: Not in a flutter chain: resets to this upon hitting ground or ceiling
$02: Begin flutter
$04, $06, $08: Mid-flutter states |
$7000D3
|
1 byte |
Flag |
$80: extended fluttering, $00 not |
$7000D4
|
2 bytes |
Misc. |
Ground pound state:
$0001~$0006: init states
$0007: falling
$0008~$000B: hitting the ground
$000C: fully on ground, other actions enabled
|
$7000D6
|
2 bytes |
Misc. |
Frame counter for holding Down button in air to ground pound. When it reaches $0007, ground pound will initiate. Set to $FFFF when pressing down on ground
|
$7000DA
|
2 bytes |
Player Physics |
Yoshi's stair state/counter, counts down/up in between steps on stairs (only high byte is used):
$0800 to $0100 for left-facing stairs
$F800 to $FF00 for right-facing stairs |
$7000DC
|
2 bytes |
Misc. |
Frame counter for pushing yourself against a wall / a pushable sprite. The pushing animation starts at $10, and it loops at $23. NOTE: For pushable sprites, the entire range is +1 so starts at $01, $11 is animation, stops at $24. |
$7000DE
|
2 bytes |
Misc. |
Egg throwing state (decrements over time):
$0007~$000A: init
$0006: cursor out, ready to throw
$0001~$0005: has been thrown
$0000: not throwing |
$7000E0
|
2 bytes |
Misc. |
Egg cursor distance from Yoshi:
Byte 1: Subpixels
Byte 2: Pixels |
$7000E4
|
2 bytes |
Misc. |
Egg cursor X position
When spitting an enemy this is used together with player speed to set enemy X-speed |
$7000E6
|
2 bytes |
Misc. |
Egg cursor Y position
When spitting an enemy this is used subtracted with constant $0200 to set enemy y-speed |
$7000E8
|
2 bytes |
Misc. |
Frame counter for holding the Down button to cancel egg throw (up to $0007 then it cancels) |
$7000EA
|
2 bytes |
Flag |
$FFFF = Egg cursor locked with L/R, $0000 = not locked |
$7000EC
|
2 bytes |
Flag |
Egg aiming flag:
$FFFF: Have eggs, can aim
$0000: No eggs, can't aim
$0002: In water, can't aim |
$7000EE
|
2 bytes |
Misc. |
Egg cursor angle, ranges from $0000 = lowest, to $2E00 = highest |
$7000F0
|
2 bytes |
Misc. |
Angular velocity of egg cursor (fixed point) |
$7000F2
|
2 bytes |
Misc. |
How much Yoshi is stumbling during fuzzied state, starts at $00 and increments or decrements by $02 until threshold point, then begins stumbling:
$001A: stumble forward threshold
$FFE6: stumble backward threshold
|
$7000F4
|
2 bytes |
Misc. |
Direction Yoshi is currently leaning during fuzzied state, relative to Yoshi's current facing:
$0002: forward
$FFFE: backwards |
$7000F6
|
2 bytes |
Misc. |
Yoshi idle animation state:
$0000: Stepping in place
$0002: Blinking
$0004: Scratching nose
$0006: Turning around |
$7000F8
|
2 bytes |
Misc. |
Running animation state:
alternates between $0000 and $0002 while running
pre/post-run: $0000 - $0012, increments by $02 |
$7000FA
|
2 bytes |
Misc. |
Current ground type Yoshi is on:
$0000: Ground
$0001: Water
$0002: ????
$0003: Ice
$0004: Snow
$0005: Mud
|
$7000FC
|
2 bytes |
Misc. |
Player collision with MAP16 terrain, format: 0000000L lRrTtBMb
L = left, head
l = left, body
R = right, head
r = right, body
T = top, left half
t = top, right half
B = bottom, left third
M = bottom, middle third
b = bottom, right third |
$7000FE
|
2 bytes |
Misc. |
Player collision with water, same format as $7000FC |
$700100
|
2 bytes |
Misc. |
Player collision with cross section tiles, same format as $7000FC |
$700102
|
2 bytes |
Flag |
$0001 when on a Spiky Stake ($0000 means not) |
$700104
|
2 bytes |
Misc. |
Current door exit type:
$0000: Regular door / boss door
$0100: Sewer pipe hole (like in 4-E)
$FFFF: Bandit mini-game door |
$700106
|
1 byte |
Misc. |
Pipe entrance/exit transition type:
$02 = Going right
$04 = Going left
$06 = Going down
$08 = Going up |
$700107
|
1 byte |
Misc. |
Pipe entrance/exit transition type:
$00 = Vertical, going in pipe
$40 = Vertical, coming out of pipe
$80 = Horizontal, going in pipe
$C0 = Horizontal, coming out of pipe |
$700108
|
2 bytes |
Misc. |
Distance Yoshi has travelled so far in vertical/horizontal pipe entrance transition, in pixels & subpixels ($ppss), fade & exit begins at $1F00 for both (NOTE: for horizontal it's basically a constant $0080 increase) |
$70010A
|
2 bytes |
Misc. |
Yoshi's vertical pipe entrance animation state:
$0001-$0006: going down a pipe
$0001-$0009: going up a pipe |
$70010C
|
2 bytes |
Misc. |
Yoshi's vertical pipe entrance acceleration: $0100 = 1 subpixel, low byte is subsubpixels |
$70010E
|
2 bytes |
Misc. |
Before entering pipe: Yoshi's horizontal distance from vertical pipe entrance
During pipe entrance transition: Current horizontal position of pipe entrance |
$700110
|
2 bytes |
Misc. |
While walking on mud/snow: Mirror of $7000F8, used for generating mud/snow particles
While sliding on mud: Distance slid, wraps around at $1FFF, used to generate mud splashes |
$700112
|
2 bytes |
Misc. |
Car transformation wheel extension height, increments by 2, maxes at $0030 |
$700114
|
2 bytes |
Misc. |
Address of ROM graphics (bank $52) to DMA into VRAM at $4200-$43FF:
-Yoshi's tongue
-Yoshi egg during Super Star Mario
-Yoshi during bubble transformation |
$700118
|
2 bytes |
Sprite Tilemap |
Pointer to "above" layer's OAM in OAM buffer |
$70011A
|
2 bytes |
Sprite Tilemap |
Sprite priority # for "above" layer (sprites that show above Yoshi) |
$70011C
|
2 bytes |
Misc. |
Center of Yoshi X position (Yoshi X + Yoshi width / 2) |
$70011E
|
2 bytes |
Misc. |
Center of Yoshi Y position (Yoshi Y position + Yoshi height / 2) |
$700120
|
2 bytes |
Misc. |
Yoshi's hitbox half width |
$700122
|
2 bytes |
Misc. |
Yoshi's hitbox half height |
$700124
|
2 bytes |
Player Tilemap |
Yoshi's OAM palette, ----ccc- part of yxppccct (OAM low table byte 4) |
$700126
|
2 bytes |
Player Tilemap |
Yoshi's OAM priority, --pp---- part of yxppccct (OAM low table byte 4) |
$700128
|
32 bytes |
Player Tilemap |
Yoshi & star counter graphics DMA queue, first 6 entries are Yoshi, last 2 are star counter number graphics, 4 bytes per:
Bytes 1-3: Long source address to DMA from; aa aa bb (a = address, b = bank) for top row DMA
Byte 4: high byte of address + 2, for bottom row DMA |
$70014E
|
2 bytes |
Misc. |
Transformation state:
$0000: Not transforming |
$700150
|
2 bytes |
Misc. |
Mouth state:
$00: doing nothing
$01: tongue horizontally growing or spitting
$02: tongue horizontally retracting
$03: tongue vertically growing or spitting
$04: tongue vertically retracting
$07, $0B, $0F, $13, $17, $1B, $1F, $23: States of swallowing non-egg sprites (star, nipper seed, coin, etc.)
$2F, $33, $37, $3B, $3F, $43, $47, $4B: States of swallowing egg-forming sprites |
$700152
|
2 bytes |
Player Physics |
Tongue X length in pixels |
$700154
|
2 bytes |
Player Physics |
Tongue Y height in pixels |
$700156
|
2 bytes |
Player Physics |
Yoshi's X tongue position, relative to camera |
$700158
|
2 bytes |
Player Physics |
Yoshi's Y tongue position, relative to camera |
$70015A
|
2 bytes |
Misc. |
Yoshi's X tongue position |
$70015C
|
2 bytes |
Misc. |
Yoshi's Y tongue position |
$70015E
|
2 bytes |
Misc. |
Blocked Tongue States (e.g. tonguing walls)
Values $00 to $0F |
$700160
|
2 bytes |
Misc. |
Inedible Tongue state (e.g. tonguing sprites like piranhas / chomp rocks)
Starts at $0014 and decrements until $0002. Zeroes out when tongue retracts. |
$700162
|
2 bytes |
Misc. |
When Yoshi catches an enemy or item (e.g. melon, egg) with his tongue, this is set to the sprite slot value. The value stays so until Yoshi either eats or spits out the enemy or has used the item. This SRAM gets cleared immediatley if the enemy or item in question is inedible. |
$700168
|
2 bytes |
Misc. |
Current sprite slot index (+1) being tongued/in mouth - sign bit turns on when unable to swallow |
$70016A
|
2 bytes |
Misc. |
Type of ammunition in mouth:
$0001: Fire melon
$0002: Bubble
$0003: Green watermelon
$0004: Ice melon |
$70016C
|
2 bytes |
Misc. |
Timer for duration of spitting a projectile, starts at $0000 and increments up to:
Watermelon seed: $0008
Fire melon: $002A
Ice melon: $0038
Bubble: $0018 |
$70016E
|
2 bytes |
Misc. |
Timer for intentional game freeze while tonguing a watermelon |
$700170
|
2 bytes |
Misc. |
Ammunition count in mouth:
Bubble decrements 10 each spit, watermelon decrements 1 each spit, ice and fire melons decrement 10 each spit |
$700172
|
2 bytes |
Misc. |
For ice and fire melons: X position of where flame/ice was spat
For watermelon seeds: # of seeds spat in succession during holding Y (loops from 0 to 6 then back to 0) |
$700174
|
2 bytes |
Misc. |
Ice and fire melons: Y position of where ice/flame was spat
|
$70017A
|
1 byte |
Cutscene |
The value in it is stored in Controller Data 1 during cutscenes. |
$70017B
|
1 byte |
Cutscene |
The value in it is stored in Controller Data 2 during cutscenes. |
$70017C
|
1 byte |
Cutscene |
The value in it is stored in Controller Data 1, one frame during cutscenes. |
$70017D
|
1 byte |
Cutscene |
The value in it is stored in Controller Data 2, one frame during cutscenes. |
$70017E
|
2 bytes |
Player Physics |
Car Yoshi: left wheel X position
All other transformations: Rotation angle (mario low byte only) |
$700180
|
2 bytes |
Player Physics |
Transformation value:
Helicopter: Rotation speed when hit. Starts at $1000, decreases by $20 each frame until $0700
Submarine: Rotation angle when hit. Starts at $0000, increments by $10 each frame until $0800
Train: Size counter when entering track. Starts at $00FF, decrements one per frame until $0070
Car: X-position in pixels
Super Baby Mario: $0007 when running on ground allowing for vertical climb
Mole: Orientation of vehicle:
$0000: 0°
$0001: 90°
$0002: 180°
$0003: 270°
Ski Yoshi: Snowball State, starts at $0080 when hit and increases by 2 every frame on the ground until value reaches $0100 |
$700182
|
2 bytes |
Player Physics |
Car Yoshi: right wheel X position
Helicopter: Animation frame (0-3) (turning around) |
$700184
|
2 bytes |
Player Physics |
Car Yoshi left wheel Y position |
$700188
|
2 bytes |
Player Physics |
Car Yoshi right wheel Y position |
$700198
|
2 bytes |
Player Physics |
Transformation value:
Car: Y position of player / car
Super Baby Mario: Y scale, normalized at $0100 |
$7001AE
|
2 bytes |
Flag |
Disables control & animation of Yoshi |
$7001B0
|
2 bytes |
Flag |
Disables updating & animation of sprites |
$7001B2
|
2 bytes |
Misc. |
Baby Mario state info (set up like bit flags but never more than 1 on simultaneously):
$0000: Off of Yoshi, floating & crying
$2000: Super Baby Mario / Bonus challenge Mario
$4000: Seized by toadies/bandits/frogs
$8000: Riding Yoshi |
$7001B4
|
2 bytes |
Flag |
Currently on a platform sprite (Chomp rock, Hint block, rotating platforms, etc.) - also counts the total number currently standing on |
$7001B6
|
2 bytes |
Sprite Number |
Slot of platform sprite that Yoshi is on. Does not apply to every platform sprite, for example it does for some moving sprites such as Pinwheels, Chomp Rock, Poochy, Flatbed Ferries, Lakitu clouds etc., but not for Hint Blocks, Donut Lifts etc. |
$7001B8
|
2 bytes |
Flag |
Previous frame's value of $7001B4 |
$7001BC
|
2 bytes |
Sprite Physics |
Where the water line starts for sprite physics
Only used for BG3 tilesets $13 (value $07B0) and $1D ($0700)
Value is left at $4000 when disabled
This doesn't affect regular water objects, only hardcoded water for certain BG3 tilesets.
$ssyy
ss = vertical screen number
yy = Y-position of water line
|
$7001C6
|
2 bytes |
Misc. |
Timer/index into camera Y offset table for small camera shaking (used by ground pounds, big egg ground impact, etc.) |
$7001C8
|
2 bytes |
Misc. |
Timer/index into camera Y offset table for large camera shaking (used for falling chain chomps, chasing chain chomp hitting wall, etc.) |
$7001CA
|
2 bytes |
Layer 1 Tilemap |
Special Offset-By-Tile Modes
$00: None (normal)
$01: Level Mode 2 (1-7, 6-4, 6-3)
$03: When Fuzzied
$05: Unused |
$7001D0
|
2 bytes |
Misc. |
Timer for Yoshi's turning pose.
Starts at #$0004 when you change direction while in movement (ground or air), remains with this value for a brief time if you keep holding this direction until it starts decrementing each frame. |
$7001D2
|
2 bytes |
Misc. |
Timer for each walking (not running) animation frame. |
$7001D4
|
2 bytes |
Misc. |
Timer for each animation frame of the landing, start of falling and fluttering. |
$7001D6
|
2 bytes |
Misc. |
Invincibility timer (starts at $00A0 on hit and decrements) |
$7001D8
|
2 bytes |
Misc. |
Timer for each Yoshi idle animation state. |
$7001DC
|
2 bytes |
Misc. |
Timer for bopping head in solid blocks animation. It's the exact time with zero y speed during the bop. |
$7001DE
|
2 bytes |
Misc. |
Timer for ground pounding animation. |
$7001E0
|
2 bytes |
Misc. |
Timer for mouth/tongue related animations. |
$7001E2
|
2 bytes |
Misc. |
Egg throwing state timer |
$7001EA
|
2 bytes |
Timer |
Particle generation timer for mud & snowy trees, initially set to $08 and zero means spawn in (if conditions met) |
$7001EE
|
2 bytes |
Misc. |
Timer for sprite in Yoshi's mouth to be automatically swallowed. Starts off at $04B0 upon sprite entering mouth (even for inedible ones like the shell), counts down to $0000 |
$7001F4
|
2 bytes |
Misc. |
Transformation timer, counts down |
$700200
|
2048 bytes |
Misc. |
OAM buffer. Split into 256 4-word entries, each one representing a possible entry in OAM:
Word 1: Screen-relative X coordinate (low byte copied into byte 1 of OAM low table mirror entry)
Word 2: Screen-relative Y coordinate (low byte copied into byte 2 of OAM low table mirror entry)
Word 3: Copied into OAM low table mirror entry bytes 3 & 4 (see OAM low table mirror $700A00 for details)
Word 4: -p----sx------sx, p = priority (0=forward, 1=reverse), s = size, x = 9th x bit (low byte copied into high table buffer entry)
NOTE: First 16 sprites are reserved for high priority items such as text and these are NOT handled by this buffer, thus copying begins at $700A40 for low table mirror and $700C30 for high table buffer.
Copying will continue until either the last entry of the OAM low table mirror ($700BFC) or the last entry of this buffer ($7009F8). |
$700244
|
2 bytes |
Player Physics |
Yoshi's X subpixel position on a spinning wooden platform, unaffected by the rotation. |
$700246
|
2 bytes |
Player Physics |
Yoshi's X position on a spinning wooden platform, unaffected by the rotation. |
$700A00
|
512 bytes |
Misc. |
OAM low table mirror. 4-byte entries with format xxxxxxxx yyyyyyyy tttttttt yxppccct (x = X coordinate, y = Y coordinate, t = tile number, c = palette 0-7, p = priority, x&y = flip) |
$700C00
|
32 bytes |
Misc. |
OAM high table mirror. 2 bits per entry, most significant X and size flag. |
$700C20
|
128 bytes |
Misc. |
OAM high table buffer. Each entry is one byte which corresponds with one OAM entry. The 2 lowest bits of the byte get copied into the high table mirror ($700C00-$700C1F) and shifted into the correct spot for the entry. |
$700CA0
|
2 bytes |
Map |
Island angle. Only low byte is used. |
$700CAA
|
128 bytes |
Misc. |
Screen ID table: maps raw screen # ($00-$7F) to screen ID ($00-$3F). The sign bit on indicates "empty" screen (has no object at all), or camera is unable to scroll into the screen due extended object $FE, or tiles are erased in that screen by extended object $FF. |
$700DAA
|
64 bytes |
Misc. |
BG1 - Left half of newest column spawned in, 32 SNES VRAM tilemap words, stored as a column but DMA'd to VRAM with increments of $40 to get to the next row each write and line up properly |
$700DEA
|
64 bytes |
Misc. |
BG1 - Right half of newest column spawned in, 32 SNES VRAM tilemap words, stored as a column but DMA'd to VRAM with increments of $40 to get to the next row each write and line up properly |
$700E2A
|
68 bytes |
Misc. |
BG1 - Top half of newest row spawned in, 34 SNES VRAM tilemap words, split into two separate DMA's - one for tilemap 1, one for tilemap 2 |
$700E6E
|
68 bytes |
Misc. |
BG1 - Bottom half of newest row spawned in, 34 SNES VRAM tilemap words, split into two separate DMA's - one for tilemap 1, one for tilemap 2 |
$700EB6
|
1 byte |
Misc. |
Spriteset file # 1 ($F7 index) |
$700EB7
|
1 byte |
Misc. |
Spriteset file # 2 ($F8 index) |
$700EB8
|
1 byte |
Misc. |
Spriteset file # 3 ($F9 index) |
$700EB9
|
1 byte |
Misc. |
Spriteset file # 4 ($FA index) |
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