$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 |
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