$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 |
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