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YI Memory Map
Displaying 25 out of 286 addresses. Show Waiting Addresses (24)
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SRAM Address Length Type Description Details
$7028CA 256 bytes Misc. Stage sprites' spawning flags, 1-byte entries indexed by their stage ID ($00-$FF, same as in $7014A0 table):
$00: Not spawned in currently, ready to spawn when column/row is reached
$FF: Do not spawn: this either means the sprite is currently spawned in or is destroyed like enemy swallowed
$7029CA 2 bytes Misc. Pointer into next free entry of $7029CC table
$7029CC 928 bytes Misc. Sprite interactive terrain buffer - mostly used for sprites that break sand, each sprite has 5 entries representing left, right, center, top, and bottom; room for up to 23 sprites, plus one additional entry; 8-byte entries:
Word 1: X coordinate
Word 2: Y coordinate
Word 3: ???
Word 4: ???
$703372 420 bytes Misc. HDMA BG Scroll Buffer, gets copied to $7E5040
$703516 420 bytes Misc. HDMA BG Scroll Buffer, gets copied to $7E51E4
$703A02 840 bytes Misc. Window 1 & 2 (registers $2126-$2129) Buffer, gets copied to $7E56D0
$704070 2 bytes Misc. Current message box data index
$70409E 1024 bytes Misc. Table of MAP16 indices that represents the currently loaded two BG1 foreground tiles (two screens side by side, even & odd x-wise), orientation is based on scroll values
$70449E 120 bytes Misc. Offset per tile moving object table, 20 6-byte entries, each entry represents a rectangle in the map which triggers an OPT effect that oscillates up & down (like 6-4 moving platforms):
Byte 1: Leftmost X tile of rectangle (all coordinates and sizes are 8 pixel tile coords)
Byte 2: Topmost Y tile
Byte 3: Width of rectangle - 1
Byte 4: Height - 1
Byte 5: Amplitude of oscillation: # of pixels the object travels both up and down from its normal position in stage, this value is signed which indicates initial movement direction
Byte 6: Current offset of object

NOTE: when triggered, X will be per-column but Y will activate for the entire height of the screen
$705800 8192 bytes Misc. Buffer used for decompressed file destination/pixel plotting destination; varies in size but up to 8kb
$707800 1024 bytes Misc. Practically free SRAM

Only cleared on boot and all scenes with Island graphics
$707C00 2 bytes Misc. Save file 1: # of lives (from last save)
$707C02 1 byte Misc. Save file 1: Last level beaten
$707C03 72 bytes Misc. Save file 1: Level high scores, 1 byte per map tile, format: csssssss, c = level completed, s = high score
$707C4B 27 bytes Misc. Save file 1: Pause menu items, 1 byte per item, same format as $7E0357
$707C66 1 byte Misc. Save file 1: Controller settings, same format as $700082
$707C67 1 byte Misc. Save file 1: Tutorial message box bitflags, same format as $7E0372
$707C68 2 bytes Misc. Save file 2: # of lives (from last save)
$707C6A 1 byte Misc. Save file 2: Last level beaten
$707C6B 72 bytes Misc. Save file 2: Level high scores, 1 byte per map tile, format: csssssss, c = level completed, s = high score
$707CB3 27 bytes Misc. Save file 2: Pause menu items, 1 byte per item, same format as $7E0357
$707CCE 1 byte Misc. Save file 2: Controller settings, same format as $700082
$707CCF 1 byte Misc. Save file 2: Tutorial message box bitflags, same format as $7E0372
$707CD0 2 bytes Misc. Save file 3: # of lives (from last save)
$707CD2 1 byte Misc. Save file 3: Last level beaten
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