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YI Memory Map

Displaying 50 out of 286 addresses.

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SRAM Address Length Type Description Details
$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)