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YI Memory Map

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Tweaks Address Length Type Description Details
$0080F7 1 byte Debug Change from [38] to [00] to enable debug routine at $0080F8.
$00810D 1 byte Debug [20] Number of frames to skip running gamemode code after initally pressing R when frame advance flag is set.
$00812C 1 byte Debug [04] Number of frames to skip running game mode code between each frame where game mode is running when L or R is held on Controller 2 and frame advance flag is set.
$00853D 1 byte Music Change to [04] to make music header setting E play the "Welcome to Yoshi's Island" music. To be used with $01B259.
$0086D8 1 byte Boss Change to [9C] to remove the ending Key Scene from Naval Piranha boss, when using the "OH MY!" trick. Default [A3].
$018F0D 1 byte Boss Hookbill the Koopa's HP, multiplied by 2. Default is [06]: 3 HP.
$018F31 2 bytes Sound Effect Sound that Hookbill the Koopa makes when you pound his stomach. Default is [80 00]. For a list of sounds, see here.
$018FB1 2 bytes Sound Effect Sound that Hookbill the Koopa makes when he coughs. Default is [39 00]. For a list of sounds, see here.
$019078 2 bytes Sprite Number Sprite that Hookbill will cough up when stomped off. Default is [25 00]: Sprite 25, Green Egg.

NOTE: Not every sprite will spawn / work correctly.
$019118 2 bytes Sound Effect Sound that Hookbill the Koopa makes when he gets hit with an egg while crawling. Default is [3F 00]. For a list of sounds, see here.
$019210 2 bytes Sound Effect Sound that Hookbill the Koopa makes when he gets hit with an egg that knocks him over. Default is [3F 00]. For a list of sounds, see here.
$01A00B 1 byte Boss Change to [9C] to remove the ending Key Scene from Hookbill the Koopa boss, after defeat. Default [A6].
$01B259 1 byte Music Change to [02] to make music header setting E play the "Welcome to Yoshi's Island" music. To be used with $00853D.
$01B7D7 136 bytes Misc. Tilemap Table for the text shown in the Pause/Results screens:

$01B7D7 - "HIGH SCORE" text line in the Results Screen: 22 bytes long (2 less than the others because this line has a one-tile border in each side). The first, second, twenty-first and twenty-second tiles will be overwriten with the Sun animation, while the eighteenth and nineteenth tiles will be overwriten depending on the player's total score. Default [3A 3C 4E 0E 10 0C 0E 4E 24 04 1C 22 08 36 36 36 36 54 5C 4E 3A 3C].

$01B7ED - "STARS" text line: 24 bytes long. The fourteenth, fifteenth, twenty-first, twenty-second and the bottom half of the twenty-fourth tiles will be overwritten depending on the player's star count. Default [3E 40 4E 24 26 00 22 24 36 36 36 36 36 36 50 34 56 50 68 6A 4E 50 6C 6E].

$01B805 - "COINS" text line: 24 bytes long. The fourteenth, fifteenth, twenty-first, twenty-second and the bottom half of the twenty-fourth tiles will be overwritten depending on the player's red coin count. Default [46 48 4E 04 1C 10 1A 24 36 36 36 36 36 36 50 34 54 50 68 6A 4E 50 6C 6E].

$01B81D - "FLOWERS" text line: 24 bytes long. The sixteenth, twenty-first and the bottom half of the twenty-fourth tiles will be overwritten depending on the player's flower count. Default [42 44 4E 0A 16 1C 2C 08 22 24 36 36 36 36 36 50 34 5A 68 6A 4E 50 6C 6E].

$01B835 - "TOTAL POINTS" text line: 21 bytes long (because it has 3 empty tiles on the left). The twenty-first, twenty-second and the bottom half of the twenty-fourth tiles will be overwritten depending on the player's total score. Default [26 1C 26 00 16 4E 1E 1C 10 1A 26 24 36 36 36 36 36 36 50 6C 6E].

$01B84A - "HIGH SCORE" text line in the Pause Screen: 21 bytes long (because it has 3 empty tiles on the left). The twenty-first, twenty-second and the bottom half of the twenty-fourth tiles will be overwritten depending on the player's total score. Default [4E 0E 10 0C 0E 4E 24 04 1C 22 08 36 36 36 36 36 36 36 50 6C 6E].
Input Basic Example
$01BF2C 12 bytes Table The bonus games which can be selected upon beating a stage in each world. These values correspond to the different bonus games:

[00] - Flip Cards
[02] - Scratch & Match
[04] - Drawing Lots
[06] - Match Cards
[08] - Roulette
[0A] - Slot Machine

The default values are as follows:

[00 02] - World 1
[04 0A] - World 2
[06 08] - World 3
[04 02] - World 4
[00 08] - World 5
[06 0A] - World 6
$01C288 1 byte Text Change to 00 to disable the message that pops up when you lose Baby Mario for the first time. Default [04]. To be used with $01C28B.
$01C28B 1 byte Text Change to 80 to disable the message that pops up when you lose Baby Mario for the first time. Default [D0]. To be used with $01C288.
$01DE94 1 byte Sound Effect Sound that message boxes makes when they appear (after the block is hit). Default is [50]. For a list of sounds, see here.
$0285D4 1 byte Boss Change to [9C] to remove the ending Key Scene from Roger the Potted Ghost boss, after defeat. Default [A3].
$02941F 1 byte Text Change to 80 to disable the tutorial message that pops up when you pass the first Middle Ring in the game. Default [D0].
$02A7DC 1 byte Level Number Stage Level number of the level where you never obtain a bonus challenge on the goal roulette (originally Extra 1 [08])
$02B4E0 2 bytes Sprite Number Change what the Grinder (spits seeds of watermelon) spits (sprite 1A6). Default is [07 01]: Sprite 107, Seed of watermelon.

NOTE: Not every sprite will spawn / work correctly.
$02B9C4 2 bytes Sprite Number Change what the Short Fuse throws (sprite 1A7 on Y=0). Default is [60 00]: Sprite 60, Bomb.

NOTE: Not every sprite will spawn / work correctly.
$02B9C9 2 bytes Sprite Number Change what the Seedy Sally throws (sprite 1A7 on Y=1). Default is [F9 00]: Sprite F9, Yellow Needlenose (although in this specific case the Needlenose will be green).

NOTE: Not every sprite will spawn / work correctly.
$02BCB3 2 bytes Sprite Number Change what the Grinder (climbing, spits seeds of watermelon) spits (sprite 1A9). Default is [07 01]: Sprite 107, Seed of watermelon.

NOTE: Not every sprite will spawn / work correctly.
$02D770 1 byte Boss Change to [A3] to add the ending Key Scene to Sluggy the Unshaven boss, after defeat. Default [9C].
$02E064 2 bytes Boss Change to [EA EA] to make all bosses have a ending Key Scene after defeated (originally only for X-8 bosses). Note that, this is the only way to have Marching Milde and Prince Froggy to have a proper Key Scene, since the individual setting doesn't work with them (with Froggy the scene become a softlock and with Marching Milde the key doesn't appear at all). Default [F0 27].

Keep in mind that X-4 bosses have a shorter ending scene, so the scene will be cut before the big keyhole appears. Also note that Prince Froggy's scene has graphical glitches for some reason.
$02E4B5 2 bytes Boss Naval Piranha's HP. Default is [03 00].
$02F1F9 1 byte Boss Change to [9C] to remove the ending Key Scene from Naval Piranha boss, after defeat. Default [A6].

Note: Triggering the "OH MY!" trick will still show the Key Scene as usual. Check $0086D8 if you want to disable the scene in this case too.
$039BA1 2 bytes ASM Change from [F0 03] (BEQ #$03) to [80 00] (BRA #$00) to force bubbles to always give you one shot, or to [80 03] (BRA #$03) to force bubbles to always give you three shots.
$039BAD 1 byte Timer The length of the pause when Yoshi eats a watermelon. Change to 00 to disable the pause when Yoshi eats a watermelon. Default [10].
$03A527 2 bytes Misc. Coins required to get a life. Default is [64 00] (100 on hex)
$04BB7C 1 byte Boss Change to [A3] to add the ending Key Scene to Bigger Boo boss, after defeat. Default [9C].
$04E1AE 1 byte Misc. Change to 1F to disable the Welcome level and immediately start at 1-1. Default [0B]. To be used with $04E1B4.
$04E1B4 1 byte Misc. Change to 00 to disable the Welcome level and immediately start at 1-1. Default [0B]. To be used with $04E1AE.
$05A087 1 byte Boss Change to [6B] to make Naval Piranha's small form immune to eggs (preventing the "OH, MY!" trick). Default [B9].
$068CB5 1 byte Boss Change to [9C] to remove the ending Key Scene from Salvo the Slime boss, after defeat. Default [A3].
$06A2E8 1 byte Boss Change to [A3] to add the ending Key Scene to Burt the Bashful boss, after defeat. Default [9C].
$06E1F8 7 bytes Sprite Physics Change to [EA EA EA EA EA EA EA] to make the large sewer ghost spawn infinite Shy Guys (up to sprite limits), instead of stopping when you have full eggs. Default [A9 D5 91 22 44 DE 7E].
$0781B8 2 bytes Sprite Physics Change what the Egg Plant shoots (sprite F4 on X=0) when shooting at normal speed. The values should be the same as the ones in $078250, in order to prevent unintended bugs or crashes. Default is [25 00]: Sprite 25, Green Egg. How does the second byte works.
$078250 2 bytes Sprite Physics Change what the Egg Plant shoots (sprite F4 on X=0) when shooting at fast speed (when Yoshi does a Ground Pound near them). The values should be the same as the ones in $0781B8, in order to prevent unintended bugs or crashes. Default is [25 00]: Sprite 25, Green Egg. How does the second byte works.
$0782F9 2 bytes Sprite Physics Change what the Needlenose Plant shoots (sprite F4 on X=1) when shooting at normal speed. The values should be the same as the ones in $078347, in order to prevent unintended bugs or crashes. Default is [63 01]: Sprite 163, Bouncing green Needlenose. How does the second byte works.
$078347 2 bytes Sprite Physics Change what the Needlenose Plant shoots (sprite F4 on X=1) when shooting at fast speed (when Yoshi does a Ground Pound near them). The values should be the same as the ones in $0782F9, in order to prevent unintended bugs or crashes. Default is [63 01]: Sprite 163, Bouncing green Needlenose. How does the second byte works.
$0ADA27 1 byte Sprite Physics Amount of times an egg will ricochet. Default value is [63]
(corresponds to the Super FX comamnd sub #3). Change the "3" to change the number of bounces.
$0CE569 36 bytes Sprite Palette Boss palette pointers after transformation (3 bytes each):

[CA A5 5F] - 1-4 Burt the Bashful
[22 21 70] - 1-8 Salvo the Slime
[22 21 70] - 2-4 Bigger Boo
[22 21 70] - 2-8 Roger the Potted Ghost
[A2 21 70] - 3-4 Prince Froggy
[22 21 70] - 3-8 Naval Piranha
[06 A6 5F] - 4-4 Marching Milde
[22 21 70] - 4-8 Hookbill the Koopa
[82 21 70] - 5-4 Sluggy the Unshaven
[8E A5 5F] - 5-8 Raphael the Raven
[42 A6 5F] - 6-4 Tap-Tap the Red Nose
[C2 21 70] - 6-8 King Bowser

If you change the bosses' location, you need to edit the pointers to fit your levels.
$0CE58D 36 bytes Sprite Palette Boss palette pointers before transformation (3 bytes each):

[02 21 70] - 1-4 Burt the Bashful
[22 21 70] - 1-8 Salvo the Slime
[82 21 70] - 2-4 Bigger Boo
[22 21 70] - 2-8 Roger the Potted Ghost
[22 21 70] - 3-4 Prince Froggy
[22 21 70] - 3-8 Naval Piranha
[A2 21 70] - 4-4 Marching Milde
[22 21 70] - 4-8 Hookbill the Koopa
[82 21 70] - 5-4 Sluggy the Unshaven
[42 21 70] - 5-8 Raphael the Raven
[42 21 70] - 6-4 Tap-Tap the Red Nose
[02 21 70] - 6-8 King Bowser

If you change the bosses' location, you need to edit the pointers to fit your levels.

(Warning: For some reason, changing the pre-transformed palette pointers for X-4 bosses will result in them using the wrong palette... however, if you leave the pointer unchanged, the boss will appear fine)
$0DCB11 1 byte Boss Baby Bowser's HP (before transformation). If you change this, you need to put the same value minus one at $0DF133 (for the "defeat" sound effect). Default [03].
$0DD940 1 byte Boss Giant Baby Bowser's HP. This value should be the same as $0DD980. Default is [07].
$0DD980 1 byte Boss Giant Baby Bowser's HP. This value should be the same as $0DD940. Default is [07].
$0DF133 1 byte Boss Baby Bowser's HP (before transformation) minus one. This is used to play the "defeat" sound at the correct hit. Default [02].
$0EB534 1 byte Text Change to 80 to disable the tutorial message that pops up when you get your first flower in the game. Default [D0].
$0EBEA1 1 byte Sprite Palette Item Memory index at which Chomp Rock in 1-1 will use the special palette. Default [01].
$0EBEA7 1 byte Sprite Palette Translevel number of the level which will always use the special palette for Chomp Rock. Default is [28]: 4-5.
$0EBEC3 1 byte Sprite Palette Color of the special Chomp Rock. Default is [08].

[00] or [01] - Orange
[02] or [03] - Green
[04] or [05] - Gray (Default sprite palette)
[06] or [07] - Light Blue (without black outline)
[08] or [09] - Brown (Default special palette)

Other values are still usable but gives bugged palettes. Values [0C], [0D], [0E], and [0F] depends on the Sprite Palette header, so they could or couldn't work.
Palette Comparison
$0F8EA6 8 bytes Sprite Number Which sprite (should be a winged cloud) the hidden winged ?-cloud (sprite $0067) turns into when touched by a chomp rock or snowball, depending on the initial X position. By default: $00C1 (5 stars), $00C8 (seed of sunflower), $00B8 (flower), $00B7 (1-up).
$0F8ED4 8 bytes Subroutine Whether the hidden ?-cloud reveiled by a chomp rock (sprite $0067) is affected by item memory or not depending on its content. Should be either $8EDC (affected by item memory) or $8EE8 (respawns every time). By default: $8EDC (5 stars), $8EE8 (seed of sunflower), $8EDC (flower), $8EDC (1-up).
$0F9C4D 1 byte Boss The first of the four pointers of Tap-Tap the Red Nose boss battle. Change to the current translevel number, in the case you relocated the boss. Default is [3F]: 6-4. Use with 0F9CCF, 0F9DF2, and 0FA00D.
$0F9CCF 1 byte Boss The second of the four pointers of Tap-Tap the Red Nose boss battle. Change to the current translevel number, in the case you relocated the boss. Default is [3F]: 6-4. Use with 0F9C4D, 0F9DF2, and 0FA00D.
$0F9DF2 1 byte Boss The third of the four pointers of Tap-Tap the Red Nose boss battle. Change to the current translevel number, in the case you relocated the boss. Default is [3F]: 6-4. Use with 0F9C4D, 0F9CCF, and 0FA00D.
$0FA00D 1 byte Boss The fourth of the four pointers of Tap-Tap the Red Nose boss battle. Change to the current translevel number, in the case you relocated the boss. Default is [3F]: 6-4. Use with 0F9C4D, 0F9CCF, and 0F9DF2.
$0FA5B6 1 byte Boss Change to [A3] to add the ending Key Scene to Tap-Tap the Red Nose boss, after defeat. Default [9C].
$0FB108 1 byte Boss Raphael the Raven's HP in unary, converted to hex. Default is [07]: 3 HP (111 in unary). Possible values:

[01] - 1 HP
[03] - 2 HP
[07] - 3 HP
[0F] - 4 HP
[1F] - 5 HP
[3F] - 6 HP
[7F] - 7 HP
[FF] - 8 HP

If you change this, you should also change the byte at $0FB50D.
$0FB482 1 byte Boss Raphael the Raven's initial image. See $0FB6A1 for more information. Default [06].
$0FB50D 1 byte Boss Raphael the Raven's HP. This value should be the same as $0FB108. Default [07].
$0FB6A1 8 bytes Boss Raphael the Raven's images after every hit, depending on its HP. Possible values:

[00] - Whitish Body
[01] - The same color as the sky (no outline)
[02] - The same color as the sky with a star in its body (no outline)
[05] - The same color as the sky with a star in its body (light blue outline)
[06] - Normal
[07] - Yellow Body (no outline)
[08] - Angry
[09] - Furious

Any other values gives a wrong palette. The first byte of the table seems to be unused, being the byte at $0FB482 used for the initial image. Default values are [06 08 09 09 09 09 09 09]: Normal -> Angry -> Furious.
Image Comparison
$0FB72D 1 byte Boss Change to [9C] to remove the ending Key Scene from Raphael the Raven boss, after defeat. Default [A6].
$0FBCCB 3 bytes Cutscene Change to [00 00 00] to disable the story cutscene before title screen. Default [15 02 46]. To be used with $0FBDFB and $0FBED1.
$0FBDFB 3 bytes Cutscene Change to [EA EA EA] to disable the story cutscene before title screen. Default [8D 4D 00]. To be used with $0FBCCB and $0FBED1.
$0FBED1 2 bytes Cutscene Change to [F0 00] to disable the story cutscene before title screen. Default [F0 12]. To be used with $0FBCCB and $0FBDFB.
$10804E 1 byte Pause Screen Change this from [80] to [00] to disable Start+Selecting out of the welcome level (requires each save file to be reloaded from the ROM to take effect).
$1080A6 1 byte Misc. Change this from [00] to [02] to make "Hasty" the default control scheme. (Requires reloading each save file from the ROM to take effect)
$10897F 1 byte Sound Effect Sound that plays when "Nintendo Presents" shows. Default is [09]. For a list of sounds, see here.
$108D90 1 byte Level Number Translevel number of the first of three levels where Yoshi starts out facing left. Default is [04]: 1-5.
$108D94 1 byte Level Number Translevel number of the second of three levels where Yoshi starts out facing left. Default is [12]: 2-7.
$108D98 1 byte Level Number Translevel number of the third of three levels where Yoshi starts out facing left. Default is [36]: 5-7.
$108D9C 1 byte Misc. Change to [00] to prevent Yoshi to face left in the selected levels (which are 1-5, 2-7 and 5-7 by default). Default is [02].
$108DA2 1 byte Text Change to 80 to disable the intro stage's Welcome message. Default [D0].
$10CDE6 1 byte Misc. The score threshold to generate the 3-Kamek variant of the "Drawing Lots" bonus game. Default is [32] which is 50 points.

Setting this to [00] will force the 3-Kamek variant, while setting it to [65] or higher will force the 1-Kamek variant.
$10E189 1 byte Misc. The number of lives Yoshi starts with after continuing from the Game Over screen. Default is [03].
$179933 1 byte Misc. The number of lives Yoshi starts with after selecting a save file. Default is [03].
$179954 1 byte Cutscene Change to [1E] to disable both the intro scene and welcome level, and start directly on the map when starting a new game. Default is [37].
$17A82E 1 byte Map Change to [2E] to fix a bug where Green Yoshi's position shifts on the World 1 and World 3 maps, when exiting from the Extra level. Default [23].
$3FA064 4 bytes Sprite Palette Change to [B5 24 55 3D] to fix Pink Yoshi's palette in game. This will do Mario's hat and Yoshi's tongue have the correct shading. Default [55 3D B5 24]. Comparison Before and After
$3FA0D8 2 bytes Sprite Palette Change to [00 00] to make Brown Yoshi in game uses the same palette it uses in the intro cutscene. Use with $3FA0DE and $3FA0E6. Default [6F 1D].
$3FA0DE 2 bytes Sprite Palette Change to [A9 0C] to make Brown Yoshi in game uses the same palette it uses in the intro cutscene. Use with $3FA0D8 and $3FA0E6. Default [F5 29].
$3FA0E6 2 bytes Sprite Palette Change to [70 15] to make Brown Yoshi in game uses the same palette it uses in the intro cutscene. Use with $3FA0D8 and $3FA0DE. Default [BA 4A].
$3FC876 2 bytes Object Palette Palette color of World Map 1 (hud) and File Select Menu, written backwards. Default is [FC 53] (SNES Color $53FC).
$3FC894 2 bytes Object Palette Palette color of World Map 2 (hud) and Copy File Menu, written backwards. Default is [B4 7B] (SNES Color $7BB4).
$3FC8B2 2 bytes Object Palette Palette color of World Map 3 (hud) and Erase File Menu, written backwards. Default is [3F 73] (SNES Color $733F).
$3FDAF8 2 bytes Object Palette Palette color of World Map 4 (hud) while being in World 1 (dynamic palette), written backwards. Default is [1B 73] (SNES Color $731B).
$3FDB16 2 bytes Object Palette Palette color of World Map 5 (hud) while being in World 1 (dynamic palette), written backwards. Default is [37 77] (SNES Color $7737).
$3FDB34 2 bytes Object Palette Palette color of World Map 6 (hud) while being in World 1 (dynamic palette), written backwards. Default is [DD 5A] (SNES Color $5ADD).
$3FDB74 2 bytes Object Palette Palette color of World Map 4 (hud) while being in World 2 (dynamic palette), written backwards. Default is [1B 73] (SNES Color $731B).
$3FDB92 2 bytes Object Palette Palette color of World Map 5 (hud) while being in World 2 (dynamic palette), written backwards. Default is [37 77] (SNES Color $7737).
$3FDBB0 2 bytes Object Palette Palette color of World Map 6 (hud) while being in World 2 (dynamic palette), written backwards. Default is [DD 5A] (SNES Color $5ADD).
$3FDBF0 2 bytes Object Palette Palette color of World Map 4 (hud) while being in World 3 (dynamic palette), written backwards. Default is [1B 73] (SNES Color $731B).
$3FDC0E 2 bytes Object Palette Palette color of World Map 5 (hud) while being in World 3 (dynamic palette), written backwards. Default is [37 77] (SNES Color $7737).
$3FDC2C 2 bytes Object Palette Palette color of World Map 6 (hud) while being in World 3 (dynamic palette), written backwards. Default is [DD 5A] (SNES Color $5ADD).
$3FDC6C 2 bytes Object Palette Palette color of World Map 4 (hud) while being in World 4 (dynamic palette), written backwards. Default is [1B 73] (SNES Color $731B).
$3FDC8A 2 bytes Object Palette Palette color of World Map 5 (hud) while being in World 4 (dynamic palette), written backwards. Default is [37 77] (SNES Color $7737).
$3FDCA8 2 bytes Object Palette Palette color of World Map 6 (hud) while being in World 4 (dynamic palette), written backwards. Default is [DD 5A] (SNES Color $5ADD).
$3FDCE8 2 bytes Object Palette Palette color of World Map 4 (hud) while being in World 5 (dynamic palette), written backwards. Default is [1B 73] (SNES Color $731B).
$3FDD06 2 bytes Object Palette Palette color of World Map 5 (hud) while being in World 5 (dynamic palette), written backwards. Default is [37 77] (SNES Color $7737).
$3FDD24 2 bytes Object Palette Palette color of World Map 6 (hud) while being in World 5 (dynamic palette), written backwards. Default is [DD 5A] (SNES Color $5ADD).
$3FDD64 2 bytes Object Palette Palette color of World Map 4 (hud) while being in World 6 (dynamic palette), written backwards. Default is [1B 73] (SNES Color $731B).
$3FDD82 2 bytes Object Palette Palette color of World Map 5 (hud) while being in World 6 (dynamic palette), written backwards. Default is [37 77] (SNES Color $7737).
$3FDDA0 2 bytes Object Palette Palette color of World Map 6 (hud) while being in World 6 (dynamic palette), written backwards. Default is [DD 5A] (SNES Color $5ADD).
$3FED72 4 bytes Sprite Palette Change to [B5 24 55 3D] to fix Pink Yoshi's palette in the intro cutscene. Used to complement $3FA064's fix (for the sake of color consistency). Default [55 3D B5 24].
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