YI Memory Map
Displaying 100 out of 286 addresses.
View: moderated | waiting (27)
SRAM Address | Length | Type | Description | Details |
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$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 |
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$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 |
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$700072 | 1 byte | Controller | Controller Data 1, on press/first frame (for gamemode 0F): AXLR---- A = A; X = X; L = L; R = R |
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$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 |
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$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) |
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$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) |
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$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 |
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$7000C2 | 2 bytes | Player Physics | Yoshi's ducking state: $0000: not ducking $0001-$0004: mid-duck / mid-duck release $0005: fully ducked |
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$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 |
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$7000CC | 1 byte | Misc. | Direction player last accelerated from input: $00: not moving $01: right $02: left |
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$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 |
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$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 |
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$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 |
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$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 |
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$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 |
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$7000E0 | 2 bytes | Misc. | Egg cursor distance from Yoshi: Byte 1: Subpixels Byte 2: Pixels |
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$7000E4 | 2 bytes | Misc. | Egg cursor X position When spitting an enemy this is used together with player speed to set enemy X-speed |
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$7000E6 | 2 bytes | Misc. | Egg cursor Y position When spitting an enemy this is used subtracted with constant $0200 to set enemy y-speed |
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$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 |
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$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 |
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$7000F4 | 2 bytes | Misc. | Direction Yoshi is currently leaning during fuzzied state, relative to Yoshi's current facing: $0002: forward $FFFE: backwards |
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$7000F6 | 2 bytes | Misc. | Yoshi idle animation state: $0000: Stepping in place $0002: Blinking $0004: Scratching nose $0006: Turning around |
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$7000F8 | 2 bytes | Misc. | Running animation state: alternates between $0000 and $0002 while running pre/post-run: $0000 - $0012, increments by $02 |
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$7000FA | 2 bytes | Misc. | Current ground type Yoshi is on: $0000: Ground $0001: Water $0002: ???? $0003: Ice $0004: Snow $0005: Mud |
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$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 |
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$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 |
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$700106 | 1 byte | Misc. | Pipe entrance/exit transition type: $02 = Going right $04 = Going left $06 = Going down $08 = Going up |
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$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 |
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$700108 | 2 bytes | Misc. | Distance Yoshi has travelled so far in vertical/horizontal pipe entrance transition, in pixels & subpixels ($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 |
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$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 |
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$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 |
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$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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$700118 | 2 bytes | Sprite Tilemap | Pointer to "above" layer's OAM in OAM buffer | |
$70011A | 2 bytes | Sprite Tilemap | Sprite priority # for "above" layer (sprites that show above Yoshi) | |
$70011C | 2 bytes | Misc. | Center of Yoshi X position (Yoshi X + Yoshi width / 2) | |
$70011E | 2 bytes | Misc. | Center of Yoshi Y position (Yoshi Y position + Yoshi height / 2) | |
$700120 | 2 bytes | Misc. | Yoshi's hitbox half width | |
$700122 | 2 bytes | Misc. | Yoshi's hitbox half height | |
$700124 | 2 bytes | Player Tilemap | Yoshi's OAM palette, ----ccc- part of yxppccct (OAM low table byte 4) | |
$700126 | 2 bytes | Player Tilemap | Yoshi's OAM priority, --pp---- part of yxppccct (OAM low table byte 4) | |
$700128 | 32 bytes | Player Tilemap | Yoshi & star counter graphics DMA queue, first 6 entries are Yoshi, last 2 are star counter number graphics, 4 bytes per: Bytes 1-3: Long source address to DMA from; aa aa bb (a = address, b = bank) for top row DMA Byte 4: high byte of address + 2, for bottom row DMA |
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$70014E | 2 bytes | Misc. | Transformation state: $0000: Not transforming |
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$700150 | 2 bytes | Misc. | Mouth state: $00: doing nothing $01: tongue horizontally growing or spitting $02: tongue horizontally retracting $03: tongue vertically growing or spitting $04: tongue vertically retracting $07, $0B, $0F, $13, $17, $1B, $1F, $23: States of swallowing non-egg sprites (star, nipper seed, coin, etc.) $2F, $33, $37, $3B, $3F, $43, $47, $4B: States of swallowing egg-forming sprites |
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$700152 | 2 bytes | Player Physics | Tongue X length in pixels | |
$700154 | 2 bytes | Player Physics | Tongue Y height in pixels | |
$700156 | 2 bytes | Player Physics | Yoshi's X tongue position, relative to camera | |
$700158 | 2 bytes | Player Physics | Yoshi's Y tongue position, relative to camera | |
$70015A | 2 bytes | Misc. | Yoshi's X tongue position | |
$70015C | 2 bytes | Misc. | Yoshi's Y tongue position | |
$70015E | 2 bytes | Misc. | Blocked Tongue States (e.g. tonguing walls) Values $00 to $0F |
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$700160 | 2 bytes | Misc. | Inedible Tongue state (e.g. tonguing sprites like piranhas / chomp rocks) Starts at $0014 and decrements until $0002. Zeroes out when tongue retracts. |
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$700162 | 2 bytes | Misc. | When Yoshi catches an enemy or item (e.g. melon, egg) with his tongue, this is set to the sprite slot value. The value stays so until Yoshi either eats or spits out the enemy or has used the item. This SRAM gets cleared immediatley if the enemy or item in question is inedible. | |
$700168 | 2 bytes | Misc. | Current sprite slot index (+1) being tongued/in mouth - sign bit turns on when unable to swallow | |
$70016A | 2 bytes | Misc. | Type of ammunition in mouth: $0001: Fire melon $0002: Bubble $0003: Green watermelon $0004: Ice melon |
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$70016C | 2 bytes | Misc. | Timer for duration of spitting a projectile, starts at $0000 and increments up to: Watermelon seed: $0008 Fire melon: $002A Ice melon: $0038 Bubble: $0018 |
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$70016E | 2 bytes | Misc. | Timer for intentional game freeze while tonguing a watermelon | |
$700170 | 2 bytes | Misc. | Ammunition count in mouth: Bubble decrements 10 each spit, watermelon decrements 1 each spit, ice and fire melons decrement 10 each spit |
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