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SMW Memory Map - Waiting Addresses
Displaying 1 out of 1 waiting addresses. Show Moderated Addresses
Hexadecimal number for a partial address. 6-digit number for a full address. Use - to denote a range. Use , to list more than one address.
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RAM Address Length Type Description Details Submitter
$7E0200 544 bytes I/O OAM table - handles all sprite tiles that are on screen. Valid slot number range: #$00-#$7F (128 slots, for $0200 indexing, it is #$0000-#$01FC, use any number divisible by 4 only).

The tables are:
-$7E0200-$7E03FF (512 bytes): Each “tile slot” have four bytes, in the order of: X position, Y position, tile number, and then YXPPCCCT. Tiles which are currently unused are usually marked as such by giving them a Y position of #$F0 (which is offscreen).
-$7E0400-$7E041F (32 bytes): Handles the 9th bit X position (this is a sign bit to handle sprite tiles that goes past the left edge of the screen) and the “size bit” (0 = 8x8, 1 = 16x16). Every 4 tile slots are fitted into each byte, see detail on how each tile slot is formatted. Note that it can't be used, as it will be overwritten each frame using the data at $0420-$049F; you should instead write the data there.

Various tiles are documented here. Note that:
$7E0310-$7E0313 is for the player's upper half
$7E0314-$7E0317 for the player's lower half
$7E0318-$7E031B is for the player's hand.

Note to mods: don't know how my details got removed 6 months ago, so please don't remove it.
$0400 formatting GreenHammerBro
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