YI Memory Map - Waiting Addresses
|$7E0127||1 byte||Misc.||Which tilemap queue to DMA
Default $00 (RAM queue)
Values $00 to $0C
|$7E0220||1 byte||Map||Used during gamemode $#20 to determine which map event to run. Set when exiting level.
#$00 = no event
#$01-#$7F = unlock next level
#$80-#$FF = update high score (last seven bits are old high score)
|$7E0CF9||2 bytes||Misc.||Flag to upload graphics from the Super FX buffer. Is the value positive then 0x2000 bytes are uploaded from $705800 into $5400 (i.e. the last four rows of the sprite graphics). Is the value negative then the VRAM destination is whatever is stored in $0CF9 & 0x7FE0 and the graphics come from $706800 instead. Upload size stays the same.||MarioFanGamer|
|$7E0D0D||1 byte||Misc.||Special background colour HDMA activated. This tells the game that the background colour HDMA doesn't come from the level's background colour but rather from a hardcoded setting.||MarioFanGamer|
|$7E0D27||2 bytes||Misc.||Enable flag for subscreen designation HDMA?? (1-3 stage) ($7E5040)||Arnethegreat|
|$7E0D2B||2 bytes||Misc.||Enable flag for BG2 Horizontal Scroll HDMA ($7E5040)||Arnethegreat|
|$7E0D2D||2 bytes||Misc.||Enable flag for BG2 Vertical Scroll HDMA ($7E51E4)||Arnethegreat|
|$7E0D3B||2 bytes||Misc.||Enable flag for BG3 Horizontal Scroll and subscreen designation HDMA (ch 6 & 7)?? (Pond submarine sections) ($7E552C)||Arnethegreat|
|$7E0D3D||2 bytes||Misc.||Enable flag for BG3 Horizontal Scroll HDMA ($7E51E4)||Arnethegreat|
|$7E0D45||2 bytes||Misc.||Enable flag for BG3 Vertical Scroll HDMA ($7E5040)||Arnethegreat|
|$7E19DA||1062 bytes||Level Data||Set and used during level load: This one holds the Map16 tile numbers of certain objects for the current tilemap. This allows the game to place different Map16 tiles in different tilesets while using the same object.||MarioFanGamer|
|$70004A||22 bytes||Super FX||Palette for the falling wall and spinning wooden platform (sprites 0x36 and 0x39). Each byte contains the individual colour i.e. only red, green or blue. These colours are then multiplied with the angle plus some constant which is then stored into the CG-RAM mirror.||MarioFanGamer|
|$700086||2 bytes||Controller||The button which allows Yoshi to thrown an egg, same format as in $700072.||MarioFanGamer|
|$700088||2 bytes||Controller||The button which allows Yoshi to lick an enemy, same format as in $700072.||MarioFanGamer|
|$7001C2||2 bytes||Player Physics||Yoshi pushes a solid sprite (e.g. Chomp Rocks). If set, it sets the push timer to at least 0x0F and doesn't reset if Yoshi doesn't touch a wall.||MarioFanGamer|
|$7001E6||2 bytes||Misc.||Timer until Yoshi is able to flutter again in a flutter chain. Set to $12 after a flutter is finished and decrements.||Teyla|
|$701960||16 bytes||Misc.||Sprite scratch RAM. The direct page in sprites is set to $7960 so accesses from $00-$0F default to these inside sprites.||MarioFanGamer|
|$701FE4||2 bytes||Timer||Frame counter for the wave effect on layer 3. Since this is only used in backgrounds with a wave effect like the sun background, it can be used as freeRAM if these backgrounds aren't currently used.||MarioFanGamer|
|$00BE39||56 bytes||ASM||Sets up a DMA queue for NMI. The input is the next 8 bytes after the opcode with the following format:
The return is corrected afterwards.
|$01BF2C||12 bytes||Bonus Challenge||Which bonuses are possible to get in each world, 2 bytes for each. 00 = Flip Cards, 02 = Scratch and Match, 04 = Drawing Lots, 06 = Match Cards, 08 = Roulette, 0A = Slot Machine. The default values are [00 02 04 0A 06 08 04 02 00 08 06 0A].||imamelia|
|$0890E7||156 bytes||Super FX||Decompresses the HDMA colour gradient in ROM where the table's bank byte is in R0 and its low and high byte in R1. The resulting colour is stored into the Super FX buffer $705800.
Each gradient table is 48 bytes large resulting 24 different colours. The HDMA table is backwards i.e. the first colours are the bottom most colours and the last colours the top most colours in the final gradient.
The first 368 generated lines are smooth transitions where each tenth line is a different colour and the other generated 70 lines are a constant colour using in the compressed table last colour.
|$08BFC0||12288 bytes||Graphics||GFX33 data||dezoito18|
|$08DC4D||Unknown||Super FX||Generates a layer 3 parallax and wave HDMA table. In addition, it also updates $701FE4 which is the frame counter/"angle" for the wave effect which only gets updated if R11 is zero. During the initialisation, R1 determines whether the table starts as without or with a wave effect.
In the loop, if the mode switch value is positive then decompress the table. Otherwise, switch the mode.
It first evaluates the parallax scroll by multiplying the layer 1 X position with the scroll factor for the current lines and takes bits 8-15 of the 32-bit for the scrolling value. This value is stored into the buffer up to the scrolling reaches Y position of the effect where the next values are evaluated.
If the wave effect is activated then the offset added to the scrolling is -sin(t) * rad with t being the frame counter/"angle" and rad being the amplitude/"radius". For each new line, t is increased by the "angle" stored in the fifth byte in the table.
This procedure is repeated for so long until 210 lines are evaluated.
|Input Table Format||MarioFanGamer|
|$1782CC||2 bytes||Misc. Tilemap||ID of the tile used to mask out the star graphics on the title screen. By default this is the blank tile $22. If your title screen changes the blank tile from $22, then this value must be changed.
Low byte is the property byte to use and the high byte is the tile graphic. Default [22 2B] ($2B22)
|$1782E1||2 bytes||Misc. Tilemap||ID of the tile used for the top left corner of the star graphic on the title screen. The next tile in graphics should be the top right corner of the star. Use with $1782E9.
Low byte is the property byte to use and the high byte is the tile graphic. Default [0B 2F] ($2F0B)
|$1782E9||2 bytes||Misc. Tilemap||ID of the tile used for the bottom left corner of the star graphic on the title screen. The next tile in graphics should be the bottom right corner of the star. Use with $1782E1.
Low byte is the property byte to use and the high byte is the tile graphic. Default [1B 2F] ($2F1B)
|$19DA5A||1 byte||Misc.||Change to [2D] to allow Incoming Chomps to function in tileset 0.||racknae|