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YI Memory Map - Waiting Addresses
Displaying 11 out of 11 waiting addresses. Show Moderated Addresses
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RAM Address Length Type Description Details Submitter
$7E0127 1 byte Misc. Which tilemap queue to DMA
Default $00 (RAM queue)
Values $00 to $0C
Arnethegreat
$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)
Sillymel
$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 number for the current tilemap. This allows the game to place different Map16 objects in different tilesets while using the same object. MarioFanGamer
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