YI Memory Map - Waiting Addresses
Displaying 11 out of 11 waiting addresses.
View: moderated | waiting (27)
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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 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 | |
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