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YI Memory Map - Waiting Addresses
Displaying 3 out of 3 waiting addresses. Show Moderated Addresses
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ROM Address Length Type Description Details Submitter
$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.
Calculation MarioFanGamer
$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
$09835F 477 bytes Super FX Super FX routine which draws Yoshi (puts the OAM tiles and sets the graphics pointer). It also draws Yoshi's tongue. MarioFanGamer
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