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YI RAM Map
Displaying 12 addresses. Show moderated addresses - Submit address
Address Length Type Description Submitter
$7E0127 1 byte Misc. Which tilemap queue to DMA
Default $00 (RAM queue)
Values $00 to $0C
Arnethegreat
$7E0CB2 2 bytes Misc. Falling wall is on-screen flag. Because the game puts two walls five spaces apart (one for the left and another for the right side), this one prevents the game to have two walls being occupied in the same spot. In addition, they use HDMA to draw their graphics and so two seperate walls can't co-exists at the same time due to this reason. MarioFanGamer
$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
$7E0DF9 2 bytes Misc. Amount of wooden planks (sprites 0x5E and 0x5F) running. MarioFanGamer
$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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