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Tip: The lowest row of 16x16 tiles in a level do not appear. Avoid having a low platform that looks like a bottomless pit.Not logged in.
$7E15F6 by GreenHammerBro
Forum Index - Valley of Bowser - Moderation Questions - RAM Map - $7E15F6 by GreenHammerBro
Pages: « 1 »
AddressLengthTypeDescription Submitter
$7E15F612 bytesSpritesSprite OAM tile properties table. Many sprites use it in their graphics routines. Format: YXPPCCCT:

X = X flip, 0 = no x flip, 1 = x flip.
Y = Y flip. 0 = no y flip, 1 = y flip


PP = Priority:
00 = Appear behind everything except Layer 3 tiles with priority setting 0
01 = Appear behind everything except Layer 3 tiles (unless they have priority setting 1 and the "force above everything" bit is set)
10 = Appear in front of Layer 3 tiles (unless they have priority setting 1 and the "force above everything" bit is set) and Layer 1 and 2 tiles with priority setting 0; appear behind Layer 1 and 2 tiles with priority setting 0 (this is SMW's normal setting for most sprites)
11 = Appear in front of everything, except Layer 3 tiles with priority setting 1 if the "force above everything" bit is set

CCC = Palette:
000 = Palette 8
001 = Palette 9
010 = Palette A
011 = Palette B
100 = Palette C
101 = Palette D
110 = Palette E
111 = Palette F

T = page number: 0 = first page, 1 = 2nd page.

Again, this should be able to fit in the page.
GreenHammerBro

Yes, this could fit on the page, but there are a lot of RAM addresses involving "YXPPCCCT." It's probably best to just link to the wiki anyway.
Pages: « 1 »
Forum Index - Valley of Bowser - Moderation Questions - RAM Map - $7E15F6 by GreenHammerBro

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