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$7EC800 by System
Forum Index - Valley of Bowser - Moderation Questions - RAM Map - $7EC800 by System
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Address Length Type Description Submitter
$7EC800 14336 bytes Blocks Map16 Low Byte Table.
For horizontal levels, $1B0 tiles per screen, where each screen can be indexed using the format ------y yyyyxxxx. $7E:FE00-$7E:FFFF are unused.
For vertical levels, $200 bytes per screen, with the format --sssssx yyyyxxxx. All bytes are used.
If layer 2 or 3 is interactive in the level, it uses screens 10-1F (0E-1B in vertical levels).


On the overworld:
$7E:C800-$7E:CFFF is used as the Layer 1 tilemap for the overworld.
To index this table, use $7E:1F11, $7E:1F1F, and $7E:1F21 to find Mario, or use $7E:1F12, $7E:1F23, and $7E:1F25 to find Luigi.
X position / 16: %---- ---- ---X xxxx
Y position / 16: %---- ---- ---Y yyyy
Index to this table: %---- -SYX yyyy xxxx
* If Mario is on a submap, the S bit is set.

$7E:D000-$7E:D7FF is used as a table that contains the translevel numbers for every Layer 1 tile, in the format of $7E:13BF.
$7E:D800-$7E:DFFF is used as a table that contains the path direction settings for every Layer 1 tile, in the format of $04:D678.
$7E:E400-$7E:EBFF is used for uploading the Layer 1 tile map to VRAM in 2KB chunks. One chunk is uploaded per frame for four frames during transitions between the main overworld and submaps. Data is refreshed after each DMA.
System
Update was submitted.

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Forum Index - Valley of Bowser - Moderation Questions - RAM Map - $7EC800 by System

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