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$7E0200 by GreenHammerBro
Forum Index - Valley of Bowser - Moderation Questions - RAM Map - $7E0200 by GreenHammerBro
Pages: « 1 »


Address Length Type Description Submitter
$7E0200 544 bytes I/O OAM table - handles all sprite tiles that are on screen. The first 512 bytes are structured into 128 "slots" using four bytes per tile, in the order X position, Y position, tile number, YXPPCCCT. Tiles which are currently unused are usually marked as such by giving them a Y position of #$F0 (which is offscreen).

The next 32 bytes at $0400-$041F handle an additional ninth bit for each tile's X position, as well as the tile's size (generally, 8x8 vs 16x16). However, it is not recommended to use, as it will be overwritten each frame using the data at $0420-$049F; you should instead write the data there.

Various tiles are documented here. Note that:
Code
$7E0310-$7E0313 is for the player's upper half
$7E0314-$7E0317 for the player's lower half
$7E0318-$7E031B is for the player's hand.
GreenHammerBro
Detail: $0400 Formatting
Each byte at $0400 is composed of four bytes from the $0420 table, with two bits from each byte.
So for each set of four bytes there, one byte in $0400 is built like so:
$00 -> ------SX
$01 -> ----SX--
$02 -> --SX----
$03 -> SX------
Where S is the tile's size bit (generally, 0 = 8x8, 1 = 16x16) and X is the ninth bit of the tile's X position.
Update submitted.

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Forum Index - Valley of Bowser - Moderation Questions - RAM Map - $7E0200 by GreenHammerBro

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