Illusion of Gaia:RAM map
Jump to navigation Jump to search
Revision as of 01:03, 1 December 2020 by Raeven0 (fix incorrect transcription of byte order from notes)
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.
Bank $7e 0000-???? Scratch space. 0036-0037 Frame counter. Increased by 1 every NMI. 0038-0039 ? 003A-003D Map header data table address (hardcoded as $8D8000) 003E-0041 Scratch variable for addresses of assets during map transitions 0042-0045 Scratch variable for addresses of assets during map transitions 0046-0049 Address of currently playing music 004E-0051 Long pointer to next available RAM address for new actors 0052-0055 Long pointer to next available RAM address for new thinkers 0056-0057 Base address of first actor in actor list 0058-0059 Base address of last actor in actor list 005A-005B Base address of first thinker in thinker list 005C-005D Base address of last thinker in thinker list 0066-0067 Bitwise flags: DMA channels which are ready to be queued 0068-0069 Next available DMA channel's bitwise flag, for COP #$01-02 006A-006B Next available DMA channel * #$10, i.e. offset for $43xx writes 0072-007B Scratch variables for graphics decompression 0080-0082 Base RAM address of CollisionLayer (hardcoded as #$7FC000) 0096-00A5 Staging memory for map rearrangement 00B4-00B5 Name of map has been shown and dismissed 00B6-00CD Mode7 variables for world map movement 00D8-00D9 Next available manual OAM index 00E4-00E5 Timer used by end credits sequence 00E6-00E9 Unused (but modified during end credits sequence) 00F0-00F3 Unreserved memory, used e.g. to mark Castoth's hands as dead or reviving 00F4-00FF Helper memory for end credits, otherwise probably unused 0100-01FF Stack 0200-0401 Actor position table for collision detection 0402-0407 PHB; MVN $xx,$yy; PLB; RTS : rewritable mass memory mover, write banks at $0404 and JSR to here 0408-040B XX,YY signed displacement added to Player this frame (for wind etc.) 040C-040D Running-allowed timer: Player runs if they move while this is > 0; set to #$0D by D-pad input 040E-040F ? (Set every frame, but never used?) 0410-0421 Pseudo-random bytes; access RNG with COP #$23/24 0422-0621 OAM Low Table buffer 0622-0641 OAM High Table buffer 0642-0643 Index for the next map to load (checks multiple times a second to see if new value is in here which triggers next level load) 0644-0645 ID of the current map (high byte should always be 0) 0646-0647 2*ID of the current map 0648-064B Map transition fade-out type, fade-in type, fade-out time modifier, fade-in time modifier 064C-064F Player spawn position on new map 0650-0653 Facing direction, map size, and camera settings for new map 0654-0655 Working variable for screen settings during map transition 0656-0657 Joypad bits: ABST on attack frame, others on attack and hold frames 0658-0659 Working variable for ABST joypad button processing 065a-065b Bitmask for disabling joypad buttons, e.g. when Will is hurt 065c-065d Bitmask for disabling joypad buttons, e.g. on item screen 065e-065f Joypad bits (IOG format), all buttons on attack and hold frames 0660-0661 Like $065e but in SNES format at start of frame, then converted to IOG 0662-0663 Direction button held timer for menu screens 0675-0677 Current map's sprite graphics data source address 0678-067A Current map's tileset data source address (Layer 1?) 067B-067D Current map's tileset data source address (Layer 2?) 067E-0680 Current map's BG1 arrangement data source address 0681-0683 Current map's BG2 arrangement data source address 0684-0686 Current map's sprite data (0x10 map header) source address 0687-0689 Current map's music address 068A-0691 MapLayerX/EffectLayerX/MapLayerY/EffectLayerY camera position, for rendering engine use 0692-0699 MapLayerX/EffectLayerX/MapLayerY/EffectLayerY dimensions 069A-069D MapLayer/EffectLayer total size 069E-06A1 MapLayer/EffectLayer base RAM addresses, bank $7E, hardcoded $A000 and $C000 06AE-06BD Hardcoded RAM addresses (bank $7E) of RAM->VRAM mapping and staging tables 06BE-06C5 MapLayerX/EffectLayerX/MapLayerY/EffectLayerY (?) camera position, editable copy for actors to write 06D6-06D9 Current camera offset XX,YY 06DA-06DD Current camera bounds XX,YY 06EF-06EF Bitwise flags? $08 = "Push Mode-7 data to PPU at top of frame" 06F0-06F1 Default actor parameter/properties 06F2-06F3 Current map's music track ID 06F4-06F5 During map transition, new map's music group 06F6-06F7 Current map's music group 06F8-06F9 Small buffer for writing bytes to APU channel 2 (plays sounds) 06FA-06FB ? 06FC-06FE OAM1 player data ROM source address, base 06FF-0714 OAM1 ROM source addresses; copies #$40 bytes from each 0720-074F BG relative scroll/parallax workspace, e.g. for item screen and Inca clouds. 0800-08FF VRAM data write list, used e.g. during map rearrangement to change the VRAM tilemap 099E-099F BG3 tilemap drawing: default tile mask 09A0-09A1 BG3 tilemap drawing: target address 09A2-09A3 Player's X position (left side of sprite, center height, in pixels) 09A4-09A5 Player's Y position (left side of sprite, center height, in pixels) 09A6-09A7 Player's X Position (left side of sprite, center height, in tiles) 09A8-09A9 Player's Y Position (left side of sprite, center height, in tiles) 09AA-09AB Current address of Player actor in actor tables 09AC-09AD ? 09AE-09AF Player attack and control flags & $0001 Attack button pressed & $0002 Player's body destroys obstacles & $0004 ? & $0008 Attack disabled & $0010 Quake used, freeze world & $0020 Player doesn't die at 0 HP & $0040 ? & $0080 ? & $0100 ? & $0200 Death in progress & $0400 ? & $0800 Special move pattern, e.g. Aura Ball or ladder & $1000 ? & $2000 Action in progress, can't walk & $4000 ? & $8000 Special sprite instead of normal Body 09B0-09B1 Unused (would have been: tile type that animates player stuck on it, if using cop #$96-8) 09B2-09B3 Current running speed if running east (positive) or west (negative) 09B4-09B5 Current running speed if running south (positive) or north (negative) 09CC-09CF Long-address of player sprite data in previous frame ($7F100C-D,8) 09D0-09DF Psycho Dash position tracker, for symmetric movement 09E0-09E1 Current attack damage bonus 09E2-09E3 Additional ranged attack damage bonus 09E4-09E5 Working variable for enemy damage processing 09E6-09E7 Target's current HP 09E8-09E9 Unused? 09EA-09EB If set, show enemy health bar for up to 31 more frames? 09EC-09ED Rendering flags for BG3/HUD/text, almost entirely unknown purposes 09EE-09EF Direction of player's most recent attack (SNWE = 0123) 09F0-09F3 Working variables for vampire boss coordinated attack 09F4-09F5 Actor ID to tether camera to (usually Player, #$1000) 09F6-09FF Unused? [Save file: $0a00 - $0bfb] 0A00-0A1F Game flags $00-$FF 0A20-0A3F Game flags $100 and up, this section mostly map rearrangement / BG changes 0A40-0A4F Chest opened flags 0A50-0A5F More flags; 0-1 are Red Jewels, others are probably unused 0A60-0A7F Room clear reward obtained flags 0A80-0A9F Dungeon-level enemy-defeated flags 0AA0-0AA1 Boss-defeated flags 0AA2-0AA3 Special ability flags (0x01: Psycho Dash, 0x02: Psycho Slide, 0x04: Spin Dash, 0x10: Dark Friar, 0x20: Aura Barrier, 0x40: Earth Quaker) 0AA4-0AAB Unused? 0AAC-0AAD Snakes hit in snake game; Dark Space type when entering DS; maybe other uses too 0AAE-0AAF Unused? 0AB0-0AB1 Number of Collected Red Jewels (BCD-FORMAT!) 0AB2-0AB3 ? 0AB4-0AC3 Item Menu Slots, item index for every slot $00: Nothing $01: Red Jewel $02: Edward Castle Prison Key $03: Inca Statue A $04: Inca Statue B $05: Inca Melody (unused) $06: Herb $07: Diamond: Shaped Block $08: Wind Melody $09: Lola's Melody $0A: Large Roast $0B: Mine Key A $0C: Mine Key B $0D: Memory Melody $0E: Crystal Ball $0F: Elevator Key $10: Mu Palace Key $11: Purification Stone $12: Statue of Hope $13: Rama Statue $14: Magic Dust $15: Blue Journal (unused) $16: Lance's Letter $17: Necklace Stones $18: Will $19: Teapot $1A: Mushroom Drops $1B: Bag of Gold (unused) $1C: Black glasses $1D: Gorgon Flower $1E: Hieroglyph Plate 1 $1F: Hieroglyph Plate 2 $20: Hieroglyph Plate 3 $21: Hieroglyph Plate 4 $22: Hieroglyph Plate 5 $23: Hieroglyph Plate 6 $24: Aura $25: Lola's Melody $26: Father's Journal $27: Crystal Ring $28: Apple 0AC4-0AC5 Number of the equipped Item Slot (valid values: 0x00 to 0x0F, or FFFF for none) 0AC6-0AC7 Type of equipped item 0AC8-0AC9 Player's special sprite index (e.g. if in Psycho Dash or other stopping actions) 0ACA-0ACB Max HP 0ACC-0ACD Max HP (scratch value for rendering?) 0ACE-0ACF Current HP 0AD0-0AD1 Current HP (scratch value for rendering?) 0AD2-0AD3 ? 0AD4-0AD5 Player's current Body (0x00: Will, 0x01: Freedan, 0x02: Shadow, others: transformations) 0AD6-0AD7 Number of DP 0AD8-0AD9 Number of hundreds of DP 0ADA-0ADB Number of DP (scratch value for rendering?) 0ADC-0ADD Player DEF 0ADE-0ADF Player STR 0AE0-0AE1 Max HP of hit enemy, for drawing health bar 0AE2-0AE3 Current HP of hit enemy, for drawing health bar 0AE4-0AE5 Timer until enemy health bar stops being rendered (default #$003c frames) 0AE6-0AE7 Item screen BG tilemap selector 0AE8-0AE9 Type of item currently active 0AEA-0AEB ? 0AEC-0AED Number of enemies on the current map (hexadecimal) 0AEE-0AEF Number of enemies on the current map (decimal) 0AF0-0AF3 Death Warp: Address of eight "COP #$26" parameters for new map after death 0AF4-0AF7 Death Warp with DP: Address of parameters used if at least 100 DP are available 0AF8-0AF9 If nonzero, show death message on next screen transition 0B02-0B03 Difficulty level; can't be set in-game; affects a few projectile attacks 0B04-0B05 Default text speed (delay before each character) 0B06-0B07 ? 0B08-0B09 X position of Dark Space in outside map 0B0A-0B0B X size of Dark Space in outside map 0B0C-0B0D Y position of Dark Space in outside map 0B0E-0B0F Y size of Dark Space in outside map 0B10-0B11 Camera settings for outside map when leaving Dark Space 0B12-0B13 Map ID outside of current Dark Space 0B14-0B15 ? 0B16-0B17 Psycho Dash upgrade level 0B18-0B19 Psycho Slider upgrade level (does more damage) 0B1A-0B1B Spin Dash upgrade level (lasts twice as long and does more damage) 0B1C-0B1D Dark Friar upgrade level (0, 1, 2) 0B1E-0B1F Aura Barrier upgrade level (creates 4 shields; should do more damage but a bug prevents this) 0B20-0B21 Earthquaker upgrade level (no in-game effect) 0B22-0B22 Amount of HP to heal 0B23-0B23 ? 0B24-0B25 Active sound style, 0-1 0B26-0B27 Active control style, 0-1 0B28-0B33 Hieroglyph types currently set in Pyramid wall, 2 bytes each (#$FFFF = slot empty) 0BFC-0BFF Unused (placeholder for save file checksum) 0C00-0CB1 Table of on-screen objects that might need rendering or collision detection 0D52-0D53 Trigger for world map movement, then copied to $0D54 0D54-0D55 X coordinate of world map movement start point 0D56-0D57 Y coordinate of world map movement start point 0D58-0D59 Map movement text box index 0D5A-0D5B Forced map movement, movement ID 0D60-0D6B Sprite IDs for world map movement 0D6C-0D6D Screen size and camera settings for new map after map movement 0D6E-0D6E World map: preset destination map ID (if any) 0D6F-0D6F World map: previous map ID 0D72-0D73 Is music playing? 1 = Yes, 0 = No 0D74-0D79 Place on map to show as the save point for each save file 0D7A-0D7F HP to display for each save file 0D80-0D85 DEF to display for each save file 0D86-0D8B STR to display for each save file 0D8C-0D8D Active (currently being played) save file, 0-2 0D8E-0D8F Control style selected on menu; 0 = Type1, 1 = Type2 0D90-0D91 Sound style selected on menu; 0 = Stereo, 1 = Mono 0D92-0D93 Save file selected on menu, 0-2 0D94-0D95 Save file clicked most recently, 0-2 0D96-0D97 Empty save file selected for copying over on the menu, 0-2 0D98-0D99 Main menu option selected, 0-3 0D9A-0D9F HP,STR,DEF of one save file in BCD format; filled only when drawing the file menu 0DA0-0DA5 Unused? 0DA6-0DA7 Controller bit mask for IOG format, R button 0DA8-0DA9 Controller bit mask for IOG format, L button 0DAA-0DAB Controller bit mask for IOG format, B button (set by control style) 0DAC-0DAD Controller bit mask for IOG format, A button (set by control style) 0DAE-0DAF Controller bit mask for IOG format, Y button (set by control style) 0DB0-0DB1 Controller bit mask for IOG format, X button 0DB2-0DB3 Controller bit mask for IOG format, sTart button 0DB4-0DB5 Controller bit mask for IOG format, Select button 0DBC-0DBD Number of active actors 0E00-0EFF Table of available RAM addresses for new actors 0F00-0FFF Main thinker table, in #$10-byte chunks 1000-1FBF Main actor table, in #$30-byte chunks 1FC0-1FFF Unused 2000-27FF MapLayer tilemap RAM->VRAM mapping: maps RAM tiles $00-$FF to eight VRAM bytes 2800-2FFF EffectLayer tilemap RAM->VRAM mapping 3000-3021 Table of available RAM addresses for new thinkers 3100-340F BG tilemap RAM->VRAM staging area 3490-358F Item screen's backup of $0E00 - $0EFF 3590-368F Item screen's backup of $3000 - $30FF 3690-378F Item screen's backup of $0F00 - $0FFF 3790-388F Item screen's backup of $7F0F00 - $7F0FFF 3890-389B Item screen's backup of $06BE - $06C9 389C-38AB Item screen's backup of $004E - $005D 38AC-38B1 Item screen's backup of $0656 - $065B 38B2-38B3 ? 38B4-3AB6 Item screen's backup of $7F0A00 - $7F0C02 4000-6FFF Decompressed spritesets, sprite data; possibly other map load data too 7000-9FFF During map load, contains sprite and BG tiles before they are pushed into VRAM. After map load, this memory is free. Some actors put HDMA tables here. A000-BFFF MapLayer tilemap; $B000 and above are also the map screen (mode 7) tilemap C000-DFFF EffectLayer tilemap and map screen (mode 7) tilemap E000-EFFF Map screen (mode 7) tilemap Bank $7f 0000-00FF Tile properties (passable, wall, etc.) of every type of MapLayer tile; used during map load 0100-01FF Tile properties of every type of EffectLayer tile; used during map load 0200-09FF BG3 tilemap (pause screen, status bar, etc.) 0A00-0BFF Palette data 0C00-0C02 Color data for palette arithmetic (e.g. translucency) 0C03-0C06 Source address for optional DMA during VBlank ($0C06 is ignored) 0C07-0C08 Target VRAM word-address for optional DMA during VBlank 0C09-0C0A DMA transfer size 0F00-0FFF Additional thinker data, in #$10-byte chunks 1000-1FBF Additional actor data, in #$30-byte chunks 1FC0-1FFF Unused 2000-2FBF Additional actor data, in #$30-byte chunks 2FC0-2FFF Unused 3100-???? Manual OAM table, renders sprite tiles without needing an actor C000-DFFF CollisionLayer tilemap (base address stored at $7E0080 but hardcoded elsewhere) E000-EFFF Item screen's backup of $7E1000 - $7E1FFF F000-FFFF Item screen's backup of $7F1000 - $7F1FFF
|Internal Data for Illusion of Gaia|