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		<title>TLoZ: ALTTP Hacking Resources - User contributions [en]</title>
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		<updated>2026-04-15T23:44:21Z</updated>
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		<id>http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=26695</id>
		<title>SRAM Map</title>
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				<updated>2017-12-10T05:26:26Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: /* {{$|340}} to {{$|38B}} = Items &amp;amp; Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
All offsets presented here are relative to the start of each save slot. There are {{$|500}} bytes for each slot. Note that each slot is mirrored, at a later point in SRAM.&lt;br /&gt;
&lt;br /&gt;
* Slot 1: {{$|000}}; Mirror: {{$|F00}}&lt;br /&gt;
* Slot 2: {{$|500}}; Mirror: {{$|1400}}&lt;br /&gt;
* Slot 3: {{$|A00}}; Mirror: {{$|1900}}&lt;br /&gt;
&lt;br /&gt;
Only edits to the main copy will be recognized by the game unless the main copy fails its checksum. Each copy has its own checksum.&lt;br /&gt;
&lt;br /&gt;
Addresses {{$|1E00}} to {{$|1FFE}} in SRAM are not used. No not assume that the free addresses are initialized to any specific or sensible value. The values from these addresses should be treated as undefined until initialized. Address {{$|1FFF}} is used by the game to store temporary data.&lt;br /&gt;
&lt;br /&gt;
{{$|1FFE}} is used as the offset to know where the memory will be stored in the SRAM ({{hex|02}} is the first file, {{hex|04}} the second and {{hex|06}} the third)&lt;br /&gt;
&lt;br /&gt;
These offsets directly correspond to {{$|7E:F---}} for a particular save file is being played. When the game is finished it writes the information into bank {{$|70}} in the corresponding slot + offsets presented here. (e.g. For the second save file, the information will be saved to {{$|70:0500}} to {{$|70:09FF}}, and mirrored at {{$|70:1400}} to {{$|70:18FF}}.)&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
&lt;br /&gt;
The SRAM save loading routing relies upon an inverse checksum. Additions to any byte in the .srm file, must be subtracted from that save game's checksum to maintain integrity. Failure to observe this precaution will cause the game to attempt to load the mirror copy. Should the mirror copy also fail the checksum verification, the save slot will be cleared.&lt;br /&gt;
&lt;br /&gt;
== SRAM Map ==&lt;br /&gt;
&lt;br /&gt;
=== {{$|000}} to {{$|24F}} = Data for Rooms ===&lt;br /&gt;
&lt;br /&gt;
Room Information: There are {{$|128}} (296) rooms in in the ROM. Each room has one word of information devoted to it.&lt;br /&gt;
&lt;br /&gt;
'''High Byte'''&lt;br /&gt;
{{green|d d d d b}} {{yellow|k}} {{red|c}}{{yellow|k}} {{red|c}}{{blue|r}}&lt;br /&gt;
&lt;br /&gt;
'''Low Byte'''&lt;br /&gt;
{{red|c c c c}} {{orange|q q q q}}   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* {{red|c}} - chest, big key chest, or big key lock. Any combination of them totaling to 6 is valid.&lt;br /&gt;
* {{orange|q}} - quadrants visited: &lt;br /&gt;
* {{yellow|k}} - key or item (such as a 300 rupee gift)&lt;br /&gt;
* {{green|d}} - door opened (either unlocked, bombed or other means)&lt;br /&gt;
* {{blue|r}} - special rupee tiles, whether they've been obtained or not.&lt;br /&gt;
* {{purple|b}} - boss battle won&lt;br /&gt;
&lt;br /&gt;
{{orange|qqqq}} corresponds to {{hex|4321}}, so if quadrants {{hex|4}} and {{hex|1}} have been &amp;quot;seen&amp;quot; by Link, then {{orange|qqqq}} will look like {{hex|1001}}. The quadrants are laid out like so in each room:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellpadding=&amp;quot;44&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1 1 0em 0em; background: #f7f8ff; border: 1px #8888cc solid; border-collapse: collapse; font-size: 95%&amp;quot;&lt;br /&gt;
|4  &lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== {{$|250}} to {{$|27F}} = Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional room information that was not included in the final game. This would bring the grand total to {{$|140}} (320) possible rooms. &lt;br /&gt;
&lt;br /&gt;
=== {{$|280}} to {{$|2FF}} = Overworld Event Information ===&lt;br /&gt;
&lt;br /&gt;
(one byte per area)&lt;br /&gt;
&lt;br /&gt;
{{hex|?}}{{yellow|h}}{{red|o}}{{hex|???}}{{orange|s}}{{hex|?}}&lt;br /&gt;
&lt;br /&gt;
* {{red|o}} - If set, the area will draw its designated overlay when you enter it. e.g. If you're triggered misery mire then the entrance shows up there the next time you enter that area. You can view overlays in the latest release of Hyrule Magic (v0.963). Other overlays include stairs leading underground, and the removal of the weather vane after it has exploded.&lt;br /&gt;
* {{orange|s}} - If set, the area will draw its secondary overlay when you enter it.&lt;br /&gt;
* {{yellow|h}} - If set, heart piece has been collected in this area already. Also used for a handful of other sprites.&lt;br /&gt;
* {{hex|?}} - unknown and probably unused.&lt;br /&gt;
&lt;br /&gt;
=== {{$|300}} to {{$|33F}} = Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional overworld data that was not included in the final game. This would allow for {{$|C0}} (192) overworld areas in total. Note areas {{$|80}} and {{$|82}} are used but don't save data the way the other areas do. (i.e. not here)&lt;br /&gt;
&lt;br /&gt;
=== {{$|340}} to {{$|38B}} = Items &amp;amp; Equipment ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Address&lt;br /&gt;
!Item&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Values&lt;br /&gt;
!style=&amp;quot;width:15%&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|{{$|340}}&lt;br /&gt;
|Bow&lt;br /&gt;
|0 - Nothing&lt;br /&gt;
|1 - Bow&lt;br /&gt;
|2 - Bow &amp;amp; Arrows&lt;br /&gt;
|3 - Silver Arrow Bow&lt;br /&gt;
|4 - Bow &amp;amp; Silver Arrows&lt;br /&gt;
|Confirmed correct 4/19/16.&lt;br /&gt;
|-&lt;br /&gt;
|{{$|341}}&lt;br /&gt;
|Boomerang&lt;br /&gt;
|0 - Nothing&lt;br /&gt;
|1 - Blue Boomerang&lt;br /&gt;
|2 - Red Boomerang&lt;br /&gt;
|-&lt;br /&gt;
|{{$|342}}&lt;br /&gt;
|Hookshot&lt;br /&gt;
|0 - Nothing&lt;br /&gt;
|1 - Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|{{$|343}}&lt;br /&gt;
|Bombs|&lt;br /&gt;
|How many bombs you have&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
|Can exceed {{0x|32}} (50), up to {{0x|FF}} (255).&lt;br /&gt;
|-&lt;br /&gt;
|{{$|344}}&lt;br /&gt;
|Magic Powder&lt;br /&gt;
|0 - Nothing&lt;br /&gt;
|1 - Mushroom&lt;br /&gt;
|2 - Magic Powder&lt;br /&gt;
|-&lt;br /&gt;
|{{$|345}}&lt;br /&gt;
|Fire Rod&lt;br /&gt;
|0 - Nothing&lt;br /&gt;
|1 - Fire Rod&lt;br /&gt;
|-&lt;br /&gt;
|{{$|346}}&lt;br /&gt;
|Ice Rod&lt;br /&gt;
|0 - Nothing&lt;br /&gt;
|1 - Ice Rod&lt;br /&gt;
|-&lt;br /&gt;
|{{$|347}}&lt;br /&gt;
|Bombos Medallion&lt;br /&gt;
|0 - Nothing&lt;br /&gt;
|1 - Bombos Medallion&lt;br /&gt;
|-&lt;br /&gt;
|{{$|348}}&lt;br /&gt;
|Ether Medallion&lt;br /&gt;
|0 - Nothing&lt;br /&gt;
|1 - Ether Medallion&lt;br /&gt;
|-&lt;br /&gt;
|{{$|349}}&lt;br /&gt;
|Quake Medallion&lt;br /&gt;
|0 - Nothing&lt;br /&gt;
|1 - Quake Medallion&lt;br /&gt;
|-&lt;br /&gt;
|{{$|34A}}&lt;br /&gt;
|Lamp&lt;br /&gt;
|0 - Nothing&lt;br /&gt;
|1 - Lamp&lt;br /&gt;
|-&lt;br /&gt;
|{{$|34B}}&lt;br /&gt;
|Magic Hammer&lt;br /&gt;
|0 - Nothing&lt;br /&gt;
|1 - Magic Hammer&lt;br /&gt;
|-&lt;br /&gt;
|{{$|34C}}&lt;br /&gt;
|Flute&lt;br /&gt;
|0 - Nothing&lt;br /&gt;
|1 - Shovel&lt;br /&gt;
|2 - Flute&lt;br /&gt;
|3 - Flute &amp;amp; Bird&lt;br /&gt;
|-&lt;br /&gt;
|{{$|34D}}||Bug Catching Net||0 - Nothing||1 - Bug Catching Net&lt;br /&gt;
|-&lt;br /&gt;
|{{$|34E}}||Book of Mudora||0 - Nothing||1 - Book of Mudora&lt;br /&gt;
|-|&lt;br /&gt;
|{{$|34F}}||Bottles||0 - Nothing||1 - Bottle 1 ({{$|7EF35C}})||2 - Bottle 2 ({{$|7EF35D}})||3 - Bottle 3 ({{$|7EF35E}})||4 - Bottle 4 ({{$|7EF35F}})&lt;br /&gt;
|-&lt;br /&gt;
|{{$|350}}||Cane of Somaria||0 - Nothing||1 - Cane of Somaria&lt;br /&gt;
|-&lt;br /&gt;
|{{$|351}}||Cane of Byrna||0 - Nothing||1 - Cane of Byrna&lt;br /&gt;
|-&lt;br /&gt;
|{{$|352}}||Magic Cape||0 - Nothing||1 - Magic Cape&lt;br /&gt;
|-&lt;br /&gt;
|{{$|353}}||Magic Mirror||0 - Nothing||1 - Magic Scroll||2 - Magic Mirror&lt;br /&gt;
|-&lt;br /&gt;
|{{$|354}}||Gloves||0 - Nothing||1 - Power Glove||2 - Titan's Mitt&lt;br /&gt;
|-&lt;br /&gt;
|{{$|355}}||Pegasus Boots||0 - Nothing||1 - Pegasus Boots||colspan=&amp;quot;3&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Just having the boots isn't enough to dash. The player must have the &amp;quot;Run&amp;quot; ability flag set as well. See {{$|379}}.&lt;br /&gt;
|-&lt;br /&gt;
|{{$|356}}||Zora's Flippers||0 - Nothing||1 - Zora's Flippers||colspan=&amp;quot;3&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Having this allows you to swim, but doesn't make the swim ability text show up by itself. See {{$|379}}. Unlike with the Pegasus Boots, the ability to swim is granted as long as the player has this item.&lt;br /&gt;
|-&lt;br /&gt;
|{{$|357}}||Moon Pearl||0 - Nothing||1 - Moon Pearl&lt;br /&gt;
|-&lt;br /&gt;
|{{$|358}}||Unused (See note)||colspan=&amp;quot;5&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Can be clobbered by fairy fountains.&lt;br /&gt;
|-&lt;br /&gt;
|{{$|359}}||Sword||0 - No sword||1 - Fighter's Sword||2 - Master Sword||3 - Tempered Sword||4 - Golden Sword||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|{{$|35A}}||Shield||0 - No shield||1 - Blue Shield||2 - Hero's Shield||3 - Mirror Shield||class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|{{$|35B}}||Armor||0 - Green Jerkin||1 - Blue Mail||2 - Red Mail||colspan=&amp;quot;2&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|{{$|35C}} to {{$|35F}}||rowspan=&amp;quot;2&amp;quot;|Bottle Contents||0 - No bottle||1 - Mushroom||2 - Empty bottle||3 - Red Potion||4 - Green Potion&lt;br /&gt;
|-&lt;br /&gt;
|5 - Blue Potion||6 - Fairy||7 - Bee||8 - Good Bee&lt;br /&gt;
|-&lt;br /&gt;
|{{$|360}} to {{$|361}}||Wallet Capacity||colspan=&amp;quot;5&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||rowspan=&amp;quot;2&amp;quot;|This number can be set above the 999 limit.&lt;br /&gt;
|-&lt;br /&gt;
|{{$|362}} to {{$|363}}||Rupee Count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
THE COMPASS, BIG KEY, AND DUNGEON MAP WORD LOCATIONS ARE ALL MAPPED OUT THE SAME WAY, AS YOU WILL OBSERVE.&lt;br /&gt;
&lt;br /&gt;
{{Note|The unused areas would correspond to dungeon numbers {{$|1C}} and {{$|1E}} in the variable {{$|7E040C}}, but alas there are no dungeons in the game with those values.&lt;br /&gt;
&lt;br /&gt;
If you see &amp;quot;(doesn't exist)&amp;quot; it means this feature was not used in this dungeon in the original, in case you were wondering.}}&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
!Item&lt;br /&gt;
!Address&lt;br /&gt;
!Bit 0&lt;br /&gt;
!Bit 1&lt;br /&gt;
!Bit 2&lt;br /&gt;
!Bit 3&lt;br /&gt;
!Bit 4&lt;br /&gt;
!Bit 5&lt;br /&gt;
!Bit 6&lt;br /&gt;
!Bit 7&lt;br /&gt;
|-&lt;br /&gt;
|Compass1&lt;br /&gt;
|{{$|364}}  &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Unused&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Unused&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Ganon's Tower&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Turtle Rock&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Gargoyle's domain&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Tower of Hera&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Ice Palace&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Skull Woods. &lt;br /&gt;
|-&lt;br /&gt;
|BigKey1&lt;br /&gt;
|{{$|366}} &lt;br /&gt;
|-&lt;br /&gt;
|Dungeon map1&lt;br /&gt;
|{{$|368}}&lt;br /&gt;
|-&lt;br /&gt;
|Compass2&lt;br /&gt;
|{{$|365}}&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Misery Mire.&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Dark Palace&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Swamp Palace&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Desert Palace&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Eastern Palace&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Hyrule Castle (doesn't exist)&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Sewer Passage (doesn't exist)&lt;br /&gt;
|-&lt;br /&gt;
|BigKey2&lt;br /&gt;
|{{$|367}}&lt;br /&gt;
|-&lt;br /&gt;
|Dungeon map2&lt;br /&gt;
|{{$|369}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wishing Pond Rupee {{$|36A}}&lt;br /&gt;
* Number of rupees in the pond Count&lt;br /&gt;
&lt;br /&gt;
Heart pieces collected:&lt;br /&gt;
*{{$|36B}}. Number of heart pieces (out of four) you have earned&lt;br /&gt;
&lt;br /&gt;
Health: {{$|36C}}&lt;br /&gt;
* Goal (capacity) Health. Each increment of {{$|08}} is worth one heart.&lt;br /&gt;
* {{$|04}} is a half heart. The max is generally {{$|A0}}. The game is coded to not accept health values beyond this. &lt;br /&gt;
*{{$|36D}}. Actual Health. Same as above, but this reflects your current health status rather than potential.&lt;br /&gt;
&lt;br /&gt;
Magic Power: {{$|36E}}&lt;br /&gt;
* Magic power ranges from {{$|0}} to {{$|80}} (128). Each small bottle refills {{$|10}}. Setting Magic above {{$|80}} causes the magic meter to glitch and you can't use special items.&lt;br /&gt;
&lt;br /&gt;
Keys: {{$|36F}}&lt;br /&gt;
* Number of Keys you have in the dungeon you are currently in. You can earn keys on the overworld but they don't do anything. If you're in a non-keyed dungeon it will generally read {{$|FF}}.&lt;br /&gt;
&lt;br /&gt;
Bomb Upgrades: {{$|370}}&lt;br /&gt;
* Number of upgrades your bomb capacity has received. Behavior varies after a while. Will probably need recoding to be consistent.&lt;br /&gt;
&lt;br /&gt;
Arrow Upgrades: {{$|371}}&lt;br /&gt;
* Number of upgrades your arrow capacity has received. Same as above, more or less.&lt;br /&gt;
&lt;br /&gt;
Hearts filler: {{$|372}}&lt;br /&gt;
* Write to this location to fill in a set number of hearts. Make sure to write in a multiple of {{$|08}} Otherwise, you will end up filling the whole life meter.&lt;br /&gt;
&lt;br /&gt;
Magic filler: {{$|373}}&lt;br /&gt;
* Write to this location how much magic power you want filled up. The maximum effective value is {{$|80}}.&lt;br /&gt;
&lt;br /&gt;
Pendants: {{$|374}}&lt;br /&gt;
* Bit 0: Red/Wisdom/Hera&lt;br /&gt;
* Bit 1: Blue/Power/Desert&lt;br /&gt;
* Bit 2: Green/Courage/Eastern Palace&lt;br /&gt;
&lt;br /&gt;
Bomb filler: {{$|375}}&lt;br /&gt;
* Write to this location to add X bombs to your arsenal. It will not exceed your maximum, as defined with {{$|370}}.&lt;br /&gt;
&lt;br /&gt;
Arrow filler: {{$|376}}&lt;br /&gt;
* Write to this location to add X arrows to your arsenal. It will not exceed your maximum, as defined with {{$|371}}.&lt;br /&gt;
&lt;br /&gt;
Arrows: {{$|377}}&lt;br /&gt;
* Can exceed {{hex|70}}.&lt;br /&gt;
&lt;br /&gt;
????: {{$|378}}&lt;br /&gt;
* ????&lt;br /&gt;
&lt;br /&gt;
Ability Flags: {{$|379}}&lt;br /&gt;
* Bit 0: &lt;br /&gt;
* Bit 1: Swim&lt;br /&gt;
* Bit 2: Run / Dash&lt;br /&gt;
* Bit 3: Pull&lt;br /&gt;
* Bit 4: ----&lt;br /&gt;
* Bit 5: Talk&lt;br /&gt;
* Bit 6: Read&lt;br /&gt;
* Bit 7: ----&lt;br /&gt;
&lt;br /&gt;
Crystals: {{$|37A}}&lt;br /&gt;
* Bit 0: Misery Mire&lt;br /&gt;
* Bit 1: Dark Palace&lt;br /&gt;
* Bit 2: Ice Palace&lt;br /&gt;
* Bit 3: Turtle Rock&lt;br /&gt;
* Bit 4: Swamp Palace&lt;br /&gt;
* Bit 5: Gargoyle's Domain&lt;br /&gt;
* Bit 6: Skull Woods&lt;br /&gt;
&lt;br /&gt;
Magic usage: {{$|$37B}}&lt;br /&gt;
* {{$|0}}: normal consumption&lt;br /&gt;
* {{$|1}}: 1/2 consumption&lt;br /&gt;
* {{$|2}}: 1/4 consumption&lt;br /&gt;
&lt;br /&gt;
Keys earned per dungeon:&lt;br /&gt;
* {{$|37C}} = Sewer Passage&lt;br /&gt;
* {{$|37D}} = Hyrule Castle&lt;br /&gt;
* {{$|37E}} = Eastern Palace&lt;br /&gt;
* {{$|37F}} = Desert Palace&lt;br /&gt;
* {{$|380}} = Hyrule Castle 2&lt;br /&gt;
* {{$|381}} = Swamp Palace&lt;br /&gt;
* {{$|382}} = Dark Palace&lt;br /&gt;
* {{$|383}} = Misery Mire&lt;br /&gt;
* {{$|384}} = Skull Woods&lt;br /&gt;
* {{$|385}} = Ice Palace&lt;br /&gt;
* {{$|386}} = Tower of Hera&lt;br /&gt;
* {{$|387}} = Gargoyle's Domain&lt;br /&gt;
* {{$|388}} = Turtle Rock&lt;br /&gt;
* {{$|389}} = Ganon's Tower&lt;br /&gt;
* {{$|38A}} = ??? possibly unused. (Were they planning two extra dungeons perhaps?)&lt;br /&gt;
* {{$|38B}} = ??? possibly unused.&lt;br /&gt;
&lt;br /&gt;
== Game Event Information ==&lt;br /&gt;
&lt;br /&gt;
Progress Indicator {{$|3C5}} (value, not bitwise):&lt;br /&gt;
* {{$|0}} = Unset, Will put Link in his bed state at the beginning of the game. (Also can't use sword or shield)&lt;br /&gt;
* {{$|1}} = You have a sword and start in the castle on start up.&lt;br /&gt;
* {{$|2}} = Indicates you have completed the first Hyrule Castle dungeon.&lt;br /&gt;
* {{$|3}} = Indicates you have beaten Agahnim and are now searching for crystals.&lt;br /&gt;
* {{$|4}} and above = meaningless. Though, you could write code using them to expand the event system perhaps.&lt;br /&gt;
&lt;br /&gt;
Progress Flags  (bitwise){{$|3C6}}:&lt;br /&gt;
* {{hex|0}} = Set after your Uncle gives you his gear in the secret passage. Prevents him from showing up there again.&lt;br /&gt;
* {{hex|1}} = Indicates that you've touched the dying priest in Sanctuary.&lt;br /&gt;
* {{hex|2}} = Set after you bring Zelda to sanctuary?&lt;br /&gt;
* {{hex|3}} = Unused? (98% certainty)&lt;br /&gt;
* {{hex|4}} = Set after Link's Uncle leaves your house. It's used to prevent him from respawning there.&lt;br /&gt;
* {{hex|5}} = Set after you obtain the Book of Mudora (this is a guess)&lt;br /&gt;
* {{hex|6}} = Seems to be a persistent flag that toggles between two possible statements that a fortune teller can give you during your &amp;quot;reading&amp;quot;. In other words, don't expect this to stay in one state if you're using fortune tellers. Has no other known purpose.&lt;br /&gt;
* {{hex|7}} = Unused? (98% certainty)&lt;br /&gt;
&lt;br /&gt;
Map Icons Indicator 2 (value, not bitwise) {{$|3C7}}:&lt;br /&gt;
* {{0x|00}} = ????&lt;br /&gt;
* {{0x|01}} = ????&lt;br /&gt;
* {{0x|02}} = ????&lt;br /&gt;
* {{0x|03}} = The Three Pendants&lt;br /&gt;
* {{0x|04}} = Master Sword in Lost Woods&lt;br /&gt;
* {{0x|05}} = Agahnim (skull icon at Hyrule Castle)&lt;br /&gt;
* {{0x|06}} = Just crystal 1 shown (Sahasrala's idea)&lt;br /&gt;
* {{0x|07}} = All crystals shown&lt;br /&gt;
* {{0x|08}} = Agahnim (skull icon at Ganon's Tower)&lt;br /&gt;
&lt;br /&gt;
All values beyond 8 are invalid, it seems.&lt;br /&gt;
&lt;br /&gt;
Starting Entrance to use: {{$|3C8}}: Abbreviations:&lt;br /&gt;
* LH = Link's House;&lt;br /&gt;
* SA = Sanctuary;&lt;br /&gt;
* MC = Mountain Cave;&lt;br /&gt;
* PP = Pyramid of Power in DW;  &lt;br /&gt;
    &lt;br /&gt;
* {{hex|0}} = Start the game in Link's house always.&lt;br /&gt;
* {{hex|1}} = SA.&lt;br /&gt;
* {{hex|2}} = Start in Zelda's Cell (entrance index sanc?).&lt;br /&gt;
* {{hex|3}} = Secret passage under HC garden (near dying uncle).&lt;br /&gt;
* {{hex|5}} = LH or SA or MC.&lt;br /&gt;
        &lt;br /&gt;
&lt;br /&gt;
Progress Indicator 3 (bitwise) {{$|3C9}}:&lt;br /&gt;
* {{hex|0}} = If set, means the bum gave you his bottle already.&lt;br /&gt;
* {{hex|1}} = If set, means that the salesman in the village sold you a bottle already&lt;br /&gt;
* {{hex|2}} = &lt;br /&gt;
* {{hex|3}} = Flute Boy (DW) has been arborated&lt;br /&gt;
* {{hex|4}} = Thief's Chest has been opened by the middle aged guy&lt;br /&gt;
* {{hex|5}} = After you save the Smithy's partner, this bit gets set.&lt;br /&gt;
* {{hex|6}}&lt;br /&gt;
* {{hex|7}} = Means Smithies have your sword. Once they give it back it's no longer set. (so nonpermanent)&lt;br /&gt;
&lt;br /&gt;
Lightworld / Darkworld {{$|3CA}}:&lt;br /&gt;
* {{hex|0}}&lt;br /&gt;
* {{hex|1}}&lt;br /&gt;
* {{hex|2}}&lt;br /&gt;
* {{hex|3}}&lt;br /&gt;
* {{hex|4}}&lt;br /&gt;
* {{hex|5}}&lt;br /&gt;
* {{hex|6}} = If set, we're in dark world. Otherwise, in light world.&lt;br /&gt;
* {{hex|7}}&lt;br /&gt;
&lt;br /&gt;
Unused? {{$|3CB}}:&lt;br /&gt;
* ?????&lt;br /&gt;
&lt;br /&gt;
{{$|3CC}}[{{0x|01}}] - (Tagalong)&lt;br /&gt;
* Tagalong Indicator (who is following you, if anyone?) (value based)&lt;br /&gt;
    &lt;br /&gt;
Note: Don't use a value of {{0x|0F}} or larger here, as it will likely crash the game.&lt;br /&gt;
    &lt;br /&gt;
* {{0x|00}}  =  Tagalong disabled&lt;br /&gt;
* {{0x|01}}  =  Princess Zelda&lt;br /&gt;
* {{0x|02}}  =  ???&lt;br /&gt;
* {{0x|03}}  =  ???&lt;br /&gt;
* {{0x|04}}  =  Old Man?&lt;br /&gt;
* {{0x|05}}  =  Zelda (invisible) bitching at you about coming to rescue her.&lt;br /&gt;
* {{0x|06}}  =  Blind masquerading as a Maiden&lt;br /&gt;
* {{0x|07}}  =  Missing Dwarf (smithyfrog as I call him) in DW&lt;br /&gt;
* {{0x|08}}  =  Missing Dwarf in LW&lt;br /&gt;
* {{0x|09}}  =  Middle Aged Guy w/ Sign&lt;br /&gt;
* {{0x|0A}}  =  Kiki the monkey&lt;br /&gt;
* {{0x|0B}}  =  ???&lt;br /&gt;
* {{0x|0C}}  =  Thief's chest&lt;br /&gt;
* {{0x|0D}}  =  Super Bomb&lt;br /&gt;
* {{0x|0E}}  =  Activated in reaction to acquiring the Master Sword. Used to trigger a telepathic message from Zelda indicating that Agahnim's goons have come for her at Sanctuary.&lt;br /&gt;
&lt;br /&gt;
{{$|03CD}}[{{0x|02}}] - &lt;br /&gt;
* Cached Y coordinate of Tagalong after it has been lost by the player. Applies to the old man and to the super bomb, at the very least. This is intended to be used not as a save game variable, but rather as a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
{{$|03CF}}[{{0x|02}}] - &lt;br /&gt;
* Cached X coordinate of Tagalong after it has been lost by the player. Applies to the old man and to the super bomb, at the very least. This is intended to be used not as a save game variable, but rather as a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
{{$|3D1}}:&lt;br /&gt;
* ????&lt;br /&gt;
&lt;br /&gt;
{{$|3D2}}: &lt;br /&gt;
&lt;br /&gt;
{{$|3D3}}:&lt;br /&gt;
* Set to 0 normally. Set to {{$|80}} if a Super Bomb is going off.&lt;br /&gt;
&lt;br /&gt;
{{$|3D4}} to {{$|3D8}}:&lt;br /&gt;
* ????&lt;br /&gt;
&lt;br /&gt;
Player's Name {{$|3D9}} to {{$|3E4}}:&lt;br /&gt;
* See appendix for listing of character codes. Note each of the six letters is represented by a 16-bit number.&lt;br /&gt;
&lt;br /&gt;
Validity (Checksum) of the File:&lt;br /&gt;
{{$|3E5}} to {{$|3E6}}:&lt;br /&gt;
* There is a subroutine in the ROM that checks to make sure this value is {{0x|55AA}}. (Note the reverse byte order in the actual SRAM.) If you alter this your file is automatically tagged for deletion at startup. The game is designed to delete it, it's not a Super NES feature or anything. In short, Don't mess with it. Unused game slots have the value {{0x|0000}} here, and you will too if you mess with it - resulting in your save file(s) being wiped out.&lt;br /&gt;
&lt;br /&gt;
{{$|3E7}} to {{$|402}} (?) = Deaths totals for each dungeon. Each number is 16 bit. Thanks to Euclid for helping verify this!&lt;br /&gt;
* {{$|3E7}} = Sewers&lt;br /&gt;
* {{$|3E9}} = Hyrule Castle&lt;br /&gt;
* {{$|3EB}} = Eastern Palace&lt;br /&gt;
* {{$|3ED}} = Desert Palace&lt;br /&gt;
* {{$|3EF}} = Hyrule Castle 2&lt;br /&gt;
* {{$|3F1}} = Swamp Palace&lt;br /&gt;
* {{$|3F3}} = Dark Palace&lt;br /&gt;
* {{$|3F5}} = Misery Mire&lt;br /&gt;
* {{$|3F7}} = Skull Woods&lt;br /&gt;
* {{$|3F9}} = Ice Palace&lt;br /&gt;
* {{$|3FB}} = Tower of Hera&lt;br /&gt;
* {{$|3FD}} = Gargoyle's Domain&lt;br /&gt;
* {{$|3FF}} = Turtle Rock&lt;br /&gt;
* {{$|401}} = Ganon's Tower&lt;br /&gt;
&lt;br /&gt;
Life/Save Counter: {{$|403}} to {{$|404}}&lt;br /&gt;
* Counts the number of times your saved or died in the game, before you beat it.&lt;br /&gt;
&lt;br /&gt;
PostGame Death Counter: {{$|405}} to {{$|406}}&lt;br /&gt;
* When you start the game this is written to with the value -1 ({{0x|FFFF}}). On the game select screen, it will only display a number if this is not {{0x|FFFF}}. The max displayable number is 999.&lt;br /&gt;
When you beat the game, the number of times you died gets recorded here.&lt;br /&gt;
&lt;br /&gt;
Presumed to be unused: {{$|407}} to {{$|4FD}}&lt;br /&gt;
* ????&lt;br /&gt;
&lt;br /&gt;
Inverse Checksum: {{$|4FE}} to {{$|4FF}}&lt;br /&gt;
* If you add numbers to the file, you need to subtract from this location. See Side Note 3 for more information.&lt;br /&gt;
&lt;br /&gt;
===============================================================================================&lt;br /&gt;
&lt;br /&gt;
Appendix:&lt;br /&gt;
&lt;br /&gt;
{{note|Items other than the standard equipment can be equipped. For instance, it's possible&lt;br /&gt;
to equip the compass as a sword. By some miracle, the items you end up with often work the same&lt;br /&gt;
way as their appropriate counterparts. Sometimes they are far superior to the normal items, and&lt;br /&gt;
sometimes they just suck. At least one item makes your armor invincible! Just experiment a little.&lt;br /&gt;
Beware, the palettes will not be standard.}}&lt;br /&gt;
&lt;br /&gt;
{{note|A tutorial on inverse checksums. Let's say I add to location {{$|3EE}}. Now E &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 14 in the decimal system. (Note we are looking at the last digit. &amp;quot;E&amp;quot; that is.) Therefore {{$|3EE}} is even.&lt;br /&gt;
&lt;br /&gt;
If I add a value to a memory location with an even address, I must subtract from the even address of the inverse checksum. Example: Suppose I add {{$|4}} to {{$|305}}. {{$|305}} is odd, so I SUBTRACT {{$|4}} from the odd checksum byte: {{$|4FF}}. If I subtracted from {{$|305}}, I must add to {{$|4FF}}. This maintains the &amp;quot;balance&amp;quot; of the file and keeps it from being erased.&lt;br /&gt;
&lt;br /&gt;
Now this will work for slight changes in the checksum, but it takes a bit of insight to recognize that the checksum is really a 16-bit number, not just two 8-bit numbers functioning separately.}}&lt;br /&gt;
&lt;br /&gt;
(edit later)&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
Character Codes:&lt;br /&gt;
&lt;br /&gt;
Alpha-numeric&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
00 = A&lt;br /&gt;
01 = B&lt;br /&gt;
02 = C&lt;br /&gt;
03 = D&lt;br /&gt;
04 = E&lt;br /&gt;
05 = F&lt;br /&gt;
06 = G&lt;br /&gt;
07 = H&lt;br /&gt;
08 = I^&lt;br /&gt;
09 = J&lt;br /&gt;
0A = K&lt;br /&gt;
0B = L&lt;br /&gt;
0C = M&lt;br /&gt;
0D = N&lt;br /&gt;
OE = O&lt;br /&gt;
OF = P&lt;br /&gt;
10 = ??&lt;br /&gt;
20 = Q&lt;br /&gt;
21 = R&lt;br /&gt;
22 = S&lt;br /&gt;
23 = T&lt;br /&gt;
24 = U&lt;br /&gt;
25 = V&lt;br /&gt;
26 = W&lt;br /&gt;
27 = X&lt;br /&gt;
28 = Y&lt;br /&gt;
29 = Z&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
2A = a&lt;br /&gt;
2B = b&lt;br /&gt;
2C = c&lt;br /&gt;
2D = d&lt;br /&gt;
2E = e&lt;br /&gt;
2F = f&lt;br /&gt;
40 = g&lt;br /&gt;
41 = h&lt;br /&gt;
42 = k&lt;br /&gt;
43 = j&lt;br /&gt;
44 = i&lt;br /&gt;
45 = l&lt;br /&gt;
46 = m&lt;br /&gt;
47 = n&lt;br /&gt;
48 = o&lt;br /&gt;
49 = p&lt;br /&gt;
4A = q&lt;br /&gt;
4B = r&lt;br /&gt;
4C = s&lt;br /&gt;
4D = t&lt;br /&gt;
4E = u&lt;br /&gt;
4F = v&lt;br /&gt;
60 = w&lt;br /&gt;
61 = x&lt;br /&gt;
62 = y&lt;br /&gt;
63 = z&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
64 = 0&lt;br /&gt;
65 = 1&lt;br /&gt;
66 = 2&lt;br /&gt;
67 = 3&lt;br /&gt;
68 = 4&lt;br /&gt;
69 = 5&lt;br /&gt;
6A = 6&lt;br /&gt;
6B = 7&lt;br /&gt;
6C = 8&lt;br /&gt;
6D = 9&lt;br /&gt;
6E = &amp;quot;?&amp;quot;&lt;br /&gt;
6F = &amp;quot;!&amp;quot;&lt;br /&gt;
80 = &amp;quot; = &amp;quot;&lt;br /&gt;
81 = &amp;quot;.&amp;quot;&lt;br /&gt;
82 = &amp;quot;,&amp;quot;&lt;br /&gt;
&lt;br /&gt;
85 = &amp;quot;(&amp;quot;&lt;br /&gt;
86 = &amp;quot;)&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Special characters (not normally accessible. This is by far an incomplete listing)&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|{{$|A0}}&lt;br /&gt;
|small right Arrow &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A1}}&lt;br /&gt;
|&amp;quot;'&amp;quot; (apostrophe) &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A2}}&lt;br /&gt;
|HPiece Again &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A3}}&lt;br /&gt;
|&amp;quot;empty right hand heart cont.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{$|A4}}&lt;br /&gt;
|see &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A7}} &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A5}}&lt;br /&gt;
|Same As &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A7}}&lt;br /&gt;
|-&lt;br /&gt;
|{{$|A6}}&lt;br /&gt;
|&amp;quot;Quarter Heart piece, top right corner.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{$|A7}}&lt;br /&gt;
|&amp;quot;Heart piece,left half&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A8}}&lt;br /&gt;
|&amp;quot;Heart piece, right half&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A9}}&lt;br /&gt;
|blank &lt;br /&gt;
|-&lt;br /&gt;
|{{$|AA}}&lt;br /&gt;
|&amp;quot;left Arrow&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SNES Button Alphabet:&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|{{$|AB}}&lt;br /&gt;
|A &lt;br /&gt;
|-&lt;br /&gt;
|{{$|AC}}&lt;br /&gt;
|B &lt;br /&gt;
|-&lt;br /&gt;
|{{$|AD}}&lt;br /&gt;
|X &lt;br /&gt;
|-&lt;br /&gt;
|{{$|AE}}&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
|{{$|AF}}&lt;br /&gt;
|I&lt;br /&gt;
|-&lt;br /&gt;
|{{$|B1}}&lt;br /&gt;
|blank^&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
^This code is not the canon encoding of this character. ex. {{hex|AF}} is the proper &amp;quot;I&amp;quot;. 08 is not.&lt;br /&gt;
&lt;br /&gt;
{{toc}}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=Underworld&amp;diff=729</id>
		<title>Underworld</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=Underworld&amp;diff=729"/>
				<updated>2017-03-12T03:26:50Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: /* Music */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The underworld refers to all indoor locations; including dungeons, caves, and houses.&lt;br /&gt;
&lt;br /&gt;
==Important Hex Addresses==&lt;br /&gt;
===Room Data===&lt;br /&gt;
====Room Headers====&lt;br /&gt;
*{{$|027502}} to {{$|027781}} =  Pointer Table, {{hex|2}} byte local addresses, indexed by room ID.&lt;br /&gt;
*{{$|027781}} to {{$|027FEF}} = Data&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Headers are {{$|0E}} (Decimal: 14) bytes formatted thusly:&lt;br /&gt;
*Byte {{hex|0}}: {{red|aaa}}{{blue|b bb}}{{green|c}}{{purple|d}}&lt;br /&gt;
**The {{red|a}} bits are transformed into {{hex|0000 0}}{{red|aaa}} and stored to {{$|0414}} (&amp;quot;BG2&amp;quot; in Hyrule Magic)&lt;br /&gt;
**The {{blue|b}} bits are transformed into {{hex|0000 0}}{{blue|bbb}} and stored to {{$|046C}} (&amp;quot;Collision&amp;quot; in Hyrule Magic)&lt;br /&gt;
**The {{green|c}} bit is unused&lt;br /&gt;
**The {{purple|d}} bit is stored to {{$|7EC005}} (If set, use a lights out routine in the room transition)&lt;br /&gt;
        &lt;br /&gt;
*Byte {{hex|1}}: {{red|aa}}{{blue|bb bbbb}}&lt;br /&gt;
**The {{red|a}} bits are unused&lt;br /&gt;
**The {{blue|b}} bits are transformed into {{blue|bbbb bb}}{{hex|00}}, thus making them a multiple of 4.&lt;br /&gt;
This value is used to load 4 different palettes for the dungeon, and corresponds to, you guessed it, Palette # in Hyrule Magic!     &lt;br /&gt;
&lt;br /&gt;
The resulting index is used to load values for {{$|0AB6}}, {{$|0AAC}}, {{$|0AAD}}, and {{$|0AAE}}&lt;br /&gt;
        &lt;br /&gt;
*Byte {{hex|2}}: gets stored to {{$|0AA2}} (GFX # in Hyrule Magic)&lt;br /&gt;
*Byte {{hex|3}}: value + #$40 gets stored to {{$|0AA3}} (Sprite GFX # in Hyrule Magic)    &lt;br /&gt;
*Byte {{hex|4}}: gets stored to {{$|00AD}} (&amp;quot;[[Room Effects|Effect]]&amp;quot; in Hyrule Magic)   &lt;br /&gt;
*Byte {{hex|5}}: gets stored to {{$|00AE}} (&amp;quot;[[Room Tags|Tag1]]&amp;quot; in Hyrule Magic)&lt;br /&gt;
*Byte {{hex|6}}: gets stored to {{$|00AF}} (&amp;quot;Tag2&amp;quot; in Hyrule Magic)&lt;br /&gt;
        &lt;br /&gt;
These are the planes to use for bytes {{hex|9}} through {{hex|D}}. This determines which &lt;br /&gt;
BG you appear on, and possibly more.&lt;br /&gt;
        &lt;br /&gt;
*Byte {{hex|7}}: {{red|aa}}{{blue|bb}} {{green|cc}}{{purple|dd}}&lt;br /&gt;
**The {{red|a}} bits are transformed into {{hex|0000 00}}{{red|aa}} and stored to {{$|063F}} &lt;br /&gt;
**The {{blue|b}} bits are transformed into {{hex|0000 00}}{{blue|bb}} and stored to {{$|063E}}&lt;br /&gt;
**The {{green|c}} bits are transformed into {{hex|0000 00}}{{green|cc}} and stored to {{$|063D}}&lt;br /&gt;
**The {{purple|d}} bits are transformed into {{hex|0000 00}}{{purple|dd}} and stored to {{$|063C}}&lt;br /&gt;
        &lt;br /&gt;
Note, the only safe values for a plane seem to be {{hex|0}},{{hex|1}}, or {{hex|2}}. Hyrule Magic&lt;br /&gt;
appears to violate this rule by letting you put {{hex|3}} down, but nothing higher.&lt;br /&gt;
        &lt;br /&gt;
*Byte {{hex|8}}: {{red|aaaa aa}}{{blue|bb}}&lt;br /&gt;
**The {{red|a}} bits are unused&lt;br /&gt;
**The {{blue|b}} bits are transformed into {{hex|0000 00}}{{blue|bb}} and stored to {{$|0640}}&lt;br /&gt;
        &lt;br /&gt;
*Byte {{hex|9}}: stored to {{$|7EC000}} These are all room numbers that you could possibly exit to.&lt;br /&gt;
*Byte {{hex|A}}: stored to {{$|7EC001}}&lt;br /&gt;
*Byte {{hex|B}}: stored to {{$|7EC002}}&lt;br /&gt;
*Byte {{hex|C}}: stored to {{$|7EC003}}&lt;br /&gt;
*Byte {{hex|D}}: stored to {{$|7EC004}}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sprite Data====&lt;br /&gt;
* {{$|04D62E}} to {{$|04D92E}} = Pointer Table, 2 byte local addresses, indexed by room.&lt;br /&gt;
* {{$|04D92E}} to {{$|04EC9D}} = Data&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Sprite data is formatted thusly:&lt;br /&gt;
*Byte {{hex|0}}: Stored to {{$|0FB3}}. Corresponds with &amp;quot;Sort Spr&amp;quot; in Hyrule Magic. In a layered room this indicates sprites in the foreground are to be drawn on top of sprites in the background.&lt;br /&gt;
**Bit {{hex|0}} - If {{hex|0}}, sprites will sort&lt;br /&gt;
**Bits {{hex|7,6,5,4,3,2,1}} - Unknown, should all be {{hex|1}}&lt;br /&gt;
After the byte {{hex|0}}, you will see 3 byte clusters that break down thus:  &lt;br /&gt;
&lt;br /&gt;
*Byte {{hex|0}}:&lt;br /&gt;
**Bits {{hex|4,3,2,1,0}} - Y coordinate (in pixels from the top, starting at {{hex|0}}) of the sprite divided by 16.&lt;br /&gt;
**Bits {{hex|6,5}} - If these are set, they will be used to generate a subtype, stored to {{$|0E30}}, X.&lt;br /&gt;
**Bit {{hex|7}} - If set, the sprite is on BG2, if not it's on BG1 &lt;br /&gt;
* Byte {{hex|1}}:&lt;br /&gt;
** Bits {{hex|4,3,2,1,0}} - X coordinate (in pixels from the far left, starting at {{hex|0}}) of the sprite divided by 16.&lt;br /&gt;
** Bits {{hex|7,6,5}} - If all these bits are set then this is an Overlord, otherwise it's a normal sprite. If only some of them are set they can be used to generate a subtype, stored at {{$|0E30}}, X&lt;br /&gt;
* Byte {{hex|2}}: Sprite or Overlord type. If a sprite, this will get loaded into a slot at {{$|0E20}}, X. If an Overlord, will get loaded to {{$|0B00}}, X.&lt;br /&gt;
    &lt;br /&gt;
The array is terminated with a byte of {{$|FF}}.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Object Data====&lt;br /&gt;
* {{$|0F8000}} to {{$|0F83BF}} = Pointer Table, 3 byte long addresses, indexed by room ID.&lt;br /&gt;
* {{$|01EBA0}} to {{$|01FFF4}} = Data&lt;br /&gt;
* {{$|050000}} to {{$|053729}} = Data&lt;br /&gt;
* {{$|0F8780}} to {{$|0FFF4D}} = Data&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Byte layout:&lt;br /&gt;
&lt;br /&gt;
* Byte 0: {{red|aaaa}} {{blue|bbbb}}. &lt;br /&gt;
**The a bits are transformed to {{red|aaaa}}{{hex|0000}} and select the type of empty space to fill in. Hyrule Magic calls this 'Floor 1' - Gets stored to {{$|7E0490}}&lt;br /&gt;
**The b bits are transformed to {{blue|bbbb}}{{hex|0000}} and are the what Hyrule Magic calls 'Floor 2' - Gets stored to {{$|7E046A}}&lt;br /&gt;
&lt;br /&gt;
* Byte {{hex|1}}: {{red|aaa}}{{blue|b bb}}{{green|c}}{{purple|d}}&lt;br /&gt;
** The {{red|a}} bits are unused and should not be used&lt;br /&gt;
** The {{blue|b}} bits determine the room's layout type, ranging from {{hex|0}} to {{hex|7}}.&lt;br /&gt;
** The {{green|c}} and {{purple|d}} bits are unknown, but I have a feeling it's related to {{$|AA}} and {{$|A9}}&lt;br /&gt;
&lt;br /&gt;
After that the bytes come in {{hex|3}} or {{hex|2}} byte object structures, used by routine {{$|01:88E4}}. Objects are loaded until an object with value {{0x|FFFF}} occurs. If a value {{0x|FFF0}} is loaded, the game will start loading Type 2 objects and will not go back to loading Type 1 objects until it is time to load the next layer. (Layer as in HM, not to be confused with the SNES' Backgrounds.) A value of {{0x|FFFF}} will also terminate the loading of Type 2 objects. The routine immediately terminates if that happens during the loading of either object type.&lt;br /&gt;
&lt;br /&gt;
Type 1 Object structure: (3 bytes):&lt;br /&gt;
&lt;br /&gt;
* Byte {{hex|3}}: Routine to use. If this byte is ≥ {{0x|F8}} and &amp;lt; {{0x|FC}}, then it is a subtype 3 object. If the index is ≥ {{hex|FC}}, it is a subtype 2 object. If not, it is a subtype 1 object.&lt;br /&gt;
&lt;br /&gt;
* Subtype 1 Objects, first and second byte&lt;br /&gt;
** High Byte: {{brown|yyyy yy}}{{green|cc}}&lt;br /&gt;
** Low Byte: {{grey|xxxx xx}}{{red|aa}}&lt;br /&gt;
*** The {{red|a}} bits are stored to {{$|B2}}&lt;br /&gt;
*** The {{green|c}} bits are stored to {{$|B4}}&lt;br /&gt;
*** The {{grey|x}} and {{brown|y}} bits are transformed into:  {{hex|000}}{{brown|y yyyy y}}{{grey|xxx xxx}}{{hex|0}} - This is a tilemap address that indexes into {{$|7E2000}} and / or {{$|7E4000}}&lt;br /&gt;
&lt;br /&gt;
Use Byte {{hex|3}} * 2 as an index into the table at {{$|8200}}. This is the routine that is used to draw and otherwise handle the object. Subtype 1 objects have a maximum width and height of 4. Width and height are measured in terms of 32 {{x}} 32 pixels. (⟸ last part is questionable)&lt;br /&gt;
&lt;br /&gt;
*Subtype 2 Objects, 1st, 2nd, &amp;amp; 3rd bytes:&lt;br /&gt;
** Byte {{hex|3}}: {{white|ff}}{{purple|dd dddd}}&lt;br /&gt;
** Byte {{hex|2}}:  {{pink|eeee}} {{green|cccc}}&lt;br /&gt;
** Byte {{hex|1}}: {{red|aaaa aa}}{{blue|bb}}&lt;br /&gt;
***The {{red|a}} bits are unused, but after all they are the marker for this type of object subtype.&lt;br /&gt;
***The {{blue|b}}, {{green|c}}, {{pink|e}}, and {{white|f}} bits are transformed into a VRAM tilemap address: {{hex|000}}{{green|c ccc}}{{white|f}} {{white|f}}{{blue|bb}}{{pink|e eee}}{{hex|0}}&lt;br /&gt;
&lt;br /&gt;
Might I add this is one messed up format? The {{purple|d}} bits are used as an index into the table at {{$|8470}}. Since such indices are going to be even, the {{purple|d}} bits are transformed into: {{hex|0000 0000 0}}{{purple|ddd ddd}}{{hex|0}}.&lt;br /&gt;
&lt;br /&gt;
*Subtype 3 Objects&lt;br /&gt;
**Similar to Subtype 1, with a few small exceptions.&lt;br /&gt;
**The vram address is calculated the same way. However, {{$|B2}} and {{$|B4}} are not used as length or width dimensions here. The routine that is used is determined as follows:&lt;br /&gt;
**Take the original index (times two) that a Subtype 1 would have used. AND that with {{0x|000E}}. Then shift left 3 times to produce {{hex|0000 0000 0}}{{pink|eee}} {{hex|0000}}. Then, OR in {{$|B2}} and {{$|B4}} and shift left once, so the final result is: {{hex|0000 0000}} {{pink|eee}}{{red|a a}}{{blue|bb}}{{hex|0}}.&lt;br /&gt;
**Also, this value indexes into {{$|85F0}} instead of {{$|8200}}.&lt;br /&gt;
&lt;br /&gt;
Type 2 Object Structure: (2 bytes)&lt;br /&gt;
*High Byte: {{green|cccc cccc}} 	&lt;br /&gt;
*Low Byte: {{blue|bbbb}} {{purple|dd}}{{red|aa}}&lt;br /&gt;
**The {{red|a}} bits form a 2-bit value ({{hex|0000 0}}{{red|aa}}{{hex|0}}) that determines the routine to use for the object. In Hyrule Magic, corresponds to the &amp;quot;direction&amp;quot; of the door.&lt;br /&gt;
**The {{blue|b}} bits are transformed into {{hex|000}}{{blue|b bbb}}{{hex|0}} and stored to {{$|02}} ⟹ X. Corresponds to &amp;quot;Pos&amp;quot; of door objects in the Hyrule Magic. Note that these range from {{0x|00}} to {{0x|16}} (always even) which if you halve those values is 0 - 11 in decimal. This is easily verifiable in Hyrule Magic.&lt;br /&gt;
**The {{green|c}} bits are shifted into the lower byte and stored to {{$|04}} ⟹ A and {{$|0A}}. This is later used to grab the tiles used to draw the door and the area below it. In Hyrule Magic, corresponds to &amp;quot;type&amp;quot;. Note the type is 1/2 of the number listed here. This is because to avoid using an ASL A command, the {{green|c}} bits are always even.&lt;br /&gt;
**The {{purple|d}} bits are unused.&lt;br /&gt;
&lt;br /&gt;
Next I'll go into the nitty gritty of the various types (the value of {{$|04}}). Again note that we'll only be dealing with even values {{blue|b}}/{{green|c}} that's what you'll see in the code. To convert between here [as well as the code] and Hyrule Magic, take the hex value here and divide by two. Convert to decimal and that's your Hyrule Magic &amp;quot;type.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Types:	&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
! ID&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|{{0x|00}}&lt;br /&gt;
|Basic door. Index = {{$|0460}}&lt;br /&gt;
|-&lt;br /&gt;
|{{0x|02}}&lt;br /&gt;
|Normal door?&lt;br /&gt;
|-&lt;br /&gt;
|{{0x|04}}&lt;br /&gt;
|???&lt;br /&gt;
|-&lt;br /&gt;
|{{0x|06}}&lt;br /&gt;
|???&lt;br /&gt;
|-&lt;br /&gt;
|{{0x|08}}&lt;br /&gt;
|Waterfall door (only used in Swamp palace; in one room at that!)&lt;br /&gt;
|-&lt;br /&gt;
|{{0x|0A}}&lt;br /&gt;
|???&lt;br /&gt;
|-&lt;br /&gt;
|{{0x|0C}}&lt;br /&gt;
|Trap door (probably other types but this seems to be most common)&lt;br /&gt;
|-&lt;br /&gt;
|{{0x|12}}&lt;br /&gt;
|Adds a property to some doors allowing you to exit to the overworld (this is accomplished by writing to the tile attribute map)&lt;br /&gt;
|-&lt;br /&gt;
|{{0x|14}}&lt;br /&gt;
|Transition to dark room?&lt;br /&gt;
|-&lt;br /&gt;
|{{0x|16}}&lt;br /&gt;
|Toggles the target BG Link will emerge on. '''Ex.''' if Link starts on BG0 in the next room he'll be on BG1.&lt;br /&gt;
|-&lt;br /&gt;
|{{0x|20}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|Locked door specifically for BG0.&lt;br /&gt;
|-&lt;br /&gt;
|{{0x|22}}&lt;br /&gt;
|-&lt;br /&gt;
|{{0x|24}}&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|Locked door for either BG0 or BG1&lt;br /&gt;
|-&lt;br /&gt;
|{{0x|26}}&lt;br /&gt;
|-&lt;br /&gt;
|{{0x|30}}&lt;br /&gt;
|Large exploded pathway resulting from a switch being pulled (unusual to have as a door as it's huge)&lt;br /&gt;
|-&lt;br /&gt;
|{{0x|32}}&lt;br /&gt;
|Sword activated door. '''Ex.''' Agahnim's room with the curtain door you have to slash.&lt;br /&gt;
|-&lt;br /&gt;
|{{0x|46}}&lt;br /&gt;
|warp door?&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dungeon Secrets Data====&lt;br /&gt;
* {{$|00DB69}} to {{$|00DDE8}} = Pointer Table, 2 byte local addresses, indexed by room ID.&lt;br /&gt;
* {{$|00DDE9}} to {{$|00E6B1}} = Data&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Data comes in 3 byte chunks and is terminated by an instance of {{$|FFFF}}&lt;br /&gt;
&lt;br /&gt;
* Bytes {{hex|0}}, {{hex|1}}: A word that denotes the VRAM address that the item is found at. This identifies the item as belonging to that part of the screen.&lt;br /&gt;
* Byte {{hex|2}}: Identifies the type of item that is hiding there. E.g. {{$|08}} is a key&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Push Block Data====&lt;br /&gt;
* {{$|0271DE}} to {{$|027369}} = Data&lt;br /&gt;
&amp;lt;Blockquote&amp;gt;&lt;br /&gt;
4 bytes per entry&lt;br /&gt;
&lt;br /&gt;
*1st word: Room that the block exists in.&lt;br /&gt;
*2nd word: Position of the block (expressed as tilemap coordinate)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====(Inter Room) Torch Data====&lt;br /&gt;
* {{$|02736A}} to {{$|027489}} = Data&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Consists of variable length segments consisting of:&lt;br /&gt;
&lt;br /&gt;
*1st word: Room that the torches belong in&lt;br /&gt;
*After this is a series of words, each one being a tilemap address for a torch.&lt;br /&gt;
This list of torches is terminated by the word value {{0x|FFFF}}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chest Contents====&lt;br /&gt;
*{{$|00E96E}} to {{$|00EB65}} = Data&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Array of chest information in 3 byte chunks. 168 entries in all ({{0x|A8}})&lt;br /&gt;
&lt;br /&gt;
*First word - Room number it is located in. MSB determines whether it is a big chest or not. (big chest if set)&lt;br /&gt;
*Last byte - index of the type of item contained in the chest.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Entrance Data===&lt;br /&gt;
There are {{$|85}} (Decimal: 133) normal entrances to the underworld from the overworld, and {{$|7}} (Decimal: 7) starting locations.&lt;br /&gt;
Normal entrances and starting locations use mostly the same types of data formatted the same, however they are located in different places in the ROM.&lt;br /&gt;
They are located and formatted thus:&lt;br /&gt;
&lt;br /&gt;
====Entrance Room====&lt;br /&gt;
*{{$|014813}} to {{$|01491C}} = Normal Entrance Data&lt;br /&gt;
*{{$|015B6E}} to {{$|015B7B}} = Starting Location Data&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Each entry is a 2 byte Room ID where the player is placed after using an entrance.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scroll Edges====&lt;br /&gt;
*{{$|01491D}} to {{$|014D44}} = Normal Entrance Data&lt;br /&gt;
*{{$|015B7C}} to {{$|015BB3}} = Starting Location Data&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Unsure about what these do exactly.&lt;br /&gt;
Each entry is 8 bytes long.&lt;br /&gt;
*Format: 1 byte each. Corresponds to hyrule magic values in the &amp;quot;More&amp;quot; aka Entrance Properties dialog box.&lt;br /&gt;
**HU - &lt;br /&gt;
**FU - &lt;br /&gt;
**HD - &lt;br /&gt;
**FD - &lt;br /&gt;
**HL - &lt;br /&gt;
**FL - &lt;br /&gt;
**HR - &lt;br /&gt;
**FR -&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====X Scroll====&lt;br /&gt;
*{{$|014D45}} to {{$|014E4E}} = Normal Entrance Data&lt;br /&gt;
*{{$|015BB4}} to {{$|015BC1}} = Starting Location Data&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Y Scroll====&lt;br /&gt;
*{{$|014E4F}} to {{$|014F58}} = Normal Entrance Data&lt;br /&gt;
*{{$|015BC2}} to {{$|015BCF}} = Starting Location Data&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====X Coordinate====&lt;br /&gt;
*{{$|014F59}} to {{$|015062}} = Normal Entrance Data&lt;br /&gt;
*{{$|015BD0}} to {{$|015BDD}} = Starting Location Data&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Each entry is a 2 byte X coordinate where the player starts after using the corresponding entrance.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Y Coordinate====&lt;br /&gt;
*{{$|015063}} to {{$|01516C}} = Normal Entrance Data&lt;br /&gt;
*{{$|015BDE}} to {{$|015BEB}} = Starting Location Data&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Each entry is a 2 byte y coordinate where the player starts after using the corresponding entrance.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====X Camera Coordinate====&lt;br /&gt;
*{{$|01516D}} to {{$|015276}} = Normal Entrance Data&lt;br /&gt;
*{{$|015BEC}} to {{$|015BF9}} = Starting Location Data&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Lower bounds for scrolling (upper bounds = this plus 2)&lt;br /&gt;
2 bytes each.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Y Camera Coordinate====&lt;br /&gt;
*{{$|015277}} to {{$|015380}} = Normal Entrance Data&lt;br /&gt;
*{{$|015BFA}} to {{$|015C07}} = Starting Location Data&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Lower bounds for scrolling (upper bounds = this plus 2)&lt;br /&gt;
2 bytes each.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Entrance Blockset====&lt;br /&gt;
*{{$|015381}} to {{$|015405}} = Normal Entrance Data&lt;br /&gt;
*{{$|015C08}} to {{$|015C0E}} = Starting Location Data&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
1 byte each. This blockset affects walls and a few other things and persists through all rooms the player accesses from this entrance.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Floor Values====&lt;br /&gt;
*{{$|015406}} to {{$|01548A}} = Normal Entrance Data&lt;br /&gt;
*{{$|015C0F}} to {{$|015C15}} = Starting Location Data&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
This tells us what kind of properties the floor has. 1 byte each:&lt;br /&gt;
*If 1, then it has floors that you can fall through to the next level&lt;br /&gt;
*If 0, I think it means it can be fallen down to&lt;br /&gt;
*If -1, has no pits&lt;br /&gt;
*If -2, ????&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dungeon Values====&lt;br /&gt;
*{{$|01548B}} to {{$|01550F}} = Normal Entrance Data&lt;br /&gt;
*{{$|015C16}} to {{$|015C1C}} = Starting Location Data&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
1 Byte each.&lt;br /&gt;
Dungeons actually in the game are numbered like so {{$|00}}, {{$|02}}, {{$|04}}, ..., {{$|18}}, {{$|1A}}.&lt;br /&gt;
{{$|1C}} and {{$|1E}} are unused (and hence could potentially be added.) Notice they are all even numbers.&lt;br /&gt;
In asm routines these values are divided by two sometimes to provide an index into other arrays.&lt;br /&gt;
That's why. The definition of a &amp;quot;dungeon&amp;quot; is something with a key, compass, and map.&lt;br /&gt;
&lt;br /&gt;
A value of {{$|FF}} (-1) denotes it doesn't belong to a dungeon.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Doorway Type====&lt;br /&gt;
*{{$|015510}} to {{$|015594}} = Normal Entrance Data&lt;br /&gt;
*{{$|015C2B}} to {{$|015C31}} = Starting Location Data&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
This is used only when you exit the given room. For example, let's say you enter through a skull doorway in Skullwoods.&lt;br /&gt;
But that's not really a door way, it's just a set of tiles that are no different from a hole you might create after picking&lt;br /&gt;
up a big rock. But if you entered from a building door, the game has to know whether to put the door frame when you exit.&lt;br /&gt;
*1 byte:&lt;br /&gt;
**{{hex|0}} = no doorway when exiting&lt;br /&gt;
**{{hex|1}} = draws a door frame upon exiting&lt;br /&gt;
**{{hex|2}} = ???? HM says vertical doorframe. But in the original game, no doorway is vertical.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ladder And BG Settings====&lt;br /&gt;
*{{$|015595}} to {{$|015619}} = Normal Entrance Data&lt;br /&gt;
*{{$|015C1D}} to {{$|015C23}} = Starting Location Data&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
*1 byte each, with the following 2 bit layout: {{hex|xxx}}{{red|a}}{{pink|xxx}}{{blue|b}}&lt;br /&gt;
**{{hex|x}} - unimportant&lt;br /&gt;
**{{red|a}} - if set, then Link enters on the lower level (BG2)&lt;br /&gt;
**{{blue|b}} - if set... not sure what happens exactly. Check the game engine to be sure.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Horizontal And Vertical Scroll Properties====&lt;br /&gt;
*{{$|01561A}} to {{$|01569E}} = Normal Entrance Data&lt;br /&gt;
*{{$|015C24}} to {{$|015C2A}} = Starting Location Data&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
For these, I guess if the flags in the appropriate places are set, then the room will be able to scroll in those directions.&lt;br /&gt;
&lt;br /&gt;
*1 byte each, with the following layout: {{hex|xx}}{{red|a}}{{hex|xxx}}{{blue|b}}{{hex|x}}&lt;br /&gt;
**{{red|a}} - Horizontal flag&lt;br /&gt;
**{{blue|b}} - Vertical flag&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scroll Quadrant====&lt;br /&gt;
*{{$|01569F}} to {{$|015723}} = Normal Entrance Data&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
*1 byte each, has four different expected values:&lt;br /&gt;
**0h, 2h, 10h, 12h&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Exit Door Location====&lt;br /&gt;
*{{$|015724}} to {{$|01582D}} = Normal Entrance Data&lt;br /&gt;
*{{$|015C32}} to {{$|015C3F}} = Starting Location Data&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
1 word each. Denotes X and Y coordinates for overworld?&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Music====&lt;br /&gt;
*{{$|01582E}} to {{$|0158B2}} = Normal Entrance Data (JP: 15592 - 15616)&lt;br /&gt;
*{{$|015C4E}} to {{$|015C54}} = Starting Location Data&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
1 byte each. A value of {{$|FF}} plays the same music as the overworld screen from which the player entered.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Entrance Values====&lt;br /&gt;
*{{$|015C40}} to {{$|015C4D}} = Starting Location Data&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
1 word each. Since the starting locations have to reference an entrance, this is necessary.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rooms==&lt;br /&gt;
Tiles on the underworld maps are referred to as &amp;quot;super-rooms&amp;quot; and can contain 1-4 &amp;quot;sub-rooms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Primary Map===&lt;br /&gt;
The primary underworld map consists of {{$|FF}} (decimal: 256) super-rooms arranged in a {{$|10}} {{x}} {{$|10}} (decimal: 16 {{x}} 16) square.&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
! ID&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $00|Room {{$|00}}]]&lt;br /&gt;
|Ganon&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $01|Room {{$|01}}]]&lt;br /&gt;
|Hyrule Castle (North Corridor)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $02|Room {{$|02}}]]&lt;br /&gt;
|Hyrule Castle (Switch Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $03|Room {{$|03}}]]&lt;br /&gt;
|Houlihan Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $04|Room {{$|04}}]]&lt;br /&gt;
|Turtle Rock (Crysta-roller Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $05|Room {{$|05}}]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $06|Room {{$|06}}]]&lt;br /&gt;
|Swamp Palace (Arrghus[Boss])&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $07|Room {{$|07}}]]&lt;br /&gt;
|Tower of Hera (Moldorm[Boss])&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $08|Room {{$|08}}]]&lt;br /&gt;
|Cave (Healing Fairy)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $09|Room {{$|09}}]]&lt;br /&gt;
|Palace of Darkness&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $0A|Room {{$|0A}}]]&lt;br /&gt;
|Palace of Darkness (Stalfos Trap Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $0B|Room {{$|0B}}]]&lt;br /&gt;
|Palace of Darkness (Turtle Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $0C|Room {{$|0C}}]]&lt;br /&gt;
|Ganon's Tower (Entrance Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $0D|Room {{$|0D}}]]&lt;br /&gt;
|Ganon's Tower (Agahnim2[Boss])&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $0E|Room {{$|0E}}]]&lt;br /&gt;
|Ice Palace (Entrance Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $0F|Room {{$|0F}}]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $10|Room {{$|10}}]]&lt;br /&gt;
|Ganon Evacuation Route&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $11|Room {{$|11}}]]&lt;br /&gt;
|Hyrule Castle (Bombable Stock Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $12|Room {{$|12}}]]&lt;br /&gt;
|Sanctuary&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $13|Room {{$|13}}]]&lt;br /&gt;
|Turtle Rock (Hokku-Bokku Key Room 2)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $14|Room {{$|14}}]]&lt;br /&gt;
|Turtle Rock (Big Key Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $15|Room {{$|15}}]]&lt;br /&gt;
|Turtle Rock&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $16|Room {{$|16}}]]&lt;br /&gt;
|Swamp Palace (Swimming Treadmill)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $17|Room {{$|17}}]]&lt;br /&gt;
|Tower of Hera (Moldorm Fall Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $18|Room {{$|18}}]]&lt;br /&gt;
|Cave&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $19|Room {{$|19}}]]&lt;br /&gt;
|Palace of Darkness (Dark Maze)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $1A|Room {{$|1A}}]]&lt;br /&gt;
|Palace of Darkness (Big Chest Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $1B|Room {{$|1B}}]]&lt;br /&gt;
|Palace of Darkness (Mimics / Moving Wall Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $1C|Room {{$|1C}}]]&lt;br /&gt;
|Ganon's Tower (Ice Armos)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $1D|Room {{$|1D}}]]&lt;br /&gt;
|Ganon's Tower (Final Hallway)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $1E|Room {{$|1E}}]]&lt;br /&gt;
|Ice Palace (Bomb Floor / Bari Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $1F|Room {{$|1F}}]]&lt;br /&gt;
|Ice Palace (Pengator / Big Key Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $20|Room {{$|20}}]]&lt;br /&gt;
|Agahnim's Tower (Agahnim[Boss])&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $21|Room {{$|21}}]]&lt;br /&gt;
|Hyrule Castle (Key-rat Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $22|Room {{$|22}}]]&lt;br /&gt;
|Hyrule Castle (Sewer Text Trigger Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $23|Room {{$|23}}]]&lt;br /&gt;
|Turtle Rock (West Exit to Balcony)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $24|Room {{$|24}}]]&lt;br /&gt;
|Turtle Rock (Double Hokku-Bokku / Big chest Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $25|Room {{$|25}}]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $26|Room {{$|26}}]]&lt;br /&gt;
|Swamp Palace (Statue Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $27|Room {{$|27}}]]&lt;br /&gt;
|Tower of Hera (Big Chest)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $28|Room {{$|28}}]]&lt;br /&gt;
|Swamp Palace (Entrance Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $29|Room {{$|29}}]]&lt;br /&gt;
|Skull Woods (Mothula[Boss])&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $2A|Room {{$|2A}}]]&lt;br /&gt;
|Palace of Darkness (Big Hub Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $2B|Room {{$|2B}}]]&lt;br /&gt;
|Palace of Darkness (Map Chest / Fairy Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $2C|Room {{$|2C}}]]&lt;br /&gt;
|Cave&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $2D|Room {{$|2D}}]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $2E|Room {{$|2E}}]]&lt;br /&gt;
|Ice Palace (Compass Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $2F|Room {{$|2F}}]]&lt;br /&gt;
|Cave (Kakariko Well HP)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $30|Room {{$|30}}]]&lt;br /&gt;
|Agahnim's Tower (Maiden Sacrifice Chamber)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $31|Room {{$|31}}]]&lt;br /&gt;
|Tower of Hera (Hardhat Beetles Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $32|Room {{$|32}}]]&lt;br /&gt;
|Hyrule Castle (Sewer Key Chest Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $33|Room {{$|33}}]]&lt;br /&gt;
|Desert Palace (Lanmolas[Boss])&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $34|Room {{$|34}}]]&lt;br /&gt;
|Swamp Palace (Push Block Puzzle / Pre-Big Key Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $35|Room {{$|35}}]]&lt;br /&gt;
|Swamp Palace (Big Key / BS Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $36|Room {{$|36}}]]&lt;br /&gt;
|Swamp Palace (Big Chest Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $37|Room {{$|37}}]]&lt;br /&gt;
|Swamp Palace (Map Chest / Water Fill Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $38|Room {{$|38}}]]&lt;br /&gt;
|Swamp Palace (Key Pot Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $39|Room {{$|39}}]]&lt;br /&gt;
|Skull Woods (Gibdo Key / Mothula Hole Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $3A|Room {{$|3A}}]]&lt;br /&gt;
|Palace of Darkness (Bombable Floor Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $3B|Room {{$|3B}}]]&lt;br /&gt;
|Palace of Darkness (Spike Block / Conveyor Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $3C|Room {{$|3C}}]]&lt;br /&gt;
|Cave&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $3D|Room {{$|3D}}]]&lt;br /&gt;
|Ganon's Tower (Torch Room 2)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $3E|Room {{$|3E}}]]&lt;br /&gt;
|Ice Palace (Stalfos Knights / Conveyor Hellway)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $3F|Room {{$|3F}}]]&lt;br /&gt;
|Ice Palace (Map Chest Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $40|Room {{$|40}}]]&lt;br /&gt;
|Agahnim's Tower (Final Bridge Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $41|Room {{$|41}}]]&lt;br /&gt;
|Hyrule Castle (First Dark Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $42]]&lt;br /&gt;
|Hyrule Castle (6 Ropes Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $43]]&lt;br /&gt;
|Desert Palace (Torch Puzzle / Moving Wall Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $44]]&lt;br /&gt;
|Thieves Town (Big Chest Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $45]]&lt;br /&gt;
|Thieves Town (Jail Cells Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $46]]&lt;br /&gt;
|Swamp Palace (Compass Chest Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $47]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $48]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $49]]&lt;br /&gt;
|Skull Woods (Gibdo Torch Puzzle Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $4A]]&lt;br /&gt;
|Palace of Darkness (Entrance Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $4B]]&lt;br /&gt;
|Palace of Darkness (Warps / South Mimics Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $4C]]&lt;br /&gt;
|Ganon's Tower (Mini-Helmasaur Conveyor Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $4D]]&lt;br /&gt;
|Ganon's Tower (Moldorm Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $4E]]&lt;br /&gt;
|Ice Palace (Bomb-Jump Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $4F]]&lt;br /&gt;
|Ice Palace Clone Room (Fairy Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $50]]&lt;br /&gt;
|Hyrule Castle (West Corridor)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $51]]&lt;br /&gt;
|Hyrule Castle (Throne Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $52]]&lt;br /&gt;
|Hyrule Castle (East Corridor)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $53]]&lt;br /&gt;
|Desert Palace (Popos 2 / Beamos Hellway Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $54]]&lt;br /&gt;
|Swamp Palace (Upstairs Pits Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $55]]&lt;br /&gt;
|Castle Secret Entrance / Uncle Death Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $56]]&lt;br /&gt;
|Skull Woods (Key Pot / Trap Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $57]]&lt;br /&gt;
|Skull Woods (Big Key Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $58]]&lt;br /&gt;
|Skull Woods (Big Chest Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $59]]&lt;br /&gt;
|Skull Woods (Final Section Entrance Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $5A]]&lt;br /&gt;
|Palace of Darkness (Helmasaur King[Boss])&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $5B]]&lt;br /&gt;
|Ganon's Tower (Spike Pit Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $5C]]&lt;br /&gt;
|Ganon's Tower (Ganon-Ball Z)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $5D]]&lt;br /&gt;
|Ganon's Tower (Gauntlet 1/2/3)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $5E]]&lt;br /&gt;
|Ice Palace (Lonely Firebar)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $5F]]&lt;br /&gt;
|Ice Palace (Hidden Chest / Spike Floor Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $60]]&lt;br /&gt;
|Hyrule Castle (West Entrance Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $61]]&lt;br /&gt;
|Hyrule Castle (Main Entrance Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $62]]&lt;br /&gt;
|Hyrule Castle (East Entrance Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $63]]&lt;br /&gt;
|Desert Palace (Final Section Entrance Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $64]]&lt;br /&gt;
|Thieves Town (West Attic Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $65]]&lt;br /&gt;
|Thieves Town (East Attic Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $66]]&lt;br /&gt;
|Swamp Palace (Hidden Chest / Hidden Door Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $67]]&lt;br /&gt;
|Skull Woods (Compass Chest Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $68]]&lt;br /&gt;
|Skull Woods (Key Chest / Trap Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $69]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $6A]]&lt;br /&gt;
|Palace of Darkness (Rupee Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $6B]]&lt;br /&gt;
|Ganon's Tower (Mimics Rooms)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $6C]]&lt;br /&gt;
|Ganon's Tower (Lanmolas Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $6D]]&lt;br /&gt;
|Ganon's Tower (Gauntlet 4/5)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $6E]]&lt;br /&gt;
|Ice Palace (Pengators Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $6F]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $70]]&lt;br /&gt;
|Hyrule Castle (Small Corridor to Jail Cells)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $71]]&lt;br /&gt;
|Hyrule Castle (Boomerang Chest Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $72]]&lt;br /&gt;
|Hyrule Castle (Map Chest Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $73]]&lt;br /&gt;
|Desert Palace (Big Chest Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $74]]&lt;br /&gt;
|Desert Palace (Map Chest Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $75]]&lt;br /&gt;
|Desert Palace (Big Key Chest Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $76]]&lt;br /&gt;
|Swamp Palace (Water Drain Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $77]]&lt;br /&gt;
|Tower of Hera (Entrance Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $78]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $79]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $7A]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $7B]]&lt;br /&gt;
|Ganon's Tower&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $7C]]&lt;br /&gt;
|Ganon's Tower (East Side Collapsing Bridge / Exploding Wall Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $7D]]&lt;br /&gt;
|Ganon's Tower (Winder / Warp Maze Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $7E]]&lt;br /&gt;
|Ice Palace (Hidden Chest / Bombable Floor Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $7F]]&lt;br /&gt;
|Ice Palace ( Big Spike Traps Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $80]]&lt;br /&gt;
|Hyrule Castle (Jail Cell Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $81]]&lt;br /&gt;
|Hyrule Castle&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $82]]&lt;br /&gt;
|Hyrule Castle (Basement Chasm Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $83]]&lt;br /&gt;
|Desert Palace (West Entrance Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $84]]&lt;br /&gt;
|Desert Palace (Main Entrance Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $85]]&lt;br /&gt;
|Desert Palace (East Entrance Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $86]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $87]]&lt;br /&gt;
|Tower of Hera (Tile Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $88]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $89]]&lt;br /&gt;
|Eastern Palace (Fairy Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $8A]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $8B]]&lt;br /&gt;
|Ganon's Tower (Block Puzzle / Spike Skip / Map Chest Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $8C]]&lt;br /&gt;
|Ganon's Tower (East and West Downstairs / Big Chest Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $8D]]&lt;br /&gt;
|Ganon's Tower (Tile / Torch Puzzle Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $8E]]&lt;br /&gt;
|Ice Palace&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $8F]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $90]]&lt;br /&gt;
|Misery Mire (Vitreous[Boss])&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $91]]&lt;br /&gt;
|Misery Mire (Final Switch Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $92]]&lt;br /&gt;
|Misery Mire (Dark Bomb Wall / Switches Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $93]]&lt;br /&gt;
|Misery Mire (Dark Cane Floor Switch Puzzle Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $94]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $95]]&lt;br /&gt;
|Ganon's Tower (Final Collapsing Bridge Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $96]]&lt;br /&gt;
|Ganon's Tower (Torches 1 Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $97]]&lt;br /&gt;
|Misery Mire (Torch Puzzle / Moving Wall Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $98]]&lt;br /&gt;
|Misery Mire (Entrance Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $99]]&lt;br /&gt;
|Eastern Palace (Eyegore Key Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $9A]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $9B]]&lt;br /&gt;
|Ganon's Tower (Many Spikes / Warp Maze Room) &lt;br /&gt;
|-&lt;br /&gt;
|[[Room $9C]]&lt;br /&gt;
|Ganon's Tower (Invisible Floor Maze Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $9D]]&lt;br /&gt;
|Ganon's Tower (Compass Chest / Invisible Floor Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $9E]]&lt;br /&gt;
|Ice Palace (Big Chest Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $9F]]&lt;br /&gt;
|Ice Palace&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $A0]]&lt;br /&gt;
|Misery Mire (Pre-Vitreous Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $A1]]&lt;br /&gt;
|Misery Mire (Fish Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $A2]]&lt;br /&gt;
|Misery Mire (Bridge Key Chest Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $A3]]&lt;br /&gt;
|Misery Mire&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $A4]]&lt;br /&gt;
|Turtle Rock (Trinexx[Boss])&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $A5]]&lt;br /&gt;
|Ganon's Tower (Wizzrobes Rooms)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $A6]]&lt;br /&gt;
|Ganon's Tower (Moldorm Fall Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $A7]]&lt;br /&gt;
|Tower of Hera (Fairy Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $A8]]&lt;br /&gt;
|Eastern Palace (Stalfos Spawn Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $A9]]&lt;br /&gt;
|Eastern Palace (Big Chest Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $AA]]&lt;br /&gt;
|Eastern Palace (Map Chest Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $AB]]&lt;br /&gt;
|Thieves Town (Moving Spikes / Key Pot Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $AC]]&lt;br /&gt;
|Thieves Town (Blind The Thief[Boss])&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $AD]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $AE]]&lt;br /&gt;
|Ice Palace&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $AF]]&lt;br /&gt;
|Ice Palace (Ice Bridge Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $B0]]&lt;br /&gt;
|Agahnim's Tower (Circle of Pots)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $B1]]&lt;br /&gt;
|Misery Mire (Hourglass Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $B2]]&lt;br /&gt;
|Misery Mire (Slug Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $B3]]&lt;br /&gt;
|Misery Mire (Spike Key Chest Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $B4]]&lt;br /&gt;
|Turtle Rock (Pre-Trinexx Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $B5]]&lt;br /&gt;
|Turtle Rock (Dark Maze)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $B6]]&lt;br /&gt;
|Turtle Rock (Chain Chomps Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $B7]]&lt;br /&gt;
|Turtle Rock (Map Chest / Key Chest / Roller Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $B8]]&lt;br /&gt;
|Eastern Palace (Big Key Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $B9]]&lt;br /&gt;
|Eastern Palace (Lobby Cannonballs Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $BA]]&lt;br /&gt;
|Eastern Palace (Dark Antifairy / Key Pot Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $BB]]&lt;br /&gt;
|Thieves Town (Hellway)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $BC]]&lt;br /&gt;
|Thieves Town (Conveyor Toilet)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $BD]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $BE]]&lt;br /&gt;
|Ice Palace (Block Puzzle Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $BF]]&lt;br /&gt;
|Ice Palace Clone Room (Switch Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $C0]]&lt;br /&gt;
|Agahnim's Tower (Dark Bridge Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $C1]]&lt;br /&gt;
|Misery Mire (Compass Chest / Tile Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $C2]]&lt;br /&gt;
|Misery Mire (Big Hub Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $C3]]&lt;br /&gt;
|Misery Mire (Big Chest Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $C4]]&lt;br /&gt;
|Turtle Rock (Final Crystal Switch Puzzle Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $C5]]&lt;br /&gt;
|Turtle Rock (Laser Bridge)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $C6]]&lt;br /&gt;
|Turtle Rock&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $C7]]&lt;br /&gt;
|Turtle Rock (Torch Puzzle)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $C8]]&lt;br /&gt;
|Eastern Palace (Armos Knights[Boss])&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $C9]]&lt;br /&gt;
|Eastern Palace (Entrance Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $CA]]&lt;br /&gt;
|??&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $CB]]&lt;br /&gt;
|Thieves Town (North West Entrance Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $CC]]&lt;br /&gt;
|Thieves Town (North East Entrance Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $CD]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $CE]]&lt;br /&gt;
|Ice Palace (Hole to Kholdstare Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $CF]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $D0]]&lt;br /&gt;
|Agahnim's Tower (Dark Maze)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $D1]]&lt;br /&gt;
|Misery Mire (Conveyor Slug / Big Key Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $D2]]&lt;br /&gt;
|Misery Mire (Mire02 / Wizzrobes Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $D3]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $D4]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $D5]]&lt;br /&gt;
|Turtle Rock (Laser Key Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $D6]]&lt;br /&gt;
|Turtle Rock (Entrance Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $D7]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $D8]]&lt;br /&gt;
|Eastern Palace (&amp;quot;Zeldagamer Room&amp;quot; / Pre-Armos Knights Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $D9]]&lt;br /&gt;
|Eastern Palace (Canonball Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $DA]]&lt;br /&gt;
|Eastern Palace&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $DB]]&lt;br /&gt;
|Thieves Town (Main (South West) Entrance Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $DC]]&lt;br /&gt;
|Thieves Town (South East Entrance Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $DD]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $DE]]&lt;br /&gt;
|Ice Palace (Kholdstare[Boss])&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $DF]]&lt;br /&gt;
|Cave&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $E0]]&lt;br /&gt;
|Agahnim's Tower (Entrance Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $E1]]&lt;br /&gt;
|Cave (Lost Woods HP)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $E2]]&lt;br /&gt;
|Cave (Lumberjack's Tree HP)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $E3]]&lt;br /&gt;
|Cave (1/2 Magic)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $E4]]&lt;br /&gt;
|Cave (Lost Old Man Final Cave)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $E5]]&lt;br /&gt;
|Cave (Lost Old Man Final Cave)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $E6]]&lt;br /&gt;
|Cave&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $E7]]&lt;br /&gt;
|Cave&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $E8]]&lt;br /&gt;
|Cave&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $E9]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $EA]]&lt;br /&gt;
|Cave (Spectacle Rock HP)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $EB]]&lt;br /&gt;
|Cave&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $EC]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $ED]]&lt;br /&gt;
|Cave&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $EE]]&lt;br /&gt;
|Cave (Spiral Cave)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $EF]]&lt;br /&gt;
|Cave (Crystal Switch / 5 Chests Room)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $F0]]&lt;br /&gt;
|Cave (Lost Old Man Starting Cave)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $F1]]&lt;br /&gt;
|Cave (Lost Old Man Starting Cave)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $F2]]&lt;br /&gt;
|House&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $F3]]&lt;br /&gt;
|House (Old Woman (Sahasrahla's Wife?))&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $F4]]&lt;br /&gt;
|House (Angry Brothers)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $F5]]&lt;br /&gt;
|House (Angry Brothers)&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $F6]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $F7]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $F8]]&lt;br /&gt;
|Cave&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $F9]]&lt;br /&gt;
|Cave&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $FA]]&lt;br /&gt;
|Cave&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $FB]]&lt;br /&gt;
|Cave&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $FC]]&lt;br /&gt;
|Empty Clone Room&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $FD]]&lt;br /&gt;
|Cave&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $FE]]&lt;br /&gt;
|Cave&lt;br /&gt;
|-&lt;br /&gt;
|[[Room $FF]]&lt;br /&gt;
|Cave&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Secondary Map===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{toc}}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=558</id>
		<title>SRAM Map</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=558"/>
				<updated>2016-12-19T19:46:28Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: /* Game Event Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
All offsets presented here are relative to the start of each save slot. There are $500 bytes for each slot. Note that&lt;br /&gt;
each slot is mirrored, at a later point in SRAM.&lt;br /&gt;
&lt;br /&gt;
 Slot 1: $000; Mirror: $F00&lt;br /&gt;
 Slot 2: $500; Mirror: $1400&lt;br /&gt;
 Slot 3: $A00; Mirror: $1900&lt;br /&gt;
&lt;br /&gt;
Only edits to the main copy will be recognized by the game unless the main copy fails its checksum. Each copy has its own checksum.&lt;br /&gt;
&lt;br /&gt;
Addresses $1E00-$1FFE in SRAM are not used. No not assume that the free addresses are initialized to any specific or sensible value. The values from these addresses should be treated as undefined until initialized. Address $1FFF is used by the game to store temporary data.&lt;br /&gt;
&lt;br /&gt;
 $1FFE is used as the offset to know where the memory will be stored in the SRAM (02 is the first file, 04 the second and 06 the third)&lt;br /&gt;
&lt;br /&gt;
These offsets directly correspond to $7E:F--- for a particular save file is being played. When the game is finished it writes the information into bank $70 in the corresponding slot + offsets presented here. (e.g. For the second save file, the information will be saved to $70:0500-$70:09FF, and mirrored at $70:1400-$70:18FF.)&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
&lt;br /&gt;
The SRAM save loading routing relies upon an inverse checksum. Additions to any byte in the .srm file, must be subtracted from that save game's checksum to maintain integrity. Failure to observe this precaution will cause the game to attempt to load the mirror copy. Should the mirror copy also fail the checksum verification, the save slot will be cleared.&lt;br /&gt;
&lt;br /&gt;
== SRAM Map ==&lt;br /&gt;
&lt;br /&gt;
=== $000 - $24F : Data for Rooms ===&lt;br /&gt;
&lt;br /&gt;
Room Information: There are $128 (296) rooms in in the ROM. Each room has one word of information devoted to it.&lt;br /&gt;
&lt;br /&gt;
 High Byte               Low Byte&lt;br /&gt;
 d d d d b k ck cr       c c c c q q q q      &lt;br /&gt;
 &lt;br /&gt;
 c - chest, big key chest, or big key lock. Any combination of them totalling to 6 is valid.&lt;br /&gt;
 q - quadrants visited: &lt;br /&gt;
 k - key or item (such as a 300 rupee gift)&lt;br /&gt;
 d - door opened (either unlocked, bombed or other means)&lt;br /&gt;
 r - special rupee tiles, whether they've been obtained or not.&lt;br /&gt;
 b - boss battle won&lt;br /&gt;
&lt;br /&gt;
 qqqq corresponds to 4321, so if quadrants 4 and 1 have been &amp;quot;seen&amp;quot; by Link, then qqqq will look like 1001. The quadrants are laid out like so in each room:&lt;br /&gt;
&lt;br /&gt;
 --------------- &lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  4   |  3   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |-------------|&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  2   |  1   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 ---------------&lt;br /&gt;
&lt;br /&gt;
=== $250 - $27F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional room information that was not included in the final game. This would bring the grand total to $140 (320) possible rooms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== $280 - $2FF : Overworld Event Information ===&lt;br /&gt;
&lt;br /&gt;
    (one byte per area)&lt;br /&gt;
&lt;br /&gt;
    ?ho???s?&lt;br /&gt;
&lt;br /&gt;
        o - If set, the area will draw its designated overlay when you enter it. &lt;br /&gt;
            e.g. If you're triggered misery mire then the entrance shows up there the next time you enter that area.&lt;br /&gt;
            You can view overlays in the latest release of Hyrule Magic (v0.963).&lt;br /&gt;
            Other overlays include stairs leading underground, and the removal of the weathervane after it has exploded.&lt;br /&gt;
        &lt;br /&gt;
        s - If set, the area will draw its secondary overlay when you enter it.&lt;br /&gt;
        &lt;br /&gt;
        h - If set, heart piece has been collected in this area already.&lt;br /&gt;
            Also used for a handful of other sprites.&lt;br /&gt;
        &lt;br /&gt;
        ? - unknown and probably unused.&lt;br /&gt;
&lt;br /&gt;
=== $300 - $33F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional overworld data that was not included in the final game. This would allow for $C0 (192) overworld areas in total. Note areas $80 and $82 are used but don't save data the way the other areas do. (i.e. not here)&lt;br /&gt;
&lt;br /&gt;
=== $340 - $38B : Items &amp;amp; Equipment ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Address!!Item!!colspan=&amp;quot;5&amp;quot;|Values!!style=&amp;quot;width:15%&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|$340||Bow||0 - Nothing||1 - Bow||2 - Bow &amp;amp; Arrows||3 - Silver Arrow Bow||4 - Bow &amp;amp; Silver Arrows||Confirmed correct 4/19/16.&lt;br /&gt;
|-&lt;br /&gt;
|$341||Boomerang||0 - Nothing||1 - Blue Boomerang||2 - Red Boomerang&lt;br /&gt;
|-&lt;br /&gt;
|$342||Hookshot||0 - Nothing||1 - Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|$343||Bombs||How many bombs you have||colspan=&amp;quot;4&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Can exceed 0x32 (50), up to 0xFF (255).&lt;br /&gt;
|-&lt;br /&gt;
|$344||Magic Powder||0 - Nothing||1 - Mushroom||2 - Magic Powder&lt;br /&gt;
|-&lt;br /&gt;
|$345||Fire Rod||0 - Nothing||1 - Fire Rod&lt;br /&gt;
|-&lt;br /&gt;
|$346||Ice Rod||0 - Nothing||1 - Ice Rod&lt;br /&gt;
|-&lt;br /&gt;
|$347||Bombos Medallion||0 - Nothing||1 - Bombos Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$348||Ether Medallion||0 - Nothing||1 - Ether Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$349||Quake Medallion||0 - Nothing||1 - Quake Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$34A||Lantern||0 - Nothing||1 - Lantern&lt;br /&gt;
|-&lt;br /&gt;
|$34B||Magic Hammer||0 - Nothing||1 - Magic Hammer&lt;br /&gt;
|-&lt;br /&gt;
|$34C||Flute||0 - Nothing||1 - Shovel||2 - Flute||3 - Flute &amp;amp; Bird&lt;br /&gt;
|-&lt;br /&gt;
|$34D||Bug Catching Net||0 - Nothing||1 - Bug Catching Net&lt;br /&gt;
|-&lt;br /&gt;
|$34E||Book of Mudora||0 - Nothing||1 - Book of Mudora&lt;br /&gt;
|-&lt;br /&gt;
|$34F||Bottles||0 - Nothing||1 - Bottle 1 ($7EF35C)||2 - Bottle 2 ($7EF35D)||3 - Bottle 3 ($7EF35E)||4 - Bottle 4 ($7EF35F)&lt;br /&gt;
|-&lt;br /&gt;
|$350||Cane of Somaria||0 - Nothing||1 - Cane of Somaria&lt;br /&gt;
|-&lt;br /&gt;
|$351||Cane of Byrna||0 - Nothing||1 - Cane of Byrna&lt;br /&gt;
|-&lt;br /&gt;
|$352||Magic Cape||0 - Nothing||1 - Magic Cape&lt;br /&gt;
|-&lt;br /&gt;
|$353||Magic Mirror||0 - Nothing||1 - Magic Scroll||2 - Magic Mirror&lt;br /&gt;
|-&lt;br /&gt;
|$354||Gloves||0 - Nothing||1 - Power Gloves||2 - Titan's Mitt&lt;br /&gt;
|-&lt;br /&gt;
|$355||Pegasus Boots||0 - Nothing||1 - Pegasus Boots||colspan=&amp;quot;3&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Just having the boots isn't enough to dash. The player must have the &amp;quot;Run&amp;quot; ability flag set as well. See $379.&lt;br /&gt;
|-&lt;br /&gt;
|$356||Zora's Flippers||0 - Nothing||1 - Zora's Flippers||colspan=&amp;quot;3&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Having this allows you to swim, but doesn't make the swim ability text show up by itself. See $379. Unlike with the Pegasus Boots, the ability to swim is granted as long as the player has this item.&lt;br /&gt;
|-&lt;br /&gt;
|$357||Moon Pearl||0 - Nothing||1 - Moon Pearl&lt;br /&gt;
|-&lt;br /&gt;
|$358||Unused (See note)||colspan=&amp;quot;5&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Can be clobbered by fairy fountains.&lt;br /&gt;
|-&lt;br /&gt;
|$359||Sword||0 - No sword||1 - Fighter's Sword||2 - Master Sword||3 - Tempered Sword||4 - Golden Sword||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|$35A||Shield||0 - No shield||1 - Blue Shield||2 - Hero's Shield||3 - Mirror Shield||class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|$35B||Armor||0 - Green Jerkin||1 - Blue Mail||2 - Red Mail||colspan=&amp;quot;2&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|$35C-F||rowspan=&amp;quot;2&amp;quot;|Bottle Contents||0 - No bottle||1 - Mushroom||2 - Empty bottle||3 - Red Potion||4 - Green Potion&lt;br /&gt;
|-&lt;br /&gt;
|5 - Blue Potion||6 - Fairy||7 - Bee||8 - Good Bee&lt;br /&gt;
|-&lt;br /&gt;
|$360-1||Wallet Capacity||colspan=&amp;quot;5&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||rowspan=&amp;quot;2&amp;quot;|This number can be set above the 999 limit.&lt;br /&gt;
|-&lt;br /&gt;
|$362-3||Rupee Count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
THE COMPASS, BIG KEY, AND DUNGEON MAP WORD LOCATIONS ARE ALL MAPPED OUT THE SAME WAY, AS YOU WILL OBSERVE.&lt;br /&gt;
&lt;br /&gt;
Note: The unused areas would correspond to dungeon numbers $1C and $1E in the variable $7E040C, but alas there are no dungeons&lt;br /&gt;
in the game with those values. &lt;br /&gt;
&lt;br /&gt;
If you see &amp;quot;(doesn't exist)&amp;quot; it means this feature was not used in this dungeon in the original, in case you were wondering.&lt;br /&gt;
&lt;br /&gt;
Compass1:           {{$|364}} &lt;br /&gt;
* Bit {{hex|0}}: Unused&lt;br /&gt;
* Bit {{hex|1}}: Unused&lt;br /&gt;
* Bit {{hex|2}}: Compass of Ganon's Tower&lt;br /&gt;
* Bit {{hex|3}}: Compass of Turtle Rock&lt;br /&gt;
* Bit {{hex|4}}: Compass of Gargoyle's domain&lt;br /&gt;
* Bit {{hex|5}}: Compass of Tower of Hera&lt;br /&gt;
* Bit {{hex|6}}: Compass of Ice Palace&lt;br /&gt;
* Bit {{hex|7}}: Compass of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Compass2:           {{$|365}}&lt;br /&gt;
* Bit {{hex|0}}: Compass of Misery Mire.&lt;br /&gt;
* Bit {{hex|1}}: Compass of Dark Palace&lt;br /&gt;
* Bit {{hex|2}}: Compass of Swamp Palace&lt;br /&gt;
* Bit {{hex|3}}: Compass of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
* Bit {{hex|4}}: Compass of Desert Palace&lt;br /&gt;
* Bit {{hex|5}}: Compass of Eastern Palace&lt;br /&gt;
* Bit {{hex|6}}: Compass of Hyrule Castle (doesn't exist)&lt;br /&gt;
* Bit {{hex|7}}: Compass of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
BigKey1:            {{$|366}} &lt;br /&gt;
* Bit {{hex|0}}: Unused&lt;br /&gt;
* Bit {{hex|1}}: Unused&lt;br /&gt;
* Bit {{hex|2}}: Big Key of Ganon's Tower&lt;br /&gt;
* Bit {{hex|3}}: Big Key of Turtle Rock&lt;br /&gt;
* Bit {{hex|4}}: Big Key of Gargoyle's domain&lt;br /&gt;
* Bit {{hex|5}}: Big Key of Tower of Hera&lt;br /&gt;
* Bit {{hex|6}}: Big Key of Ice Palace&lt;br /&gt;
* Bit {{hex|7}}: Big Key of Skull Woods. &lt;br /&gt;
                        &lt;br /&gt;
BigKey2:            {{$|367}}&lt;br /&gt;
* Bit {{hex|0}}: Big Key of Misery Mire.&lt;br /&gt;
* Bit {{hex|1}}: Big Key of Dark Palace&lt;br /&gt;
* Bit {{hex|2}}: Big Key of Swamp Palace&lt;br /&gt;
* Bit {{hex|3}}: Big Key of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
* Bit {{hex|4}}: Big Key of Desert Palace&lt;br /&gt;
* Bit {{hex|5}}: Big Key of Eastern Palace&lt;br /&gt;
* Bit {{hex|6}}: Big Key of Hyrule Castle&lt;br /&gt;
* Bit {{hex|7}}: Big Key of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Dungeon map1:       {{$|368}}&lt;br /&gt;
* Bit {{hex|0}}: Unused&lt;br /&gt;
* Bit {{hex|1}}: Unused&lt;br /&gt;
* Bit {{hex|2}}: Map of Ganon's Tower&lt;br /&gt;
* Bit {{hex|3}}: Map of Turtle Rock&lt;br /&gt;
* Bit {{hex|4}}: Map of Gargoyle's domain&lt;br /&gt;
* Bit {{hex|5}}: Map of Tower of Hera&lt;br /&gt;
* Bit {{hex|6}}: Map of Ice Palace&lt;br /&gt;
* Bit {{hex|7}}: Map of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Dungeon map2:       {{$|369&lt;br /&gt;
* Bit {{hex|0}}: Map of Misery Mire&lt;br /&gt;
* Bit {{hex|1}}: Map of Dark Palace&lt;br /&gt;
* Bit {{hex|2}}: Map of Swamp Palace&lt;br /&gt;
* Bit {{hex|3}}: Map of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
* Bit {{hex|4}}: Map of Desert Palace&lt;br /&gt;
* Bit {{hex|5}}: Map of Eastern Palace&lt;br /&gt;
* Bit {{hex|6}}: Map of Hyrule Castle&lt;br /&gt;
* Bit {{hex|7}}: Map of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Wishing Pond Rupee  {{$|36A}}. Number of rupees in the pond&lt;br /&gt;
Count&lt;br /&gt;
&lt;br /&gt;
Heart pieces&lt;br /&gt;
collected:&lt;br /&gt;
*$36B. Number of heart pieces (out of four) you have earned&lt;br /&gt;
&lt;br /&gt;
Health:&lt;br /&gt;
*$36C. Goal (capacity) Health. Each increment of $08 is worth one heart.&lt;br /&gt;
*$04 is a half heart. The max is generally $A0. The game is coded to not accept health values beyond this. &lt;br /&gt;
*$36D. Actual Health. Same as above, but this reflects your current health status rather than potential.&lt;br /&gt;
&lt;br /&gt;
Magic Power:&lt;br /&gt;
*$36E. Magic power ranges from 0 to $80 (128). Each small bottle refills $10. Setting Magic above $80 causes the magic meter to glitch and you can't use special items.&lt;br /&gt;
&lt;br /&gt;
Keys:&lt;br /&gt;
*$36F. Number of Keys you have in the dungeon you are currently in. You can earn keys on the overworld but they don't do anything. If you're in a non-keyed dungeon it will generally read $FF.&lt;br /&gt;
&lt;br /&gt;
Bomb Upgrades:&lt;br /&gt;
*$370. Number of upgrades your bomb capacity has received. Behavior varies after a while. Will probably need recoding to be consistent.&lt;br /&gt;
&lt;br /&gt;
Arrow Upgrades:&lt;br /&gt;
* $371. Number of upgrades your arrow capacity has received. Same as above, more or less.&lt;br /&gt;
&lt;br /&gt;
Hearts filler:&lt;br /&gt;
* $372. Write to this location to fill in a set number of hearts. Make sure to write in a multiple of $08 Otherwise, you will end up filling the whole life meter.&lt;br /&gt;
&lt;br /&gt;
Magic filler: &lt;br /&gt;
*$373. Write to this location how much magic power you want filled up. The maximum effective value is $80.&lt;br /&gt;
&lt;br /&gt;
Pendants:&lt;br /&gt;
*$374. Bit 0: Red/Wisdom/Hera&lt;br /&gt;
** Bit 1: Blue/Power/Desert&lt;br /&gt;
** Bit 2: Green/Courage/Eastern Palace&lt;br /&gt;
&lt;br /&gt;
Bomb filler:&lt;br /&gt;
* $375. Write to this location to add X bombs to your arsenal. It will not exceed your maximum, as defined with $370&lt;br /&gt;
&lt;br /&gt;
Arrow filler: &lt;br /&gt;
*$376. Write to this location to add X arrows to your arsenal. It will not exceed your maximum, as defined with $371.&lt;br /&gt;
&lt;br /&gt;
Arrows:&lt;br /&gt;
*$377. Can exceed 70.&lt;br /&gt;
&lt;br /&gt;
???? &lt;br /&gt;
*$378.&lt;br /&gt;
* ????&lt;br /&gt;
&lt;br /&gt;
Ability Flags:      $379.&lt;br /&gt;
* Bit 0: &lt;br /&gt;
* Bit 1: Swim&lt;br /&gt;
* Bit 2: Run / Dash&lt;br /&gt;
* Bit 3: Pull&lt;br /&gt;
* Bit 4: ----&lt;br /&gt;
* Bit 5: Talk&lt;br /&gt;
* Bit 6: Read&lt;br /&gt;
* Bit 7: ----&lt;br /&gt;
&lt;br /&gt;
Crystals:           $37A.&lt;br /&gt;
* Bit 0: Misery Mire&lt;br /&gt;
* Bit 1: Dark Palace&lt;br /&gt;
* Bit 2: Ice Palace&lt;br /&gt;
* Bit 3: Turtle Rock&lt;br /&gt;
* Bit 4: Swamp Palace&lt;br /&gt;
* Bit 5: Gargoyle's Domain&lt;br /&gt;
* Bit 6: Skull Woods&lt;br /&gt;
&lt;br /&gt;
Magic usage         $37B.&lt;br /&gt;
* $0: normal consumption&lt;br /&gt;
* $1: 1/2 consumption&lt;br /&gt;
* $2: 1/4 consumption&lt;br /&gt;
&lt;br /&gt;
Keys earned per dungeon:&lt;br /&gt;
* {{$|37C}} = Sewer Passage&lt;br /&gt;
* {{$|37D}} = Hyrule Castle&lt;br /&gt;
* {{$|37E}} = Eastern Palace&lt;br /&gt;
* {{$|37F}} = Desert Palace&lt;br /&gt;
* {{$|380}} = Hyrule Castle 2&lt;br /&gt;
* {{$|381}} = Swamp Palace&lt;br /&gt;
* {{$|382}} = Dark Palace&lt;br /&gt;
* {{$|383}} = Misery Mire&lt;br /&gt;
* {{$|384}} = Skull Woods&lt;br /&gt;
* {{$|385}} = Ice Palace&lt;br /&gt;
* {{$|386}} = Tower of Hera&lt;br /&gt;
* {{$|387}} = Gargoyle's Domain&lt;br /&gt;
* {{$|388}} = Turtle Rock&lt;br /&gt;
* {{$|389}} = Ganon's Tower&lt;br /&gt;
* {{$|38A}} = ??? possibly unused. (Were they planning two extra dungeons perhaps?)&lt;br /&gt;
* {{$|38B}} = ??? possibly unused.&lt;br /&gt;
&lt;br /&gt;
== Game Event Information ==&lt;br /&gt;
&lt;br /&gt;
Progress Indicator {{$|3C5}} (value, not bitwise):&lt;br /&gt;
* {{$|0}} = Unset, Will put Link in his bed state at the beginning of the game. (Also can't use sword or shield)&lt;br /&gt;
* {{$|1}} = You have a sword and start in the castle on start up.&lt;br /&gt;
* {{$|2}} = Indicates you have completed the first Hyrule Castle dungeon.&lt;br /&gt;
* {{$|3}} = Indicates you have beaten Agahnim and are now searching for crystals.&lt;br /&gt;
* {{$|4}} and above = meaningless. Though, you could write code using them to expand the event system perhaps.&lt;br /&gt;
&lt;br /&gt;
Progress Flags  (bitwise){{$|3C6}}:&lt;br /&gt;
* {{hex|0}} = Set after your Uncle gives you his gear in the secret passage. Prevents him from showing up there again.&lt;br /&gt;
* {{hex|1}} = Indicates that you've touched the dying priest in Sanctuary.&lt;br /&gt;
* {{hex|2}} = Set after you bring Zelda to sanctuary?&lt;br /&gt;
* {{hex|3}} = Unused? (98% certainty)&lt;br /&gt;
* {{hex|4}} = Set after Link's Uncle leaves your house. It's used to prevent him from respawning there.&lt;br /&gt;
* {{hex|5}} = Set after you obtain the Book of Mudora (this is a guess)&lt;br /&gt;
* {{hex|6}} = Seems to be a persistent flag that toggles between two possible statements that a fortune teller can give you during your &amp;quot;reading&amp;quot;. In other words, don't expect this to stay in one state if you're using fortune tellers. Has no other known purpose.&lt;br /&gt;
* {{hex|7}} = Unused? (98% certainty)&lt;br /&gt;
&lt;br /&gt;
Map Icons Indicator 2 (value, not bitwise) {{$|3C7}}:&lt;br /&gt;
* {{0x|00}} = ????&lt;br /&gt;
* {{0x|01}} = ????&lt;br /&gt;
* {{0x|02}} = ????&lt;br /&gt;
* {{0x|03}} = The Three Pendants&lt;br /&gt;
* {{0x|04}} = Master Sword in Lost Woods&lt;br /&gt;
* {{0x|05}} = Agahnim (skull icon at Hyrule Castle)&lt;br /&gt;
* {{0x|06}} = Just crystal 1 shown (Sahasrala's idea)&lt;br /&gt;
* {{0x|07}} = All crystals shown&lt;br /&gt;
* {{0x|08}} = Agahnim (skull icon at Ganon's Tower)&lt;br /&gt;
&lt;br /&gt;
All values beyond 8 are invalid, it seems.&lt;br /&gt;
&lt;br /&gt;
Starting Entrance to use: {{$|3C8}}: Abbreviations:&lt;br /&gt;
* LH = Link's House;&lt;br /&gt;
* SA = Sanctuary;&lt;br /&gt;
* MC = Mountain Cave;&lt;br /&gt;
* PP = Pyramid of Power in DW;  &lt;br /&gt;
    &lt;br /&gt;
* {{hex|0}} = Start the game in Link's house always.&lt;br /&gt;
* {{hex|1}} = SA.&lt;br /&gt;
* {{hex|2}} = Start in Zelda's Cell (entrance index sanc?).&lt;br /&gt;
* {{hex|3}} = Secret passage under HC garden (near dying uncle).&lt;br /&gt;
* {{hex|5}} = LH or SA or MC.&lt;br /&gt;
        &lt;br /&gt;
&lt;br /&gt;
Progress Indicator 3 (bitwise) {{$|3C9}}:&lt;br /&gt;
* {{hex|0}} = If set, means the bum gave you his bottle already.&lt;br /&gt;
* {{hex|1}} = If set, means that the salesman in the village sold you a bottle already&lt;br /&gt;
* {{hex|2}} = &lt;br /&gt;
* {{hex|3}} = Flute Boy (DW) has been arborated&lt;br /&gt;
* {{hex|4}} = Thief's Chest has been opened by the middle aged guy&lt;br /&gt;
* {{hex|5}} = After you save the Smithy's partner, this bit gets set.&lt;br /&gt;
* {{hex|6}}&lt;br /&gt;
* {{hex|7}} = Means Smithies have your sword. Once they give it back it's no longer set. (so nonpermanent)&lt;br /&gt;
&lt;br /&gt;
Lightworld / Darkworld {{$|3CA}}:&lt;br /&gt;
* {{hex|0}}&lt;br /&gt;
* {{hex|1}}&lt;br /&gt;
* {{hex|2}}&lt;br /&gt;
* {{hex|3}}&lt;br /&gt;
* {{hex|4}}&lt;br /&gt;
* {{hex|5}}&lt;br /&gt;
* {{hex|6}} = If set, we're in dark world. Otherwise, in light world.&lt;br /&gt;
* {{hex|7}}&lt;br /&gt;
&lt;br /&gt;
Unused?&lt;br /&gt;
$3CB: ?????&lt;br /&gt;
      &lt;br /&gt;
$3CC[0x01] - (Tagalong) &lt;br /&gt;
    &lt;br /&gt;
Tagalong Indicator (who is following you, if anyone?) (value based)&lt;br /&gt;
    &lt;br /&gt;
Note: Don't use a value of {{0x|0F}} or larger here, as it will likely crash the game.&lt;br /&gt;
    &lt;br /&gt;
* {{0x|00}}  =  Tagalong disabled&lt;br /&gt;
* {{0x|01}}  =  Princess Zelda&lt;br /&gt;
* {{0x|02}}  =  ???&lt;br /&gt;
* {{0x|03}}  =  ???&lt;br /&gt;
* {{0x|04}}  =  Old Man?&lt;br /&gt;
* {{0x|05}}  =  Zelda (invisible) bitching at you about coming to rescue her.&lt;br /&gt;
* {{0x|06}}  =  Blind masquerading as a Maiden&lt;br /&gt;
* {{0x|07}}  =  Missing Dwarf (smithyfrog as I call him) in DW&lt;br /&gt;
* {{0x|08}}  =  Missing Dwarf in LW&lt;br /&gt;
* {{0x|09}}  =  Middle Aged Guy w/ Sign&lt;br /&gt;
* {{0x|0A}}  =  Kiki the monkey&lt;br /&gt;
* {{0x|0B}}  =  ???&lt;br /&gt;
* {{0x|0C}}  =  Thief's chest&lt;br /&gt;
* {{0x|0D}}  =  Super Bomb&lt;br /&gt;
* {{0x|0E}}  =  Activated in reaction to acquiring the Master Sword. Used to trigger a telepathic message from Zelda indicating that Agahnim's goons have come for her at Sanctuary.&lt;br /&gt;
&lt;br /&gt;
$03CD[0x02] - &lt;br /&gt;
* Cached Y coordinate of Tagalong after it has been lost by the player. Applies to the old man and to the super bomb, at the very least. This is intended to be used not as a save game variable, but rather as a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
$03CF[0x02] - &lt;br /&gt;
* Cached X coordinate of Tagalong after it has been lost by the player. Applies to the old man and to the super bomb, at the very least. This is intended to be used not as a save game variable, but rather as a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
$3D1: ????&lt;br /&gt;
&lt;br /&gt;
$3D2: &lt;br /&gt;
&lt;br /&gt;
$3D3: Set to 0 normally. Set to $80 if a Super Bomb is going off.&lt;br /&gt;
&lt;br /&gt;
$3D4-$3D8: ????&lt;br /&gt;
&lt;br /&gt;
Player's Name {{$|3D9}} to {{$|3E4}}:&lt;br /&gt;
* See appendix for listing of character codes. Note each of the six letters is represented by a 16-bit number.&lt;br /&gt;
&lt;br /&gt;
Validity (Checksum) of the File:&lt;br /&gt;
{{$|3E5 to {{$|3E6}}:&lt;br /&gt;
* There is a subroutine in the ROM that checks to make sure this value is {{0x|55AA}}. (Note the reverse byte order in the actual SRAM.) If you alter this your file is automatically tagged for deletion at startup. The game is designed to delete it, it's not a Super NES feature or anything. In short, Don't mess with it. Unused game slots have the value {{0x|0000}} here, and you will too if you mess with it - resulting in your save file(s) being wiped out.&lt;br /&gt;
&lt;br /&gt;
{{$|3E7}} to {{$|402}} (?) = Deaths totals for each dungeon. Each number is 16 bit. Thanks to Euclid for helping verify this!&lt;br /&gt;
* {{$|3E7}} = Sewers&lt;br /&gt;
* {{$|3E9}} = Hyrule Castle&lt;br /&gt;
* {{$|3EB}} = Eastern Palace&lt;br /&gt;
* {{$|3ED}} = Desert Palace&lt;br /&gt;
* {{$|3EF}} = Hyrule Castle 2&lt;br /&gt;
* {{$|3F1}} = Swamp Palace&lt;br /&gt;
* {{$|3F3}} = Dark Palace&lt;br /&gt;
* {{$|3F5}} = Misery Mire&lt;br /&gt;
* {{$|3F7}} = Skull Woods&lt;br /&gt;
* {{$|3F9}} = Ice Palace&lt;br /&gt;
* {{$|3FB}} = Tower of Hera&lt;br /&gt;
* {{$|3FD}} = Gargoyle's Domain&lt;br /&gt;
* {{$|3FF}} = Turtle Rock&lt;br /&gt;
* {{$|401}} = Ganon's Tower&lt;br /&gt;
&lt;br /&gt;
Life/Save Counter: {{$|403}} to {{$|404}}&lt;br /&gt;
* Counts the number of times your saved or died in the game, before you beat it.&lt;br /&gt;
&lt;br /&gt;
PostGame Death Counter: &lt;br /&gt;
$405-6. When you start the game this is written to with the value -1 (0xFFFF). On the game select&lt;br /&gt;
screen, it will only display a number if this is not 0xFFFF. The max displayable number is 999.&lt;br /&gt;
When you beat the game, the number of times you died gets recorded here.&lt;br /&gt;
&lt;br /&gt;
Presumed to be unused $407-$4FD:&lt;br /&gt;
* ????&lt;br /&gt;
&lt;br /&gt;
Inverse Checksum: {{$|4FE}} to {{$|4FF}}. If you add numbers to the file, you need to subtract from this location. See Side Note 3 for more information.&lt;br /&gt;
&lt;br /&gt;
===============================================================================================&lt;br /&gt;
&lt;br /&gt;
Appendix:&lt;br /&gt;
&lt;br /&gt;
{{note|Items other than the standard equipment can be equipped. For instance, it's possible&lt;br /&gt;
to equip the compass as a sword. By some miracle, the items you end up with often work the same&lt;br /&gt;
way as their appropriate counterparts. Sometimes they are far superior to the normal items, and&lt;br /&gt;
sometimes they just suck. At least one item makes your armor invincible! Just experiment a little.&lt;br /&gt;
Beware, the palettes will not be standard.}}&lt;br /&gt;
&lt;br /&gt;
{{note|A tutorial on inverse checksums. Let's say I add to location $3EE. Now E &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 14 in the decimal system. (Note we are looking at the last digit. &amp;quot;E&amp;quot; that is.) Therefore $3EE is even.&lt;br /&gt;
&lt;br /&gt;
If I add a value to a memory location with an even address, I must subtract from the even address of the inverse checksum. Example: Suppose I add $4 to $305. $305 is odd, so I SUBTRACT $4 from the odd checksum byte: $4FF. If I subtracted from $305, I must add to $4FF. This maintains the &amp;quot;balance&amp;quot; of the file and keeps it from being erased.&lt;br /&gt;
&lt;br /&gt;
Now this will work for slight changes in the checksum, but it takes a bit of insight to recognize that the checksum is really a 16-bit number, not just two 8-bit numbers functioning separately.}}&lt;br /&gt;
&lt;br /&gt;
(edit later)&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
Character Codes:&lt;br /&gt;
&lt;br /&gt;
Alpha-numeric&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
00 = A&lt;br /&gt;
01 = B&lt;br /&gt;
02 = C&lt;br /&gt;
03 = D&lt;br /&gt;
04 = E&lt;br /&gt;
05 = F&lt;br /&gt;
06 = G&lt;br /&gt;
07 = H&lt;br /&gt;
08 = I^&lt;br /&gt;
09 = J&lt;br /&gt;
0A = K&lt;br /&gt;
0B = L&lt;br /&gt;
0C = M&lt;br /&gt;
0D = N&lt;br /&gt;
OE = O&lt;br /&gt;
OF = P&lt;br /&gt;
10 = ??&lt;br /&gt;
20 = Q&lt;br /&gt;
21 = R&lt;br /&gt;
22 = S&lt;br /&gt;
23 = T&lt;br /&gt;
24 = U&lt;br /&gt;
25 = V&lt;br /&gt;
26 = W&lt;br /&gt;
27 = X&lt;br /&gt;
28 = Y&lt;br /&gt;
29 = Z&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
2A = a&lt;br /&gt;
2B = b&lt;br /&gt;
2C = c&lt;br /&gt;
2D = d&lt;br /&gt;
2E = e&lt;br /&gt;
2F = f&lt;br /&gt;
40 = g&lt;br /&gt;
41 = h&lt;br /&gt;
42 = k&lt;br /&gt;
43 = j&lt;br /&gt;
44 = i&lt;br /&gt;
45 = l&lt;br /&gt;
46 = m&lt;br /&gt;
47 = n&lt;br /&gt;
48 = o&lt;br /&gt;
49 = p&lt;br /&gt;
4A = q&lt;br /&gt;
4B = r&lt;br /&gt;
4C = s&lt;br /&gt;
4D = t&lt;br /&gt;
4E = u&lt;br /&gt;
4F = v&lt;br /&gt;
60 = w&lt;br /&gt;
61 = x&lt;br /&gt;
62 = y&lt;br /&gt;
63 = z&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
64 = 0&lt;br /&gt;
65 = 1&lt;br /&gt;
66 = 2&lt;br /&gt;
67 = 3&lt;br /&gt;
68 = 4&lt;br /&gt;
69 = 5&lt;br /&gt;
6A = 6&lt;br /&gt;
6B = 7&lt;br /&gt;
6C = 8&lt;br /&gt;
6D = 9&lt;br /&gt;
6E = &amp;quot;?&amp;quot;&lt;br /&gt;
6F = &amp;quot;!&amp;quot;&lt;br /&gt;
80 = &amp;quot; = &amp;quot;&lt;br /&gt;
81 = &amp;quot;.&amp;quot;&lt;br /&gt;
82 = &amp;quot;,&amp;quot;&lt;br /&gt;
&lt;br /&gt;
85 = &amp;quot;(&amp;quot;&lt;br /&gt;
86 = &amp;quot;)&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Special characters (not normally accessible. This is by far an incomplete listing)&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|{{$|A0}}&lt;br /&gt;
|small right Arrow &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A1}}&lt;br /&gt;
|&amp;quot;'&amp;quot; (apostrophe) &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A2}}&lt;br /&gt;
|HPiece Again &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A3}}&lt;br /&gt;
|&amp;quot;empty right hand heart cont.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{$|A4}}&lt;br /&gt;
|see &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A7}} &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A5}}&lt;br /&gt;
|Same As &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A7}}&lt;br /&gt;
|-&lt;br /&gt;
|{{$|A6}}&lt;br /&gt;
|&amp;quot;Quarter Heart piece, top right corner.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{$|A7}}&lt;br /&gt;
|&amp;quot;Heart piece,left half&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A8}}&lt;br /&gt;
|&amp;quot;Heart piece, right half&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A9}}&lt;br /&gt;
|blank &lt;br /&gt;
|-&lt;br /&gt;
|{{$|AA}}&lt;br /&gt;
|&amp;quot;left Arrow&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SNES Button Alphabet:&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|{{$|AB}}&lt;br /&gt;
|A &lt;br /&gt;
|-&lt;br /&gt;
|{{$|AC}}&lt;br /&gt;
|B &lt;br /&gt;
|-&lt;br /&gt;
|{{$|AD}}&lt;br /&gt;
|X &lt;br /&gt;
|-&lt;br /&gt;
|{{$|AE}}&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
|{{$|AF}}&lt;br /&gt;
|I&lt;br /&gt;
|-&lt;br /&gt;
|{{$|B1}}&lt;br /&gt;
|blank^&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
^This code is not the canon encoding of this character. ex. AF is the proper &amp;quot;I&amp;quot;. 08 is not.&lt;br /&gt;
&lt;br /&gt;
{{toc}}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=557</id>
		<title>SRAM Map</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=557"/>
				<updated>2016-12-19T19:46:06Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: /* Game Event Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
All offsets presented here are relative to the start of each save slot. There are $500 bytes for each slot. Note that&lt;br /&gt;
each slot is mirrored, at a later point in SRAM.&lt;br /&gt;
&lt;br /&gt;
 Slot 1: $000; Mirror: $F00&lt;br /&gt;
 Slot 2: $500; Mirror: $1400&lt;br /&gt;
 Slot 3: $A00; Mirror: $1900&lt;br /&gt;
&lt;br /&gt;
Only edits to the main copy will be recognized by the game unless the main copy fails its checksum. Each copy has its own checksum.&lt;br /&gt;
&lt;br /&gt;
Addresses $1E00-$1FFE in SRAM are not used. No not assume that the free addresses are initialized to any specific or sensible value. The values from these addresses should be treated as undefined until initialized. Address $1FFF is used by the game to store temporary data.&lt;br /&gt;
&lt;br /&gt;
 $1FFE is used as the offset to know where the memory will be stored in the SRAM (02 is the first file, 04 the second and 06 the third)&lt;br /&gt;
&lt;br /&gt;
These offsets directly correspond to $7E:F--- for a particular save file is being played. When the game is finished it writes the information into bank $70 in the corresponding slot + offsets presented here. (e.g. For the second save file, the information will be saved to $70:0500-$70:09FF, and mirrored at $70:1400-$70:18FF.)&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
&lt;br /&gt;
The SRAM save loading routing relies upon an inverse checksum. Additions to any byte in the .srm file, must be subtracted from that save game's checksum to maintain integrity. Failure to observe this precaution will cause the game to attempt to load the mirror copy. Should the mirror copy also fail the checksum verification, the save slot will be cleared.&lt;br /&gt;
&lt;br /&gt;
== SRAM Map ==&lt;br /&gt;
&lt;br /&gt;
=== $000 - $24F : Data for Rooms ===&lt;br /&gt;
&lt;br /&gt;
Room Information: There are $128 (296) rooms in in the ROM. Each room has one word of information devoted to it.&lt;br /&gt;
&lt;br /&gt;
 High Byte               Low Byte&lt;br /&gt;
 d d d d b k ck cr       c c c c q q q q      &lt;br /&gt;
 &lt;br /&gt;
 c - chest, big key chest, or big key lock. Any combination of them totalling to 6 is valid.&lt;br /&gt;
 q - quadrants visited: &lt;br /&gt;
 k - key or item (such as a 300 rupee gift)&lt;br /&gt;
 d - door opened (either unlocked, bombed or other means)&lt;br /&gt;
 r - special rupee tiles, whether they've been obtained or not.&lt;br /&gt;
 b - boss battle won&lt;br /&gt;
&lt;br /&gt;
 qqqq corresponds to 4321, so if quadrants 4 and 1 have been &amp;quot;seen&amp;quot; by Link, then qqqq will look like 1001. The quadrants are laid out like so in each room:&lt;br /&gt;
&lt;br /&gt;
 --------------- &lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  4   |  3   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |-------------|&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  2   |  1   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 ---------------&lt;br /&gt;
&lt;br /&gt;
=== $250 - $27F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional room information that was not included in the final game. This would bring the grand total to $140 (320) possible rooms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== $280 - $2FF : Overworld Event Information ===&lt;br /&gt;
&lt;br /&gt;
    (one byte per area)&lt;br /&gt;
&lt;br /&gt;
    ?ho???s?&lt;br /&gt;
&lt;br /&gt;
        o - If set, the area will draw its designated overlay when you enter it. &lt;br /&gt;
            e.g. If you're triggered misery mire then the entrance shows up there the next time you enter that area.&lt;br /&gt;
            You can view overlays in the latest release of Hyrule Magic (v0.963).&lt;br /&gt;
            Other overlays include stairs leading underground, and the removal of the weathervane after it has exploded.&lt;br /&gt;
        &lt;br /&gt;
        s - If set, the area will draw its secondary overlay when you enter it.&lt;br /&gt;
        &lt;br /&gt;
        h - If set, heart piece has been collected in this area already.&lt;br /&gt;
            Also used for a handful of other sprites.&lt;br /&gt;
        &lt;br /&gt;
        ? - unknown and probably unused.&lt;br /&gt;
&lt;br /&gt;
=== $300 - $33F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional overworld data that was not included in the final game. This would allow for $C0 (192) overworld areas in total. Note areas $80 and $82 are used but don't save data the way the other areas do. (i.e. not here)&lt;br /&gt;
&lt;br /&gt;
=== $340 - $38B : Items &amp;amp; Equipment ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Address!!Item!!colspan=&amp;quot;5&amp;quot;|Values!!style=&amp;quot;width:15%&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|$340||Bow||0 - Nothing||1 - Bow||2 - Bow &amp;amp; Arrows||3 - Silver Arrow Bow||4 - Bow &amp;amp; Silver Arrows||Confirmed correct 4/19/16.&lt;br /&gt;
|-&lt;br /&gt;
|$341||Boomerang||0 - Nothing||1 - Blue Boomerang||2 - Red Boomerang&lt;br /&gt;
|-&lt;br /&gt;
|$342||Hookshot||0 - Nothing||1 - Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|$343||Bombs||How many bombs you have||colspan=&amp;quot;4&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Can exceed 0x32 (50), up to 0xFF (255).&lt;br /&gt;
|-&lt;br /&gt;
|$344||Magic Powder||0 - Nothing||1 - Mushroom||2 - Magic Powder&lt;br /&gt;
|-&lt;br /&gt;
|$345||Fire Rod||0 - Nothing||1 - Fire Rod&lt;br /&gt;
|-&lt;br /&gt;
|$346||Ice Rod||0 - Nothing||1 - Ice Rod&lt;br /&gt;
|-&lt;br /&gt;
|$347||Bombos Medallion||0 - Nothing||1 - Bombos Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$348||Ether Medallion||0 - Nothing||1 - Ether Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$349||Quake Medallion||0 - Nothing||1 - Quake Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$34A||Lantern||0 - Nothing||1 - Lantern&lt;br /&gt;
|-&lt;br /&gt;
|$34B||Magic Hammer||0 - Nothing||1 - Magic Hammer&lt;br /&gt;
|-&lt;br /&gt;
|$34C||Flute||0 - Nothing||1 - Shovel||2 - Flute||3 - Flute &amp;amp; Bird&lt;br /&gt;
|-&lt;br /&gt;
|$34D||Bug Catching Net||0 - Nothing||1 - Bug Catching Net&lt;br /&gt;
|-&lt;br /&gt;
|$34E||Book of Mudora||0 - Nothing||1 - Book of Mudora&lt;br /&gt;
|-&lt;br /&gt;
|$34F||Bottles||0 - Nothing||1 - Bottle 1 ($7EF35C)||2 - Bottle 2 ($7EF35D)||3 - Bottle 3 ($7EF35E)||4 - Bottle 4 ($7EF35F)&lt;br /&gt;
|-&lt;br /&gt;
|$350||Cane of Somaria||0 - Nothing||1 - Cane of Somaria&lt;br /&gt;
|-&lt;br /&gt;
|$351||Cane of Byrna||0 - Nothing||1 - Cane of Byrna&lt;br /&gt;
|-&lt;br /&gt;
|$352||Magic Cape||0 - Nothing||1 - Magic Cape&lt;br /&gt;
|-&lt;br /&gt;
|$353||Magic Mirror||0 - Nothing||1 - Magic Scroll||2 - Magic Mirror&lt;br /&gt;
|-&lt;br /&gt;
|$354||Gloves||0 - Nothing||1 - Power Gloves||2 - Titan's Mitt&lt;br /&gt;
|-&lt;br /&gt;
|$355||Pegasus Boots||0 - Nothing||1 - Pegasus Boots||colspan=&amp;quot;3&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Just having the boots isn't enough to dash. The player must have the &amp;quot;Run&amp;quot; ability flag set as well. See $379.&lt;br /&gt;
|-&lt;br /&gt;
|$356||Zora's Flippers||0 - Nothing||1 - Zora's Flippers||colspan=&amp;quot;3&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Having this allows you to swim, but doesn't make the swim ability text show up by itself. See $379. Unlike with the Pegasus Boots, the ability to swim is granted as long as the player has this item.&lt;br /&gt;
|-&lt;br /&gt;
|$357||Moon Pearl||0 - Nothing||1 - Moon Pearl&lt;br /&gt;
|-&lt;br /&gt;
|$358||Unused (See note)||colspan=&amp;quot;5&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Can be clobbered by fairy fountains.&lt;br /&gt;
|-&lt;br /&gt;
|$359||Sword||0 - No sword||1 - Fighter's Sword||2 - Master Sword||3 - Tempered Sword||4 - Golden Sword||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|$35A||Shield||0 - No shield||1 - Blue Shield||2 - Hero's Shield||3 - Mirror Shield||class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|$35B||Armor||0 - Green Jerkin||1 - Blue Mail||2 - Red Mail||colspan=&amp;quot;2&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|$35C-F||rowspan=&amp;quot;2&amp;quot;|Bottle Contents||0 - No bottle||1 - Mushroom||2 - Empty bottle||3 - Red Potion||4 - Green Potion&lt;br /&gt;
|-&lt;br /&gt;
|5 - Blue Potion||6 - Fairy||7 - Bee||8 - Good Bee&lt;br /&gt;
|-&lt;br /&gt;
|$360-1||Wallet Capacity||colspan=&amp;quot;5&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||rowspan=&amp;quot;2&amp;quot;|This number can be set above the 999 limit.&lt;br /&gt;
|-&lt;br /&gt;
|$362-3||Rupee Count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
THE COMPASS, BIG KEY, AND DUNGEON MAP WORD LOCATIONS ARE ALL MAPPED OUT THE SAME WAY, AS YOU WILL OBSERVE.&lt;br /&gt;
&lt;br /&gt;
Note: The unused areas would correspond to dungeon numbers $1C and $1E in the variable $7E040C, but alas there are no dungeons&lt;br /&gt;
in the game with those values. &lt;br /&gt;
&lt;br /&gt;
If you see &amp;quot;(doesn't exist)&amp;quot; it means this feature was not used in this dungeon in the original, in case you were wondering.&lt;br /&gt;
&lt;br /&gt;
Compass1:           {{$|364}} &lt;br /&gt;
* Bit {{hex|0}}: Unused&lt;br /&gt;
* Bit {{hex|1}}: Unused&lt;br /&gt;
* Bit {{hex|2}}: Compass of Ganon's Tower&lt;br /&gt;
* Bit {{hex|3}}: Compass of Turtle Rock&lt;br /&gt;
* Bit {{hex|4}}: Compass of Gargoyle's domain&lt;br /&gt;
* Bit {{hex|5}}: Compass of Tower of Hera&lt;br /&gt;
* Bit {{hex|6}}: Compass of Ice Palace&lt;br /&gt;
* Bit {{hex|7}}: Compass of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Compass2:           {{$|365}}&lt;br /&gt;
* Bit {{hex|0}}: Compass of Misery Mire.&lt;br /&gt;
* Bit {{hex|1}}: Compass of Dark Palace&lt;br /&gt;
* Bit {{hex|2}}: Compass of Swamp Palace&lt;br /&gt;
* Bit {{hex|3}}: Compass of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
* Bit {{hex|4}}: Compass of Desert Palace&lt;br /&gt;
* Bit {{hex|5}}: Compass of Eastern Palace&lt;br /&gt;
* Bit {{hex|6}}: Compass of Hyrule Castle (doesn't exist)&lt;br /&gt;
* Bit {{hex|7}}: Compass of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
BigKey1:            {{$|366}} &lt;br /&gt;
* Bit {{hex|0}}: Unused&lt;br /&gt;
* Bit {{hex|1}}: Unused&lt;br /&gt;
* Bit {{hex|2}}: Big Key of Ganon's Tower&lt;br /&gt;
* Bit {{hex|3}}: Big Key of Turtle Rock&lt;br /&gt;
* Bit {{hex|4}}: Big Key of Gargoyle's domain&lt;br /&gt;
* Bit {{hex|5}}: Big Key of Tower of Hera&lt;br /&gt;
* Bit {{hex|6}}: Big Key of Ice Palace&lt;br /&gt;
* Bit {{hex|7}}: Big Key of Skull Woods. &lt;br /&gt;
                        &lt;br /&gt;
BigKey2:            {{$|367}}&lt;br /&gt;
* Bit {{hex|0}}: Big Key of Misery Mire.&lt;br /&gt;
* Bit {{hex|1}}: Big Key of Dark Palace&lt;br /&gt;
* Bit {{hex|2}}: Big Key of Swamp Palace&lt;br /&gt;
* Bit {{hex|3}}: Big Key of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
* Bit {{hex|4}}: Big Key of Desert Palace&lt;br /&gt;
* Bit {{hex|5}}: Big Key of Eastern Palace&lt;br /&gt;
* Bit {{hex|6}}: Big Key of Hyrule Castle&lt;br /&gt;
* Bit {{hex|7}}: Big Key of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Dungeon map1:       {{$|368}}&lt;br /&gt;
* Bit {{hex|0}}: Unused&lt;br /&gt;
* Bit {{hex|1}}: Unused&lt;br /&gt;
* Bit {{hex|2}}: Map of Ganon's Tower&lt;br /&gt;
* Bit {{hex|3}}: Map of Turtle Rock&lt;br /&gt;
* Bit {{hex|4}}: Map of Gargoyle's domain&lt;br /&gt;
* Bit {{hex|5}}: Map of Tower of Hera&lt;br /&gt;
* Bit {{hex|6}}: Map of Ice Palace&lt;br /&gt;
* Bit {{hex|7}}: Map of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Dungeon map2:       {{$|369&lt;br /&gt;
* Bit {{hex|0}}: Map of Misery Mire&lt;br /&gt;
* Bit {{hex|1}}: Map of Dark Palace&lt;br /&gt;
* Bit {{hex|2}}: Map of Swamp Palace&lt;br /&gt;
* Bit {{hex|3}}: Map of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
* Bit {{hex|4}}: Map of Desert Palace&lt;br /&gt;
* Bit {{hex|5}}: Map of Eastern Palace&lt;br /&gt;
* Bit {{hex|6}}: Map of Hyrule Castle&lt;br /&gt;
* Bit {{hex|7}}: Map of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Wishing Pond Rupee  {{$|36A}}. Number of rupees in the pond&lt;br /&gt;
Count&lt;br /&gt;
&lt;br /&gt;
Heart pieces&lt;br /&gt;
collected:&lt;br /&gt;
*$36B. Number of heart pieces (out of four) you have earned&lt;br /&gt;
&lt;br /&gt;
Health:&lt;br /&gt;
*$36C. Goal (capacity) Health. Each increment of $08 is worth one heart.&lt;br /&gt;
*$04 is a half heart. The max is generally $A0. The game is coded to not accept health values beyond this. &lt;br /&gt;
*$36D. Actual Health. Same as above, but this reflects your current health status rather than potential.&lt;br /&gt;
&lt;br /&gt;
Magic Power:&lt;br /&gt;
*$36E. Magic power ranges from 0 to $80 (128). Each small bottle refills $10. Setting Magic above $80 causes the magic meter to glitch and you can't use special items.&lt;br /&gt;
&lt;br /&gt;
Keys:&lt;br /&gt;
*$36F. Number of Keys you have in the dungeon you are currently in. You can earn keys on the overworld but they don't do anything. If you're in a non-keyed dungeon it will generally read $FF.&lt;br /&gt;
&lt;br /&gt;
Bomb Upgrades:&lt;br /&gt;
*$370. Number of upgrades your bomb capacity has received. Behavior varies after a while. Will probably need recoding to be consistent.&lt;br /&gt;
&lt;br /&gt;
Arrow Upgrades:&lt;br /&gt;
* $371. Number of upgrades your arrow capacity has received. Same as above, more or less.&lt;br /&gt;
&lt;br /&gt;
Hearts filler:&lt;br /&gt;
* $372. Write to this location to fill in a set number of hearts. Make sure to write in a multiple of $08 Otherwise, you will end up filling the whole life meter.&lt;br /&gt;
&lt;br /&gt;
Magic filler: &lt;br /&gt;
*$373. Write to this location how much magic power you want filled up. The maximum effective value is $80.&lt;br /&gt;
&lt;br /&gt;
Pendants:&lt;br /&gt;
*$374. Bit 0: Red/Wisdom/Hera&lt;br /&gt;
** Bit 1: Blue/Power/Desert&lt;br /&gt;
** Bit 2: Green/Courage/Eastern Palace&lt;br /&gt;
&lt;br /&gt;
Bomb filler:&lt;br /&gt;
* $375. Write to this location to add X bombs to your arsenal. It will not exceed your maximum, as defined with $370&lt;br /&gt;
&lt;br /&gt;
Arrow filler: &lt;br /&gt;
*$376. Write to this location to add X arrows to your arsenal. It will not exceed your maximum, as defined with $371.&lt;br /&gt;
&lt;br /&gt;
Arrows:&lt;br /&gt;
*$377. Can exceed 70.&lt;br /&gt;
&lt;br /&gt;
???? &lt;br /&gt;
*$378.&lt;br /&gt;
* ????&lt;br /&gt;
&lt;br /&gt;
Ability Flags:      $379.&lt;br /&gt;
* Bit 0: &lt;br /&gt;
* Bit 1: Swim&lt;br /&gt;
* Bit 2: Run / Dash&lt;br /&gt;
* Bit 3: Pull&lt;br /&gt;
* Bit 4: ----&lt;br /&gt;
* Bit 5: Talk&lt;br /&gt;
* Bit 6: Read&lt;br /&gt;
* Bit 7: ----&lt;br /&gt;
&lt;br /&gt;
Crystals:           $37A.&lt;br /&gt;
* Bit 0: Misery Mire&lt;br /&gt;
* Bit 1: Dark Palace&lt;br /&gt;
* Bit 2: Ice Palace&lt;br /&gt;
* Bit 3: Turtle Rock&lt;br /&gt;
* Bit 4: Swamp Palace&lt;br /&gt;
* Bit 5: Gargoyle's Domain&lt;br /&gt;
* Bit 6: Skull Woods&lt;br /&gt;
&lt;br /&gt;
Magic usage         $37B.&lt;br /&gt;
* $0: normal consumption&lt;br /&gt;
* $1: 1/2 consumption&lt;br /&gt;
* $2: 1/4 consumption&lt;br /&gt;
&lt;br /&gt;
Keys earned per dungeon:&lt;br /&gt;
* {{$|37C}} = Sewer Passage&lt;br /&gt;
* {{$|37D}} = Hyrule Castle&lt;br /&gt;
* {{$|37E}} = Eastern Palace&lt;br /&gt;
* {{$|37F}} = Desert Palace&lt;br /&gt;
* {{$|380}} = Hyrule Castle 2&lt;br /&gt;
* {{$|381}} = Swamp Palace&lt;br /&gt;
* {{$|382}} = Dark Palace&lt;br /&gt;
* {{$|383}} = Misery Mire&lt;br /&gt;
* {{$|384}} = Skull Woods&lt;br /&gt;
* {{$|385}} = Ice Palace&lt;br /&gt;
* {{$|386}} = Tower of Hera&lt;br /&gt;
* {{$|387}} = Gargoyle's Domain&lt;br /&gt;
* {{$|388}} = Turtle Rock&lt;br /&gt;
* {{$|389}} = Ganon's Tower&lt;br /&gt;
* {{$|38A}} = ??? possibly unused. (Were they planning two extra dungeons perhaps?)&lt;br /&gt;
* {{$|38B}} = ??? possibly unused.&lt;br /&gt;
&lt;br /&gt;
== Game Event Information ==&lt;br /&gt;
&lt;br /&gt;
Progress Indicator {{$|3C5}} (value, not bitwise):&lt;br /&gt;
* {{$|0}} = Unset, Will put Link in his bed state at the beginning of the game. (Also can't use sword or shield)&lt;br /&gt;
* {{$|1}} = You have a sword and start in the castle on start up.&lt;br /&gt;
* {{$|2}} = Indicates you have completed the first Hyrule Castle dungeon.&lt;br /&gt;
* {{$|3}} = Indicates you have beaten Agahnim and are now searching for crystals.&lt;br /&gt;
* {{$|4}} and above = meaningless. Though, you could write code using them to expand the event system perhaps.&lt;br /&gt;
&lt;br /&gt;
Progress Flags  (bitwise){{$|3C6}}:&lt;br /&gt;
* {{hex|0}} = Set after your Uncle gives you his gear in the secret passage. Prevents him from showing up there again.&lt;br /&gt;
* {{hex|1}} = Indicates that you've touched the dying priest in Sanctuary.&lt;br /&gt;
* {{hex|2}} = Set after you bring Zelda to sanctuary?&lt;br /&gt;
* {{hex|3}} = Unused? (98% certainty)&lt;br /&gt;
* {{hex|4}} = Set after Link's Uncle leaves your house. It's used to prevent him from respawning there.&lt;br /&gt;
* {{hex|5}} = Set after you obtain the Book of Mudora (this is a guess)&lt;br /&gt;
* {{hex|6}} = Seems to be a persistent flag that toggles between two possible statements that a fortune teller can give you during your &amp;quot;reading&amp;quot;. In other words, don't expect this to stay in one state if you're using fortune tellers. Has no other known purpose.&lt;br /&gt;
* {{hex|7}} = Unused? (98% certainty)&lt;br /&gt;
&lt;br /&gt;
Map Icons Indicator 2 (value, not bitwise) {{$|3C7}}:&lt;br /&gt;
* {{0x|00}} = ????&lt;br /&gt;
* {{0x|01}} = ????&lt;br /&gt;
* {{0x|02}} = ????&lt;br /&gt;
* {{0x|03}} = The Three Pendants&lt;br /&gt;
* {{0x|04}} = Master Sword in Lost Woods&lt;br /&gt;
* {{0x|05}} = Agahnim (skull icon at Hyrule Castle)&lt;br /&gt;
* {{0x|06}} = Just crystal 1 shown (Sahasrala's idea)&lt;br /&gt;
* {{0x|07}} = All crystals shown&lt;br /&gt;
* {{0x|08}} = Agahnim (skull icon at Ganon's Tower)&lt;br /&gt;
&lt;br /&gt;
All values beyond 8 are invalid, it seems.&lt;br /&gt;
&lt;br /&gt;
Starting Entrance to use: {{$|3C8}}: Abbreviations:&lt;br /&gt;
* LH = Link's House;&lt;br /&gt;
* SA = Sanctuary;&lt;br /&gt;
* MC = Mountain Cave;&lt;br /&gt;
* PP = Pyramid of Power in DW;  &lt;br /&gt;
    &lt;br /&gt;
* {{hex|0}} = Start the game in Link's house always.&lt;br /&gt;
* {{hex|1}} = SA.&lt;br /&gt;
* {{hex|2}} = Start in Zelda's Cell (entrance index sanc?).&lt;br /&gt;
* {{hex|3}} = Secret passage under HC garden (near dying uncle).&lt;br /&gt;
* {{hex|5}} = LH or SA or MC.&lt;br /&gt;
        &lt;br /&gt;
&lt;br /&gt;
Progress Indicator 3 (bitwise) {{$|3C9}}:&lt;br /&gt;
* {{hex|0}} = If set, means the bum gave you his bottle already.&lt;br /&gt;
* {{hex|1}} = If set, means that the salesman in the village sold you a bottle already&lt;br /&gt;
* {{hex|2}} = &lt;br /&gt;
* {{hex|3}} = Flute Boy (DW) has been arborated&lt;br /&gt;
* {{hex|4}} = Thief's Chest has been opened by the middle aged guy&lt;br /&gt;
* {{hex|5}} = After you save the Smithy's partner, this bit gets set.&lt;br /&gt;
* {{hex|6}}&lt;br /&gt;
* {{hex|7}} = Means Smithies have your sword. Once they give it back it's no longer set. (so nonpermanent)&lt;br /&gt;
&lt;br /&gt;
Lightworld / Darkworld {{$|3CA}}:&lt;br /&gt;
* {{hex|0}}&lt;br /&gt;
* {{hex|1}}&lt;br /&gt;
* {{hex|2}}&lt;br /&gt;
* {{hex|3}}&lt;br /&gt;
* {{hex|4}}&lt;br /&gt;
* {{hex|5}}&lt;br /&gt;
* {{hex|6}} = If set, we're in dark world. Other wise, in light world.&lt;br /&gt;
* {{hex|7}}&lt;br /&gt;
&lt;br /&gt;
Unused?&lt;br /&gt;
$3CB: ?????&lt;br /&gt;
      &lt;br /&gt;
$3CC[0x01] - (Tagalong) &lt;br /&gt;
    &lt;br /&gt;
Tagalong Indicator (who is following you, if anyone?) (value based)&lt;br /&gt;
    &lt;br /&gt;
Note: Don't use a value of {{0x|0F}} or larger here, as it will likely crash the game.&lt;br /&gt;
    &lt;br /&gt;
* {{0x|00}}  =  Tagalong disabled&lt;br /&gt;
* {{0x|01}}  =  Princess Zelda&lt;br /&gt;
* {{0x|02}}  =  ???&lt;br /&gt;
* {{0x|03}}  =  ???&lt;br /&gt;
* {{0x|04}}  =  Old Man?&lt;br /&gt;
* {{0x|05}}  =  Zelda (invisible) bitching at you about coming to rescue her.&lt;br /&gt;
* {{0x|06}}  =  Blind masquerading as a Maiden&lt;br /&gt;
* {{0x|07}}  =  Missing Dwarf (smithyfrog as I call him) in DW&lt;br /&gt;
* {{0x|08}}  =  Missing Dwarf in LW&lt;br /&gt;
* {{0x|09}}  =  Middle Aged Guy w/ Sign&lt;br /&gt;
* {{0x|0A}}  =  Kiki the monkey&lt;br /&gt;
* {{0x|0B}}  =  ???&lt;br /&gt;
* {{0x|0C}}  =  Thief's chest&lt;br /&gt;
* {{0x|0D}}  =  Super Bomb&lt;br /&gt;
* {{0x|0E}}  =  Activated in reaction to acquiring the Master Sword. Used to trigger a telepathic message from Zelda indicating that Agahnim's goons have come for her at Sanctuary.&lt;br /&gt;
&lt;br /&gt;
$03CD[0x02] - &lt;br /&gt;
* Cached Y coordinate of Tagalong after it has been lost by the player. Applies to the old man and to the super bomb, at the very least. This is intended to be used not as a save game variable, but rather as a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
$03CF[0x02] - &lt;br /&gt;
* Cached X coordinate of Tagalong after it has been lost by the player. Applies to the old man and to the super bomb, at the very least. This is intended to be used not as a save game variable, but rather as a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
$3D1: ????&lt;br /&gt;
&lt;br /&gt;
$3D2: &lt;br /&gt;
&lt;br /&gt;
$3D3: Set to 0 normally. Set to $80 if a Super Bomb is going off.&lt;br /&gt;
&lt;br /&gt;
$3D4-$3D8: ????&lt;br /&gt;
&lt;br /&gt;
Player's Name {{$|3D9}} to {{$|3E4}}:&lt;br /&gt;
* See appendix for listing of character codes. Note each of the six letters is represented by a 16-bit number.&lt;br /&gt;
&lt;br /&gt;
Validity (Checksum) of the File:&lt;br /&gt;
{{$|3E5 to {{$|3E6}}:&lt;br /&gt;
* There is a subroutine in the ROM that checks to make sure this value is {{0x|55AA}}. (Note the reverse byte order in the actual SRAM.) If you alter this your file is automatically tagged for deletion at startup. The game is designed to delete it, it's not a Super NES feature or anything. In short, Don't mess with it. Unused game slots have the value {{0x|0000}} here, and you will too if you mess with it - resulting in your save file(s) being wiped out.&lt;br /&gt;
&lt;br /&gt;
{{$|3E7}} to {{$|402}} (?) = Deaths totals for each dungeon. Each number is 16 bit. Thanks to Euclid for helping verify this!&lt;br /&gt;
* {{$|3E7}} = Sewers&lt;br /&gt;
* {{$|3E9}} = Hyrule Castle&lt;br /&gt;
* {{$|3EB}} = Eastern Palace&lt;br /&gt;
* {{$|3ED}} = Desert Palace&lt;br /&gt;
* {{$|3EF}} = Hyrule Castle 2&lt;br /&gt;
* {{$|3F1}} = Swamp Palace&lt;br /&gt;
* {{$|3F3}} = Dark Palace&lt;br /&gt;
* {{$|3F5}} = Misery Mire&lt;br /&gt;
* {{$|3F7}} = Skull Woods&lt;br /&gt;
* {{$|3F9}} = Ice Palace&lt;br /&gt;
* {{$|3FB}} = Tower of Hera&lt;br /&gt;
* {{$|3FD}} = Gargoyle's Domain&lt;br /&gt;
* {{$|3FF}} = Turtle Rock&lt;br /&gt;
* {{$|401}} = Ganon's Tower&lt;br /&gt;
&lt;br /&gt;
Life/Save Counter: {{$|403}} to {{$|404}}&lt;br /&gt;
* Counts the number of times your saved or died in the game, before you beat it.&lt;br /&gt;
&lt;br /&gt;
PostGame Death Counter: &lt;br /&gt;
$405-6. When you start the game this is written to with the value -1 (0xFFFF). On the game select&lt;br /&gt;
screen, it will only display a number if this is not 0xFFFF. The max displayable number is 999.&lt;br /&gt;
When you beat the game, the number of times you died gets recorded here.&lt;br /&gt;
&lt;br /&gt;
Presumed to be unused $407-$4FD:&lt;br /&gt;
* ????&lt;br /&gt;
&lt;br /&gt;
Inverse Checksum: {{$|4FE}} to {{$|4FF}}. If you add numbers to the file, you need to subtract from this location. See Side Note 3 for more information.&lt;br /&gt;
&lt;br /&gt;
===============================================================================================&lt;br /&gt;
&lt;br /&gt;
Appendix:&lt;br /&gt;
&lt;br /&gt;
{{note|Items other than the standard equipment can be equipped. For instance, it's possible&lt;br /&gt;
to equip the compass as a sword. By some miracle, the items you end up with often work the same&lt;br /&gt;
way as their appropriate counterparts. Sometimes they are far superior to the normal items, and&lt;br /&gt;
sometimes they just suck. At least one item makes your armor invincible! Just experiment a little.&lt;br /&gt;
Beware, the palettes will not be standard.}}&lt;br /&gt;
&lt;br /&gt;
{{note|A tutorial on inverse checksums. Let's say I add to location $3EE. Now E &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 14 in the decimal system. (Note we are looking at the last digit. &amp;quot;E&amp;quot; that is.) Therefore $3EE is even.&lt;br /&gt;
&lt;br /&gt;
If I add a value to a memory location with an even address, I must subtract from the even address of the inverse checksum. Example: Suppose I add $4 to $305. $305 is odd, so I SUBTRACT $4 from the odd checksum byte: $4FF. If I subtracted from $305, I must add to $4FF. This maintains the &amp;quot;balance&amp;quot; of the file and keeps it from being erased.&lt;br /&gt;
&lt;br /&gt;
Now this will work for slight changes in the checksum, but it takes a bit of insight to recognize that the checksum is really a 16-bit number, not just two 8-bit numbers functioning separately.}}&lt;br /&gt;
&lt;br /&gt;
(edit later)&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
Character Codes:&lt;br /&gt;
&lt;br /&gt;
Alpha-numeric&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
00 = A&lt;br /&gt;
01 = B&lt;br /&gt;
02 = C&lt;br /&gt;
03 = D&lt;br /&gt;
04 = E&lt;br /&gt;
05 = F&lt;br /&gt;
06 = G&lt;br /&gt;
07 = H&lt;br /&gt;
08 = I^&lt;br /&gt;
09 = J&lt;br /&gt;
0A = K&lt;br /&gt;
0B = L&lt;br /&gt;
0C = M&lt;br /&gt;
0D = N&lt;br /&gt;
OE = O&lt;br /&gt;
OF = P&lt;br /&gt;
10 = ??&lt;br /&gt;
20 = Q&lt;br /&gt;
21 = R&lt;br /&gt;
22 = S&lt;br /&gt;
23 = T&lt;br /&gt;
24 = U&lt;br /&gt;
25 = V&lt;br /&gt;
26 = W&lt;br /&gt;
27 = X&lt;br /&gt;
28 = Y&lt;br /&gt;
29 = Z&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
2A = a&lt;br /&gt;
2B = b&lt;br /&gt;
2C = c&lt;br /&gt;
2D = d&lt;br /&gt;
2E = e&lt;br /&gt;
2F = f&lt;br /&gt;
40 = g&lt;br /&gt;
41 = h&lt;br /&gt;
42 = k&lt;br /&gt;
43 = j&lt;br /&gt;
44 = i&lt;br /&gt;
45 = l&lt;br /&gt;
46 = m&lt;br /&gt;
47 = n&lt;br /&gt;
48 = o&lt;br /&gt;
49 = p&lt;br /&gt;
4A = q&lt;br /&gt;
4B = r&lt;br /&gt;
4C = s&lt;br /&gt;
4D = t&lt;br /&gt;
4E = u&lt;br /&gt;
4F = v&lt;br /&gt;
60 = w&lt;br /&gt;
61 = x&lt;br /&gt;
62 = y&lt;br /&gt;
63 = z&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
64 = 0&lt;br /&gt;
65 = 1&lt;br /&gt;
66 = 2&lt;br /&gt;
67 = 3&lt;br /&gt;
68 = 4&lt;br /&gt;
69 = 5&lt;br /&gt;
6A = 6&lt;br /&gt;
6B = 7&lt;br /&gt;
6C = 8&lt;br /&gt;
6D = 9&lt;br /&gt;
6E = &amp;quot;?&amp;quot;&lt;br /&gt;
6F = &amp;quot;!&amp;quot;&lt;br /&gt;
80 = &amp;quot; = &amp;quot;&lt;br /&gt;
81 = &amp;quot;.&amp;quot;&lt;br /&gt;
82 = &amp;quot;,&amp;quot;&lt;br /&gt;
&lt;br /&gt;
85 = &amp;quot;(&amp;quot;&lt;br /&gt;
86 = &amp;quot;)&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Special characters (not normally accessible. This is by far an incomplete listing)&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|{{$|A0}}&lt;br /&gt;
|small right Arrow &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A1}}&lt;br /&gt;
|&amp;quot;'&amp;quot; (apostrophe) &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A2}}&lt;br /&gt;
|HPiece Again &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A3}}&lt;br /&gt;
|&amp;quot;empty right hand heart cont.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{$|A4}}&lt;br /&gt;
|see &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A7}} &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A5}}&lt;br /&gt;
|Same As &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A7}}&lt;br /&gt;
|-&lt;br /&gt;
|{{$|A6}}&lt;br /&gt;
|&amp;quot;Quarter Heart piece, top right corner.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{$|A7}}&lt;br /&gt;
|&amp;quot;Heart piece,left half&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A8}}&lt;br /&gt;
|&amp;quot;Heart piece, right half&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A9}}&lt;br /&gt;
|blank &lt;br /&gt;
|-&lt;br /&gt;
|{{$|AA}}&lt;br /&gt;
|&amp;quot;left Arrow&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SNES Button Alphabet:&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|{{$|AB}}&lt;br /&gt;
|A &lt;br /&gt;
|-&lt;br /&gt;
|{{$|AC}}&lt;br /&gt;
|B &lt;br /&gt;
|-&lt;br /&gt;
|{{$|AD}}&lt;br /&gt;
|X &lt;br /&gt;
|-&lt;br /&gt;
|{{$|AE}}&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
|{{$|AF}}&lt;br /&gt;
|I&lt;br /&gt;
|-&lt;br /&gt;
|{{$|B1}}&lt;br /&gt;
|blank^&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
^This code is not the canon encoding of this character. ex. AF is the proper &amp;quot;I&amp;quot;. 08 is not.&lt;br /&gt;
&lt;br /&gt;
{{toc}}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=556</id>
		<title>SRAM Map</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=556"/>
				<updated>2016-12-19T19:45:52Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: /* Game Event Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
All offsets presented here are relative to the start of each save slot. There are $500 bytes for each slot. Note that&lt;br /&gt;
each slot is mirrored, at a later point in SRAM.&lt;br /&gt;
&lt;br /&gt;
 Slot 1: $000; Mirror: $F00&lt;br /&gt;
 Slot 2: $500; Mirror: $1400&lt;br /&gt;
 Slot 3: $A00; Mirror: $1900&lt;br /&gt;
&lt;br /&gt;
Only edits to the main copy will be recognized by the game unless the main copy fails its checksum. Each copy has its own checksum.&lt;br /&gt;
&lt;br /&gt;
Addresses $1E00-$1FFE in SRAM are not used. No not assume that the free addresses are initialized to any specific or sensible value. The values from these addresses should be treated as undefined until initialized. Address $1FFF is used by the game to store temporary data.&lt;br /&gt;
&lt;br /&gt;
 $1FFE is used as the offset to know where the memory will be stored in the SRAM (02 is the first file, 04 the second and 06 the third)&lt;br /&gt;
&lt;br /&gt;
These offsets directly correspond to $7E:F--- for a particular save file is being played. When the game is finished it writes the information into bank $70 in the corresponding slot + offsets presented here. (e.g. For the second save file, the information will be saved to $70:0500-$70:09FF, and mirrored at $70:1400-$70:18FF.)&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
&lt;br /&gt;
The SRAM save loading routing relies upon an inverse checksum. Additions to any byte in the .srm file, must be subtracted from that save game's checksum to maintain integrity. Failure to observe this precaution will cause the game to attempt to load the mirror copy. Should the mirror copy also fail the checksum verification, the save slot will be cleared.&lt;br /&gt;
&lt;br /&gt;
== SRAM Map ==&lt;br /&gt;
&lt;br /&gt;
=== $000 - $24F : Data for Rooms ===&lt;br /&gt;
&lt;br /&gt;
Room Information: There are $128 (296) rooms in in the ROM. Each room has one word of information devoted to it.&lt;br /&gt;
&lt;br /&gt;
 High Byte               Low Byte&lt;br /&gt;
 d d d d b k ck cr       c c c c q q q q      &lt;br /&gt;
 &lt;br /&gt;
 c - chest, big key chest, or big key lock. Any combination of them totalling to 6 is valid.&lt;br /&gt;
 q - quadrants visited: &lt;br /&gt;
 k - key or item (such as a 300 rupee gift)&lt;br /&gt;
 d - door opened (either unlocked, bombed or other means)&lt;br /&gt;
 r - special rupee tiles, whether they've been obtained or not.&lt;br /&gt;
 b - boss battle won&lt;br /&gt;
&lt;br /&gt;
 qqqq corresponds to 4321, so if quadrants 4 and 1 have been &amp;quot;seen&amp;quot; by Link, then qqqq will look like 1001. The quadrants are laid out like so in each room:&lt;br /&gt;
&lt;br /&gt;
 --------------- &lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  4   |  3   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |-------------|&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  2   |  1   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 ---------------&lt;br /&gt;
&lt;br /&gt;
=== $250 - $27F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional room information that was not included in the final game. This would bring the grand total to $140 (320) possible rooms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== $280 - $2FF : Overworld Event Information ===&lt;br /&gt;
&lt;br /&gt;
    (one byte per area)&lt;br /&gt;
&lt;br /&gt;
    ?ho???s?&lt;br /&gt;
&lt;br /&gt;
        o - If set, the area will draw its designated overlay when you enter it. &lt;br /&gt;
            e.g. If you're triggered misery mire then the entrance shows up there the next time you enter that area.&lt;br /&gt;
            You can view overlays in the latest release of Hyrule Magic (v0.963).&lt;br /&gt;
            Other overlays include stairs leading underground, and the removal of the weathervane after it has exploded.&lt;br /&gt;
        &lt;br /&gt;
        s - If set, the area will draw its secondary overlay when you enter it.&lt;br /&gt;
        &lt;br /&gt;
        h - If set, heart piece has been collected in this area already.&lt;br /&gt;
            Also used for a handful of other sprites.&lt;br /&gt;
        &lt;br /&gt;
        ? - unknown and probably unused.&lt;br /&gt;
&lt;br /&gt;
=== $300 - $33F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional overworld data that was not included in the final game. This would allow for $C0 (192) overworld areas in total. Note areas $80 and $82 are used but don't save data the way the other areas do. (i.e. not here)&lt;br /&gt;
&lt;br /&gt;
=== $340 - $38B : Items &amp;amp; Equipment ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Address!!Item!!colspan=&amp;quot;5&amp;quot;|Values!!style=&amp;quot;width:15%&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|$340||Bow||0 - Nothing||1 - Bow||2 - Bow &amp;amp; Arrows||3 - Silver Arrow Bow||4 - Bow &amp;amp; Silver Arrows||Confirmed correct 4/19/16.&lt;br /&gt;
|-&lt;br /&gt;
|$341||Boomerang||0 - Nothing||1 - Blue Boomerang||2 - Red Boomerang&lt;br /&gt;
|-&lt;br /&gt;
|$342||Hookshot||0 - Nothing||1 - Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|$343||Bombs||How many bombs you have||colspan=&amp;quot;4&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Can exceed 0x32 (50), up to 0xFF (255).&lt;br /&gt;
|-&lt;br /&gt;
|$344||Magic Powder||0 - Nothing||1 - Mushroom||2 - Magic Powder&lt;br /&gt;
|-&lt;br /&gt;
|$345||Fire Rod||0 - Nothing||1 - Fire Rod&lt;br /&gt;
|-&lt;br /&gt;
|$346||Ice Rod||0 - Nothing||1 - Ice Rod&lt;br /&gt;
|-&lt;br /&gt;
|$347||Bombos Medallion||0 - Nothing||1 - Bombos Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$348||Ether Medallion||0 - Nothing||1 - Ether Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$349||Quake Medallion||0 - Nothing||1 - Quake Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$34A||Lantern||0 - Nothing||1 - Lantern&lt;br /&gt;
|-&lt;br /&gt;
|$34B||Magic Hammer||0 - Nothing||1 - Magic Hammer&lt;br /&gt;
|-&lt;br /&gt;
|$34C||Flute||0 - Nothing||1 - Shovel||2 - Flute||3 - Flute &amp;amp; Bird&lt;br /&gt;
|-&lt;br /&gt;
|$34D||Bug Catching Net||0 - Nothing||1 - Bug Catching Net&lt;br /&gt;
|-&lt;br /&gt;
|$34E||Book of Mudora||0 - Nothing||1 - Book of Mudora&lt;br /&gt;
|-&lt;br /&gt;
|$34F||Bottles||0 - Nothing||1 - Bottle 1 ($7EF35C)||2 - Bottle 2 ($7EF35D)||3 - Bottle 3 ($7EF35E)||4 - Bottle 4 ($7EF35F)&lt;br /&gt;
|-&lt;br /&gt;
|$350||Cane of Somaria||0 - Nothing||1 - Cane of Somaria&lt;br /&gt;
|-&lt;br /&gt;
|$351||Cane of Byrna||0 - Nothing||1 - Cane of Byrna&lt;br /&gt;
|-&lt;br /&gt;
|$352||Magic Cape||0 - Nothing||1 - Magic Cape&lt;br /&gt;
|-&lt;br /&gt;
|$353||Magic Mirror||0 - Nothing||1 - Magic Scroll||2 - Magic Mirror&lt;br /&gt;
|-&lt;br /&gt;
|$354||Gloves||0 - Nothing||1 - Power Gloves||2 - Titan's Mitt&lt;br /&gt;
|-&lt;br /&gt;
|$355||Pegasus Boots||0 - Nothing||1 - Pegasus Boots||colspan=&amp;quot;3&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Just having the boots isn't enough to dash. The player must have the &amp;quot;Run&amp;quot; ability flag set as well. See $379.&lt;br /&gt;
|-&lt;br /&gt;
|$356||Zora's Flippers||0 - Nothing||1 - Zora's Flippers||colspan=&amp;quot;3&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Having this allows you to swim, but doesn't make the swim ability text show up by itself. See $379. Unlike with the Pegasus Boots, the ability to swim is granted as long as the player has this item.&lt;br /&gt;
|-&lt;br /&gt;
|$357||Moon Pearl||0 - Nothing||1 - Moon Pearl&lt;br /&gt;
|-&lt;br /&gt;
|$358||Unused (See note)||colspan=&amp;quot;5&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Can be clobbered by fairy fountains.&lt;br /&gt;
|-&lt;br /&gt;
|$359||Sword||0 - No sword||1 - Fighter's Sword||2 - Master Sword||3 - Tempered Sword||4 - Golden Sword||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|$35A||Shield||0 - No shield||1 - Blue Shield||2 - Hero's Shield||3 - Mirror Shield||class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|$35B||Armor||0 - Green Jerkin||1 - Blue Mail||2 - Red Mail||colspan=&amp;quot;2&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|$35C-F||rowspan=&amp;quot;2&amp;quot;|Bottle Contents||0 - No bottle||1 - Mushroom||2 - Empty bottle||3 - Red Potion||4 - Green Potion&lt;br /&gt;
|-&lt;br /&gt;
|5 - Blue Potion||6 - Fairy||7 - Bee||8 - Good Bee&lt;br /&gt;
|-&lt;br /&gt;
|$360-1||Wallet Capacity||colspan=&amp;quot;5&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||rowspan=&amp;quot;2&amp;quot;|This number can be set above the 999 limit.&lt;br /&gt;
|-&lt;br /&gt;
|$362-3||Rupee Count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
THE COMPASS, BIG KEY, AND DUNGEON MAP WORD LOCATIONS ARE ALL MAPPED OUT THE SAME WAY, AS YOU WILL OBSERVE.&lt;br /&gt;
&lt;br /&gt;
Note: The unused areas would correspond to dungeon numbers $1C and $1E in the variable $7E040C, but alas there are no dungeons&lt;br /&gt;
in the game with those values. &lt;br /&gt;
&lt;br /&gt;
If you see &amp;quot;(doesn't exist)&amp;quot; it means this feature was not used in this dungeon in the original, in case you were wondering.&lt;br /&gt;
&lt;br /&gt;
Compass1:           {{$|364}} &lt;br /&gt;
* Bit {{hex|0}}: Unused&lt;br /&gt;
* Bit {{hex|1}}: Unused&lt;br /&gt;
* Bit {{hex|2}}: Compass of Ganon's Tower&lt;br /&gt;
* Bit {{hex|3}}: Compass of Turtle Rock&lt;br /&gt;
* Bit {{hex|4}}: Compass of Gargoyle's domain&lt;br /&gt;
* Bit {{hex|5}}: Compass of Tower of Hera&lt;br /&gt;
* Bit {{hex|6}}: Compass of Ice Palace&lt;br /&gt;
* Bit {{hex|7}}: Compass of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Compass2:           {{$|365}}&lt;br /&gt;
* Bit {{hex|0}}: Compass of Misery Mire.&lt;br /&gt;
* Bit {{hex|1}}: Compass of Dark Palace&lt;br /&gt;
* Bit {{hex|2}}: Compass of Swamp Palace&lt;br /&gt;
* Bit {{hex|3}}: Compass of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
* Bit {{hex|4}}: Compass of Desert Palace&lt;br /&gt;
* Bit {{hex|5}}: Compass of Eastern Palace&lt;br /&gt;
* Bit {{hex|6}}: Compass of Hyrule Castle (doesn't exist)&lt;br /&gt;
* Bit {{hex|7}}: Compass of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
BigKey1:            {{$|366}} &lt;br /&gt;
* Bit {{hex|0}}: Unused&lt;br /&gt;
* Bit {{hex|1}}: Unused&lt;br /&gt;
* Bit {{hex|2}}: Big Key of Ganon's Tower&lt;br /&gt;
* Bit {{hex|3}}: Big Key of Turtle Rock&lt;br /&gt;
* Bit {{hex|4}}: Big Key of Gargoyle's domain&lt;br /&gt;
* Bit {{hex|5}}: Big Key of Tower of Hera&lt;br /&gt;
* Bit {{hex|6}}: Big Key of Ice Palace&lt;br /&gt;
* Bit {{hex|7}}: Big Key of Skull Woods. &lt;br /&gt;
                        &lt;br /&gt;
BigKey2:            {{$|367}}&lt;br /&gt;
* Bit {{hex|0}}: Big Key of Misery Mire.&lt;br /&gt;
* Bit {{hex|1}}: Big Key of Dark Palace&lt;br /&gt;
* Bit {{hex|2}}: Big Key of Swamp Palace&lt;br /&gt;
* Bit {{hex|3}}: Big Key of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
* Bit {{hex|4}}: Big Key of Desert Palace&lt;br /&gt;
* Bit {{hex|5}}: Big Key of Eastern Palace&lt;br /&gt;
* Bit {{hex|6}}: Big Key of Hyrule Castle&lt;br /&gt;
* Bit {{hex|7}}: Big Key of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Dungeon map1:       {{$|368}}&lt;br /&gt;
* Bit {{hex|0}}: Unused&lt;br /&gt;
* Bit {{hex|1}}: Unused&lt;br /&gt;
* Bit {{hex|2}}: Map of Ganon's Tower&lt;br /&gt;
* Bit {{hex|3}}: Map of Turtle Rock&lt;br /&gt;
* Bit {{hex|4}}: Map of Gargoyle's domain&lt;br /&gt;
* Bit {{hex|5}}: Map of Tower of Hera&lt;br /&gt;
* Bit {{hex|6}}: Map of Ice Palace&lt;br /&gt;
* Bit {{hex|7}}: Map of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Dungeon map2:       {{$|369&lt;br /&gt;
* Bit {{hex|0}}: Map of Misery Mire&lt;br /&gt;
* Bit {{hex|1}}: Map of Dark Palace&lt;br /&gt;
* Bit {{hex|2}}: Map of Swamp Palace&lt;br /&gt;
* Bit {{hex|3}}: Map of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
* Bit {{hex|4}}: Map of Desert Palace&lt;br /&gt;
* Bit {{hex|5}}: Map of Eastern Palace&lt;br /&gt;
* Bit {{hex|6}}: Map of Hyrule Castle&lt;br /&gt;
* Bit {{hex|7}}: Map of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Wishing Pond Rupee  {{$|36A}}. Number of rupees in the pond&lt;br /&gt;
Count&lt;br /&gt;
&lt;br /&gt;
Heart pieces&lt;br /&gt;
collected:&lt;br /&gt;
*$36B. Number of heart pieces (out of four) you have earned&lt;br /&gt;
&lt;br /&gt;
Health:&lt;br /&gt;
*$36C. Goal (capacity) Health. Each increment of $08 is worth one heart.&lt;br /&gt;
*$04 is a half heart. The max is generally $A0. The game is coded to not accept health values beyond this. &lt;br /&gt;
*$36D. Actual Health. Same as above, but this reflects your current health status rather than potential.&lt;br /&gt;
&lt;br /&gt;
Magic Power:&lt;br /&gt;
*$36E. Magic power ranges from 0 to $80 (128). Each small bottle refills $10. Setting Magic above $80 causes the magic meter to glitch and you can't use special items.&lt;br /&gt;
&lt;br /&gt;
Keys:&lt;br /&gt;
*$36F. Number of Keys you have in the dungeon you are currently in. You can earn keys on the overworld but they don't do anything. If you're in a non-keyed dungeon it will generally read $FF.&lt;br /&gt;
&lt;br /&gt;
Bomb Upgrades:&lt;br /&gt;
*$370. Number of upgrades your bomb capacity has received. Behavior varies after a while. Will probably need recoding to be consistent.&lt;br /&gt;
&lt;br /&gt;
Arrow Upgrades:&lt;br /&gt;
* $371. Number of upgrades your arrow capacity has received. Same as above, more or less.&lt;br /&gt;
&lt;br /&gt;
Hearts filler:&lt;br /&gt;
* $372. Write to this location to fill in a set number of hearts. Make sure to write in a multiple of $08 Otherwise, you will end up filling the whole life meter.&lt;br /&gt;
&lt;br /&gt;
Magic filler: &lt;br /&gt;
*$373. Write to this location how much magic power you want filled up. The maximum effective value is $80.&lt;br /&gt;
&lt;br /&gt;
Pendants:&lt;br /&gt;
*$374. Bit 0: Red/Wisdom/Hera&lt;br /&gt;
** Bit 1: Blue/Power/Desert&lt;br /&gt;
** Bit 2: Green/Courage/Eastern Palace&lt;br /&gt;
&lt;br /&gt;
Bomb filler:&lt;br /&gt;
* $375. Write to this location to add X bombs to your arsenal. It will not exceed your maximum, as defined with $370&lt;br /&gt;
&lt;br /&gt;
Arrow filler: &lt;br /&gt;
*$376. Write to this location to add X arrows to your arsenal. It will not exceed your maximum, as defined with $371.&lt;br /&gt;
&lt;br /&gt;
Arrows:&lt;br /&gt;
*$377. Can exceed 70.&lt;br /&gt;
&lt;br /&gt;
???? &lt;br /&gt;
*$378.&lt;br /&gt;
* ????&lt;br /&gt;
&lt;br /&gt;
Ability Flags:      $379.&lt;br /&gt;
* Bit 0: &lt;br /&gt;
* Bit 1: Swim&lt;br /&gt;
* Bit 2: Run / Dash&lt;br /&gt;
* Bit 3: Pull&lt;br /&gt;
* Bit 4: ----&lt;br /&gt;
* Bit 5: Talk&lt;br /&gt;
* Bit 6: Read&lt;br /&gt;
* Bit 7: ----&lt;br /&gt;
&lt;br /&gt;
Crystals:           $37A.&lt;br /&gt;
* Bit 0: Misery Mire&lt;br /&gt;
* Bit 1: Dark Palace&lt;br /&gt;
* Bit 2: Ice Palace&lt;br /&gt;
* Bit 3: Turtle Rock&lt;br /&gt;
* Bit 4: Swamp Palace&lt;br /&gt;
* Bit 5: Gargoyle's Domain&lt;br /&gt;
* Bit 6: Skull Woods&lt;br /&gt;
&lt;br /&gt;
Magic usage         $37B.&lt;br /&gt;
* $0: normal consumption&lt;br /&gt;
* $1: 1/2 consumption&lt;br /&gt;
* $2: 1/4 consumption&lt;br /&gt;
&lt;br /&gt;
Keys earned per dungeon:&lt;br /&gt;
* {{$|37C}} = Sewer Passage&lt;br /&gt;
* {{$|37D}} = Hyrule Castle&lt;br /&gt;
* {{$|37E}} = Eastern Palace&lt;br /&gt;
* {{$|37F}} = Desert Palace&lt;br /&gt;
* {{$|380}} = Hyrule Castle 2&lt;br /&gt;
* {{$|381}} = Swamp Palace&lt;br /&gt;
* {{$|382}} = Dark Palace&lt;br /&gt;
* {{$|383}} = Misery Mire&lt;br /&gt;
* {{$|384}} = Skull Woods&lt;br /&gt;
* {{$|385}} = Ice Palace&lt;br /&gt;
* {{$|386}} = Tower of Hera&lt;br /&gt;
* {{$|387}} = Gargoyle's Domain&lt;br /&gt;
* {{$|388}} = Turtle Rock&lt;br /&gt;
* {{$|389}} = Ganon's Tower&lt;br /&gt;
* {{$|38A}} = ??? possibly unused. (Were they planning two extra dungeons perhaps?)&lt;br /&gt;
* {{$|38B}} = ??? possibly unused.&lt;br /&gt;
&lt;br /&gt;
== Game Event Information ==&lt;br /&gt;
&lt;br /&gt;
Progress Indicator {{$|3C5}} (value, not bitwise):&lt;br /&gt;
* {{$|0}} = Unset, Will put Link in his bed state at the beginning of the game. (Also can't use sword or shield)&lt;br /&gt;
* {{$|1}} = You have a sword and start in the castle on start up.&lt;br /&gt;
* {{$|2}} = Indicates you have completed the first Hyrule Castle dungeon.&lt;br /&gt;
* {{$|3}} = Indicates you have beaten Agahnim and are now searching for crystals.&lt;br /&gt;
* {{$|4}} and above = meaningless. Though, you could write code using them to expand the event system perhaps.&lt;br /&gt;
&lt;br /&gt;
Progress Flags  (bitwise){{$|3C6}}:&lt;br /&gt;
* {{hex|0}} = Set after your Uncle gives you his gear in the secret passage. Prevents him from showing up there again.&lt;br /&gt;
* {{hex|1}} = Indicates that you've touched the dying priest in Sanctuary.&lt;br /&gt;
* {{hex|2}} = Set after you bring Zelda to sanctuary?&lt;br /&gt;
* {{hex|3}} = Unused? (98% certainty)&lt;br /&gt;
* {{hex|4}} = Set after Link's Uncle leaves your house. It's used to prevent him from respawning there.&lt;br /&gt;
* {{hex|5}} = Set after you obtain the Book of Mudora (this is a guess)&lt;br /&gt;
* {{hex|6}} = Seems to be a persistent flag that toggles between two possible statements that a fortune teller can give you during your &amp;quot;reading&amp;quot;. In other words, don't expect this to stay in one state if you're using fortune tellers. Has no other known purpose.&lt;br /&gt;
* {{hex|7}} = Unused? (98% certainty)&lt;br /&gt;
&lt;br /&gt;
Map Icons Indicator 2 (value, not bitwise) {{$|$3C7}}:&lt;br /&gt;
* {{0x|00}} = ????&lt;br /&gt;
* {{0x|01}} = ????&lt;br /&gt;
* {{0x|02}} = ????&lt;br /&gt;
* {{0x|03}} = The Three Pendants&lt;br /&gt;
* {{0x|04}} = Master Sword in Lost Woods&lt;br /&gt;
* {{0x|05}} = Agahnim (skull icon at Hyrule Castle)&lt;br /&gt;
* {{0x|06}} = Just crystal 1 shown (Sahasrala's idea)&lt;br /&gt;
* {{0x|07}} = All crystals shown&lt;br /&gt;
* {{0x|08}} = Agahnim (skull icon at Ganon's Tower)&lt;br /&gt;
&lt;br /&gt;
All values beyond 8 are invalid, it seems.&lt;br /&gt;
&lt;br /&gt;
Starting Entrance to use: {{$|3C8}}: Abbreviations:&lt;br /&gt;
* LH = Link's House;&lt;br /&gt;
* SA = Sanctuary;&lt;br /&gt;
* MC = Mountain Cave;&lt;br /&gt;
* PP = Pyramid of Power in DW;  &lt;br /&gt;
    &lt;br /&gt;
* {{hex|0}} = Start the game in Link's house always.&lt;br /&gt;
* {{hex|1}} = SA.&lt;br /&gt;
* {{hex|2}} = Start in Zelda's Cell (entrance index sanc?).&lt;br /&gt;
* {{hex|3}} = Secret passage under HC garden (near dying uncle).&lt;br /&gt;
* {{hex|5}} = LH or SA or MC.&lt;br /&gt;
        &lt;br /&gt;
&lt;br /&gt;
Progress Indicator 3 (bitwise) {{$|3C9}}:&lt;br /&gt;
* {{hex|0}} = If set, means the bum gave you his bottle already.&lt;br /&gt;
* {{hex|1}} = If set, means that the salesman in the village sold you a bottle already&lt;br /&gt;
* {{hex|2}} = &lt;br /&gt;
* {{hex|3}} = Flute Boy (DW) has been arborated&lt;br /&gt;
* {{hex|4}} = Thief's Chest has been opened by the middle aged guy&lt;br /&gt;
* {{hex|5}} = After you save the Smithy's partner, this bit gets set.&lt;br /&gt;
* {{hex|6}}&lt;br /&gt;
* {{hex|7}} = Means Smithies have your sword. Once they give it back it's no longer set. (so nonpermanent)&lt;br /&gt;
&lt;br /&gt;
Lightworld / Darkworld {{$|3CA}}:&lt;br /&gt;
* {{hex|0}}&lt;br /&gt;
* {{hex|1}}&lt;br /&gt;
* {{hex|2}}&lt;br /&gt;
* {{hex|3}}&lt;br /&gt;
* {{hex|4}}&lt;br /&gt;
* {{hex|5}}&lt;br /&gt;
* {{hex|6}} = If set, we're in dark world. Other wise, in light world.&lt;br /&gt;
* {{hex|7}}&lt;br /&gt;
&lt;br /&gt;
Unused?&lt;br /&gt;
$3CB: ?????&lt;br /&gt;
      &lt;br /&gt;
$3CC[0x01] - (Tagalong) &lt;br /&gt;
    &lt;br /&gt;
Tagalong Indicator (who is following you, if anyone?) (value based)&lt;br /&gt;
    &lt;br /&gt;
Note: Don't use a value of {{0x|0F}} or larger here, as it will likely crash the game.&lt;br /&gt;
    &lt;br /&gt;
* {{0x|00}}  =  Tagalong disabled&lt;br /&gt;
* {{0x|01}}  =  Princess Zelda&lt;br /&gt;
* {{0x|02}}  =  ???&lt;br /&gt;
* {{0x|03}}  =  ???&lt;br /&gt;
* {{0x|04}}  =  Old Man?&lt;br /&gt;
* {{0x|05}}  =  Zelda (invisible) bitching at you about coming to rescue her.&lt;br /&gt;
* {{0x|06}}  =  Blind masquerading as a Maiden&lt;br /&gt;
* {{0x|07}}  =  Missing Dwarf (smithyfrog as I call him) in DW&lt;br /&gt;
* {{0x|08}}  =  Missing Dwarf in LW&lt;br /&gt;
* {{0x|09}}  =  Middle Aged Guy w/ Sign&lt;br /&gt;
* {{0x|0A}}  =  Kiki the monkey&lt;br /&gt;
* {{0x|0B}}  =  ???&lt;br /&gt;
* {{0x|0C}}  =  Thief's chest&lt;br /&gt;
* {{0x|0D}}  =  Super Bomb&lt;br /&gt;
* {{0x|0E}}  =  Activated in reaction to acquiring the Master Sword. Used to trigger a telepathic message from Zelda indicating that Agahnim's goons have come for her at Sanctuary.&lt;br /&gt;
&lt;br /&gt;
$03CD[0x02] - &lt;br /&gt;
* Cached Y coordinate of Tagalong after it has been lost by the player. Applies to the old man and to the super bomb, at the very least. This is intended to be used not as a save game variable, but rather as a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
$03CF[0x02] - &lt;br /&gt;
* Cached X coordinate of Tagalong after it has been lost by the player. Applies to the old man and to the super bomb, at the very least. This is intended to be used not as a save game variable, but rather as a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
$3D1: ????&lt;br /&gt;
&lt;br /&gt;
$3D2: &lt;br /&gt;
&lt;br /&gt;
$3D3: Set to 0 normally. Set to $80 if a Super Bomb is going off.&lt;br /&gt;
&lt;br /&gt;
$3D4-$3D8: ????&lt;br /&gt;
&lt;br /&gt;
Player's Name {{$|3D9}} to {{$|3E4}}:&lt;br /&gt;
* See appendix for listing of character codes. Note each of the six letters is represented by a 16-bit number.&lt;br /&gt;
&lt;br /&gt;
Validity (Checksum) of the File:&lt;br /&gt;
{{$|3E5 to {{$|3E6}}:&lt;br /&gt;
* There is a subroutine in the ROM that checks to make sure this value is {{0x|55AA}}. (Note the reverse byte order in the actual SRAM.) If you alter this your file is automatically tagged for deletion at startup. The game is designed to delete it, it's not a Super NES feature or anything. In short, Don't mess with it. Unused game slots have the value {{0x|0000}} here, and you will too if you mess with it - resulting in your save file(s) being wiped out.&lt;br /&gt;
&lt;br /&gt;
{{$|3E7}} to {{$|402}} (?) = Deaths totals for each dungeon. Each number is 16 bit. Thanks to Euclid for helping verify this!&lt;br /&gt;
* {{$|3E7}} = Sewers&lt;br /&gt;
* {{$|3E9}} = Hyrule Castle&lt;br /&gt;
* {{$|3EB}} = Eastern Palace&lt;br /&gt;
* {{$|3ED}} = Desert Palace&lt;br /&gt;
* {{$|3EF}} = Hyrule Castle 2&lt;br /&gt;
* {{$|3F1}} = Swamp Palace&lt;br /&gt;
* {{$|3F3}} = Dark Palace&lt;br /&gt;
* {{$|3F5}} = Misery Mire&lt;br /&gt;
* {{$|3F7}} = Skull Woods&lt;br /&gt;
* {{$|3F9}} = Ice Palace&lt;br /&gt;
* {{$|3FB}} = Tower of Hera&lt;br /&gt;
* {{$|3FD}} = Gargoyle's Domain&lt;br /&gt;
* {{$|3FF}} = Turtle Rock&lt;br /&gt;
* {{$|401}} = Ganon's Tower&lt;br /&gt;
&lt;br /&gt;
Life/Save Counter: {{$|403}} to {{$|404}}&lt;br /&gt;
* Counts the number of times your saved or died in the game, before you beat it.&lt;br /&gt;
&lt;br /&gt;
PostGame Death Counter: &lt;br /&gt;
$405-6. When you start the game this is written to with the value -1 (0xFFFF). On the game select&lt;br /&gt;
screen, it will only display a number if this is not 0xFFFF. The max displayable number is 999.&lt;br /&gt;
When you beat the game, the number of times you died gets recorded here.&lt;br /&gt;
&lt;br /&gt;
Presumed to be unused $407-$4FD:&lt;br /&gt;
* ????&lt;br /&gt;
&lt;br /&gt;
Inverse Checksum: {{$|4FE}} to {{$|4FF}}. If you add numbers to the file, you need to subtract from this location. See Side Note 3 for more information.&lt;br /&gt;
&lt;br /&gt;
===============================================================================================&lt;br /&gt;
&lt;br /&gt;
Appendix:&lt;br /&gt;
&lt;br /&gt;
{{note|Items other than the standard equipment can be equipped. For instance, it's possible&lt;br /&gt;
to equip the compass as a sword. By some miracle, the items you end up with often work the same&lt;br /&gt;
way as their appropriate counterparts. Sometimes they are far superior to the normal items, and&lt;br /&gt;
sometimes they just suck. At least one item makes your armor invincible! Just experiment a little.&lt;br /&gt;
Beware, the palettes will not be standard.}}&lt;br /&gt;
&lt;br /&gt;
{{note|A tutorial on inverse checksums. Let's say I add to location $3EE. Now E &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 14 in the decimal system. (Note we are looking at the last digit. &amp;quot;E&amp;quot; that is.) Therefore $3EE is even.&lt;br /&gt;
&lt;br /&gt;
If I add a value to a memory location with an even address, I must subtract from the even address of the inverse checksum. Example: Suppose I add $4 to $305. $305 is odd, so I SUBTRACT $4 from the odd checksum byte: $4FF. If I subtracted from $305, I must add to $4FF. This maintains the &amp;quot;balance&amp;quot; of the file and keeps it from being erased.&lt;br /&gt;
&lt;br /&gt;
Now this will work for slight changes in the checksum, but it takes a bit of insight to recognize that the checksum is really a 16-bit number, not just two 8-bit numbers functioning separately.}}&lt;br /&gt;
&lt;br /&gt;
(edit later)&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
Character Codes:&lt;br /&gt;
&lt;br /&gt;
Alpha-numeric&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
00 = A&lt;br /&gt;
01 = B&lt;br /&gt;
02 = C&lt;br /&gt;
03 = D&lt;br /&gt;
04 = E&lt;br /&gt;
05 = F&lt;br /&gt;
06 = G&lt;br /&gt;
07 = H&lt;br /&gt;
08 = I^&lt;br /&gt;
09 = J&lt;br /&gt;
0A = K&lt;br /&gt;
0B = L&lt;br /&gt;
0C = M&lt;br /&gt;
0D = N&lt;br /&gt;
OE = O&lt;br /&gt;
OF = P&lt;br /&gt;
10 = ??&lt;br /&gt;
20 = Q&lt;br /&gt;
21 = R&lt;br /&gt;
22 = S&lt;br /&gt;
23 = T&lt;br /&gt;
24 = U&lt;br /&gt;
25 = V&lt;br /&gt;
26 = W&lt;br /&gt;
27 = X&lt;br /&gt;
28 = Y&lt;br /&gt;
29 = Z&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
2A = a&lt;br /&gt;
2B = b&lt;br /&gt;
2C = c&lt;br /&gt;
2D = d&lt;br /&gt;
2E = e&lt;br /&gt;
2F = f&lt;br /&gt;
40 = g&lt;br /&gt;
41 = h&lt;br /&gt;
42 = k&lt;br /&gt;
43 = j&lt;br /&gt;
44 = i&lt;br /&gt;
45 = l&lt;br /&gt;
46 = m&lt;br /&gt;
47 = n&lt;br /&gt;
48 = o&lt;br /&gt;
49 = p&lt;br /&gt;
4A = q&lt;br /&gt;
4B = r&lt;br /&gt;
4C = s&lt;br /&gt;
4D = t&lt;br /&gt;
4E = u&lt;br /&gt;
4F = v&lt;br /&gt;
60 = w&lt;br /&gt;
61 = x&lt;br /&gt;
62 = y&lt;br /&gt;
63 = z&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
64 = 0&lt;br /&gt;
65 = 1&lt;br /&gt;
66 = 2&lt;br /&gt;
67 = 3&lt;br /&gt;
68 = 4&lt;br /&gt;
69 = 5&lt;br /&gt;
6A = 6&lt;br /&gt;
6B = 7&lt;br /&gt;
6C = 8&lt;br /&gt;
6D = 9&lt;br /&gt;
6E = &amp;quot;?&amp;quot;&lt;br /&gt;
6F = &amp;quot;!&amp;quot;&lt;br /&gt;
80 = &amp;quot; = &amp;quot;&lt;br /&gt;
81 = &amp;quot;.&amp;quot;&lt;br /&gt;
82 = &amp;quot;,&amp;quot;&lt;br /&gt;
&lt;br /&gt;
85 = &amp;quot;(&amp;quot;&lt;br /&gt;
86 = &amp;quot;)&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Special characters (not normally accessible. This is by far an incomplete listing)&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|{{$|A0}}&lt;br /&gt;
|small right Arrow &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A1}}&lt;br /&gt;
|&amp;quot;'&amp;quot; (apostrophe) &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A2}}&lt;br /&gt;
|HPiece Again &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A3}}&lt;br /&gt;
|&amp;quot;empty right hand heart cont.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{$|A4}}&lt;br /&gt;
|see &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A7}} &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A5}}&lt;br /&gt;
|Same As &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A7}}&lt;br /&gt;
|-&lt;br /&gt;
|{{$|A6}}&lt;br /&gt;
|&amp;quot;Quarter Heart piece, top right corner.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{$|A7}}&lt;br /&gt;
|&amp;quot;Heart piece,left half&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A8}}&lt;br /&gt;
|&amp;quot;Heart piece, right half&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|{{$|A9}}&lt;br /&gt;
|blank &lt;br /&gt;
|-&lt;br /&gt;
|{{$|AA}}&lt;br /&gt;
|&amp;quot;left Arrow&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SNES Button Alphabet:&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|{{$|AB}}&lt;br /&gt;
|A &lt;br /&gt;
|-&lt;br /&gt;
|{{$|AC}}&lt;br /&gt;
|B &lt;br /&gt;
|-&lt;br /&gt;
|{{$|AD}}&lt;br /&gt;
|X &lt;br /&gt;
|-&lt;br /&gt;
|{{$|AE}}&lt;br /&gt;
|Y&lt;br /&gt;
|-&lt;br /&gt;
|{{$|AF}}&lt;br /&gt;
|I&lt;br /&gt;
|-&lt;br /&gt;
|{{$|B1}}&lt;br /&gt;
|blank^&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
^This code is not the canon encoding of this character. ex. AF is the proper &amp;quot;I&amp;quot;. 08 is not.&lt;br /&gt;
&lt;br /&gt;
{{toc}}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=402</id>
		<title>SRAM Map</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=402"/>
				<updated>2016-10-20T18:53:23Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: /* Game Event Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
All offsets presented here are relative to the start of each save slot. There are $500 bytes for each slot. Note that&lt;br /&gt;
each slot is mirrored, at a later point in SRAM.&lt;br /&gt;
&lt;br /&gt;
 Slot 1: $000; Mirror: $F00&lt;br /&gt;
 Slot 2: $500; Mirror: $1400&lt;br /&gt;
 Slot 3: $A00; Mirror: $1900&lt;br /&gt;
&lt;br /&gt;
Only edits to the main copy will be recognized by the game unless the main copy fails its checksum. Each copy has its own checksum.&lt;br /&gt;
&lt;br /&gt;
Addresses $1E00-$1FFE in SRAM are not used. No not assume that the free addresses are initialized to any specific or sensible value. The values from these addresses should be treated as undefined until initialized. Address $1FFF is used by the game to store temporary data.&lt;br /&gt;
&lt;br /&gt;
These offsets directly correspond to $7E:F--- for a particular save file is being played. When the game is finished it writes the information into bank $70 in the corresponding slot + offsets presented here. (e.g. For the second save file, the information will be saved to $70:0500-$70:09FF, and mirrored at $70:1400-$70:18FF.)&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
&lt;br /&gt;
The SRAM save loading routing relies upon an inverse checksum. Additions to any byte in the .srm file, must be subtracted from that save game's checksum to maintain integrity. Failure to observe this precaution will cause the game to attempt to load the mirror copy. Should the mirror copy also fail the checksum verification, the save slot will be cleared.&lt;br /&gt;
&lt;br /&gt;
== SRAM Map ==&lt;br /&gt;
&lt;br /&gt;
=== $000 - $24F : Data for Rooms ===&lt;br /&gt;
&lt;br /&gt;
Room Information: There are $128 (296) rooms in in the ROM. Each room has one word of information devoted to it.&lt;br /&gt;
&lt;br /&gt;
 High Byte               Low Byte&lt;br /&gt;
 d d d d b k ck cr       c c c c q q q q      &lt;br /&gt;
 &lt;br /&gt;
 c - chest, big key chest, or big key lock. Any combination of them totalling to 6 is valid.&lt;br /&gt;
 q - quadrants visited: &lt;br /&gt;
 k - key or item (such as a 300 rupee gift)&lt;br /&gt;
 d - door opened (either unlocked, bombed or other means)&lt;br /&gt;
 r - special rupee tiles, whether they've been obtained or not.&lt;br /&gt;
 b - boss battle won&lt;br /&gt;
&lt;br /&gt;
 qqqq corresponds to 4321, so if quadrants 4 and 1 have been &amp;quot;seen&amp;quot; by Link, then qqqq will look like 1001. The quadrants are laid out like so in each room:&lt;br /&gt;
&lt;br /&gt;
 --------------- &lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  4   |  3   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |-------------|&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  2   |  1   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 ---------------&lt;br /&gt;
&lt;br /&gt;
=== $250 - $27F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional room information that was not included in the final game. This would bring the grand total to $140 (320) possible rooms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== $280 - $2FF : Overworld Event Information ===&lt;br /&gt;
&lt;br /&gt;
    (one byte per area)&lt;br /&gt;
&lt;br /&gt;
    ?ho???s?&lt;br /&gt;
&lt;br /&gt;
        o - If set, the area will draw its designated overlay when you enter it. &lt;br /&gt;
            e.g. If you're triggered misery mire then the entrance shows up there the next time you enter that area.&lt;br /&gt;
            You can view overlays in the latest release of Hyrule Magic (v0.963).&lt;br /&gt;
            Other overlays include stairs leading underground, and the removal of the weathervane after it has exploded.&lt;br /&gt;
        &lt;br /&gt;
        s - If set, the area will draw its secondary overlay when you enter it.&lt;br /&gt;
        &lt;br /&gt;
        h - If set, heart piece has been collected in this area already.&lt;br /&gt;
            Also used for a handful of other sprites.&lt;br /&gt;
        &lt;br /&gt;
        ? - unknown and probably unused.&lt;br /&gt;
&lt;br /&gt;
=== $300 - $33F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional overworld data that was not included in the final game. This would allow for $C0 (192) overworld areas in total. Note areas $80 and $82 are used but don't save data the way the other areas do. (i.e. not here)&lt;br /&gt;
&lt;br /&gt;
=== $340 - $38B : Items &amp;amp; Equipment ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;basicTable&amp;quot;&lt;br /&gt;
!Address!!Item!!colspan=&amp;quot;5&amp;quot;|Values!!style=&amp;quot;width:15%&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|$340||Bow||0 - Nothing||1 - Bow||2 - Bow &amp;amp; Arrows||3 - Silver Arrow Bow||4 - Bow &amp;amp; Silver Arrows||Confirmed correct 4/19/16.&lt;br /&gt;
|-&lt;br /&gt;
|$341||Boomerang||0 - Nothing||1 - Blue Boomerang||2 - Red Boomerang&lt;br /&gt;
|-&lt;br /&gt;
|$342||Hookshot||0 - Nothing||1 - Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|$343||Bombs||How many bombs you have||colspan=&amp;quot;4&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Can exceed 0x32 (50), up to 0xFF (255).&lt;br /&gt;
|-&lt;br /&gt;
|$344||Magic Powder||0 - Nothing||1 - Mushroom||2 - Magic Powder&lt;br /&gt;
|-&lt;br /&gt;
|$345||Fire Rod||0 - Nothing||1 - Fire Rod&lt;br /&gt;
|-&lt;br /&gt;
|$346||Ice Rod||0 - Nothing||1 - Ice Rod&lt;br /&gt;
|-&lt;br /&gt;
|$347||Bombos Medallion||0 - Nothing||1 - Bombos Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$348||Ether Medallion||0 - Nothing||1 - Ether Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$349||Quake Medallion||0 - Nothing||1 - Quake Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$34A||Lantern||0 - Nothing||1 - Lantern&lt;br /&gt;
|-&lt;br /&gt;
|$34B||Magic Hammer||0 - Nothing||1 - Magic Hammer&lt;br /&gt;
|-&lt;br /&gt;
|$34C||Flute||0 - Nothing||1 - Shovel||2 - Flute||3 - Flute &amp;amp; Bird&lt;br /&gt;
|-&lt;br /&gt;
|$34D||Bug Catching Net||0 - Nothing||1 - Bug Catching Net&lt;br /&gt;
|-&lt;br /&gt;
|$34E||Book of Mudora||0 - Nothing||1 - Book of Mudora&lt;br /&gt;
|-&lt;br /&gt;
|$34F||Bottles||0 - Nothing||1 - Bottle 1 ($7EF35C)||2 - Bottle 2 ($7EF35D)||3 - Bottle 3 ($7EF35E)||4 - Bottle 4 ($7EF35F)&lt;br /&gt;
|-&lt;br /&gt;
|$350||Cane of Somaria||0 - Nothing||1 - Cane of Somaria&lt;br /&gt;
|-&lt;br /&gt;
|$351||Cane of Byrna||0 - Nothing||1 - Cane of Byrna&lt;br /&gt;
|-&lt;br /&gt;
|$352||Magic Cape||0 - Nothing||1 - Magic Cape&lt;br /&gt;
|-&lt;br /&gt;
|$353||Magic Mirror||0 - Nothing||1 - Magic Scroll||2 - Magic Mirror&lt;br /&gt;
|-&lt;br /&gt;
|$354||Gloves||0 - Nothing||1 - Power Gloves||2 - Titan's Mitt&lt;br /&gt;
|-&lt;br /&gt;
|$355||Pegasus Boots||0 - Nothing||1 - Pegasus Boots||colspan=&amp;quot;3&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Just having the boots isn't enough to dash. The player must have the &amp;quot;Run&amp;quot; ability flag set as well. See $379.&lt;br /&gt;
|-&lt;br /&gt;
|$356||Zora's Flippers||0 - Nothing||1 - Zora's Flippers||colspan=&amp;quot;3&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Having this allows you to swim, but doesn't make the swim ability text show up by itself. See $379. Unlike with the Pegasus Boots, the ability to swim is granted as long as the player has this item.&lt;br /&gt;
|-&lt;br /&gt;
|$357||Moon Pearl||0 - Nothing||1 - Moon Pearl&lt;br /&gt;
|-&lt;br /&gt;
|$358||Unused (See note)||colspan=&amp;quot;5&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Can be clobbered by fairy fountains.&lt;br /&gt;
|-&lt;br /&gt;
|$359||Sword||0 - No sword||1 - Fighter's Sword||2 - Master Sword||3 - Tempered Sword||4 - Golden Sword||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|$35A||Shield||0 - No shield||1 - Blue Shield||2 - Hero's Shield||3 - Mirror Shield||class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|$35B||Armor||0 - Green Jerkin||1 - Blue Mail||2 - Red Mail||colspan=&amp;quot;2&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|$35C-F||rowspan=&amp;quot;2&amp;quot;|Bottle Contents||0 - No bottle||1 - Mushroom||2 - Empty bottle||3 - Red Potion||4 - Green Potion&lt;br /&gt;
|-&lt;br /&gt;
|5 - Blue Potion||6 - Fairy||7 - Bee||8 - Good Bee&lt;br /&gt;
|-&lt;br /&gt;
|$360-1||Wallet Capacity||colspan=&amp;quot;5&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||rowspan=&amp;quot;2&amp;quot;|This number can be set above the 999 limit.&lt;br /&gt;
|-&lt;br /&gt;
|$362-3||Rupee Count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
THE COMPASS, BIG KEY, AND DUNGEON MAP WORD LOCATIONS ARE ALL MAPPED OUT THE SAME WAY, AS YOU WILL OBSERVE.&lt;br /&gt;
&lt;br /&gt;
Note: The unused areas would correspond to dungeon numbers $1C and $1E in the variable $7E040C, but alas there are no dungeons&lt;br /&gt;
in the game with those values. &lt;br /&gt;
&lt;br /&gt;
If you see &amp;quot;(doesn't exist)&amp;quot; it means this feature was not used in this dungeon in the original, in case you were wondering.&lt;br /&gt;
&lt;br /&gt;
Compass1:           $364.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Compass of Ganon's Tower&lt;br /&gt;
                              bit 3: Compass of Turtle Rock&lt;br /&gt;
                              bit 4: Compass of Gargoyle's domain&lt;br /&gt;
                              bit 5: Compass of Tower of Hera&lt;br /&gt;
                              bit 6: Compass of Ice Palace&lt;br /&gt;
                              bit 7: Compass of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Compass2:           $365      bit 0: Compass of Misery Mire.&lt;br /&gt;
                              bit 1: Compass of Dark Palace&lt;br /&gt;
                              bit 2: Compass of Swamp Palace&lt;br /&gt;
                              bit 3: Compass of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Compass of Desert Palace&lt;br /&gt;
                              bit 5: Compass of Eastern Palace&lt;br /&gt;
                              bit 6: Compass of Hyrule Castle (doesn't exist)&lt;br /&gt;
                              bit 7: Compass of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
BigKey1:            $366.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Big Key of Ganon's Tower&lt;br /&gt;
                              bit 3: Big Key of Turtle Rock&lt;br /&gt;
                              bit 4: Big Key of Gargoyle's domain&lt;br /&gt;
                              bit 5: Big Key of Tower of Hera&lt;br /&gt;
                              bit 6: Big Key of Ice Palace&lt;br /&gt;
                              bit 7: Big Key of Skull Woods. &lt;br /&gt;
                        &lt;br /&gt;
BigKey2:            $367.     bit 0: Big Key of Misery Mire.&lt;br /&gt;
                              bit 1: Big Key of Dark Palace&lt;br /&gt;
                              bit 2: Big Key of Swamp Palace&lt;br /&gt;
                              bit 3: Big Key of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Big Key of Desert Palace&lt;br /&gt;
                              bit 5: Big Key of Eastern Palace&lt;br /&gt;
                              bit 6: Big Key of Hyrule Castle&lt;br /&gt;
                              bit 7: Big Key of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Dungeon map1:       $368.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Map of Ganon's Tower&lt;br /&gt;
                              bit 3: Map of Turtle Rock&lt;br /&gt;
                              bit 4: Map of Gargoyle's domain&lt;br /&gt;
                              bit 5: Map of Tower of Hera&lt;br /&gt;
                              bit 6: Map of Ice Palace&lt;br /&gt;
                              bit 7: Map of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Dungeon map2:       $369      bit 0: Map of Misery Mire&lt;br /&gt;
                              bit 1: Map of Dark Palace&lt;br /&gt;
                              bit 2: Map of Swamp Palace&lt;br /&gt;
                              bit 3: Map of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Map of Desert Palace&lt;br /&gt;
                              bit 5: Map of Eastern Palace&lt;br /&gt;
                              bit 6: Map of Hyrule Castle&lt;br /&gt;
                              bit 7: Map of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Wishing Pond Rupee  $36A. Number of rupees in the pond&lt;br /&gt;
Count&lt;br /&gt;
&lt;br /&gt;
Heart pieces&lt;br /&gt;
collected:          $36B. Number of heart pieces (out of four) you have earned&lt;br /&gt;
&lt;br /&gt;
Health:             $36C. Goal (capacity) Health. Each increment of $08 is worth one heart.&lt;br /&gt;
                          $04 is a half heart. The max is generally $A0. &lt;br /&gt;
                          The game is coded to not accept health values beyond this.&lt;br /&gt;
                  &lt;br /&gt;
                    $36D. Actual Health. Same as above, but this reflects&lt;br /&gt;
                          your current health status rather than potential.&lt;br /&gt;
&lt;br /&gt;
Magic Power:        $36E. Magic power ranges from 0 to $80 (128). Each small bottle refills $10. &lt;br /&gt;
                        Setting Magic above $80 causes the magic meter to glitch and you can't &lt;br /&gt;
                        use special items.&lt;br /&gt;
&lt;br /&gt;
Keys:               $36F. Number of Keys you have in the dungeon you are currently in. &lt;br /&gt;
                        You can earn keys on the overworld but they don't do anything. &lt;br /&gt;
                        If you're in a non-keyed dungeon it will generally read $FF.&lt;br /&gt;
&lt;br /&gt;
Bomb Upgrades:      $370. Number of upgrades your bomb capacity has received. Behavior varies after a &lt;br /&gt;
                          while. Will probably need recoding to be consistent.&lt;br /&gt;
&lt;br /&gt;
Arrow Upgrades:     $371. Number of upgrades your arrow capacity has received. &lt;br /&gt;
                          Same as above, more or less.&lt;br /&gt;
&lt;br /&gt;
Hearts filler:      $372. Write to this location to fill in a set number of hearts. &lt;br /&gt;
                          Make sure to write in a multiple of $08. &lt;br /&gt;
                          Otherwise, you will end up filling the whole life meter.&lt;br /&gt;
&lt;br /&gt;
Magic filler:       $373. Write to this location how much magic power you want filled up. The maximum &lt;br /&gt;
                         effective value is $80.&lt;br /&gt;
&lt;br /&gt;
Pendants:           $374. Bit 0: Red/Wisdom/Hera&lt;br /&gt;
                          Bit 1: Blue/Power/Desert&lt;br /&gt;
                          Bit 2: Green/Courage/Eastern Palace&lt;br /&gt;
&lt;br /&gt;
Bomb filler:        $375. Write to this location to add X bombs to your arsenal. It will not exceed your &lt;br /&gt;
                          maximum, as defined with $370&lt;br /&gt;
&lt;br /&gt;
Arrow filler:       $376. Write to this location to add X arrows to your arsenal. It will not exceed your &lt;br /&gt;
                        maximum, as defined with $371.&lt;br /&gt;
&lt;br /&gt;
Arrows:             $377. Can exceed 70.&lt;br /&gt;
&lt;br /&gt;
????                $378. ????&lt;br /&gt;
&lt;br /&gt;
Ability Flags:      $379. Bit 0: &lt;br /&gt;
                          Bit 1: Swim&lt;br /&gt;
                          Bit 2: Run / Dash&lt;br /&gt;
                          Bit 3: Pull&lt;br /&gt;
                          Bit 4: ----&lt;br /&gt;
                          Bit 5: Talk&lt;br /&gt;
                          Bit 6: Read&lt;br /&gt;
                          Bit 7: ----&lt;br /&gt;
&lt;br /&gt;
Crystals:           $37A. Bit 0: Misery Mire&lt;br /&gt;
                          Bit 1: Dark Palace&lt;br /&gt;
                          Bit 2: Ice Palace&lt;br /&gt;
                          Bit 3: Turtle Rock&lt;br /&gt;
                          Bit 4: Swamp Palace&lt;br /&gt;
                          Bit 5: Gargoyle's Domain&lt;br /&gt;
                          Bit 6: Skull Woods&lt;br /&gt;
&lt;br /&gt;
Magic usage         $37B. $0: normal consumption&lt;br /&gt;
                          $1: 1/2 consumption&lt;br /&gt;
                          $2: 1/4 consumption&lt;br /&gt;
&lt;br /&gt;
Keys earned per dungeon:&lt;br /&gt;
                    $37C: Sewer Passage&lt;br /&gt;
                    $37D: Hyrule Castle&lt;br /&gt;
                    $37E: Eastern Palace&lt;br /&gt;
                    $37F: Desert Palace&lt;br /&gt;
                    $380: Hyrule Castle 2&lt;br /&gt;
                    $381: Swamp Palace&lt;br /&gt;
                    $382: Dark Palace&lt;br /&gt;
                    $383: Misery Mire&lt;br /&gt;
                    $384: Skull Woods&lt;br /&gt;
                    $385: Ice Palace&lt;br /&gt;
                    $386: Tower of Hera&lt;br /&gt;
                    $387: Gargoyle's Domain&lt;br /&gt;
                    $388: Turtle Rock&lt;br /&gt;
                    $389: Ganon's Tower&lt;br /&gt;
                    $38A: ??? possibly unused. (Were they planning two extra dungeons perhaps?)&lt;br /&gt;
                    $38B: ??? possibly unused.&lt;br /&gt;
&lt;br /&gt;
== Game Event Information ==&lt;br /&gt;
&lt;br /&gt;
Progress Indicator (value, not bitwise)&lt;br /&gt;
$3C5: $0: Unset, Will put Link in his bed state at the beginning of the game. (Also can't use sword or shield)&lt;br /&gt;
      $1: You have a sword and start in the castle on start up.&lt;br /&gt;
      $2: Indicates you have completed the first Hyrule Castle dungeon.&lt;br /&gt;
      $3: Indicates you have beaten Agahnim and are now searching for crystals.&lt;br /&gt;
      $4 and above: meaningless. Though, you could write code using them to expand the event system perhaps.&lt;br /&gt;
&lt;br /&gt;
$3C6: Progress Flags (bitwise)&lt;br /&gt;
&lt;br /&gt;
    0 - Set after your Uncle gives you his gear in the secret passage.&lt;br /&gt;
        Prevents him from showing up there again.&lt;br /&gt;
    &lt;br /&gt;
    1 - Indicates that you've touched the dying priest in Sanctuary.&lt;br /&gt;
    &lt;br /&gt;
    2 - Set after you bring Zelda to sanctuary?&lt;br /&gt;
    &lt;br /&gt;
    3 - Unused? (98% certainty)&lt;br /&gt;
    &lt;br /&gt;
    4 - Set after Link's Uncle leaves your house. It's used to prevent him from respawning there.&lt;br /&gt;
    &lt;br /&gt;
    5 - Set after you obtain the Book of Mudora (this is a guess)&lt;br /&gt;
    &lt;br /&gt;
    6 - Seems to be a persistent flag that toggles between two possible&lt;br /&gt;
        statements that a fortune teller can give you during your &amp;quot;reading&amp;quot;.&lt;br /&gt;
        In other words, don't expect this to stay in one state if you're using&lt;br /&gt;
        fortune tellers. Has no other known purpose.&lt;br /&gt;
    &lt;br /&gt;
    7 - Unused? (98% certainty)&lt;br /&gt;
&lt;br /&gt;
Map Icons Indicator 2 (value, not bitwise)&lt;br /&gt;
$3C7:&lt;br /&gt;
    &lt;br /&gt;
    0x00 - ????&lt;br /&gt;
    0x01 - ????&lt;br /&gt;
    0x02 - ????&lt;br /&gt;
    0x03 - The Three Pendants&lt;br /&gt;
    0x04 - Master Sword in Lost Woods&lt;br /&gt;
    0x05 - Agahnim (skull icon at Hyrule Castle)&lt;br /&gt;
    0x06 - Just crystal 1 shown (Sahasrala's idea)&lt;br /&gt;
    0x07 - All crystals shown&lt;br /&gt;
    0x08 - Agahnim (skull icon at Ganon's Tower)&lt;br /&gt;
&lt;br /&gt;
    All values beyond 8 are invalid, it seems.&lt;br /&gt;
&lt;br /&gt;
Starting Entrance to use:&lt;br /&gt;
$3C8: Abbreviations:&lt;br /&gt;
&lt;br /&gt;
    LH = Link's House;&lt;br /&gt;
    SA = Sanctuary;&lt;br /&gt;
    MC = Mountain Cave;&lt;br /&gt;
    PP = Pyramid of Power in DW;  &lt;br /&gt;
    &lt;br /&gt;
    0: Start the game in Link's house always.&lt;br /&gt;
    1: SA.&lt;br /&gt;
    2: Start in Zelda's Cell (entrance index sanc?).&lt;br /&gt;
    3: Secret passage under HC garden (near dying uncle).&lt;br /&gt;
    5: LH or SA or MC.&lt;br /&gt;
        &lt;br /&gt;
&lt;br /&gt;
Progress Indicator 3 (bitwise)&lt;br /&gt;
$3C9: 0: If set, means the bum gave you his bottle already.&lt;br /&gt;
      1: If set, means that the salesman in the village sold you a bottle already&lt;br /&gt;
      2: &lt;br /&gt;
      3: Flute Boy (DW) has been arborated&lt;br /&gt;
      4: Thief's Chest has been opened by the middle aged guy&lt;br /&gt;
      5: After you save the Smithy's partner, this bit gets set.&lt;br /&gt;
      6:&lt;br /&gt;
      7: Means Smithies have your sword. Once they give it back it's no longer set. (so nonpermanent)&lt;br /&gt;
&lt;br /&gt;
Lightworld / Darkworld&lt;br /&gt;
$3CA: 0:&lt;br /&gt;
      1:&lt;br /&gt;
      2:&lt;br /&gt;
      3:&lt;br /&gt;
      4:&lt;br /&gt;
      5:&lt;br /&gt;
      6: If set, we're in dark world. Other wise, in light world.&lt;br /&gt;
      7:&lt;br /&gt;
&lt;br /&gt;
Unused?&lt;br /&gt;
$3CB: ?????&lt;br /&gt;
      &lt;br /&gt;
$3CC[0x01] - (Tagalong) &lt;br /&gt;
    &lt;br /&gt;
    Tagalong Indicator (who is following you, if anyone?) (value based)&lt;br /&gt;
    &lt;br /&gt;
    Note: Don't use a value of 0x0F or larger here, as it will likely crash&lt;br /&gt;
    the game.&lt;br /&gt;
    &lt;br /&gt;
    0x00 - Tagalong disabled&lt;br /&gt;
    0x01 - Princess Zelda&lt;br /&gt;
    0x02 - ???&lt;br /&gt;
    0x03 - ???&lt;br /&gt;
    0x04 - Old Man?&lt;br /&gt;
    0x05 - Zelda (invisible) bitching at you about coming to rescue her.&lt;br /&gt;
    0x06 - Blind masquerading as a Maiden&lt;br /&gt;
    0x07 - Missing Dwarf (smithyfrog as I call him) in DW&lt;br /&gt;
    0x08 - Missing Dwarf in LW&lt;br /&gt;
    0x09 - Middle Aged Guy w/ Sign&lt;br /&gt;
    0x0A - Kiki the monkey&lt;br /&gt;
    0x0B - ???&lt;br /&gt;
    0x0C - Thief's chest&lt;br /&gt;
    0x0D - Super Bomb&lt;br /&gt;
    0x0E - Activated in reaction to acquiring the Master Sword. Used&lt;br /&gt;
           to trigger a telepathic message from Zelda indicating that Agahnim's&lt;br /&gt;
           goons have come for her at Sanctuary.&lt;br /&gt;
&lt;br /&gt;
$03CD[0x02] - &lt;br /&gt;
    &lt;br /&gt;
    Cached Y coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$03CF[0x02] - &lt;br /&gt;
&lt;br /&gt;
    Cached X coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
$3D1: ????&lt;br /&gt;
&lt;br /&gt;
$3D2: &lt;br /&gt;
&lt;br /&gt;
$3D3: Set to 0 normally. Set to $80 if a Super Bomb is going off.&lt;br /&gt;
&lt;br /&gt;
$3D4-$3D8: ????&lt;br /&gt;
&lt;br /&gt;
Player's Name&lt;br /&gt;
$3D9-$3E4: See appendix for listing of character codes. Note each of the six letters is represented by a 16-bit number.&lt;br /&gt;
&lt;br /&gt;
Validity (Checksum) of the File:&lt;br /&gt;
$3E5-$3E6:  There is a subroutine in the ROM that checks to make sure this value is 0x55AA. &lt;br /&gt;
            (Note the reverse byte order in the actual SRAM.) &lt;br /&gt;
            If you alter this your file is automatically tagged for deletion at startup. &lt;br /&gt;
            The game is designed to delete it, it's not a Super NES feature or anything. &lt;br /&gt;
            In short, Don't mess with it. Unused game slots have the value 0x0000 here,&lt;br /&gt;
            and you will too if you mess with it - resulting in your save file(s) being wiped&lt;br /&gt;
            out.&lt;br /&gt;
&lt;br /&gt;
$3E7-$402 (?) Deaths totals for each dungeon. Each number is 16 bit. Thanks to Euclid for helping verify this!&lt;br /&gt;
      $3E7: Sewers&lt;br /&gt;
      $3E9: Hyrule Castle&lt;br /&gt;
      $3EB: Eastern Palace&lt;br /&gt;
      $3ED: Desert Palace&lt;br /&gt;
      $3EF: Hyrule Castle 2&lt;br /&gt;
      $3F1: Swamp Palace&lt;br /&gt;
      $3F3: Dark Palace&lt;br /&gt;
      $3F5: Misery Mire&lt;br /&gt;
      $3F7: Skull Woods&lt;br /&gt;
      $3F9: Ice Palace&lt;br /&gt;
      $3FB: Tower of Hera&lt;br /&gt;
      $3FD: Gargoyle's Domain&lt;br /&gt;
      $3FF: Turtle Rock&lt;br /&gt;
      $401: Ganon's Tower&lt;br /&gt;
&lt;br /&gt;
Life/Save Counter: &lt;br /&gt;
$403-4. Counts the number of times your saved or died in the game, before you beat it.&lt;br /&gt;
&lt;br /&gt;
PostGame Death Counter: &lt;br /&gt;
$405-6. When you start the game this is written to with the value -1 (0xFFFF). On the game select&lt;br /&gt;
screen, it will only display a number if this is not 0xFFFF. The max displayable number is 999.&lt;br /&gt;
When you beat the game, the number of times you died gets recorded here.&lt;br /&gt;
&lt;br /&gt;
Presumed to be unused&lt;br /&gt;
$407-$4FD: ????&lt;br /&gt;
&lt;br /&gt;
Inverse Checksum: $4FE-F. If you add numbers to the file, you need to subtract from this location. See Side Note 3 for more information.&lt;br /&gt;
&lt;br /&gt;
===============================================================================================&lt;br /&gt;
&lt;br /&gt;
Appendix:&lt;br /&gt;
&lt;br /&gt;
Side Note 2: Items other than the standard equipment can be equipped. For instance, it's possible&lt;br /&gt;
to equip the compass as a sword. By some miracle, the items you end up with often work the same&lt;br /&gt;
way as their appropriate counterparts. Sometimes they are far superior to the normal items, and&lt;br /&gt;
sometimes they just suck. At least one item makes your armor invincible! Just experiment a little.&lt;br /&gt;
Beware, the palletes will not be standard.&lt;br /&gt;
&lt;br /&gt;
Side Note 3: A tutorial on inverse checksums. Let's say I add to location $3EE. Now E = 14 in the&lt;br /&gt;
decimal system. (Note we are looking at the last digit. &amp;quot;E&amp;quot; that is.) Therefore $3EE is even. &lt;br /&gt;
&lt;br /&gt;
If I add a value to a memory location with an even address,&lt;br /&gt;
I must subtract from the even address of the inverse checksum. Example: Suppose I add $4 to $305.&lt;br /&gt;
$305 is odd, so I SUBTRACT $4 from the odd checksum byte: $4FF. If I subtracted from $305, I must&lt;br /&gt;
add to $4FF. This maintains the &amp;quot;balance&amp;quot; of the file and keeps it from being erased.&lt;br /&gt;
&lt;br /&gt;
Now this will work for slight changes in the checksum, but it takes a bit of insight to recognize&lt;br /&gt;
that the checksum is really a 16-bit number, not just two 8-bit numbers functioning separately.&lt;br /&gt;
&lt;br /&gt;
(edit later)&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
Character Codes:&lt;br /&gt;
&lt;br /&gt;
Alpha-numeric&lt;br /&gt;
&lt;br /&gt;
00-A 01-B 02-C 03-D 04-E 05-F 06=G 07-H 08-I^ 09-J 0A-K 0B-L 0C-M 0D-N OE-O OF-P &lt;br /&gt;
10-??&lt;br /&gt;
20-Q 21-R 22-S 23-T 24-U 25-V 26-W 27-X 28-Y 29-Z 2A-a 2B-b-2C-c 2D-d 2E-e 2F-f&lt;br /&gt;
40-g 41-h 42-k 43-j 44-i 45-l 46-m 47-n 48-o 49-p 4A-q 4B-r 4C-s 4D-t 4E-u 4F-v&lt;br /&gt;
&lt;br /&gt;
60-w 61-x 62-y 63-z 64-0 65-1 66-2 67-3 68-4 69-5 6A-6 6B-7 6C-8 6D-9 6E-&amp;quot;?&amp;quot; 6F-&amp;quot;!&amp;quot;&lt;br /&gt;
80-&amp;quot;-&amp;quot; 81-&amp;quot;.&amp;quot; 82-&amp;quot;,&amp;quot;   85-&amp;quot;(&amp;quot; 86-&amp;quot;)&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Special characters (not normally accessible. This is by far an incomplete listing)&lt;br /&gt;
&lt;br /&gt;
A0-small right arrow A1-&amp;quot;'&amp;quot; (apostrophe) A2-HPiece again A3-&amp;quot;empty right hand heart cont.&amp;quot;&lt;br /&gt;
A4-see A7 A5-Same as A7 A6-&amp;quot;Quarter Heart piece, top right corner.&amp;quot;&lt;br /&gt;
A7-&amp;quot;Heart piece,left half&amp;quot; A8-&amp;quot;Heart piece, right half&amp;quot; A9-blank AA-&amp;quot;left arrow&amp;quot; &lt;br /&gt;
SNES Button Alphabet: AB-A AC-B AD-X AE-Y&lt;br /&gt;
AF-I&lt;br /&gt;
B1-blank^&lt;br /&gt;
&lt;br /&gt;
^This code is not the canon encoding of this character. ex. AF is the proper &amp;quot;I&amp;quot;. 08 is not.&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=376</id>
		<title>SRAM Map</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=376"/>
				<updated>2016-08-06T02:28:07Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: /* $340 - $38B : Items &amp;amp; Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
All offsets presented here are relative to the start of each save slot. There are $500 bytes for each slot. Note that&lt;br /&gt;
each slot is mirrored, at a later point in SRAM.&lt;br /&gt;
&lt;br /&gt;
 Slot 1: $000; Mirror: $F00&lt;br /&gt;
 Slot 2: $500; Mirror: $1400&lt;br /&gt;
 Slot 3: $A00; Mirror: $1900&lt;br /&gt;
&lt;br /&gt;
Only edits to the main copy will be recognized by the game unless the main copy fails its checksum. Each copy has its own checksum.&lt;br /&gt;
&lt;br /&gt;
Addresses $1E00-$1FFE in SRAM are not used. No not assume that the free addresses are initialized to any specific or sensible value. The values from these addresses should be treated as undefined until initialized. Address $1FFF is used by the game to store temporary data.&lt;br /&gt;
&lt;br /&gt;
These offsets directly correspond to $7E:F--- for a particular save file is being played. When the game is finished it writes the information into bank $70 in the corresponding slot + offsets presented here. (e.g. For the second save file, the information will be saved to $70:0500-$70:09FF, and mirrored at $70:1400-$70:18FF.)&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
&lt;br /&gt;
The SRAM save loading routing relies upon an inverse checksum. Additions to any byte in the .srm file, must be subtracted from that save game's checksum to maintain integrity. Failure to observe this precaution will cause the game to attempt to load the mirror copy. Should the mirror copy also fail the checksum verification, the save slot will be cleared.&lt;br /&gt;
&lt;br /&gt;
== SRAM Map ==&lt;br /&gt;
&lt;br /&gt;
=== $000 - $24F : Data for Rooms ===&lt;br /&gt;
&lt;br /&gt;
Room Information: There are $128 (296) rooms in in the ROM. Each room has one word of information devoted to it.&lt;br /&gt;
&lt;br /&gt;
 High Byte               Low Byte&lt;br /&gt;
 d d d d b k ck cr       c c c c q q q q      &lt;br /&gt;
 &lt;br /&gt;
 c - chest, big key chest, or big key lock. Any combination of them totalling to 6 is valid.&lt;br /&gt;
 q - quadrants visited: &lt;br /&gt;
 k - key or item (such as a 300 rupee gift)&lt;br /&gt;
 d - door opened (either unlocked, bombed or other means)&lt;br /&gt;
 r - special rupee tiles, whether they've been obtained or not.&lt;br /&gt;
 b - boss battle won&lt;br /&gt;
&lt;br /&gt;
 qqqq corresponds to 4321, so if quadrants 4 and 1 have been &amp;quot;seen&amp;quot; by Link, then qqqq will look like 1001. The quadrants are laid out like so in each room:&lt;br /&gt;
&lt;br /&gt;
 --------------- &lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  4   |  3   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |-------------|&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  2   |  1   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 ---------------&lt;br /&gt;
&lt;br /&gt;
=== $250 - $27F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional room information that was not included in the final game. This would bring the grand total to $140 (320) possible rooms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== $280 - $2FF : Overworld Event Information ===&lt;br /&gt;
&lt;br /&gt;
    (one byte per area)&lt;br /&gt;
&lt;br /&gt;
    ?ho???s?&lt;br /&gt;
&lt;br /&gt;
        o - If set, the area will draw its designated overlay when you enter it. &lt;br /&gt;
            e.g. If you're triggered misery mire then the entrance shows up there the next time you enter that area.&lt;br /&gt;
            You can view overlays in the latest release of Hyrule Magic (v0.963).&lt;br /&gt;
            Other overlays include stairs leading underground, and the removal of the weathervane after it has exploded.&lt;br /&gt;
        &lt;br /&gt;
        s - If set, the area will draw its secondary overlay when you enter it.&lt;br /&gt;
        &lt;br /&gt;
        h - If set, heart piece has been collected in this area already.&lt;br /&gt;
            Also used for a handful of other sprites.&lt;br /&gt;
        &lt;br /&gt;
        ? - unknown and probably unused.&lt;br /&gt;
&lt;br /&gt;
=== $300 - $33F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional overworld data that was not included in the final game. This would allow for $C0 (192) overworld areas in total. Note areas $80 and $82 are used but don't save data the way the other areas do. (i.e. not here)&lt;br /&gt;
&lt;br /&gt;
=== $340 - $38B : Items &amp;amp; Equipment ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;basicTable&amp;quot;&lt;br /&gt;
!Address!!Item!!colspan=&amp;quot;5&amp;quot;|Values!!style=&amp;quot;width:15%&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|$340||Bow||0 - Nothing||1 - Bow||2 - Bow &amp;amp; Arrows||3 - Silver Arrow Bow||4 - Bow &amp;amp; Silver Arrows||Confirmed correct 4/19/16.&lt;br /&gt;
|-&lt;br /&gt;
|$341||Boomerang||0 - Nothing||1 - Blue Boomerang||2 - Red Boomerang&lt;br /&gt;
|-&lt;br /&gt;
|$342||Hookshot||0 - Nothing||1 - Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|$343||Bombs||How many bombs you have||colspan=&amp;quot;4&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Can exceed 0x32 (50), up to 0xFF (255).&lt;br /&gt;
|-&lt;br /&gt;
|$344||Magic Powder||0 - Nothing||1 - Mushroom||2 - Magic Powder&lt;br /&gt;
|-&lt;br /&gt;
|$345||Fire Rod||0 - Nothing||1 - Fire Rod&lt;br /&gt;
|-&lt;br /&gt;
|$346||Ice Rod||0 - Nothing||1 - Ice Rod&lt;br /&gt;
|-&lt;br /&gt;
|$347||Bombos Medallion||0 - Nothing||1 - Bombos Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$348||Ether Medallion||0 - Nothing||1 - Ether Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$349||Quake Medallion||0 - Nothing||1 - Quake Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$34A||Lantern||0 - Nothing||1 - Lantern&lt;br /&gt;
|-&lt;br /&gt;
|$34B||Magic Hammer||0 - Nothing||1 - Magic Hammer&lt;br /&gt;
|-&lt;br /&gt;
|$34C||Flute||0 - Nothing||1 - Shovel||2 - Flute||3 - Flute &amp;amp; Bird&lt;br /&gt;
|-&lt;br /&gt;
|$34D||Bug Catching Net||0 - Nothing||1 - Bug Catching Net&lt;br /&gt;
|-&lt;br /&gt;
|$34E||Book of Mudora||0 - Nothing||1 - Book of Mudora&lt;br /&gt;
|-&lt;br /&gt;
|$34F||Bottles||0 - Nothing||1 - Bottle 1 ($7EF35C)||2 - Bottle 2 ($7EF35D)||3 - Bottle 3 ($7EF35E)||4 - Bottle 4 ($7EF35F)&lt;br /&gt;
|-&lt;br /&gt;
|$350||Cane of Somaria||0 - Nothing||1 - Cane of Somaria&lt;br /&gt;
|-&lt;br /&gt;
|$351||Cane of Byrna||0 - Nothing||1 - Cane of Byrna&lt;br /&gt;
|-&lt;br /&gt;
|$352||Magic Cape||0 - Nothing||1 - Magic Cape&lt;br /&gt;
|-&lt;br /&gt;
|$353||Magic Mirror||0 - Nothing||1 - Magic Scroll||2 - Magic Mirror&lt;br /&gt;
|-&lt;br /&gt;
|$354||Gloves||0 - Nothing||1 - Power Gloves||2 - Titan's Mitt&lt;br /&gt;
|-&lt;br /&gt;
|$355||Pegasus Boots||0 - Nothing||1 - Pegasus Boots||colspan=&amp;quot;3&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Just having the boots isn't enough to dash. The player must have the &amp;quot;Run&amp;quot; ability flag set as well. See $379.&lt;br /&gt;
|-&lt;br /&gt;
|$356||Zora's Flippers||0 - Nothing||1 - Zora's Flippers||colspan=&amp;quot;3&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Having this allows you to swim, but doesn't make the swim ability text show up by itself. See $379. Unlike with the Pegasus Boots, the ability to swim is granted as long as the player has this item.&lt;br /&gt;
|-&lt;br /&gt;
|$357||Moon Pearl||0 - Nothing||1 - Moon Pearl&lt;br /&gt;
|-&lt;br /&gt;
|$358||Unused (See note)||colspan=&amp;quot;5&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Can be clobbered by fairy fountains.&lt;br /&gt;
|-&lt;br /&gt;
|$359||Sword||0 - No sword||1 - Fighter's Sword||2 - Master Sword||3 - Tempered Sword||4 - Golden Sword||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|$35A||Shield||0 - No shield||1 - Blue Shield||2 - Hero's Shield||3 - Mirror Shield||class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|$35B||Armor||0 - Green Jerkin||1 - Blue Mail||2 - Red Mail||colspan=&amp;quot;2&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|$35C-F||rowspan=&amp;quot;2&amp;quot;|Bottle Contents||0 - No bottle||1 - Mushroom||2 - Empty bottle||3 - Red Potion||4 - Green Potion&lt;br /&gt;
|-&lt;br /&gt;
|5 - Blue Potion||6 - Fairy||7 - Bee||8 - Good Bee&lt;br /&gt;
|-&lt;br /&gt;
|$360-1||Wallet Capacity||colspan=&amp;quot;5&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||rowspan=&amp;quot;2&amp;quot;|This number can be set above the 999 limit.&lt;br /&gt;
|-&lt;br /&gt;
|$362-3||Rupee Count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
THE COMPASS, BIG KEY, AND DUNGEON MAP WORD LOCATIONS ARE ALL MAPPED OUT THE SAME WAY, AS YOU WILL OBSERVE.&lt;br /&gt;
&lt;br /&gt;
Note: The unused areas would correspond to dungeon numbers $1C and $1E in the variable $7E040C, but alas there are no dungeons&lt;br /&gt;
in the game with those values. &lt;br /&gt;
&lt;br /&gt;
If you see &amp;quot;(doesn't exist)&amp;quot; it means this feature was not used in this dungeon in the original, in case you were wondering.&lt;br /&gt;
&lt;br /&gt;
Compass1:           $364.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Compass of Ganon's Tower&lt;br /&gt;
                              bit 3: Compass of Turtle Rock&lt;br /&gt;
                              bit 4: Compass of Gargoyle's domain&lt;br /&gt;
                              bit 5: Compass of Tower of Hera&lt;br /&gt;
                              bit 6: Compass of Ice Palace&lt;br /&gt;
                              bit 7: Compass of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Compass2:           $365      bit 0: Compass of Misery Mire.&lt;br /&gt;
                              bit 1: Compass of Dark Palace&lt;br /&gt;
                              bit 2: Compass of Swamp Palace&lt;br /&gt;
                              bit 3: Compass of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Compass of Desert Palace&lt;br /&gt;
                              bit 5: Compass of Eastern Palace&lt;br /&gt;
                              bit 6: Compass of Hyrule Castle (doesn't exist)&lt;br /&gt;
                              bit 7: Compass of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
BigKey1:            $366.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Big Key of Ganon's Tower&lt;br /&gt;
                              bit 3: Big Key of Turtle Rock&lt;br /&gt;
                              bit 4: Big Key of Gargoyle's domain&lt;br /&gt;
                              bit 5: Big Key of Tower of Hera&lt;br /&gt;
                              bit 6: Big Key of Ice Palace&lt;br /&gt;
                              bit 7: Big Key of Skull Woods. &lt;br /&gt;
                        &lt;br /&gt;
BigKey2:            $367.     bit 0: Big Key of Misery Mire.&lt;br /&gt;
                              bit 1: Big Key of Dark Palace&lt;br /&gt;
                              bit 2: Big Key of Swamp Palace&lt;br /&gt;
                              bit 3: Big Key of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Big Key of Desert Palace&lt;br /&gt;
                              bit 5: Big Key of Eastern Palace&lt;br /&gt;
                              bit 6: Big Key of Hyrule Castle&lt;br /&gt;
                              bit 7: Big Key of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Dungeon map1:       $368.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Map of Ganon's Tower&lt;br /&gt;
                              bit 3: Map of Turtle Rock&lt;br /&gt;
                              bit 4: Map of Gargoyle's domain&lt;br /&gt;
                              bit 5: Map of Tower of Hera&lt;br /&gt;
                              bit 6: Map of Ice Palace&lt;br /&gt;
                              bit 7: Map of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Dungeon map2:       $369      bit 0: Map of Misery Mire&lt;br /&gt;
                              bit 1: Map of Dark Palace&lt;br /&gt;
                              bit 2: Map of Swamp Palace&lt;br /&gt;
                              bit 3: Map of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Map of Desert Palace&lt;br /&gt;
                              bit 5: Map of Eastern Palace&lt;br /&gt;
                              bit 6: Map of Hyrule Castle&lt;br /&gt;
                              bit 7: Map of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Wishing Pond Rupee  $36A. Number of rupees in the pond&lt;br /&gt;
Count&lt;br /&gt;
&lt;br /&gt;
Heart pieces&lt;br /&gt;
collected:          $36B. Number of heart pieces (out of four) you have earned&lt;br /&gt;
&lt;br /&gt;
Health:             $36C. Goal (capacity) Health. Each increment of $08 is worth one heart.&lt;br /&gt;
                          $04 is a half heart. The max is generally $A0. &lt;br /&gt;
                          The game is coded to not accept health values beyond this.&lt;br /&gt;
                  &lt;br /&gt;
                    $36D. Actual Health. Same as above, but this reflects&lt;br /&gt;
                          your current health status rather than potential.&lt;br /&gt;
&lt;br /&gt;
Magic Power:        $36E. Magic power ranges from 0 to $80 (128). Each small bottle refills $10. &lt;br /&gt;
                        Setting Magic above $80 causes the magic meter to glitch and you can't &lt;br /&gt;
                        use special items.&lt;br /&gt;
&lt;br /&gt;
Keys:               $36F. Number of Keys you have in the dungeon you are currently in. &lt;br /&gt;
                        You can earn keys on the overworld but they don't do anything. &lt;br /&gt;
                        If you're in a non-keyed dungeon it will generally read $FF.&lt;br /&gt;
&lt;br /&gt;
Bomb Upgrades:      $370. Number of upgrades your bomb capacity has received. Behavior varies after a &lt;br /&gt;
                          while. Will probably need recoding to be consistent.&lt;br /&gt;
&lt;br /&gt;
Arrow Upgrades:     $371. Number of upgrades your arrow capacity has received. &lt;br /&gt;
                          Same as above, more or less.&lt;br /&gt;
&lt;br /&gt;
Hearts filler:      $372. Write to this location to fill in a set number of hearts. &lt;br /&gt;
                          Make sure to write in a multiple of $08. &lt;br /&gt;
                          Otherwise, you will end up filling the whole life meter.&lt;br /&gt;
&lt;br /&gt;
Magic filler:       $373. Write to this location how much magic power you want filled up. The maximum &lt;br /&gt;
                         effective value is $80.&lt;br /&gt;
&lt;br /&gt;
Pendants:           $374. Bit 0: Courage&lt;br /&gt;
                          Bit 1: Wisdom&lt;br /&gt;
                          Bit 2: Power&lt;br /&gt;
&lt;br /&gt;
Bomb filler:        $375. Write to this location to add X bombs to your arsenal. It will not exceed your &lt;br /&gt;
                          maximum, as defined with $370&lt;br /&gt;
&lt;br /&gt;
Arrow filler:       $376. Write to this location to add X arrows to your arsenal. It will not exceed your &lt;br /&gt;
                        maximum, as defined with $371.&lt;br /&gt;
&lt;br /&gt;
Arrows:             $377. Can exceed 70.&lt;br /&gt;
&lt;br /&gt;
????                $378. ????&lt;br /&gt;
&lt;br /&gt;
Ability Flags:      $379. Bit 0: &lt;br /&gt;
                          Bit 1: Swim&lt;br /&gt;
                          Bit 2: Run / Dash&lt;br /&gt;
                          Bit 3: Pull&lt;br /&gt;
                          Bit 4: ----&lt;br /&gt;
                          Bit 5: Talk&lt;br /&gt;
                          Bit 6: Read&lt;br /&gt;
                          Bit 7: ----&lt;br /&gt;
&lt;br /&gt;
Crystals:           $37A. Bit 0: Misery Mire&lt;br /&gt;
                          Bit 1: Dark Palace&lt;br /&gt;
                          Bit 2: Ice Palace&lt;br /&gt;
                          Bit 3: Turtle Rock&lt;br /&gt;
                          Bit 4: Swamp Palace&lt;br /&gt;
                          Bit 5: Gargoyle's Domain&lt;br /&gt;
                          Bit 6: Skull Woods&lt;br /&gt;
&lt;br /&gt;
Magic usage         $37B. $0: normal consumption&lt;br /&gt;
                          $1: 1/2 consumption&lt;br /&gt;
                          $2: 1/4 consumption&lt;br /&gt;
&lt;br /&gt;
Keys earned per dungeon:&lt;br /&gt;
                    $37C: Sewer Passage&lt;br /&gt;
                    $37D: Hyrule Castle&lt;br /&gt;
                    $37E: Eastern Palace&lt;br /&gt;
                    $37F: Desert Palace&lt;br /&gt;
                    $380: Hyrule Castle 2&lt;br /&gt;
                    $381: Swamp Palace&lt;br /&gt;
                    $382: Dark Palace&lt;br /&gt;
                    $383: Misery Mire&lt;br /&gt;
                    $384: Skull Woods&lt;br /&gt;
                    $385: Ice Palace&lt;br /&gt;
                    $386: Tower of Hera&lt;br /&gt;
                    $387: Gargoyle's Domain&lt;br /&gt;
                    $388: Turtle Rock&lt;br /&gt;
                    $389: Ganon's Tower&lt;br /&gt;
                    $38A: ??? possibly unused. (Were they planning two extra dungeons perhaps?)&lt;br /&gt;
                    $38B: ??? possibly unused.&lt;br /&gt;
&lt;br /&gt;
== Game Event Information ==&lt;br /&gt;
&lt;br /&gt;
Progress Indicator (value, not bitwise)&lt;br /&gt;
$3C5: $0: Unset, Will put Link in his bed state at the beginning of the game. (Also can't use sword or shield)&lt;br /&gt;
      $1: You have a sword and start in the castle on start up.&lt;br /&gt;
      $2: Indicates you have completed the first Hyrule Castle dungeon.&lt;br /&gt;
      $3: Indicates you have beaten Agahnim and are now searching for crystals.&lt;br /&gt;
      $4 and above: meaningless. Though, you could write code using them to expand the event system perhaps.&lt;br /&gt;
&lt;br /&gt;
$3C6: Progress Flags (bitwise)&lt;br /&gt;
&lt;br /&gt;
    0 - Set after your Uncle gives you his gear in the secret passage.&lt;br /&gt;
        Prevents him from showing up there again.&lt;br /&gt;
    &lt;br /&gt;
    1 - Indicates that you've touched the dying priest in Sanctuary.&lt;br /&gt;
    &lt;br /&gt;
    2 - Set after you bring Zelda to sanctuary?&lt;br /&gt;
    &lt;br /&gt;
    3 - Unused? (98% certainty)&lt;br /&gt;
    &lt;br /&gt;
    4 - Set after Link's Uncle leaves your house. It's used to prevent him from respawning there.&lt;br /&gt;
    &lt;br /&gt;
    5 - Set after you obtain the Book of Mudora (this is a guess)&lt;br /&gt;
    &lt;br /&gt;
    6 - Seems to be a persistent flag that toggles between two possible&lt;br /&gt;
        statements that a fortune teller can give you during your &amp;quot;reading&amp;quot;.&lt;br /&gt;
        In other words, don't expect this to stay in one state if you're using&lt;br /&gt;
        fortune tellers. Has no other known purpose.&lt;br /&gt;
    &lt;br /&gt;
    7 - Unused? (98% certainty)&lt;br /&gt;
&lt;br /&gt;
Map Icons Indicator 2 (value, not bitwise)&lt;br /&gt;
$3C7:&lt;br /&gt;
    &lt;br /&gt;
    0x00 - ????&lt;br /&gt;
    0x01 - ????&lt;br /&gt;
    0x02 - ????&lt;br /&gt;
    0x03 - The Three Pendants&lt;br /&gt;
    0x04 - Master Sword in Lost Woods&lt;br /&gt;
    0x05 - Agahnim (skull icon at Hyrule Castle)&lt;br /&gt;
    0x06 - Just crystal 1 shown (Sahasrala's idea)&lt;br /&gt;
    0x07 - All crystals shown&lt;br /&gt;
    0x08 - Agahnim (skull icon at Ganon's Tower)&lt;br /&gt;
&lt;br /&gt;
    All values beyond 8 are invalid, it seems.&lt;br /&gt;
&lt;br /&gt;
Starting Entrance to use:&lt;br /&gt;
$3C8: Abbreviations:&lt;br /&gt;
&lt;br /&gt;
    LH = Link's House;&lt;br /&gt;
    SA = Sanctuary;&lt;br /&gt;
    MC = Mountain Cave;&lt;br /&gt;
    PP = Pyramid of Power in DW;  &lt;br /&gt;
    &lt;br /&gt;
    0: Start the game in Link's house always.&lt;br /&gt;
    1: SA.&lt;br /&gt;
    3: Secret passage under HC garden (near dying uncle).&lt;br /&gt;
    5: LH or SA or MC.&lt;br /&gt;
        &lt;br /&gt;
&lt;br /&gt;
Progress Indicator 3 (bitwise)&lt;br /&gt;
$3C9: 0: If set, means the bum gave you his bottle already.&lt;br /&gt;
      1: If set, means that the salesman in the village sold you a bottle already&lt;br /&gt;
      2: &lt;br /&gt;
      3: Flute Boy (DW) has been arborated&lt;br /&gt;
      4: Thief's Chest has been opened by the middle aged guy&lt;br /&gt;
      5: After you save the Smithy's partner, this bit gets set.&lt;br /&gt;
      6:&lt;br /&gt;
      7: Means Smithies have your sword. Once they give it back it's no longer set. (so nonpermanent)&lt;br /&gt;
&lt;br /&gt;
Lightworld / Darkworld&lt;br /&gt;
$3CA: 0:&lt;br /&gt;
      1:&lt;br /&gt;
      2:&lt;br /&gt;
      3:&lt;br /&gt;
      4:&lt;br /&gt;
      5:&lt;br /&gt;
      6: If set, we're in dark world. Other wise, in light world.&lt;br /&gt;
      7:&lt;br /&gt;
&lt;br /&gt;
Unused?&lt;br /&gt;
$3CB: ?????&lt;br /&gt;
      &lt;br /&gt;
$3CC[0x01] - (Tagalong) &lt;br /&gt;
    &lt;br /&gt;
    Tagalong Indicator (who is following you, if anyone?) (value based)&lt;br /&gt;
    &lt;br /&gt;
    Note: Don't use a value of 0x0F or larger here, as it will likely crash&lt;br /&gt;
    the game.&lt;br /&gt;
    &lt;br /&gt;
    0x00 - Tagalong disabled&lt;br /&gt;
    0x01 - Princess Zelda&lt;br /&gt;
    0x02 - ???&lt;br /&gt;
    0x03 - ???&lt;br /&gt;
    0x04 - Old Man?&lt;br /&gt;
    0x05 - Zelda (invisible) bitching at you about coming to rescue her.&lt;br /&gt;
    0x06 - Blind masquerading as a Maiden&lt;br /&gt;
    0x07 - Missing Dwarf (smithyfrog as I call him) in DW&lt;br /&gt;
    0x08 - Missing Dwarf in LW&lt;br /&gt;
    0x09 - Middle Aged Guy w/ Sign&lt;br /&gt;
    0x0A - Kiki the monkey&lt;br /&gt;
    0x0B - ???&lt;br /&gt;
    0x0C - Thief's chest&lt;br /&gt;
    0x0D - Super Bomb&lt;br /&gt;
    0x0E - Activated in reaction to acquiring the Master Sword. Used&lt;br /&gt;
           to trigger a telepathic message from Zelda indicating that Agahnim's&lt;br /&gt;
           goons have come for her at Sanctuary.&lt;br /&gt;
&lt;br /&gt;
$03CD[0x02] - &lt;br /&gt;
    &lt;br /&gt;
    Cached Y coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$03CF[0x02] - &lt;br /&gt;
&lt;br /&gt;
    Cached X coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
$3D1: ????&lt;br /&gt;
&lt;br /&gt;
$3D2: &lt;br /&gt;
&lt;br /&gt;
$3D3: Set to 0 normally. Set to $80 if a Super Bomb is going off.&lt;br /&gt;
&lt;br /&gt;
$3D4-$3D8: ????&lt;br /&gt;
&lt;br /&gt;
Player's Name&lt;br /&gt;
$3D9-$3E4: See appendix for listing of character codes. Note each of the six letters is represented by a 16-bit number.&lt;br /&gt;
&lt;br /&gt;
Validity (Checksum) of the File:&lt;br /&gt;
$3E5-$3E6:  There is a subroutine in the ROM that checks to make sure this value is 0x55AA. &lt;br /&gt;
            (Note the reverse byte order in the actual SRAM.) &lt;br /&gt;
            If you alter this your file is automatically tagged for deletion at startup. &lt;br /&gt;
            The game is designed to delete it, it's not a Super NES feature or anything. &lt;br /&gt;
            In short, Don't mess with it. Unused game slots have the value 0x0000 here,&lt;br /&gt;
            and you will too if you mess with it - resulting in your save file(s) being wiped&lt;br /&gt;
            out.&lt;br /&gt;
&lt;br /&gt;
$3E7-$402 (?) Deaths totals for each dungeon. Each number is 16 bit. Thanks to Euclid for helping verify this!&lt;br /&gt;
      $3E7: Sewers&lt;br /&gt;
      $3E9: Hyrule Castle&lt;br /&gt;
      $3EB: Eastern Palace&lt;br /&gt;
      $3ED: Desert Palace&lt;br /&gt;
      $3EF: Hyrule Castle 2&lt;br /&gt;
      $3F1: Swamp Palace&lt;br /&gt;
      $3F3: Dark Palace&lt;br /&gt;
      $3F5: Misery Mire&lt;br /&gt;
      $3F7: Skull Woods&lt;br /&gt;
      $3F9: Ice Palace&lt;br /&gt;
      $3FB: Tower of Hera&lt;br /&gt;
      $3FD: Gargoyle's Domain&lt;br /&gt;
      $3FF: Turtle Rock&lt;br /&gt;
      $401: Ganon's Tower&lt;br /&gt;
&lt;br /&gt;
Life/Save Counter: &lt;br /&gt;
$403-4. Counts the number of times your saved or died in the game, before you beat it.&lt;br /&gt;
&lt;br /&gt;
PostGame Death Counter: &lt;br /&gt;
$405-6. When you start the game this is written to with the value -1 (0xFFFF). On the game select&lt;br /&gt;
screen, it will only display a number if this is not 0xFFFF. The max displayable number is 999.&lt;br /&gt;
When you beat the game, the number of times you died gets recorded here.&lt;br /&gt;
&lt;br /&gt;
Presumed to be unused&lt;br /&gt;
$407-$4FD: ????&lt;br /&gt;
&lt;br /&gt;
Inverse Checksum: $4FE-F. If you add numbers to the file, you need to subtract from this location. See Side Note 3 for more information.&lt;br /&gt;
&lt;br /&gt;
===============================================================================================&lt;br /&gt;
&lt;br /&gt;
Appendix:&lt;br /&gt;
&lt;br /&gt;
Side Note 2: Items other than the standard equipment can be equipped. For instance, it's possible&lt;br /&gt;
to equip the compass as a sword. By some miracle, the items you end up with often work the same&lt;br /&gt;
way as their appropriate counterparts. Sometimes they are far superior to the normal items, and&lt;br /&gt;
sometimes they just suck. At least one item makes your armor invincible! Just experiment a little.&lt;br /&gt;
Beware, the palletes will not be standard.&lt;br /&gt;
&lt;br /&gt;
Side Note 3: A tutorial on inverse checksums. Let's say I add to location $3EE. Now E = 14 in the&lt;br /&gt;
decimal system. (Note we are looking at the last digit. &amp;quot;E&amp;quot; that is.) Therefore $3EE is even. &lt;br /&gt;
&lt;br /&gt;
If I add a value to a memory location with an even address,&lt;br /&gt;
I must subtract from the even address of the inverse checksum. Example: Suppose I add $4 to $305.&lt;br /&gt;
$305 is odd, so I SUBTRACT $4 from the odd checksum byte: $4FF. If I subtracted from $305, I must&lt;br /&gt;
add to $4FF. This maintains the &amp;quot;balance&amp;quot; of the file and keeps it from being erased.&lt;br /&gt;
&lt;br /&gt;
Now this will work for slight changes in the checksum, but it takes a bit of insight to recognize&lt;br /&gt;
that the checksum is really a 16-bit number, not just two 8-bit numbers functioning separately.&lt;br /&gt;
&lt;br /&gt;
(edit later)&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
Character Codes:&lt;br /&gt;
&lt;br /&gt;
Alpha-numeric&lt;br /&gt;
&lt;br /&gt;
00-A 01-B 02-C 03-D 04-E 05-F 06=G 07-H 08-I^ 09-J 0A-K 0B-L 0C-M 0D-N OE-O OF-P &lt;br /&gt;
10-??&lt;br /&gt;
20-Q 21-R 22-S 23-T 24-U 25-V 26-W 27-X 28-Y 29-Z 2A-a 2B-b-2C-c 2D-d 2E-e 2F-f&lt;br /&gt;
40-g 41-h 42-k 43-j 44-i 45-l 46-m 47-n 48-o 49-p 4A-q 4B-r 4C-s 4D-t 4E-u 4F-v&lt;br /&gt;
&lt;br /&gt;
60-w 61-x 62-y 63-z 64-0 65-1 66-2 67-3 68-4 69-5 6A-6 6B-7 6C-8 6D-9 6E-&amp;quot;?&amp;quot; 6F-&amp;quot;!&amp;quot;&lt;br /&gt;
80-&amp;quot;-&amp;quot; 81-&amp;quot;.&amp;quot; 82-&amp;quot;,&amp;quot;   85-&amp;quot;(&amp;quot; 86-&amp;quot;)&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Special characters (not normally accessible. This is by far an incomplete listing)&lt;br /&gt;
&lt;br /&gt;
A0-small right arrow A1-&amp;quot;'&amp;quot; (apostrophe) A2-HPiece again A3-&amp;quot;empty right hand heart cont.&amp;quot;&lt;br /&gt;
A4-see A7 A5-Same as A7 A6-&amp;quot;Quarter Heart piece, top right corner.&amp;quot;&lt;br /&gt;
A7-&amp;quot;Heart piece,left half&amp;quot; A8-&amp;quot;Heart piece, right half&amp;quot; A9-blank AA-&amp;quot;left arrow&amp;quot; &lt;br /&gt;
SNES Button Alphabet: AB-A AC-B AD-X AE-Y&lt;br /&gt;
AF-I&lt;br /&gt;
B1-blank^&lt;br /&gt;
&lt;br /&gt;
^This code is not the canon encoding of this character. ex. AF is the proper &amp;quot;I&amp;quot;. 08 is not.&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=375</id>
		<title>SRAM Map</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=375"/>
				<updated>2016-08-06T02:27:35Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: /* $340 - $38B : Items &amp;amp; Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
All offsets presented here are relative to the start of each save slot. There are $500 bytes for each slot. Note that&lt;br /&gt;
each slot is mirrored, at a later point in SRAM.&lt;br /&gt;
&lt;br /&gt;
 Slot 1: $000; Mirror: $F00&lt;br /&gt;
 Slot 2: $500; Mirror: $1400&lt;br /&gt;
 Slot 3: $A00; Mirror: $1900&lt;br /&gt;
&lt;br /&gt;
Only edits to the main copy will be recognized by the game unless the main copy fails its checksum. Each copy has its own checksum.&lt;br /&gt;
&lt;br /&gt;
Addresses $1E00-$1FFE in SRAM are not used. No not assume that the free addresses are initialized to any specific or sensible value. The values from these addresses should be treated as undefined until initialized. Address $1FFF is used by the game to store temporary data.&lt;br /&gt;
&lt;br /&gt;
These offsets directly correspond to $7E:F--- for a particular save file is being played. When the game is finished it writes the information into bank $70 in the corresponding slot + offsets presented here. (e.g. For the second save file, the information will be saved to $70:0500-$70:09FF, and mirrored at $70:1400-$70:18FF.)&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
&lt;br /&gt;
The SRAM save loading routing relies upon an inverse checksum. Additions to any byte in the .srm file, must be subtracted from that save game's checksum to maintain integrity. Failure to observe this precaution will cause the game to attempt to load the mirror copy. Should the mirror copy also fail the checksum verification, the save slot will be cleared.&lt;br /&gt;
&lt;br /&gt;
== SRAM Map ==&lt;br /&gt;
&lt;br /&gt;
=== $000 - $24F : Data for Rooms ===&lt;br /&gt;
&lt;br /&gt;
Room Information: There are $128 (296) rooms in in the ROM. Each room has one word of information devoted to it.&lt;br /&gt;
&lt;br /&gt;
 High Byte               Low Byte&lt;br /&gt;
 d d d d b k ck cr       c c c c q q q q      &lt;br /&gt;
 &lt;br /&gt;
 c - chest, big key chest, or big key lock. Any combination of them totalling to 6 is valid.&lt;br /&gt;
 q - quadrants visited: &lt;br /&gt;
 k - key or item (such as a 300 rupee gift)&lt;br /&gt;
 d - door opened (either unlocked, bombed or other means)&lt;br /&gt;
 r - special rupee tiles, whether they've been obtained or not.&lt;br /&gt;
 b - boss battle won&lt;br /&gt;
&lt;br /&gt;
 qqqq corresponds to 4321, so if quadrants 4 and 1 have been &amp;quot;seen&amp;quot; by Link, then qqqq will look like 1001. The quadrants are laid out like so in each room:&lt;br /&gt;
&lt;br /&gt;
 --------------- &lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  4   |  3   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |-------------|&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  2   |  1   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 ---------------&lt;br /&gt;
&lt;br /&gt;
=== $250 - $27F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional room information that was not included in the final game. This would bring the grand total to $140 (320) possible rooms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== $280 - $2FF : Overworld Event Information ===&lt;br /&gt;
&lt;br /&gt;
    (one byte per area)&lt;br /&gt;
&lt;br /&gt;
    ?ho???s?&lt;br /&gt;
&lt;br /&gt;
        o - If set, the area will draw its designated overlay when you enter it. &lt;br /&gt;
            e.g. If you're triggered misery mire then the entrance shows up there the next time you enter that area.&lt;br /&gt;
            You can view overlays in the latest release of Hyrule Magic (v0.963).&lt;br /&gt;
            Other overlays include stairs leading underground, and the removal of the weathervane after it has exploded.&lt;br /&gt;
        &lt;br /&gt;
        s - If set, the area will draw its secondary overlay when you enter it.&lt;br /&gt;
        &lt;br /&gt;
        h - If set, heart piece has been collected in this area already.&lt;br /&gt;
            Also used for a handful of other sprites.&lt;br /&gt;
        &lt;br /&gt;
        ? - unknown and probably unused.&lt;br /&gt;
&lt;br /&gt;
=== $300 - $33F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional overworld data that was not included in the final game. This would allow for $C0 (192) overworld areas in total. Note areas $80 and $82 are used but don't save data the way the other areas do. (i.e. not here)&lt;br /&gt;
&lt;br /&gt;
=== $340 - $38B : Items &amp;amp; Equipment ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;basicTable&amp;quot;&lt;br /&gt;
!Address!!Item!!colspan=&amp;quot;5&amp;quot;|Values!!style=&amp;quot;width:15%&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|$340||Bow||0 - Nothing||1 - Bow||2 - Bow &amp;amp; Arrows||3 - Silver Arrow Bow||4 - Bow &amp;amp; Silver Arrows||Confirmed correct 4/19/16.&lt;br /&gt;
|-&lt;br /&gt;
|$341||Boomerang||0 - Nothing||1 - Blue Boomerang||2 - Red Boomerang&lt;br /&gt;
|-&lt;br /&gt;
|$342||Hookshot||0 - Nothing||1 - Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|$343||Bombs||How many bombs you have||colspan=&amp;quot;4&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Can exceed 0x32 (50), up to 0xFF (255).&lt;br /&gt;
|-&lt;br /&gt;
|$344||Magic Powder||0 - Nothing||1 - Mushroom||2 - Magic Powder&lt;br /&gt;
|-&lt;br /&gt;
|$345||Fire Rod||0 - Nothing||1 - Fire Rod&lt;br /&gt;
|-&lt;br /&gt;
|$346||Ice Rod||0 - Nothing||1 - Ice Rod&lt;br /&gt;
|-&lt;br /&gt;
|$347||Bombos Medallion||0 - Nothing||1 - Bombos Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$348||Ether Medallion||0 - Nothing||1 - Ether Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$349||Quake Medallion||0 - Nothing||1 - Quake Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$34A||Lantern||0 - Nothing||1 - Lantern&lt;br /&gt;
|-&lt;br /&gt;
|$34B||Magic Hammer||0 - Nothing||1 - Magic Hammer&lt;br /&gt;
|-&lt;br /&gt;
|$34C||Flute||0 - Nothing||1 - Shovel||2 - Flute||3 - Flute &amp;amp; Bird&lt;br /&gt;
|-&lt;br /&gt;
|$34D||Bug Catching Net||0 - Nothing||1 - Bug Catching Net&lt;br /&gt;
|-&lt;br /&gt;
|$34E||Book of Mudora||0 - Nothing||1 - Book of Mudora&lt;br /&gt;
|-&lt;br /&gt;
|$34F||Bottles||0 - Nothing||1 - Bottle 1 ($7EF35C)||2 - Bottle 2 ($7EF35D)||3 - Bottle 3 ($7EF35E)||4 - Bottle 4 ($7EF35F)&lt;br /&gt;
|-&lt;br /&gt;
|$350||Cane of Somaria||0 - Nothing||1 - Cane of Somaria&lt;br /&gt;
|-&lt;br /&gt;
|$351||Cane of Byrna||0 - Nothing||1 - Cane of Byrna&lt;br /&gt;
|-&lt;br /&gt;
|$352||Magic Cape||0 - Nothing||1 - Magic Cape&lt;br /&gt;
|-&lt;br /&gt;
|$353||Magic Mirror||0 - Nothing||1 - Magic Scroll||2 - Magic Mirror&lt;br /&gt;
|-&lt;br /&gt;
|$354||Gloves||0 - Nothing||1 - Power Gloves||2 - Titan's Mitt&lt;br /&gt;
|-&lt;br /&gt;
|$355||Pegasus Boots||0 - Nothing||1 - Pegasus Boots||colspan=&amp;quot;3&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Just having the boots isn't enough to dash. The player must have the &amp;quot;Run&amp;quot; ability flag set as well. See $379.&lt;br /&gt;
|-&lt;br /&gt;
|$356||Zora's Flippers||0 - Nothing||1 - Zora's Flippers||colspan=&amp;quot;3&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Having this allows you to swim, but doesn't make the swim ability text show up by itself. See $379. Unlike with the Pegasus Boots, the ability to swim is granted as long as the player has this item.&lt;br /&gt;
|-&lt;br /&gt;
|$357||Moon Pearl||0 - Nothing||1 - Moon Pearl&lt;br /&gt;
|-&lt;br /&gt;
|$358||Unused||colspan=&amp;quot;5&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Can be clobbered by fairy fountains.&lt;br /&gt;
|-&lt;br /&gt;
|$359||Sword||0 - No sword||1 - Fighter's Sword||2 - Master Sword||3 - Tempered Sword||4 - Golden Sword||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|$35A||Shield||0 - No shield||1 - Blue Shield||2 - Hero's Shield||3 - Mirror Shield||class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|$35B||Armor||0 - Green Jerkin||1 - Blue Mail||2 - Red Mail||colspan=&amp;quot;2&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|$35C-F||rowspan=&amp;quot;2&amp;quot;|Bottle Contents||0 - No bottle||1 - Mushroom||2 - Empty bottle||3 - Red Potion||4 - Green Potion&lt;br /&gt;
|-&lt;br /&gt;
|5 - Blue Potion||6 - Fairy||7 - Bee||8 - Good Bee&lt;br /&gt;
|-&lt;br /&gt;
|$360-1||Wallet Capacity||colspan=&amp;quot;5&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||rowspan=&amp;quot;2&amp;quot;|This number can be set above the 999 limit.&lt;br /&gt;
|-&lt;br /&gt;
|$362-3||Rupee Count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
THE COMPASS, BIG KEY, AND DUNGEON MAP WORD LOCATIONS ARE ALL MAPPED OUT THE SAME WAY, AS YOU WILL OBSERVE.&lt;br /&gt;
&lt;br /&gt;
Note: The unused areas would correspond to dungeon numbers $1C and $1E in the variable $7E040C, but alas there are no dungeons&lt;br /&gt;
in the game with those values. &lt;br /&gt;
&lt;br /&gt;
If you see &amp;quot;(doesn't exist)&amp;quot; it means this feature was not used in this dungeon in the original, in case you were wondering.&lt;br /&gt;
&lt;br /&gt;
Compass1:           $364.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Compass of Ganon's Tower&lt;br /&gt;
                              bit 3: Compass of Turtle Rock&lt;br /&gt;
                              bit 4: Compass of Gargoyle's domain&lt;br /&gt;
                              bit 5: Compass of Tower of Hera&lt;br /&gt;
                              bit 6: Compass of Ice Palace&lt;br /&gt;
                              bit 7: Compass of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Compass2:           $365      bit 0: Compass of Misery Mire.&lt;br /&gt;
                              bit 1: Compass of Dark Palace&lt;br /&gt;
                              bit 2: Compass of Swamp Palace&lt;br /&gt;
                              bit 3: Compass of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Compass of Desert Palace&lt;br /&gt;
                              bit 5: Compass of Eastern Palace&lt;br /&gt;
                              bit 6: Compass of Hyrule Castle (doesn't exist)&lt;br /&gt;
                              bit 7: Compass of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
BigKey1:            $366.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Big Key of Ganon's Tower&lt;br /&gt;
                              bit 3: Big Key of Turtle Rock&lt;br /&gt;
                              bit 4: Big Key of Gargoyle's domain&lt;br /&gt;
                              bit 5: Big Key of Tower of Hera&lt;br /&gt;
                              bit 6: Big Key of Ice Palace&lt;br /&gt;
                              bit 7: Big Key of Skull Woods. &lt;br /&gt;
                        &lt;br /&gt;
BigKey2:            $367.     bit 0: Big Key of Misery Mire.&lt;br /&gt;
                              bit 1: Big Key of Dark Palace&lt;br /&gt;
                              bit 2: Big Key of Swamp Palace&lt;br /&gt;
                              bit 3: Big Key of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Big Key of Desert Palace&lt;br /&gt;
                              bit 5: Big Key of Eastern Palace&lt;br /&gt;
                              bit 6: Big Key of Hyrule Castle&lt;br /&gt;
                              bit 7: Big Key of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Dungeon map1:       $368.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Map of Ganon's Tower&lt;br /&gt;
                              bit 3: Map of Turtle Rock&lt;br /&gt;
                              bit 4: Map of Gargoyle's domain&lt;br /&gt;
                              bit 5: Map of Tower of Hera&lt;br /&gt;
                              bit 6: Map of Ice Palace&lt;br /&gt;
                              bit 7: Map of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Dungeon map2:       $369      bit 0: Map of Misery Mire&lt;br /&gt;
                              bit 1: Map of Dark Palace&lt;br /&gt;
                              bit 2: Map of Swamp Palace&lt;br /&gt;
                              bit 3: Map of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Map of Desert Palace&lt;br /&gt;
                              bit 5: Map of Eastern Palace&lt;br /&gt;
                              bit 6: Map of Hyrule Castle&lt;br /&gt;
                              bit 7: Map of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Wishing Pond Rupee  $36A. Number of rupees in the pond&lt;br /&gt;
Count&lt;br /&gt;
&lt;br /&gt;
Heart pieces&lt;br /&gt;
collected:          $36B. Number of heart pieces (out of four) you have earned&lt;br /&gt;
&lt;br /&gt;
Health:             $36C. Goal (capacity) Health. Each increment of $08 is worth one heart.&lt;br /&gt;
                          $04 is a half heart. The max is generally $A0. &lt;br /&gt;
                          The game is coded to not accept health values beyond this.&lt;br /&gt;
                  &lt;br /&gt;
                    $36D. Actual Health. Same as above, but this reflects&lt;br /&gt;
                          your current health status rather than potential.&lt;br /&gt;
&lt;br /&gt;
Magic Power:        $36E. Magic power ranges from 0 to $80 (128). Each small bottle refills $10. &lt;br /&gt;
                        Setting Magic above $80 causes the magic meter to glitch and you can't &lt;br /&gt;
                        use special items.&lt;br /&gt;
&lt;br /&gt;
Keys:               $36F. Number of Keys you have in the dungeon you are currently in. &lt;br /&gt;
                        You can earn keys on the overworld but they don't do anything. &lt;br /&gt;
                        If you're in a non-keyed dungeon it will generally read $FF.&lt;br /&gt;
&lt;br /&gt;
Bomb Upgrades:      $370. Number of upgrades your bomb capacity has received. Behavior varies after a &lt;br /&gt;
                          while. Will probably need recoding to be consistent.&lt;br /&gt;
&lt;br /&gt;
Arrow Upgrades:     $371. Number of upgrades your arrow capacity has received. &lt;br /&gt;
                          Same as above, more or less.&lt;br /&gt;
&lt;br /&gt;
Hearts filler:      $372. Write to this location to fill in a set number of hearts. &lt;br /&gt;
                          Make sure to write in a multiple of $08. &lt;br /&gt;
                          Otherwise, you will end up filling the whole life meter.&lt;br /&gt;
&lt;br /&gt;
Magic filler:       $373. Write to this location how much magic power you want filled up. The maximum &lt;br /&gt;
                         effective value is $80.&lt;br /&gt;
&lt;br /&gt;
Pendants:           $374. Bit 0: Courage&lt;br /&gt;
                          Bit 1: Wisdom&lt;br /&gt;
                          Bit 2: Power&lt;br /&gt;
&lt;br /&gt;
Bomb filler:        $375. Write to this location to add X bombs to your arsenal. It will not exceed your &lt;br /&gt;
                          maximum, as defined with $370&lt;br /&gt;
&lt;br /&gt;
Arrow filler:       $376. Write to this location to add X arrows to your arsenal. It will not exceed your &lt;br /&gt;
                        maximum, as defined with $371.&lt;br /&gt;
&lt;br /&gt;
Arrows:             $377. Can exceed 70.&lt;br /&gt;
&lt;br /&gt;
????                $378. ????&lt;br /&gt;
&lt;br /&gt;
Ability Flags:      $379. Bit 0: &lt;br /&gt;
                          Bit 1: Swim&lt;br /&gt;
                          Bit 2: Run / Dash&lt;br /&gt;
                          Bit 3: Pull&lt;br /&gt;
                          Bit 4: ----&lt;br /&gt;
                          Bit 5: Talk&lt;br /&gt;
                          Bit 6: Read&lt;br /&gt;
                          Bit 7: ----&lt;br /&gt;
&lt;br /&gt;
Crystals:           $37A. Bit 0: Misery Mire&lt;br /&gt;
                          Bit 1: Dark Palace&lt;br /&gt;
                          Bit 2: Ice Palace&lt;br /&gt;
                          Bit 3: Turtle Rock&lt;br /&gt;
                          Bit 4: Swamp Palace&lt;br /&gt;
                          Bit 5: Gargoyle's Domain&lt;br /&gt;
                          Bit 6: Skull Woods&lt;br /&gt;
&lt;br /&gt;
Magic usage         $37B. $0: normal consumption&lt;br /&gt;
                          $1: 1/2 consumption&lt;br /&gt;
                          $2: 1/4 consumption&lt;br /&gt;
&lt;br /&gt;
Keys earned per dungeon:&lt;br /&gt;
                    $37C: Sewer Passage&lt;br /&gt;
                    $37D: Hyrule Castle&lt;br /&gt;
                    $37E: Eastern Palace&lt;br /&gt;
                    $37F: Desert Palace&lt;br /&gt;
                    $380: Hyrule Castle 2&lt;br /&gt;
                    $381: Swamp Palace&lt;br /&gt;
                    $382: Dark Palace&lt;br /&gt;
                    $383: Misery Mire&lt;br /&gt;
                    $384: Skull Woods&lt;br /&gt;
                    $385: Ice Palace&lt;br /&gt;
                    $386: Tower of Hera&lt;br /&gt;
                    $387: Gargoyle's Domain&lt;br /&gt;
                    $388: Turtle Rock&lt;br /&gt;
                    $389: Ganon's Tower&lt;br /&gt;
                    $38A: ??? possibly unused. (Were they planning two extra dungeons perhaps?)&lt;br /&gt;
                    $38B: ??? possibly unused.&lt;br /&gt;
&lt;br /&gt;
== Game Event Information ==&lt;br /&gt;
&lt;br /&gt;
Progress Indicator (value, not bitwise)&lt;br /&gt;
$3C5: $0: Unset, Will put Link in his bed state at the beginning of the game. (Also can't use sword or shield)&lt;br /&gt;
      $1: You have a sword and start in the castle on start up.&lt;br /&gt;
      $2: Indicates you have completed the first Hyrule Castle dungeon.&lt;br /&gt;
      $3: Indicates you have beaten Agahnim and are now searching for crystals.&lt;br /&gt;
      $4 and above: meaningless. Though, you could write code using them to expand the event system perhaps.&lt;br /&gt;
&lt;br /&gt;
$3C6: Progress Flags (bitwise)&lt;br /&gt;
&lt;br /&gt;
    0 - Set after your Uncle gives you his gear in the secret passage.&lt;br /&gt;
        Prevents him from showing up there again.&lt;br /&gt;
    &lt;br /&gt;
    1 - Indicates that you've touched the dying priest in Sanctuary.&lt;br /&gt;
    &lt;br /&gt;
    2 - Set after you bring Zelda to sanctuary?&lt;br /&gt;
    &lt;br /&gt;
    3 - Unused? (98% certainty)&lt;br /&gt;
    &lt;br /&gt;
    4 - Set after Link's Uncle leaves your house. It's used to prevent him from respawning there.&lt;br /&gt;
    &lt;br /&gt;
    5 - Set after you obtain the Book of Mudora (this is a guess)&lt;br /&gt;
    &lt;br /&gt;
    6 - Seems to be a persistent flag that toggles between two possible&lt;br /&gt;
        statements that a fortune teller can give you during your &amp;quot;reading&amp;quot;.&lt;br /&gt;
        In other words, don't expect this to stay in one state if you're using&lt;br /&gt;
        fortune tellers. Has no other known purpose.&lt;br /&gt;
    &lt;br /&gt;
    7 - Unused? (98% certainty)&lt;br /&gt;
&lt;br /&gt;
Map Icons Indicator 2 (value, not bitwise)&lt;br /&gt;
$3C7:&lt;br /&gt;
    &lt;br /&gt;
    0x00 - ????&lt;br /&gt;
    0x01 - ????&lt;br /&gt;
    0x02 - ????&lt;br /&gt;
    0x03 - The Three Pendants&lt;br /&gt;
    0x04 - Master Sword in Lost Woods&lt;br /&gt;
    0x05 - Agahnim (skull icon at Hyrule Castle)&lt;br /&gt;
    0x06 - Just crystal 1 shown (Sahasrala's idea)&lt;br /&gt;
    0x07 - All crystals shown&lt;br /&gt;
    0x08 - Agahnim (skull icon at Ganon's Tower)&lt;br /&gt;
&lt;br /&gt;
    All values beyond 8 are invalid, it seems.&lt;br /&gt;
&lt;br /&gt;
Starting Entrance to use:&lt;br /&gt;
$3C8: Abbreviations:&lt;br /&gt;
&lt;br /&gt;
    LH = Link's House;&lt;br /&gt;
    SA = Sanctuary;&lt;br /&gt;
    MC = Mountain Cave;&lt;br /&gt;
    PP = Pyramid of Power in DW;  &lt;br /&gt;
    &lt;br /&gt;
    0: Start the game in Link's house always.&lt;br /&gt;
    1: SA.&lt;br /&gt;
    3: Secret passage under HC garden (near dying uncle).&lt;br /&gt;
    5: LH or SA or MC.&lt;br /&gt;
        &lt;br /&gt;
&lt;br /&gt;
Progress Indicator 3 (bitwise)&lt;br /&gt;
$3C9: 0: If set, means the bum gave you his bottle already.&lt;br /&gt;
      1: If set, means that the salesman in the village sold you a bottle already&lt;br /&gt;
      2: &lt;br /&gt;
      3: Flute Boy (DW) has been arborated&lt;br /&gt;
      4: Thief's Chest has been opened by the middle aged guy&lt;br /&gt;
      5: After you save the Smithy's partner, this bit gets set.&lt;br /&gt;
      6:&lt;br /&gt;
      7: Means Smithies have your sword. Once they give it back it's no longer set. (so nonpermanent)&lt;br /&gt;
&lt;br /&gt;
Lightworld / Darkworld&lt;br /&gt;
$3CA: 0:&lt;br /&gt;
      1:&lt;br /&gt;
      2:&lt;br /&gt;
      3:&lt;br /&gt;
      4:&lt;br /&gt;
      5:&lt;br /&gt;
      6: If set, we're in dark world. Other wise, in light world.&lt;br /&gt;
      7:&lt;br /&gt;
&lt;br /&gt;
Unused?&lt;br /&gt;
$3CB: ?????&lt;br /&gt;
      &lt;br /&gt;
$3CC[0x01] - (Tagalong) &lt;br /&gt;
    &lt;br /&gt;
    Tagalong Indicator (who is following you, if anyone?) (value based)&lt;br /&gt;
    &lt;br /&gt;
    Note: Don't use a value of 0x0F or larger here, as it will likely crash&lt;br /&gt;
    the game.&lt;br /&gt;
    &lt;br /&gt;
    0x00 - Tagalong disabled&lt;br /&gt;
    0x01 - Princess Zelda&lt;br /&gt;
    0x02 - ???&lt;br /&gt;
    0x03 - ???&lt;br /&gt;
    0x04 - Old Man?&lt;br /&gt;
    0x05 - Zelda (invisible) bitching at you about coming to rescue her.&lt;br /&gt;
    0x06 - Blind masquerading as a Maiden&lt;br /&gt;
    0x07 - Missing Dwarf (smithyfrog as I call him) in DW&lt;br /&gt;
    0x08 - Missing Dwarf in LW&lt;br /&gt;
    0x09 - Middle Aged Guy w/ Sign&lt;br /&gt;
    0x0A - Kiki the monkey&lt;br /&gt;
    0x0B - ???&lt;br /&gt;
    0x0C - Thief's chest&lt;br /&gt;
    0x0D - Super Bomb&lt;br /&gt;
    0x0E - Activated in reaction to acquiring the Master Sword. Used&lt;br /&gt;
           to trigger a telepathic message from Zelda indicating that Agahnim's&lt;br /&gt;
           goons have come for her at Sanctuary.&lt;br /&gt;
&lt;br /&gt;
$03CD[0x02] - &lt;br /&gt;
    &lt;br /&gt;
    Cached Y coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$03CF[0x02] - &lt;br /&gt;
&lt;br /&gt;
    Cached X coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
$3D1: ????&lt;br /&gt;
&lt;br /&gt;
$3D2: &lt;br /&gt;
&lt;br /&gt;
$3D3: Set to 0 normally. Set to $80 if a Super Bomb is going off.&lt;br /&gt;
&lt;br /&gt;
$3D4-$3D8: ????&lt;br /&gt;
&lt;br /&gt;
Player's Name&lt;br /&gt;
$3D9-$3E4: See appendix for listing of character codes. Note each of the six letters is represented by a 16-bit number.&lt;br /&gt;
&lt;br /&gt;
Validity (Checksum) of the File:&lt;br /&gt;
$3E5-$3E6:  There is a subroutine in the ROM that checks to make sure this value is 0x55AA. &lt;br /&gt;
            (Note the reverse byte order in the actual SRAM.) &lt;br /&gt;
            If you alter this your file is automatically tagged for deletion at startup. &lt;br /&gt;
            The game is designed to delete it, it's not a Super NES feature or anything. &lt;br /&gt;
            In short, Don't mess with it. Unused game slots have the value 0x0000 here,&lt;br /&gt;
            and you will too if you mess with it - resulting in your save file(s) being wiped&lt;br /&gt;
            out.&lt;br /&gt;
&lt;br /&gt;
$3E7-$402 (?) Deaths totals for each dungeon. Each number is 16 bit. Thanks to Euclid for helping verify this!&lt;br /&gt;
      $3E7: Sewers&lt;br /&gt;
      $3E9: Hyrule Castle&lt;br /&gt;
      $3EB: Eastern Palace&lt;br /&gt;
      $3ED: Desert Palace&lt;br /&gt;
      $3EF: Hyrule Castle 2&lt;br /&gt;
      $3F1: Swamp Palace&lt;br /&gt;
      $3F3: Dark Palace&lt;br /&gt;
      $3F5: Misery Mire&lt;br /&gt;
      $3F7: Skull Woods&lt;br /&gt;
      $3F9: Ice Palace&lt;br /&gt;
      $3FB: Tower of Hera&lt;br /&gt;
      $3FD: Gargoyle's Domain&lt;br /&gt;
      $3FF: Turtle Rock&lt;br /&gt;
      $401: Ganon's Tower&lt;br /&gt;
&lt;br /&gt;
Life/Save Counter: &lt;br /&gt;
$403-4. Counts the number of times your saved or died in the game, before you beat it.&lt;br /&gt;
&lt;br /&gt;
PostGame Death Counter: &lt;br /&gt;
$405-6. When you start the game this is written to with the value -1 (0xFFFF). On the game select&lt;br /&gt;
screen, it will only display a number if this is not 0xFFFF. The max displayable number is 999.&lt;br /&gt;
When you beat the game, the number of times you died gets recorded here.&lt;br /&gt;
&lt;br /&gt;
Presumed to be unused&lt;br /&gt;
$407-$4FD: ????&lt;br /&gt;
&lt;br /&gt;
Inverse Checksum: $4FE-F. If you add numbers to the file, you need to subtract from this location. See Side Note 3 for more information.&lt;br /&gt;
&lt;br /&gt;
===============================================================================================&lt;br /&gt;
&lt;br /&gt;
Appendix:&lt;br /&gt;
&lt;br /&gt;
Side Note 2: Items other than the standard equipment can be equipped. For instance, it's possible&lt;br /&gt;
to equip the compass as a sword. By some miracle, the items you end up with often work the same&lt;br /&gt;
way as their appropriate counterparts. Sometimes they are far superior to the normal items, and&lt;br /&gt;
sometimes they just suck. At least one item makes your armor invincible! Just experiment a little.&lt;br /&gt;
Beware, the palletes will not be standard.&lt;br /&gt;
&lt;br /&gt;
Side Note 3: A tutorial on inverse checksums. Let's say I add to location $3EE. Now E = 14 in the&lt;br /&gt;
decimal system. (Note we are looking at the last digit. &amp;quot;E&amp;quot; that is.) Therefore $3EE is even. &lt;br /&gt;
&lt;br /&gt;
If I add a value to a memory location with an even address,&lt;br /&gt;
I must subtract from the even address of the inverse checksum. Example: Suppose I add $4 to $305.&lt;br /&gt;
$305 is odd, so I SUBTRACT $4 from the odd checksum byte: $4FF. If I subtracted from $305, I must&lt;br /&gt;
add to $4FF. This maintains the &amp;quot;balance&amp;quot; of the file and keeps it from being erased.&lt;br /&gt;
&lt;br /&gt;
Now this will work for slight changes in the checksum, but it takes a bit of insight to recognize&lt;br /&gt;
that the checksum is really a 16-bit number, not just two 8-bit numbers functioning separately.&lt;br /&gt;
&lt;br /&gt;
(edit later)&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
Character Codes:&lt;br /&gt;
&lt;br /&gt;
Alpha-numeric&lt;br /&gt;
&lt;br /&gt;
00-A 01-B 02-C 03-D 04-E 05-F 06=G 07-H 08-I^ 09-J 0A-K 0B-L 0C-M 0D-N OE-O OF-P &lt;br /&gt;
10-??&lt;br /&gt;
20-Q 21-R 22-S 23-T 24-U 25-V 26-W 27-X 28-Y 29-Z 2A-a 2B-b-2C-c 2D-d 2E-e 2F-f&lt;br /&gt;
40-g 41-h 42-k 43-j 44-i 45-l 46-m 47-n 48-o 49-p 4A-q 4B-r 4C-s 4D-t 4E-u 4F-v&lt;br /&gt;
&lt;br /&gt;
60-w 61-x 62-y 63-z 64-0 65-1 66-2 67-3 68-4 69-5 6A-6 6B-7 6C-8 6D-9 6E-&amp;quot;?&amp;quot; 6F-&amp;quot;!&amp;quot;&lt;br /&gt;
80-&amp;quot;-&amp;quot; 81-&amp;quot;.&amp;quot; 82-&amp;quot;,&amp;quot;   85-&amp;quot;(&amp;quot; 86-&amp;quot;)&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Special characters (not normally accessible. This is by far an incomplete listing)&lt;br /&gt;
&lt;br /&gt;
A0-small right arrow A1-&amp;quot;'&amp;quot; (apostrophe) A2-HPiece again A3-&amp;quot;empty right hand heart cont.&amp;quot;&lt;br /&gt;
A4-see A7 A5-Same as A7 A6-&amp;quot;Quarter Heart piece, top right corner.&amp;quot;&lt;br /&gt;
A7-&amp;quot;Heart piece,left half&amp;quot; A8-&amp;quot;Heart piece, right half&amp;quot; A9-blank AA-&amp;quot;left arrow&amp;quot; &lt;br /&gt;
SNES Button Alphabet: AB-A AC-B AD-X AE-Y&lt;br /&gt;
AF-I&lt;br /&gt;
B1-blank^&lt;br /&gt;
&lt;br /&gt;
^This code is not the canon encoding of this character. ex. AF is the proper &amp;quot;I&amp;quot;. 08 is not.&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=374</id>
		<title>SRAM Map</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=374"/>
				<updated>2016-07-15T00:55:29Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: /* $340 - $38B : Items &amp;amp; Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
All offsets presented here are relative to the start of each save slot. There are $500 bytes for each slot. Note that&lt;br /&gt;
each slot is mirrored, at a later point in SRAM.&lt;br /&gt;
&lt;br /&gt;
 Slot 1: $000; Mirror: $F00&lt;br /&gt;
 Slot 2: $500; Mirror: $1400&lt;br /&gt;
 Slot 3: $A00; Mirror: $1900&lt;br /&gt;
&lt;br /&gt;
Only edits to the main copy will be recognized by the game unless the main copy fails its checksum. Each copy has its own checksum.&lt;br /&gt;
&lt;br /&gt;
Addresses $1E00-$1FFE in SRAM are not used. No not assume that the free addresses are initialized to any specific or sensible value. The values from these addresses should be treated as undefined until initialized. Address $1FFF is used by the game to store temporary data.&lt;br /&gt;
&lt;br /&gt;
These offsets directly correspond to $7E:F--- for a particular save file is being played. When the game is finished it writes the information into bank $70 in the corresponding slot + offsets presented here. (e.g. For the second save file, the information will be saved to $70:0500-$70:09FF, and mirrored at $70:1400-$70:18FF.)&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
&lt;br /&gt;
The SRAM save loading routing relies upon an inverse checksum. Additions to any byte in the .srm file, must be subtracted from that save game's checksum to maintain integrity. Failure to observe this precaution will cause the game to attempt to load the mirror copy. Should the mirror copy also fail the checksum verification, the save slot will be cleared.&lt;br /&gt;
&lt;br /&gt;
== SRAM Map ==&lt;br /&gt;
&lt;br /&gt;
=== $000 - $24F : Data for Rooms ===&lt;br /&gt;
&lt;br /&gt;
Room Information: There are $128 (296) rooms in in the ROM. Each room has one word of information devoted to it.&lt;br /&gt;
&lt;br /&gt;
 High Byte               Low Byte&lt;br /&gt;
 d d d d b k ck cr       c c c c q q q q      &lt;br /&gt;
 &lt;br /&gt;
 c - chest, big key chest, or big key lock. Any combination of them totalling to 6 is valid.&lt;br /&gt;
 q - quadrants visited: &lt;br /&gt;
 k - key or item (such as a 300 rupee gift)&lt;br /&gt;
 d - door opened (either unlocked, bombed or other means)&lt;br /&gt;
 r - special rupee tiles, whether they've been obtained or not.&lt;br /&gt;
 b - boss battle won&lt;br /&gt;
&lt;br /&gt;
 qqqq corresponds to 4321, so if quadrants 4 and 1 have been &amp;quot;seen&amp;quot; by Link, then qqqq will look like 1001. The quadrants are laid out like so in each room:&lt;br /&gt;
&lt;br /&gt;
 --------------- &lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  4   |  3   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |-------------|&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  2   |  1   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 ---------------&lt;br /&gt;
&lt;br /&gt;
=== $250 - $27F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional room information that was not included in the final game. This would bring the grand total to $140 (320) possible rooms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== $280 - $2FF : Overworld Event Information ===&lt;br /&gt;
&lt;br /&gt;
    (one byte per area)&lt;br /&gt;
&lt;br /&gt;
    ?ho???s?&lt;br /&gt;
&lt;br /&gt;
        o - If set, the area will draw its designated overlay when you enter it. &lt;br /&gt;
            e.g. If you're triggered misery mire then the entrance shows up there the next time you enter that area.&lt;br /&gt;
            You can view overlays in the latest release of Hyrule Magic (v0.963).&lt;br /&gt;
            Other overlays include stairs leading underground, and the removal of the weathervane after it has exploded.&lt;br /&gt;
        &lt;br /&gt;
        s - If set, the area will draw its secondary overlay when you enter it.&lt;br /&gt;
        &lt;br /&gt;
        h - If set, heart piece has been collected in this area already.&lt;br /&gt;
            Also used for a handful of other sprites.&lt;br /&gt;
        &lt;br /&gt;
        ? - unknown and probably unused.&lt;br /&gt;
&lt;br /&gt;
=== $300 - $33F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional overworld data that was not included in the final game. This would allow for $C0 (192) overworld areas in total. Note areas $80 and $82 are used but don't save data the way the other areas do. (i.e. not here)&lt;br /&gt;
&lt;br /&gt;
=== $340 - $38B : Items &amp;amp; Equipment ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;basicTable&amp;quot;&lt;br /&gt;
!Address!!Item!!colspan=&amp;quot;5&amp;quot;|Values!!style=&amp;quot;width:15%&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|$340||Bow||0 - Nothing||1 - Bow||2 - Bow &amp;amp; Arrows||3 - Silver Arrow Bow||4 - Bow &amp;amp; Silver Arrows||Confirmed correct 4/19/16.&lt;br /&gt;
|-&lt;br /&gt;
|$341||Boomerang||0 - Nothing||1 - Blue Boomerang||2 - Red Boomerang&lt;br /&gt;
|-&lt;br /&gt;
|$342||Hookshot||0 - Nothing||1 - Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|$343||Bombs||How many bombs you have||colspan=&amp;quot;4&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Can exceed 0x32 (50), up to 0xFF (255).&lt;br /&gt;
|-&lt;br /&gt;
|$344||Magic Powder||0 - Nothing||1 - Mushroom||2 - Magic Powder&lt;br /&gt;
|-&lt;br /&gt;
|$345||Fire Rod||0 - Nothing||1 - Fire Rod&lt;br /&gt;
|-&lt;br /&gt;
|$346||Ice Rod||0 - Nothing||1 - Ice Rod&lt;br /&gt;
|-&lt;br /&gt;
|$347||Bombos Medallion||0 - Nothing||1 - Bombos Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$348||Ether Medallion||0 - Nothing||1 - Ether Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$349||Quake Medallion||0 - Nothing||1 - Quake Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$34A||Lantern||0 - Nothing||1 - Lantern&lt;br /&gt;
|-&lt;br /&gt;
|$34B||Magic Hammer||0 - Nothing||1 - Magic Hammer&lt;br /&gt;
|-&lt;br /&gt;
|$34C||Flute||0 - Nothing||1 - Shovel||2 - Flute||3 - Flute &amp;amp; Bird&lt;br /&gt;
|-&lt;br /&gt;
|$34D||Bug Catching Net||0 - Nothing||1 - Bug Catching Net&lt;br /&gt;
|-&lt;br /&gt;
|$34E||Book of Mudora||0 - Nothing||1 - Book of Mudora&lt;br /&gt;
|-&lt;br /&gt;
|$34F||Bottles||0 - Nothing||1 - Bottle 1 ($7EF35C)||2 - Bottle 2 ($7EF35D)||3 - Bottle 3 ($7EF35E)||4 - Bottle 4 ($7EF35F)&lt;br /&gt;
|-&lt;br /&gt;
|$350||Cane of Somaria||0 - Nothing||1 - Cane of Somaria&lt;br /&gt;
|-&lt;br /&gt;
|$351||Cane of Byrna||0 - Nothing||1 - Cane of Byrna&lt;br /&gt;
|-&lt;br /&gt;
|$352||Magic Cape||0 - Nothing||1 - Magic Cape&lt;br /&gt;
|-&lt;br /&gt;
|$353||Magic Mirror||0 - Nothing||1 - Magic Scroll||2 - Magic Mirror&lt;br /&gt;
|-&lt;br /&gt;
|$354||Gloves||0 - Nothing||1 - Power Gloves||2 - Titan's Mitt&lt;br /&gt;
|-&lt;br /&gt;
|$355||Pegasus Boots||0 - Nothing||1 - Pegasus Boots||colspan=&amp;quot;3&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Just having the boots isn't enough to dash. The player must have the &amp;quot;Run&amp;quot; ability flag set as well. See $379.&lt;br /&gt;
|-&lt;br /&gt;
|$356||Zora's Flippers||0 - Nothing||1 - Zora's Flippers||colspan=&amp;quot;3&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Having this allows you to swim, but doesn't make the swim ability text show up by itself. See $379. Unlike with the Pegasus Boots, the ability to swim is granted as long as the player has this item.&lt;br /&gt;
|-&lt;br /&gt;
|$357||Moon Pearl||0 - Nothing||1 - Moon Pearl&lt;br /&gt;
|-&lt;br /&gt;
|$358||Unused&lt;br /&gt;
|-&lt;br /&gt;
|$359||Sword||0 - No sword||1 - Fighter's Sword||2 - Master Sword||3 - Tempered Sword||4 - Golden Sword||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|$35A||Shield||0 - No shield||1 - Blue Shield||2 - Hero's Shield||3 - Mirror Shield||class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|$35B||Armor||0 - Green Jerkin||1 - Blue Mail||2 - Red Mail||colspan=&amp;quot;2&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|$35C-F||rowspan=&amp;quot;2&amp;quot;|Bottle Contents||0 - No bottle||1 - Mushroom||2 - Empty bottle||3 - Red Potion||4 - Green Potion&lt;br /&gt;
|-&lt;br /&gt;
|5 - Blue Potion||6 - Fairy||7 - Bee||8 - Good Bee&lt;br /&gt;
|-&lt;br /&gt;
|$360-1||Wallet Capacity||colspan=&amp;quot;5&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||rowspan=&amp;quot;2&amp;quot;|This number can be set above the 999 limit.&lt;br /&gt;
|-&lt;br /&gt;
|$362-3||Rupee Count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
THE COMPASS, BIG KEY, AND DUNGEON MAP WORD LOCATIONS ARE ALL MAPPED OUT THE SAME WAY, AS YOU WILL OBSERVE.&lt;br /&gt;
&lt;br /&gt;
Note: The unused areas would correspond to dungeon numbers $1C and $1E in the variable $7E040C, but alas there are no dungeons&lt;br /&gt;
in the game with those values. &lt;br /&gt;
&lt;br /&gt;
If you see &amp;quot;(doesn't exist)&amp;quot; it means this feature was not used in this dungeon in the original, in case you were wondering.&lt;br /&gt;
&lt;br /&gt;
Compass1:           $364.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Compass of Ganon's Tower&lt;br /&gt;
                              bit 3: Compass of Turtle Rock&lt;br /&gt;
                              bit 4: Compass of Gargoyle's domain&lt;br /&gt;
                              bit 5: Compass of Tower of Hera&lt;br /&gt;
                              bit 6: Compass of Ice Palace&lt;br /&gt;
                              bit 7: Compass of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Compass2:           $365      bit 0: Compass of Misery Mire.&lt;br /&gt;
                              bit 1: Compass of Dark Palace&lt;br /&gt;
                              bit 2: Compass of Swamp Palace&lt;br /&gt;
                              bit 3: Compass of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Compass of Desert Palace&lt;br /&gt;
                              bit 5: Compass of Eastern Palace&lt;br /&gt;
                              bit 6: Compass of Hyrule Castle (doesn't exist)&lt;br /&gt;
                              bit 7: Compass of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
BigKey1:            $366.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Big Key of Ganon's Tower&lt;br /&gt;
                              bit 3: Big Key of Turtle Rock&lt;br /&gt;
                              bit 4: Big Key of Gargoyle's domain&lt;br /&gt;
                              bit 5: Big Key of Tower of Hera&lt;br /&gt;
                              bit 6: Big Key of Ice Palace&lt;br /&gt;
                              bit 7: Big Key of Skull Woods. &lt;br /&gt;
                        &lt;br /&gt;
BigKey2:            $367.     bit 0: Big Key of Misery Mire.&lt;br /&gt;
                              bit 1: Big Key of Dark Palace&lt;br /&gt;
                              bit 2: Big Key of Swamp Palace&lt;br /&gt;
                              bit 3: Big Key of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Big Key of Desert Palace&lt;br /&gt;
                              bit 5: Big Key of Eastern Palace&lt;br /&gt;
                              bit 6: Big Key of Hyrule Castle&lt;br /&gt;
                              bit 7: Big Key of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Dungeon map1:       $368.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Map of Ganon's Tower&lt;br /&gt;
                              bit 3: Map of Turtle Rock&lt;br /&gt;
                              bit 4: Map of Gargoyle's domain&lt;br /&gt;
                              bit 5: Map of Tower of Hera&lt;br /&gt;
                              bit 6: Map of Ice Palace&lt;br /&gt;
                              bit 7: Map of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Dungeon map2:       $369      bit 0: Map of Misery Mire&lt;br /&gt;
                              bit 1: Map of Dark Palace&lt;br /&gt;
                              bit 2: Map of Swamp Palace&lt;br /&gt;
                              bit 3: Map of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Map of Desert Palace&lt;br /&gt;
                              bit 5: Map of Eastern Palace&lt;br /&gt;
                              bit 6: Map of Hyrule Castle&lt;br /&gt;
                              bit 7: Map of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Wishing Pond Rupee  $36A. Number of rupees in the pond&lt;br /&gt;
Count&lt;br /&gt;
&lt;br /&gt;
Heart pieces&lt;br /&gt;
collected:          $36B. Number of heart pieces (out of four) you have earned&lt;br /&gt;
&lt;br /&gt;
Health:             $36C. Goal (capacity) Health. Each increment of $08 is worth one heart.&lt;br /&gt;
                          $04 is a half heart. The max is generally $A0. &lt;br /&gt;
                          The game is coded to not accept health values beyond this.&lt;br /&gt;
                  &lt;br /&gt;
                    $36D. Actual Health. Same as above, but this reflects&lt;br /&gt;
                          your current health status rather than potential.&lt;br /&gt;
&lt;br /&gt;
Magic Power:        $36E. Magic power ranges from 0 to $80 (128). Each small bottle refills $10. &lt;br /&gt;
                        Setting Magic above $80 causes the magic meter to glitch and you can't &lt;br /&gt;
                        use special items.&lt;br /&gt;
&lt;br /&gt;
Keys:               $36F. Number of Keys you have in the dungeon you are currently in. &lt;br /&gt;
                        You can earn keys on the overworld but they don't do anything. &lt;br /&gt;
                        If you're in a non-keyed dungeon it will generally read $FF.&lt;br /&gt;
&lt;br /&gt;
Bomb Upgrades:      $370. Number of upgrades your bomb capacity has received. Behavior varies after a &lt;br /&gt;
                          while. Will probably need recoding to be consistent.&lt;br /&gt;
&lt;br /&gt;
Arrow Upgrades:     $371. Number of upgrades your arrow capacity has received. &lt;br /&gt;
                          Same as above, more or less.&lt;br /&gt;
&lt;br /&gt;
Hearts filler:      $372. Write to this location to fill in a set number of hearts. &lt;br /&gt;
                          Make sure to write in a multiple of $08. &lt;br /&gt;
                          Otherwise, you will end up filling the whole life meter.&lt;br /&gt;
&lt;br /&gt;
Magic filler:       $373. Write to this location how much magic power you want filled up. The maximum &lt;br /&gt;
                         effective value is $80.&lt;br /&gt;
&lt;br /&gt;
Pendants:           $374. Bit 0: Courage&lt;br /&gt;
                          Bit 1: Wisdom&lt;br /&gt;
                          Bit 2: Power&lt;br /&gt;
&lt;br /&gt;
Bomb filler:        $375. Write to this location to add X bombs to your arsenal. It will not exceed your &lt;br /&gt;
                          maximum, as defined with $370&lt;br /&gt;
&lt;br /&gt;
Arrow filler:       $376. Write to this location to add X arrows to your arsenal. It will not exceed your &lt;br /&gt;
                        maximum, as defined with $371.&lt;br /&gt;
&lt;br /&gt;
Arrows:             $377. Can exceed 70.&lt;br /&gt;
&lt;br /&gt;
????                $378. ????&lt;br /&gt;
&lt;br /&gt;
Ability Flags:      $379. Bit 0: &lt;br /&gt;
                          Bit 1: Swim&lt;br /&gt;
                          Bit 2: Run / Dash&lt;br /&gt;
                          Bit 3: Pull&lt;br /&gt;
                          Bit 4: ----&lt;br /&gt;
                          Bit 5: Talk&lt;br /&gt;
                          Bit 6: Read&lt;br /&gt;
                          Bit 7: ----&lt;br /&gt;
&lt;br /&gt;
Crystals:           $37A. Bit 0: Misery Mire&lt;br /&gt;
                          Bit 1: Dark Palace&lt;br /&gt;
                          Bit 2: Ice Palace&lt;br /&gt;
                          Bit 3: Turtle Rock&lt;br /&gt;
                          Bit 4: Swamp Palace&lt;br /&gt;
                          Bit 5: Gargoyle's Domain&lt;br /&gt;
                          Bit 6: Skull Woods&lt;br /&gt;
&lt;br /&gt;
Magic usage         $37B. $0: normal consumption&lt;br /&gt;
                          $1: 1/2 consumption&lt;br /&gt;
                          $2: 1/4 consumption&lt;br /&gt;
&lt;br /&gt;
Keys earned per dungeon:&lt;br /&gt;
                    $37C: Sewer Passage&lt;br /&gt;
                    $37D: Hyrule Castle&lt;br /&gt;
                    $37E: Eastern Palace&lt;br /&gt;
                    $37F: Desert Palace&lt;br /&gt;
                    $380: Hyrule Castle 2&lt;br /&gt;
                    $381: Swamp Palace&lt;br /&gt;
                    $382: Dark Palace&lt;br /&gt;
                    $383: Misery Mire&lt;br /&gt;
                    $384: Skull Woods&lt;br /&gt;
                    $385: Ice Palace&lt;br /&gt;
                    $386: Tower of Hera&lt;br /&gt;
                    $387: Gargoyle's Domain&lt;br /&gt;
                    $388: Turtle Rock&lt;br /&gt;
                    $389: Ganon's Tower&lt;br /&gt;
                    $38A: ??? possibly unused. (Were they planning two extra dungeons perhaps?)&lt;br /&gt;
                    $38B: ??? possibly unused.&lt;br /&gt;
&lt;br /&gt;
== Game Event Information ==&lt;br /&gt;
&lt;br /&gt;
Progress Indicator (value, not bitwise)&lt;br /&gt;
$3C5: $0: Unset, Will put Link in his bed state at the beginning of the game. (Also can't use sword or shield)&lt;br /&gt;
      $1: You have a sword and start in the castle on start up.&lt;br /&gt;
      $2: Indicates you have completed the first Hyrule Castle dungeon.&lt;br /&gt;
      $3: Indicates you have beaten Agahnim and are now searching for crystals.&lt;br /&gt;
      $4 and above: meaningless. Though, you could write code using them to expand the event system perhaps.&lt;br /&gt;
&lt;br /&gt;
$3C6: Progress Flags (bitwise)&lt;br /&gt;
&lt;br /&gt;
    0 - Set after your Uncle gives you his gear in the secret passage.&lt;br /&gt;
        Prevents him from showing up there again.&lt;br /&gt;
    &lt;br /&gt;
    1 - Indicates that you've touched the dying priest in Sanctuary.&lt;br /&gt;
    &lt;br /&gt;
    2 - Set after you bring Zelda to sanctuary?&lt;br /&gt;
    &lt;br /&gt;
    3 - Unused? (98% certainty)&lt;br /&gt;
    &lt;br /&gt;
    4 - Set after Link's Uncle leaves your house. It's used to prevent him from respawning there.&lt;br /&gt;
    &lt;br /&gt;
    5 - Set after you obtain the Book of Mudora (this is a guess)&lt;br /&gt;
    &lt;br /&gt;
    6 - Seems to be a persistent flag that toggles between two possible&lt;br /&gt;
        statements that a fortune teller can give you during your &amp;quot;reading&amp;quot;.&lt;br /&gt;
        In other words, don't expect this to stay in one state if you're using&lt;br /&gt;
        fortune tellers. Has no other known purpose.&lt;br /&gt;
    &lt;br /&gt;
    7 - Unused? (98% certainty)&lt;br /&gt;
&lt;br /&gt;
Map Icons Indicator 2 (value, not bitwise)&lt;br /&gt;
$3C7:&lt;br /&gt;
    &lt;br /&gt;
    0x00 - ????&lt;br /&gt;
    0x01 - ????&lt;br /&gt;
    0x02 - ????&lt;br /&gt;
    0x03 - The Three Pendants&lt;br /&gt;
    0x04 - Master Sword in Lost Woods&lt;br /&gt;
    0x05 - Agahnim (skull icon at Hyrule Castle)&lt;br /&gt;
    0x06 - Just crystal 1 shown (Sahasrala's idea)&lt;br /&gt;
    0x07 - All crystals shown&lt;br /&gt;
    0x08 - Agahnim (skull icon at Ganon's Tower)&lt;br /&gt;
&lt;br /&gt;
    All values beyond 8 are invalid, it seems.&lt;br /&gt;
&lt;br /&gt;
Starting Entrance to use:&lt;br /&gt;
$3C8: Abbreviations:&lt;br /&gt;
&lt;br /&gt;
    LH = Link's House;&lt;br /&gt;
    SA = Sanctuary;&lt;br /&gt;
    MC = Mountain Cave;&lt;br /&gt;
    PP = Pyramid of Power in DW;  &lt;br /&gt;
    &lt;br /&gt;
    0: Start the game in Link's house always.&lt;br /&gt;
    1: SA.&lt;br /&gt;
    3: Secret passage under HC garden (near dying uncle).&lt;br /&gt;
    5: LH or SA or MC.&lt;br /&gt;
        &lt;br /&gt;
&lt;br /&gt;
Progress Indicator 3 (bitwise)&lt;br /&gt;
$3C9: 0: If set, means the bum gave you his bottle already.&lt;br /&gt;
      1: If set, means that the salesman in the village sold you a bottle already&lt;br /&gt;
      2: &lt;br /&gt;
      3: Flute Boy (DW) has been arborated&lt;br /&gt;
      4: Thief's Chest has been opened by the middle aged guy&lt;br /&gt;
      5: After you save the Smithy's partner, this bit gets set.&lt;br /&gt;
      6:&lt;br /&gt;
      7: Means Smithies have your sword. Once they give it back it's no longer set. (so nonpermanent)&lt;br /&gt;
&lt;br /&gt;
Lightworld / Darkworld&lt;br /&gt;
$3CA: 0:&lt;br /&gt;
      1:&lt;br /&gt;
      2:&lt;br /&gt;
      3:&lt;br /&gt;
      4:&lt;br /&gt;
      5:&lt;br /&gt;
      6: If set, we're in dark world. Other wise, in light world.&lt;br /&gt;
      7:&lt;br /&gt;
&lt;br /&gt;
Unused?&lt;br /&gt;
$3CB: ?????&lt;br /&gt;
      &lt;br /&gt;
$3CC[0x01] - (Tagalong) &lt;br /&gt;
    &lt;br /&gt;
    Tagalong Indicator (who is following you, if anyone?) (value based)&lt;br /&gt;
    &lt;br /&gt;
    Note: Don't use a value of 0x0F or larger here, as it will likely crash&lt;br /&gt;
    the game.&lt;br /&gt;
    &lt;br /&gt;
    0x00 - Tagalong disabled&lt;br /&gt;
    0x01 - Princess Zelda&lt;br /&gt;
    0x02 - ???&lt;br /&gt;
    0x03 - ???&lt;br /&gt;
    0x04 - Old Man?&lt;br /&gt;
    0x05 - Zelda (invisible) bitching at you about coming to rescue her.&lt;br /&gt;
    0x06 - Blind masquerading as a Maiden&lt;br /&gt;
    0x07 - Missing Dwarf (smithyfrog as I call him) in DW&lt;br /&gt;
    0x08 - Missing Dwarf in LW&lt;br /&gt;
    0x09 - Middle Aged Guy w/ Sign&lt;br /&gt;
    0x0A - Kiki the monkey&lt;br /&gt;
    0x0B - ???&lt;br /&gt;
    0x0C - Thief's chest&lt;br /&gt;
    0x0D - Super Bomb&lt;br /&gt;
    0x0E - Activated in reaction to acquiring the Master Sword. Used&lt;br /&gt;
           to trigger a telepathic message from Zelda indicating that Agahnim's&lt;br /&gt;
           goons have come for her at Sanctuary.&lt;br /&gt;
&lt;br /&gt;
$03CD[0x02] - &lt;br /&gt;
    &lt;br /&gt;
    Cached Y coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$03CF[0x02] - &lt;br /&gt;
&lt;br /&gt;
    Cached X coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
$3D1: ????&lt;br /&gt;
&lt;br /&gt;
$3D2: &lt;br /&gt;
&lt;br /&gt;
$3D3: Set to 0 normally. Set to $80 if a Super Bomb is going off.&lt;br /&gt;
&lt;br /&gt;
$3D4-$3D8: ????&lt;br /&gt;
&lt;br /&gt;
Player's Name&lt;br /&gt;
$3D9-$3E4: See appendix for listing of character codes. Note each of the six letters is represented by a 16-bit number.&lt;br /&gt;
&lt;br /&gt;
Validity (Checksum) of the File:&lt;br /&gt;
$3E5-$3E6:  There is a subroutine in the ROM that checks to make sure this value is 0x55AA. &lt;br /&gt;
            (Note the reverse byte order in the actual SRAM.) &lt;br /&gt;
            If you alter this your file is automatically tagged for deletion at startup. &lt;br /&gt;
            The game is designed to delete it, it's not a Super NES feature or anything. &lt;br /&gt;
            In short, Don't mess with it. Unused game slots have the value 0x0000 here,&lt;br /&gt;
            and you will too if you mess with it - resulting in your save file(s) being wiped&lt;br /&gt;
            out.&lt;br /&gt;
&lt;br /&gt;
$3E7-$402 (?) Deaths totals for each dungeon. Each number is 16 bit. Thanks to Euclid for helping verify this!&lt;br /&gt;
      $3E7: Sewers&lt;br /&gt;
      $3E9: Hyrule Castle&lt;br /&gt;
      $3EB: Eastern Palace&lt;br /&gt;
      $3ED: Desert Palace&lt;br /&gt;
      $3EF: Hyrule Castle 2&lt;br /&gt;
      $3F1: Swamp Palace&lt;br /&gt;
      $3F3: Dark Palace&lt;br /&gt;
      $3F5: Misery Mire&lt;br /&gt;
      $3F7: Skull Woods&lt;br /&gt;
      $3F9: Ice Palace&lt;br /&gt;
      $3FB: Tower of Hera&lt;br /&gt;
      $3FD: Gargoyle's Domain&lt;br /&gt;
      $3FF: Turtle Rock&lt;br /&gt;
      $401: Ganon's Tower&lt;br /&gt;
&lt;br /&gt;
Life/Save Counter: &lt;br /&gt;
$403-4. Counts the number of times your saved or died in the game, before you beat it.&lt;br /&gt;
&lt;br /&gt;
PostGame Death Counter: &lt;br /&gt;
$405-6. When you start the game this is written to with the value -1 (0xFFFF). On the game select&lt;br /&gt;
screen, it will only display a number if this is not 0xFFFF. The max displayable number is 999.&lt;br /&gt;
When you beat the game, the number of times you died gets recorded here.&lt;br /&gt;
&lt;br /&gt;
Presumed to be unused&lt;br /&gt;
$407-$4FD: ????&lt;br /&gt;
&lt;br /&gt;
Inverse Checksum: $4FE-F. If you add numbers to the file, you need to subtract from this location. See Side Note 3 for more information.&lt;br /&gt;
&lt;br /&gt;
===============================================================================================&lt;br /&gt;
&lt;br /&gt;
Appendix:&lt;br /&gt;
&lt;br /&gt;
Side Note 2: Items other than the standard equipment can be equipped. For instance, it's possible&lt;br /&gt;
to equip the compass as a sword. By some miracle, the items you end up with often work the same&lt;br /&gt;
way as their appropriate counterparts. Sometimes they are far superior to the normal items, and&lt;br /&gt;
sometimes they just suck. At least one item makes your armor invincible! Just experiment a little.&lt;br /&gt;
Beware, the palletes will not be standard.&lt;br /&gt;
&lt;br /&gt;
Side Note 3: A tutorial on inverse checksums. Let's say I add to location $3EE. Now E = 14 in the&lt;br /&gt;
decimal system. (Note we are looking at the last digit. &amp;quot;E&amp;quot; that is.) Therefore $3EE is even. &lt;br /&gt;
&lt;br /&gt;
If I add a value to a memory location with an even address,&lt;br /&gt;
I must subtract from the even address of the inverse checksum. Example: Suppose I add $4 to $305.&lt;br /&gt;
$305 is odd, so I SUBTRACT $4 from the odd checksum byte: $4FF. If I subtracted from $305, I must&lt;br /&gt;
add to $4FF. This maintains the &amp;quot;balance&amp;quot; of the file and keeps it from being erased.&lt;br /&gt;
&lt;br /&gt;
Now this will work for slight changes in the checksum, but it takes a bit of insight to recognize&lt;br /&gt;
that the checksum is really a 16-bit number, not just two 8-bit numbers functioning separately.&lt;br /&gt;
&lt;br /&gt;
(edit later)&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
Character Codes:&lt;br /&gt;
&lt;br /&gt;
Alpha-numeric&lt;br /&gt;
&lt;br /&gt;
00-A 01-B 02-C 03-D 04-E 05-F 06=G 07-H 08-I^ 09-J 0A-K 0B-L 0C-M 0D-N OE-O OF-P &lt;br /&gt;
10-??&lt;br /&gt;
20-Q 21-R 22-S 23-T 24-U 25-V 26-W 27-X 28-Y 29-Z 2A-a 2B-b-2C-c 2D-d 2E-e 2F-f&lt;br /&gt;
40-g 41-h 42-k 43-j 44-i 45-l 46-m 47-n 48-o 49-p 4A-q 4B-r 4C-s 4D-t 4E-u 4F-v&lt;br /&gt;
&lt;br /&gt;
60-w 61-x 62-y 63-z 64-0 65-1 66-2 67-3 68-4 69-5 6A-6 6B-7 6C-8 6D-9 6E-&amp;quot;?&amp;quot; 6F-&amp;quot;!&amp;quot;&lt;br /&gt;
80-&amp;quot;-&amp;quot; 81-&amp;quot;.&amp;quot; 82-&amp;quot;,&amp;quot;   85-&amp;quot;(&amp;quot; 86-&amp;quot;)&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Special characters (not normally accessible. This is by far an incomplete listing)&lt;br /&gt;
&lt;br /&gt;
A0-small right arrow A1-&amp;quot;'&amp;quot; (apostrophe) A2-HPiece again A3-&amp;quot;empty right hand heart cont.&amp;quot;&lt;br /&gt;
A4-see A7 A5-Same as A7 A6-&amp;quot;Quarter Heart piece, top right corner.&amp;quot;&lt;br /&gt;
A7-&amp;quot;Heart piece,left half&amp;quot; A8-&amp;quot;Heart piece, right half&amp;quot; A9-blank AA-&amp;quot;left arrow&amp;quot; &lt;br /&gt;
SNES Button Alphabet: AB-A AC-B AD-X AE-Y&lt;br /&gt;
AF-I&lt;br /&gt;
B1-blank^&lt;br /&gt;
&lt;br /&gt;
^This code is not the canon encoding of this character. ex. AF is the proper &amp;quot;I&amp;quot;. 08 is not.&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=373</id>
		<title>SRAM Map</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=373"/>
				<updated>2016-07-15T00:54:41Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: /* $340 - $38B : Items &amp;amp; Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
All offsets presented here are relative to the start of each save slot. There are $500 bytes for each slot. Note that&lt;br /&gt;
each slot is mirrored, at a later point in SRAM.&lt;br /&gt;
&lt;br /&gt;
 Slot 1: $000; Mirror: $F00&lt;br /&gt;
 Slot 2: $500; Mirror: $1400&lt;br /&gt;
 Slot 3: $A00; Mirror: $1900&lt;br /&gt;
&lt;br /&gt;
Only edits to the main copy will be recognized by the game unless the main copy fails its checksum. Each copy has its own checksum.&lt;br /&gt;
&lt;br /&gt;
Addresses $1E00-$1FFE in SRAM are not used. No not assume that the free addresses are initialized to any specific or sensible value. The values from these addresses should be treated as undefined until initialized. Address $1FFF is used by the game to store temporary data.&lt;br /&gt;
&lt;br /&gt;
These offsets directly correspond to $7E:F--- for a particular save file is being played. When the game is finished it writes the information into bank $70 in the corresponding slot + offsets presented here. (e.g. For the second save file, the information will be saved to $70:0500-$70:09FF, and mirrored at $70:1400-$70:18FF.)&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
&lt;br /&gt;
The SRAM save loading routing relies upon an inverse checksum. Additions to any byte in the .srm file, must be subtracted from that save game's checksum to maintain integrity. Failure to observe this precaution will cause the game to attempt to load the mirror copy. Should the mirror copy also fail the checksum verification, the save slot will be cleared.&lt;br /&gt;
&lt;br /&gt;
== SRAM Map ==&lt;br /&gt;
&lt;br /&gt;
=== $000 - $24F : Data for Rooms ===&lt;br /&gt;
&lt;br /&gt;
Room Information: There are $128 (296) rooms in in the ROM. Each room has one word of information devoted to it.&lt;br /&gt;
&lt;br /&gt;
 High Byte               Low Byte&lt;br /&gt;
 d d d d b k ck cr       c c c c q q q q      &lt;br /&gt;
 &lt;br /&gt;
 c - chest, big key chest, or big key lock. Any combination of them totalling to 6 is valid.&lt;br /&gt;
 q - quadrants visited: &lt;br /&gt;
 k - key or item (such as a 300 rupee gift)&lt;br /&gt;
 d - door opened (either unlocked, bombed or other means)&lt;br /&gt;
 r - special rupee tiles, whether they've been obtained or not.&lt;br /&gt;
 b - boss battle won&lt;br /&gt;
&lt;br /&gt;
 qqqq corresponds to 4321, so if quadrants 4 and 1 have been &amp;quot;seen&amp;quot; by Link, then qqqq will look like 1001. The quadrants are laid out like so in each room:&lt;br /&gt;
&lt;br /&gt;
 --------------- &lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  4   |  3   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |-------------|&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  2   |  1   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 ---------------&lt;br /&gt;
&lt;br /&gt;
=== $250 - $27F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional room information that was not included in the final game. This would bring the grand total to $140 (320) possible rooms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== $280 - $2FF : Overworld Event Information ===&lt;br /&gt;
&lt;br /&gt;
    (one byte per area)&lt;br /&gt;
&lt;br /&gt;
    ?ho???s?&lt;br /&gt;
&lt;br /&gt;
        o - If set, the area will draw its designated overlay when you enter it. &lt;br /&gt;
            e.g. If you're triggered misery mire then the entrance shows up there the next time you enter that area.&lt;br /&gt;
            You can view overlays in the latest release of Hyrule Magic (v0.963).&lt;br /&gt;
            Other overlays include stairs leading underground, and the removal of the weathervane after it has exploded.&lt;br /&gt;
        &lt;br /&gt;
        s - If set, the area will draw its secondary overlay when you enter it.&lt;br /&gt;
        &lt;br /&gt;
        h - If set, heart piece has been collected in this area already.&lt;br /&gt;
            Also used for a handful of other sprites.&lt;br /&gt;
        &lt;br /&gt;
        ? - unknown and probably unused.&lt;br /&gt;
&lt;br /&gt;
=== $300 - $33F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional overworld data that was not included in the final game. This would allow for $C0 (192) overworld areas in total. Note areas $80 and $82 are used but don't save data the way the other areas do. (i.e. not here)&lt;br /&gt;
&lt;br /&gt;
=== $340 - $38B : Items &amp;amp; Equipment ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;basicTable&amp;quot;&lt;br /&gt;
!Address!!Item!!colspan=&amp;quot;5&amp;quot;|Values!!style=&amp;quot;width:15%&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|$340||Bow||0 - Nothing||1 - Bow||2 - Bow &amp;amp; Arrows||3 - Silver Arrow Bow||4 - Bow &amp;amp; Silver Arrows||Confirmed correct 4/19/16.&lt;br /&gt;
|-&lt;br /&gt;
|$341||Boomerang||0 - Nothing||1 - Blue Boomerang||2 - Red Boomerang&lt;br /&gt;
|-&lt;br /&gt;
|$342||Hookshot||0 - Nothing||1 - Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|$343||Bombs||How many bombs you have||colspan=&amp;quot;4&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Can exceed 0x32 (50), up to 0xFF (255).&lt;br /&gt;
|-&lt;br /&gt;
|$344||Magic Powder||0 - Nothing||1 - Mushroom||2 - Magic Powder&lt;br /&gt;
|-&lt;br /&gt;
|$345||Fire Rod||0 - Nothing||1 - Fire Rod&lt;br /&gt;
|-&lt;br /&gt;
|$346||Ice Rod||0 - Nothing||1 - Ice Rod&lt;br /&gt;
|-&lt;br /&gt;
|$347||Bombos Medallion||0 - Nothing||1 - Bombos Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$348||Ether Medallion||0 - Nothing||1 - Ether Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$349||Quake Medallion||0 - Nothing||1 - Quake Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$34A||Lantern||0 - Nothing||1 - Lantern&lt;br /&gt;
|-&lt;br /&gt;
|$34B||Magic Hammer||0 - Nothing||1 - Magic Hammer&lt;br /&gt;
|-&lt;br /&gt;
|$34C||Flute||0 - Nothing||1 - Shovel||2 - Flute||3 - Flute &amp;amp; Bird&lt;br /&gt;
|-&lt;br /&gt;
|$34D||Bug Catching Net||0 - Nothing||1 - Bug Catching Net&lt;br /&gt;
|-&lt;br /&gt;
|$34E||Book of Mudora||0 - Nothing||1 - Book of Mudora&lt;br /&gt;
|-&lt;br /&gt;
|$34F||Bottles||0 - Nothing||1 - Bottle 1||2 - Bottle 2||3 - Bottle 3||4 - Bottle 4&lt;br /&gt;
|-&lt;br /&gt;
|$350||Cane of Somaria||0 - Nothing||1 - Cane of Somaria&lt;br /&gt;
|-&lt;br /&gt;
|$351||Cane of Byrna||0 - Nothing||1 - Cane of Byrna&lt;br /&gt;
|-&lt;br /&gt;
|$352||Magic Cape||0 - Nothing||1 - Magic Cape&lt;br /&gt;
|-&lt;br /&gt;
|$353||Magic Mirror||0 - Nothing||1 - Magic Scroll||2 - Magic Mirror&lt;br /&gt;
|-&lt;br /&gt;
|$354||Gloves||0 - Nothing||1 - Power Gloves||2 - Titan's Mitt&lt;br /&gt;
|-&lt;br /&gt;
|$355||Pegasus Boots||0 - Nothing||1 - Pegasus Boots||colspan=&amp;quot;3&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Just having the boots isn't enough to dash. The player must have the &amp;quot;Run&amp;quot; ability flag set as well. See $379.&lt;br /&gt;
|-&lt;br /&gt;
|$356||Zora's Flippers||0 - Nothing||1 - Zora's Flippers||colspan=&amp;quot;3&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Having this allows you to swim, but doesn't make the swim ability text show up by itself. See $379. Unlike with the Pegasus Boots, the ability to swim is granted as long as the player has this item.&lt;br /&gt;
|-&lt;br /&gt;
|$357||Moon Pearl||0 - Nothing||1 - Moon Pearl&lt;br /&gt;
|-&lt;br /&gt;
|$358||Unused&lt;br /&gt;
|-&lt;br /&gt;
|$359||Sword||0 - No sword||1 - Fighter's Sword||2 - Master Sword||3 - Tempered Sword||4 - Golden Sword||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|$35A||Shield||0 - No shield||1 - Blue Shield||2 - Hero's Shield||3 - Mirror Shield||class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|$35B||Armor||0 - Green Jerkin||1 - Blue Mail||2 - Red Mail||colspan=&amp;quot;2&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|$35C-F||rowspan=&amp;quot;2&amp;quot;|Bottle Contents||0 - No bottle||1 - Mushroom||2 - Empty bottle||3 - Red Potion||4 - Green Potion&lt;br /&gt;
|-&lt;br /&gt;
|5 - Blue Potion||6 - Fairy||7 - Bee||8 - Good Bee&lt;br /&gt;
|-&lt;br /&gt;
|$360-1||Wallet Capacity||colspan=&amp;quot;5&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||rowspan=&amp;quot;2&amp;quot;|This number can be set above the 999 limit.&lt;br /&gt;
|-&lt;br /&gt;
|$362-3||Rupee Count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
THE COMPASS, BIG KEY, AND DUNGEON MAP WORD LOCATIONS ARE ALL MAPPED OUT THE SAME WAY, AS YOU WILL OBSERVE.&lt;br /&gt;
&lt;br /&gt;
Note: The unused areas would correspond to dungeon numbers $1C and $1E in the variable $7E040C, but alas there are no dungeons&lt;br /&gt;
in the game with those values. &lt;br /&gt;
&lt;br /&gt;
If you see &amp;quot;(doesn't exist)&amp;quot; it means this feature was not used in this dungeon in the original, in case you were wondering.&lt;br /&gt;
&lt;br /&gt;
Compass1:           $364.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Compass of Ganon's Tower&lt;br /&gt;
                              bit 3: Compass of Turtle Rock&lt;br /&gt;
                              bit 4: Compass of Gargoyle's domain&lt;br /&gt;
                              bit 5: Compass of Tower of Hera&lt;br /&gt;
                              bit 6: Compass of Ice Palace&lt;br /&gt;
                              bit 7: Compass of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Compass2:           $365      bit 0: Compass of Misery Mire.&lt;br /&gt;
                              bit 1: Compass of Dark Palace&lt;br /&gt;
                              bit 2: Compass of Swamp Palace&lt;br /&gt;
                              bit 3: Compass of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Compass of Desert Palace&lt;br /&gt;
                              bit 5: Compass of Eastern Palace&lt;br /&gt;
                              bit 6: Compass of Hyrule Castle (doesn't exist)&lt;br /&gt;
                              bit 7: Compass of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
BigKey1:            $366.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Big Key of Ganon's Tower&lt;br /&gt;
                              bit 3: Big Key of Turtle Rock&lt;br /&gt;
                              bit 4: Big Key of Gargoyle's domain&lt;br /&gt;
                              bit 5: Big Key of Tower of Hera&lt;br /&gt;
                              bit 6: Big Key of Ice Palace&lt;br /&gt;
                              bit 7: Big Key of Skull Woods. &lt;br /&gt;
                        &lt;br /&gt;
BigKey2:            $367.     bit 0: Big Key of Misery Mire.&lt;br /&gt;
                              bit 1: Big Key of Dark Palace&lt;br /&gt;
                              bit 2: Big Key of Swamp Palace&lt;br /&gt;
                              bit 3: Big Key of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Big Key of Desert Palace&lt;br /&gt;
                              bit 5: Big Key of Eastern Palace&lt;br /&gt;
                              bit 6: Big Key of Hyrule Castle&lt;br /&gt;
                              bit 7: Big Key of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Dungeon map1:       $368.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Map of Ganon's Tower&lt;br /&gt;
                              bit 3: Map of Turtle Rock&lt;br /&gt;
                              bit 4: Map of Gargoyle's domain&lt;br /&gt;
                              bit 5: Map of Tower of Hera&lt;br /&gt;
                              bit 6: Map of Ice Palace&lt;br /&gt;
                              bit 7: Map of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Dungeon map2:       $369      bit 0: Map of Misery Mire&lt;br /&gt;
                              bit 1: Map of Dark Palace&lt;br /&gt;
                              bit 2: Map of Swamp Palace&lt;br /&gt;
                              bit 3: Map of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Map of Desert Palace&lt;br /&gt;
                              bit 5: Map of Eastern Palace&lt;br /&gt;
                              bit 6: Map of Hyrule Castle&lt;br /&gt;
                              bit 7: Map of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Wishing Pond Rupee  $36A. Number of rupees in the pond&lt;br /&gt;
Count&lt;br /&gt;
&lt;br /&gt;
Heart pieces&lt;br /&gt;
collected:          $36B. Number of heart pieces (out of four) you have earned&lt;br /&gt;
&lt;br /&gt;
Health:             $36C. Goal (capacity) Health. Each increment of $08 is worth one heart.&lt;br /&gt;
                          $04 is a half heart. The max is generally $A0. &lt;br /&gt;
                          The game is coded to not accept health values beyond this.&lt;br /&gt;
                  &lt;br /&gt;
                    $36D. Actual Health. Same as above, but this reflects&lt;br /&gt;
                          your current health status rather than potential.&lt;br /&gt;
&lt;br /&gt;
Magic Power:        $36E. Magic power ranges from 0 to $80 (128). Each small bottle refills $10. &lt;br /&gt;
                        Setting Magic above $80 causes the magic meter to glitch and you can't &lt;br /&gt;
                        use special items.&lt;br /&gt;
&lt;br /&gt;
Keys:               $36F. Number of Keys you have in the dungeon you are currently in. &lt;br /&gt;
                        You can earn keys on the overworld but they don't do anything. &lt;br /&gt;
                        If you're in a non-keyed dungeon it will generally read $FF.&lt;br /&gt;
&lt;br /&gt;
Bomb Upgrades:      $370. Number of upgrades your bomb capacity has received. Behavior varies after a &lt;br /&gt;
                          while. Will probably need recoding to be consistent.&lt;br /&gt;
&lt;br /&gt;
Arrow Upgrades:     $371. Number of upgrades your arrow capacity has received. &lt;br /&gt;
                          Same as above, more or less.&lt;br /&gt;
&lt;br /&gt;
Hearts filler:      $372. Write to this location to fill in a set number of hearts. &lt;br /&gt;
                          Make sure to write in a multiple of $08. &lt;br /&gt;
                          Otherwise, you will end up filling the whole life meter.&lt;br /&gt;
&lt;br /&gt;
Magic filler:       $373. Write to this location how much magic power you want filled up. The maximum &lt;br /&gt;
                         effective value is $80.&lt;br /&gt;
&lt;br /&gt;
Pendants:           $374. Bit 0: Courage&lt;br /&gt;
                          Bit 1: Wisdom&lt;br /&gt;
                          Bit 2: Power&lt;br /&gt;
&lt;br /&gt;
Bomb filler:        $375. Write to this location to add X bombs to your arsenal. It will not exceed your &lt;br /&gt;
                          maximum, as defined with $370&lt;br /&gt;
&lt;br /&gt;
Arrow filler:       $376. Write to this location to add X arrows to your arsenal. It will not exceed your &lt;br /&gt;
                        maximum, as defined with $371.&lt;br /&gt;
&lt;br /&gt;
Arrows:             $377. Can exceed 70.&lt;br /&gt;
&lt;br /&gt;
????                $378. ????&lt;br /&gt;
&lt;br /&gt;
Ability Flags:      $379. Bit 0: &lt;br /&gt;
                          Bit 1: Swim&lt;br /&gt;
                          Bit 2: Run / Dash&lt;br /&gt;
                          Bit 3: Pull&lt;br /&gt;
                          Bit 4: ----&lt;br /&gt;
                          Bit 5: Talk&lt;br /&gt;
                          Bit 6: Read&lt;br /&gt;
                          Bit 7: ----&lt;br /&gt;
&lt;br /&gt;
Crystals:           $37A. Bit 0: Misery Mire&lt;br /&gt;
                          Bit 1: Dark Palace&lt;br /&gt;
                          Bit 2: Ice Palace&lt;br /&gt;
                          Bit 3: Turtle Rock&lt;br /&gt;
                          Bit 4: Swamp Palace&lt;br /&gt;
                          Bit 5: Gargoyle's Domain&lt;br /&gt;
                          Bit 6: Skull Woods&lt;br /&gt;
&lt;br /&gt;
Magic usage         $37B. $0: normal consumption&lt;br /&gt;
                          $1: 1/2 consumption&lt;br /&gt;
                          $2: 1/4 consumption&lt;br /&gt;
&lt;br /&gt;
Keys earned per dungeon:&lt;br /&gt;
                    $37C: Sewer Passage&lt;br /&gt;
                    $37D: Hyrule Castle&lt;br /&gt;
                    $37E: Eastern Palace&lt;br /&gt;
                    $37F: Desert Palace&lt;br /&gt;
                    $380: Hyrule Castle 2&lt;br /&gt;
                    $381: Swamp Palace&lt;br /&gt;
                    $382: Dark Palace&lt;br /&gt;
                    $383: Misery Mire&lt;br /&gt;
                    $384: Skull Woods&lt;br /&gt;
                    $385: Ice Palace&lt;br /&gt;
                    $386: Tower of Hera&lt;br /&gt;
                    $387: Gargoyle's Domain&lt;br /&gt;
                    $388: Turtle Rock&lt;br /&gt;
                    $389: Ganon's Tower&lt;br /&gt;
                    $38A: ??? possibly unused. (Were they planning two extra dungeons perhaps?)&lt;br /&gt;
                    $38B: ??? possibly unused.&lt;br /&gt;
&lt;br /&gt;
== Game Event Information ==&lt;br /&gt;
&lt;br /&gt;
Progress Indicator (value, not bitwise)&lt;br /&gt;
$3C5: $0: Unset, Will put Link in his bed state at the beginning of the game. (Also can't use sword or shield)&lt;br /&gt;
      $1: You have a sword and start in the castle on start up.&lt;br /&gt;
      $2: Indicates you have completed the first Hyrule Castle dungeon.&lt;br /&gt;
      $3: Indicates you have beaten Agahnim and are now searching for crystals.&lt;br /&gt;
      $4 and above: meaningless. Though, you could write code using them to expand the event system perhaps.&lt;br /&gt;
&lt;br /&gt;
$3C6: Progress Flags (bitwise)&lt;br /&gt;
&lt;br /&gt;
    0 - Set after your Uncle gives you his gear in the secret passage.&lt;br /&gt;
        Prevents him from showing up there again.&lt;br /&gt;
    &lt;br /&gt;
    1 - Indicates that you've touched the dying priest in Sanctuary.&lt;br /&gt;
    &lt;br /&gt;
    2 - Set after you bring Zelda to sanctuary?&lt;br /&gt;
    &lt;br /&gt;
    3 - Unused? (98% certainty)&lt;br /&gt;
    &lt;br /&gt;
    4 - Set after Link's Uncle leaves your house. It's used to prevent him from respawning there.&lt;br /&gt;
    &lt;br /&gt;
    5 - Set after you obtain the Book of Mudora (this is a guess)&lt;br /&gt;
    &lt;br /&gt;
    6 - Seems to be a persistent flag that toggles between two possible&lt;br /&gt;
        statements that a fortune teller can give you during your &amp;quot;reading&amp;quot;.&lt;br /&gt;
        In other words, don't expect this to stay in one state if you're using&lt;br /&gt;
        fortune tellers. Has no other known purpose.&lt;br /&gt;
    &lt;br /&gt;
    7 - Unused? (98% certainty)&lt;br /&gt;
&lt;br /&gt;
Map Icons Indicator 2 (value, not bitwise)&lt;br /&gt;
$3C7:&lt;br /&gt;
    &lt;br /&gt;
    0x00 - ????&lt;br /&gt;
    0x01 - ????&lt;br /&gt;
    0x02 - ????&lt;br /&gt;
    0x03 - The Three Pendants&lt;br /&gt;
    0x04 - Master Sword in Lost Woods&lt;br /&gt;
    0x05 - Agahnim (skull icon at Hyrule Castle)&lt;br /&gt;
    0x06 - Just crystal 1 shown (Sahasrala's idea)&lt;br /&gt;
    0x07 - All crystals shown&lt;br /&gt;
    0x08 - Agahnim (skull icon at Ganon's Tower)&lt;br /&gt;
&lt;br /&gt;
    All values beyond 8 are invalid, it seems.&lt;br /&gt;
&lt;br /&gt;
Starting Entrance to use:&lt;br /&gt;
$3C8: Abbreviations:&lt;br /&gt;
&lt;br /&gt;
    LH = Link's House;&lt;br /&gt;
    SA = Sanctuary;&lt;br /&gt;
    MC = Mountain Cave;&lt;br /&gt;
    PP = Pyramid of Power in DW;  &lt;br /&gt;
    &lt;br /&gt;
    0: Start the game in Link's house always.&lt;br /&gt;
    1: SA.&lt;br /&gt;
    3: Secret passage under HC garden (near dying uncle).&lt;br /&gt;
    5: LH or SA or MC.&lt;br /&gt;
        &lt;br /&gt;
&lt;br /&gt;
Progress Indicator 3 (bitwise)&lt;br /&gt;
$3C9: 0: If set, means the bum gave you his bottle already.&lt;br /&gt;
      1: If set, means that the salesman in the village sold you a bottle already&lt;br /&gt;
      2: &lt;br /&gt;
      3: Flute Boy (DW) has been arborated&lt;br /&gt;
      4: Thief's Chest has been opened by the middle aged guy&lt;br /&gt;
      5: After you save the Smithy's partner, this bit gets set.&lt;br /&gt;
      6:&lt;br /&gt;
      7: Means Smithies have your sword. Once they give it back it's no longer set. (so nonpermanent)&lt;br /&gt;
&lt;br /&gt;
Lightworld / Darkworld&lt;br /&gt;
$3CA: 0:&lt;br /&gt;
      1:&lt;br /&gt;
      2:&lt;br /&gt;
      3:&lt;br /&gt;
      4:&lt;br /&gt;
      5:&lt;br /&gt;
      6: If set, we're in dark world. Other wise, in light world.&lt;br /&gt;
      7:&lt;br /&gt;
&lt;br /&gt;
Unused?&lt;br /&gt;
$3CB: ?????&lt;br /&gt;
      &lt;br /&gt;
$3CC[0x01] - (Tagalong) &lt;br /&gt;
    &lt;br /&gt;
    Tagalong Indicator (who is following you, if anyone?) (value based)&lt;br /&gt;
    &lt;br /&gt;
    Note: Don't use a value of 0x0F or larger here, as it will likely crash&lt;br /&gt;
    the game.&lt;br /&gt;
    &lt;br /&gt;
    0x00 - Tagalong disabled&lt;br /&gt;
    0x01 - Princess Zelda&lt;br /&gt;
    0x02 - ???&lt;br /&gt;
    0x03 - ???&lt;br /&gt;
    0x04 - Old Man?&lt;br /&gt;
    0x05 - Zelda (invisible) bitching at you about coming to rescue her.&lt;br /&gt;
    0x06 - Blind masquerading as a Maiden&lt;br /&gt;
    0x07 - Missing Dwarf (smithyfrog as I call him) in DW&lt;br /&gt;
    0x08 - Missing Dwarf in LW&lt;br /&gt;
    0x09 - Middle Aged Guy w/ Sign&lt;br /&gt;
    0x0A - Kiki the monkey&lt;br /&gt;
    0x0B - ???&lt;br /&gt;
    0x0C - Thief's chest&lt;br /&gt;
    0x0D - Super Bomb&lt;br /&gt;
    0x0E - Activated in reaction to acquiring the Master Sword. Used&lt;br /&gt;
           to trigger a telepathic message from Zelda indicating that Agahnim's&lt;br /&gt;
           goons have come for her at Sanctuary.&lt;br /&gt;
&lt;br /&gt;
$03CD[0x02] - &lt;br /&gt;
    &lt;br /&gt;
    Cached Y coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$03CF[0x02] - &lt;br /&gt;
&lt;br /&gt;
    Cached X coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
$3D1: ????&lt;br /&gt;
&lt;br /&gt;
$3D2: &lt;br /&gt;
&lt;br /&gt;
$3D3: Set to 0 normally. Set to $80 if a Super Bomb is going off.&lt;br /&gt;
&lt;br /&gt;
$3D4-$3D8: ????&lt;br /&gt;
&lt;br /&gt;
Player's Name&lt;br /&gt;
$3D9-$3E4: See appendix for listing of character codes. Note each of the six letters is represented by a 16-bit number.&lt;br /&gt;
&lt;br /&gt;
Validity (Checksum) of the File:&lt;br /&gt;
$3E5-$3E6:  There is a subroutine in the ROM that checks to make sure this value is 0x55AA. &lt;br /&gt;
            (Note the reverse byte order in the actual SRAM.) &lt;br /&gt;
            If you alter this your file is automatically tagged for deletion at startup. &lt;br /&gt;
            The game is designed to delete it, it's not a Super NES feature or anything. &lt;br /&gt;
            In short, Don't mess with it. Unused game slots have the value 0x0000 here,&lt;br /&gt;
            and you will too if you mess with it - resulting in your save file(s) being wiped&lt;br /&gt;
            out.&lt;br /&gt;
&lt;br /&gt;
$3E7-$402 (?) Deaths totals for each dungeon. Each number is 16 bit. Thanks to Euclid for helping verify this!&lt;br /&gt;
      $3E7: Sewers&lt;br /&gt;
      $3E9: Hyrule Castle&lt;br /&gt;
      $3EB: Eastern Palace&lt;br /&gt;
      $3ED: Desert Palace&lt;br /&gt;
      $3EF: Hyrule Castle 2&lt;br /&gt;
      $3F1: Swamp Palace&lt;br /&gt;
      $3F3: Dark Palace&lt;br /&gt;
      $3F5: Misery Mire&lt;br /&gt;
      $3F7: Skull Woods&lt;br /&gt;
      $3F9: Ice Palace&lt;br /&gt;
      $3FB: Tower of Hera&lt;br /&gt;
      $3FD: Gargoyle's Domain&lt;br /&gt;
      $3FF: Turtle Rock&lt;br /&gt;
      $401: Ganon's Tower&lt;br /&gt;
&lt;br /&gt;
Life/Save Counter: &lt;br /&gt;
$403-4. Counts the number of times your saved or died in the game, before you beat it.&lt;br /&gt;
&lt;br /&gt;
PostGame Death Counter: &lt;br /&gt;
$405-6. When you start the game this is written to with the value -1 (0xFFFF). On the game select&lt;br /&gt;
screen, it will only display a number if this is not 0xFFFF. The max displayable number is 999.&lt;br /&gt;
When you beat the game, the number of times you died gets recorded here.&lt;br /&gt;
&lt;br /&gt;
Presumed to be unused&lt;br /&gt;
$407-$4FD: ????&lt;br /&gt;
&lt;br /&gt;
Inverse Checksum: $4FE-F. If you add numbers to the file, you need to subtract from this location. See Side Note 3 for more information.&lt;br /&gt;
&lt;br /&gt;
===============================================================================================&lt;br /&gt;
&lt;br /&gt;
Appendix:&lt;br /&gt;
&lt;br /&gt;
Side Note 2: Items other than the standard equipment can be equipped. For instance, it's possible&lt;br /&gt;
to equip the compass as a sword. By some miracle, the items you end up with often work the same&lt;br /&gt;
way as their appropriate counterparts. Sometimes they are far superior to the normal items, and&lt;br /&gt;
sometimes they just suck. At least one item makes your armor invincible! Just experiment a little.&lt;br /&gt;
Beware, the palletes will not be standard.&lt;br /&gt;
&lt;br /&gt;
Side Note 3: A tutorial on inverse checksums. Let's say I add to location $3EE. Now E = 14 in the&lt;br /&gt;
decimal system. (Note we are looking at the last digit. &amp;quot;E&amp;quot; that is.) Therefore $3EE is even. &lt;br /&gt;
&lt;br /&gt;
If I add a value to a memory location with an even address,&lt;br /&gt;
I must subtract from the even address of the inverse checksum. Example: Suppose I add $4 to $305.&lt;br /&gt;
$305 is odd, so I SUBTRACT $4 from the odd checksum byte: $4FF. If I subtracted from $305, I must&lt;br /&gt;
add to $4FF. This maintains the &amp;quot;balance&amp;quot; of the file and keeps it from being erased.&lt;br /&gt;
&lt;br /&gt;
Now this will work for slight changes in the checksum, but it takes a bit of insight to recognize&lt;br /&gt;
that the checksum is really a 16-bit number, not just two 8-bit numbers functioning separately.&lt;br /&gt;
&lt;br /&gt;
(edit later)&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
Character Codes:&lt;br /&gt;
&lt;br /&gt;
Alpha-numeric&lt;br /&gt;
&lt;br /&gt;
00-A 01-B 02-C 03-D 04-E 05-F 06=G 07-H 08-I^ 09-J 0A-K 0B-L 0C-M 0D-N OE-O OF-P &lt;br /&gt;
10-??&lt;br /&gt;
20-Q 21-R 22-S 23-T 24-U 25-V 26-W 27-X 28-Y 29-Z 2A-a 2B-b-2C-c 2D-d 2E-e 2F-f&lt;br /&gt;
40-g 41-h 42-k 43-j 44-i 45-l 46-m 47-n 48-o 49-p 4A-q 4B-r 4C-s 4D-t 4E-u 4F-v&lt;br /&gt;
&lt;br /&gt;
60-w 61-x 62-y 63-z 64-0 65-1 66-2 67-3 68-4 69-5 6A-6 6B-7 6C-8 6D-9 6E-&amp;quot;?&amp;quot; 6F-&amp;quot;!&amp;quot;&lt;br /&gt;
80-&amp;quot;-&amp;quot; 81-&amp;quot;.&amp;quot; 82-&amp;quot;,&amp;quot;   85-&amp;quot;(&amp;quot; 86-&amp;quot;)&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Special characters (not normally accessible. This is by far an incomplete listing)&lt;br /&gt;
&lt;br /&gt;
A0-small right arrow A1-&amp;quot;'&amp;quot; (apostrophe) A2-HPiece again A3-&amp;quot;empty right hand heart cont.&amp;quot;&lt;br /&gt;
A4-see A7 A5-Same as A7 A6-&amp;quot;Quarter Heart piece, top right corner.&amp;quot;&lt;br /&gt;
A7-&amp;quot;Heart piece,left half&amp;quot; A8-&amp;quot;Heart piece, right half&amp;quot; A9-blank AA-&amp;quot;left arrow&amp;quot; &lt;br /&gt;
SNES Button Alphabet: AB-A AC-B AD-X AE-Y&lt;br /&gt;
AF-I&lt;br /&gt;
B1-blank^&lt;br /&gt;
&lt;br /&gt;
^This code is not the canon encoding of this character. ex. AF is the proper &amp;quot;I&amp;quot;. 08 is not.&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=363</id>
		<title>SRAM Map</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=363"/>
				<updated>2016-04-20T03:45:41Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: /* $340 - $38B : Items &amp;amp; Equipment */ bow information found to be wrong (screevo)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
All offsets presented here are relative to the start of each save slot. There are $500 bytes for each slot. Note that&lt;br /&gt;
each slot is mirrored, at a later point in SRAM.&lt;br /&gt;
&lt;br /&gt;
 Slot 1: $000; Mirror: $F00&lt;br /&gt;
 Slot 2: $500; Mirror: $1400&lt;br /&gt;
 Slot 3: $A00; Mirror: $1900&lt;br /&gt;
&lt;br /&gt;
Only edits to the main copy will be recognized by the game unless the main copy fails its checksum. Each copy has its own checksum.&lt;br /&gt;
&lt;br /&gt;
Addresses $1E00-$1FFE in SRAM are not used. No not assume that the free addresses are initialized to any specific or sensible value. The values from these addresses should be treated as undefined until initialized. Address $1FFF is used by the game to store temporary data.&lt;br /&gt;
&lt;br /&gt;
These offsets directly correspond to $7E:F--- for a particular save file is being played. When the game is finished it writes the information into bank $70 in the corresponding slot + offsets presented here. (e.g. For the second save file, the information will be saved to $70:0500-$70:09FF, and mirrored at $70:1400-$70:18FF.)&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
&lt;br /&gt;
The SRAM save loading routing relies upon an inverse checksum. Additions to any byte in the .srm file, must be subtracted from that save game's checksum to maintain integrity. Failure to observe this precaution will cause the game to attempt to load the mirror copy. Should the mirror copy also fail the checksum verification, the save slot will be cleared.&lt;br /&gt;
&lt;br /&gt;
== SRAM Map ==&lt;br /&gt;
&lt;br /&gt;
=== $000 - $24F : Data for Rooms ===&lt;br /&gt;
&lt;br /&gt;
Room Information: There are $128 (296) rooms in in the ROM. Each room has one word of information devoted to it.&lt;br /&gt;
&lt;br /&gt;
 High Byte               Low Byte&lt;br /&gt;
 d d d d b k ck cr       c c c c q q q q      &lt;br /&gt;
 &lt;br /&gt;
 c - chest, big key chest, or big key lock. Any combination of them totalling to 6 is valid.&lt;br /&gt;
 q - quadrants visited: &lt;br /&gt;
 k - key or item (such as a 300 rupee gift)&lt;br /&gt;
 d - door opened (either unlocked, bombed or other means)&lt;br /&gt;
 r - special rupee tiles, whether they've been obtained or not.&lt;br /&gt;
 b - boss battle won&lt;br /&gt;
&lt;br /&gt;
 qqqq corresponds to 4321, so if quadrants 4 and 1 have been &amp;quot;seen&amp;quot; by Link, then qqqq will look like 1001. The quadrants are laid out like so in each room:&lt;br /&gt;
&lt;br /&gt;
 --------------- &lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  4   |  3   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |-------------|&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  2   |  1   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 ---------------&lt;br /&gt;
&lt;br /&gt;
=== $250 - $27F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional room information that was not included in the final game. This would bring the grand total to $140 (320) possible rooms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== $280 - $2FF : Overworld Event Information ===&lt;br /&gt;
&lt;br /&gt;
    (one byte per area)&lt;br /&gt;
&lt;br /&gt;
    ?ho???s?&lt;br /&gt;
&lt;br /&gt;
        o - If set, the area will draw its designated overlay when you enter it. &lt;br /&gt;
            e.g. If you're triggered misery mire then the entrance shows up there the next time you enter that area.&lt;br /&gt;
            You can view overlays in the latest release of Hyrule Magic (v0.963).&lt;br /&gt;
            Other overlays include stairs leading underground, and the removal of the weathervane after it has exploded.&lt;br /&gt;
        &lt;br /&gt;
        s - If set, the area will draw its secondary overlay when you enter it.&lt;br /&gt;
        &lt;br /&gt;
        h - If set, heart piece has been collected in this area already.&lt;br /&gt;
            Also used for a handful of other sprites.&lt;br /&gt;
        &lt;br /&gt;
        ? - unknown and probably unused.&lt;br /&gt;
&lt;br /&gt;
=== $300 - $33F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional overworld data that was not included in the final game. This would allow for $C0 (192) overworld areas in total. Note areas $80 and $82 are used but don't save data the way the other areas do. (i.e. not here)&lt;br /&gt;
&lt;br /&gt;
=== $340 - $38B : Items &amp;amp; Equipment ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;basicTable&amp;quot;&lt;br /&gt;
!Address!!Item!!colspan=&amp;quot;5&amp;quot;|Values!!style=&amp;quot;width:15%&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|$340||Bow||0 - Nothing||1 - Bow||2 - Bow &amp;amp; Arrows||3 - Silver Arrow Bow||4 - Bow &amp;amp; Silver Arrows||Confirmed correct 4/19/16.&lt;br /&gt;
|-&lt;br /&gt;
|$341||Boomerang||0 - Nothing||1 - Blue Boomerang||2 - Red Boomerang&lt;br /&gt;
|-&lt;br /&gt;
|$342||Hookshot||0 - Nothing||1 - Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|$343||Bombs||How many bombs you have||colspan=&amp;quot;4&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Can exceed 0x32 (50), up to 0xFF (255).&lt;br /&gt;
|-&lt;br /&gt;
|$344||Magic Powder||0 - Nothing||1 - Mushroom||2 - Magic Powder&lt;br /&gt;
|-&lt;br /&gt;
|$345||Fire Rod||0 - Nothing||1 - Fire Rod&lt;br /&gt;
|-&lt;br /&gt;
|$346||Ice Rod||0 - Nothing||1 - Ice Rod&lt;br /&gt;
|-&lt;br /&gt;
|$347||Bombos Medallion||0 - Nothing||1 - Bombos Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$348||Ether Medallion||0 - Nothing||1 - Ether Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$349||Quake Medallion||0 - Nothing||1 - Quake Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$34A||Lantern||0 - Nothing||1 - Lantern&lt;br /&gt;
|-&lt;br /&gt;
|$34B||Magic Hammer||0 - Nothing||1 - Magic Hammer&lt;br /&gt;
|-&lt;br /&gt;
|$34C||Flute||0 - Nothing||1 - Shovel||2 - Flute||3 - Flute &amp;amp; Bird&lt;br /&gt;
|-&lt;br /&gt;
|$34D||Bug Catching Net||0 - Nothing||1 - Bug Catching Net&lt;br /&gt;
|-&lt;br /&gt;
|$34E||Book of Mudora||0 - Nothing||1 - Book of Mudora&lt;br /&gt;
|-&lt;br /&gt;
|$34F||Bottles||0 - Nothing||1 - Bottle&lt;br /&gt;
|-&lt;br /&gt;
|$350||Cane of Somaria||0 - Nothing||1 - Cane of Somaria&lt;br /&gt;
|-&lt;br /&gt;
|$351||Cane of Byrna||0 - Nothing||1 - Cane of Byrna&lt;br /&gt;
|-&lt;br /&gt;
|$352||Magic Cape||0 - Nothing||1 - Magic Cape&lt;br /&gt;
|-&lt;br /&gt;
|$353||Magic Mirror||0 - Nothing||1 - Magic Scroll||2 - Magic Mirror&lt;br /&gt;
|-&lt;br /&gt;
|$354||Gloves||0 - Nothing||1 - Power Gloves||2 - Titan's Mitt&lt;br /&gt;
|-&lt;br /&gt;
|$355||Pegasus Boots||0 - Nothing||1 - Pegasus Boots||colspan=&amp;quot;3&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Just having the boots isn't enough to dash. The player must have the &amp;quot;Run&amp;quot; ability flag set as well. See $379.&lt;br /&gt;
|-&lt;br /&gt;
|$356||Zora's Flippers||0 - Nothing||1 - Zora's Flippers||colspan=&amp;quot;3&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Having this allows you to swim, but doesn't make the swim ability text show up by itself. See $379. Unlike with the Pegasus Boots, the ability to swim is granted as long as the player has this item.&lt;br /&gt;
|-&lt;br /&gt;
|$357||Moon Pearl||0 - Nothing||1 - Moon Pearl&lt;br /&gt;
|-&lt;br /&gt;
|$358||Unused&lt;br /&gt;
|-&lt;br /&gt;
|$359||Sword||0 - No sword||1 - Fighter's Sword||2 - Master Sword||3 - Tempered Sword||4 - Golden Sword||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|$35A||Shield||0 - No shield||1 - Blue Shield||2 - Hero's Shield||3 - Mirror Shield||class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|$35B||Armor||0 - Green Jerkin||1 - Blue Mail||2 - Red Mail||colspan=&amp;quot;2&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|$35C-F||rowspan=&amp;quot;2&amp;quot;|Bottle Contents||0 - No bottle||1 - Mushroom||2 - Empty bottle||3 - Red Potion||4 - Green Potion&lt;br /&gt;
|-&lt;br /&gt;
|5 - Blue Potion||6 - Fairy||7 - Bee||8 - Good Bee&lt;br /&gt;
|-&lt;br /&gt;
|$360-1||Wallet Capacity||colspan=&amp;quot;5&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||rowspan=&amp;quot;2&amp;quot;|This number can be set above the 999 limit.&lt;br /&gt;
|-&lt;br /&gt;
|$362-3||Rupee Count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
THE COMPASS, BIG KEY, AND DUNGEON MAP WORD LOCATIONS ARE ALL MAPPED OUT THE SAME WAY, AS YOU WILL OBSERVE.&lt;br /&gt;
&lt;br /&gt;
Note: The unused areas would correspond to dungeon numbers $1C and $1E in the variable $7E040C, but alas there are no dungeons&lt;br /&gt;
in the game with those values. &lt;br /&gt;
&lt;br /&gt;
If you see &amp;quot;(doesn't exist)&amp;quot; it means this feature was not used in this dungeon in the original, in case you were wondering.&lt;br /&gt;
&lt;br /&gt;
Compass1:           $364.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Compass of Ganon's Tower&lt;br /&gt;
                              bit 3: Compass of Turtle Rock&lt;br /&gt;
                              bit 4: Compass of Gargoyle's domain&lt;br /&gt;
                              bit 5: Compass of Tower of Hera&lt;br /&gt;
                              bit 6: Compass of Ice Palace&lt;br /&gt;
                              bit 7: Compass of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Compass2:           $365      bit 0: Compass of Misery Mire.&lt;br /&gt;
                              bit 1: Compass of Dark Palace&lt;br /&gt;
                              bit 2: Compass of Swamp Palace&lt;br /&gt;
                              bit 3: Compass of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Compass of Desert Palace&lt;br /&gt;
                              bit 5: Compass of Eastern Palace&lt;br /&gt;
                              bit 6: Compass of Hyrule Castle (doesn't exist)&lt;br /&gt;
                              bit 7: Compass of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
BigKey1:            $366.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Big Key of Ganon's Tower&lt;br /&gt;
                              bit 3: Big Key of Turtle Rock&lt;br /&gt;
                              bit 4: Big Key of Gargoyle's domain&lt;br /&gt;
                              bit 5: Big Key of Tower of Hera&lt;br /&gt;
                              bit 6: Big Key of Ice Palace&lt;br /&gt;
                              bit 7: Big Key of Skull Woods. &lt;br /&gt;
                        &lt;br /&gt;
BigKey2:            $367.     bit 0: Big Key of Misery Mire.&lt;br /&gt;
                              bit 1: Big Key of Dark Palace&lt;br /&gt;
                              bit 2: Big Key of Swamp Palace&lt;br /&gt;
                              bit 3: Big Key of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Big Key of Desert Palace&lt;br /&gt;
                              bit 5: Big Key of Eastern Palace&lt;br /&gt;
                              bit 6: Big Key of Hyrule Castle&lt;br /&gt;
                              bit 7: Big Key of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Dungeon map1:       $368.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Map of Ganon's Tower&lt;br /&gt;
                              bit 3: Map of Turtle Rock&lt;br /&gt;
                              bit 4: Map of Gargoyle's domain&lt;br /&gt;
                              bit 5: Map of Tower of Hera&lt;br /&gt;
                              bit 6: Map of Ice Palace&lt;br /&gt;
                              bit 7: Map of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Dungeon map2:       $369      bit 0: Map of Misery Mire&lt;br /&gt;
                              bit 1: Map of Dark Palace&lt;br /&gt;
                              bit 2: Map of Swamp Palace&lt;br /&gt;
                              bit 3: Map of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Map of Desert Palace&lt;br /&gt;
                              bit 5: Map of Eastern Palace&lt;br /&gt;
                              bit 6: Map of Hyrule Castle&lt;br /&gt;
                              bit 7: Map of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Wishing Pond Rupee  $36A. Number of rupees in the pond&lt;br /&gt;
Count&lt;br /&gt;
&lt;br /&gt;
Heart pieces&lt;br /&gt;
collected:          $36B. Number of heart pieces (out of four) you have earned&lt;br /&gt;
&lt;br /&gt;
Health:             $36C. Goal (capacity) Health. Each increment of $08 is worth one heart.&lt;br /&gt;
                          $04 is a half heart. The max is generally $A0. &lt;br /&gt;
                          The game is coded to not accept health values beyond this.&lt;br /&gt;
                  &lt;br /&gt;
                    $36D. Actual Health. Same as above, but this reflects&lt;br /&gt;
                          your current health status rather than potential.&lt;br /&gt;
&lt;br /&gt;
Magic Power:        $36E. Magic power ranges from 0 to $80 (128). Each small bottle refills $10. &lt;br /&gt;
                        Setting Magic above $80 causes the magic meter to glitch and you can't &lt;br /&gt;
                        use special items.&lt;br /&gt;
&lt;br /&gt;
Keys:               $36F. Number of Keys you have in the dungeon you are currently in. &lt;br /&gt;
                        You can earn keys on the overworld but they don't do anything. &lt;br /&gt;
                        If you're in a non-keyed dungeon it will generally read $FF.&lt;br /&gt;
&lt;br /&gt;
Bomb Upgrades:      $370. Number of upgrades your bomb capacity has received. Behavior varies after a &lt;br /&gt;
                          while. Will probably need recoding to be consistent.&lt;br /&gt;
&lt;br /&gt;
Arrow Upgrades:     $371. Number of upgrades your arrow capacity has received. &lt;br /&gt;
                          Same as above, more or less.&lt;br /&gt;
&lt;br /&gt;
Hearts filler:      $372. Write to this location to fill in a set number of hearts. &lt;br /&gt;
                          Make sure to write in a multiple of $08. &lt;br /&gt;
                          Otherwise, you will end up filling the whole life meter.&lt;br /&gt;
&lt;br /&gt;
Magic filler:       $373. Write to this location how much magic power you want filled up. The maximum &lt;br /&gt;
                         effective value is $80.&lt;br /&gt;
&lt;br /&gt;
Pendants:           $374. Bit 0: Courage&lt;br /&gt;
                          Bit 1: Wisdom&lt;br /&gt;
                          Bit 2: Power&lt;br /&gt;
&lt;br /&gt;
Bomb filler:        $375. Write to this location to add X bombs to your arsenal. It will not exceed your &lt;br /&gt;
                          maximum, as defined with $370&lt;br /&gt;
&lt;br /&gt;
Arrow filler:       $376. Write to this location to add X arrows to your arsenal. It will not exceed your &lt;br /&gt;
                        maximum, as defined with $371.&lt;br /&gt;
&lt;br /&gt;
Arrows:             $377. Can exceed 70.&lt;br /&gt;
&lt;br /&gt;
????                $378. ????&lt;br /&gt;
&lt;br /&gt;
Ability Flags:      $379. Bit 0: &lt;br /&gt;
                          Bit 1: Swim&lt;br /&gt;
                          Bit 2: Run / Dash&lt;br /&gt;
                          Bit 3: Pull&lt;br /&gt;
                          Bit 4: ----&lt;br /&gt;
                          Bit 5: Talk&lt;br /&gt;
                          Bit 6: Read&lt;br /&gt;
                          Bit 7: ----&lt;br /&gt;
&lt;br /&gt;
Crystals:           $37A. Bit 0: Misery Mire&lt;br /&gt;
                          Bit 1: Dark Palace&lt;br /&gt;
                          Bit 2: Ice Palace&lt;br /&gt;
                          Bit 3: Turtle Rock&lt;br /&gt;
                          Bit 4: Swamp Palace&lt;br /&gt;
                          Bit 5: Gargoyle's Domain&lt;br /&gt;
                          Bit 6: Skull Woods&lt;br /&gt;
&lt;br /&gt;
Magic usage         $37B. $0: normal consumption&lt;br /&gt;
                          $1: 1/2 consumption&lt;br /&gt;
                          $2: 1/4 consumption&lt;br /&gt;
&lt;br /&gt;
Keys earned per dungeon:&lt;br /&gt;
                    $37C: Sewer Passage&lt;br /&gt;
                    $37D: Hyrule Castle&lt;br /&gt;
                    $37E: Eastern Palace&lt;br /&gt;
                    $37F: Desert Palace&lt;br /&gt;
                    $380: Hyrule Castle 2&lt;br /&gt;
                    $381: Swamp Palace&lt;br /&gt;
                    $382: Dark Palace&lt;br /&gt;
                    $383: Misery Mire&lt;br /&gt;
                    $384: Skull Woods&lt;br /&gt;
                    $385: Ice Palace&lt;br /&gt;
                    $386: Tower of Hera&lt;br /&gt;
                    $387: Gargoyle's Domain&lt;br /&gt;
                    $388: Turtle Rock&lt;br /&gt;
                    $389: Ganon's Tower&lt;br /&gt;
                    $38A: ??? possibly unused. (Were they planning two extra dungeons perhaps?)&lt;br /&gt;
                    $38B: ??? possibly unused.&lt;br /&gt;
&lt;br /&gt;
== Game Event Information ==&lt;br /&gt;
&lt;br /&gt;
Progress Indicator (value, not bitwise)&lt;br /&gt;
$3C5: $0: Unset, Will put Link in his bed state at the beginning of the game. (Also can't use sword or shield)&lt;br /&gt;
      $1: You have a sword and start in the castle on start up.&lt;br /&gt;
      $2: Indicates you have completed the first Hyrule Castle dungeon.&lt;br /&gt;
      $3: Indicates you have beaten Agahnim and are now searching for crystals.&lt;br /&gt;
      $4 and above: meaningless. Though, you could write code using them to expand the event system perhaps.&lt;br /&gt;
&lt;br /&gt;
$3C6: Progress Flags (bitwise)&lt;br /&gt;
&lt;br /&gt;
    0 - Set after your Uncle gives you his gear in the secret passage.&lt;br /&gt;
        Prevents him from showing up there again.&lt;br /&gt;
    &lt;br /&gt;
    1 - Indicates that you've touched the dying priest in Sanctuary.&lt;br /&gt;
    &lt;br /&gt;
    2 - Set after you bring Zelda to sanctuary?&lt;br /&gt;
    &lt;br /&gt;
    3 - Unused? (98% certainty)&lt;br /&gt;
    &lt;br /&gt;
    4 - Set after Link's Uncle leaves your house. It's used to prevent him from respawning there.&lt;br /&gt;
    &lt;br /&gt;
    5 - Set after you obtain the Book of Mudora (this is a guess)&lt;br /&gt;
    &lt;br /&gt;
    6 - Seems to be a persistent flag that toggles between two possible&lt;br /&gt;
        statements that a fortune teller can give you during your &amp;quot;reading&amp;quot;.&lt;br /&gt;
        In other words, don't expect this to stay in one state if you're using&lt;br /&gt;
        fortune tellers. Has no other known purpose.&lt;br /&gt;
    &lt;br /&gt;
    7 - Unused? (98% certainty)&lt;br /&gt;
&lt;br /&gt;
Map Icons Indicator 2 (value, not bitwise)&lt;br /&gt;
$3C7:&lt;br /&gt;
    &lt;br /&gt;
    0x00 - ????&lt;br /&gt;
    0x01 - ????&lt;br /&gt;
    0x02 - ????&lt;br /&gt;
    0x03 - The Three Pendants&lt;br /&gt;
    0x04 - Master Sword in Lost Woods&lt;br /&gt;
    0x05 - Agahnim (skull icon at Hyrule Castle)&lt;br /&gt;
    0x06 - Just crystal 1 shown (Sahasrala's idea)&lt;br /&gt;
    0x07 - All crystals shown&lt;br /&gt;
    0x08 - Agahnim (skull icon at Ganon's Tower)&lt;br /&gt;
&lt;br /&gt;
    All values beyond 8 are invalid, it seems.&lt;br /&gt;
&lt;br /&gt;
Starting Entrance to use:&lt;br /&gt;
$3C8: Abbreviations:&lt;br /&gt;
&lt;br /&gt;
    LH = Link's House;&lt;br /&gt;
    SA = Sanctuary;&lt;br /&gt;
    MC = Mountain Cave;&lt;br /&gt;
    PP = Pyramid of Power in DW;  &lt;br /&gt;
    &lt;br /&gt;
    0: Start the game in Link's house always.&lt;br /&gt;
    1: SA.&lt;br /&gt;
    3: Secret passage under HC garden (near dying uncle).&lt;br /&gt;
    5: LH or SA or MC.&lt;br /&gt;
        &lt;br /&gt;
&lt;br /&gt;
Progress Indicator 3 (bitwise)&lt;br /&gt;
$3C9: 0: If set, means the bum gave you his bottle already.&lt;br /&gt;
      1: If set, means that the salesman in the village sold you a bottle already&lt;br /&gt;
      2: &lt;br /&gt;
      3: Flute Boy (DW) has been arborated&lt;br /&gt;
      4: Thief's Chest has been opened by the middle aged guy&lt;br /&gt;
      5: After you save the Smithy's partner, this bit gets set.&lt;br /&gt;
      6:&lt;br /&gt;
      7: Means Smithies have your sword. Once they give it back it's no longer set. (so nonpermanent)&lt;br /&gt;
&lt;br /&gt;
Lightworld / Darkworld&lt;br /&gt;
$3CA: 0:&lt;br /&gt;
      1:&lt;br /&gt;
      2:&lt;br /&gt;
      3:&lt;br /&gt;
      4:&lt;br /&gt;
      5:&lt;br /&gt;
      6: If set, we're in dark world. Other wise, in light world.&lt;br /&gt;
      7:&lt;br /&gt;
&lt;br /&gt;
Unused?&lt;br /&gt;
$3CB: ?????&lt;br /&gt;
      &lt;br /&gt;
$3CC[0x01] - (Tagalong) &lt;br /&gt;
    &lt;br /&gt;
    Tagalong Indicator (who is following you, if anyone?) (value based)&lt;br /&gt;
    &lt;br /&gt;
    Note: Don't use a value of 0x0F or larger here, as it will likely crash&lt;br /&gt;
    the game.&lt;br /&gt;
    &lt;br /&gt;
    0x00 - Tagalong disabled&lt;br /&gt;
    0x01 - Princess Zelda&lt;br /&gt;
    0x02 - ???&lt;br /&gt;
    0x03 - ???&lt;br /&gt;
    0x04 - Old Man?&lt;br /&gt;
    0x05 - Zelda (invisible) bitching at you about coming to rescue her.&lt;br /&gt;
    0x06 - Blind masquerading as a Maiden&lt;br /&gt;
    0x07 - Missing Dwarf (smithyfrog as I call him) in DW&lt;br /&gt;
    0x08 - Missing Dwarf in LW&lt;br /&gt;
    0x09 - Middle Aged Guy w/ Sign&lt;br /&gt;
    0x0A - Kiki the monkey&lt;br /&gt;
    0x0B - ???&lt;br /&gt;
    0x0C - Thief's chest&lt;br /&gt;
    0x0D - Super Bomb&lt;br /&gt;
    0x0E - Activated in reaction to acquiring the Master Sword. Used&lt;br /&gt;
           to trigger a telepathic message from Zelda indicating that Agahnim's&lt;br /&gt;
           goons have come for her at Sanctuary.&lt;br /&gt;
&lt;br /&gt;
$03CD[0x02] - &lt;br /&gt;
    &lt;br /&gt;
    Cached Y coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$03CF[0x02] - &lt;br /&gt;
&lt;br /&gt;
    Cached X coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
$3D1: ????&lt;br /&gt;
&lt;br /&gt;
$3D2: &lt;br /&gt;
&lt;br /&gt;
$3D3: Set to 0 normally. Set to $80 if a Super Bomb is going off.&lt;br /&gt;
&lt;br /&gt;
$3D4-$3D8: ????&lt;br /&gt;
&lt;br /&gt;
Player's Name&lt;br /&gt;
$3D9-$3E4: See appendix for listing of character codes. Note each of the six letters is represented by a 16-bit number.&lt;br /&gt;
&lt;br /&gt;
Validity (Checksum) of the File:&lt;br /&gt;
$3E5-$3E6:  There is a subroutine in the ROM that checks to make sure this value is 0x55AA. &lt;br /&gt;
            (Note the reverse byte order in the actual SRAM.) &lt;br /&gt;
            If you alter this your file is automatically tagged for deletion at startup. &lt;br /&gt;
            The game is designed to delete it, it's not a Super NES feature or anything. &lt;br /&gt;
            In short, Don't mess with it. Unused game slots have the value 0x0000 here,&lt;br /&gt;
            and you will too if you mess with it - resulting in your save file(s) being wiped&lt;br /&gt;
            out.&lt;br /&gt;
&lt;br /&gt;
$3E7-$402 (?) Deaths totals for each dungeon. Each number is 16 bit. Thanks to Euclid for helping verify this!&lt;br /&gt;
      $3E7: Sewers&lt;br /&gt;
      $3E9: Hyrule Castle&lt;br /&gt;
      $3EB: Eastern Palace&lt;br /&gt;
      $3ED: Desert Palace&lt;br /&gt;
      $3EF: Hyrule Castle 2&lt;br /&gt;
      $3F1: Swamp Palace&lt;br /&gt;
      $3F3: Dark Palace&lt;br /&gt;
      $3F5: Misery Mire&lt;br /&gt;
      $3F7: Skull Woods&lt;br /&gt;
      $3F9: Ice Palace&lt;br /&gt;
      $3FB: Tower of Hera&lt;br /&gt;
      $3FD: Gargoyle's Domain&lt;br /&gt;
      $3FF: Turtle Rock&lt;br /&gt;
      $401: Ganon's Tower&lt;br /&gt;
&lt;br /&gt;
Life/Save Counter: &lt;br /&gt;
$403-4. Counts the number of times your saved or died in the game, before you beat it.&lt;br /&gt;
&lt;br /&gt;
PostGame Death Counter: &lt;br /&gt;
$405-6. When you start the game this is written to with the value -1 (0xFFFF). On the game select&lt;br /&gt;
screen, it will only display a number if this is not 0xFFFF. The max displayable number is 999.&lt;br /&gt;
When you beat the game, the number of times you died gets recorded here.&lt;br /&gt;
&lt;br /&gt;
Presumed to be unused&lt;br /&gt;
$407-$4FD: ????&lt;br /&gt;
&lt;br /&gt;
Inverse Checksum: $4FE-F. If you add numbers to the file, you need to subtract from this location. See Side Note 3 for more information.&lt;br /&gt;
&lt;br /&gt;
===============================================================================================&lt;br /&gt;
&lt;br /&gt;
Appendix:&lt;br /&gt;
&lt;br /&gt;
Side Note 2: Items other than the standard equipment can be equipped. For instance, it's possible&lt;br /&gt;
to equip the compass as a sword. By some miracle, the items you end up with often work the same&lt;br /&gt;
way as their appropriate counterparts. Sometimes they are far superior to the normal items, and&lt;br /&gt;
sometimes they just suck. At least one item makes your armor invincible! Just experiment a little.&lt;br /&gt;
Beware, the palletes will not be standard.&lt;br /&gt;
&lt;br /&gt;
Side Note 3: A tutorial on inverse checksums. Let's say I add to location $3EE. Now E = 14 in the&lt;br /&gt;
decimal system. (Note we are looking at the last digit. &amp;quot;E&amp;quot; that is.) Therefore $3EE is even. &lt;br /&gt;
&lt;br /&gt;
If I add a value to a memory location with an even address,&lt;br /&gt;
I must subtract from the even address of the inverse checksum. Example: Suppose I add $4 to $305.&lt;br /&gt;
$305 is odd, so I SUBTRACT $4 from the odd checksum byte: $4FF. If I subtracted from $305, I must&lt;br /&gt;
add to $4FF. This maintains the &amp;quot;balance&amp;quot; of the file and keeps it from being erased.&lt;br /&gt;
&lt;br /&gt;
Now this will work for slight changes in the checksum, but it takes a bit of insight to recognize&lt;br /&gt;
that the checksum is really a 16-bit number, not just two 8-bit numbers functioning separately.&lt;br /&gt;
&lt;br /&gt;
(edit later)&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
Character Codes:&lt;br /&gt;
&lt;br /&gt;
Alpha-numeric&lt;br /&gt;
&lt;br /&gt;
00-A 01-B 02-C 03-D 04-E 05-F 06=G 07-H 08-I^ 09-J 0A-K 0B-L 0C-M 0D-N OE-O OF-P &lt;br /&gt;
10-??&lt;br /&gt;
20-Q 21-R 22-S 23-T 24-U 25-V 26-W 27-X 28-Y 29-Z 2A-a 2B-b-2C-c 2D-d 2E-e 2F-f&lt;br /&gt;
40-g 41-h 42-k 43-j 44-i 45-l 46-m 47-n 48-o 49-p 4A-q 4B-r 4C-s 4D-t 4E-u 4F-v&lt;br /&gt;
&lt;br /&gt;
60-w 61-x 62-y 63-z 64-0 65-1 66-2 67-3 68-4 69-5 6A-6 6B-7 6C-8 6D-9 6E-&amp;quot;?&amp;quot; 6F-&amp;quot;!&amp;quot;&lt;br /&gt;
80-&amp;quot;-&amp;quot; 81-&amp;quot;.&amp;quot; 82-&amp;quot;,&amp;quot;   85-&amp;quot;(&amp;quot; 86-&amp;quot;)&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Special characters (not normally accessible. This is by far an incomplete listing)&lt;br /&gt;
&lt;br /&gt;
A0-small right arrow A1-&amp;quot;'&amp;quot; (apostrophe) A2-HPiece again A3-&amp;quot;empty right hand heart cont.&amp;quot;&lt;br /&gt;
A4-see A7 A5-Same as A7 A6-&amp;quot;Quarter Heart piece, top right corner.&amp;quot;&lt;br /&gt;
A7-&amp;quot;Heart piece,left half&amp;quot; A8-&amp;quot;Heart piece, right half&amp;quot; A9-blank AA-&amp;quot;left arrow&amp;quot; &lt;br /&gt;
SNES Button Alphabet: AB-A AC-B AD-X AE-Y&lt;br /&gt;
AF-I&lt;br /&gt;
B1-blank^&lt;br /&gt;
&lt;br /&gt;
^This code is not the canon encoding of this character. ex. AF is the proper &amp;quot;I&amp;quot;. 08 is not.&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=362</id>
		<title>SRAM Map</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=362"/>
				<updated>2016-04-19T20:55:08Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: /* $340 - $38B : Item Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
All offsets presented here are relative to the start of each save slot. There are $500 bytes for each slot. Note that&lt;br /&gt;
each slot is mirrored, at a later point in SRAM.&lt;br /&gt;
&lt;br /&gt;
 Slot 1: $000; Mirror: $F00&lt;br /&gt;
 Slot 2: $500; Mirror: $1400&lt;br /&gt;
 Slot 3: $A00; Mirror: $1900&lt;br /&gt;
&lt;br /&gt;
Only edits to the main copy will be recognized by the game unless the main copy fails its checksum. Each copy has its own checksum.&lt;br /&gt;
&lt;br /&gt;
Addresses $1E00-$1FFE in SRAM are not used. No not assume that the free addresses are initialized to any specific or sensible value. The values from these addresses should be treated as undefined until initialized. Address $1FFF is used by the game to store temporary data.&lt;br /&gt;
&lt;br /&gt;
These offsets directly correspond to $7E:F--- for a particular save file is being played. When the game is finished it writes the information into bank $70 in the corresponding slot + offsets presented here. (e.g. For the second save file, the information will be saved to $70:0500-$70:09FF, and mirrored at $70:1400-$70:18FF.)&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
&lt;br /&gt;
The SRAM save loading routing relies upon an inverse checksum. Additions to any byte in the .srm file, must be subtracted from that save game's checksum to maintain integrity. Failure to observe this precaution will cause the game to attempt to load the mirror copy. Should the mirror copy also fail the checksum verification, the save slot will be cleared.&lt;br /&gt;
&lt;br /&gt;
== SRAM Map ==&lt;br /&gt;
&lt;br /&gt;
=== $000 - $24F : Data for Rooms ===&lt;br /&gt;
&lt;br /&gt;
Room Information: There are $128 (296) rooms in in the ROM. Each room has one word of information devoted to it.&lt;br /&gt;
&lt;br /&gt;
 High Byte               Low Byte&lt;br /&gt;
 d d d d b k ck cr       c c c c q q q q      &lt;br /&gt;
 &lt;br /&gt;
 c - chest, big key chest, or big key lock. Any combination of them totalling to 6 is valid.&lt;br /&gt;
 q - quadrants visited: &lt;br /&gt;
 k - key or item (such as a 300 rupee gift)&lt;br /&gt;
 d - door opened (either unlocked, bombed or other means)&lt;br /&gt;
 r - special rupee tiles, whether they've been obtained or not.&lt;br /&gt;
 b - boss battle won&lt;br /&gt;
&lt;br /&gt;
 qqqq corresponds to 4321, so if quadrants 4 and 1 have been &amp;quot;seen&amp;quot; by Link, then qqqq will look like 1001. The quadrants are laid out like so in each room:&lt;br /&gt;
&lt;br /&gt;
 --------------- &lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  4   |  3   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |-------------|&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  2   |  1   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 ---------------&lt;br /&gt;
&lt;br /&gt;
=== $250 - $27F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional room information that was not included in the final game. This would bring the grand total to $140 (320) possible rooms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== $280 - $2FF : Overworld Event Information ===&lt;br /&gt;
&lt;br /&gt;
    (one byte per area)&lt;br /&gt;
&lt;br /&gt;
    ?ho???s?&lt;br /&gt;
&lt;br /&gt;
        o - If set, the area will draw its designated overlay when you enter it. &lt;br /&gt;
            e.g. If you're triggered misery mire then the entrance shows up there the next time you enter that area.&lt;br /&gt;
            You can view overlays in the latest release of Hyrule Magic (v0.963).&lt;br /&gt;
            Other overlays include stairs leading underground, and the removal of the weathervane after it has exploded.&lt;br /&gt;
        &lt;br /&gt;
        s - If set, the area will draw its secondary overlay when you enter it.&lt;br /&gt;
        &lt;br /&gt;
        h - If set, heart piece has been collected in this area already.&lt;br /&gt;
            Also used for a handful of other sprites.&lt;br /&gt;
        &lt;br /&gt;
        ? - unknown and probably unused.&lt;br /&gt;
&lt;br /&gt;
=== $300 - $33F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional overworld data that was not included in the final game. This would allow for $C0 (192) overworld areas in total. Note areas $80 and $82 are used but don't save data the way the other areas do. (i.e. not here)&lt;br /&gt;
&lt;br /&gt;
=== $340 - $38B : Items &amp;amp; Equipment ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;basicTable&amp;quot;&lt;br /&gt;
!Address!!Item!!colspan=&amp;quot;5&amp;quot;|Values!!style=&amp;quot;width:15%&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|$340||Bow||0 - Nothing||1 - Bow||2 - Bow &amp;amp; Arrows||3 - Bow &amp;amp; Silver Arrows&lt;br /&gt;
|-&lt;br /&gt;
|$341||Boomerang||0 - Nothing||1 - Blue Boomerang||2 - Red Boomerang&lt;br /&gt;
|-&lt;br /&gt;
|$342||Hookshot||0 - Nothing||1 - Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|$343||Bombs||How many bombs you have||colspan=&amp;quot;4&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Can exceed 0x32 (50), up to 0xFF (255)&lt;br /&gt;
|-&lt;br /&gt;
|$344||Magic Powder||0 - Nothing||1 - Mushroom||2 - Magic Powder&lt;br /&gt;
|-&lt;br /&gt;
|$345||Fire Rod||0 - Nothing||1 - Fire Rod&lt;br /&gt;
|-&lt;br /&gt;
|$346||Ice Rod||0 - Nothing||1 - Ice Rod&lt;br /&gt;
|-&lt;br /&gt;
|$347||Bombos Medallion||0 - Nothing||1 - Bombos Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$348||Ether Medallion||0 - Nothing||1 - Ether Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$349||Quake Medallion||0 - Nothing||1 - Quake Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$34A||Lantern||0 - Nothing||1 - Lantern&lt;br /&gt;
|-&lt;br /&gt;
|$34B||Magic Hammer||0 - Nothing||1 - Magic Hammer&lt;br /&gt;
|-&lt;br /&gt;
|$34C||Flute||0 - Nothing||1 - Shovel||2 - Flute||3 - Flute &amp;amp; Bird&lt;br /&gt;
|-&lt;br /&gt;
|$34D||Bug Catching Net||0 - Nothing||1 - Bug Catching Net&lt;br /&gt;
|-&lt;br /&gt;
|$34E||Book of Mudora||0 - Nothing||1 - Book of Mudora&lt;br /&gt;
|-&lt;br /&gt;
|$34F||Bottles||0 - Nothing||1 - Bottle&lt;br /&gt;
|-&lt;br /&gt;
|$350||Cane of Somaria||0 - Nothing||1 - Cane of Somaria&lt;br /&gt;
|-&lt;br /&gt;
|$351||Cane of Byrna||0 - Nothing||1 - Cane of Byrna&lt;br /&gt;
|-&lt;br /&gt;
|$352||Magic Cape||0 - Nothing||1 - Magic Cape&lt;br /&gt;
|-&lt;br /&gt;
|$353||Magic Mirror||0 - Nothing||1 - Magic Scroll||2 - Magic Mirror&lt;br /&gt;
|-&lt;br /&gt;
|$354||Gloves||0 - Nothing||1 - Power Gloves||2 - Titan's Mitt&lt;br /&gt;
|-&lt;br /&gt;
|$355||Pegasus Boots||0 - Nothing||1 - Pegasus Boots||colspan=&amp;quot;3&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Just having the boots isn't enough to dash. The player must have the &amp;quot;Run&amp;quot; ability flag set as well. See $379.&lt;br /&gt;
|-&lt;br /&gt;
|$356||Zora's Flippers||0 - Nothing||1 - Zora's Flippers||colspan=&amp;quot;3&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||Having this allows you to swim, but doesn't make the swim ability text show up by itself. See $379. Unlike with the Pegasus Boots, the ability to swim is granted as long as the player has this item.&lt;br /&gt;
|-&lt;br /&gt;
|$357||Moon Pearl||0 - Nothing||1 - Moon Pearl&lt;br /&gt;
|-&lt;br /&gt;
|$358||Unused&lt;br /&gt;
|-&lt;br /&gt;
|$359||Sword||0 - No sword||1 - Fighter's Sword||2 - Master Sword||3 - Tempered Sword||4 - Golden Sword||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|$35A||Shield||0 - No shield||1 - Blue Shield||2 - Hero's Shield||3 - Mirror Shield||class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|$35B||Armor||0 - Green Jerkin||1 - Blue Mail||2 - Red Mail||colspan=&amp;quot;2&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||***See Side Note 2***&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|$35C-F||rowspan=&amp;quot;2&amp;quot;|Bottle Contents||0 - No bottle||1 - Mushroom||2 - Empty bottle||3 - Red Potion||4 - Green Potion&lt;br /&gt;
|-&lt;br /&gt;
|5 - Blue Potion||6 - Fairy||7 - Bee||8 - Good Bee&lt;br /&gt;
|-&lt;br /&gt;
|$360-1||Wallet Capacity||colspan=&amp;quot;5&amp;quot; class=&amp;quot;spacerCell&amp;quot;|&amp;amp;nbsp;||rowspan=&amp;quot;2&amp;quot;|This number can be set above the 999 limit.&lt;br /&gt;
|-&lt;br /&gt;
|$362-3||Rupee Count&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
THE COMPASS, BIG KEY, AND DUNGEON MAP WORD LOCATIONS ARE ALL MAPPED OUT THE SAME WAY, AS YOU WILL OBSERVE.&lt;br /&gt;
&lt;br /&gt;
Note: The unused areas would correspond to dungeon numbers $1C and $1E in the variable $7E040C, but alas there are no dungeons&lt;br /&gt;
in the game with those values. &lt;br /&gt;
&lt;br /&gt;
If you see &amp;quot;(doesn't exist)&amp;quot; it means this feature was not used in this dungeon in the original, in case you were wondering.&lt;br /&gt;
&lt;br /&gt;
Compass1:           $364.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Compass of Ganon's Tower&lt;br /&gt;
                              bit 3: Compass of Turtle Rock&lt;br /&gt;
                              bit 4: Compass of Gargoyle's domain&lt;br /&gt;
                              bit 5: Compass of Tower of Hera&lt;br /&gt;
                              bit 6: Compass of Ice Palace&lt;br /&gt;
                              bit 7: Compass of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Compass2:           $365      bit 0: Compass of Misery Mire.&lt;br /&gt;
                              bit 1: Compass of Dark Palace&lt;br /&gt;
                              bit 2: Compass of Swamp Palace&lt;br /&gt;
                              bit 3: Compass of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Compass of Desert Palace&lt;br /&gt;
                              bit 5: Compass of Eastern Palace&lt;br /&gt;
                              bit 6: Compass of Hyrule Castle (doesn't exist)&lt;br /&gt;
                              bit 7: Compass of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
BigKey1:            $366.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Big Key of Ganon's Tower&lt;br /&gt;
                              bit 3: Big Key of Turtle Rock&lt;br /&gt;
                              bit 4: Big Key of Gargoyle's domain&lt;br /&gt;
                              bit 5: Big Key of Tower of Hera&lt;br /&gt;
                              bit 6: Big Key of Ice Palace&lt;br /&gt;
                              bit 7: Big Key of Skull Woods. &lt;br /&gt;
                        &lt;br /&gt;
BigKey2:            $367.     bit 0: Big Key of Misery Mire.&lt;br /&gt;
                              bit 1: Big Key of Dark Palace&lt;br /&gt;
                              bit 2: Big Key of Swamp Palace&lt;br /&gt;
                              bit 3: Big Key of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Big Key of Desert Palace&lt;br /&gt;
                              bit 5: Big Key of Eastern Palace&lt;br /&gt;
                              bit 6: Big Key of Hyrule Castle&lt;br /&gt;
                              bit 7: Big Key of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Dungeon map1:       $368.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Map of Ganon's Tower&lt;br /&gt;
                              bit 3: Map of Turtle Rock&lt;br /&gt;
                              bit 4: Map of Gargoyle's domain&lt;br /&gt;
                              bit 5: Map of Tower of Hera&lt;br /&gt;
                              bit 6: Map of Ice Palace&lt;br /&gt;
                              bit 7: Map of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Dungeon map2:       $369      bit 0: Map of Misery Mire&lt;br /&gt;
                              bit 1: Map of Dark Palace&lt;br /&gt;
                              bit 2: Map of Swamp Palace&lt;br /&gt;
                              bit 3: Map of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Map of Desert Palace&lt;br /&gt;
                              bit 5: Map of Eastern Palace&lt;br /&gt;
                              bit 6: Map of Hyrule Castle&lt;br /&gt;
                              bit 7: Map of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Wishing Pond Rupee  $36A. Number of rupees in the pond&lt;br /&gt;
Count&lt;br /&gt;
&lt;br /&gt;
Heart pieces&lt;br /&gt;
collected:          $36B. Number of heart pieces (out of four) you have earned&lt;br /&gt;
&lt;br /&gt;
Health:             $36C. Goal (capacity) Health. Each increment of $08 is worth one heart.&lt;br /&gt;
                          $04 is a half heart. The max is generally $A0. &lt;br /&gt;
                          The game is coded to not accept health values beyond this.&lt;br /&gt;
                  &lt;br /&gt;
                    $36D. Actual Health. Same as above, but this reflects&lt;br /&gt;
                          your current health status rather than potential.&lt;br /&gt;
&lt;br /&gt;
Magic Power:        $36E. Magic power ranges from 0 to $80 (128). Each small bottle refills $10. &lt;br /&gt;
                        Setting Magic above $80 causes the magic meter to glitch and you can't &lt;br /&gt;
                        use special items.&lt;br /&gt;
&lt;br /&gt;
Keys:               $36F. Number of Keys you have in the dungeon you are currently in. &lt;br /&gt;
                        You can earn keys on the overworld but they don't do anything. &lt;br /&gt;
                        If you're in a non-keyed dungeon it will generally read $FF.&lt;br /&gt;
&lt;br /&gt;
Bomb Upgrades:      $370. Number of upgrades your bomb capacity has received. Behavior varies after a &lt;br /&gt;
                          while. Will probably need recoding to be consistent.&lt;br /&gt;
&lt;br /&gt;
Arrow Upgrades:     $371. Number of upgrades your arrow capacity has received. &lt;br /&gt;
                          Same as above, more or less.&lt;br /&gt;
&lt;br /&gt;
Hearts filler:      $372. Write to this location to fill in a set number of hearts. &lt;br /&gt;
                          Make sure to write in a multiple of $08. &lt;br /&gt;
                          Otherwise, you will end up filling the whole life meter.&lt;br /&gt;
&lt;br /&gt;
Magic filler:       $373. Write to this location how much magic power you want filled up. The maximum &lt;br /&gt;
                         effective value is $80.&lt;br /&gt;
&lt;br /&gt;
Pendants:           $374. Bit 0: Courage&lt;br /&gt;
                          Bit 1: Wisdom&lt;br /&gt;
                          Bit 2: Power&lt;br /&gt;
&lt;br /&gt;
Bomb filler:        $375. Write to this location to add X bombs to your arsenal. It will not exceed your &lt;br /&gt;
                          maximum, as defined with $370&lt;br /&gt;
&lt;br /&gt;
Arrow filler:       $376. Write to this location to add X arrows to your arsenal. It will not exceed your &lt;br /&gt;
                        maximum, as defined with $371.&lt;br /&gt;
&lt;br /&gt;
Arrows:             $377. Can exceed 70.&lt;br /&gt;
&lt;br /&gt;
????                $378. ????&lt;br /&gt;
&lt;br /&gt;
Ability Flags:      $379. Bit 0: &lt;br /&gt;
                          Bit 1: Swim&lt;br /&gt;
                          Bit 2: Run / Dash&lt;br /&gt;
                          Bit 3: Pull&lt;br /&gt;
                          Bit 4: ----&lt;br /&gt;
                          Bit 5: Talk&lt;br /&gt;
                          Bit 6: Read&lt;br /&gt;
                          Bit 7: ----&lt;br /&gt;
&lt;br /&gt;
Crystals:           $37A. Bit 0: Misery Mire&lt;br /&gt;
                          Bit 1: Dark Palace&lt;br /&gt;
                          Bit 2: Ice Palace&lt;br /&gt;
                          Bit 3: Turtle Rock&lt;br /&gt;
                          Bit 4: Swamp Palace&lt;br /&gt;
                          Bit 5: Gargoyle's Domain&lt;br /&gt;
                          Bit 6: Skull Woods&lt;br /&gt;
&lt;br /&gt;
Magic usage         $37B. $0: normal consumption&lt;br /&gt;
                          $1: 1/2 consumption&lt;br /&gt;
                          $2: 1/4 consumption&lt;br /&gt;
&lt;br /&gt;
Keys earned per dungeon:&lt;br /&gt;
                    $37C: Sewer Passage&lt;br /&gt;
                    $37D: Hyrule Castle&lt;br /&gt;
                    $37E: Eastern Palace&lt;br /&gt;
                    $37F: Desert Palace&lt;br /&gt;
                    $380: Hyrule Castle 2&lt;br /&gt;
                    $381: Swamp Palace&lt;br /&gt;
                    $382: Dark Palace&lt;br /&gt;
                    $383: Misery Mire&lt;br /&gt;
                    $384: Skull Woods&lt;br /&gt;
                    $385: Ice Palace&lt;br /&gt;
                    $386: Tower of Hera&lt;br /&gt;
                    $387: Gargoyle's Domain&lt;br /&gt;
                    $388: Turtle Rock&lt;br /&gt;
                    $389: Ganon's Tower&lt;br /&gt;
                    $38A: ??? possibly unused. (Were they planning two extra dungeons perhaps?)&lt;br /&gt;
                    $38B: ??? possibly unused.&lt;br /&gt;
&lt;br /&gt;
== Game Event Information ==&lt;br /&gt;
&lt;br /&gt;
Progress Indicator (value, not bitwise)&lt;br /&gt;
$3C5: $0: Unset, Will put Link in his bed state at the beginning of the game. (Also can't use sword or shield)&lt;br /&gt;
      $1: You have a sword and start in the castle on start up.&lt;br /&gt;
      $2: Indicates you have completed the first Hyrule Castle dungeon.&lt;br /&gt;
      $3: Indicates you have beaten Agahnim and are now searching for crystals.&lt;br /&gt;
      $4 and above: meaningless. Though, you could write code using them to expand the event system perhaps.&lt;br /&gt;
&lt;br /&gt;
$3C6: Progress Flags (bitwise)&lt;br /&gt;
&lt;br /&gt;
    0 - Set after your Uncle gives you his gear in the secret passage.&lt;br /&gt;
        Prevents him from showing up there again.&lt;br /&gt;
    &lt;br /&gt;
    1 - Indicates that you've touched the dying priest in Sanctuary.&lt;br /&gt;
    &lt;br /&gt;
    2 - Set after you bring Zelda to sanctuary?&lt;br /&gt;
    &lt;br /&gt;
    3 - Unused? (98% certainty)&lt;br /&gt;
    &lt;br /&gt;
    4 - Set after Link's Uncle leaves your house. It's used to prevent him from respawning there.&lt;br /&gt;
    &lt;br /&gt;
    5 - Set after you obtain the Book of Mudora (this is a guess)&lt;br /&gt;
    &lt;br /&gt;
    6 - Seems to be a persistent flag that toggles between two possible&lt;br /&gt;
        statements that a fortune teller can give you during your &amp;quot;reading&amp;quot;.&lt;br /&gt;
        In other words, don't expect this to stay in one state if you're using&lt;br /&gt;
        fortune tellers. Has no other known purpose.&lt;br /&gt;
    &lt;br /&gt;
    7 - Unused? (98% certainty)&lt;br /&gt;
&lt;br /&gt;
Map Icons Indicator 2 (value, not bitwise)&lt;br /&gt;
$3C7:&lt;br /&gt;
    &lt;br /&gt;
    0x00 - ????&lt;br /&gt;
    0x01 - ????&lt;br /&gt;
    0x02 - ????&lt;br /&gt;
    0x03 - The Three Pendants&lt;br /&gt;
    0x04 - Master Sword in Lost Woods&lt;br /&gt;
    0x05 - Agahnim (skull icon at Hyrule Castle)&lt;br /&gt;
    0x06 - Just crystal 1 shown (Sahasrala's idea)&lt;br /&gt;
    0x07 - All crystals shown&lt;br /&gt;
    0x08 - Agahnim (skull icon at Ganon's Tower)&lt;br /&gt;
&lt;br /&gt;
    All values beyond 8 are invalid, it seems.&lt;br /&gt;
&lt;br /&gt;
Starting Entrance to use:&lt;br /&gt;
$3C8: Abbreviations:&lt;br /&gt;
&lt;br /&gt;
    LH = Link's House;&lt;br /&gt;
    SA = Sanctuary;&lt;br /&gt;
    MC = Mountain Cave;&lt;br /&gt;
    PP = Pyramid of Power in DW;  &lt;br /&gt;
    &lt;br /&gt;
    0: Start the game in Link's house always.&lt;br /&gt;
    1: SA.&lt;br /&gt;
    3: Secret passage under HC garden (near dying uncle).&lt;br /&gt;
    5: LH or SA or MC.&lt;br /&gt;
        &lt;br /&gt;
&lt;br /&gt;
Progress Indicator 3 (bitwise)&lt;br /&gt;
$3C9: 0: If set, means the bum gave you his bottle already.&lt;br /&gt;
      1: If set, means that the salesman in the village sold you a bottle already&lt;br /&gt;
      2: &lt;br /&gt;
      3: Flute Boy (DW) has been arborated&lt;br /&gt;
      4: Thief's Chest has been opened by the middle aged guy&lt;br /&gt;
      5: After you save the Smithy's partner, this bit gets set.&lt;br /&gt;
      6:&lt;br /&gt;
      7: Means Smithies have your sword. Once they give it back it's no longer set. (so nonpermanent)&lt;br /&gt;
&lt;br /&gt;
Lightworld / Darkworld&lt;br /&gt;
$3CA: 0:&lt;br /&gt;
      1:&lt;br /&gt;
      2:&lt;br /&gt;
      3:&lt;br /&gt;
      4:&lt;br /&gt;
      5:&lt;br /&gt;
      6: If set, we're in dark world. Other wise, in light world.&lt;br /&gt;
      7:&lt;br /&gt;
&lt;br /&gt;
Unused?&lt;br /&gt;
$3CB: ?????&lt;br /&gt;
      &lt;br /&gt;
$3CC[0x01] - (Tagalong) &lt;br /&gt;
    &lt;br /&gt;
    Tagalong Indicator (who is following you, if anyone?) (value based)&lt;br /&gt;
    &lt;br /&gt;
    Note: Don't use a value of 0x0F or larger here, as it will likely crash&lt;br /&gt;
    the game.&lt;br /&gt;
    &lt;br /&gt;
    0x00 - Tagalong disabled&lt;br /&gt;
    0x01 - Princess Zelda&lt;br /&gt;
    0x02 - ???&lt;br /&gt;
    0x03 - ???&lt;br /&gt;
    0x04 - Old Man?&lt;br /&gt;
    0x05 - Zelda (invisible) bitching at you about coming to rescue her.&lt;br /&gt;
    0x06 - Blind masquerading as a Maiden&lt;br /&gt;
    0x07 - Missing Dwarf (smithyfrog as I call him) in DW&lt;br /&gt;
    0x08 - Missing Dwarf in LW&lt;br /&gt;
    0x09 - Middle Aged Guy w/ Sign&lt;br /&gt;
    0x0A - Kiki the monkey&lt;br /&gt;
    0x0B - ???&lt;br /&gt;
    0x0C - Thief's chest&lt;br /&gt;
    0x0D - Super Bomb&lt;br /&gt;
    0x0E - Activated in reaction to acquiring the Master Sword. Used&lt;br /&gt;
           to trigger a telepathic message from Zelda indicating that Agahnim's&lt;br /&gt;
           goons have come for her at Sanctuary.&lt;br /&gt;
&lt;br /&gt;
$03CD[0x02] - &lt;br /&gt;
    &lt;br /&gt;
    Cached Y coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$03CF[0x02] - &lt;br /&gt;
&lt;br /&gt;
    Cached X coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
$3D1: ????&lt;br /&gt;
&lt;br /&gt;
$3D2: &lt;br /&gt;
&lt;br /&gt;
$3D3: Set to 0 normally. Set to $80 if a Super Bomb is going off.&lt;br /&gt;
&lt;br /&gt;
$3D4-$3D8: ????&lt;br /&gt;
&lt;br /&gt;
Player's Name&lt;br /&gt;
$3D9-$3E4: See appendix for listing of character codes. Note each of the six letters is represented by a 16-bit number.&lt;br /&gt;
&lt;br /&gt;
Validity (Checksum) of the File:&lt;br /&gt;
$3E5-$3E6:  There is a subroutine in the ROM that checks to make sure this value is 0x55AA. &lt;br /&gt;
            (Note the reverse byte order in the actual SRAM.) &lt;br /&gt;
            If you alter this your file is automatically tagged for deletion at startup. &lt;br /&gt;
            The game is designed to delete it, it's not a Super NES feature or anything. &lt;br /&gt;
            In short, Don't mess with it. Unused game slots have the value 0x0000 here,&lt;br /&gt;
            and you will too if you mess with it - resulting in your save file(s) being wiped&lt;br /&gt;
            out.&lt;br /&gt;
&lt;br /&gt;
$3E7-$402 (?) Deaths totals for each dungeon. Each number is 16 bit. Thanks to Euclid for helping verify this!&lt;br /&gt;
      $3E7: Sewers&lt;br /&gt;
      $3E9: Hyrule Castle&lt;br /&gt;
      $3EB: Eastern Palace&lt;br /&gt;
      $3ED: Desert Palace&lt;br /&gt;
      $3EF: Hyrule Castle 2&lt;br /&gt;
      $3F1: Swamp Palace&lt;br /&gt;
      $3F3: Dark Palace&lt;br /&gt;
      $3F5: Misery Mire&lt;br /&gt;
      $3F7: Skull Woods&lt;br /&gt;
      $3F9: Ice Palace&lt;br /&gt;
      $3FB: Tower of Hera&lt;br /&gt;
      $3FD: Gargoyle's Domain&lt;br /&gt;
      $3FF: Turtle Rock&lt;br /&gt;
      $401: Ganon's Tower&lt;br /&gt;
&lt;br /&gt;
Life/Save Counter: &lt;br /&gt;
$403-4. Counts the number of times your saved or died in the game, before you beat it.&lt;br /&gt;
&lt;br /&gt;
PostGame Death Counter: &lt;br /&gt;
$405-6. When you start the game this is written to with the value -1 (0xFFFF). On the game select&lt;br /&gt;
screen, it will only display a number if this is not 0xFFFF. The max displayable number is 999.&lt;br /&gt;
When you beat the game, the number of times you died gets recorded here.&lt;br /&gt;
&lt;br /&gt;
Presumed to be unused&lt;br /&gt;
$407-$4FD: ????&lt;br /&gt;
&lt;br /&gt;
Inverse Checksum: $4FE-F. If you add numbers to the file, you need to subtract from this location. See Side Note 3 for more information.&lt;br /&gt;
&lt;br /&gt;
===============================================================================================&lt;br /&gt;
&lt;br /&gt;
Appendix:&lt;br /&gt;
&lt;br /&gt;
Side Note 2: Items other than the standard equipment can be equipped. For instance, it's possible&lt;br /&gt;
to equip the compass as a sword. By some miracle, the items you end up with often work the same&lt;br /&gt;
way as their appropriate counterparts. Sometimes they are far superior to the normal items, and&lt;br /&gt;
sometimes they just suck. At least one item makes your armor invincible! Just experiment a little.&lt;br /&gt;
Beware, the palletes will not be standard.&lt;br /&gt;
&lt;br /&gt;
Side Note 3: A tutorial on inverse checksums. Let's say I add to location $3EE. Now E = 14 in the&lt;br /&gt;
decimal system. (Note we are looking at the last digit. &amp;quot;E&amp;quot; that is.) Therefore $3EE is even. &lt;br /&gt;
&lt;br /&gt;
If I add a value to a memory location with an even address,&lt;br /&gt;
I must subtract from the even address of the inverse checksum. Example: Suppose I add $4 to $305.&lt;br /&gt;
$305 is odd, so I SUBTRACT $4 from the odd checksum byte: $4FF. If I subtracted from $305, I must&lt;br /&gt;
add to $4FF. This maintains the &amp;quot;balance&amp;quot; of the file and keeps it from being erased.&lt;br /&gt;
&lt;br /&gt;
Now this will work for slight changes in the checksum, but it takes a bit of insight to recognize&lt;br /&gt;
that the checksum is really a 16-bit number, not just two 8-bit numbers functioning separately.&lt;br /&gt;
&lt;br /&gt;
(edit later)&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
Character Codes:&lt;br /&gt;
&lt;br /&gt;
Alpha-numeric&lt;br /&gt;
&lt;br /&gt;
00-A 01-B 02-C 03-D 04-E 05-F 06=G 07-H 08-I^ 09-J 0A-K 0B-L 0C-M 0D-N OE-O OF-P &lt;br /&gt;
10-??&lt;br /&gt;
20-Q 21-R 22-S 23-T 24-U 25-V 26-W 27-X 28-Y 29-Z 2A-a 2B-b-2C-c 2D-d 2E-e 2F-f&lt;br /&gt;
40-g 41-h 42-k 43-j 44-i 45-l 46-m 47-n 48-o 49-p 4A-q 4B-r 4C-s 4D-t 4E-u 4F-v&lt;br /&gt;
&lt;br /&gt;
60-w 61-x 62-y 63-z 64-0 65-1 66-2 67-3 68-4 69-5 6A-6 6B-7 6C-8 6D-9 6E-&amp;quot;?&amp;quot; 6F-&amp;quot;!&amp;quot;&lt;br /&gt;
80-&amp;quot;-&amp;quot; 81-&amp;quot;.&amp;quot; 82-&amp;quot;,&amp;quot;   85-&amp;quot;(&amp;quot; 86-&amp;quot;)&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Special characters (not normally accessible. This is by far an incomplete listing)&lt;br /&gt;
&lt;br /&gt;
A0-small right arrow A1-&amp;quot;'&amp;quot; (apostrophe) A2-HPiece again A3-&amp;quot;empty right hand heart cont.&amp;quot;&lt;br /&gt;
A4-see A7 A5-Same as A7 A6-&amp;quot;Quarter Heart piece, top right corner.&amp;quot;&lt;br /&gt;
A7-&amp;quot;Heart piece,left half&amp;quot; A8-&amp;quot;Heart piece, right half&amp;quot; A9-blank AA-&amp;quot;left arrow&amp;quot; &lt;br /&gt;
SNES Button Alphabet: AB-A AC-B AD-X AE-Y&lt;br /&gt;
AF-I&lt;br /&gt;
B1-blank^&lt;br /&gt;
&lt;br /&gt;
^This code is not the canon encoding of this character. ex. AF is the proper &amp;quot;I&amp;quot;. 08 is not.&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=361</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=361"/>
				<updated>2016-04-19T20:25:16Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/******************************************/&lt;br /&gt;
&lt;br /&gt;
table.infoBox { /* overall style */&lt;br /&gt;
	float: right;&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th, table.infoBox td { /* each cell in the table */&lt;br /&gt;
	border: 0;&lt;br /&gt;
	padding: 5px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox tr:first-child th { /* first header */&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************/&lt;br /&gt;
&lt;br /&gt;
table.basicTable { /* overall style */&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
	border-collapse: collapse;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable th, table.basicTable td { /* each cell in the table */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	padding: 5px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable tr:first-child th { /* first header */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************/&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=360</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=360"/>
				<updated>2016-04-19T20:19:28Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;table.infoBox { /* overall style */&lt;br /&gt;
	float: right;&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th, table.infoBox td { /* each cell in the table */&lt;br /&gt;
	border: 0;&lt;br /&gt;
	padding: 5px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox tr:first-child th { /* first header */&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************/&lt;br /&gt;
&lt;br /&gt;
table.basicTable { /* overall style */&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
	border-collapse: collapse;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable th, table.basicTable td { /* each cell in the table */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	padding: 5px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable tr:first-child th { /* first header */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#spacerCell { /* blank cells */&lt;br /&gt;
	border: 1px solid #D0D0D0 !important;&lt;br /&gt;
	margin: -1px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/******************************************/&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=359</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=359"/>
				<updated>2016-04-19T20:18:23Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;table.infoBox { /* overall style */&lt;br /&gt;
	float: right;&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th, table.infoBox td { /* each cell in the table */&lt;br /&gt;
	border: 0;&lt;br /&gt;
	padding: 5px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox tr:first-child th { /* first header */&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************/&lt;br /&gt;
&lt;br /&gt;
table.basicTable { /* overall style */&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
	border-collapse: collapse;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable th, table.basicTable td { /* each cell in the table */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	padding: 5px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable tr:first-child th { /* first header */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.basicTable #spacerCell { /* blank cells */&lt;br /&gt;
	border: 1px solid #D0D0D0 !important;&lt;br /&gt;
	margin: -1px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/******************************************/&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=358</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=358"/>
				<updated>2016-04-19T20:07:01Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;table.infoBox { /* overall style */&lt;br /&gt;
	float: right;&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th, table.infoBox td { /* each cell in the table */&lt;br /&gt;
	border: 0;&lt;br /&gt;
	padding: 5px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox tr:first-child th { /* first header */&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************/&lt;br /&gt;
&lt;br /&gt;
table.basicTable { /* overall style */&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
	border-collapse: collapse;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable th, table.basicTable td { /* each cell in the table */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	padding: 5px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable tr:first-child th { /* first header */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/******************************************/&lt;br /&gt;
&lt;br /&gt;
#spacerCell { /* blank cells */&lt;br /&gt;
	margin: -1px !important;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=357</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=357"/>
				<updated>2016-04-19T20:02:41Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;table.infoBox { /* overall style */&lt;br /&gt;
	float: right;&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th, table.infoBox td { /* each cell in the table */&lt;br /&gt;
	border: 0;&lt;br /&gt;
	padding: 5px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox tr:first-child th { /* first header */&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************/&lt;br /&gt;
&lt;br /&gt;
table.basicTable { /* overall style */&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
	border-collapse: collapse;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable th, table.basicTable td { /* each cell in the table */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	padding: 5px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable tr:first-child th { /* first header */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/******************************************/&lt;br /&gt;
&lt;br /&gt;
#spacerCell { /* blank cells */&lt;br /&gt;
	border: 0 !important;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=356</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=356"/>
				<updated>2016-04-19T20:01:52Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;table.infoBox { /* overall style */&lt;br /&gt;
	float: right;&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th, table.infoBox td { /* each cell in the table */&lt;br /&gt;
	border: 0;&lt;br /&gt;
	padding: 5px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox tr:first-child th { /* first header */&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************/&lt;br /&gt;
&lt;br /&gt;
table.basicTable { /* overall style */&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
	border-collapse: collapse;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable th, table.basicTable td { /* each cell in the table */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	padding: 5px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable tr:first-child th { /* first header */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/******************************************/&lt;br /&gt;
&lt;br /&gt;
#spacerCell { /* blank cells */&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=355</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=355"/>
				<updated>2016-04-19T19:53:30Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;table.infoBox { /* overall style */&lt;br /&gt;
	float: right;&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th, table.infoBox td { /* each cell in the table */&lt;br /&gt;
	border: 0;&lt;br /&gt;
	padding: 5px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox tr:first-child th { /* first header */&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************/&lt;br /&gt;
&lt;br /&gt;
table.basicTable { /* overall style */&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
	border-collapse: collapse;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable th, table.basicTable td { /* each cell in the table */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	padding: 5px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable tr:first-child th { /* first header */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.basicTable #spacerCell { /* blank cells */&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=354</id>
		<title>SRAM Map</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=354"/>
				<updated>2016-04-19T19:38:34Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
All offsets presented here are relative to the start of each save slot. There are $500 bytes for each slot. Note that&lt;br /&gt;
each slot is mirrored, at a later point in SRAM.&lt;br /&gt;
&lt;br /&gt;
 Slot 1: $000; Mirror: $F00&lt;br /&gt;
 Slot 2: $500; Mirror: $1400&lt;br /&gt;
 Slot 3: $A00; Mirror: $1900&lt;br /&gt;
&lt;br /&gt;
Only edits to the main copy will be recognized by the game unless the main copy fails its checksum. Each copy has its own checksum.&lt;br /&gt;
&lt;br /&gt;
Addresses $1E00-$1FFE in SRAM are not used. No not assume that the free addresses are initialized to any specific or sensible value. The values from these addresses should be treated as undefined until initialized. Address $1FFF is used by the game to store temporary data.&lt;br /&gt;
&lt;br /&gt;
These offsets directly correspond to $7E:F--- for a particular save file is being played. When the game is finished it writes the information into bank $70 in the corresponding slot + offsets presented here. (e.g. For the second save file, the information will be saved to $70:0500-$70:09FF, and mirrored at $70:1400-$70:18FF.)&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
&lt;br /&gt;
The SRAM save loading routing relies upon an inverse checksum. Additions to any byte in the .srm file, must be subtracted from that save game's checksum to maintain integrity. Failure to observe this precaution will cause the game to attempt to load the mirror copy. Should the mirror copy also fail the checksum verification, the save slot will be cleared.&lt;br /&gt;
&lt;br /&gt;
== SRAM Map ==&lt;br /&gt;
&lt;br /&gt;
=== $000 - $24F : Data for Rooms ===&lt;br /&gt;
&lt;br /&gt;
Room Information: There are $128 (296) rooms in in the ROM. Each room has one word of information devoted to it.&lt;br /&gt;
&lt;br /&gt;
 High Byte               Low Byte&lt;br /&gt;
 d d d d b k ck cr       c c c c q q q q      &lt;br /&gt;
 &lt;br /&gt;
 c - chest, big key chest, or big key lock. Any combination of them totalling to 6 is valid.&lt;br /&gt;
 q - quadrants visited: &lt;br /&gt;
 k - key or item (such as a 300 rupee gift)&lt;br /&gt;
 d - door opened (either unlocked, bombed or other means)&lt;br /&gt;
 r - special rupee tiles, whether they've been obtained or not.&lt;br /&gt;
 b - boss battle won&lt;br /&gt;
&lt;br /&gt;
 qqqq corresponds to 4321, so if quadrants 4 and 1 have been &amp;quot;seen&amp;quot; by Link, then qqqq will look like 1001. The quadrants are laid out like so in each room:&lt;br /&gt;
&lt;br /&gt;
 --------------- &lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  4   |  3   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |-------------|&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  2   |  1   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 ---------------&lt;br /&gt;
&lt;br /&gt;
=== $250 - $27F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional room information that was not included in the final game. This would bring the grand total to $140 (320) possible rooms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== $280 - $2FF : Overworld Event Information ===&lt;br /&gt;
&lt;br /&gt;
    (one byte per area)&lt;br /&gt;
&lt;br /&gt;
    ?ho???s?&lt;br /&gt;
&lt;br /&gt;
        o - If set, the area will draw its designated overlay when you enter it. &lt;br /&gt;
            e.g. If you're triggered misery mire then the entrance shows up there the next time you enter that area.&lt;br /&gt;
            You can view overlays in the latest release of Hyrule Magic (v0.963).&lt;br /&gt;
            Other overlays include stairs leading underground, and the removal of the weathervane after it has exploded.&lt;br /&gt;
        &lt;br /&gt;
        s - If set, the area will draw its secondary overlay when you enter it.&lt;br /&gt;
        &lt;br /&gt;
        h - If set, heart piece has been collected in this area already.&lt;br /&gt;
            Also used for a handful of other sprites.&lt;br /&gt;
        &lt;br /&gt;
        ? - unknown and probably unused.&lt;br /&gt;
&lt;br /&gt;
=== $300 - $33F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional overworld data that was not included in the final game. This would allow for $C0 (192) overworld areas in total. Note areas $80 and $82 are used but don't save data the way the other areas do. (i.e. not here)&lt;br /&gt;
&lt;br /&gt;
=== $340 - $38B : Item Information ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;basicTable&amp;quot;&lt;br /&gt;
!Address!!Item!!colspan=&amp;quot;4&amp;quot;|Values!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|$340||Bow||0 - Nothing||1 - Bow||2 - Bow &amp;amp; Arrows||3 - Bow &amp;amp; Silver Arrows&lt;br /&gt;
|-&lt;br /&gt;
|$341||Boomerang||0 - Nothing||1 - Blue Boomerang||2 - Red Boomerang&lt;br /&gt;
|-&lt;br /&gt;
|$342||Hookshot||0 - Nothing||1 - Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|$343||Bombs||How many bombs you have|colspan=&amp;quot;3&amp;quot;|Can exceed 0x32 (50), up to 0xFF (255)&lt;br /&gt;
|-&lt;br /&gt;
|$344||Magic Powder||0 - Nothing||1 - Mushroom||2 - Magic Powder&lt;br /&gt;
|-&lt;br /&gt;
|$345||Fire Rod||0 - Nothing||1 - Fire Rod&lt;br /&gt;
|-&lt;br /&gt;
|$346||Ice Rod||0 - Nothing||1 - Ice Rod&lt;br /&gt;
|-&lt;br /&gt;
|$347||Bombos Medallion||0 - Nothing||1 - Bombos Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$348||Ether Medallion||0 - Nothing||1 - Ether Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$349||Quake Medallion||0 - Nothing||1 - Quake Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$34A||Lantern||0 - Nothing||1 - Lantern&lt;br /&gt;
|-&lt;br /&gt;
|$34B||Magic Hammer||0 - Nothing||1 - Magic Hammer&lt;br /&gt;
|-&lt;br /&gt;
|$34C||Flute||0 - Nothing||1 - Shovel||2 - Flute||3 - Flute &amp;amp; Bird&lt;br /&gt;
|-&lt;br /&gt;
|$34D||Bug Catching Net||0 - Nothing||1 - Bug Catching Net&lt;br /&gt;
|-&lt;br /&gt;
|$34E||Book of Mudora||0 - Nothing||1 - Book of Mudora&lt;br /&gt;
|-&lt;br /&gt;
|$34F||Bottles||0 - Nothing||1 - Bottle&lt;br /&gt;
|-&lt;br /&gt;
|$350||Cane of Somaria||0 - Nothing||1 - Cane of Somaria&lt;br /&gt;
|-&lt;br /&gt;
|$351||Cane of Byrna||0 - Nothing||1 - Cane of Byrna&lt;br /&gt;
|-&lt;br /&gt;
|$352||Magic Cape||0 - Nothing||1 - Magic Cape&lt;br /&gt;
|-&lt;br /&gt;
|$353||Magic Mirror||0 - Nothing||1 - Magic Scroll||2 - Magic Mirror&lt;br /&gt;
|-&lt;br /&gt;
|$354||Gloves||0 - Nothing||1 - Power Gloves||2 - Titan's Mitt&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Boots:            $355||0 - Nothing||1 - boots||*Just having the boots isn't enough to dash.&lt;br /&gt;
                        You must have the ability flag corresponding to run set as well.&lt;br /&gt;
                        See $379.&lt;br /&gt;
&lt;br /&gt;
Flippers:         $356||0 - Nothing||1 - flippers||Having this allows you to swim, but doesn't make&lt;br /&gt;
                        the swim ability text show up by itself||See $379&lt;br /&gt;
                        Unlike the boots, the ability is granted, as long as you have this item.&lt;br /&gt;
&lt;br /&gt;
Moon Pearl:       $357||0 - Nothing||1 - moon pearl.&lt;br /&gt;
&lt;br /&gt;
????              $358||Unused? Beginning to think it really is unused||&lt;br /&gt;
                        Not even referenced in the rom by any means that I could see.&lt;br /&gt;
&lt;br /&gt;
Sword:            $359. &lt;br /&gt;
                        0-No sword&lt;br /&gt;
                        1-Fighter Sword&lt;br /&gt;
                        2-Master Sword&lt;br /&gt;
                        3-Tempered Sword&lt;br /&gt;
                        4-Golden Sword&lt;br /&gt;
      &lt;br /&gt;
                        ***See Side Note 2***&lt;br /&gt;
&lt;br /&gt;
Shield:           $35A.      &lt;br /&gt;
                        0-No shield&lt;br /&gt;
                        1-Blue Shield&lt;br /&gt;
                        2-Hero's Shield&lt;br /&gt;
                        3-Mirror Shield  &lt;br /&gt;
                  &lt;br /&gt;
                        ***See Side Note 2***&lt;br /&gt;
&lt;br /&gt;
Armor:            $35B. &lt;br /&gt;
                        0-Green Jerkin&lt;br /&gt;
                        1-Blue Mail&lt;br /&gt;
                        2-Red Mail&lt;br /&gt;
                  &lt;br /&gt;
                        ***See Side Note 2***&lt;br /&gt;
&lt;br /&gt;
Bottle:           $35C-F&lt;br /&gt;
                        0-No bottle&lt;br /&gt;
                        1-Mushroom (no use)&lt;br /&gt;
                        2-Empty bottle&lt;br /&gt;
                        3-Red Potion&lt;br /&gt;
                        4-Green Potion&lt;br /&gt;
                        5-Blue Potion&lt;br /&gt;
                        6-Fairy&lt;br /&gt;
                        7-Bee&lt;br /&gt;
                        8-Good Bee&lt;br /&gt;
      &lt;br /&gt;
Rupees:           $360-1 (Goal)&lt;br /&gt;
                  $362-3 (Actual).&lt;br /&gt;
                  &lt;br /&gt;
                  This number can be set above the 999 limit. &lt;br /&gt;
                  It is a word, so you can have lots of rupees. (Up to about 65000) &lt;br /&gt;
                  One word is capacity, The other is your current supply.&lt;br /&gt;
&lt;br /&gt;
THE COMPASS, BIG KEY, AND DUNGEON MAP WORD LOCATIONS ARE ALL MAPPED OUT THE SAME WAY, AS YOU WILL OBSERVE.&lt;br /&gt;
&lt;br /&gt;
Note: The unused areas would correspond to dungeon numbers $1C and $1E in the variable $7E040C, but alas there are no dungeons&lt;br /&gt;
in the game with those values. &lt;br /&gt;
&lt;br /&gt;
If you see &amp;quot;(doesn't exist)&amp;quot; it means this feature was not used in this dungeon in the original, in case you were wondering.&lt;br /&gt;
&lt;br /&gt;
Compass1:           $364.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Compass of Ganon's Tower&lt;br /&gt;
                              bit 3: Compass of Turtle Rock&lt;br /&gt;
                              bit 4: Compass of Gargoyle's domain&lt;br /&gt;
                              bit 5: Compass of Tower of Hera&lt;br /&gt;
                              bit 6: Compass of Ice Palace&lt;br /&gt;
                              bit 7: Compass of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Compass2:           $365      bit 0: Compass of Misery Mire.&lt;br /&gt;
                              bit 1: Compass of Dark Palace&lt;br /&gt;
                              bit 2: Compass of Swamp Palace&lt;br /&gt;
                              bit 3: Compass of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Compass of Desert Palace&lt;br /&gt;
                              bit 5: Compass of Eastern Palace&lt;br /&gt;
                              bit 6: Compass of Hyrule Castle (doesn't exist)&lt;br /&gt;
                              bit 7: Compass of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
BigKey1:            $366.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Big Key of Ganon's Tower&lt;br /&gt;
                              bit 3: Big Key of Turtle Rock&lt;br /&gt;
                              bit 4: Big Key of Gargoyle's domain&lt;br /&gt;
                              bit 5: Big Key of Tower of Hera&lt;br /&gt;
                              bit 6: Big Key of Ice Palace&lt;br /&gt;
                              bit 7: Big Key of Skull Woods. &lt;br /&gt;
                        &lt;br /&gt;
BigKey2:            $367.     bit 0: Big Key of Misery Mire.&lt;br /&gt;
                              bit 1: Big Key of Dark Palace&lt;br /&gt;
                              bit 2: Big Key of Swamp Palace&lt;br /&gt;
                              bit 3: Big Key of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Big Key of Desert Palace&lt;br /&gt;
                              bit 5: Big Key of Eastern Palace&lt;br /&gt;
                              bit 6: Big Key of Hyrule Castle&lt;br /&gt;
                              bit 7: Big Key of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Dungeon map1:       $368.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Map of Ganon's Tower&lt;br /&gt;
                              bit 3: Map of Turtle Rock&lt;br /&gt;
                              bit 4: Map of Gargoyle's domain&lt;br /&gt;
                              bit 5: Map of Tower of Hera&lt;br /&gt;
                              bit 6: Map of Ice Palace&lt;br /&gt;
                              bit 7: Map of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Dungeon map2:       $369      bit 0: Map of Misery Mire&lt;br /&gt;
                              bit 1: Map of Dark Palace&lt;br /&gt;
                              bit 2: Map of Swamp Palace&lt;br /&gt;
                              bit 3: Map of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Map of Desert Palace&lt;br /&gt;
                              bit 5: Map of Eastern Palace&lt;br /&gt;
                              bit 6: Map of Hyrule Castle&lt;br /&gt;
                              bit 7: Map of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Wishing Pond Rupee  $36A. Number of rupees in the pond&lt;br /&gt;
Count&lt;br /&gt;
&lt;br /&gt;
Heart pieces&lt;br /&gt;
collected:          $36B. Number of heart pieces (out of four) you have earned&lt;br /&gt;
&lt;br /&gt;
Health:             $36C. Goal (capacity) Health. Each increment of $08 is worth one heart.&lt;br /&gt;
                          $04 is a half heart. The max is generally $A0. &lt;br /&gt;
                          The game is coded to not accept health values beyond this.&lt;br /&gt;
                  &lt;br /&gt;
                    $36D. Actual Health. Same as above, but this reflects&lt;br /&gt;
                          your current health status rather than potential.&lt;br /&gt;
&lt;br /&gt;
Magic Power:        $36E. Magic power ranges from 0 to $80 (128). Each small bottle refills $10. &lt;br /&gt;
                        Setting Magic above $80 causes the magic meter to glitch and you can't &lt;br /&gt;
                        use special items.&lt;br /&gt;
&lt;br /&gt;
Keys:               $36F. Number of Keys you have in the dungeon you are currently in. &lt;br /&gt;
                        You can earn keys on the overworld but they don't do anything. &lt;br /&gt;
                        If you're in a non-keyed dungeon it will generally read $FF.&lt;br /&gt;
&lt;br /&gt;
Bomb Upgrades:      $370. Number of upgrades your bomb capacity has received. Behavior varies after a &lt;br /&gt;
                          while. Will probably need recoding to be consistent.&lt;br /&gt;
&lt;br /&gt;
Arrow Upgrades:     $371. Number of upgrades your arrow capacity has received. &lt;br /&gt;
                          Same as above, more or less.&lt;br /&gt;
&lt;br /&gt;
Hearts filler:      $372. Write to this location to fill in a set number of hearts. &lt;br /&gt;
                          Make sure to write in a multiple of $08. &lt;br /&gt;
                          Otherwise, you will end up filling the whole life meter.&lt;br /&gt;
&lt;br /&gt;
Magic filler:       $373. Write to this location how much magic power you want filled up. The maximum &lt;br /&gt;
                         effective value is $80.&lt;br /&gt;
&lt;br /&gt;
Pendants:           $374. Bit 0: Courage&lt;br /&gt;
                          Bit 1: Wisdom&lt;br /&gt;
                          Bit 2: Power&lt;br /&gt;
&lt;br /&gt;
Bomb filler:        $375. Write to this location to add X bombs to your arsenal. It will not exceed your &lt;br /&gt;
                          maximum, as defined with $370&lt;br /&gt;
&lt;br /&gt;
Arrow filler:       $376. Write to this location to add X arrows to your arsenal. It will not exceed your &lt;br /&gt;
                        maximum, as defined with $371.&lt;br /&gt;
&lt;br /&gt;
Arrows:             $377. Can exceed 70.&lt;br /&gt;
&lt;br /&gt;
????                $378. ????&lt;br /&gt;
&lt;br /&gt;
Ability Flags:      $379. Bit 0: &lt;br /&gt;
                          Bit 1: Swim&lt;br /&gt;
                          Bit 2: Run / Dash&lt;br /&gt;
                          Bit 3: Pull&lt;br /&gt;
                          Bit 4: ----&lt;br /&gt;
                          Bit 5: Talk&lt;br /&gt;
                          Bit 6: Read&lt;br /&gt;
                          Bit 7: ----&lt;br /&gt;
&lt;br /&gt;
Crystals:           $37A. Bit 0: Misery Mire&lt;br /&gt;
                          Bit 1: Dark Palace&lt;br /&gt;
                          Bit 2: Ice Palace&lt;br /&gt;
                          Bit 3: Turtle Rock&lt;br /&gt;
                          Bit 4: Swamp Palace&lt;br /&gt;
                          Bit 5: Gargoyle's Domain&lt;br /&gt;
                          Bit 6: Skull Woods&lt;br /&gt;
&lt;br /&gt;
Magic usage         $37B. $0: normal consumption&lt;br /&gt;
                          $1: 1/2 consumption&lt;br /&gt;
                          $2: 1/4 consumption&lt;br /&gt;
&lt;br /&gt;
Keys earned per dungeon:&lt;br /&gt;
                    $37C: Sewer Passage&lt;br /&gt;
                    $37D: Hyrule Castle&lt;br /&gt;
                    $37E: Eastern Palace&lt;br /&gt;
                    $37F: Desert Palace&lt;br /&gt;
                    $380: Hyrule Castle 2&lt;br /&gt;
                    $381: Swamp Palace&lt;br /&gt;
                    $382: Dark Palace&lt;br /&gt;
                    $383: Misery Mire&lt;br /&gt;
                    $384: Skull Woods&lt;br /&gt;
                    $385: Ice Palace&lt;br /&gt;
                    $386: Tower of Hera&lt;br /&gt;
                    $387: Gargoyle's Domain&lt;br /&gt;
                    $388: Turtle Rock&lt;br /&gt;
                    $389: Ganon's Tower&lt;br /&gt;
                    $38A: ??? possibly unused. (Were they planning two extra dungeons perhaps?)&lt;br /&gt;
                    $38B: ??? possibly unused.&lt;br /&gt;
&lt;br /&gt;
== Game Event Information ==&lt;br /&gt;
&lt;br /&gt;
Progress Indicator (value, not bitwise)&lt;br /&gt;
$3C5: $0: Unset, Will put Link in his bed state at the beginning of the game. (Also can't use sword or shield)&lt;br /&gt;
      $1: You have a sword and start in the castle on start up.&lt;br /&gt;
      $2: Indicates you have completed the first Hyrule Castle dungeon.&lt;br /&gt;
      $3: Indicates you have beaten Agahnim and are now searching for crystals.&lt;br /&gt;
      $4 and above: meaningless. Though, you could write code using them to expand the event system perhaps.&lt;br /&gt;
&lt;br /&gt;
$3C6: Progress Flags (bitwise)&lt;br /&gt;
&lt;br /&gt;
    0 - Set after your Uncle gives you his gear in the secret passage.&lt;br /&gt;
        Prevents him from showing up there again.&lt;br /&gt;
    &lt;br /&gt;
    1 - Indicates that you've touched the dying priest in Sanctuary.&lt;br /&gt;
    &lt;br /&gt;
    2 - Set after you bring Zelda to sanctuary?&lt;br /&gt;
    &lt;br /&gt;
    3 - Unused? (98% certainty)&lt;br /&gt;
    &lt;br /&gt;
    4 - Set after Link's Uncle leaves your house. It's used to prevent him from respawning there.&lt;br /&gt;
    &lt;br /&gt;
    5 - Set after you obtain the Book of Mudora (this is a guess)&lt;br /&gt;
    &lt;br /&gt;
    6 - Seems to be a persistent flag that toggles between two possible&lt;br /&gt;
        statements that a fortune teller can give you during your &amp;quot;reading&amp;quot;.&lt;br /&gt;
        In other words, don't expect this to stay in one state if you're using&lt;br /&gt;
        fortune tellers. Has no other known purpose.&lt;br /&gt;
    &lt;br /&gt;
    7 - Unused? (98% certainty)&lt;br /&gt;
&lt;br /&gt;
Map Icons Indicator 2 (value, not bitwise)&lt;br /&gt;
$3C7:&lt;br /&gt;
    &lt;br /&gt;
    0x00 - ????&lt;br /&gt;
    0x01 - ????&lt;br /&gt;
    0x02 - ????&lt;br /&gt;
    0x03 - The Three Pendants&lt;br /&gt;
    0x04 - Master Sword in Lost Woods&lt;br /&gt;
    0x05 - Agahnim (skull icon at Hyrule Castle)&lt;br /&gt;
    0x06 - Just crystal 1 shown (Sahasrala's idea)&lt;br /&gt;
    0x07 - All crystals shown&lt;br /&gt;
    0x08 - Agahnim (skull icon at Ganon's Tower)&lt;br /&gt;
&lt;br /&gt;
    All values beyond 8 are invalid, it seems.&lt;br /&gt;
&lt;br /&gt;
Starting Entrance to use:&lt;br /&gt;
$3C8: Abbreviations:&lt;br /&gt;
&lt;br /&gt;
    LH = Link's House;&lt;br /&gt;
    SA = Sanctuary;&lt;br /&gt;
    MC = Mountain Cave;&lt;br /&gt;
    PP = Pyramid of Power in DW;  &lt;br /&gt;
    &lt;br /&gt;
    0: Start the game in Link's house always.&lt;br /&gt;
    1: SA.&lt;br /&gt;
    3: Secret passage under HC garden (near dying uncle).&lt;br /&gt;
    5: LH or SA or MC.&lt;br /&gt;
        &lt;br /&gt;
&lt;br /&gt;
Progress Indicator 3 (bitwise)&lt;br /&gt;
$3C9: 0: If set, means the bum gave you his bottle already.&lt;br /&gt;
      1: If set, means that the salesman in the village sold you a bottle already&lt;br /&gt;
      2: &lt;br /&gt;
      3: Flute Boy (DW) has been arborated&lt;br /&gt;
      4: Thief's Chest has been opened by the middle aged guy&lt;br /&gt;
      5: After you save the Smithy's partner, this bit gets set.&lt;br /&gt;
      6:&lt;br /&gt;
      7: Means Smithies have your sword. Once they give it back it's no longer set. (so nonpermanent)&lt;br /&gt;
&lt;br /&gt;
Lightworld / Darkworld&lt;br /&gt;
$3CA: 0:&lt;br /&gt;
      1:&lt;br /&gt;
      2:&lt;br /&gt;
      3:&lt;br /&gt;
      4:&lt;br /&gt;
      5:&lt;br /&gt;
      6: If set, we're in dark world. Other wise, in light world.&lt;br /&gt;
      7:&lt;br /&gt;
&lt;br /&gt;
Unused?&lt;br /&gt;
$3CB: ?????&lt;br /&gt;
      &lt;br /&gt;
$3CC[0x01] - (Tagalong) &lt;br /&gt;
    &lt;br /&gt;
    Tagalong Indicator (who is following you, if anyone?) (value based)&lt;br /&gt;
    &lt;br /&gt;
    Note: Don't use a value of 0x0F or larger here, as it will likely crash&lt;br /&gt;
    the game.&lt;br /&gt;
    &lt;br /&gt;
    0x00 - Tagalong disabled&lt;br /&gt;
    0x01 - Princess Zelda&lt;br /&gt;
    0x02 - ???&lt;br /&gt;
    0x03 - ???&lt;br /&gt;
    0x04 - Old Man?&lt;br /&gt;
    0x05 - Zelda (invisible) bitching at you about coming to rescue her.&lt;br /&gt;
    0x06 - Blind masquerading as a Maiden&lt;br /&gt;
    0x07 - Missing Dwarf (smithyfrog as I call him) in DW&lt;br /&gt;
    0x08 - Missing Dwarf in LW&lt;br /&gt;
    0x09 - Middle Aged Guy w/ Sign&lt;br /&gt;
    0x0A - Kiki the monkey&lt;br /&gt;
    0x0B - ???&lt;br /&gt;
    0x0C - Thief's chest&lt;br /&gt;
    0x0D - Super Bomb&lt;br /&gt;
    0x0E - Activated in reaction to acquiring the Master Sword. Used&lt;br /&gt;
           to trigger a telepathic message from Zelda indicating that Agahnim's&lt;br /&gt;
           goons have come for her at Sanctuary.&lt;br /&gt;
&lt;br /&gt;
$03CD[0x02] - &lt;br /&gt;
    &lt;br /&gt;
    Cached Y coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$03CF[0x02] - &lt;br /&gt;
&lt;br /&gt;
    Cached X coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
$3D1: ????&lt;br /&gt;
&lt;br /&gt;
$3D2: &lt;br /&gt;
&lt;br /&gt;
$3D3: Set to 0 normally. Set to $80 if a Super Bomb is going off.&lt;br /&gt;
&lt;br /&gt;
$3D4-$3D8: ????&lt;br /&gt;
&lt;br /&gt;
Player's Name&lt;br /&gt;
$3D9-$3E4: See appendix for listing of character codes. Note each of the six letters is represented by a 16-bit number.&lt;br /&gt;
&lt;br /&gt;
Validity (Checksum) of the File:&lt;br /&gt;
$3E5-$3E6:  There is a subroutine in the ROM that checks to make sure this value is 0x55AA. &lt;br /&gt;
            (Note the reverse byte order in the actual SRAM.) &lt;br /&gt;
            If you alter this your file is automatically tagged for deletion at startup. &lt;br /&gt;
            The game is designed to delete it, it's not a Super NES feature or anything. &lt;br /&gt;
            In short, Don't mess with it. Unused game slots have the value 0x0000 here,&lt;br /&gt;
            and you will too if you mess with it - resulting in your save file(s) being wiped&lt;br /&gt;
            out.&lt;br /&gt;
&lt;br /&gt;
$3E7-$402 (?) Deaths totals for each dungeon. Each number is 16 bit. Thanks to Euclid for helping verify this!&lt;br /&gt;
      $3E7: Sewers&lt;br /&gt;
      $3E9: Hyrule Castle&lt;br /&gt;
      $3EB: Eastern Palace&lt;br /&gt;
      $3ED: Desert Palace&lt;br /&gt;
      $3EF: Hyrule Castle 2&lt;br /&gt;
      $3F1: Swamp Palace&lt;br /&gt;
      $3F3: Dark Palace&lt;br /&gt;
      $3F5: Misery Mire&lt;br /&gt;
      $3F7: Skull Woods&lt;br /&gt;
      $3F9: Ice Palace&lt;br /&gt;
      $3FB: Tower of Hera&lt;br /&gt;
      $3FD: Gargoyle's Domain&lt;br /&gt;
      $3FF: Turtle Rock&lt;br /&gt;
      $401: Ganon's Tower&lt;br /&gt;
&lt;br /&gt;
Life/Save Counter: &lt;br /&gt;
$403-4. Counts the number of times your saved or died in the game, before you beat it.&lt;br /&gt;
&lt;br /&gt;
PostGame Death Counter: &lt;br /&gt;
$405-6. When you start the game this is written to with the value -1 (0xFFFF). On the game select&lt;br /&gt;
screen, it will only display a number if this is not 0xFFFF. The max displayable number is 999.&lt;br /&gt;
When you beat the game, the number of times you died gets recorded here.&lt;br /&gt;
&lt;br /&gt;
Presumed to be unused&lt;br /&gt;
$407-$4FD: ????&lt;br /&gt;
&lt;br /&gt;
Inverse Checksum: $4FE-F. If you add numbers to the file, you need to subtract from this location. See Side Note 3 for more information.&lt;br /&gt;
&lt;br /&gt;
===============================================================================================&lt;br /&gt;
&lt;br /&gt;
Appendix:&lt;br /&gt;
&lt;br /&gt;
Side Note 2: Items other than the standard equipment can be equipped. For instance, it's possible&lt;br /&gt;
to equip the compass as a sword. By some miracle, the items you end up with often work the same&lt;br /&gt;
way as their appropriate counterparts. Sometimes they are far superior to the normal items, and&lt;br /&gt;
sometimes they just suck. At least one item makes your armor invincible! Just experiment a little.&lt;br /&gt;
Beware, the palletes will not be standard.&lt;br /&gt;
&lt;br /&gt;
Side Note 3: A tutorial on inverse checksums. Let's say I add to location $3EE. Now E = 14 in the&lt;br /&gt;
decimal system. (Note we are looking at the last digit. &amp;quot;E&amp;quot; that is.) Therefore $3EE is even. &lt;br /&gt;
&lt;br /&gt;
If I add a value to a memory location with an even address,&lt;br /&gt;
I must subtract from the even address of the inverse checksum. Example: Suppose I add $4 to $305.&lt;br /&gt;
$305 is odd, so I SUBTRACT $4 from the odd checksum byte: $4FF. If I subtracted from $305, I must&lt;br /&gt;
add to $4FF. This maintains the &amp;quot;balance&amp;quot; of the file and keeps it from being erased.&lt;br /&gt;
&lt;br /&gt;
Now this will work for slight changes in the checksum, but it takes a bit of insight to recognize&lt;br /&gt;
that the checksum is really a 16-bit number, not just two 8-bit numbers functioning separately.&lt;br /&gt;
&lt;br /&gt;
(edit later)&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
Character Codes:&lt;br /&gt;
&lt;br /&gt;
Alpha-numeric&lt;br /&gt;
&lt;br /&gt;
00-A 01-B 02-C 03-D 04-E 05-F 06=G 07-H 08-I^ 09-J 0A-K 0B-L 0C-M 0D-N OE-O OF-P &lt;br /&gt;
10-??&lt;br /&gt;
20-Q 21-R 22-S 23-T 24-U 25-V 26-W 27-X 28-Y 29-Z 2A-a 2B-b-2C-c 2D-d 2E-e 2F-f&lt;br /&gt;
40-g 41-h 42-k 43-j 44-i 45-l 46-m 47-n 48-o 49-p 4A-q 4B-r 4C-s 4D-t 4E-u 4F-v&lt;br /&gt;
&lt;br /&gt;
60-w 61-x 62-y 63-z 64-0 65-1 66-2 67-3 68-4 69-5 6A-6 6B-7 6C-8 6D-9 6E-&amp;quot;?&amp;quot; 6F-&amp;quot;!&amp;quot;&lt;br /&gt;
80-&amp;quot;-&amp;quot; 81-&amp;quot;.&amp;quot; 82-&amp;quot;,&amp;quot;   85-&amp;quot;(&amp;quot; 86-&amp;quot;)&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Special characters (not normally accessible. This is by far an incomplete listing)&lt;br /&gt;
&lt;br /&gt;
A0-small right arrow A1-&amp;quot;'&amp;quot; (apostrophe) A2-HPiece again A3-&amp;quot;empty right hand heart cont.&amp;quot;&lt;br /&gt;
A4-see A7 A5-Same as A7 A6-&amp;quot;Quarter Heart piece, top right corner.&amp;quot;&lt;br /&gt;
A7-&amp;quot;Heart piece,left half&amp;quot; A8-&amp;quot;Heart piece, right half&amp;quot; A9-blank AA-&amp;quot;left arrow&amp;quot; &lt;br /&gt;
SNES Button Alphabet: AB-A AC-B AD-X AE-Y&lt;br /&gt;
AF-I&lt;br /&gt;
B1-blank^&lt;br /&gt;
&lt;br /&gt;
^This code is not the canon encoding of this character. ex. AF is the proper &amp;quot;I&amp;quot;. 08 is not.&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=353</id>
		<title>SRAM Map</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=353"/>
				<updated>2016-04-19T18:37:11Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
All offsets presented here are relative to the start of each save slot. There are $500 bytes for each slot. Note that&lt;br /&gt;
each slot is mirrored, at a later point in SRAM.&lt;br /&gt;
&lt;br /&gt;
 Slot 1: $000; Mirror: $F00&lt;br /&gt;
 Slot 2: $500; Mirror: $1400&lt;br /&gt;
 Slot 3: $A00; Mirror: $1900&lt;br /&gt;
&lt;br /&gt;
Only edits to the main copy will be recognized by the game unless the main copy fails its checksum. Each copy has its own checksum.&lt;br /&gt;
&lt;br /&gt;
Addresses $1E00-$1FFE in SRAM are not used. No not assume that the free addresses are initialized to any specific or sensible value. The values from these addresses should be treated as undefined until initialized. Address $1FFF is used by the game to store temporary data.&lt;br /&gt;
&lt;br /&gt;
These offsets directly correspond to $7E:F--- for a particular save file is being played. When the game is finished it writes the information into bank $70 in the corresponding slot + offsets presented here. (e.g. For the second save file, the information will be saved to $70:0500-$70:09FF, and mirrored at $70:1400-$70:18FF.)&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
&lt;br /&gt;
The SRAM save loading routing relies upon an inverse checksum. Additions to any byte in the .srm file, must be subtracted from that save game's checksum to maintain integrity. Failure to observe this precaution will cause the game to attempt to load the mirror copy. Should the mirror copy also fail the checksum verification, the save slot will be cleared.&lt;br /&gt;
&lt;br /&gt;
== SRAM Map ==&lt;br /&gt;
&lt;br /&gt;
=== $000 - $24F : Data for Rooms ===&lt;br /&gt;
&lt;br /&gt;
Room Information: There are $128 (296) rooms in in the ROM. Each room has one word of information devoted to it.&lt;br /&gt;
&lt;br /&gt;
 High Byte               Low Byte&lt;br /&gt;
 d d d d b k ck cr       c c c c q q q q      &lt;br /&gt;
 &lt;br /&gt;
 c - chest, big key chest, or big key lock. Any combination of them totalling to 6 is valid.&lt;br /&gt;
 q - quadrants visited: &lt;br /&gt;
 k - key or item (such as a 300 rupee gift)&lt;br /&gt;
 d - door opened (either unlocked, bombed or other means)&lt;br /&gt;
 r - special rupee tiles, whether they've been obtained or not.&lt;br /&gt;
 b - boss battle won&lt;br /&gt;
&lt;br /&gt;
 qqqq corresponds to 4321, so if quadrants 4 and 1 have been &amp;quot;seen&amp;quot; by Link, then qqqq will look like 1001. The quadrants are laid out like so in each room:&lt;br /&gt;
&lt;br /&gt;
 --------------- &lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  4   |  3   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |-------------|&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  2   |  1   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 ---------------&lt;br /&gt;
&lt;br /&gt;
=== $250 - $27F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional room information that was not included in the final game. This would bring the grand total to $140 (320) possible rooms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== $280 - $2FF : Overworld Event Information ===&lt;br /&gt;
&lt;br /&gt;
    (one byte per area)&lt;br /&gt;
&lt;br /&gt;
    ?ho???s?&lt;br /&gt;
&lt;br /&gt;
        o - If set, the area will draw its designated overlay when you enter it. &lt;br /&gt;
            e.g. If you're triggered misery mire then the entrance shows up there the next time you enter that area.&lt;br /&gt;
            You can view overlays in the latest release of Hyrule Magic (v0.963).&lt;br /&gt;
            Other overlays include stairs leading underground, and the removal of the weathervane after it has exploded.&lt;br /&gt;
        &lt;br /&gt;
        s - If set, the area will draw its secondary overlay when you enter it.&lt;br /&gt;
        &lt;br /&gt;
        h - If set, heart piece has been collected in this area already.&lt;br /&gt;
            Also used for a handful of other sprites.&lt;br /&gt;
        &lt;br /&gt;
        ? - unknown and probably unused.&lt;br /&gt;
&lt;br /&gt;
=== $300 - $33F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional overworld data that was not included in the final game. This would allow for $C0 (192) overworld areas in total. Note areas $80 and $82 are used but don't save data the way the other areas do. (i.e. not here)&lt;br /&gt;
&lt;br /&gt;
=== $340 - $38B : Item Information ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;basicTable&amp;quot;&lt;br /&gt;
!Address!!Item!!colspan=&amp;quot;4&amp;quot;|Values&lt;br /&gt;
|-&lt;br /&gt;
|$340||Bow||0 - Nothing||1 - Bow||2 - Bow &amp;amp; Arrows||3 - Bow &amp;amp; Silver Arrows&lt;br /&gt;
|-&lt;br /&gt;
|$341||Boomerang||0 - Nothing||1 - Blue Boomerang||2 - Red Boomerang&lt;br /&gt;
|-&lt;br /&gt;
|$342||Hookshot||0 - Nothing||1 - Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|$343||Bombs||How many bombs you have||Can exceed 0x32 (50), up to 0xFF (255)&lt;br /&gt;
|-&lt;br /&gt;
|$344||Magic Powder||0 - Nothing||1 - Mushroom||2 - Magic Powder&lt;br /&gt;
|-&lt;br /&gt;
|$345||Fire Rod||0 - Nothing||1 - Fire Rod&lt;br /&gt;
|-&lt;br /&gt;
|$346||Ice Rod||0 - Nothing||1 - Ice Rod&lt;br /&gt;
|-&lt;br /&gt;
|$347||Bombos Medallion||0 - Nothing||1 - Bombos Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$348||Ether Medallion||0 - Nothing||1 - Ether Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$349||Quake Medallion||0 - Nothing||1 - Quake Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$34A||Lantern||0 - Nothing||1 - Lantern&lt;br /&gt;
|-&lt;br /&gt;
|$34B||Magic Hammer||0 - Nothing||1 - Magic Hammer&lt;br /&gt;
|-&lt;br /&gt;
|$34C||Flute||0 - Nothing||1 - Shovel||2 - Flute||3 - Flute &amp;amp; Bird&lt;br /&gt;
|-&lt;br /&gt;
|$34D||Bug Catching Net||0 - Nothing||1 - Bug Catching Net&lt;br /&gt;
|-&lt;br /&gt;
|$34E||Book of Mudora||0 - Nothing||1 - Book of Mudora&lt;br /&gt;
|-&lt;br /&gt;
|$34F||Bottles||0 - Nothing||1 - Bottle&lt;br /&gt;
|-&lt;br /&gt;
|$350||Cane of Somaria||0 - Nothing||1 - Cane of Somaria&lt;br /&gt;
|-&lt;br /&gt;
|$351||Cane of Byrna||0 - Nothing||1 - Cane of Byrna&lt;br /&gt;
|-&lt;br /&gt;
|$352||Magic Cape||0 - Nothing||1 - Magic Cape&lt;br /&gt;
|-&lt;br /&gt;
|$353||Magic Mirror||0 - Nothing||1 - Magic Scroll||2 - Magic Mirror&lt;br /&gt;
|-&lt;br /&gt;
|$354||Gloves||0 - Nothing||1 - Power Gloves||2 - Titan's Mitt&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Boots:            $355||0 - Nothing||1 - boots||*Just having the boots isn't enough to dash.&lt;br /&gt;
                        You must have the ability flag corresponding to run set as well.&lt;br /&gt;
                        See $379.&lt;br /&gt;
&lt;br /&gt;
Flippers:         $356||0 - Nothing||1 - flippers||Having this allows you to swim, but doesn't make&lt;br /&gt;
                        the swim ability text show up by itself||See $379&lt;br /&gt;
                        Unlike the boots, the ability is granted, as long as you have this item.&lt;br /&gt;
&lt;br /&gt;
Moon Pearl:       $357||0 - Nothing||1 - moon pearl.&lt;br /&gt;
&lt;br /&gt;
????              $358||Unused? Beginning to think it really is unused||&lt;br /&gt;
                        Not even referenced in the rom by any means that I could see.&lt;br /&gt;
&lt;br /&gt;
Sword:            $359. &lt;br /&gt;
                        0-No sword&lt;br /&gt;
                        1-Fighter Sword&lt;br /&gt;
                        2-Master Sword&lt;br /&gt;
                        3-Tempered Sword&lt;br /&gt;
                        4-Golden Sword&lt;br /&gt;
      &lt;br /&gt;
                        ***See Side Note 2***&lt;br /&gt;
&lt;br /&gt;
Shield:           $35A.      &lt;br /&gt;
                        0-No shield&lt;br /&gt;
                        1-Blue Shield&lt;br /&gt;
                        2-Hero's Shield&lt;br /&gt;
                        3-Mirror Shield  &lt;br /&gt;
                  &lt;br /&gt;
                        ***See Side Note 2***&lt;br /&gt;
&lt;br /&gt;
Armor:            $35B. &lt;br /&gt;
                        0-Green Jerkin&lt;br /&gt;
                        1-Blue Mail&lt;br /&gt;
                        2-Red Mail&lt;br /&gt;
                  &lt;br /&gt;
                        ***See Side Note 2***&lt;br /&gt;
&lt;br /&gt;
Bottle:           $35C-F&lt;br /&gt;
                        0-No bottle&lt;br /&gt;
                        1-Mushroom (no use)&lt;br /&gt;
                        2-Empty bottle&lt;br /&gt;
                        3-Red Potion&lt;br /&gt;
                        4-Green Potion&lt;br /&gt;
                        5-Blue Potion&lt;br /&gt;
                        6-Fairy&lt;br /&gt;
                        7-Bee&lt;br /&gt;
                        8-Good Bee&lt;br /&gt;
      &lt;br /&gt;
Rupees:           $360-1 (Goal)&lt;br /&gt;
                  $362-3 (Actual).&lt;br /&gt;
                  &lt;br /&gt;
                  This number can be set above the 999 limit. &lt;br /&gt;
                  It is a word, so you can have lots of rupees. (Up to about 65000) &lt;br /&gt;
                  One word is capacity, The other is your current supply.&lt;br /&gt;
&lt;br /&gt;
THE COMPASS, BIG KEY, AND DUNGEON MAP WORD LOCATIONS ARE ALL MAPPED OUT THE SAME WAY, AS YOU WILL OBSERVE.&lt;br /&gt;
&lt;br /&gt;
Note: The unused areas would correspond to dungeon numbers $1C and $1E in the variable $7E040C, but alas there are no dungeons&lt;br /&gt;
in the game with those values. &lt;br /&gt;
&lt;br /&gt;
If you see &amp;quot;(doesn't exist)&amp;quot; it means this feature was not used in this dungeon in the original, in case you were wondering.&lt;br /&gt;
&lt;br /&gt;
Compass1:           $364.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Compass of Ganon's Tower&lt;br /&gt;
                              bit 3: Compass of Turtle Rock&lt;br /&gt;
                              bit 4: Compass of Gargoyle's domain&lt;br /&gt;
                              bit 5: Compass of Tower of Hera&lt;br /&gt;
                              bit 6: Compass of Ice Palace&lt;br /&gt;
                              bit 7: Compass of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Compass2:           $365      bit 0: Compass of Misery Mire.&lt;br /&gt;
                              bit 1: Compass of Dark Palace&lt;br /&gt;
                              bit 2: Compass of Swamp Palace&lt;br /&gt;
                              bit 3: Compass of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Compass of Desert Palace&lt;br /&gt;
                              bit 5: Compass of Eastern Palace&lt;br /&gt;
                              bit 6: Compass of Hyrule Castle (doesn't exist)&lt;br /&gt;
                              bit 7: Compass of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
BigKey1:            $366.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Big Key of Ganon's Tower&lt;br /&gt;
                              bit 3: Big Key of Turtle Rock&lt;br /&gt;
                              bit 4: Big Key of Gargoyle's domain&lt;br /&gt;
                              bit 5: Big Key of Tower of Hera&lt;br /&gt;
                              bit 6: Big Key of Ice Palace&lt;br /&gt;
                              bit 7: Big Key of Skull Woods. &lt;br /&gt;
                        &lt;br /&gt;
BigKey2:            $367.     bit 0: Big Key of Misery Mire.&lt;br /&gt;
                              bit 1: Big Key of Dark Palace&lt;br /&gt;
                              bit 2: Big Key of Swamp Palace&lt;br /&gt;
                              bit 3: Big Key of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Big Key of Desert Palace&lt;br /&gt;
                              bit 5: Big Key of Eastern Palace&lt;br /&gt;
                              bit 6: Big Key of Hyrule Castle&lt;br /&gt;
                              bit 7: Big Key of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Dungeon map1:       $368.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Map of Ganon's Tower&lt;br /&gt;
                              bit 3: Map of Turtle Rock&lt;br /&gt;
                              bit 4: Map of Gargoyle's domain&lt;br /&gt;
                              bit 5: Map of Tower of Hera&lt;br /&gt;
                              bit 6: Map of Ice Palace&lt;br /&gt;
                              bit 7: Map of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Dungeon map2:       $369      bit 0: Map of Misery Mire&lt;br /&gt;
                              bit 1: Map of Dark Palace&lt;br /&gt;
                              bit 2: Map of Swamp Palace&lt;br /&gt;
                              bit 3: Map of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Map of Desert Palace&lt;br /&gt;
                              bit 5: Map of Eastern Palace&lt;br /&gt;
                              bit 6: Map of Hyrule Castle&lt;br /&gt;
                              bit 7: Map of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Wishing Pond Rupee  $36A. Number of rupees in the pond&lt;br /&gt;
Count&lt;br /&gt;
&lt;br /&gt;
Heart pieces&lt;br /&gt;
collected:          $36B. Number of heart pieces (out of four) you have earned&lt;br /&gt;
&lt;br /&gt;
Health:             $36C. Goal (capacity) Health. Each increment of $08 is worth one heart.&lt;br /&gt;
                          $04 is a half heart. The max is generally $A0. &lt;br /&gt;
                          The game is coded to not accept health values beyond this.&lt;br /&gt;
                  &lt;br /&gt;
                    $36D. Actual Health. Same as above, but this reflects&lt;br /&gt;
                          your current health status rather than potential.&lt;br /&gt;
&lt;br /&gt;
Magic Power:        $36E. Magic power ranges from 0 to $80 (128). Each small bottle refills $10. &lt;br /&gt;
                        Setting Magic above $80 causes the magic meter to glitch and you can't &lt;br /&gt;
                        use special items.&lt;br /&gt;
&lt;br /&gt;
Keys:               $36F. Number of Keys you have in the dungeon you are currently in. &lt;br /&gt;
                        You can earn keys on the overworld but they don't do anything. &lt;br /&gt;
                        If you're in a non-keyed dungeon it will generally read $FF.&lt;br /&gt;
&lt;br /&gt;
Bomb Upgrades:      $370. Number of upgrades your bomb capacity has received. Behavior varies after a &lt;br /&gt;
                          while. Will probably need recoding to be consistent.&lt;br /&gt;
&lt;br /&gt;
Arrow Upgrades:     $371. Number of upgrades your arrow capacity has received. &lt;br /&gt;
                          Same as above, more or less.&lt;br /&gt;
&lt;br /&gt;
Hearts filler:      $372. Write to this location to fill in a set number of hearts. &lt;br /&gt;
                          Make sure to write in a multiple of $08. &lt;br /&gt;
                          Otherwise, you will end up filling the whole life meter.&lt;br /&gt;
&lt;br /&gt;
Magic filler:       $373. Write to this location how much magic power you want filled up. The maximum &lt;br /&gt;
                         effective value is $80.&lt;br /&gt;
&lt;br /&gt;
Pendants:           $374. Bit 0: Courage&lt;br /&gt;
                          Bit 1: Wisdom&lt;br /&gt;
                          Bit 2: Power&lt;br /&gt;
&lt;br /&gt;
Bomb filler:        $375. Write to this location to add X bombs to your arsenal. It will not exceed your &lt;br /&gt;
                          maximum, as defined with $370&lt;br /&gt;
&lt;br /&gt;
Arrow filler:       $376. Write to this location to add X arrows to your arsenal. It will not exceed your &lt;br /&gt;
                        maximum, as defined with $371.&lt;br /&gt;
&lt;br /&gt;
Arrows:             $377. Can exceed 70.&lt;br /&gt;
&lt;br /&gt;
????                $378. ????&lt;br /&gt;
&lt;br /&gt;
Ability Flags:      $379. Bit 0: &lt;br /&gt;
                          Bit 1: Swim&lt;br /&gt;
                          Bit 2: Run / Dash&lt;br /&gt;
                          Bit 3: Pull&lt;br /&gt;
                          Bit 4: ----&lt;br /&gt;
                          Bit 5: Talk&lt;br /&gt;
                          Bit 6: Read&lt;br /&gt;
                          Bit 7: ----&lt;br /&gt;
&lt;br /&gt;
Crystals:           $37A. Bit 0: Misery Mire&lt;br /&gt;
                          Bit 1: Dark Palace&lt;br /&gt;
                          Bit 2: Ice Palace&lt;br /&gt;
                          Bit 3: Turtle Rock&lt;br /&gt;
                          Bit 4: Swamp Palace&lt;br /&gt;
                          Bit 5: Gargoyle's Domain&lt;br /&gt;
                          Bit 6: Skull Woods&lt;br /&gt;
&lt;br /&gt;
Magic usage         $37B. $0: normal consumption&lt;br /&gt;
                          $1: 1/2 consumption&lt;br /&gt;
                          $2: 1/4 consumption&lt;br /&gt;
&lt;br /&gt;
Keys earned per dungeon:&lt;br /&gt;
                    $37C: Sewer Passage&lt;br /&gt;
                    $37D: Hyrule Castle&lt;br /&gt;
                    $37E: Eastern Palace&lt;br /&gt;
                    $37F: Desert Palace&lt;br /&gt;
                    $380: Hyrule Castle 2&lt;br /&gt;
                    $381: Swamp Palace&lt;br /&gt;
                    $382: Dark Palace&lt;br /&gt;
                    $383: Misery Mire&lt;br /&gt;
                    $384: Skull Woods&lt;br /&gt;
                    $385: Ice Palace&lt;br /&gt;
                    $386: Tower of Hera&lt;br /&gt;
                    $387: Gargoyle's Domain&lt;br /&gt;
                    $388: Turtle Rock&lt;br /&gt;
                    $389: Ganon's Tower&lt;br /&gt;
                    $38A: ??? possibly unused. (Were they planning two extra dungeons perhaps?)&lt;br /&gt;
                    $38B: ??? possibly unused.&lt;br /&gt;
&lt;br /&gt;
--- Game Event Information ---&lt;br /&gt;
&lt;br /&gt;
Progress Indicator (value, not bitwise)&lt;br /&gt;
$3C5: $0: Unset, Will put Link in his bed state at the beginning of the game. (Also can't use sword or shield)&lt;br /&gt;
      $1: You have a sword and start in the castle on start up.&lt;br /&gt;
      $2: Indicates you have completed the first Hyrule Castle dungeon.&lt;br /&gt;
      $3: Indicates you have beaten Agahnim and are now searching for crystals.&lt;br /&gt;
      $4 and above: meaningless. Though, you could write code using them to expand the event system perhaps.&lt;br /&gt;
&lt;br /&gt;
$3C6: Progress Flags (bitwise)&lt;br /&gt;
&lt;br /&gt;
    0 - Set after your Uncle gives you his gear in the secret passage.&lt;br /&gt;
        Prevents him from showing up there again.&lt;br /&gt;
    &lt;br /&gt;
    1 - Indicates that you've touched the dying priest in Sanctuary.&lt;br /&gt;
    &lt;br /&gt;
    2 - Set after you bring Zelda to sanctuary?&lt;br /&gt;
    &lt;br /&gt;
    3 - Unused? (98% certainty)&lt;br /&gt;
    &lt;br /&gt;
    4 - Set after Link's Uncle leaves your house. It's used to prevent him from respawning there.&lt;br /&gt;
    &lt;br /&gt;
    5 - Set after you obtain the Book of Mudora (this is a guess)&lt;br /&gt;
    &lt;br /&gt;
    6 - Seems to be a persistent flag that toggles between two possible&lt;br /&gt;
        statements that a fortune teller can give you during your &amp;quot;reading&amp;quot;.&lt;br /&gt;
        In other words, don't expect this to stay in one state if you're using&lt;br /&gt;
        fortune tellers. Has no other known purpose.&lt;br /&gt;
    &lt;br /&gt;
    7 - Unused? (98% certainty)&lt;br /&gt;
&lt;br /&gt;
Map Icons Indicator 2 (value, not bitwise)&lt;br /&gt;
$3C7:&lt;br /&gt;
    &lt;br /&gt;
    0x00 - ????&lt;br /&gt;
    0x01 - ????&lt;br /&gt;
    0x02 - ????&lt;br /&gt;
    0x03 - The Three Pendants&lt;br /&gt;
    0x04 - Master Sword in Lost Woods&lt;br /&gt;
    0x05 - Agahnim (skull icon at Hyrule Castle)&lt;br /&gt;
    0x06 - Just crystal 1 shown (Sahasrala's idea)&lt;br /&gt;
    0x07 - All crystals shown&lt;br /&gt;
    0x08 - Agahnim (skull icon at Ganon's Tower)&lt;br /&gt;
&lt;br /&gt;
    All values beyond 8 are invalid, it seems.&lt;br /&gt;
&lt;br /&gt;
Starting Entrance to use:&lt;br /&gt;
$3C8: Abbreviations:&lt;br /&gt;
&lt;br /&gt;
    LH = Link's House;&lt;br /&gt;
    SA = Sanctuary;&lt;br /&gt;
    MC = Mountain Cave;&lt;br /&gt;
    PP = Pyramid of Power in DW;  &lt;br /&gt;
    &lt;br /&gt;
    0: Start the game in Link's house always.&lt;br /&gt;
    1: SA.&lt;br /&gt;
    3: Secret passage under HC garden (near dying uncle).&lt;br /&gt;
    5: LH or SA or MC.&lt;br /&gt;
        &lt;br /&gt;
&lt;br /&gt;
Progress Indicator 3 (bitwise)&lt;br /&gt;
$3C9: 0: If set, means the bum gave you his bottle already.&lt;br /&gt;
      1: If set, means that the salesman in the village sold you a bottle already&lt;br /&gt;
      2: &lt;br /&gt;
      3: Flute Boy (DW) has been arborated&lt;br /&gt;
      4: Thief's Chest has been opened by the middle aged guy&lt;br /&gt;
      5: After you save the Smithy's partner, this bit gets set.&lt;br /&gt;
      6:&lt;br /&gt;
      7: Means Smithies have your sword. Once they give it back it's no longer set. (so nonpermanent)&lt;br /&gt;
&lt;br /&gt;
Lightworld / Darkworld&lt;br /&gt;
$3CA: 0:&lt;br /&gt;
      1:&lt;br /&gt;
      2:&lt;br /&gt;
      3:&lt;br /&gt;
      4:&lt;br /&gt;
      5:&lt;br /&gt;
      6: If set, we're in dark world. Other wise, in light world.&lt;br /&gt;
      7:&lt;br /&gt;
&lt;br /&gt;
Unused?&lt;br /&gt;
$3CB: ?????&lt;br /&gt;
      &lt;br /&gt;
$3CC[0x01] - (Tagalong) &lt;br /&gt;
    &lt;br /&gt;
    Tagalong Indicator (who is following you, if anyone?) (value based)&lt;br /&gt;
    &lt;br /&gt;
    Note: Don't use a value of 0x0F or larger here, as it will likely crash&lt;br /&gt;
    the game.&lt;br /&gt;
    &lt;br /&gt;
    0x00 - Tagalong disabled&lt;br /&gt;
    0x01 - Princess Zelda&lt;br /&gt;
    0x02 - ???&lt;br /&gt;
    0x03 - ???&lt;br /&gt;
    0x04 - Old Man?&lt;br /&gt;
    0x05 - Zelda (invisible) bitching at you about coming to rescue her.&lt;br /&gt;
    0x06 - Blind masquerading as a Maiden&lt;br /&gt;
    0x07 - Missing Dwarf (smithyfrog as I call him) in DW&lt;br /&gt;
    0x08 - Missing Dwarf in LW&lt;br /&gt;
    0x09 - Middle Aged Guy w/ Sign&lt;br /&gt;
    0x0A - Kiki the monkey&lt;br /&gt;
    0x0B - ???&lt;br /&gt;
    0x0C - Thief's chest&lt;br /&gt;
    0x0D - Super Bomb&lt;br /&gt;
    0x0E - Activated in reaction to acquiring the Master Sword. Used&lt;br /&gt;
           to trigger a telepathic message from Zelda indicating that Agahnim's&lt;br /&gt;
           goons have come for her at Sanctuary.&lt;br /&gt;
&lt;br /&gt;
$03CD[0x02] - &lt;br /&gt;
    &lt;br /&gt;
    Cached Y coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$03CF[0x02] - &lt;br /&gt;
&lt;br /&gt;
    Cached X coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
$3D1: ????&lt;br /&gt;
&lt;br /&gt;
$3D2: &lt;br /&gt;
&lt;br /&gt;
$3D3: Set to 0 normally. Set to $80 if a Super Bomb is going off.&lt;br /&gt;
&lt;br /&gt;
$3D4-$3D8: ????&lt;br /&gt;
&lt;br /&gt;
Player's Name&lt;br /&gt;
$3D9-$3E4: See appendix for listing of character codes. Note each of the six letters is represented by a 16-bit number.&lt;br /&gt;
&lt;br /&gt;
Validity (Checksum) of the File:&lt;br /&gt;
$3E5-$3E6:  There is a subroutine in the ROM that checks to make sure this value is 0x55AA. &lt;br /&gt;
            (Note the reverse byte order in the actual SRAM.) &lt;br /&gt;
            If you alter this your file is automatically tagged for deletion at startup. &lt;br /&gt;
            The game is designed to delete it, it's not a Super NES feature or anything. &lt;br /&gt;
            In short, Don't mess with it. Unused game slots have the value 0x0000 here,&lt;br /&gt;
            and you will too if you mess with it - resulting in your save file(s) being wiped&lt;br /&gt;
            out.&lt;br /&gt;
&lt;br /&gt;
$3E7-$402 (?) Deaths totals for each dungeon. Each number is 16 bit. Thanks to Euclid for helping verify this!&lt;br /&gt;
      $3E7: Sewers&lt;br /&gt;
      $3E9: Hyrule Castle&lt;br /&gt;
      $3EB: Eastern Palace&lt;br /&gt;
      $3ED: Desert Palace&lt;br /&gt;
      $3EF: Hyrule Castle 2&lt;br /&gt;
      $3F1: Swamp Palace&lt;br /&gt;
      $3F3: Dark Palace&lt;br /&gt;
      $3F5: Misery Mire&lt;br /&gt;
      $3F7: Skull Woods&lt;br /&gt;
      $3F9: Ice Palace&lt;br /&gt;
      $3FB: Tower of Hera&lt;br /&gt;
      $3FD: Gargoyle's Domain&lt;br /&gt;
      $3FF: Turtle Rock&lt;br /&gt;
      $401: Ganon's Tower&lt;br /&gt;
&lt;br /&gt;
Life/Save Counter: &lt;br /&gt;
$403-4. Counts the number of times your saved or died in the game, before you beat it.&lt;br /&gt;
&lt;br /&gt;
PostGame Death Counter: &lt;br /&gt;
$405-6. When you start the game this is written to with the value -1 (0xFFFF). On the game select&lt;br /&gt;
screen, it will only display a number if this is not 0xFFFF. The max displayable number is 999.&lt;br /&gt;
When you beat the game, the number of times you died gets recorded here.&lt;br /&gt;
&lt;br /&gt;
Presumed to be unused&lt;br /&gt;
$407-$4FD: ????&lt;br /&gt;
&lt;br /&gt;
Inverse Checksum: $4FE-F. If you add numbers to the file, you need to subtract from this location. See Side Note 3 for more information.&lt;br /&gt;
&lt;br /&gt;
===============================================================================================&lt;br /&gt;
&lt;br /&gt;
Appendix:&lt;br /&gt;
&lt;br /&gt;
Side Note 2: Items other than the standard equipment can be equipped. For instance, it's possible&lt;br /&gt;
to equip the compass as a sword. By some miracle, the items you end up with often work the same&lt;br /&gt;
way as their appropriate counterparts. Sometimes they are far superior to the normal items, and&lt;br /&gt;
sometimes they just suck. At least one item makes your armor invincible! Just experiment a little.&lt;br /&gt;
Beware, the palletes will not be standard.&lt;br /&gt;
&lt;br /&gt;
Side Note 3: A tutorial on inverse checksums. Let's say I add to location $3EE. Now E = 14 in the&lt;br /&gt;
decimal system. (Note we are looking at the last digit. &amp;quot;E&amp;quot; that is.) Therefore $3EE is even. &lt;br /&gt;
&lt;br /&gt;
If I add a value to a memory location with an even address,&lt;br /&gt;
I must subtract from the even address of the inverse checksum. Example: Suppose I add $4 to $305.&lt;br /&gt;
$305 is odd, so I SUBTRACT $4 from the odd checksum byte: $4FF. If I subtracted from $305, I must&lt;br /&gt;
add to $4FF. This maintains the &amp;quot;balance&amp;quot; of the file and keeps it from being erased.&lt;br /&gt;
&lt;br /&gt;
Now this will work for slight changes in the checksum, but it takes a bit of insight to recognize&lt;br /&gt;
that the checksum is really a 16-bit number, not just two 8-bit numbers functioning separately.&lt;br /&gt;
&lt;br /&gt;
(edit later)&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
Character Codes:&lt;br /&gt;
&lt;br /&gt;
Alpha-numeric&lt;br /&gt;
&lt;br /&gt;
00-A 01-B 02-C 03-D 04-E 05-F 06=G 07-H 08-I^ 09-J 0A-K 0B-L 0C-M 0D-N OE-O OF-P &lt;br /&gt;
10-??&lt;br /&gt;
20-Q 21-R 22-S 23-T 24-U 25-V 26-W 27-X 28-Y 29-Z 2A-a 2B-b-2C-c 2D-d 2E-e 2F-f&lt;br /&gt;
40-g 41-h 42-k 43-j 44-i 45-l 46-m 47-n 48-o 49-p 4A-q 4B-r 4C-s 4D-t 4E-u 4F-v&lt;br /&gt;
&lt;br /&gt;
60-w 61-x 62-y 63-z 64-0 65-1 66-2 67-3 68-4 69-5 6A-6 6B-7 6C-8 6D-9 6E-&amp;quot;?&amp;quot; 6F-&amp;quot;!&amp;quot;&lt;br /&gt;
80-&amp;quot;-&amp;quot; 81-&amp;quot;.&amp;quot; 82-&amp;quot;,&amp;quot;   85-&amp;quot;(&amp;quot; 86-&amp;quot;)&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Special characters (not normally accessible. This is by far an incomplete listing)&lt;br /&gt;
&lt;br /&gt;
A0-small right arrow A1-&amp;quot;'&amp;quot; (apostrophe) A2-HPiece again A3-&amp;quot;empty right hand heart cont.&amp;quot;&lt;br /&gt;
A4-see A7 A5-Same as A7 A6-&amp;quot;Quarter Heart piece, top right corner.&amp;quot;&lt;br /&gt;
A7-&amp;quot;Heart piece,left half&amp;quot; A8-&amp;quot;Heart piece, right half&amp;quot; A9-blank AA-&amp;quot;left arrow&amp;quot; &lt;br /&gt;
SNES Button Alphabet: AB-A AC-B AD-X AE-Y&lt;br /&gt;
AF-I&lt;br /&gt;
B1-blank^&lt;br /&gt;
&lt;br /&gt;
^This code is not the canon encoding of this character. ex. AF is the proper &amp;quot;I&amp;quot;. 08 is not.&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=352</id>
		<title>SRAM Map</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=352"/>
				<updated>2016-04-19T18:36:32Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
All offsets presented here are relative to the start of each save slot. There are $500 bytes for each slot. Note that&lt;br /&gt;
each slot is mirrored, at a later point in SRAM.&lt;br /&gt;
&lt;br /&gt;
 Slot 1: $000; Mirror: $F00&lt;br /&gt;
 Slot 2: $500; Mirror: $1400&lt;br /&gt;
 Slot 3: $A00; Mirror: $1900&lt;br /&gt;
&lt;br /&gt;
Only edits to the main copy will be recognized by the game unless the main copy fails its checksum. Each copy has its own checksum.&lt;br /&gt;
&lt;br /&gt;
Addresses $1E00-$1FFE in SRAM are not used. No not assume that the free addresses are initialized to any specific or sensible value. The values from these addresses should be treated as undefined until initialized. Address $1FFF is used by the game to store temporary data.&lt;br /&gt;
&lt;br /&gt;
These offsets directly correspond to $7E:F--- for a particular save file is being played. When the game is finished it writes the information into bank $70 in the corresponding slot + offsets presented here. (e.g. For the second save file, the information will be saved to $70:0500-$70:09FF, and mirrored at $70:1400-$70:18FF.)&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
&lt;br /&gt;
The SRAM save loading routing relies upon an inverse checksum. Additions to any byte in the .srm file, must be subtracted from that save game's checksum to maintain integrity. Failure to observe this precaution will cause the game to attempt to load the mirror copy. Should the mirror copy also fail the checksum verification, the save slot will be cleared.&lt;br /&gt;
&lt;br /&gt;
== SRAM Map ==&lt;br /&gt;
&lt;br /&gt;
=== $000 - $24F : Data for Rooms ===&lt;br /&gt;
&lt;br /&gt;
Room Information: There are $128 (296) rooms in in the ROM. Each room has one word of information devoted to it.&lt;br /&gt;
&lt;br /&gt;
 High Byte               Low Byte&lt;br /&gt;
 d d d d b k ck cr       c c c c q q q q      &lt;br /&gt;
 &lt;br /&gt;
 c - chest, big key chest, or big key lock. Any combination of them totalling to 6 is valid.&lt;br /&gt;
 q - quadrants visited: &lt;br /&gt;
 k - key or item (such as a 300 rupee gift)&lt;br /&gt;
 d - door opened (either unlocked, bombed or other means)&lt;br /&gt;
 r - special rupee tiles, whether they've been obtained or not.&lt;br /&gt;
 b - boss battle won&lt;br /&gt;
&lt;br /&gt;
 qqqq corresponds to 4321, so if quadrants 4 and 1 have been &amp;quot;seen&amp;quot; by Link, then qqqq will look like 1001. The quadrants are laid out like so in each room:&lt;br /&gt;
&lt;br /&gt;
 --------------- &lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  4   |  3   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |-------------|&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  2   |  1   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 ---------------&lt;br /&gt;
&lt;br /&gt;
=== $250 - $27F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional room information that was not included in the final game. This would bring the grand total to $140 (320) possible rooms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== $280 - $2FF : Overworld Event Information ===&lt;br /&gt;
&lt;br /&gt;
    (one byte per area)&lt;br /&gt;
&lt;br /&gt;
    ?ho???s?&lt;br /&gt;
&lt;br /&gt;
        o - If set, the area will draw its designated overlay when you enter it. &lt;br /&gt;
            e.g. If you're triggered misery mire then the entrance shows up there the next time you enter that area.&lt;br /&gt;
            You can view overlays in the latest release of Hyrule Magic (v0.963).&lt;br /&gt;
            Other overlays include stairs leading underground, and the removal of the weathervane after it has exploded.&lt;br /&gt;
        &lt;br /&gt;
        s - If set, the area will draw its secondary overlay when you enter it.&lt;br /&gt;
        &lt;br /&gt;
        h - If set, heart piece has been collected in this area already.&lt;br /&gt;
            Also used for a handful of other sprites.&lt;br /&gt;
        &lt;br /&gt;
        ? - unknown and probably unused.&lt;br /&gt;
&lt;br /&gt;
=== $300 - $33F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional overworld data that was not included in the final game. This would allow for $C0 (192) overworld areas in total. Note areas $80 and $82 are used but don't save data the way the other areas do. (i.e. not here)&lt;br /&gt;
&lt;br /&gt;
=== $340 - $38B : Item Information ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;basicTable&amp;quot;&lt;br /&gt;
!Address!!Item!!colspan=&amp;quot;4&amp;quot;|Values&lt;br /&gt;
|-&lt;br /&gt;
|$340||Bow||0 - Nothing||1 - Bow||2 - Bow &amp;amp; Arrows||3 - Bow &amp;amp; Silver Arrows&lt;br /&gt;
|-&lt;br /&gt;
|$341||Boomerang||0 - Nothing|1 - Blue Boomerang||2 - Red Boomerang&lt;br /&gt;
|-&lt;br /&gt;
|$342||Hookshot||0 - Nothing||1 - Hookshot&lt;br /&gt;
|-&lt;br /&gt;
|$343||Bombs||How many bombs you have||Can exceed 0x32 (50), up to 0xFF (255)&lt;br /&gt;
|-&lt;br /&gt;
|$344||Magic Powder||0 - Nothing||1 - Mushroom||2 - Magic Powder&lt;br /&gt;
|-&lt;br /&gt;
|$345||Fire Rod||0 - Nothing||1 - Fire Rod&lt;br /&gt;
|-&lt;br /&gt;
|$346||Ice Rod||0 - Nothing||1 - Ice Rod&lt;br /&gt;
|-&lt;br /&gt;
|$347||Bombos Medallion||0 - Nothing||1 - Bombos Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$348||Ether Medallion||0 - Nothing||1 - Ether Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$349||Quake Medallion||0 - Nothing||1 - Quake Medallion&lt;br /&gt;
|-&lt;br /&gt;
|$34A||Lantern||0 - Nothing||1 - Lantern&lt;br /&gt;
|-&lt;br /&gt;
|$34B||Magic Hammer||0 - Nothing||1 - Magic Hammer&lt;br /&gt;
|-&lt;br /&gt;
|$34C||Flute||0 - Nothing||1 - Shovel||2 - Flute||3 - Flute &amp;amp; Bird&lt;br /&gt;
|-&lt;br /&gt;
|$34D||Bug Catching Net||0 - Nothing||1 - Bug Catching Net&lt;br /&gt;
|-&lt;br /&gt;
|$34E||Book of Mudora||0 - Nothing||1 - Book of Mudora&lt;br /&gt;
|-&lt;br /&gt;
|$34F||Bottles||0 - Nothing||1 - Bottle&lt;br /&gt;
|-&lt;br /&gt;
|$350||Cane of Somaria||0 - Nothing||1 - Cane of Somaria&lt;br /&gt;
|-&lt;br /&gt;
|$351||Cane of Byrna||0 - Nothing||1 - Cane of Byrna&lt;br /&gt;
|-&lt;br /&gt;
|$352||Magic Cape||0 - Nothing||1 - Magic Cape&lt;br /&gt;
|-&lt;br /&gt;
|$353||Magic Mirror||0 - Nothing||1 - Magic Scroll||2 - Magic Mirror&lt;br /&gt;
|-&lt;br /&gt;
|$354||Gloves||0 - Nothing||1 - Power Gloves||2 - Titan's Mitt&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Boots:            $355||0 - Nothing||1 - boots||*Just having the boots isn't enough to dash.&lt;br /&gt;
                        You must have the ability flag corresponding to run set as well.&lt;br /&gt;
                        See $379.&lt;br /&gt;
&lt;br /&gt;
Flippers:         $356||0 - Nothing||1 - flippers||Having this allows you to swim, but doesn't make&lt;br /&gt;
                        the swim ability text show up by itself||See $379&lt;br /&gt;
                        Unlike the boots, the ability is granted, as long as you have this item.&lt;br /&gt;
&lt;br /&gt;
Moon Pearl:       $357||0 - Nothing||1 - moon pearl.&lt;br /&gt;
&lt;br /&gt;
????              $358||Unused? Beginning to think it really is unused||&lt;br /&gt;
                        Not even referenced in the rom by any means that I could see.&lt;br /&gt;
&lt;br /&gt;
Sword:            $359. &lt;br /&gt;
                        0-No sword&lt;br /&gt;
                        1-Fighter Sword&lt;br /&gt;
                        2-Master Sword&lt;br /&gt;
                        3-Tempered Sword&lt;br /&gt;
                        4-Golden Sword&lt;br /&gt;
      &lt;br /&gt;
                        ***See Side Note 2***&lt;br /&gt;
&lt;br /&gt;
Shield:           $35A.      &lt;br /&gt;
                        0-No shield&lt;br /&gt;
                        1-Blue Shield&lt;br /&gt;
                        2-Hero's Shield&lt;br /&gt;
                        3-Mirror Shield  &lt;br /&gt;
                  &lt;br /&gt;
                        ***See Side Note 2***&lt;br /&gt;
&lt;br /&gt;
Armor:            $35B. &lt;br /&gt;
                        0-Green Jerkin&lt;br /&gt;
                        1-Blue Mail&lt;br /&gt;
                        2-Red Mail&lt;br /&gt;
                  &lt;br /&gt;
                        ***See Side Note 2***&lt;br /&gt;
&lt;br /&gt;
Bottle:           $35C-F&lt;br /&gt;
                        0-No bottle&lt;br /&gt;
                        1-Mushroom (no use)&lt;br /&gt;
                        2-Empty bottle&lt;br /&gt;
                        3-Red Potion&lt;br /&gt;
                        4-Green Potion&lt;br /&gt;
                        5-Blue Potion&lt;br /&gt;
                        6-Fairy&lt;br /&gt;
                        7-Bee&lt;br /&gt;
                        8-Good Bee&lt;br /&gt;
      &lt;br /&gt;
Rupees:           $360-1 (Goal)&lt;br /&gt;
                  $362-3 (Actual).&lt;br /&gt;
                  &lt;br /&gt;
                  This number can be set above the 999 limit. &lt;br /&gt;
                  It is a word, so you can have lots of rupees. (Up to about 65000) &lt;br /&gt;
                  One word is capacity, The other is your current supply.&lt;br /&gt;
&lt;br /&gt;
THE COMPASS, BIG KEY, AND DUNGEON MAP WORD LOCATIONS ARE ALL MAPPED OUT THE SAME WAY, AS YOU WILL OBSERVE.&lt;br /&gt;
&lt;br /&gt;
Note: The unused areas would correspond to dungeon numbers $1C and $1E in the variable $7E040C, but alas there are no dungeons&lt;br /&gt;
in the game with those values. &lt;br /&gt;
&lt;br /&gt;
If you see &amp;quot;(doesn't exist)&amp;quot; it means this feature was not used in this dungeon in the original, in case you were wondering.&lt;br /&gt;
&lt;br /&gt;
Compass1:           $364.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Compass of Ganon's Tower&lt;br /&gt;
                              bit 3: Compass of Turtle Rock&lt;br /&gt;
                              bit 4: Compass of Gargoyle's domain&lt;br /&gt;
                              bit 5: Compass of Tower of Hera&lt;br /&gt;
                              bit 6: Compass of Ice Palace&lt;br /&gt;
                              bit 7: Compass of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Compass2:           $365      bit 0: Compass of Misery Mire.&lt;br /&gt;
                              bit 1: Compass of Dark Palace&lt;br /&gt;
                              bit 2: Compass of Swamp Palace&lt;br /&gt;
                              bit 3: Compass of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Compass of Desert Palace&lt;br /&gt;
                              bit 5: Compass of Eastern Palace&lt;br /&gt;
                              bit 6: Compass of Hyrule Castle (doesn't exist)&lt;br /&gt;
                              bit 7: Compass of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
BigKey1:            $366.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Big Key of Ganon's Tower&lt;br /&gt;
                              bit 3: Big Key of Turtle Rock&lt;br /&gt;
                              bit 4: Big Key of Gargoyle's domain&lt;br /&gt;
                              bit 5: Big Key of Tower of Hera&lt;br /&gt;
                              bit 6: Big Key of Ice Palace&lt;br /&gt;
                              bit 7: Big Key of Skull Woods. &lt;br /&gt;
                        &lt;br /&gt;
BigKey2:            $367.     bit 0: Big Key of Misery Mire.&lt;br /&gt;
                              bit 1: Big Key of Dark Palace&lt;br /&gt;
                              bit 2: Big Key of Swamp Palace&lt;br /&gt;
                              bit 3: Big Key of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Big Key of Desert Palace&lt;br /&gt;
                              bit 5: Big Key of Eastern Palace&lt;br /&gt;
                              bit 6: Big Key of Hyrule Castle&lt;br /&gt;
                              bit 7: Big Key of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Dungeon map1:       $368.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Map of Ganon's Tower&lt;br /&gt;
                              bit 3: Map of Turtle Rock&lt;br /&gt;
                              bit 4: Map of Gargoyle's domain&lt;br /&gt;
                              bit 5: Map of Tower of Hera&lt;br /&gt;
                              bit 6: Map of Ice Palace&lt;br /&gt;
                              bit 7: Map of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Dungeon map2:       $369      bit 0: Map of Misery Mire&lt;br /&gt;
                              bit 1: Map of Dark Palace&lt;br /&gt;
                              bit 2: Map of Swamp Palace&lt;br /&gt;
                              bit 3: Map of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Map of Desert Palace&lt;br /&gt;
                              bit 5: Map of Eastern Palace&lt;br /&gt;
                              bit 6: Map of Hyrule Castle&lt;br /&gt;
                              bit 7: Map of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Wishing Pond Rupee  $36A. Number of rupees in the pond&lt;br /&gt;
Count&lt;br /&gt;
&lt;br /&gt;
Heart pieces&lt;br /&gt;
collected:          $36B. Number of heart pieces (out of four) you have earned&lt;br /&gt;
&lt;br /&gt;
Health:             $36C. Goal (capacity) Health. Each increment of $08 is worth one heart.&lt;br /&gt;
                          $04 is a half heart. The max is generally $A0. &lt;br /&gt;
                          The game is coded to not accept health values beyond this.&lt;br /&gt;
                  &lt;br /&gt;
                    $36D. Actual Health. Same as above, but this reflects&lt;br /&gt;
                          your current health status rather than potential.&lt;br /&gt;
&lt;br /&gt;
Magic Power:        $36E. Magic power ranges from 0 to $80 (128). Each small bottle refills $10. &lt;br /&gt;
                        Setting Magic above $80 causes the magic meter to glitch and you can't &lt;br /&gt;
                        use special items.&lt;br /&gt;
&lt;br /&gt;
Keys:               $36F. Number of Keys you have in the dungeon you are currently in. &lt;br /&gt;
                        You can earn keys on the overworld but they don't do anything. &lt;br /&gt;
                        If you're in a non-keyed dungeon it will generally read $FF.&lt;br /&gt;
&lt;br /&gt;
Bomb Upgrades:      $370. Number of upgrades your bomb capacity has received. Behavior varies after a &lt;br /&gt;
                          while. Will probably need recoding to be consistent.&lt;br /&gt;
&lt;br /&gt;
Arrow Upgrades:     $371. Number of upgrades your arrow capacity has received. &lt;br /&gt;
                          Same as above, more or less.&lt;br /&gt;
&lt;br /&gt;
Hearts filler:      $372. Write to this location to fill in a set number of hearts. &lt;br /&gt;
                          Make sure to write in a multiple of $08. &lt;br /&gt;
                          Otherwise, you will end up filling the whole life meter.&lt;br /&gt;
&lt;br /&gt;
Magic filler:       $373. Write to this location how much magic power you want filled up. The maximum &lt;br /&gt;
                         effective value is $80.&lt;br /&gt;
&lt;br /&gt;
Pendants:           $374. Bit 0: Courage&lt;br /&gt;
                          Bit 1: Wisdom&lt;br /&gt;
                          Bit 2: Power&lt;br /&gt;
&lt;br /&gt;
Bomb filler:        $375. Write to this location to add X bombs to your arsenal. It will not exceed your &lt;br /&gt;
                          maximum, as defined with $370&lt;br /&gt;
&lt;br /&gt;
Arrow filler:       $376. Write to this location to add X arrows to your arsenal. It will not exceed your &lt;br /&gt;
                        maximum, as defined with $371.&lt;br /&gt;
&lt;br /&gt;
Arrows:             $377. Can exceed 70.&lt;br /&gt;
&lt;br /&gt;
????                $378. ????&lt;br /&gt;
&lt;br /&gt;
Ability Flags:      $379. Bit 0: &lt;br /&gt;
                          Bit 1: Swim&lt;br /&gt;
                          Bit 2: Run / Dash&lt;br /&gt;
                          Bit 3: Pull&lt;br /&gt;
                          Bit 4: ----&lt;br /&gt;
                          Bit 5: Talk&lt;br /&gt;
                          Bit 6: Read&lt;br /&gt;
                          Bit 7: ----&lt;br /&gt;
&lt;br /&gt;
Crystals:           $37A. Bit 0: Misery Mire&lt;br /&gt;
                          Bit 1: Dark Palace&lt;br /&gt;
                          Bit 2: Ice Palace&lt;br /&gt;
                          Bit 3: Turtle Rock&lt;br /&gt;
                          Bit 4: Swamp Palace&lt;br /&gt;
                          Bit 5: Gargoyle's Domain&lt;br /&gt;
                          Bit 6: Skull Woods&lt;br /&gt;
&lt;br /&gt;
Magic usage         $37B. $0: normal consumption&lt;br /&gt;
                          $1: 1/2 consumption&lt;br /&gt;
                          $2: 1/4 consumption&lt;br /&gt;
&lt;br /&gt;
Keys earned per dungeon:&lt;br /&gt;
                    $37C: Sewer Passage&lt;br /&gt;
                    $37D: Hyrule Castle&lt;br /&gt;
                    $37E: Eastern Palace&lt;br /&gt;
                    $37F: Desert Palace&lt;br /&gt;
                    $380: Hyrule Castle 2&lt;br /&gt;
                    $381: Swamp Palace&lt;br /&gt;
                    $382: Dark Palace&lt;br /&gt;
                    $383: Misery Mire&lt;br /&gt;
                    $384: Skull Woods&lt;br /&gt;
                    $385: Ice Palace&lt;br /&gt;
                    $386: Tower of Hera&lt;br /&gt;
                    $387: Gargoyle's Domain&lt;br /&gt;
                    $388: Turtle Rock&lt;br /&gt;
                    $389: Ganon's Tower&lt;br /&gt;
                    $38A: ??? possibly unused. (Were they planning two extra dungeons perhaps?)&lt;br /&gt;
                    $38B: ??? possibly unused.&lt;br /&gt;
&lt;br /&gt;
--- Game Event Information ---&lt;br /&gt;
&lt;br /&gt;
Progress Indicator (value, not bitwise)&lt;br /&gt;
$3C5: $0: Unset, Will put Link in his bed state at the beginning of the game. (Also can't use sword or shield)&lt;br /&gt;
      $1: You have a sword and start in the castle on start up.&lt;br /&gt;
      $2: Indicates you have completed the first Hyrule Castle dungeon.&lt;br /&gt;
      $3: Indicates you have beaten Agahnim and are now searching for crystals.&lt;br /&gt;
      $4 and above: meaningless. Though, you could write code using them to expand the event system perhaps.&lt;br /&gt;
&lt;br /&gt;
$3C6: Progress Flags (bitwise)&lt;br /&gt;
&lt;br /&gt;
    0 - Set after your Uncle gives you his gear in the secret passage.&lt;br /&gt;
        Prevents him from showing up there again.&lt;br /&gt;
    &lt;br /&gt;
    1 - Indicates that you've touched the dying priest in Sanctuary.&lt;br /&gt;
    &lt;br /&gt;
    2 - Set after you bring Zelda to sanctuary?&lt;br /&gt;
    &lt;br /&gt;
    3 - Unused? (98% certainty)&lt;br /&gt;
    &lt;br /&gt;
    4 - Set after Link's Uncle leaves your house. It's used to prevent him from respawning there.&lt;br /&gt;
    &lt;br /&gt;
    5 - Set after you obtain the Book of Mudora (this is a guess)&lt;br /&gt;
    &lt;br /&gt;
    6 - Seems to be a persistent flag that toggles between two possible&lt;br /&gt;
        statements that a fortune teller can give you during your &amp;quot;reading&amp;quot;.&lt;br /&gt;
        In other words, don't expect this to stay in one state if you're using&lt;br /&gt;
        fortune tellers. Has no other known purpose.&lt;br /&gt;
    &lt;br /&gt;
    7 - Unused? (98% certainty)&lt;br /&gt;
&lt;br /&gt;
Map Icons Indicator 2 (value, not bitwise)&lt;br /&gt;
$3C7:&lt;br /&gt;
    &lt;br /&gt;
    0x00 - ????&lt;br /&gt;
    0x01 - ????&lt;br /&gt;
    0x02 - ????&lt;br /&gt;
    0x03 - The Three Pendants&lt;br /&gt;
    0x04 - Master Sword in Lost Woods&lt;br /&gt;
    0x05 - Agahnim (skull icon at Hyrule Castle)&lt;br /&gt;
    0x06 - Just crystal 1 shown (Sahasrala's idea)&lt;br /&gt;
    0x07 - All crystals shown&lt;br /&gt;
    0x08 - Agahnim (skull icon at Ganon's Tower)&lt;br /&gt;
&lt;br /&gt;
    All values beyond 8 are invalid, it seems.&lt;br /&gt;
&lt;br /&gt;
Starting Entrance to use:&lt;br /&gt;
$3C8: Abbreviations:&lt;br /&gt;
&lt;br /&gt;
    LH = Link's House;&lt;br /&gt;
    SA = Sanctuary;&lt;br /&gt;
    MC = Mountain Cave;&lt;br /&gt;
    PP = Pyramid of Power in DW;  &lt;br /&gt;
    &lt;br /&gt;
    0: Start the game in Link's house always.&lt;br /&gt;
    1: SA.&lt;br /&gt;
    3: Secret passage under HC garden (near dying uncle).&lt;br /&gt;
    5: LH or SA or MC.&lt;br /&gt;
        &lt;br /&gt;
&lt;br /&gt;
Progress Indicator 3 (bitwise)&lt;br /&gt;
$3C9: 0: If set, means the bum gave you his bottle already.&lt;br /&gt;
      1: If set, means that the salesman in the village sold you a bottle already&lt;br /&gt;
      2: &lt;br /&gt;
      3: Flute Boy (DW) has been arborated&lt;br /&gt;
      4: Thief's Chest has been opened by the middle aged guy&lt;br /&gt;
      5: After you save the Smithy's partner, this bit gets set.&lt;br /&gt;
      6:&lt;br /&gt;
      7: Means Smithies have your sword. Once they give it back it's no longer set. (so nonpermanent)&lt;br /&gt;
&lt;br /&gt;
Lightworld / Darkworld&lt;br /&gt;
$3CA: 0:&lt;br /&gt;
      1:&lt;br /&gt;
      2:&lt;br /&gt;
      3:&lt;br /&gt;
      4:&lt;br /&gt;
      5:&lt;br /&gt;
      6: If set, we're in dark world. Other wise, in light world.&lt;br /&gt;
      7:&lt;br /&gt;
&lt;br /&gt;
Unused?&lt;br /&gt;
$3CB: ?????&lt;br /&gt;
      &lt;br /&gt;
$3CC[0x01] - (Tagalong) &lt;br /&gt;
    &lt;br /&gt;
    Tagalong Indicator (who is following you, if anyone?) (value based)&lt;br /&gt;
    &lt;br /&gt;
    Note: Don't use a value of 0x0F or larger here, as it will likely crash&lt;br /&gt;
    the game.&lt;br /&gt;
    &lt;br /&gt;
    0x00 - Tagalong disabled&lt;br /&gt;
    0x01 - Princess Zelda&lt;br /&gt;
    0x02 - ???&lt;br /&gt;
    0x03 - ???&lt;br /&gt;
    0x04 - Old Man?&lt;br /&gt;
    0x05 - Zelda (invisible) bitching at you about coming to rescue her.&lt;br /&gt;
    0x06 - Blind masquerading as a Maiden&lt;br /&gt;
    0x07 - Missing Dwarf (smithyfrog as I call him) in DW&lt;br /&gt;
    0x08 - Missing Dwarf in LW&lt;br /&gt;
    0x09 - Middle Aged Guy w/ Sign&lt;br /&gt;
    0x0A - Kiki the monkey&lt;br /&gt;
    0x0B - ???&lt;br /&gt;
    0x0C - Thief's chest&lt;br /&gt;
    0x0D - Super Bomb&lt;br /&gt;
    0x0E - Activated in reaction to acquiring the Master Sword. Used&lt;br /&gt;
           to trigger a telepathic message from Zelda indicating that Agahnim's&lt;br /&gt;
           goons have come for her at Sanctuary.&lt;br /&gt;
&lt;br /&gt;
$03CD[0x02] - &lt;br /&gt;
    &lt;br /&gt;
    Cached Y coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$03CF[0x02] - &lt;br /&gt;
&lt;br /&gt;
    Cached X coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
$3D1: ????&lt;br /&gt;
&lt;br /&gt;
$3D2: &lt;br /&gt;
&lt;br /&gt;
$3D3: Set to 0 normally. Set to $80 if a Super Bomb is going off.&lt;br /&gt;
&lt;br /&gt;
$3D4-$3D8: ????&lt;br /&gt;
&lt;br /&gt;
Player's Name&lt;br /&gt;
$3D9-$3E4: See appendix for listing of character codes. Note each of the six letters is represented by a 16-bit number.&lt;br /&gt;
&lt;br /&gt;
Validity (Checksum) of the File:&lt;br /&gt;
$3E5-$3E6:  There is a subroutine in the ROM that checks to make sure this value is 0x55AA. &lt;br /&gt;
            (Note the reverse byte order in the actual SRAM.) &lt;br /&gt;
            If you alter this your file is automatically tagged for deletion at startup. &lt;br /&gt;
            The game is designed to delete it, it's not a Super NES feature or anything. &lt;br /&gt;
            In short, Don't mess with it. Unused game slots have the value 0x0000 here,&lt;br /&gt;
            and you will too if you mess with it - resulting in your save file(s) being wiped&lt;br /&gt;
            out.&lt;br /&gt;
&lt;br /&gt;
$3E7-$402 (?) Deaths totals for each dungeon. Each number is 16 bit. Thanks to Euclid for helping verify this!&lt;br /&gt;
      $3E7: Sewers&lt;br /&gt;
      $3E9: Hyrule Castle&lt;br /&gt;
      $3EB: Eastern Palace&lt;br /&gt;
      $3ED: Desert Palace&lt;br /&gt;
      $3EF: Hyrule Castle 2&lt;br /&gt;
      $3F1: Swamp Palace&lt;br /&gt;
      $3F3: Dark Palace&lt;br /&gt;
      $3F5: Misery Mire&lt;br /&gt;
      $3F7: Skull Woods&lt;br /&gt;
      $3F9: Ice Palace&lt;br /&gt;
      $3FB: Tower of Hera&lt;br /&gt;
      $3FD: Gargoyle's Domain&lt;br /&gt;
      $3FF: Turtle Rock&lt;br /&gt;
      $401: Ganon's Tower&lt;br /&gt;
&lt;br /&gt;
Life/Save Counter: &lt;br /&gt;
$403-4. Counts the number of times your saved or died in the game, before you beat it.&lt;br /&gt;
&lt;br /&gt;
PostGame Death Counter: &lt;br /&gt;
$405-6. When you start the game this is written to with the value -1 (0xFFFF). On the game select&lt;br /&gt;
screen, it will only display a number if this is not 0xFFFF. The max displayable number is 999.&lt;br /&gt;
When you beat the game, the number of times you died gets recorded here.&lt;br /&gt;
&lt;br /&gt;
Presumed to be unused&lt;br /&gt;
$407-$4FD: ????&lt;br /&gt;
&lt;br /&gt;
Inverse Checksum: $4FE-F. If you add numbers to the file, you need to subtract from this location. See Side Note 3 for more information.&lt;br /&gt;
&lt;br /&gt;
===============================================================================================&lt;br /&gt;
&lt;br /&gt;
Appendix:&lt;br /&gt;
&lt;br /&gt;
Side Note 2: Items other than the standard equipment can be equipped. For instance, it's possible&lt;br /&gt;
to equip the compass as a sword. By some miracle, the items you end up with often work the same&lt;br /&gt;
way as their appropriate counterparts. Sometimes they are far superior to the normal items, and&lt;br /&gt;
sometimes they just suck. At least one item makes your armor invincible! Just experiment a little.&lt;br /&gt;
Beware, the palletes will not be standard.&lt;br /&gt;
&lt;br /&gt;
Side Note 3: A tutorial on inverse checksums. Let's say I add to location $3EE. Now E = 14 in the&lt;br /&gt;
decimal system. (Note we are looking at the last digit. &amp;quot;E&amp;quot; that is.) Therefore $3EE is even. &lt;br /&gt;
&lt;br /&gt;
If I add a value to a memory location with an even address,&lt;br /&gt;
I must subtract from the even address of the inverse checksum. Example: Suppose I add $4 to $305.&lt;br /&gt;
$305 is odd, so I SUBTRACT $4 from the odd checksum byte: $4FF. If I subtracted from $305, I must&lt;br /&gt;
add to $4FF. This maintains the &amp;quot;balance&amp;quot; of the file and keeps it from being erased.&lt;br /&gt;
&lt;br /&gt;
Now this will work for slight changes in the checksum, but it takes a bit of insight to recognize&lt;br /&gt;
that the checksum is really a 16-bit number, not just two 8-bit numbers functioning separately.&lt;br /&gt;
&lt;br /&gt;
(edit later)&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
Character Codes:&lt;br /&gt;
&lt;br /&gt;
Alpha-numeric&lt;br /&gt;
&lt;br /&gt;
00-A 01-B 02-C 03-D 04-E 05-F 06=G 07-H 08-I^ 09-J 0A-K 0B-L 0C-M 0D-N OE-O OF-P &lt;br /&gt;
10-??&lt;br /&gt;
20-Q 21-R 22-S 23-T 24-U 25-V 26-W 27-X 28-Y 29-Z 2A-a 2B-b-2C-c 2D-d 2E-e 2F-f&lt;br /&gt;
40-g 41-h 42-k 43-j 44-i 45-l 46-m 47-n 48-o 49-p 4A-q 4B-r 4C-s 4D-t 4E-u 4F-v&lt;br /&gt;
&lt;br /&gt;
60-w 61-x 62-y 63-z 64-0 65-1 66-2 67-3 68-4 69-5 6A-6 6B-7 6C-8 6D-9 6E-&amp;quot;?&amp;quot; 6F-&amp;quot;!&amp;quot;&lt;br /&gt;
80-&amp;quot;-&amp;quot; 81-&amp;quot;.&amp;quot; 82-&amp;quot;,&amp;quot;   85-&amp;quot;(&amp;quot; 86-&amp;quot;)&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Special characters (not normally accessible. This is by far an incomplete listing)&lt;br /&gt;
&lt;br /&gt;
A0-small right arrow A1-&amp;quot;'&amp;quot; (apostrophe) A2-HPiece again A3-&amp;quot;empty right hand heart cont.&amp;quot;&lt;br /&gt;
A4-see A7 A5-Same as A7 A6-&amp;quot;Quarter Heart piece, top right corner.&amp;quot;&lt;br /&gt;
A7-&amp;quot;Heart piece,left half&amp;quot; A8-&amp;quot;Heart piece, right half&amp;quot; A9-blank AA-&amp;quot;left arrow&amp;quot; &lt;br /&gt;
SNES Button Alphabet: AB-A AC-B AD-X AE-Y&lt;br /&gt;
AF-I&lt;br /&gt;
B1-blank^&lt;br /&gt;
&lt;br /&gt;
^This code is not the canon encoding of this character. ex. AF is the proper &amp;quot;I&amp;quot;. 08 is not.&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=351</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=351"/>
				<updated>2016-04-19T18:24:30Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;table.infoBox { /* overall style */&lt;br /&gt;
	float: right;&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th, table.infoBox td { /* each cell in the table */&lt;br /&gt;
	border: 0;&lt;br /&gt;
	padding: 5px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox tr:first-child th { /* first header */&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************/&lt;br /&gt;
&lt;br /&gt;
table.basicTable { /* overall style */&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
	border-collapse: collapse;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable th, table.basicTable td { /* each cell in the table */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	padding: 5px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable tr:first-child th { /* first header */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=350</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=350"/>
				<updated>2016-04-19T18:24:07Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;table.infoBox { /* overall style */&lt;br /&gt;
	float: right;&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th, table.infoBox td { /* each cell in the table */&lt;br /&gt;
	border: 0;&lt;br /&gt;
	padding: 3px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox tr:first-child th { /* first header */&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************/&lt;br /&gt;
&lt;br /&gt;
table.basicTable { /* overall style */&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
	border-collapse: collapse;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable th, table.basicTable td { /* each cell in the table */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	padding: 3px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable tr:first-child th { /* first header */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=349</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=349"/>
				<updated>2016-04-19T18:22:46Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;table.infoBox { /* overall style */&lt;br /&gt;
	float: right;&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th, table.infoBox td { /* each cell in the table */&lt;br /&gt;
	border: 0;&lt;br /&gt;
	padding: 3px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox tr:first-child th { /* first header */&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************/&lt;br /&gt;
&lt;br /&gt;
table.basicTable { /* overall style */&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable th, table.basicTable td { /* each cell in the table */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	padding: 3px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable tr:first-child th { /* first header */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=348</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=348"/>
				<updated>2016-04-19T18:09:56Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;table.infoBox { /* overall style */&lt;br /&gt;
	float: right;&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th, table.infoBox td { /* each cell in the table */&lt;br /&gt;
	border: 0;&lt;br /&gt;
	padding: 3px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox tr:first-child th { /* first header */&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************/&lt;br /&gt;
&lt;br /&gt;
table.basicTable { /* overall style */&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable th, table.infoBox td { /* each cell in the table */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	padding: 3px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable tr:first-child th { /* first header */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=347</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=347"/>
				<updated>2016-04-19T18:02:54Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;table.infoBox { /* overall style */&lt;br /&gt;
	float: right;&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th, table.infoBox td { /* each cell in the table */&lt;br /&gt;
	border: 0;&lt;br /&gt;
	padding: 3px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox tr:first-child th { /* first header */&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************/&lt;br /&gt;
&lt;br /&gt;
table.basicTable { /* overall style */&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable th, table.infoBox td { /* each cell in the table */&lt;br /&gt;
	border: 0;&lt;br /&gt;
	padding: 3px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable tr:first-child th { /* first header */&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.basicTable th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=346</id>
		<title>SRAM Map</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=346"/>
				<updated>2016-04-19T03:07:51Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: /* $000 - $24F : Data for Rooms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
All offsets presented here are relative to the start of each save slot. There are $500 bytes for each slot. Note that&lt;br /&gt;
each slot is mirrored, at a later point in SRAM.&lt;br /&gt;
&lt;br /&gt;
 Slot 1: $000; Mirror: $F00&lt;br /&gt;
 Slot 2: $500; Mirror: $1400&lt;br /&gt;
 Slot 3: $A00; Mirror: $1900&lt;br /&gt;
&lt;br /&gt;
Only edits to the main copy will be recognized by the game unless the main copy fails its checksum. Each copy has its own checksum.&lt;br /&gt;
&lt;br /&gt;
Addresses $1E00-$1FFE in SRAM are not used. No not assume that the free addresses are initialized to any specific or sensible value. The values from these addresses should be treated as undefined until initialized. Address $1FFF is used by the game to store temporary data.&lt;br /&gt;
&lt;br /&gt;
These offsets directly correspond to $7E:F--- for a particular save file is being played. When the game is finished it writes the information into bank $70 in the corresponding slot + offsets presented here. (e.g. For the second save file, the information will be saved to $70:0500-$70:09FF, and mirrored at $70:1400-$70:18FF.)&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
&lt;br /&gt;
The SRAM save loading routing relies upon an inverse checksum. Additions to any byte in the .srm file, must be subtracted from that save game's checksum to maintain integrity. Failure to observe this precaution will cause the game to attempt to load the mirror copy. Should the mirror copy also fail the checksum verification, the save slot will be cleared.&lt;br /&gt;
&lt;br /&gt;
== SRAM Map ==&lt;br /&gt;
&lt;br /&gt;
=== $000 - $24F : Data for Rooms ===&lt;br /&gt;
&lt;br /&gt;
Room Information: There are $128 (296) rooms in in the ROM. Each room has one word of information devoted to it.&lt;br /&gt;
&lt;br /&gt;
 High Byte               Low Byte&lt;br /&gt;
 d d d d b k ck cr       c c c c q q q q      &lt;br /&gt;
 &lt;br /&gt;
 c - chest, big key chest, or big key lock. Any combination of them totalling to 6 is valid.&lt;br /&gt;
 q - quadrants visited: &lt;br /&gt;
 k - key or item (such as a 300 rupee gift)&lt;br /&gt;
 d - door opened (either unlocked, bombed or other means)&lt;br /&gt;
 r - special rupee tiles, whether they've been obtained or not.&lt;br /&gt;
 b - boss battle won&lt;br /&gt;
&lt;br /&gt;
 qqqq corresponds to 4321, so if quadrants 4 and 1 have been &amp;quot;seen&amp;quot; by Link, then qqqq will look like 1001. The quadrants are laid out like so in each room:&lt;br /&gt;
&lt;br /&gt;
 --------------- &lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  4   |  3   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |-------------|&lt;br /&gt;
 |      |      |&lt;br /&gt;
 |  2   |  1   |&lt;br /&gt;
 |      |      |&lt;br /&gt;
 ---------------&lt;br /&gt;
&lt;br /&gt;
=== $250 - $27F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional room information that was not included in the final game. This would bring the grand total to $140 (320) possible rooms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== $280 - $2FF : Overworld Event Information ===&lt;br /&gt;
&lt;br /&gt;
    (one byte per area)&lt;br /&gt;
&lt;br /&gt;
    ?ho???s?&lt;br /&gt;
&lt;br /&gt;
        o - If set, the area will draw its designated overlay when you enter it. &lt;br /&gt;
            e.g. If you're triggered misery mire then the entrance shows up there the next time you enter that area.&lt;br /&gt;
            You can view overlays in the latest release of Hyrule Magic (v0.963).&lt;br /&gt;
            Other overlays include stairs leading underground, and the removal of the weathervane after it has exploded.&lt;br /&gt;
        &lt;br /&gt;
        s - If set, the area will draw its secondary overlay when you enter it.&lt;br /&gt;
        &lt;br /&gt;
        h - If set, heart piece has been collected in this area already.&lt;br /&gt;
            Also used for a handful of other sprites.&lt;br /&gt;
        &lt;br /&gt;
        ? - unknown and probably unused.&lt;br /&gt;
&lt;br /&gt;
=== $300 - $33F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional overworld data that was not included in the final game. This would allow for $C0 (192) overworld areas in total. Note areas $80 and $82 are used but don't save data the way the other areas do. (i.e. not here)&lt;br /&gt;
&lt;br /&gt;
== Unfinished / Unformatted Section ==&lt;br /&gt;
&lt;br /&gt;
=== $340 - $38B : Item Information ===&lt;br /&gt;
&lt;br /&gt;
Bow:              $340. 0 - nothing. 1 - bow w/ no arrows. 2 - bow w/ arrows. 3 - silver arrows&lt;br /&gt;
&lt;br /&gt;
Boomerang:        $341. 0 - nothing. 1 - blue boomerang. 2 - red boomerang. &lt;br /&gt;
&lt;br /&gt;
Hookshot:         $342. 0 - nothing. 1 - hookshot.&lt;br /&gt;
&lt;br /&gt;
Bombs:            $343. How many bombs you have. Can exceed 0x50, up to 0xff&lt;br /&gt;
&lt;br /&gt;
Mushroom:         $344: 0 - nothing. 1 - Mushroom. 2 - Magic Powder&lt;br /&gt;
&lt;br /&gt;
Fire Rod:         $345: 0 - nothing. 1 - Fire Rod.&lt;br /&gt;
&lt;br /&gt;
Ice Rod:          $346: 0 - nothing. 1 - Ice Rod.&lt;br /&gt;
&lt;br /&gt;
Bombos Medallion: $347: 0 - nothing. 1 - Bombos Medallion.&lt;br /&gt;
&lt;br /&gt;
Ether Medallion:  $348: 0 - nothing. 1 - Ether Medallion.&lt;br /&gt;
&lt;br /&gt;
Quake Medallion:  $349: 0 - nothing. 1 - Quake Medallion.&lt;br /&gt;
&lt;br /&gt;
Torch:            $34A. 0 - nothing. 1 - torch.&lt;br /&gt;
&lt;br /&gt;
Hammer:           $34B. 0 - nothing. 1 - magic hammer. &lt;br /&gt;
&lt;br /&gt;
Flute:            $34C. 0 - nothing. 1 - shovel. 2 - flute, no bird. 3 - flue, bird activated.&lt;br /&gt;
&lt;br /&gt;
Bug Catching Net: $34D. 0 - nothing. 1 - bug catching net.&lt;br /&gt;
&lt;br /&gt;
Book of&lt;br /&gt;
Mudora:           $34E. 0 - nothing. 1 - Book of Mudora&lt;br /&gt;
&lt;br /&gt;
Bottles:          $34F: 0 - nothing. 1 - has bottles.&lt;br /&gt;
&lt;br /&gt;
Cane of&lt;br /&gt;
Somaria:          $350. 0 - nothing. 1 - cane of somaria.&lt;br /&gt;
&lt;br /&gt;
Cane of&lt;br /&gt;
Byrna:            $351. 0 - nothing. 1 - cane of byrna.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Cape:             $352. 0 - nothing. 1 - magic cape.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Mirror:           $353. 0 - nothing. 1 - scroll looking thing that works like mirror. &lt;br /&gt;
                        2 - mirror with correct graphic.&lt;br /&gt;
&lt;br /&gt;
Gloves:           $354. 0 - normal strength. 1 - Power Gloves. 2 - Titan's Mitt&lt;br /&gt;
&lt;br /&gt;
Boots:            $355. 0 - nothing. 1 - boots. *Just having the boots isn't enough to dash.&lt;br /&gt;
                        You must have the ability flag corresponding to run set as well.&lt;br /&gt;
                        See $379.&lt;br /&gt;
&lt;br /&gt;
Flippers:         $356. 0 - nothing. 1 - flippers. Having this allows you to swim, but doesn't make&lt;br /&gt;
                        the swim ability text show up by itself. See $379&lt;br /&gt;
                        Unlike the boots, the ability is granted, as long as you have this item.&lt;br /&gt;
&lt;br /&gt;
Moon Pearl:       $357. 0 - nothing. 1 - moon pearl.&lt;br /&gt;
&lt;br /&gt;
????              $358. Unused? Beginning to think it really is unused. &lt;br /&gt;
                        Not even referenced in the rom by any means that I could see.&lt;br /&gt;
&lt;br /&gt;
Sword:            $359. &lt;br /&gt;
                        0-No sword&lt;br /&gt;
                        1-Fighter Sword&lt;br /&gt;
                        2-Master Sword&lt;br /&gt;
                        3-Tempered Sword&lt;br /&gt;
                        4-Golden Sword&lt;br /&gt;
      &lt;br /&gt;
                        ***See Side Note 2***&lt;br /&gt;
&lt;br /&gt;
Shield:           $35A.      &lt;br /&gt;
                        0-No shield&lt;br /&gt;
                        1-Blue Shield&lt;br /&gt;
                        2-Hero's Shield&lt;br /&gt;
                        3-Mirror Shield  &lt;br /&gt;
                  &lt;br /&gt;
                        ***See Side Note 2***&lt;br /&gt;
&lt;br /&gt;
Armor:            $35B. &lt;br /&gt;
                        0-Green Jerkin&lt;br /&gt;
                        1-Blue Mail&lt;br /&gt;
                        2-Red Mail&lt;br /&gt;
                  &lt;br /&gt;
                        ***See Side Note 2***&lt;br /&gt;
&lt;br /&gt;
Bottle:           $35C-F&lt;br /&gt;
                        0-No bottle&lt;br /&gt;
                        1-Mushroom (no use)&lt;br /&gt;
                        2-Empty bottle&lt;br /&gt;
                        3-Red Potion&lt;br /&gt;
                        4-Green Potion&lt;br /&gt;
                        5-Blue Potion&lt;br /&gt;
                        6-Fairy&lt;br /&gt;
                        7-Bee&lt;br /&gt;
                        8-Good Bee&lt;br /&gt;
      &lt;br /&gt;
Rupees:           $360-1 (Goal)&lt;br /&gt;
                  $362-3 (Actual).&lt;br /&gt;
                  &lt;br /&gt;
                  This number can be set above the 999 limit. &lt;br /&gt;
                  It is a word, so you can have lots of rupees. (Up to about 65000) &lt;br /&gt;
                  One word is capacity, The other is your current supply.&lt;br /&gt;
&lt;br /&gt;
THE COMPASS, BIG KEY, AND DUNGEON MAP WORD LOCATIONS ARE ALL MAPPED OUT THE SAME WAY, AS YOU WILL OBSERVE.&lt;br /&gt;
&lt;br /&gt;
Note: The unused areas would correspond to dungeon numbers $1C and $1E in the variable $7E040C, but alas there are no dungeons&lt;br /&gt;
in the game with those values. &lt;br /&gt;
&lt;br /&gt;
If you see &amp;quot;(doesn't exist)&amp;quot; it means this feature was not used in this dungeon in the original, in case you were wondering.&lt;br /&gt;
&lt;br /&gt;
Compass1:           $364.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Compass of Ganon's Tower&lt;br /&gt;
                              bit 3: Compass of Turtle Rock&lt;br /&gt;
                              bit 4: Compass of Gargoyle's domain&lt;br /&gt;
                              bit 5: Compass of Tower of Hera&lt;br /&gt;
                              bit 6: Compass of Ice Palace&lt;br /&gt;
                              bit 7: Compass of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Compass2:           $365      bit 0: Compass of Misery Mire.&lt;br /&gt;
                              bit 1: Compass of Dark Palace&lt;br /&gt;
                              bit 2: Compass of Swamp Palace&lt;br /&gt;
                              bit 3: Compass of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Compass of Desert Palace&lt;br /&gt;
                              bit 5: Compass of Eastern Palace&lt;br /&gt;
                              bit 6: Compass of Hyrule Castle (doesn't exist)&lt;br /&gt;
                              bit 7: Compass of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
BigKey1:            $366.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Big Key of Ganon's Tower&lt;br /&gt;
                              bit 3: Big Key of Turtle Rock&lt;br /&gt;
                              bit 4: Big Key of Gargoyle's domain&lt;br /&gt;
                              bit 5: Big Key of Tower of Hera&lt;br /&gt;
                              bit 6: Big Key of Ice Palace&lt;br /&gt;
                              bit 7: Big Key of Skull Woods. &lt;br /&gt;
                        &lt;br /&gt;
BigKey2:            $367.     bit 0: Big Key of Misery Mire.&lt;br /&gt;
                              bit 1: Big Key of Dark Palace&lt;br /&gt;
                              bit 2: Big Key of Swamp Palace&lt;br /&gt;
                              bit 3: Big Key of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Big Key of Desert Palace&lt;br /&gt;
                              bit 5: Big Key of Eastern Palace&lt;br /&gt;
                              bit 6: Big Key of Hyrule Castle&lt;br /&gt;
                              bit 7: Big Key of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Dungeon map1:       $368.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Map of Ganon's Tower&lt;br /&gt;
                              bit 3: Map of Turtle Rock&lt;br /&gt;
                              bit 4: Map of Gargoyle's domain&lt;br /&gt;
                              bit 5: Map of Tower of Hera&lt;br /&gt;
                              bit 6: Map of Ice Palace&lt;br /&gt;
                              bit 7: Map of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Dungeon map2:       $369      bit 0: Map of Misery Mire&lt;br /&gt;
                              bit 1: Map of Dark Palace&lt;br /&gt;
                              bit 2: Map of Swamp Palace&lt;br /&gt;
                              bit 3: Map of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Map of Desert Palace&lt;br /&gt;
                              bit 5: Map of Eastern Palace&lt;br /&gt;
                              bit 6: Map of Hyrule Castle&lt;br /&gt;
                              bit 7: Map of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Wishing Pond Rupee  $36A. Number of rupees in the pond&lt;br /&gt;
Count&lt;br /&gt;
&lt;br /&gt;
Heart pieces&lt;br /&gt;
collected:          $36B. Number of heart pieces (out of four) you have earned&lt;br /&gt;
&lt;br /&gt;
Health:             $36C. Goal (capacity) Health. Each increment of $08 is worth one heart.&lt;br /&gt;
                          $04 is a half heart. The max is generally $A0. &lt;br /&gt;
                          The game is coded to not accept health values beyond this.&lt;br /&gt;
                  &lt;br /&gt;
                    $36D. Actual Health. Same as above, but this reflects&lt;br /&gt;
                          your current health status rather than potential.&lt;br /&gt;
&lt;br /&gt;
Magic Power:        $36E. Magic power ranges from 0 to $80 (128). Each small bottle refills $10. &lt;br /&gt;
                        Setting Magic above $80 causes the magic meter to glitch and you can't &lt;br /&gt;
                        use special items.&lt;br /&gt;
&lt;br /&gt;
Keys:               $36F. Number of Keys you have in the dungeon you are currently in. &lt;br /&gt;
                        You can earn keys on the overworld but they don't do anything. &lt;br /&gt;
                        If you're in a non-keyed dungeon it will generally read $FF.&lt;br /&gt;
&lt;br /&gt;
Bomb Upgrades:      $370. Number of upgrades your bomb capacity has received. Behavior varies after a &lt;br /&gt;
                          while. Will probably need recoding to be consistent.&lt;br /&gt;
&lt;br /&gt;
Arrow Upgrades:     $371. Number of upgrades your arrow capacity has received. &lt;br /&gt;
                          Same as above, more or less.&lt;br /&gt;
&lt;br /&gt;
Hearts filler:      $372. Write to this location to fill in a set number of hearts. &lt;br /&gt;
                          Make sure to write in a multiple of $08. &lt;br /&gt;
                          Otherwise, you will end up filling the whole life meter.&lt;br /&gt;
&lt;br /&gt;
Magic filler:       $373. Write to this location how much magic power you want filled up. The maximum &lt;br /&gt;
                         effective value is $80.&lt;br /&gt;
&lt;br /&gt;
Pendants:           $374. Bit 0: Courage&lt;br /&gt;
                          Bit 1: Wisdom&lt;br /&gt;
                          Bit 2: Power&lt;br /&gt;
&lt;br /&gt;
Bomb filler:        $375. Write to this location to add X bombs to your arsenal. It will not exceed your &lt;br /&gt;
                          maximum, as defined with $370&lt;br /&gt;
&lt;br /&gt;
Arrow filler:       $376. Write to this location to add X arrows to your arsenal. It will not exceed your &lt;br /&gt;
                        maximum, as defined with $371.&lt;br /&gt;
&lt;br /&gt;
Arrows:             $377. Can exceed 70.&lt;br /&gt;
&lt;br /&gt;
????                $378. ????&lt;br /&gt;
&lt;br /&gt;
Ability Flags:      $379. Bit 0: &lt;br /&gt;
                          Bit 1: Swim&lt;br /&gt;
                          Bit 2: Run / Dash&lt;br /&gt;
                          Bit 3: Pull&lt;br /&gt;
                          Bit 4: ----&lt;br /&gt;
                          Bit 5: Talk&lt;br /&gt;
                          Bit 6: Read&lt;br /&gt;
                          Bit 7: ----&lt;br /&gt;
&lt;br /&gt;
Crystals:           $37A. Bit 0: Misery Mire&lt;br /&gt;
                          Bit 1: Dark Palace&lt;br /&gt;
                          Bit 2: Ice Palace&lt;br /&gt;
                          Bit 3: Turtle Rock&lt;br /&gt;
                          Bit 4: Swamp Palace&lt;br /&gt;
                          Bit 5: Gargoyle's Domain&lt;br /&gt;
                          Bit 6: Skull Woods&lt;br /&gt;
&lt;br /&gt;
Magic usage         $37B. $0: normal consumption&lt;br /&gt;
                          $1: 1/2 consumption&lt;br /&gt;
                          $2: 1/4 consumption&lt;br /&gt;
&lt;br /&gt;
Keys earned per dungeon:&lt;br /&gt;
                    $37C: Sewer Passage&lt;br /&gt;
                    $37D: Hyrule Castle&lt;br /&gt;
                    $37E: Eastern Palace&lt;br /&gt;
                    $37F: Desert Palace&lt;br /&gt;
                    $380: Hyrule Castle 2&lt;br /&gt;
                    $381: Swamp Palace&lt;br /&gt;
                    $382: Dark Palace&lt;br /&gt;
                    $383: Misery Mire&lt;br /&gt;
                    $384: Skull Woods&lt;br /&gt;
                    $385: Ice Palace&lt;br /&gt;
                    $386: Tower of Hera&lt;br /&gt;
                    $387: Gargoyle's Domain&lt;br /&gt;
                    $388: Turtle Rock&lt;br /&gt;
                    $389: Ganon's Tower&lt;br /&gt;
                    $38A: ??? possibly unused. (Were they planning two extra dungeons perhaps?)&lt;br /&gt;
                    $38B: ??? possibly unused.&lt;br /&gt;
&lt;br /&gt;
--- Game Event Information ---&lt;br /&gt;
&lt;br /&gt;
Progress Indicator (value, not bitwise)&lt;br /&gt;
$3C5: $0: Unset, Will put Link in his bed state at the beginning of the game. (Also can't use sword or shield)&lt;br /&gt;
      $1: You have a sword and start in the castle on start up.&lt;br /&gt;
      $2: Indicates you have completed the first Hyrule Castle dungeon.&lt;br /&gt;
      $3: Indicates you have beaten Agahnim and are now searching for crystals.&lt;br /&gt;
      $4 and above: meaningless. Though, you could write code using them to expand the event system perhaps.&lt;br /&gt;
&lt;br /&gt;
$3C6: Progress Flags (bitwise)&lt;br /&gt;
&lt;br /&gt;
    0 - Set after your Uncle gives you his gear in the secret passage.&lt;br /&gt;
        Prevents him from showing up there again.&lt;br /&gt;
    &lt;br /&gt;
    1 - Indicates that you've touched the dying priest in Sanctuary.&lt;br /&gt;
    &lt;br /&gt;
    2 - Set after you bring Zelda to sanctuary?&lt;br /&gt;
    &lt;br /&gt;
    3 - Unused? (98% certainty)&lt;br /&gt;
    &lt;br /&gt;
    4 - Set after Link's Uncle leaves your house. It's used to prevent him from respawning there.&lt;br /&gt;
    &lt;br /&gt;
    5 - Set after you obtain the Book of Mudora (this is a guess)&lt;br /&gt;
    &lt;br /&gt;
    6 - Seems to be a persistent flag that toggles between two possible&lt;br /&gt;
        statements that a fortune teller can give you during your &amp;quot;reading&amp;quot;.&lt;br /&gt;
        In other words, don't expect this to stay in one state if you're using&lt;br /&gt;
        fortune tellers. Has no other known purpose.&lt;br /&gt;
    &lt;br /&gt;
    7 - Unused? (98% certainty)&lt;br /&gt;
&lt;br /&gt;
Map Icons Indicator 2 (value, not bitwise)&lt;br /&gt;
$3C7:&lt;br /&gt;
    &lt;br /&gt;
    0x00 - ????&lt;br /&gt;
    0x01 - ????&lt;br /&gt;
    0x02 - ????&lt;br /&gt;
    0x03 - The Three Pendants&lt;br /&gt;
    0x04 - Master Sword in Lost Woods&lt;br /&gt;
    0x05 - Agahnim (skull icon at Hyrule Castle)&lt;br /&gt;
    0x06 - Just crystal 1 shown (Sahasrala's idea)&lt;br /&gt;
    0x07 - All crystals shown&lt;br /&gt;
    0x08 - Agahnim (skull icon at Ganon's Tower)&lt;br /&gt;
&lt;br /&gt;
    All values beyond 8 are invalid, it seems.&lt;br /&gt;
&lt;br /&gt;
Starting Entrance to use:&lt;br /&gt;
$3C8: Abbreviations:&lt;br /&gt;
&lt;br /&gt;
    LH = Link's House;&lt;br /&gt;
    SA = Sanctuary;&lt;br /&gt;
    MC = Mountain Cave;&lt;br /&gt;
    PP = Pyramid of Power in DW;  &lt;br /&gt;
    &lt;br /&gt;
    0: Start the game in Link's house always.&lt;br /&gt;
    1: SA.&lt;br /&gt;
    3: Secret passage under HC garden (near dying uncle).&lt;br /&gt;
    5: LH or SA or MC.&lt;br /&gt;
        &lt;br /&gt;
&lt;br /&gt;
Progress Indicator 3 (bitwise)&lt;br /&gt;
$3C9: 0: If set, means the bum gave you his bottle already.&lt;br /&gt;
      1: If set, means that the salesman in the village sold you a bottle already&lt;br /&gt;
      2: &lt;br /&gt;
      3: Flute Boy (DW) has been arborated&lt;br /&gt;
      4: Thief's Chest has been opened by the middle aged guy&lt;br /&gt;
      5: After you save the Smithy's partner, this bit gets set.&lt;br /&gt;
      6:&lt;br /&gt;
      7: Means Smithies have your sword. Once they give it back it's no longer set. (so nonpermanent)&lt;br /&gt;
&lt;br /&gt;
Lightworld / Darkworld&lt;br /&gt;
$3CA: 0:&lt;br /&gt;
      1:&lt;br /&gt;
      2:&lt;br /&gt;
      3:&lt;br /&gt;
      4:&lt;br /&gt;
      5:&lt;br /&gt;
      6: If set, we're in dark world. Other wise, in light world.&lt;br /&gt;
      7:&lt;br /&gt;
&lt;br /&gt;
Unused?&lt;br /&gt;
$3CB: ?????&lt;br /&gt;
      &lt;br /&gt;
$3CC[0x01] - (Tagalong) &lt;br /&gt;
    &lt;br /&gt;
    Tagalong Indicator (who is following you, if anyone?) (value based)&lt;br /&gt;
    &lt;br /&gt;
    Note: Don't use a value of 0x0F or larger here, as it will likely crash&lt;br /&gt;
    the game.&lt;br /&gt;
    &lt;br /&gt;
    0x00 - Tagalong disabled&lt;br /&gt;
    0x01 - Princess Zelda&lt;br /&gt;
    0x02 - ???&lt;br /&gt;
    0x03 - ???&lt;br /&gt;
    0x04 - Old Man?&lt;br /&gt;
    0x05 - Zelda (invisible) bitching at you about coming to rescue her.&lt;br /&gt;
    0x06 - Blind masquerading as a Maiden&lt;br /&gt;
    0x07 - Missing Dwarf (smithyfrog as I call him) in DW&lt;br /&gt;
    0x08 - Missing Dwarf in LW&lt;br /&gt;
    0x09 - Middle Aged Guy w/ Sign&lt;br /&gt;
    0x0A - Kiki the monkey&lt;br /&gt;
    0x0B - ???&lt;br /&gt;
    0x0C - Thief's chest&lt;br /&gt;
    0x0D - Super Bomb&lt;br /&gt;
    0x0E - Activated in reaction to acquiring the Master Sword. Used&lt;br /&gt;
           to trigger a telepathic message from Zelda indicating that Agahnim's&lt;br /&gt;
           goons have come for her at Sanctuary.&lt;br /&gt;
&lt;br /&gt;
$03CD[0x02] - &lt;br /&gt;
    &lt;br /&gt;
    Cached Y coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$03CF[0x02] - &lt;br /&gt;
&lt;br /&gt;
    Cached X coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
$3D1: ????&lt;br /&gt;
&lt;br /&gt;
$3D2: &lt;br /&gt;
&lt;br /&gt;
$3D3: Set to 0 normally. Set to $80 if a Super Bomb is going off.&lt;br /&gt;
&lt;br /&gt;
$3D4-$3D8: ????&lt;br /&gt;
&lt;br /&gt;
Player's Name&lt;br /&gt;
$3D9-$3E4: See appendix for listing of character codes. Note each of the six letters is represented by a 16-bit number.&lt;br /&gt;
&lt;br /&gt;
Validity (Checksum) of the File:&lt;br /&gt;
$3E5-$3E6:  There is a subroutine in the ROM that checks to make sure this value is 0x55AA. &lt;br /&gt;
            (Note the reverse byte order in the actual SRAM.) &lt;br /&gt;
            If you alter this your file is automatically tagged for deletion at startup. &lt;br /&gt;
            The game is designed to delete it, it's not a Super NES feature or anything. &lt;br /&gt;
            In short, Don't mess with it. Unused game slots have the value 0x0000 here,&lt;br /&gt;
            and you will too if you mess with it - resulting in your save file(s) being wiped&lt;br /&gt;
            out.&lt;br /&gt;
&lt;br /&gt;
$3E7-$402 (?) Deaths totals for each dungeon. Each number is 16 bit. Thanks to Euclid for helping verify this!&lt;br /&gt;
      $3E7: Sewers&lt;br /&gt;
      $3E9: Hyrule Castle&lt;br /&gt;
      $3EB: Eastern Palace&lt;br /&gt;
      $3ED: Desert Palace&lt;br /&gt;
      $3EF: Hyrule Castle 2&lt;br /&gt;
      $3F1: Swamp Palace&lt;br /&gt;
      $3F3: Dark Palace&lt;br /&gt;
      $3F5: Misery Mire&lt;br /&gt;
      $3F7: Skull Woods&lt;br /&gt;
      $3F9: Ice Palace&lt;br /&gt;
      $3FB: Tower of Hera&lt;br /&gt;
      $3FD: Gargoyle's Domain&lt;br /&gt;
      $3FF: Turtle Rock&lt;br /&gt;
      $401: Ganon's Tower&lt;br /&gt;
&lt;br /&gt;
Life/Save Counter: &lt;br /&gt;
$403-4. Counts the number of times your saved or died in the game, before you beat it.&lt;br /&gt;
&lt;br /&gt;
PostGame Death Counter: &lt;br /&gt;
$405-6. When you start the game this is written to with the value -1 (0xFFFF). On the game select&lt;br /&gt;
screen, it will only display a number if this is not 0xFFFF. The max displayable number is 999.&lt;br /&gt;
When you beat the game, the number of times you died gets recorded here.&lt;br /&gt;
&lt;br /&gt;
Presumed to be unused&lt;br /&gt;
$407-$4FD: ????&lt;br /&gt;
&lt;br /&gt;
Inverse Checksum: $4FE-F. If you add numbers to the file, you need to subtract from this location. See Side Note 3 for more information.&lt;br /&gt;
&lt;br /&gt;
===============================================================================================&lt;br /&gt;
&lt;br /&gt;
Appendix:&lt;br /&gt;
&lt;br /&gt;
Side Note 2: Items other than the standard equipment can be equipped. For instance, it's possible&lt;br /&gt;
to equip the compass as a sword. By some miracle, the items you end up with often work the same&lt;br /&gt;
way as their appropriate counterparts. Sometimes they are far superior to the normal items, and&lt;br /&gt;
sometimes they just suck. At least one item makes your armor invincible! Just experiment a little.&lt;br /&gt;
Beware, the palletes will not be standard.&lt;br /&gt;
&lt;br /&gt;
Side Note 3: A tutorial on inverse checksums. Let's say I add to location $3EE. Now E = 14 in the&lt;br /&gt;
decimal system. (Note we are looking at the last digit. &amp;quot;E&amp;quot; that is.) Therefore $3EE is even. &lt;br /&gt;
&lt;br /&gt;
If I add a value to a memory location with an even address,&lt;br /&gt;
I must subtract from the even address of the inverse checksum. Example: Suppose I add $4 to $305.&lt;br /&gt;
$305 is odd, so I SUBTRACT $4 from the odd checksum byte: $4FF. If I subtracted from $305, I must&lt;br /&gt;
add to $4FF. This maintains the &amp;quot;balance&amp;quot; of the file and keeps it from being erased.&lt;br /&gt;
&lt;br /&gt;
Now this will work for slight changes in the checksum, but it takes a bit of insight to recognize&lt;br /&gt;
that the checksum is really a 16-bit number, not just two 8-bit numbers functioning separately.&lt;br /&gt;
&lt;br /&gt;
(edit later)&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
Character Codes:&lt;br /&gt;
&lt;br /&gt;
Alpha-numeric&lt;br /&gt;
&lt;br /&gt;
00-A 01-B 02-C 03-D 04-E 05-F 06=G 07-H 08-I^ 09-J 0A-K 0B-L 0C-M 0D-N OE-O OF-P &lt;br /&gt;
10-??&lt;br /&gt;
20-Q 21-R 22-S 23-T 24-U 25-V 26-W 27-X 28-Y 29-Z 2A-a 2B-b-2C-c 2D-d 2E-e 2F-f&lt;br /&gt;
40-g 41-h 42-k 43-j 44-i 45-l 46-m 47-n 48-o 49-p 4A-q 4B-r 4C-s 4D-t 4E-u 4F-v&lt;br /&gt;
&lt;br /&gt;
60-w 61-x 62-y 63-z 64-0 65-1 66-2 67-3 68-4 69-5 6A-6 6B-7 6C-8 6D-9 6E-&amp;quot;?&amp;quot; 6F-&amp;quot;!&amp;quot;&lt;br /&gt;
80-&amp;quot;-&amp;quot; 81-&amp;quot;.&amp;quot; 82-&amp;quot;,&amp;quot;   85-&amp;quot;(&amp;quot; 86-&amp;quot;)&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Special characters (not normally accessible. This is by far an incomplete listing)&lt;br /&gt;
&lt;br /&gt;
A0-small right arrow A1-&amp;quot;'&amp;quot; (apostrophe) A2-HPiece again A3-&amp;quot;empty right hand heart cont.&amp;quot;&lt;br /&gt;
A4-see A7 A5-Same as A7 A6-&amp;quot;Quarter Heart piece, top right corner.&amp;quot;&lt;br /&gt;
A7-&amp;quot;Heart piece,left half&amp;quot; A8-&amp;quot;Heart piece, right half&amp;quot; A9-blank AA-&amp;quot;left arrow&amp;quot; &lt;br /&gt;
SNES Button Alphabet: AB-A AC-B AD-X AE-Y&lt;br /&gt;
AF-I&lt;br /&gt;
B1-blank^&lt;br /&gt;
&lt;br /&gt;
^This code is not the canon encoding of this character. ex. AF is the proper &amp;quot;I&amp;quot;. 08 is not.&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=345</id>
		<title>SRAM Map</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=345"/>
				<updated>2016-04-19T03:05:54Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
All offsets presented here are relative to the start of each save slot. There are $500 bytes for each slot. Note that&lt;br /&gt;
each slot is mirrored, at a later point in SRAM.&lt;br /&gt;
&lt;br /&gt;
 Slot 1: $000; Mirror: $F00&lt;br /&gt;
 Slot 2: $500; Mirror: $1400&lt;br /&gt;
 Slot 3: $A00; Mirror: $1900&lt;br /&gt;
&lt;br /&gt;
Only edits to the main copy will be recognized by the game unless the main copy fails its checksum. Each copy has its own checksum.&lt;br /&gt;
&lt;br /&gt;
Addresses $1E00-$1FFE in SRAM are not used. No not assume that the free addresses are initialized to any specific or sensible value. The values from these addresses should be treated as undefined until initialized. Address $1FFF is used by the game to store temporary data.&lt;br /&gt;
&lt;br /&gt;
These offsets directly correspond to $7E:F--- for a particular save file is being played. When the game is finished it writes the information into bank $70 in the corresponding slot + offsets presented here. (e.g. For the second save file, the information will be saved to $70:0500-$70:09FF, and mirrored at $70:1400-$70:18FF.)&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
&lt;br /&gt;
The SRAM save loading routing relies upon an inverse checksum. Additions to any byte in the .srm file, must be subtracted from that save game's checksum to maintain integrity. Failure to observe this precaution will cause the game to attempt to load the mirror copy. Should the mirror copy also fail the checksum verification, the save slot will be cleared.&lt;br /&gt;
&lt;br /&gt;
== SRAM Map ==&lt;br /&gt;
&lt;br /&gt;
=== $000 - $24F : Data for Rooms ===&lt;br /&gt;
&lt;br /&gt;
Room Information: There are $128 (296) rooms in in the ROM. Each room has one word of information devoted to it.&lt;br /&gt;
&lt;br /&gt;
High Byte               Low Byte&lt;br /&gt;
d d d d b k ck cr       c c c c q q q q      &lt;br /&gt;
&lt;br /&gt;
c - chest, big key chest, or big key lock. Any combination of them totalling to 6 is valid.&lt;br /&gt;
q - quadrants visited: &lt;br /&gt;
k - key or item (such as a 300 rupee gift)&lt;br /&gt;
d - door opened (either unlocked, bombed or other means)&lt;br /&gt;
r - special rupee tiles, whether they've been obtained or not.&lt;br /&gt;
b - boss battle won&lt;br /&gt;
&lt;br /&gt;
qqqq corresponds to 4321, so if quadrants 4 and 1 have been &amp;quot;seen&amp;quot; by Link, then qqqq will look like 1001. The quadrants are laid out like so in each room:&lt;br /&gt;
&lt;br /&gt;
--------------- &lt;br /&gt;
|      |      |&lt;br /&gt;
|  4   |  3   |&lt;br /&gt;
|      |      |&lt;br /&gt;
|-------------|&lt;br /&gt;
|      |      |&lt;br /&gt;
|  2   |  1   |&lt;br /&gt;
|      |      |&lt;br /&gt;
---------------&lt;br /&gt;
&lt;br /&gt;
=== $250 - $27F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional room information that was not included in the final game. This would bring the grand total to $140 (320) possible rooms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== $280 - $2FF : Overworld Event Information ===&lt;br /&gt;
&lt;br /&gt;
    (one byte per area)&lt;br /&gt;
&lt;br /&gt;
    ?ho???s?&lt;br /&gt;
&lt;br /&gt;
        o - If set, the area will draw its designated overlay when you enter it. &lt;br /&gt;
            e.g. If you're triggered misery mire then the entrance shows up there the next time you enter that area.&lt;br /&gt;
            You can view overlays in the latest release of Hyrule Magic (v0.963).&lt;br /&gt;
            Other overlays include stairs leading underground, and the removal of the weathervane after it has exploded.&lt;br /&gt;
        &lt;br /&gt;
        s - If set, the area will draw its secondary overlay when you enter it.&lt;br /&gt;
        &lt;br /&gt;
        h - If set, heart piece has been collected in this area already.&lt;br /&gt;
            Also used for a handful of other sprites.&lt;br /&gt;
        &lt;br /&gt;
        ? - unknown and probably unused.&lt;br /&gt;
&lt;br /&gt;
=== $300 - $33F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional overworld data that was not included in the final game. This would allow for $C0 (192) overworld areas in total. Note areas $80 and $82 are used but don't save data the way the other areas do. (i.e. not here)&lt;br /&gt;
&lt;br /&gt;
== Unfinished / Unformatted Section ==&lt;br /&gt;
&lt;br /&gt;
=== $340 - $38B : Item Information ===&lt;br /&gt;
&lt;br /&gt;
Bow:              $340. 0 - nothing. 1 - bow w/ no arrows. 2 - bow w/ arrows. 3 - silver arrows&lt;br /&gt;
&lt;br /&gt;
Boomerang:        $341. 0 - nothing. 1 - blue boomerang. 2 - red boomerang. &lt;br /&gt;
&lt;br /&gt;
Hookshot:         $342. 0 - nothing. 1 - hookshot.&lt;br /&gt;
&lt;br /&gt;
Bombs:            $343. How many bombs you have. Can exceed 0x50, up to 0xff&lt;br /&gt;
&lt;br /&gt;
Mushroom:         $344: 0 - nothing. 1 - Mushroom. 2 - Magic Powder&lt;br /&gt;
&lt;br /&gt;
Fire Rod:         $345: 0 - nothing. 1 - Fire Rod.&lt;br /&gt;
&lt;br /&gt;
Ice Rod:          $346: 0 - nothing. 1 - Ice Rod.&lt;br /&gt;
&lt;br /&gt;
Bombos Medallion: $347: 0 - nothing. 1 - Bombos Medallion.&lt;br /&gt;
&lt;br /&gt;
Ether Medallion:  $348: 0 - nothing. 1 - Ether Medallion.&lt;br /&gt;
&lt;br /&gt;
Quake Medallion:  $349: 0 - nothing. 1 - Quake Medallion.&lt;br /&gt;
&lt;br /&gt;
Torch:            $34A. 0 - nothing. 1 - torch.&lt;br /&gt;
&lt;br /&gt;
Hammer:           $34B. 0 - nothing. 1 - magic hammer. &lt;br /&gt;
&lt;br /&gt;
Flute:            $34C. 0 - nothing. 1 - shovel. 2 - flute, no bird. 3 - flue, bird activated.&lt;br /&gt;
&lt;br /&gt;
Bug Catching Net: $34D. 0 - nothing. 1 - bug catching net.&lt;br /&gt;
&lt;br /&gt;
Book of&lt;br /&gt;
Mudora:           $34E. 0 - nothing. 1 - Book of Mudora&lt;br /&gt;
&lt;br /&gt;
Bottles:          $34F: 0 - nothing. 1 - has bottles.&lt;br /&gt;
&lt;br /&gt;
Cane of&lt;br /&gt;
Somaria:          $350. 0 - nothing. 1 - cane of somaria.&lt;br /&gt;
&lt;br /&gt;
Cane of&lt;br /&gt;
Byrna:            $351. 0 - nothing. 1 - cane of byrna.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Cape:             $352. 0 - nothing. 1 - magic cape.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Mirror:           $353. 0 - nothing. 1 - scroll looking thing that works like mirror. &lt;br /&gt;
                        2 - mirror with correct graphic.&lt;br /&gt;
&lt;br /&gt;
Gloves:           $354. 0 - normal strength. 1 - Power Gloves. 2 - Titan's Mitt&lt;br /&gt;
&lt;br /&gt;
Boots:            $355. 0 - nothing. 1 - boots. *Just having the boots isn't enough to dash.&lt;br /&gt;
                        You must have the ability flag corresponding to run set as well.&lt;br /&gt;
                        See $379.&lt;br /&gt;
&lt;br /&gt;
Flippers:         $356. 0 - nothing. 1 - flippers. Having this allows you to swim, but doesn't make&lt;br /&gt;
                        the swim ability text show up by itself. See $379&lt;br /&gt;
                        Unlike the boots, the ability is granted, as long as you have this item.&lt;br /&gt;
&lt;br /&gt;
Moon Pearl:       $357. 0 - nothing. 1 - moon pearl.&lt;br /&gt;
&lt;br /&gt;
????              $358. Unused? Beginning to think it really is unused. &lt;br /&gt;
                        Not even referenced in the rom by any means that I could see.&lt;br /&gt;
&lt;br /&gt;
Sword:            $359. &lt;br /&gt;
                        0-No sword&lt;br /&gt;
                        1-Fighter Sword&lt;br /&gt;
                        2-Master Sword&lt;br /&gt;
                        3-Tempered Sword&lt;br /&gt;
                        4-Golden Sword&lt;br /&gt;
      &lt;br /&gt;
                        ***See Side Note 2***&lt;br /&gt;
&lt;br /&gt;
Shield:           $35A.      &lt;br /&gt;
                        0-No shield&lt;br /&gt;
                        1-Blue Shield&lt;br /&gt;
                        2-Hero's Shield&lt;br /&gt;
                        3-Mirror Shield  &lt;br /&gt;
                  &lt;br /&gt;
                        ***See Side Note 2***&lt;br /&gt;
&lt;br /&gt;
Armor:            $35B. &lt;br /&gt;
                        0-Green Jerkin&lt;br /&gt;
                        1-Blue Mail&lt;br /&gt;
                        2-Red Mail&lt;br /&gt;
                  &lt;br /&gt;
                        ***See Side Note 2***&lt;br /&gt;
&lt;br /&gt;
Bottle:           $35C-F&lt;br /&gt;
                        0-No bottle&lt;br /&gt;
                        1-Mushroom (no use)&lt;br /&gt;
                        2-Empty bottle&lt;br /&gt;
                        3-Red Potion&lt;br /&gt;
                        4-Green Potion&lt;br /&gt;
                        5-Blue Potion&lt;br /&gt;
                        6-Fairy&lt;br /&gt;
                        7-Bee&lt;br /&gt;
                        8-Good Bee&lt;br /&gt;
      &lt;br /&gt;
Rupees:           $360-1 (Goal)&lt;br /&gt;
                  $362-3 (Actual).&lt;br /&gt;
                  &lt;br /&gt;
                  This number can be set above the 999 limit. &lt;br /&gt;
                  It is a word, so you can have lots of rupees. (Up to about 65000) &lt;br /&gt;
                  One word is capacity, The other is your current supply.&lt;br /&gt;
&lt;br /&gt;
THE COMPASS, BIG KEY, AND DUNGEON MAP WORD LOCATIONS ARE ALL MAPPED OUT THE SAME WAY, AS YOU WILL OBSERVE.&lt;br /&gt;
&lt;br /&gt;
Note: The unused areas would correspond to dungeon numbers $1C and $1E in the variable $7E040C, but alas there are no dungeons&lt;br /&gt;
in the game with those values. &lt;br /&gt;
&lt;br /&gt;
If you see &amp;quot;(doesn't exist)&amp;quot; it means this feature was not used in this dungeon in the original, in case you were wondering.&lt;br /&gt;
&lt;br /&gt;
Compass1:           $364.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Compass of Ganon's Tower&lt;br /&gt;
                              bit 3: Compass of Turtle Rock&lt;br /&gt;
                              bit 4: Compass of Gargoyle's domain&lt;br /&gt;
                              bit 5: Compass of Tower of Hera&lt;br /&gt;
                              bit 6: Compass of Ice Palace&lt;br /&gt;
                              bit 7: Compass of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Compass2:           $365      bit 0: Compass of Misery Mire.&lt;br /&gt;
                              bit 1: Compass of Dark Palace&lt;br /&gt;
                              bit 2: Compass of Swamp Palace&lt;br /&gt;
                              bit 3: Compass of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Compass of Desert Palace&lt;br /&gt;
                              bit 5: Compass of Eastern Palace&lt;br /&gt;
                              bit 6: Compass of Hyrule Castle (doesn't exist)&lt;br /&gt;
                              bit 7: Compass of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
BigKey1:            $366.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Big Key of Ganon's Tower&lt;br /&gt;
                              bit 3: Big Key of Turtle Rock&lt;br /&gt;
                              bit 4: Big Key of Gargoyle's domain&lt;br /&gt;
                              bit 5: Big Key of Tower of Hera&lt;br /&gt;
                              bit 6: Big Key of Ice Palace&lt;br /&gt;
                              bit 7: Big Key of Skull Woods. &lt;br /&gt;
                        &lt;br /&gt;
BigKey2:            $367.     bit 0: Big Key of Misery Mire.&lt;br /&gt;
                              bit 1: Big Key of Dark Palace&lt;br /&gt;
                              bit 2: Big Key of Swamp Palace&lt;br /&gt;
                              bit 3: Big Key of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Big Key of Desert Palace&lt;br /&gt;
                              bit 5: Big Key of Eastern Palace&lt;br /&gt;
                              bit 6: Big Key of Hyrule Castle&lt;br /&gt;
                              bit 7: Big Key of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Dungeon map1:       $368.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Map of Ganon's Tower&lt;br /&gt;
                              bit 3: Map of Turtle Rock&lt;br /&gt;
                              bit 4: Map of Gargoyle's domain&lt;br /&gt;
                              bit 5: Map of Tower of Hera&lt;br /&gt;
                              bit 6: Map of Ice Palace&lt;br /&gt;
                              bit 7: Map of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Dungeon map2:       $369      bit 0: Map of Misery Mire&lt;br /&gt;
                              bit 1: Map of Dark Palace&lt;br /&gt;
                              bit 2: Map of Swamp Palace&lt;br /&gt;
                              bit 3: Map of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Map of Desert Palace&lt;br /&gt;
                              bit 5: Map of Eastern Palace&lt;br /&gt;
                              bit 6: Map of Hyrule Castle&lt;br /&gt;
                              bit 7: Map of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Wishing Pond Rupee  $36A. Number of rupees in the pond&lt;br /&gt;
Count&lt;br /&gt;
&lt;br /&gt;
Heart pieces&lt;br /&gt;
collected:          $36B. Number of heart pieces (out of four) you have earned&lt;br /&gt;
&lt;br /&gt;
Health:             $36C. Goal (capacity) Health. Each increment of $08 is worth one heart.&lt;br /&gt;
                          $04 is a half heart. The max is generally $A0. &lt;br /&gt;
                          The game is coded to not accept health values beyond this.&lt;br /&gt;
                  &lt;br /&gt;
                    $36D. Actual Health. Same as above, but this reflects&lt;br /&gt;
                          your current health status rather than potential.&lt;br /&gt;
&lt;br /&gt;
Magic Power:        $36E. Magic power ranges from 0 to $80 (128). Each small bottle refills $10. &lt;br /&gt;
                        Setting Magic above $80 causes the magic meter to glitch and you can't &lt;br /&gt;
                        use special items.&lt;br /&gt;
&lt;br /&gt;
Keys:               $36F. Number of Keys you have in the dungeon you are currently in. &lt;br /&gt;
                        You can earn keys on the overworld but they don't do anything. &lt;br /&gt;
                        If you're in a non-keyed dungeon it will generally read $FF.&lt;br /&gt;
&lt;br /&gt;
Bomb Upgrades:      $370. Number of upgrades your bomb capacity has received. Behavior varies after a &lt;br /&gt;
                          while. Will probably need recoding to be consistent.&lt;br /&gt;
&lt;br /&gt;
Arrow Upgrades:     $371. Number of upgrades your arrow capacity has received. &lt;br /&gt;
                          Same as above, more or less.&lt;br /&gt;
&lt;br /&gt;
Hearts filler:      $372. Write to this location to fill in a set number of hearts. &lt;br /&gt;
                          Make sure to write in a multiple of $08. &lt;br /&gt;
                          Otherwise, you will end up filling the whole life meter.&lt;br /&gt;
&lt;br /&gt;
Magic filler:       $373. Write to this location how much magic power you want filled up. The maximum &lt;br /&gt;
                         effective value is $80.&lt;br /&gt;
&lt;br /&gt;
Pendants:           $374. Bit 0: Courage&lt;br /&gt;
                          Bit 1: Wisdom&lt;br /&gt;
                          Bit 2: Power&lt;br /&gt;
&lt;br /&gt;
Bomb filler:        $375. Write to this location to add X bombs to your arsenal. It will not exceed your &lt;br /&gt;
                          maximum, as defined with $370&lt;br /&gt;
&lt;br /&gt;
Arrow filler:       $376. Write to this location to add X arrows to your arsenal. It will not exceed your &lt;br /&gt;
                        maximum, as defined with $371.&lt;br /&gt;
&lt;br /&gt;
Arrows:             $377. Can exceed 70.&lt;br /&gt;
&lt;br /&gt;
????                $378. ????&lt;br /&gt;
&lt;br /&gt;
Ability Flags:      $379. Bit 0: &lt;br /&gt;
                          Bit 1: Swim&lt;br /&gt;
                          Bit 2: Run / Dash&lt;br /&gt;
                          Bit 3: Pull&lt;br /&gt;
                          Bit 4: ----&lt;br /&gt;
                          Bit 5: Talk&lt;br /&gt;
                          Bit 6: Read&lt;br /&gt;
                          Bit 7: ----&lt;br /&gt;
&lt;br /&gt;
Crystals:           $37A. Bit 0: Misery Mire&lt;br /&gt;
                          Bit 1: Dark Palace&lt;br /&gt;
                          Bit 2: Ice Palace&lt;br /&gt;
                          Bit 3: Turtle Rock&lt;br /&gt;
                          Bit 4: Swamp Palace&lt;br /&gt;
                          Bit 5: Gargoyle's Domain&lt;br /&gt;
                          Bit 6: Skull Woods&lt;br /&gt;
&lt;br /&gt;
Magic usage         $37B. $0: normal consumption&lt;br /&gt;
                          $1: 1/2 consumption&lt;br /&gt;
                          $2: 1/4 consumption&lt;br /&gt;
&lt;br /&gt;
Keys earned per dungeon:&lt;br /&gt;
                    $37C: Sewer Passage&lt;br /&gt;
                    $37D: Hyrule Castle&lt;br /&gt;
                    $37E: Eastern Palace&lt;br /&gt;
                    $37F: Desert Palace&lt;br /&gt;
                    $380: Hyrule Castle 2&lt;br /&gt;
                    $381: Swamp Palace&lt;br /&gt;
                    $382: Dark Palace&lt;br /&gt;
                    $383: Misery Mire&lt;br /&gt;
                    $384: Skull Woods&lt;br /&gt;
                    $385: Ice Palace&lt;br /&gt;
                    $386: Tower of Hera&lt;br /&gt;
                    $387: Gargoyle's Domain&lt;br /&gt;
                    $388: Turtle Rock&lt;br /&gt;
                    $389: Ganon's Tower&lt;br /&gt;
                    $38A: ??? possibly unused. (Were they planning two extra dungeons perhaps?)&lt;br /&gt;
                    $38B: ??? possibly unused.&lt;br /&gt;
&lt;br /&gt;
--- Game Event Information ---&lt;br /&gt;
&lt;br /&gt;
Progress Indicator (value, not bitwise)&lt;br /&gt;
$3C5: $0: Unset, Will put Link in his bed state at the beginning of the game. (Also can't use sword or shield)&lt;br /&gt;
      $1: You have a sword and start in the castle on start up.&lt;br /&gt;
      $2: Indicates you have completed the first Hyrule Castle dungeon.&lt;br /&gt;
      $3: Indicates you have beaten Agahnim and are now searching for crystals.&lt;br /&gt;
      $4 and above: meaningless. Though, you could write code using them to expand the event system perhaps.&lt;br /&gt;
&lt;br /&gt;
$3C6: Progress Flags (bitwise)&lt;br /&gt;
&lt;br /&gt;
    0 - Set after your Uncle gives you his gear in the secret passage.&lt;br /&gt;
        Prevents him from showing up there again.&lt;br /&gt;
    &lt;br /&gt;
    1 - Indicates that you've touched the dying priest in Sanctuary.&lt;br /&gt;
    &lt;br /&gt;
    2 - Set after you bring Zelda to sanctuary?&lt;br /&gt;
    &lt;br /&gt;
    3 - Unused? (98% certainty)&lt;br /&gt;
    &lt;br /&gt;
    4 - Set after Link's Uncle leaves your house. It's used to prevent him from respawning there.&lt;br /&gt;
    &lt;br /&gt;
    5 - Set after you obtain the Book of Mudora (this is a guess)&lt;br /&gt;
    &lt;br /&gt;
    6 - Seems to be a persistent flag that toggles between two possible&lt;br /&gt;
        statements that a fortune teller can give you during your &amp;quot;reading&amp;quot;.&lt;br /&gt;
        In other words, don't expect this to stay in one state if you're using&lt;br /&gt;
        fortune tellers. Has no other known purpose.&lt;br /&gt;
    &lt;br /&gt;
    7 - Unused? (98% certainty)&lt;br /&gt;
&lt;br /&gt;
Map Icons Indicator 2 (value, not bitwise)&lt;br /&gt;
$3C7:&lt;br /&gt;
    &lt;br /&gt;
    0x00 - ????&lt;br /&gt;
    0x01 - ????&lt;br /&gt;
    0x02 - ????&lt;br /&gt;
    0x03 - The Three Pendants&lt;br /&gt;
    0x04 - Master Sword in Lost Woods&lt;br /&gt;
    0x05 - Agahnim (skull icon at Hyrule Castle)&lt;br /&gt;
    0x06 - Just crystal 1 shown (Sahasrala's idea)&lt;br /&gt;
    0x07 - All crystals shown&lt;br /&gt;
    0x08 - Agahnim (skull icon at Ganon's Tower)&lt;br /&gt;
&lt;br /&gt;
    All values beyond 8 are invalid, it seems.&lt;br /&gt;
&lt;br /&gt;
Starting Entrance to use:&lt;br /&gt;
$3C8: Abbreviations:&lt;br /&gt;
&lt;br /&gt;
    LH = Link's House;&lt;br /&gt;
    SA = Sanctuary;&lt;br /&gt;
    MC = Mountain Cave;&lt;br /&gt;
    PP = Pyramid of Power in DW;  &lt;br /&gt;
    &lt;br /&gt;
    0: Start the game in Link's house always.&lt;br /&gt;
    1: SA.&lt;br /&gt;
    3: Secret passage under HC garden (near dying uncle).&lt;br /&gt;
    5: LH or SA or MC.&lt;br /&gt;
        &lt;br /&gt;
&lt;br /&gt;
Progress Indicator 3 (bitwise)&lt;br /&gt;
$3C9: 0: If set, means the bum gave you his bottle already.&lt;br /&gt;
      1: If set, means that the salesman in the village sold you a bottle already&lt;br /&gt;
      2: &lt;br /&gt;
      3: Flute Boy (DW) has been arborated&lt;br /&gt;
      4: Thief's Chest has been opened by the middle aged guy&lt;br /&gt;
      5: After you save the Smithy's partner, this bit gets set.&lt;br /&gt;
      6:&lt;br /&gt;
      7: Means Smithies have your sword. Once they give it back it's no longer set. (so nonpermanent)&lt;br /&gt;
&lt;br /&gt;
Lightworld / Darkworld&lt;br /&gt;
$3CA: 0:&lt;br /&gt;
      1:&lt;br /&gt;
      2:&lt;br /&gt;
      3:&lt;br /&gt;
      4:&lt;br /&gt;
      5:&lt;br /&gt;
      6: If set, we're in dark world. Other wise, in light world.&lt;br /&gt;
      7:&lt;br /&gt;
&lt;br /&gt;
Unused?&lt;br /&gt;
$3CB: ?????&lt;br /&gt;
      &lt;br /&gt;
$3CC[0x01] - (Tagalong) &lt;br /&gt;
    &lt;br /&gt;
    Tagalong Indicator (who is following you, if anyone?) (value based)&lt;br /&gt;
    &lt;br /&gt;
    Note: Don't use a value of 0x0F or larger here, as it will likely crash&lt;br /&gt;
    the game.&lt;br /&gt;
    &lt;br /&gt;
    0x00 - Tagalong disabled&lt;br /&gt;
    0x01 - Princess Zelda&lt;br /&gt;
    0x02 - ???&lt;br /&gt;
    0x03 - ???&lt;br /&gt;
    0x04 - Old Man?&lt;br /&gt;
    0x05 - Zelda (invisible) bitching at you about coming to rescue her.&lt;br /&gt;
    0x06 - Blind masquerading as a Maiden&lt;br /&gt;
    0x07 - Missing Dwarf (smithyfrog as I call him) in DW&lt;br /&gt;
    0x08 - Missing Dwarf in LW&lt;br /&gt;
    0x09 - Middle Aged Guy w/ Sign&lt;br /&gt;
    0x0A - Kiki the monkey&lt;br /&gt;
    0x0B - ???&lt;br /&gt;
    0x0C - Thief's chest&lt;br /&gt;
    0x0D - Super Bomb&lt;br /&gt;
    0x0E - Activated in reaction to acquiring the Master Sword. Used&lt;br /&gt;
           to trigger a telepathic message from Zelda indicating that Agahnim's&lt;br /&gt;
           goons have come for her at Sanctuary.&lt;br /&gt;
&lt;br /&gt;
$03CD[0x02] - &lt;br /&gt;
    &lt;br /&gt;
    Cached Y coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$03CF[0x02] - &lt;br /&gt;
&lt;br /&gt;
    Cached X coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
$3D1: ????&lt;br /&gt;
&lt;br /&gt;
$3D2: &lt;br /&gt;
&lt;br /&gt;
$3D3: Set to 0 normally. Set to $80 if a Super Bomb is going off.&lt;br /&gt;
&lt;br /&gt;
$3D4-$3D8: ????&lt;br /&gt;
&lt;br /&gt;
Player's Name&lt;br /&gt;
$3D9-$3E4: See appendix for listing of character codes. Note each of the six letters is represented by a 16-bit number.&lt;br /&gt;
&lt;br /&gt;
Validity (Checksum) of the File:&lt;br /&gt;
$3E5-$3E6:  There is a subroutine in the ROM that checks to make sure this value is 0x55AA. &lt;br /&gt;
            (Note the reverse byte order in the actual SRAM.) &lt;br /&gt;
            If you alter this your file is automatically tagged for deletion at startup. &lt;br /&gt;
            The game is designed to delete it, it's not a Super NES feature or anything. &lt;br /&gt;
            In short, Don't mess with it. Unused game slots have the value 0x0000 here,&lt;br /&gt;
            and you will too if you mess with it - resulting in your save file(s) being wiped&lt;br /&gt;
            out.&lt;br /&gt;
&lt;br /&gt;
$3E7-$402 (?) Deaths totals for each dungeon. Each number is 16 bit. Thanks to Euclid for helping verify this!&lt;br /&gt;
      $3E7: Sewers&lt;br /&gt;
      $3E9: Hyrule Castle&lt;br /&gt;
      $3EB: Eastern Palace&lt;br /&gt;
      $3ED: Desert Palace&lt;br /&gt;
      $3EF: Hyrule Castle 2&lt;br /&gt;
      $3F1: Swamp Palace&lt;br /&gt;
      $3F3: Dark Palace&lt;br /&gt;
      $3F5: Misery Mire&lt;br /&gt;
      $3F7: Skull Woods&lt;br /&gt;
      $3F9: Ice Palace&lt;br /&gt;
      $3FB: Tower of Hera&lt;br /&gt;
      $3FD: Gargoyle's Domain&lt;br /&gt;
      $3FF: Turtle Rock&lt;br /&gt;
      $401: Ganon's Tower&lt;br /&gt;
&lt;br /&gt;
Life/Save Counter: &lt;br /&gt;
$403-4. Counts the number of times your saved or died in the game, before you beat it.&lt;br /&gt;
&lt;br /&gt;
PostGame Death Counter: &lt;br /&gt;
$405-6. When you start the game this is written to with the value -1 (0xFFFF). On the game select&lt;br /&gt;
screen, it will only display a number if this is not 0xFFFF. The max displayable number is 999.&lt;br /&gt;
When you beat the game, the number of times you died gets recorded here.&lt;br /&gt;
&lt;br /&gt;
Presumed to be unused&lt;br /&gt;
$407-$4FD: ????&lt;br /&gt;
&lt;br /&gt;
Inverse Checksum: $4FE-F. If you add numbers to the file, you need to subtract from this location. See Side Note 3 for more information.&lt;br /&gt;
&lt;br /&gt;
===============================================================================================&lt;br /&gt;
&lt;br /&gt;
Appendix:&lt;br /&gt;
&lt;br /&gt;
Side Note 2: Items other than the standard equipment can be equipped. For instance, it's possible&lt;br /&gt;
to equip the compass as a sword. By some miracle, the items you end up with often work the same&lt;br /&gt;
way as their appropriate counterparts. Sometimes they are far superior to the normal items, and&lt;br /&gt;
sometimes they just suck. At least one item makes your armor invincible! Just experiment a little.&lt;br /&gt;
Beware, the palletes will not be standard.&lt;br /&gt;
&lt;br /&gt;
Side Note 3: A tutorial on inverse checksums. Let's say I add to location $3EE. Now E = 14 in the&lt;br /&gt;
decimal system. (Note we are looking at the last digit. &amp;quot;E&amp;quot; that is.) Therefore $3EE is even. &lt;br /&gt;
&lt;br /&gt;
If I add a value to a memory location with an even address,&lt;br /&gt;
I must subtract from the even address of the inverse checksum. Example: Suppose I add $4 to $305.&lt;br /&gt;
$305 is odd, so I SUBTRACT $4 from the odd checksum byte: $4FF. If I subtracted from $305, I must&lt;br /&gt;
add to $4FF. This maintains the &amp;quot;balance&amp;quot; of the file and keeps it from being erased.&lt;br /&gt;
&lt;br /&gt;
Now this will work for slight changes in the checksum, but it takes a bit of insight to recognize&lt;br /&gt;
that the checksum is really a 16-bit number, not just two 8-bit numbers functioning separately.&lt;br /&gt;
&lt;br /&gt;
(edit later)&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
Character Codes:&lt;br /&gt;
&lt;br /&gt;
Alpha-numeric&lt;br /&gt;
&lt;br /&gt;
00-A 01-B 02-C 03-D 04-E 05-F 06=G 07-H 08-I^ 09-J 0A-K 0B-L 0C-M 0D-N OE-O OF-P &lt;br /&gt;
10-??&lt;br /&gt;
20-Q 21-R 22-S 23-T 24-U 25-V 26-W 27-X 28-Y 29-Z 2A-a 2B-b-2C-c 2D-d 2E-e 2F-f&lt;br /&gt;
40-g 41-h 42-k 43-j 44-i 45-l 46-m 47-n 48-o 49-p 4A-q 4B-r 4C-s 4D-t 4E-u 4F-v&lt;br /&gt;
&lt;br /&gt;
60-w 61-x 62-y 63-z 64-0 65-1 66-2 67-3 68-4 69-5 6A-6 6B-7 6C-8 6D-9 6E-&amp;quot;?&amp;quot; 6F-&amp;quot;!&amp;quot;&lt;br /&gt;
80-&amp;quot;-&amp;quot; 81-&amp;quot;.&amp;quot; 82-&amp;quot;,&amp;quot;   85-&amp;quot;(&amp;quot; 86-&amp;quot;)&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Special characters (not normally accessible. This is by far an incomplete listing)&lt;br /&gt;
&lt;br /&gt;
A0-small right arrow A1-&amp;quot;'&amp;quot; (apostrophe) A2-HPiece again A3-&amp;quot;empty right hand heart cont.&amp;quot;&lt;br /&gt;
A4-see A7 A5-Same as A7 A6-&amp;quot;Quarter Heart piece, top right corner.&amp;quot;&lt;br /&gt;
A7-&amp;quot;Heart piece,left half&amp;quot; A8-&amp;quot;Heart piece, right half&amp;quot; A9-blank AA-&amp;quot;left arrow&amp;quot; &lt;br /&gt;
SNES Button Alphabet: AB-A AC-B AD-X AE-Y&lt;br /&gt;
AF-I&lt;br /&gt;
B1-blank^&lt;br /&gt;
&lt;br /&gt;
^This code is not the canon encoding of this character. ex. AF is the proper &amp;quot;I&amp;quot;. 08 is not.&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=344</id>
		<title>SRAM Map</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=SRAM_Map&amp;diff=344"/>
				<updated>2016-04-19T03:05:13Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: Created page with &amp;quot;== Overview ==  All offsets presented here are relative to the start of each save slot. There are $500 bytes for each slot. Note that each slot is mirrored, at a later point i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
All offsets presented here are relative to the start of each save slot. There are $500 bytes for each slot. Note that&lt;br /&gt;
each slot is mirrored, at a later point in SRAM.&lt;br /&gt;
&lt;br /&gt;
Slot 1: $000; Mirror: $F00&lt;br /&gt;
Slot 2: $500; Mirror: $1400&lt;br /&gt;
Slot 3: $A00; Mirror: $1900&lt;br /&gt;
&lt;br /&gt;
Only edits to the main copy will be recognized by the game unless the main copy fails its checksum. Each copy has its own checksum.&lt;br /&gt;
&lt;br /&gt;
Addresses $1E00-$1FFE in SRAM are not used. No not assume that the free addresses are initialized to any specific or sensible value. The values from these addresses should be treated as undefined until initialized. Address $1FFF is used by the game to store temporary data.&lt;br /&gt;
&lt;br /&gt;
These offsets directly correspond to $7E:F--- for a particular save file is being played. When the game is finished it writes the information into bank $70 in the corresponding slot + offsets presented here. (e.g. For the second save file, the information will be saved to $70:0500-$70:09FF, and mirrored at $70:1400-$70:18FF.)&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
&lt;br /&gt;
The SRAM save loading routing relies upon an inverse checksum. Additions to any byte in the .srm file, must be subtracted from that save game's checksum to maintain integrity. Failure to observe this precaution will cause the game to attempt to load the mirror copy. Should the mirror copy also fail the checksum verification, the save slot will be cleared.&lt;br /&gt;
&lt;br /&gt;
== SRAM Map ==&lt;br /&gt;
&lt;br /&gt;
=== $000 - $24F : Data for Rooms ===&lt;br /&gt;
&lt;br /&gt;
Room Information: There are $128 (296) rooms in in the ROM. Each room has one word of information devoted to it.&lt;br /&gt;
&lt;br /&gt;
High Byte               Low Byte&lt;br /&gt;
d d d d b k ck cr       c c c c q q q q      &lt;br /&gt;
&lt;br /&gt;
c - chest, big key chest, or big key lock. Any combination of them totalling to 6 is valid.&lt;br /&gt;
q - quadrants visited: &lt;br /&gt;
k - key or item (such as a 300 rupee gift)&lt;br /&gt;
d - door opened (either unlocked, bombed or other means)&lt;br /&gt;
r - special rupee tiles, whether they've been obtained or not.&lt;br /&gt;
b - boss battle won&lt;br /&gt;
&lt;br /&gt;
qqqq corresponds to 4321, so if quadrants 4 and 1 have been &amp;quot;seen&amp;quot; by Link, then qqqq will look like 1001. The quadrants are laid out like so in each room:&lt;br /&gt;
&lt;br /&gt;
--------------- &lt;br /&gt;
|      |      |&lt;br /&gt;
|  4   |  3   |&lt;br /&gt;
|      |      |&lt;br /&gt;
|-------------|&lt;br /&gt;
|      |      |&lt;br /&gt;
|  2   |  1   |&lt;br /&gt;
|      |      |&lt;br /&gt;
---------------&lt;br /&gt;
&lt;br /&gt;
=== $250 - $27F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional room information that was not included in the final game. This would bring the grand total to $140 (320) possible rooms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== $280 - $2FF : Overworld Event Information ===&lt;br /&gt;
&lt;br /&gt;
    (one byte per area)&lt;br /&gt;
&lt;br /&gt;
    ?ho???s?&lt;br /&gt;
&lt;br /&gt;
        o - If set, the area will draw its designated overlay when you enter it. &lt;br /&gt;
            e.g. If you're triggered misery mire then the entrance shows up there the next time you enter that area.&lt;br /&gt;
            You can view overlays in the latest release of Hyrule Magic (v0.963).&lt;br /&gt;
            Other overlays include stairs leading underground, and the removal of the weathervane after it has exploded.&lt;br /&gt;
        &lt;br /&gt;
        s - If set, the area will draw its secondary overlay when you enter it.&lt;br /&gt;
        &lt;br /&gt;
        h - If set, heart piece has been collected in this area already.&lt;br /&gt;
            Also used for a handful of other sprites.&lt;br /&gt;
        &lt;br /&gt;
        ? - unknown and probably unused.&lt;br /&gt;
&lt;br /&gt;
=== $300 - $33F : Unused ===&lt;br /&gt;
&lt;br /&gt;
This area is believed to have been left to store additional overworld data that was not included in the final game. This would allow for $C0 (192) overworld areas in total. Note areas $80 and $82 are used but don't save data the way the other areas do. (i.e. not here)&lt;br /&gt;
&lt;br /&gt;
== Unfinished / Unformatted Section ==&lt;br /&gt;
&lt;br /&gt;
=== $340 - $38B : Item Information ===&lt;br /&gt;
&lt;br /&gt;
Bow:              $340. 0 - nothing. 1 - bow w/ no arrows. 2 - bow w/ arrows. 3 - silver arrows&lt;br /&gt;
&lt;br /&gt;
Boomerang:        $341. 0 - nothing. 1 - blue boomerang. 2 - red boomerang. &lt;br /&gt;
&lt;br /&gt;
Hookshot:         $342. 0 - nothing. 1 - hookshot.&lt;br /&gt;
&lt;br /&gt;
Bombs:            $343. How many bombs you have. Can exceed 0x50, up to 0xff&lt;br /&gt;
&lt;br /&gt;
Mushroom:         $344: 0 - nothing. 1 - Mushroom. 2 - Magic Powder&lt;br /&gt;
&lt;br /&gt;
Fire Rod:         $345: 0 - nothing. 1 - Fire Rod.&lt;br /&gt;
&lt;br /&gt;
Ice Rod:          $346: 0 - nothing. 1 - Ice Rod.&lt;br /&gt;
&lt;br /&gt;
Bombos Medallion: $347: 0 - nothing. 1 - Bombos Medallion.&lt;br /&gt;
&lt;br /&gt;
Ether Medallion:  $348: 0 - nothing. 1 - Ether Medallion.&lt;br /&gt;
&lt;br /&gt;
Quake Medallion:  $349: 0 - nothing. 1 - Quake Medallion.&lt;br /&gt;
&lt;br /&gt;
Torch:            $34A. 0 - nothing. 1 - torch.&lt;br /&gt;
&lt;br /&gt;
Hammer:           $34B. 0 - nothing. 1 - magic hammer. &lt;br /&gt;
&lt;br /&gt;
Flute:            $34C. 0 - nothing. 1 - shovel. 2 - flute, no bird. 3 - flue, bird activated.&lt;br /&gt;
&lt;br /&gt;
Bug Catching Net: $34D. 0 - nothing. 1 - bug catching net.&lt;br /&gt;
&lt;br /&gt;
Book of&lt;br /&gt;
Mudora:           $34E. 0 - nothing. 1 - Book of Mudora&lt;br /&gt;
&lt;br /&gt;
Bottles:          $34F: 0 - nothing. 1 - has bottles.&lt;br /&gt;
&lt;br /&gt;
Cane of&lt;br /&gt;
Somaria:          $350. 0 - nothing. 1 - cane of somaria.&lt;br /&gt;
&lt;br /&gt;
Cane of&lt;br /&gt;
Byrna:            $351. 0 - nothing. 1 - cane of byrna.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Cape:             $352. 0 - nothing. 1 - magic cape.&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
Mirror:           $353. 0 - nothing. 1 - scroll looking thing that works like mirror. &lt;br /&gt;
                        2 - mirror with correct graphic.&lt;br /&gt;
&lt;br /&gt;
Gloves:           $354. 0 - normal strength. 1 - Power Gloves. 2 - Titan's Mitt&lt;br /&gt;
&lt;br /&gt;
Boots:            $355. 0 - nothing. 1 - boots. *Just having the boots isn't enough to dash.&lt;br /&gt;
                        You must have the ability flag corresponding to run set as well.&lt;br /&gt;
                        See $379.&lt;br /&gt;
&lt;br /&gt;
Flippers:         $356. 0 - nothing. 1 - flippers. Having this allows you to swim, but doesn't make&lt;br /&gt;
                        the swim ability text show up by itself. See $379&lt;br /&gt;
                        Unlike the boots, the ability is granted, as long as you have this item.&lt;br /&gt;
&lt;br /&gt;
Moon Pearl:       $357. 0 - nothing. 1 - moon pearl.&lt;br /&gt;
&lt;br /&gt;
????              $358. Unused? Beginning to think it really is unused. &lt;br /&gt;
                        Not even referenced in the rom by any means that I could see.&lt;br /&gt;
&lt;br /&gt;
Sword:            $359. &lt;br /&gt;
                        0-No sword&lt;br /&gt;
                        1-Fighter Sword&lt;br /&gt;
                        2-Master Sword&lt;br /&gt;
                        3-Tempered Sword&lt;br /&gt;
                        4-Golden Sword&lt;br /&gt;
      &lt;br /&gt;
                        ***See Side Note 2***&lt;br /&gt;
&lt;br /&gt;
Shield:           $35A.      &lt;br /&gt;
                        0-No shield&lt;br /&gt;
                        1-Blue Shield&lt;br /&gt;
                        2-Hero's Shield&lt;br /&gt;
                        3-Mirror Shield  &lt;br /&gt;
                  &lt;br /&gt;
                        ***See Side Note 2***&lt;br /&gt;
&lt;br /&gt;
Armor:            $35B. &lt;br /&gt;
                        0-Green Jerkin&lt;br /&gt;
                        1-Blue Mail&lt;br /&gt;
                        2-Red Mail&lt;br /&gt;
                  &lt;br /&gt;
                        ***See Side Note 2***&lt;br /&gt;
&lt;br /&gt;
Bottle:           $35C-F&lt;br /&gt;
                        0-No bottle&lt;br /&gt;
                        1-Mushroom (no use)&lt;br /&gt;
                        2-Empty bottle&lt;br /&gt;
                        3-Red Potion&lt;br /&gt;
                        4-Green Potion&lt;br /&gt;
                        5-Blue Potion&lt;br /&gt;
                        6-Fairy&lt;br /&gt;
                        7-Bee&lt;br /&gt;
                        8-Good Bee&lt;br /&gt;
      &lt;br /&gt;
Rupees:           $360-1 (Goal)&lt;br /&gt;
                  $362-3 (Actual).&lt;br /&gt;
                  &lt;br /&gt;
                  This number can be set above the 999 limit. &lt;br /&gt;
                  It is a word, so you can have lots of rupees. (Up to about 65000) &lt;br /&gt;
                  One word is capacity, The other is your current supply.&lt;br /&gt;
&lt;br /&gt;
THE COMPASS, BIG KEY, AND DUNGEON MAP WORD LOCATIONS ARE ALL MAPPED OUT THE SAME WAY, AS YOU WILL OBSERVE.&lt;br /&gt;
&lt;br /&gt;
Note: The unused areas would correspond to dungeon numbers $1C and $1E in the variable $7E040C, but alas there are no dungeons&lt;br /&gt;
in the game with those values. &lt;br /&gt;
&lt;br /&gt;
If you see &amp;quot;(doesn't exist)&amp;quot; it means this feature was not used in this dungeon in the original, in case you were wondering.&lt;br /&gt;
&lt;br /&gt;
Compass1:           $364.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Compass of Ganon's Tower&lt;br /&gt;
                              bit 3: Compass of Turtle Rock&lt;br /&gt;
                              bit 4: Compass of Gargoyle's domain&lt;br /&gt;
                              bit 5: Compass of Tower of Hera&lt;br /&gt;
                              bit 6: Compass of Ice Palace&lt;br /&gt;
                              bit 7: Compass of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Compass2:           $365      bit 0: Compass of Misery Mire.&lt;br /&gt;
                              bit 1: Compass of Dark Palace&lt;br /&gt;
                              bit 2: Compass of Swamp Palace&lt;br /&gt;
                              bit 3: Compass of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Compass of Desert Palace&lt;br /&gt;
                              bit 5: Compass of Eastern Palace&lt;br /&gt;
                              bit 6: Compass of Hyrule Castle (doesn't exist)&lt;br /&gt;
                              bit 7: Compass of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
BigKey1:            $366.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Big Key of Ganon's Tower&lt;br /&gt;
                              bit 3: Big Key of Turtle Rock&lt;br /&gt;
                              bit 4: Big Key of Gargoyle's domain&lt;br /&gt;
                              bit 5: Big Key of Tower of Hera&lt;br /&gt;
                              bit 6: Big Key of Ice Palace&lt;br /&gt;
                              bit 7: Big Key of Skull Woods. &lt;br /&gt;
                        &lt;br /&gt;
BigKey2:            $367.     bit 0: Big Key of Misery Mire.&lt;br /&gt;
                              bit 1: Big Key of Dark Palace&lt;br /&gt;
                              bit 2: Big Key of Swamp Palace&lt;br /&gt;
                              bit 3: Big Key of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Big Key of Desert Palace&lt;br /&gt;
                              bit 5: Big Key of Eastern Palace&lt;br /&gt;
                              bit 6: Big Key of Hyrule Castle&lt;br /&gt;
                              bit 7: Big Key of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Dungeon map1:       $368.     bit 0: Unused&lt;br /&gt;
                              bit 1: Unused&lt;br /&gt;
                              bit 2: Map of Ganon's Tower&lt;br /&gt;
                              bit 3: Map of Turtle Rock&lt;br /&gt;
                              bit 4: Map of Gargoyle's domain&lt;br /&gt;
                              bit 5: Map of Tower of Hera&lt;br /&gt;
                              bit 6: Map of Ice Palace&lt;br /&gt;
                              bit 7: Map of Skull Woods. &lt;br /&gt;
&lt;br /&gt;
Dungeon map2:       $369      bit 0: Map of Misery Mire&lt;br /&gt;
                              bit 1: Map of Dark Palace&lt;br /&gt;
                              bit 2: Map of Swamp Palace&lt;br /&gt;
                              bit 3: Map of Hyrule Castle 2 (doesn't exist)&lt;br /&gt;
                              bit 4: Map of Desert Palace&lt;br /&gt;
                              bit 5: Map of Eastern Palace&lt;br /&gt;
                              bit 6: Map of Hyrule Castle&lt;br /&gt;
                              bit 7: Map of Sewer Passage (doesn't exist)&lt;br /&gt;
&lt;br /&gt;
Wishing Pond Rupee  $36A. Number of rupees in the pond&lt;br /&gt;
Count&lt;br /&gt;
&lt;br /&gt;
Heart pieces&lt;br /&gt;
collected:          $36B. Number of heart pieces (out of four) you have earned&lt;br /&gt;
&lt;br /&gt;
Health:             $36C. Goal (capacity) Health. Each increment of $08 is worth one heart.&lt;br /&gt;
                          $04 is a half heart. The max is generally $A0. &lt;br /&gt;
                          The game is coded to not accept health values beyond this.&lt;br /&gt;
                  &lt;br /&gt;
                    $36D. Actual Health. Same as above, but this reflects&lt;br /&gt;
                          your current health status rather than potential.&lt;br /&gt;
&lt;br /&gt;
Magic Power:        $36E. Magic power ranges from 0 to $80 (128). Each small bottle refills $10. &lt;br /&gt;
                        Setting Magic above $80 causes the magic meter to glitch and you can't &lt;br /&gt;
                        use special items.&lt;br /&gt;
&lt;br /&gt;
Keys:               $36F. Number of Keys you have in the dungeon you are currently in. &lt;br /&gt;
                        You can earn keys on the overworld but they don't do anything. &lt;br /&gt;
                        If you're in a non-keyed dungeon it will generally read $FF.&lt;br /&gt;
&lt;br /&gt;
Bomb Upgrades:      $370. Number of upgrades your bomb capacity has received. Behavior varies after a &lt;br /&gt;
                          while. Will probably need recoding to be consistent.&lt;br /&gt;
&lt;br /&gt;
Arrow Upgrades:     $371. Number of upgrades your arrow capacity has received. &lt;br /&gt;
                          Same as above, more or less.&lt;br /&gt;
&lt;br /&gt;
Hearts filler:      $372. Write to this location to fill in a set number of hearts. &lt;br /&gt;
                          Make sure to write in a multiple of $08. &lt;br /&gt;
                          Otherwise, you will end up filling the whole life meter.&lt;br /&gt;
&lt;br /&gt;
Magic filler:       $373. Write to this location how much magic power you want filled up. The maximum &lt;br /&gt;
                         effective value is $80.&lt;br /&gt;
&lt;br /&gt;
Pendants:           $374. Bit 0: Courage&lt;br /&gt;
                          Bit 1: Wisdom&lt;br /&gt;
                          Bit 2: Power&lt;br /&gt;
&lt;br /&gt;
Bomb filler:        $375. Write to this location to add X bombs to your arsenal. It will not exceed your &lt;br /&gt;
                          maximum, as defined with $370&lt;br /&gt;
&lt;br /&gt;
Arrow filler:       $376. Write to this location to add X arrows to your arsenal. It will not exceed your &lt;br /&gt;
                        maximum, as defined with $371.&lt;br /&gt;
&lt;br /&gt;
Arrows:             $377. Can exceed 70.&lt;br /&gt;
&lt;br /&gt;
????                $378. ????&lt;br /&gt;
&lt;br /&gt;
Ability Flags:      $379. Bit 0: &lt;br /&gt;
                          Bit 1: Swim&lt;br /&gt;
                          Bit 2: Run / Dash&lt;br /&gt;
                          Bit 3: Pull&lt;br /&gt;
                          Bit 4: ----&lt;br /&gt;
                          Bit 5: Talk&lt;br /&gt;
                          Bit 6: Read&lt;br /&gt;
                          Bit 7: ----&lt;br /&gt;
&lt;br /&gt;
Crystals:           $37A. Bit 0: Misery Mire&lt;br /&gt;
                          Bit 1: Dark Palace&lt;br /&gt;
                          Bit 2: Ice Palace&lt;br /&gt;
                          Bit 3: Turtle Rock&lt;br /&gt;
                          Bit 4: Swamp Palace&lt;br /&gt;
                          Bit 5: Gargoyle's Domain&lt;br /&gt;
                          Bit 6: Skull Woods&lt;br /&gt;
&lt;br /&gt;
Magic usage         $37B. $0: normal consumption&lt;br /&gt;
                          $1: 1/2 consumption&lt;br /&gt;
                          $2: 1/4 consumption&lt;br /&gt;
&lt;br /&gt;
Keys earned per dungeon:&lt;br /&gt;
                    $37C: Sewer Passage&lt;br /&gt;
                    $37D: Hyrule Castle&lt;br /&gt;
                    $37E: Eastern Palace&lt;br /&gt;
                    $37F: Desert Palace&lt;br /&gt;
                    $380: Hyrule Castle 2&lt;br /&gt;
                    $381: Swamp Palace&lt;br /&gt;
                    $382: Dark Palace&lt;br /&gt;
                    $383: Misery Mire&lt;br /&gt;
                    $384: Skull Woods&lt;br /&gt;
                    $385: Ice Palace&lt;br /&gt;
                    $386: Tower of Hera&lt;br /&gt;
                    $387: Gargoyle's Domain&lt;br /&gt;
                    $388: Turtle Rock&lt;br /&gt;
                    $389: Ganon's Tower&lt;br /&gt;
                    $38A: ??? possibly unused. (Were they planning two extra dungeons perhaps?)&lt;br /&gt;
                    $38B: ??? possibly unused.&lt;br /&gt;
&lt;br /&gt;
--- Game Event Information ---&lt;br /&gt;
&lt;br /&gt;
Progress Indicator (value, not bitwise)&lt;br /&gt;
$3C5: $0: Unset, Will put Link in his bed state at the beginning of the game. (Also can't use sword or shield)&lt;br /&gt;
      $1: You have a sword and start in the castle on start up.&lt;br /&gt;
      $2: Indicates you have completed the first Hyrule Castle dungeon.&lt;br /&gt;
      $3: Indicates you have beaten Agahnim and are now searching for crystals.&lt;br /&gt;
      $4 and above: meaningless. Though, you could write code using them to expand the event system perhaps.&lt;br /&gt;
&lt;br /&gt;
$3C6: Progress Flags (bitwise)&lt;br /&gt;
&lt;br /&gt;
    0 - Set after your Uncle gives you his gear in the secret passage.&lt;br /&gt;
        Prevents him from showing up there again.&lt;br /&gt;
    &lt;br /&gt;
    1 - Indicates that you've touched the dying priest in Sanctuary.&lt;br /&gt;
    &lt;br /&gt;
    2 - Set after you bring Zelda to sanctuary?&lt;br /&gt;
    &lt;br /&gt;
    3 - Unused? (98% certainty)&lt;br /&gt;
    &lt;br /&gt;
    4 - Set after Link's Uncle leaves your house. It's used to prevent him from respawning there.&lt;br /&gt;
    &lt;br /&gt;
    5 - Set after you obtain the Book of Mudora (this is a guess)&lt;br /&gt;
    &lt;br /&gt;
    6 - Seems to be a persistent flag that toggles between two possible&lt;br /&gt;
        statements that a fortune teller can give you during your &amp;quot;reading&amp;quot;.&lt;br /&gt;
        In other words, don't expect this to stay in one state if you're using&lt;br /&gt;
        fortune tellers. Has no other known purpose.&lt;br /&gt;
    &lt;br /&gt;
    7 - Unused? (98% certainty)&lt;br /&gt;
&lt;br /&gt;
Map Icons Indicator 2 (value, not bitwise)&lt;br /&gt;
$3C7:&lt;br /&gt;
    &lt;br /&gt;
    0x00 - ????&lt;br /&gt;
    0x01 - ????&lt;br /&gt;
    0x02 - ????&lt;br /&gt;
    0x03 - The Three Pendants&lt;br /&gt;
    0x04 - Master Sword in Lost Woods&lt;br /&gt;
    0x05 - Agahnim (skull icon at Hyrule Castle)&lt;br /&gt;
    0x06 - Just crystal 1 shown (Sahasrala's idea)&lt;br /&gt;
    0x07 - All crystals shown&lt;br /&gt;
    0x08 - Agahnim (skull icon at Ganon's Tower)&lt;br /&gt;
&lt;br /&gt;
    All values beyond 8 are invalid, it seems.&lt;br /&gt;
&lt;br /&gt;
Starting Entrance to use:&lt;br /&gt;
$3C8: Abbreviations:&lt;br /&gt;
&lt;br /&gt;
    LH = Link's House;&lt;br /&gt;
    SA = Sanctuary;&lt;br /&gt;
    MC = Mountain Cave;&lt;br /&gt;
    PP = Pyramid of Power in DW;  &lt;br /&gt;
    &lt;br /&gt;
    0: Start the game in Link's house always.&lt;br /&gt;
    1: SA.&lt;br /&gt;
    3: Secret passage under HC garden (near dying uncle).&lt;br /&gt;
    5: LH or SA or MC.&lt;br /&gt;
        &lt;br /&gt;
&lt;br /&gt;
Progress Indicator 3 (bitwise)&lt;br /&gt;
$3C9: 0: If set, means the bum gave you his bottle already.&lt;br /&gt;
      1: If set, means that the salesman in the village sold you a bottle already&lt;br /&gt;
      2: &lt;br /&gt;
      3: Flute Boy (DW) has been arborated&lt;br /&gt;
      4: Thief's Chest has been opened by the middle aged guy&lt;br /&gt;
      5: After you save the Smithy's partner, this bit gets set.&lt;br /&gt;
      6:&lt;br /&gt;
      7: Means Smithies have your sword. Once they give it back it's no longer set. (so nonpermanent)&lt;br /&gt;
&lt;br /&gt;
Lightworld / Darkworld&lt;br /&gt;
$3CA: 0:&lt;br /&gt;
      1:&lt;br /&gt;
      2:&lt;br /&gt;
      3:&lt;br /&gt;
      4:&lt;br /&gt;
      5:&lt;br /&gt;
      6: If set, we're in dark world. Other wise, in light world.&lt;br /&gt;
      7:&lt;br /&gt;
&lt;br /&gt;
Unused?&lt;br /&gt;
$3CB: ?????&lt;br /&gt;
      &lt;br /&gt;
$3CC[0x01] - (Tagalong) &lt;br /&gt;
    &lt;br /&gt;
    Tagalong Indicator (who is following you, if anyone?) (value based)&lt;br /&gt;
    &lt;br /&gt;
    Note: Don't use a value of 0x0F or larger here, as it will likely crash&lt;br /&gt;
    the game.&lt;br /&gt;
    &lt;br /&gt;
    0x00 - Tagalong disabled&lt;br /&gt;
    0x01 - Princess Zelda&lt;br /&gt;
    0x02 - ???&lt;br /&gt;
    0x03 - ???&lt;br /&gt;
    0x04 - Old Man?&lt;br /&gt;
    0x05 - Zelda (invisible) bitching at you about coming to rescue her.&lt;br /&gt;
    0x06 - Blind masquerading as a Maiden&lt;br /&gt;
    0x07 - Missing Dwarf (smithyfrog as I call him) in DW&lt;br /&gt;
    0x08 - Missing Dwarf in LW&lt;br /&gt;
    0x09 - Middle Aged Guy w/ Sign&lt;br /&gt;
    0x0A - Kiki the monkey&lt;br /&gt;
    0x0B - ???&lt;br /&gt;
    0x0C - Thief's chest&lt;br /&gt;
    0x0D - Super Bomb&lt;br /&gt;
    0x0E - Activated in reaction to acquiring the Master Sword. Used&lt;br /&gt;
           to trigger a telepathic message from Zelda indicating that Agahnim's&lt;br /&gt;
           goons have come for her at Sanctuary.&lt;br /&gt;
&lt;br /&gt;
$03CD[0x02] - &lt;br /&gt;
    &lt;br /&gt;
    Cached Y coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
$03CF[0x02] - &lt;br /&gt;
&lt;br /&gt;
    Cached X coordinate of Tagalong after it has been lost by the player.&lt;br /&gt;
    Applies to the old man and to the super bomb, at the very least.&lt;br /&gt;
    This is intended to be used not as a save game variable, but rather as&lt;br /&gt;
    a means of picking the Tagalong back up by getting in contact with it.&lt;br /&gt;
&lt;br /&gt;
$3D1: ????&lt;br /&gt;
&lt;br /&gt;
$3D2: &lt;br /&gt;
&lt;br /&gt;
$3D3: Set to 0 normally. Set to $80 if a Super Bomb is going off.&lt;br /&gt;
&lt;br /&gt;
$3D4-$3D8: ????&lt;br /&gt;
&lt;br /&gt;
Player's Name&lt;br /&gt;
$3D9-$3E4: See appendix for listing of character codes. Note each of the six letters is represented by a 16-bit number.&lt;br /&gt;
&lt;br /&gt;
Validity (Checksum) of the File:&lt;br /&gt;
$3E5-$3E6:  There is a subroutine in the ROM that checks to make sure this value is 0x55AA. &lt;br /&gt;
            (Note the reverse byte order in the actual SRAM.) &lt;br /&gt;
            If you alter this your file is automatically tagged for deletion at startup. &lt;br /&gt;
            The game is designed to delete it, it's not a Super NES feature or anything. &lt;br /&gt;
            In short, Don't mess with it. Unused game slots have the value 0x0000 here,&lt;br /&gt;
            and you will too if you mess with it - resulting in your save file(s) being wiped&lt;br /&gt;
            out.&lt;br /&gt;
&lt;br /&gt;
$3E7-$402 (?) Deaths totals for each dungeon. Each number is 16 bit. Thanks to Euclid for helping verify this!&lt;br /&gt;
      $3E7: Sewers&lt;br /&gt;
      $3E9: Hyrule Castle&lt;br /&gt;
      $3EB: Eastern Palace&lt;br /&gt;
      $3ED: Desert Palace&lt;br /&gt;
      $3EF: Hyrule Castle 2&lt;br /&gt;
      $3F1: Swamp Palace&lt;br /&gt;
      $3F3: Dark Palace&lt;br /&gt;
      $3F5: Misery Mire&lt;br /&gt;
      $3F7: Skull Woods&lt;br /&gt;
      $3F9: Ice Palace&lt;br /&gt;
      $3FB: Tower of Hera&lt;br /&gt;
      $3FD: Gargoyle's Domain&lt;br /&gt;
      $3FF: Turtle Rock&lt;br /&gt;
      $401: Ganon's Tower&lt;br /&gt;
&lt;br /&gt;
Life/Save Counter: &lt;br /&gt;
$403-4. Counts the number of times your saved or died in the game, before you beat it.&lt;br /&gt;
&lt;br /&gt;
PostGame Death Counter: &lt;br /&gt;
$405-6. When you start the game this is written to with the value -1 (0xFFFF). On the game select&lt;br /&gt;
screen, it will only display a number if this is not 0xFFFF. The max displayable number is 999.&lt;br /&gt;
When you beat the game, the number of times you died gets recorded here.&lt;br /&gt;
&lt;br /&gt;
Presumed to be unused&lt;br /&gt;
$407-$4FD: ????&lt;br /&gt;
&lt;br /&gt;
Inverse Checksum: $4FE-F. If you add numbers to the file, you need to subtract from this location. See Side Note 3 for more information.&lt;br /&gt;
&lt;br /&gt;
===============================================================================================&lt;br /&gt;
&lt;br /&gt;
Appendix:&lt;br /&gt;
&lt;br /&gt;
Side Note 2: Items other than the standard equipment can be equipped. For instance, it's possible&lt;br /&gt;
to equip the compass as a sword. By some miracle, the items you end up with often work the same&lt;br /&gt;
way as their appropriate counterparts. Sometimes they are far superior to the normal items, and&lt;br /&gt;
sometimes they just suck. At least one item makes your armor invincible! Just experiment a little.&lt;br /&gt;
Beware, the palletes will not be standard.&lt;br /&gt;
&lt;br /&gt;
Side Note 3: A tutorial on inverse checksums. Let's say I add to location $3EE. Now E = 14 in the&lt;br /&gt;
decimal system. (Note we are looking at the last digit. &amp;quot;E&amp;quot; that is.) Therefore $3EE is even. &lt;br /&gt;
&lt;br /&gt;
If I add a value to a memory location with an even address,&lt;br /&gt;
I must subtract from the even address of the inverse checksum. Example: Suppose I add $4 to $305.&lt;br /&gt;
$305 is odd, so I SUBTRACT $4 from the odd checksum byte: $4FF. If I subtracted from $305, I must&lt;br /&gt;
add to $4FF. This maintains the &amp;quot;balance&amp;quot; of the file and keeps it from being erased.&lt;br /&gt;
&lt;br /&gt;
Now this will work for slight changes in the checksum, but it takes a bit of insight to recognize&lt;br /&gt;
that the checksum is really a 16-bit number, not just two 8-bit numbers functioning separately.&lt;br /&gt;
&lt;br /&gt;
(edit later)&lt;br /&gt;
----------------------------&lt;br /&gt;
&lt;br /&gt;
Character Codes:&lt;br /&gt;
&lt;br /&gt;
Alpha-numeric&lt;br /&gt;
&lt;br /&gt;
00-A 01-B 02-C 03-D 04-E 05-F 06=G 07-H 08-I^ 09-J 0A-K 0B-L 0C-M 0D-N OE-O OF-P &lt;br /&gt;
10-??&lt;br /&gt;
20-Q 21-R 22-S 23-T 24-U 25-V 26-W 27-X 28-Y 29-Z 2A-a 2B-b-2C-c 2D-d 2E-e 2F-f&lt;br /&gt;
40-g 41-h 42-k 43-j 44-i 45-l 46-m 47-n 48-o 49-p 4A-q 4B-r 4C-s 4D-t 4E-u 4F-v&lt;br /&gt;
&lt;br /&gt;
60-w 61-x 62-y 63-z 64-0 65-1 66-2 67-3 68-4 69-5 6A-6 6B-7 6C-8 6D-9 6E-&amp;quot;?&amp;quot; 6F-&amp;quot;!&amp;quot;&lt;br /&gt;
80-&amp;quot;-&amp;quot; 81-&amp;quot;.&amp;quot; 82-&amp;quot;,&amp;quot;   85-&amp;quot;(&amp;quot; 86-&amp;quot;)&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Special characters (not normally accessible. This is by far an incomplete listing)&lt;br /&gt;
&lt;br /&gt;
A0-small right arrow A1-&amp;quot;'&amp;quot; (apostrophe) A2-HPiece again A3-&amp;quot;empty right hand heart cont.&amp;quot;&lt;br /&gt;
A4-see A7 A5-Same as A7 A6-&amp;quot;Quarter Heart piece, top right corner.&amp;quot;&lt;br /&gt;
A7-&amp;quot;Heart piece,left half&amp;quot; A8-&amp;quot;Heart piece, right half&amp;quot; A9-blank AA-&amp;quot;left arrow&amp;quot; &lt;br /&gt;
SNES Button Alphabet: AB-A AC-B AD-X AE-Y&lt;br /&gt;
AF-I&lt;br /&gt;
B1-blank^&lt;br /&gt;
&lt;br /&gt;
^This code is not the canon encoding of this character. ex. AF is the proper &amp;quot;I&amp;quot;. 08 is not.&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=Crystal_Switch&amp;diff=343</id>
		<title>Crystal Switch</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=Crystal_Switch&amp;diff=343"/>
				<updated>2016-04-19T02:40:36Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: /* Another Section */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox sprite&lt;br /&gt;
| id = $1E&lt;br /&gt;
| hp = $00 ($06B191)&lt;br /&gt;
| damage = $00 ($06B284)&lt;br /&gt;
| palette = $01 ($06B377)&lt;br /&gt;
| found = Many Places&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Activating a crystal switch raises or lowers colored pillars.&lt;br /&gt;
&lt;br /&gt;
== Combat Strategy ==&lt;br /&gt;
&lt;br /&gt;
== Known Bugs ==&lt;br /&gt;
&lt;br /&gt;
== Disassembly ==&lt;br /&gt;
&lt;br /&gt;
Todo:&lt;br /&gt;
-Make ram addresses link to proper subsection of RAM map.&lt;br /&gt;
-Make sub jumps link to proper subsection of bank page.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
    ; $338CE-$338CF DATA&lt;br /&gt;
    pool Sprite_CrystalSwitch:&lt;br /&gt;
    {&lt;br /&gt;
    &lt;br /&gt;
    .palettes&lt;br /&gt;
        db $02, $04&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
    ; *$338D0-$3394B JUMP LOCATION&lt;br /&gt;
    Sprite_CrystalSwitch:&lt;br /&gt;
    {&lt;br /&gt;
        ; AND the palette value with 0xF1&lt;br /&gt;
        LDA $0F50, X : AND.b #$F1 : STA $0F50, X&lt;br /&gt;
        &lt;br /&gt;
        ; Blue / Orange barrier state&lt;br /&gt;
        LDA $7EC172 : AND.b #$01 : TAY&lt;br /&gt;
        &lt;br /&gt;
        ; Select the palette for the peg switch based on that state.&lt;br /&gt;
        LDA .palettes, Y : ORA $0F50, X : STA $0F50, X&lt;br /&gt;
        &lt;br /&gt;
        JSR OAM_AllocateDeferToPlayer&lt;br /&gt;
        JSR Sprite_PrepAndDrawSingleLarge&lt;br /&gt;
        JSR Sprite_CheckIfActive&lt;br /&gt;
        &lt;br /&gt;
        JSR Sprite_CheckDamageToPlayer_same_layer : BCC .no_player_collision&lt;br /&gt;
        &lt;br /&gt;
        JSL Sprite_NullifyHookshotDrag&lt;br /&gt;
        &lt;br /&gt;
        STZ $5E&lt;br /&gt;
        &lt;br /&gt;
        JSL Sprite_RepelDashAttackLong&lt;br /&gt;
    &lt;br /&gt;
    .no_player_collision&lt;br /&gt;
    &lt;br /&gt;
        LDA $0DF0, X : BNE .skipSparkleGeneration&lt;br /&gt;
        &lt;br /&gt;
        LDA $1A : AND.b #$07 : STA $00&lt;br /&gt;
                               STZ $01&lt;br /&gt;
        &lt;br /&gt;
        JSL GetRandomInt : AND.b #$07 : STA $02&lt;br /&gt;
                                        STZ $03&lt;br /&gt;
        &lt;br /&gt;
        ; Attempt to add a sparkle effect&lt;br /&gt;
        JSL Sprite_SpawnSimpleSparkleGarnish&lt;br /&gt;
        &lt;br /&gt;
        ; Restart sparkle countdown timer.&lt;br /&gt;
        LDA.b #$1F : STA $0DF0, X&lt;br /&gt;
    &lt;br /&gt;
    .skipSparkleGeneration&lt;br /&gt;
    &lt;br /&gt;
        LDA $0EA0, X : BNE .switching_already_scheduled&lt;br /&gt;
        &lt;br /&gt;
        LDA $3C : DEC A : CMP.b #$08 : BPL .ignore_player_poke_attack&lt;br /&gt;
        &lt;br /&gt;
        JSR Sprite_CheckDamageFromPlayer&lt;br /&gt;
    &lt;br /&gt;
    .ignore_player_poke_attack&lt;br /&gt;
    &lt;br /&gt;
        RTS&lt;br /&gt;
    &lt;br /&gt;
    .switching_already_scheduled&lt;br /&gt;
    &lt;br /&gt;
        DEC $0EA0, X : CMP.b #$0B : BNE .dont_switch_state&lt;br /&gt;
        &lt;br /&gt;
        ; Change the orange/blue barrier state&lt;br /&gt;
        LDA $7EC172 : EOR.b #$01 : STA $7EC172&lt;br /&gt;
        &lt;br /&gt;
        LDA.b #$16 : STA $11&lt;br /&gt;
        &lt;br /&gt;
        LDA.b #$25 : JSL Sound_SetSfx3PanLong&lt;br /&gt;
    &lt;br /&gt;
    .dont_switch_state&lt;br /&gt;
    &lt;br /&gt;
        RTS&lt;br /&gt;
    }&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=Agahnim&amp;diff=273</id>
		<title>Agahnim</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=Agahnim&amp;diff=273"/>
				<updated>2016-04-15T03:03:02Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox sprite&lt;br /&gt;
| id = FF&lt;br /&gt;
| hp = 30&lt;br /&gt;
| damage = 3&lt;br /&gt;
| palette = 3&lt;br /&gt;
| found = [[Agahnim's Tower]], [[Ganon's Tower]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Agahnim is a bla bla bla bla bla&lt;br /&gt;
&lt;br /&gt;
== Combat Strategy ==&lt;br /&gt;
&lt;br /&gt;
== Known Bugs ==&lt;br /&gt;
&lt;br /&gt;
== Another Section ==&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=272</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=272"/>
				<updated>2016-04-15T03:00:09Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;table.infoBox { /* overall style */&lt;br /&gt;
	float: right;&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th, table.infoBox td { /* each cell in the table */&lt;br /&gt;
	border: 0;&lt;br /&gt;
	padding: 3px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox tr:first-child th { /* first header */&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=Template:Infobox_sprite&amp;diff=271</id>
		<title>Template:Infobox sprite</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=Template:Infobox_sprite&amp;diff=271"/>
				<updated>2016-04-15T02:59:24Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infoBox&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|{{{name|{{PAGENAME}} }}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sprite ID&lt;br /&gt;
| {{{id|{} }}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HP&lt;br /&gt;
| {{{hp|{} }}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Damage&lt;br /&gt;
| {{{damage|{} }}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Palette&lt;br /&gt;
| {{{palette|{} }}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Found&lt;br /&gt;
| {{{found|{} }}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=Template:Infobox_sprite&amp;diff=270</id>
		<title>Template:Infobox sprite</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=Template:Infobox_sprite&amp;diff=270"/>
				<updated>2016-04-15T02:58:47Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infoBox&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|!colspan=&amp;quot;2&amp;quot;|{{{name|{{PAGENAME}} }}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sprite ID&lt;br /&gt;
| {{{id|{} }}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HP&lt;br /&gt;
| {{{hp|{} }}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Damage&lt;br /&gt;
| {{{damage|{} }}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Palette&lt;br /&gt;
| {{{palette|{} }}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Found&lt;br /&gt;
| {{{found|{} }}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=Agahnim&amp;diff=269</id>
		<title>Agahnim</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=Agahnim&amp;diff=269"/>
				<updated>2016-04-15T02:55:15Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox sprite&lt;br /&gt;
| id = FF&lt;br /&gt;
| hp = 30&lt;br /&gt;
| damage = 3&lt;br /&gt;
| palette = 3&lt;br /&gt;
| found = [[Agahnim's Tower]], [[Ganon's Tower]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=Agahnim&amp;diff=267</id>
		<title>Agahnim</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=Agahnim&amp;diff=267"/>
				<updated>2016-04-15T02:48:29Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sprite&lt;br /&gt;
| id = FF&lt;br /&gt;
| hp = 30&lt;br /&gt;
| damage = 3&lt;br /&gt;
| palette = 3&lt;br /&gt;
| found = [[Agahnim's Tower]], [[Ganon's Tower]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=266</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=266"/>
				<updated>2016-04-15T02:41:27Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;table.infoBox { /* overall style */&lt;br /&gt;
	float: right;&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th, table.infoBox td { /* each cell in the table */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	padding: 3px;&lt;br /&gt;
	margin: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox tr:first-child th { /* first header */&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	background-color: #808080;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=265</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=265"/>
				<updated>2016-04-15T02:40:13Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;table.infoBox { /* overall style */&lt;br /&gt;
	float: right;&lt;br /&gt;
	margin: 0 0 0.5em 1em;&lt;br /&gt;
	border: 1px solid silver;&lt;br /&gt;
	background-color: #D0D0D0;&lt;br /&gt;
	color: black;&lt;br /&gt;
	padding: 2px 5px;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th, table.infoBox td { /* each cell in the table */&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	padding: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox tr:first-child th { /* first header */&lt;br /&gt;
	background-color: #606060;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th:first-of-type { /* the rest of the headers */&lt;br /&gt;
	background-color: #A0A0A0;&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=264</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=264"/>
				<updated>2016-04-15T02:36:29Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;table.infoBox { /* overall style */&lt;br /&gt;
  float: right;&lt;br /&gt;
  margin: 0 0 0.5em 1em;&lt;br /&gt;
  border: 1px solid silver;&lt;br /&gt;
  background-color: #D0D0D0;&lt;br /&gt;
  color: black;&lt;br /&gt;
  padding: 2px 5px;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th, table.infoBox td { /* each cell in the table */&lt;br /&gt;
  border: 1px solid black;&lt;br /&gt;
  padding: 3px;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox tr:first-child th { /* first header */&lt;br /&gt;
  background-color: #808080;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th:first-of-type { /* the rest of the headers */&lt;br /&gt;
  background-color: #A0A0A0;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=Template:Infobox_sprite&amp;diff=263</id>
		<title>Template:Infobox sprite</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=Template:Infobox_sprite&amp;diff=263"/>
				<updated>2016-04-15T02:35:27Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infoBox&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|{{{name|{{PAGENAME}} }}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Sprite ID | {{{id|{} }}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!HP | {{{hp|{} }}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Damage | {{{damage|{} }}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Palette | {{{palette|{} }}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Found | {{{found|{} }}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=Template:Infobox_sprite&amp;diff=262</id>
		<title>Template:Infobox sprite</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=Template:Infobox_sprite&amp;diff=262"/>
				<updated>2016-04-15T02:34:48Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infoBox&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|{{{name|{{PAGENAME}} }}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Sprite ID | {{{id|{} }}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!HP | {{{hp|{}}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Damage | {{{damage|{} }}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Palette | {{{palette|{} }}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Found | {{{found|{} }}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=Agahnim&amp;diff=261</id>
		<title>Agahnim</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=Agahnim&amp;diff=261"/>
				<updated>2016-04-15T02:34:13Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox sprite&lt;br /&gt;
| id = FF&lt;br /&gt;
| hp = 30&lt;br /&gt;
| damage = 3&lt;br /&gt;
| palette = 3&lt;br /&gt;
| found = [[Agahnim's Tower]], [[Ganon's Tower]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=Template:Infobox_sprite&amp;diff=260</id>
		<title>Template:Infobox sprite</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=Template:Infobox_sprite&amp;diff=260"/>
				<updated>2016-04-15T02:32:11Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infoBox&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|{{{name|{{PAGENAME}}}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Sprite ID | {{{id|{}}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!HP | {{{hp|{}}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Damage | {{{damage|{}}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Palette | {{{palette|{}}}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Found | {{{found|{}}}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=Template:Infobox_sprite&amp;diff=259</id>
		<title>Template:Infobox sprite</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=Template:Infobox_sprite&amp;diff=259"/>
				<updated>2016-04-15T02:30:17Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infoBox&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|{{{name|{{PAGENAME}} }}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Type | {{{type|{} }}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!Sprite ID | {{{id|{} }}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=Template:Infobox_sprite&amp;diff=258</id>
		<title>Template:Infobox sprite</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=Template:Infobox_sprite&amp;diff=258"/>
				<updated>2016-04-15T02:28:48Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infoBox&amp;quot;&lt;br /&gt;
|- !colspan=&amp;quot;2&amp;quot;|{{{name|{{PAGENAME}} }}}&lt;br /&gt;
|- !Type | {{{type|{} }}}&lt;br /&gt;
|- !Sprite ID | {{{id|{} }}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=Template:Infobox_sprite&amp;diff=257</id>
		<title>Template:Infobox sprite</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=Template:Infobox_sprite&amp;diff=257"/>
				<updated>2016-04-15T02:16:45Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infoBox&amp;quot;&lt;br /&gt;
|header0 = Sprite&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|{{{name|{{PAGENAME}} }}}&lt;br /&gt;
|-&lt;br /&gt;
!Type | {{{type|{} }}}&lt;br /&gt;
|-&lt;br /&gt;
!Sprite ID | {{{id|{} }}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=256</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=256"/>
				<updated>2016-04-15T02:13:26Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;table.infoBox { /* overall style */&lt;br /&gt;
  float: right;&lt;br /&gt;
  margin: 0 0 0.5em 1em;&lt;br /&gt;
  border: 1px solid silver;&lt;br /&gt;
  background-color: #D0D0D0;&lt;br /&gt;
  color: black;&lt;br /&gt;
  padding: 2px 5px;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th, table.infoBox td { /* each cell in the table */&lt;br /&gt;
  border: 1px solid black;&lt;br /&gt;
  padding: 3px;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox tr:first-child th { /* first header */&lt;br /&gt;
  background-color: 808080;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.infoBox th:first-of-type { /* the rest of the headers */&lt;br /&gt;
  background-color: A0A0A0;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=255</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=MediaWiki:Common.css&amp;diff=255"/>
				<updated>2016-04-15T02:11:08Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;table.infoBox { /* overall style */&lt;br /&gt;
  float: right;&lt;br /&gt;
  margin: 0 0 0.5em 1em;&lt;br /&gt;
  border: 1px solid silver;&lt;br /&gt;
  background-color: #D0D0D0;&lt;br /&gt;
  color: black;&lt;br /&gt;
  padding: 2px 5px;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.npcinfobox th, table.npcinfobox td { /* each cell in the table */&lt;br /&gt;
  border: 1px solid black;&lt;br /&gt;
  padding: 3px;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.npcinfobox tr:first-child th { /* first header */&lt;br /&gt;
  background-color: 808080;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.npcinfobox th:first-of-type { /* the rest of the headers */&lt;br /&gt;
  background-color: A0A0A0;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=Template:Infobox_sprite&amp;diff=8</id>
		<title>Template:Infobox sprite</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=Template:Infobox_sprite&amp;diff=8"/>
				<updated>2016-04-11T19:14:49Z</updated>
		
		<summary type="html">&lt;p&gt;Mmxbass: Created page with &amp;quot;{| class=&amp;quot;infoBox&amp;quot; !colspan=&amp;quot;2&amp;quot;|{{{name|{{PAGENAME}} }}} |- !Type | {{{type|{} }}} |- !Sprite ID | {{{id|{} }}} |}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infoBox&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|{{{name|{{PAGENAME}} }}}&lt;br /&gt;
|-&lt;br /&gt;
!Type | {{{type|{} }}}&lt;br /&gt;
|-&lt;br /&gt;
!Sprite ID | {{{id|{} }}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mmxbass</name></author>	</entry>

	</feed>