<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://alttp.run/hacking/index.php?action=history&amp;feed=atom&amp;title=RAM%3A_Bank_0x7E%3A_Page_0x01</id>
		<title>RAM: Bank 0x7E: Page 0x01 - Revision history</title>
		<link rel="self" type="application/atom+xml" href="http://alttp.run/hacking/index.php?action=history&amp;feed=atom&amp;title=RAM%3A_Bank_0x7E%3A_Page_0x01"/>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x01&amp;action=history"/>
		<updated>2026-06-01T03:59:24Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
		<generator>MediaWiki 1.28.0</generator>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x01&amp;diff=646&amp;oldid=prev</id>
		<title>Tatters at 02:13, 21 December 2016</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x01&amp;diff=646&amp;oldid=prev"/>
				<updated>2016-12-21T02:13:28Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x01&amp;amp;diff=646&amp;amp;oldid=644&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Tatters</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x01&amp;diff=644&amp;oldid=prev</id>
		<title>Superskuj at 02:00, 21 December 2016</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x01&amp;diff=644&amp;oldid=prev"/>
				<updated>2016-12-21T02:00:17Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 02:00, 21 December 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l213&quot; &gt;Line 213:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 213:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* {{$|0133}}[{{0x|01}}] -&amp;#160;  Something to do with SPC, exact usage is not clear.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* {{$|0133}}[{{0x|01}}] -&amp;#160;  Something to do with SPC, exact usage is not clear.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* {{$|0134}}[{{0x|02}}] -&amp;#160;  VRAM target address for animated tiles. Usually {{$|3B00}} or {{$|3C00}}. Remember that if you were to look this stuff up in Geiger's debugger the byte addresses would actually be {{$|7600}} and {{$|7800}}. SNES VRAM addresses are expressed as words addresses internally, you just have to deal with it unfortunately.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* {{$|0134}}[{{0x|02}}] -&amp;#160;  VRAM target address for animated tiles. Usually {{$|3B00}} or {{$|3C00}}. Remember that if you were to look this stuff up in Geiger's debugger the byte addresses would actually be {{$|7600}} and {{$|7800}}. SNES VRAM addresses are expressed as words addresses internally, you just have to deal with it unfortunately.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* {{$|0136}}[{{0x|01}] -&amp;#160;  Flag that toggles when different sets of musical tracks are loaded. I think the two track sets are normal outdoor and the ending tracks.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* {{$|0136}}[{{0x|01&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;}&lt;/ins&gt;}] -&amp;#160;  Flag that toggles when different sets of musical tracks are loaded. I think the two track sets are normal outdoor and the ending tracks.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* {{$|0137}}[{{0x|C9] -&amp;#160;  Normal (Non-IRQ) Stack&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* {{$|0137}}[{{0x|C9&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;}}&lt;/ins&gt;] -&amp;#160;  Normal (Non-IRQ) Stack&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{toc}}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{toc}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Superskuj</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x01&amp;diff=643&amp;oldid=prev</id>
		<title>Superskuj at 01:57, 21 December 2016</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x01&amp;diff=643&amp;oldid=prev"/>
				<updated>2016-12-21T01:57:25Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 01:57, 21 December 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{subpage|RAM}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This is beyond direct page and you can assume that all addresses here are {{$|7EXXXX}} until you reach bank {{$|7F}}.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This is beyond direct page and you can assume that all addresses here are {{$|7EXXXX}} until you reach bank {{$|7F}}.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l213&quot; &gt;Line 213:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 215:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* {{$|0136}}[{{0x|01}] -&amp;#160;  Flag that toggles when different sets of musical tracks are loaded. I think the two track sets are normal outdoor and the ending tracks.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* {{$|0136}}[{{0x|01}] -&amp;#160;  Flag that toggles when different sets of musical tracks are loaded. I think the two track sets are normal outdoor and the ending tracks.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* {{$|0137}}[{{0x|C9] -&amp;#160;  Normal (Non-IRQ) Stack&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* {{$|0137}}[{{0x|C9] -&amp;#160;  Normal (Non-IRQ) Stack&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{toc}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Superskuj</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x01&amp;diff=642&amp;oldid=prev</id>
		<title>Superskuj at 01:56, 21 December 2016</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x01&amp;diff=642&amp;oldid=prev"/>
				<updated>2016-12-21T01:56:19Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x01&amp;amp;diff=642&amp;amp;oldid=602&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Superskuj</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x01&amp;diff=602&amp;oldid=prev</id>
		<title>Superskuj: Superskuj moved page Rom/Page 0x01 to RAM: Bank 0x7E: Page 0x01</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x01&amp;diff=602&amp;oldid=prev"/>
				<updated>2016-12-20T22:24:48Z</updated>
		
		<summary type="html">&lt;p&gt;Superskuj moved page &lt;a href=&quot;/hacking/index.php?title=Rom/Page_0x01&quot; class=&quot;mw-redirect&quot; title=&quot;Rom/Page 0x01&quot;&gt;Rom/Page 0x01&lt;/a&gt; to &lt;a href=&quot;/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x01&quot; title=&quot;RAM: Bank 0x7E: Page 0x01&quot;&gt;RAM: Bank 0x7E: Page 0x01&lt;/a&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='1' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='1' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 22:24, 20 December 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan='2' style='text-align: center;' lang='en'&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Superskuj</name></author>	</entry>

	<entry>
		<id>http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x01&amp;diff=573&amp;oldid=prev</id>
		<title>Tatters: Created page with &quot;{{subpage|RAM}}  This is beyond direct page and you can assume that all addresses here are $7EXXXX until you reach bank $7F. * {{$|0100}}[{{0x|02}}] = Numerical index that con...&quot;</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Page_0x01&amp;diff=573&amp;oldid=prev"/>
				<updated>2016-12-20T07:07:48Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{subpage|RAM}}  This is beyond direct page and you can assume that all addresses here are $7EXXXX until you reach bank $7F. * {{$|0100}}[{{0x|02}}] = Numerical index that con...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{subpage|RAM}}&lt;br /&gt;
&lt;br /&gt;
This is beyond direct page and you can assume that all addresses here are $7EXXXX until you reach bank $7F.&lt;br /&gt;
* {{$|0100}}[{{0x|02}}] = Numerical index that controls the graphics that are blitted for Link during VRAM. See DMA Variables for&lt;br /&gt;
additional info.&lt;br /&gt;
* {{$|0102}}[{{0x|02]&lt;br /&gt;
* {{$|0104}}[{{0x|02]&lt;br /&gt;
* {{$|0106}}[{{0x|01]&lt;br /&gt;
* {{$|0107}}[{{0x|02]&lt;br /&gt;
-&lt;br /&gt;
-&lt;br /&gt;
-&lt;br /&gt;
-&lt;br /&gt;
See DMA Variables&lt;br /&gt;
See DMA Variables&lt;br /&gt;
free ram?&lt;br /&gt;
See DMA Variables&lt;br /&gt;
* {{$|0109}}[{{0x|01}}] = See DMA Variables&lt;br /&gt;
* {{$|010A}}[{{0x|01}}] = Set to nonzero when Link incurs death.&lt;br /&gt;
Used if the player saved and continued (or just continued) after dying,&lt;br /&gt;
indicating that the loading process will be slightly different.&lt;br /&gt;
* {{$|010B}}[{{0x|01}}] = free ram?&lt;br /&gt;
* {{$|010C}}[{{0x|02}}] = Temporary storage for a module number. Example: If we're in Overworld mode (0x9) and have to display&lt;br /&gt;
a textbox (module 0xE), 0x9 gets saved to this location on a temporary basis. Once the textbox&lt;br /&gt;
disappears this module will be resumed.&lt;br /&gt;
* {{$|010E}}[{{0x|02}}] = gives the entrance index of the current dungeon&lt;br /&gt;
* {{$|0110}}[{{0x|02}}] = In the context of loading dungeon rooms, contains the index of the room (see $A0) multiplied by 3.&lt;br /&gt;
Allows for indexing into 24bit pointer address tables.&lt;br /&gt;
* {{$|0112}}[{{0x|02}}] = Apparently a flag indicating the bombos medallion is falling. Stops the Menu from being dropped down&lt;br /&gt;
too. It seems to work as a flag for any general extended animation that is currently in progress.&lt;br /&gt;
* {{$|0114}}[{{0x|01}}] = Value of the type of tile Link is currently standing on.&lt;br /&gt;
* {{$|0116}}[{{0x|02}}] = Used with routine $008CB0 to transfer 0x800 bytes from $7E1000 to a variable location.&lt;br /&gt;
(determined by this memory location)&lt;br /&gt;
* {{$|0118}}[{{0x|02}}] = Local portion of an address used to transfer data from $7FXXXX to vram whenever&lt;br /&gt;
variable $19 is nonzero.&lt;br /&gt;
* {{$|011A}}[{{0x|02}}] = BG1 Y Offset. Gets applied to $0124. Can be used in quakes/shaking&lt;br /&gt;
* {{$|011C}}[{{0x|02}}] = BG1 X Offset. Gets applied to $0120&lt;br /&gt;
These are extra buffers for the scroll variables in addition to the $E0,...,$EA registers earlier&lt;br /&gt;
* {{$|011E}}[{{0x|02}}] = BG1 Horizontal Scroll Register ($210F)&lt;br /&gt;
* {{$|0120}}[{{0x|02}}] = BG0 Horizontal Scroll Register ($210D)&lt;br /&gt;
* {{$|0122}}[{{0x|02}}] = BG1 Vertical Scroll Register ($2110)&lt;br /&gt;
* {{$|0124}}[{{0x|02}}] = BG0 Vertical Scroll Register ($210E)&lt;br /&gt;
* {{$|0126}}[{{0x|01}}] = Seems to be used during dungeon screen transitions as some sort of counter.&lt;br /&gt;
543$0128}}[{{0x|01}}] = ???? Seen as 0xFF during the history sequence. When set to 0xFF, the IRQ routine will disable the IRQ&lt;br /&gt;
routine the next time it executes by writing 0x81 to $4200.&lt;br /&gt;
* {{$|012A}}[{{0x|01}}] = Seems to be a flag for the crystal sequence scripting. As long as this flag is set, the sequence progresses.&lt;br /&gt;
Also used for the Triforce sequences. Triggers a subsection of the NMI routine.&lt;br /&gt;
* {{$|012C - Music control&lt;br /&gt;
0x01 = Triforce opening&lt;br /&gt;
0x02 = light world&lt;br /&gt;
0x03 = legend theme&lt;br /&gt;
0x04 = bunny link&lt;br /&gt;
0x05 = lost woods&lt;br /&gt;
0x06 = legend theme&lt;br /&gt;
0x07 = kakkariko village&lt;br /&gt;
0x08 = mirror warp&lt;br /&gt;
0x09 = dark world&lt;br /&gt;
0x0A = restoring the master sword&lt;br /&gt;
0x0B = faerie theme&lt;br /&gt;
0x0C = chase theme&lt;br /&gt;
0x0D = dark world (skull woods)&lt;br /&gt;
0x0E = game theme (Overworld only?)&lt;br /&gt;
0x10 = hyrule castle&lt;br /&gt;
0x13 = fanfare&lt;br /&gt;
0x15 = boss theme&lt;br /&gt;
0x16 = dark world dungeon&lt;br /&gt;
0x17 = fortune teller&lt;br /&gt;
0x18 = caves&lt;br /&gt;
0x19 = sentiment of hope&lt;br /&gt;
0x1A = crystal theme&lt;br /&gt;
0x1B = faerie theme w/ arpeggio&lt;br /&gt;
0x1C = fear &amp;amp; anxiety&lt;br /&gt;
0x1D = Agahnim unleashed&lt;br /&gt;
0x1E = surprise!&lt;br /&gt;
0x1F = Ganondorf the Thief&lt;br /&gt;
0x20 = nothing&lt;br /&gt;
0x21 = Agahnim unleashed&lt;br /&gt;
0x22 = surprise!&lt;br /&gt;
0x23 = Ganondorf the Thief&lt;br /&gt;
0xF1 = fade out&lt;br /&gt;
0xF2 = half volume&lt;br /&gt;
0xF3 = full volume&lt;br /&gt;
0xFF = Load a new set of music.&lt;br /&gt;
* {{$|012D}}[{{0x|01}}] = Ambient Sound effects&lt;br /&gt;
0x05 = Silencio&lt;br /&gt;
0x15 = Door to Triforce room opens&lt;br /&gt;
* {{$|012E}}[{{0x|01}}] = Sound Effects 1&lt;br /&gt;
0x00 = none (no change)&lt;br /&gt;
0x01 = small sword swing 1 (Fighter Sword)&lt;br /&gt;
5440x02 = small sword swing 2 (Fighter Sword)&lt;br /&gt;
0x03 = medium sword swing 1 (Master Sword and up)&lt;br /&gt;
0x04 = fierce sword swing 2 (Master Sword and up)&lt;br /&gt;
0x05 = object clinking against the wall&lt;br /&gt;
0x06 = object clinking Link's shield or a hollow door when poked&lt;br /&gt;
0x07 = shooting arrow (or red Goriyas shooting fireballs)&lt;br /&gt;
0x08 = arrow hitting wall&lt;br /&gt;
0x09 = really quiet sound&lt;br /&gt;
0x0A = hookshot cranking&lt;br /&gt;
0x0B = door shutting&lt;br /&gt;
0x0C = loud thud / heavy door shutting&lt;br /&gt;
0x0D = magic powder noise&lt;br /&gt;
0x0E = fire rod being fired&lt;br /&gt;
0x0F = ice rod being fired&lt;br /&gt;
0x10 = hammer being used?&lt;br /&gt;
0x11 = hammer pounding down stake&lt;br /&gt;
0x12 = really familiar but can't place it exactly&lt;br /&gt;
0x13 = playing the flute&lt;br /&gt;
0x14 = Link picking something small up?&lt;br /&gt;
0x15 = Weird zapping noise&lt;br /&gt;
0x16 = Link walking up staircase 1&lt;br /&gt;
0x17 = Link walking up staircase 2 (finishing on next floor)&lt;br /&gt;
0x18 = Link walking down staircase 1&lt;br /&gt;
0x19 = Link walking down staircase 2 (finishing on next floor)&lt;br /&gt;
0x1A = Link walking through grass?&lt;br /&gt;
0x1B = sounds like a faint splash or thud&lt;br /&gt;
0x1C = Link walking in shallow water&lt;br /&gt;
0x1D = picking an object up&lt;br /&gt;
0x1E = some sort of hissing (walking through grass maybe?)&lt;br /&gt;
0x1F = object smashing to bits&lt;br /&gt;
0x20 = item falling into a pit&lt;br /&gt;
0x21 = sounds like a plop on wood, can't remember where it gets used&lt;br /&gt;
0x22 = loud thunderous noise&lt;br /&gt;
0x23 = pegasus boots slippy sound&lt;br /&gt;
0x24 = Link making a splash in deep water (but having to come back out)&lt;br /&gt;
0x25 = Link walking through swampy water&lt;br /&gt;
0x26 = Link taking damage&lt;br /&gt;
0x27 = Link passing out&lt;br /&gt;
0x28 = item falling onto shallow water&lt;br /&gt;
0x29 = rupees refill sound&lt;br /&gt;
0x2A = whiffy sound&lt;br /&gt;
0x2B = low life warning beep&lt;br /&gt;
0x2C = pulling master sword out&lt;br /&gt;
0x2D = taking magic power damage from enemy&lt;br /&gt;
0x2E = Seems like a sound related to Ganon's Tower opening&lt;br /&gt;
0x2F = Seems like a sound related to Ganon's Tower opening&lt;br /&gt;
0x30 =&lt;br /&gt;
0x31 =&lt;br /&gt;
0x32 =&lt;br /&gt;
0x33 =&lt;br /&gt;
0x34 =&lt;br /&gt;
chicken getting owned&lt;br /&gt;
big faerie healing your wounds&lt;br /&gt;
sounds familiar but can't place it. Whooshing noise&lt;br /&gt;
cheesy noise that happens when Agahnim makes chicks disappear&lt;br /&gt;
cheesy noise that happens when Agahnim makes chicks disappear&lt;br /&gt;
5450x35 = faint rumbling noise&lt;br /&gt;
0x36 = faint rumbling noise&lt;br /&gt;
0x37 = spin attack has powered up&lt;br /&gt;
0x38 = swimming noise&lt;br /&gt;
0x39 = thunderous noise while Ganon's tower opens&lt;br /&gt;
0x3A = some kind of clinky hit&lt;br /&gt;
0x3B = sounds like magic powder but unfamiliar&lt;br /&gt;
0x3C = Error noise&lt;br /&gt;
0x3D = something big falling into water? (Argghus?)&lt;br /&gt;
0x3E = playing the flute (quieter)&lt;br /&gt;
0x3F = magic powder&lt;br /&gt;
* {{$|012F}}[{{0x|01}}] = Sound Effects 2&lt;br /&gt;
0x00 = none (no change)&lt;br /&gt;
0x01 = master sword beam&lt;br /&gt;
0x02 = unintelligible switch noise&lt;br /&gt;
0x03 = ????? yet another loud thud&lt;br /&gt;
0x04 = Nutcase soldier getting pissed off&lt;br /&gt;
0x05 = shooting a fireball (Lynel)&lt;br /&gt;
0x06 = ?????&lt;br /&gt;
0x07 = giant metal balls coming out of nodes&lt;br /&gt;
0x08 = normal enemy taking a big hit&lt;br /&gt;
0x09 = normal enemy dying&lt;br /&gt;
0x0A = collecting rupee&lt;br /&gt;
0x0B = collecting single heart&lt;br /&gt;
0x0C = text scrolling flute noise&lt;br /&gt;
0x0D = single heart filling in on HUD&lt;br /&gt;
0x0E = sound of a chest being opened&lt;br /&gt;
0x0F = you got an item sound 1&lt;br /&gt;
0x10 = switching to map sound effect&lt;br /&gt;
0x11 = menu screen going down&lt;br /&gt;
0x12 = menu screen going up&lt;br /&gt;
0x13 = throwing an item&lt;br /&gt;
0x14 = clink (not sure what it's used for)&lt;br /&gt;
0x15 = loud thud 1&lt;br /&gt;
0x16 = loud thud 2&lt;br /&gt;
0x17 = rats&lt;br /&gt;
0x18 = dragging something&lt;br /&gt;
0x19 = zora shooting fireball&lt;br /&gt;
0x1A = minor puzzle solved&lt;br /&gt;
0x1B = major puzzle solved&lt;br /&gt;
0x1C = doing minor damage to enemy&lt;br /&gt;
0x1D = taking magic power damage from enemy&lt;br /&gt;
0x1E = keese flitting around&lt;br /&gt;
0x1F = Link squealing like a bitch when he falls into a hole&lt;br /&gt;
0x20 = switch menu item&lt;br /&gt;
0x21 = boss taking damage&lt;br /&gt;
0x22 = boss dying&lt;br /&gt;
0x23 = spin attack sound&lt;br /&gt;
0x24 = switching between different mode 7 map perspectives&lt;br /&gt;
0x25 = triggering a switch&lt;br /&gt;
5460x26 = Aghanim’s lightning&lt;br /&gt;
0x27 = Agahnim powering up an attack&lt;br /&gt;
0x28 = Agahnim / Ganon teleporting&lt;br /&gt;
0x29 = Agahnim shooting a beam&lt;br /&gt;
0x2A = tougher enemy taking damage&lt;br /&gt;
0x2B = Link getting electrocuted&lt;br /&gt;
0x2C = bees buzzing&lt;br /&gt;
0x2D = Major achievement completed (e.g. getting a piece of heart)&lt;br /&gt;
0x2E = Major item obtained (e.g. Pendant or Heart Container)&lt;br /&gt;
0x2F = obtained small key&lt;br /&gt;
0x30 = blop popping out of ground&lt;br /&gt;
0x31 = Moldorm's weird track like noise&lt;br /&gt;
0x32 = bouncing off a bungie&lt;br /&gt;
0x33 = short unknown jingle&lt;br /&gt;
0x34 = ...&lt;br /&gt;
0x37 = Neat sound... consider using as a confirmation (though make sure it's not buggy)&lt;br /&gt;
0x38 = ...&lt;br /&gt;
0x39 = ...&lt;br /&gt;
0x3C = Obtained mid-level item (e.g. bombs from a chest)&lt;br /&gt;
0x3D = ...&lt;br /&gt;
0x3F = More minor fanfares&lt;br /&gt;
* {{$|0130 - ????&lt;br /&gt;
* {{$|0131 - ????&lt;br /&gt;
* {{$|0132}}[{{0x|01}}] = Buffer for playing songs. Put a value here to try to play a song. (Will try to write to $012C)&lt;br /&gt;
* {{$|0134}}[{{0x|02}}] = VRAM target address for animated tiles. Usually $3B00 or $3C00.&lt;br /&gt;
Remember that if you were to look this stuff up in Geiger's debugger the byte addresses would actually&lt;br /&gt;
be $7600 and $7800. SNES VRAM addresses are expressed as words addresses internally, you just have&lt;br /&gt;
to deal with it unfortunately.&lt;br /&gt;
* {{$|0136}}[{{0x|01}}] = Flag that toggles when different sets of musical tracks are loaded.&lt;br /&gt;
I think the two track sets are normal outdoor and the ending tracks.&lt;br /&gt;
* {{$|0137}}[{{0x|C9}}] = Normal (Non-IRQ) Stack&lt;br /&gt;
&lt;br /&gt;
{{toc}}&lt;/div&gt;</summary>
		<author><name>Tatters</name></author>	</entry>

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