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		<id>http://alttp.run/hacking/index.php?action=history&amp;feed=atom&amp;title=RAM%3A_Bank_0x7E%3A_Pages_0x0B_and_0x0C</id>
		<title>RAM: Bank 0x7E: Pages 0x0B and 0x0C - 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_Pages_0x0B_and_0x0C"/>
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		<updated>2026-04-16T01:36:38Z</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:_Pages_0x0B_and_0x0C&amp;diff=618&amp;oldid=prev</id>
		<title>Superskuj: Superskuj moved page Rom/Pages 0x0B and 0x0C to RAM: Bank 0x7E: Pages 0x0B and 0x0C</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Pages_0x0B_and_0x0C&amp;diff=618&amp;oldid=prev"/>
				<updated>2016-12-20T22:30:03Z</updated>
		
		<summary type="html">&lt;p&gt;Superskuj moved page &lt;a href=&quot;/hacking/index.php?title=Rom/Pages_0x0B_and_0x0C&quot; class=&quot;mw-redirect&quot; title=&quot;Rom/Pages 0x0B and 0x0C&quot;&gt;Rom/Pages 0x0B and 0x0C&lt;/a&gt; to &lt;a href=&quot;/hacking/index.php?title=RAM:_Bank_0x7E:_Pages_0x0B_and_0x0C&quot; title=&quot;RAM: Bank 0x7E: Pages 0x0B and 0x0C&quot;&gt;RAM: Bank 0x7E: Pages 0x0B and 0x0C&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 22:30, 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:_Pages_0x0B_and_0x0C&amp;diff=583&amp;oldid=prev</id>
		<title>Tatters: Created page with &quot;Overlord Model (Most if not all arrays are 8 bytes in length) * {{$|0B00}}[{{0x|08}}] = Overlord types for this room. Overlord Catalog: 0x00 - Cannon Room 0x01 - Metal Ball Ge...&quot;</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7E:_Pages_0x0B_and_0x0C&amp;diff=583&amp;oldid=prev"/>
				<updated>2016-12-20T07:18:02Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;Overlord Model (Most if not all arrays are 8 bytes in length) * {{$|0B00}}[{{0x|08}}] = Overlord types for this room. Overlord Catalog: 0x00 - Cannon Room 0x01 - Metal Ball Ge...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Overlord Model (Most if not all arrays are 8 bytes in length)&lt;br /&gt;
* {{$|0B00}}[{{0x|08}}] = Overlord types for this room.&lt;br /&gt;
Overlord Catalog:&lt;br /&gt;
0x00 - Cannon Room&lt;br /&gt;
0x01 - Metal Ball Generator?&lt;br /&gt;
0x02 - Cannon Room&lt;br /&gt;
0x03 - Cannon Balls?&lt;br /&gt;
0x04 - Snake Trap&lt;br /&gt;
0x05 - Stalfos Trap&lt;br /&gt;
0x06 - ???&lt;br /&gt;
0x07 - Moving Floor&lt;br /&gt;
0x08 - Transformer (HM name) but I think it’s the blobs that fall from the ceiling in the room right&lt;br /&gt;
before the boss of Misery Mire.&lt;br /&gt;
0x09 - Wallmaster Overlord&lt;br /&gt;
0x0A - Falling tiles Overlord&lt;br /&gt;
0x0B - Falling tiles Overlord 2&lt;br /&gt;
0x0C - Falling tiles Overlord 3&lt;br /&gt;
0x0D - Falling tiles Overlord 4&lt;br /&gt;
0x0E - Falling tiles Overlord 5&lt;br /&gt;
0x0F - Falling tiles Overlord 6&lt;br /&gt;
0x10 - Fish producer (facing right) used in Swamp Palace&lt;br /&gt;
0x11 - Fish producer (facing left) used in Swamp Palace&lt;br /&gt;
0x12 - Fish producer (facing down) used in Swamp Palace&lt;br /&gt;
0x13 - Fish producer (facing up) used in Swamp Palace&lt;br /&gt;
0x14 - Tiles that rise out of floor overlord&lt;br /&gt;
0x15 - Wizzrobe spawner&lt;br /&gt;
0x16 - Small vermin that come out of bombed out cave walls&lt;br /&gt;
0x17 - Pot Trap&lt;br /&gt;
5720x18 - Stalfos that Materialize (a la Eastern Palace)&lt;br /&gt;
0x19 - Armos Knights Handler&lt;br /&gt;
0x1A - ???&lt;br /&gt;
* {{$|0B08}}[{{0x|08]&lt;br /&gt;
* {{$|0B10}}[{{0x|08]&lt;br /&gt;
* {{$|0B18}}[{{0x|08]&lt;br /&gt;
* {{$|0B20}}[{{0x|08]&lt;br /&gt;
* {{$|0B28}}[{{0x|08]&lt;br /&gt;
* {{$|0B30}}[{{0x|08]&lt;br /&gt;
* {{$|0B38}}[{{0x|08]&lt;br /&gt;
* {{$|0B40}}[{{0x|08]&lt;br /&gt;
* {{$|0B48}}[{{0x|10]&lt;br /&gt;
-&lt;br /&gt;
-&lt;br /&gt;
-&lt;br /&gt;
-&lt;br /&gt;
-&lt;br /&gt;
-&lt;br /&gt;
-&lt;br /&gt;
-&lt;br /&gt;
-&lt;br /&gt;
Overlord X coordinate lower byte&lt;br /&gt;
Overlord X coordinate upper byte&lt;br /&gt;
Overlord Y coordinate lower byte&lt;br /&gt;
Overlord Y coordinate upper byte&lt;br /&gt;
????&lt;br /&gt;
Overlord countdown timer&lt;br /&gt;
????&lt;br /&gt;
Overlord floor selector&lt;br /&gt;
Overlord's offset in the overworld sprite position buffer (see $7FDF80)&lt;br /&gt;
* {{$|0B58}}[{{0x|10}}] = Timers for stunned enemies. Counts down from 0xFF.&lt;br /&gt;
* {{$|0B68}}[{{0x|01}}] = Location to cache Link's or sprite's floor status.&lt;br /&gt;
It seems it later gets used with special objects in Bank 0x08.&lt;br /&gt;
* {{$|0B69}}[{{0x|01}}] = Variable that tutorial soldiers and Blind use. Since it's not reinitialized when you save and quit,&lt;br /&gt;
it can trigger a glitch where the Tutorial Soldiers will start saying things that belong to other&lt;br /&gt;
characters or entities in the game. Spawned a Gamefaqs thread.&lt;br /&gt;
* {{$|0B6A}}[{{0x|01}}] = A variety of sprites use this, including Blind, Statue Sentries, and&lt;br /&gt;
the sprites that block the way into the Desert Palace.&lt;br /&gt;
* {{$|0B6B}}[{{0x|10}}] = ???&lt;br /&gt;
* {{$|0B7B}}[{{0x|01}}] = Flag indicating whether Link can move or not. Set to 1 to prevent him from moving.&lt;br /&gt;
* {{$|0B7C}}[{{0x|02}}] = ???&lt;br /&gt;
* {{$|0B7E}}[{{0x|01}}] = ???&lt;br /&gt;
* {{$|0B7F}}[{{0x|01}}] = related to a routine in Bank $1E... (sprites 0xEF, etc.)&lt;br /&gt;
* {{$|0B80}}[{{0x|08}}] = Seems to be a memory of the past 4 rooms you've visited (dungeon mode only)&lt;br /&gt;
* {{$|0B96}}[{{0x|01}}] = Used by tutorial soldiers to cycle through messages (0x00 through 0x06, but has 0x0F added to it).&lt;br /&gt;
Also used by Blind the Thief when he's hit.&lt;br /&gt;
If after being Blind one saves and continues and starts a new game,&lt;br /&gt;
there's a strong likelihood that the tutorial soldiers will say the wrong messages,&lt;br /&gt;
if the value of this variable was more than 0x07 after beating Blind.&lt;br /&gt;
* {{$|0B89}}[{{0x|10}}] = Object priority stuff for sprites?&lt;br /&gt;
* {{$|0B99}}[{{0x|01}}] = Related to shooting gallery guy?&lt;br /&gt;
* {{$|0B9A}}[{{0x|01}}] = Related to shooting gallery guy?&lt;br /&gt;
* {{$|0B9B}}[{{0x|01}}] = ??? used with &amp;quot;dash item&amp;quot;?&lt;br /&gt;
* {{$|0B9C}}[{{0x|02}}] = ??? Relates to dungeon secrets&lt;br /&gt;
* {{$|0B9E}}[{{0x|01}}] = Relates to snake trap and &amp;quot;pot trap&amp;quot; overlords.&lt;br /&gt;
573$0B9F}}[{{0x|01}}] = free ram&lt;br /&gt;
* {{$|0BA0}}[{{0x|10}}] = undocumented sprite variable (shows up a lot, though)&lt;br /&gt;
* {{$|0BB0}}[{{0x|10}}] = For sprites that interact with special objects (arrows in particular), the special object&lt;br /&gt;
will identify its type to the sprite via this location.&lt;br /&gt;
* {{$|0BC0}}[{{0x|10}}] = contains the index of the sprite (i.e. its position in the $0E20}}[{{0x|10] array&lt;br /&gt;
only seems to be modified in the initial dungeon loading routine (room transitions&lt;br /&gt;
don't appear to write here.)&lt;br /&gt;
* {{$|0BD0}}[{{0x|10}}] = free ram&lt;br /&gt;
* {{$|0BE0}}[{{0x|10}}] = prize pack for a sprite in the sprite object model (see below)&lt;br /&gt;
* {{$|0BF0}}[{{0x|0A] -&lt;br /&gt;
* {{$|0BFA}}[{{0x|0A] -&lt;br /&gt;
* {{$|0C04}}[{{0x|0A] -&lt;br /&gt;
* {{$|0C0E}}[{{0x|0A] -&lt;br /&gt;
* {{$|0C18}}[{{0x|0A] -&lt;br /&gt;
* {{$|0C22}}[{{0x|0A] -&lt;br /&gt;
* {{$|0C2C}}[{{0x|0A] -&lt;br /&gt;
* {{$|0C36}}[{{0x|0A] -&lt;br /&gt;
* {{$|0C40}}[{{0x|0A] -&lt;br /&gt;
* {{$|0C4A}}[{{0x|0A}}] = special effect something or other&lt;br /&gt;
Special Effect Y Coordinate Low Byte&lt;br /&gt;
Special Effect X Coordinate Low Byte&lt;br /&gt;
Special Effect Y Coordinate High Byte&lt;br /&gt;
Special Effect X Coordinate High Byte&lt;br /&gt;
Helps trigger the Ether effect. (probably has more general usage)&lt;br /&gt;
???&lt;br /&gt;
With bombs... seems to be a fractional (partial pixel) part of Y movement&lt;br /&gt;
???&lt;br /&gt;
(may have multiple uses) byte array that tells us what special effects are happening.&lt;br /&gt;
c.f. 0x18 - ether effect. But sprites also seem to use it... weird.&lt;br /&gt;
* {{$|0C54}}[{{0x|0A] -&lt;br /&gt;
* {{$|0C5E}}[{{0x|0A] -&lt;br /&gt;
* {{$|0C68}}[{{0x|0A] -&lt;br /&gt;
* {{$|0C72}}[{{0x|0A] -&lt;br /&gt;
* {{$|0C7C}}[{{0x|0A] -&lt;br /&gt;
* {{$|0C86}}[{{0x|0A] -&lt;br /&gt;
* {{$|0C90}}[{{0x|0A}}] = array that might contain info about steps for effects indicated in&lt;br /&gt;
Array that contains an item index to give to Link. e.g. 0x38 for the pendant of power.&lt;br /&gt;
unknown&lt;br /&gt;
special effect (only known application so far is bomb's direction when laid)&lt;br /&gt;
special effect floor selector (BG1 or BG0). Analogue for sprite objects would be $0F20}}[{{0x|10]&lt;br /&gt;
free ram?&lt;br /&gt;
number of sprites the special effects uses * 4&lt;br /&gt;
The Sprite Object Model. All arrays are 16 bytes long since there are 16 sprites per room.&lt;br /&gt;
Note: also see $0BE0&lt;br /&gt;
* {{$|0C9A}}[{{0x|10}}] = Room or Area number that the sprite has been loaded to. (If in a dungeon, only contains the lower byte)&lt;br /&gt;
* {{$|0CAA}}[{{0x|10}}] = Bit 0: disabled???&lt;br /&gt;
Bit 1: ????&lt;br /&gt;
Bit 2: If set, makes sprite impervious to sword and hammer type attacks&lt;br /&gt;
Bit 3: if set, makes the sprite collide with less tiles than usual&lt;br /&gt;
Bit 4: ????&lt;br /&gt;
Bit 5: ????&lt;br /&gt;
Bit 6: Same as bit 7 in some contexts (zora in particular)&lt;br /&gt;
Bit 7: If set... creates some condition where it may or may not die&lt;br /&gt;
* {{$|0CBA}}[{{0x|10}}] = If this is the following when the sprite dies, then:&lt;br /&gt;
0x00 = nothing happens.&lt;br /&gt;
5740x01 = leaves a normal key.&lt;br /&gt;
0x03 = single green rupee.&lt;br /&gt;
anything else: Big Key&lt;br /&gt;
* {{$|0CCA}}[{{0x|08}}] = Area that an overlord was loaded during&lt;br /&gt;
* {{$|0CD2}}[{{0x|10}}] = How much damage a sprite can do (credit: Euclid)&lt;br /&gt;
* {{$|0CE2}}[{{0x|10}}] = When the sprite is hit, this is written to with the amount of damage to subtract from the sprite’s HP.&lt;br /&gt;
* {{$|0CF2}}[{{0x|01}}] = Damage type determiner&lt;br /&gt;
* {{$|0CF3}}[{{0x|01}}] = free ram&lt;br /&gt;
* {{$|0CF4}}[{{0x|01}}] = Activates bomb or snake trap overlords when set to a nonzero value.&lt;br /&gt;
* {{$|0CF5}}[{{0x|02}}] = Related to palace map submodule, but otherwise I dunno.&lt;br /&gt;
* {{$|0CF7}}[{{0x|01}}] = More luck related crap?&lt;br /&gt;
* {{$|0CF8}}[{{0x|01}}] = Used in Bank 07 as a temporary variable for picking a sound effect with appropriate panning&lt;br /&gt;
* {{$|0CF9}}[{{0x|01}}] = Luck (credit: assassin17)&lt;br /&gt;
* {{$|0CFA}}[{{0x|01}}] = Luck Kill Counter. When this reaches 10 luck will revert to normal.&lt;br /&gt;
That goes for Bad luck and good luck.&lt;br /&gt;
* {{$|0CFB}}[{{0x|01] -&lt;br /&gt;
* {{$|0CFC}}[{{0x|01] -&lt;br /&gt;
* {{$|0CFD}}[{{0x|01}}] = Counter used to cause delay between rupee refill sound effects&lt;br /&gt;
* {{$|0CFE}}[{{0x|02}}] = Something to do with frozen or carried sprites...?&lt;/div&gt;</summary>
		<author><name>Tatters</name></author>	</entry>

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