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		<id>http://alttp.run/hacking/index.php?action=history&amp;feed=atom&amp;title=RAM%3A_Bank_0x7F</id>
		<title>RAM: Bank 0x7F - 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_0x7F"/>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7F&amp;action=history"/>
		<updated>2026-04-15T20:17:31Z</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_0x7F&amp;diff=624&amp;oldid=prev</id>
		<title>Superskuj: Superskuj moved page Rom/Page 0x7F to RAM: Bank 0x7F</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7F&amp;diff=624&amp;oldid=prev"/>
				<updated>2016-12-20T22:33:15Z</updated>
		
		<summary type="html">&lt;p&gt;Superskuj moved page &lt;a href=&quot;/hacking/index.php?title=Rom/Page_0x7F&quot; class=&quot;mw-redirect&quot; title=&quot;Rom/Page 0x7F&quot;&gt;Rom/Page 0x7F&lt;/a&gt; to &lt;a href=&quot;/hacking/index.php?title=RAM:_Bank_0x7F&quot; title=&quot;RAM: Bank 0x7F&quot;&gt;RAM: Bank 0x7F&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 22:33, 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_0x7F&amp;diff=587&amp;oldid=prev</id>
		<title>Tatters: Created page with &quot;* {{$|7F0000}}[{{0x|7E0}}] = tile index buffer for text * {{$|7F0000}}[{{0x|850}}] = no idea * {{$|7F07E0[???}}] = ???? * {{$|7F1200}}[{{0x|800}}] = text buffer for character...&quot;</title>
		<link rel="alternate" type="text/html" href="http://alttp.run/hacking/index.php?title=RAM:_Bank_0x7F&amp;diff=587&amp;oldid=prev"/>
				<updated>2016-12-20T07:19:20Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;* {{$|7F0000}}[{{0x|7E0}}] = tile index buffer for text * {{$|7F0000}}[{{0x|850}}] = no idea * {{$|7F07E0[???}}] = ???? * {{$|7F1200}}[{{0x|800}}] = text buffer for character...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;* {{$|7F0000}}[{{0x|7E0}}] = tile index buffer for text&lt;br /&gt;
* {{$|7F0000}}[{{0x|850}}] = no idea&lt;br /&gt;
* {{$|7F07E0[???}}] = ????&lt;br /&gt;
* {{$|7F1200}}[{{0x|800}}] = text buffer for character data, using pointers loaded from the table at $7F71C0&lt;br /&gt;
* {{$|7F2000}}[{{0x|2000}}] = at some point carries the tile map data for the rain overlay.&lt;br /&gt;
* {{$|7F2000}}[{{0x|1000}}] = (Dungeons) BG2 tile attribute table - (after the level/room has loaded),&lt;br /&gt;
tile information for the room/map.&lt;br /&gt;
In particular tells the game how to handle each 8x8 tile. For example, a chest will have&lt;br /&gt;
the value 0x58 (or something similar) in 4 different locations, interlaced of course.&lt;br /&gt;
List of Tile types:&lt;br /&gt;
0x00 - normal?&lt;br /&gt;
0x01 - collide&lt;br /&gt;
0x02 - ???&lt;br /&gt;
0x03 - ???? what the hell is this?&lt;br /&gt;
0x08 - swim / deep water&lt;br /&gt;
0x09 - shallow water (not swimmable)&lt;br /&gt;
0x0A - ????&lt;br /&gt;
0x0B - ????&lt;br /&gt;
5960x0C - moving floor (Mothula's room)&lt;br /&gt;
0x0D - spike floor (hurts)&lt;br /&gt;
0x0E - ice floor&lt;br /&gt;
0x0F - more ice floor?&lt;br /&gt;
0x1C - top of water staircase&lt;br /&gt;
0x1D - in room staircase&lt;br /&gt;
0x1E - in room staircase&lt;br /&gt;
0x1F - in room staircase&lt;br /&gt;
0x20 - Pit / Hole tiles&lt;br /&gt;
0x21 - ????&lt;br /&gt;
0x22 - stairs that slow you down&lt;br /&gt;
0x23 - Lower half of trigger tile (Object 1.1.0x35 also uses it, but it seems like a broken mess)&lt;br /&gt;
0x24 - Upper half of trigger tile&lt;br /&gt;
0x26 - Boundary tile for In-floor inter-room staircases&lt;br /&gt;
0x27 - white statues (dungeons) / fences (overworld)&lt;br /&gt;
0x28 - Ledge leading up&lt;br /&gt;
0x29 - Ledge leading down&lt;br /&gt;
0x2A - Ledge leading left&lt;br /&gt;
0x2B - Ledge leading right&lt;br /&gt;
0x2C - Ledge leading up + left&lt;br /&gt;
0x2D - Ledge leading down + left&lt;br /&gt;
0x2E - Ledge leading up + right&lt;br /&gt;
0x2F - Ledge leading down + right&lt;br /&gt;
0x30 - Up Staircase to room 1 of 5&lt;br /&gt;
0x31 - Up Staircase to room 2 ( &amp;quot; )&lt;br /&gt;
0x32 - Up Staircase to room 3 ( &amp;quot; )&lt;br /&gt;
0x33 - Up Staircase to room 4 ( &amp;quot; )&lt;br /&gt;
0x34 - Down Staircase to room 1 of 5&lt;br /&gt;
0x35 - Down Staircase to room 2 ( &amp;quot; )&lt;br /&gt;
0x36 - Down Staircase to room 3 ( &amp;quot; )&lt;br /&gt;
0x37 - Down Staircase to room 4 ( &amp;quot; )&lt;br /&gt;
0x38 - Boundary tile for straight up inter-room staircases&lt;br /&gt;
0x39 - Boundary tile for sraightt up inter-room staircases&lt;br /&gt;
0x3A - ????&lt;br /&gt;
0x3B - star tiles that change up the floor&lt;br /&gt;
0x3D - inter-floor staircases?&lt;br /&gt;
0x3E - inter-floor staircases?&lt;br /&gt;
0x3F - inter-floor staircases?&lt;br /&gt;
5970x40 - Thick Grass (and smashed in moles?)&lt;br /&gt;
0x42 - Gravestone&lt;br /&gt;
0x44 - Spike Block (dungeon) / Cactus (overworld)&lt;br /&gt;
0x48 - (overworld) Normal blank ground&lt;br /&gt;
0x4A - ????&lt;br /&gt;
0x4B - Orange Warp Tile (Dungeons) / Blue Warp Tile (Overworld)&lt;br /&gt;
0x4E - Mountain rock tile found in only a few select areas&lt;br /&gt;
0x4F - Mountaon rock tile found in only a few select areas&lt;br /&gt;
0x50 - (overworld) bush&lt;br /&gt;
0x51 - (overworld) off color bush&lt;br /&gt;
0x52 - (overworld) small light rock&lt;br /&gt;
0x53 - (overworld) small heavy rock&lt;br /&gt;
0x54 - (overworld) sign&lt;br /&gt;
0x55 - (overworld) large light rock&lt;br /&gt;
0x56 - (overworld) large heavy rock&lt;br /&gt;
0x57 - (overworld) rock pile&lt;br /&gt;
0x58 - chest 0&lt;br /&gt;
0x59 - chest 1&lt;br /&gt;
0x5A - chest 2&lt;br /&gt;
0x5B - chest 3&lt;br /&gt;
0x5C - chest 4&lt;br /&gt;
0x5D - chest 5&lt;br /&gt;
0x5E - upward staircase tile&lt;br /&gt;
0x60 - ????&lt;br /&gt;
0x62 - bombable cracked floor&lt;br /&gt;
0x63 - minigame chests?&lt;br /&gt;
0x66 - blue / orange block that is down&lt;br /&gt;
0x67 - blue / orange block that is up&lt;br /&gt;
0x68 - conveyor belt&lt;br /&gt;
0x69 - conveyor belt&lt;br /&gt;
0x6A - conveyor belt&lt;br /&gt;
0x6B - conveyor belt&lt;br /&gt;
0x70 - pot or bush (or mole?)&lt;br /&gt;
0x71 - pot or bush&lt;br /&gt;
0x72 - pot or bush&lt;br /&gt;
0x73 - pot or bush&lt;br /&gt;
0x74 - pot or bush&lt;br /&gt;
0x75 - pot or bush&lt;br /&gt;
5980x76 - pot or bush&lt;br /&gt;
0x77 - pot or bush&lt;br /&gt;
0x78 - pot or bush&lt;br /&gt;
0x79 - pot or bush&lt;br /&gt;
0x7A - pot or bush&lt;br /&gt;
0x7B - pot or bush&lt;br /&gt;
0x7C - pot or bush&lt;br /&gt;
0x7D - pot or bush&lt;br /&gt;
0x7E - pot or bush&lt;br /&gt;
0x7F - pot or bush&lt;br /&gt;
0x80 - open door?&lt;br /&gt;
0x8E - send player to overworld? (well supported so far &amp;gt;_&amp;gt;)&lt;br /&gt;
0x90 - screen transition with BG toggle (BG0 &amp;lt;-&amp;gt; BG1)&lt;br /&gt;
0x91 - screen transition with BG toggle (BG0 &amp;lt;-&amp;gt; BG1)&lt;br /&gt;
0x92 - screen transition with BG toggle (BG0 &amp;lt;-&amp;gt; BG1)&lt;br /&gt;
0x93 - screen transition with BG toggle (BG0 &amp;lt;-&amp;gt; BG1)&lt;br /&gt;
0x94 - screen transition with BG toggle (BG0 &amp;lt;-&amp;gt; BG1)&lt;br /&gt;
0x95 - screen transition with BG toggle (BG0 &amp;lt;-&amp;gt; BG1)&lt;br /&gt;
0x96 - screen transition with BG toggle (BG0 &amp;lt;-&amp;gt; BG1)&lt;br /&gt;
0x97 - screen transition with BG toggle (BG0 &amp;lt;-&amp;gt; BG1)&lt;br /&gt;
0xA0 - screen transition with dungeon toggle&lt;br /&gt;
0xA1 - screen transition with dungeon toggle&lt;br /&gt;
0xA2 - screen transition with dungeon toggle&lt;br /&gt;
0xA3 - screen transition with dungeon toggle&lt;br /&gt;
0xA4 - screen transition with dungeon toggle&lt;br /&gt;
0xA5 - screen transition with dungeon toggle&lt;br /&gt;
0xB0 - Cane of Somaria line (up/down)&lt;br /&gt;
0xB1 - Cane of Somaria line (left/right)&lt;br /&gt;
0xB2 - ???&lt;br /&gt;
0xB6 - Cane of Somaria line node (question mark shaped)&lt;br /&gt;
0xC0 - Torch 0x00&lt;br /&gt;
0xC1 - Torch 0x01&lt;br /&gt;
0xC2 - Torch 0x02&lt;br /&gt;
0xC3 - Torch 0x03&lt;br /&gt;
0xC4 - Torch 0x04&lt;br /&gt;
0xC5 - Torch 0x05&lt;br /&gt;
0xC6 - Torch 0x06&lt;br /&gt;
0xC7 - Torch 0x07&lt;br /&gt;
0xC8 - Torch 0x08&lt;br /&gt;
0xC9 - Torch 0x09&lt;br /&gt;
0xCA - Torch 0x0A&lt;br /&gt;
0xCB - Torch 0x0B&lt;br /&gt;
0xCC - Torch 0x0C&lt;br /&gt;
0xCD - Torch 0x0D&lt;br /&gt;
0xCE - Torch 0x0E&lt;br /&gt;
0xCF - Torch 0x0F&lt;br /&gt;
5990x0D0 - ????&lt;br /&gt;
0xF0 - Key door 1&lt;br /&gt;
0xF1 - Key door 2&lt;br /&gt;
0xF2 - Key door 3&lt;br /&gt;
0xF3 - Key door 4&lt;br /&gt;
0xF4 - ????&lt;br /&gt;
* {{$|7F3000}}[{{0x|1000}}] = Tile Attribute table for BG1. Same as $7F2000 but for a different background.&lt;br /&gt;
* {{$|7F4000 - enemy related&lt;br /&gt;
* {{$|7F5000}}[{{0x|800}}] = free ram&lt;br /&gt;
* {{$|7F5800[?}}] = used?&lt;br /&gt;
* {{$|7F5B00}}[{{0x|A0] -&lt;br /&gt;
Array of sound settings for overworld areas.&lt;br /&gt;
The top 4 bits determine the ambient sound effect, which is written to $012D&lt;br /&gt;
The bottom 4 bits determine the song number to play when the area is loaded ($012C)&lt;br /&gt;
This array is preloaded with differing values depending on which stage of the game you're in.&lt;br /&gt;
The stages are determined by $7EF3C5 (See $3C5 in Zelda_SRM.log)&lt;br /&gt;
* {{$|7F5BA0}}[{{0x|60}}] = free ram&lt;br /&gt;
* {{$|7F6000}}[{{0x|1000}}] = enemy damage related&lt;br /&gt;
* {{$|7F7000}}[{{0x|1C0}}] = Used to generate the hdma table that the intro and outro spotlight effect uses&lt;br /&gt;
* {{$|7F71C0}}[{{0x|4A7}}] = text / dialogue pointers (all of them!). Each one is a 3 byte long pointer.&lt;br /&gt;
* {{$|7F7667}}[{{0x|6719}}] = free ram&lt;br /&gt;
* {{$|7FDD80}}[{{0x|200}}] = Serves as a temporary buffer for storing a copy of the current palette buffer.&lt;br /&gt;
Sometimes the contents of $7EC500 gets stored here, and other times it's $7EC300&lt;br /&gt;
being preserved. The general idea here is that the game hopes to eventually&lt;br /&gt;
(optionally) restore the palette to this set of colors later.&lt;br /&gt;
* {{$|7FDE00}}[{{0x|180?}}] = ???&lt;br /&gt;
* {{$|7FDF80}}[{{0x|280}}] = (indoors) I think this is used to describe which rooms have had their sprites loaded&lt;br /&gt;
(while in a dungeon)&lt;br /&gt;
* {{$|7FDF80}}[{{0x|1000}}] = (outdoors) Memory region that indicates where sprites are in the currently loaded overworld map&lt;br /&gt;
(which map16 tile they're on)&lt;br /&gt;
* {{$|7FEF80}}[{{0x|200}}] = death status for the overworld sprites?&lt;br /&gt;
* {{$|7FF180}}[{{0x|?] -&lt;br /&gt;
???&lt;br /&gt;
* {{$|7FE200 -&lt;br /&gt;
Special animation memory region:&lt;br /&gt;
600$7FF800}}[{{0x|1E}}] = type of special animation&lt;br /&gt;
0x01 - Fireball chain... fireballs? Is the whole thing made up of these?&lt;br /&gt;
0x02 - Mothula beam?&lt;br /&gt;
0x03 - Falling tile? Or the effect after the tile has falling of it disappearing?&lt;br /&gt;
0x04 - Something to do with eye lasers in the walls&lt;br /&gt;
0x05 - one sparkling point produced when you freeze an enemy and as while it's frozen periodically&lt;br /&gt;
0x06 - Black sperm looking things related...&lt;br /&gt;
0x07 - Something to do with Kholdstare, maybe the ice that falls from the ceiling?&lt;br /&gt;
0x08 - Fireball sprite from zora or evil face things. Maybe the trails of those instead?&lt;br /&gt;
0x09 - Something to do with Vitreous... maybe his lightning&lt;br /&gt;
0x0A - bush clippings scattering (also used for grass)&lt;br /&gt;
0x0B - Swimmer splashes?&lt;br /&gt;
0x0C - Trinexx related...&lt;br /&gt;
0x0D - Invalid, don't use this animation as it will certainly crash the game. (It's a null pointer)&lt;br /&gt;
0x0E - Trinexx related...&lt;br /&gt;
0x0F - Blind related...&lt;br /&gt;
0x10 - Something to do with Trinexx... perhaps fire or ice blasts.&lt;br /&gt;
Also related to Ganon's firebats that spawn fireballs.&lt;br /&gt;
I think it's pretty clear it's those fireballs&lt;br /&gt;
0x11 - Spawned from special animation 0x0F...&lt;br /&gt;
0x12 - Sprite falling into hole?&lt;br /&gt;
0x13 - The Ganon bat smashing into the pyramid of power&lt;br /&gt;
0x14 - Red hat man's dash puffs?&lt;br /&gt;
0x15 - Arghus splashes?&lt;br /&gt;
0x16 - pot shattering&lt;br /&gt;
* {{$|7FF81E}}[{{0x|1E}}] = special animation Y coord. low byte&lt;br /&gt;
* {{$|7FF83C}}[{{0x|1E}}] = special animation X coord. low byte&lt;br /&gt;
* {{$|7FF85A}}[{{0x|1E}}] = special animation Y coord. high byte&lt;br /&gt;
* {{$|7FF878}}[{{0x|1E}}] = special animation X coord. high byte&lt;br /&gt;
* {{$|7FF896}}[{{0x|1E}}] = special animation unknown 1&lt;br /&gt;
* {{$|7FF8B4}}[{{0x|1E}}] = special animation unknown 2&lt;br /&gt;
* {{$|7FF8D2}}[{{0x|1E}}] = special animation unknown 3&lt;br /&gt;
* {{$|7FF8F0}}[{{0x|1E}}] = special animation unknown 4&lt;br /&gt;
* {{$|7FF90E}}[{{0x|1E}}] = special animation countdown timer&lt;br /&gt;
* {{$|7FF92C}}[{{0x|1E}}] = special animation floor designator&lt;br /&gt;
* {{$|7FF94A}}[{{0x|1E}}] = special animation unknown 5&lt;br /&gt;
* {{$|7FF968}}[{{0x|1E}}] = special animation unknown 6&lt;br /&gt;
* {{$|7FF986}}[{{0x|1E}}] = special animation unknown 7&lt;br /&gt;
* {{$|7FF9A4}}[{{0x|1E}}] = special animation unknown 8&lt;br /&gt;
* {{$|7FF9C2}}[{{0x|10}}] = Sprite tile interaction value. Acquires its value from $0FA5.&lt;br /&gt;
* {{$|7FF9D2}}[{{0x|2C}}] = Free ram?&lt;br /&gt;
* {{$|7FF9FE}}[{{0x|1E}}] = special animation unknown B&lt;br /&gt;
Holdable objects&lt;br /&gt;
601$7FFA1C}}[{{0x|10}}] = Array that seems to handle the objects you hold above your head?&lt;br /&gt;
* {{$|7FFA2C}}[{{0x|10] -&lt;br /&gt;
* {{$|7FFA3C}}[{{0x|10] -&lt;br /&gt;
* {{$|7FFA4C}}[{{0x|10] -&lt;br /&gt;
* {{$|7FFA5C}}[{{0x|10] -&lt;br /&gt;
* {{$|7FFA6C}}[{{0x|10] -&lt;br /&gt;
* {{$|7FFA7C}}[{{0x|10] -&lt;br /&gt;
* {{$|7FFA8C}}[{{0x|10] -&lt;br /&gt;
* {{$|7FFA9C}}[{{0x|10] -&lt;br /&gt;
* {{$|7FFAAC}}[{{0x|10] -&lt;br /&gt;
* {{$|7FFABC}}[{{0x|10] -&lt;br /&gt;
* {{$|7FFACC}}[{{0x|10] -&lt;br /&gt;
* {{$|7FFADC}}[{{0x|10] -&lt;br /&gt;
* {{$|7FFAEC}}[{{0x|10}}] = free ram?&lt;br /&gt;
* {{$|7FFAFC}}[{{0x|10}}] = free ram?&lt;br /&gt;
* {{$|7FFB0C}}[{{0x|10}}] = free ram?&lt;br /&gt;
* {{$|7FFB1C}}[{{0x|10}}] = used, but unknown&lt;br /&gt;
* {{$|7FFBDC}}[{{0x|10}}] = used, but unknown&lt;br /&gt;
; most of these seem to be referenced for Helmasaur King's tail (maybe other bosses too)&lt;br /&gt;
* {{$|7FFC00[??}}] = unknown&lt;br /&gt;
* {{$|7FFC80[??}}] = unknown&lt;br /&gt;
* {{$|7FFC9C}}[{{0x|10?}}] = used, but unknown&lt;br /&gt;
* {{$|7FFD00[??}}] = unknown&lt;br /&gt;
* {{$|7FFD5C}}[{{0x|01}}] = apparently Ganon related&lt;br /&gt;
* {{$|7FFD68}}[{{0x|01}}] = apparently Ganon related&lt;br /&gt;
* {{$|7FFD80[??}}] = unknown&lt;br /&gt;
* {{$|7FFE00}}[{{0x|80}}] = statue sentry uses if for something&lt;br /&gt;
* {{$|7FFE80}}[{{0x|80}}] = statue sentry uses it for something&lt;br /&gt;
* {{$|7FFF00}}[{{0x|80}}] = statue sentry uses it for something&lt;br /&gt;
* {{$|7FFF80}}[{{0x|80}}] = free ram?&lt;br /&gt;
-------------End of variables------------------------&lt;br /&gt;
Routines:&lt;br /&gt;
* {{$|333&lt;br /&gt;
While this routine appears to be complicated and technical, it really serves two purposes.&lt;br /&gt;
602Depending upon the entry point to the routine, two 16 bit values will be written to VRAM. The value at $00 goes to&lt;br /&gt;
* {{$|0000-$1FFF and the one in $02 goes to $6000-$67FF. That's it. The values are written non-incrementally, so it's just&lt;br /&gt;
those two values getting written over and over again.&lt;br /&gt;
* {{$|07C0&lt;br /&gt;
Zeroes out the first $2000 bytes of WRAM.&lt;br /&gt;
Checks the checksums on your save files to see if they are valid. Erases them if not.&lt;br /&gt;
* {{$|00082E&lt;br /&gt;
* {{$|0888&lt;br /&gt;
Loads SPC with data at specified address&lt;br /&gt;
* {{$|0901&lt;br /&gt;
Sets up address for $8888&lt;br /&gt;
Address = $198000 =&amp;gt; $0C8000&lt;br /&gt;
* {{$|093D&lt;br /&gt;
Initializes the Screen&lt;br /&gt;
* {{$|094A&lt;br /&gt;
Saves your game.&lt;br /&gt;
* {{$|07C0&lt;br /&gt;
Sets up address for $8888&lt;br /&gt;
Address = $1A9EF5 =&amp;gt; $D1EF5&lt;br /&gt;
* {{$|12A1&lt;br /&gt;
Upon starting this routine, inspect the 8-bit value at the long address [$00], Y&lt;br /&gt;
If it is positive, that value is stored at $04, Y is incremented, and the next value is stored at $03. Y increments. If the next&lt;br /&gt;
value at [$00], Y is negative (AND 0x80 tells us this) then A will end up as 0x1, and 0x0 is the value was positive. This is&lt;br /&gt;
stored at $07. The very same value is read in but this time we AND with 0x40, STA $05, and LSR A three times. The AND&lt;br /&gt;
left a nonzero result, we will have A = 0x80, and if not, A = 0x00. Ultimately either are ORed with 0x01 so we have A =&lt;br /&gt;
0x81 or 0x01. The 0x01 tells us data will be being transferred in Mode 2 (a la register $4310). Data from the source is&lt;br /&gt;
written to $2118.&lt;br /&gt;
Summary: 1st Value read: XXXX XXXX (If negative, the SR exits) -&amp;gt; $04&lt;br /&gt;
2nd Value read: XXXX XXXX -&amp;gt; $03&lt;br /&gt;
3rd Value read: AXXX XXXX (A = 0:&lt;br /&gt;
* {{$|D81B&lt;br /&gt;
If NOPed, you will not be able to pick up some types of pots in dungeons.&lt;br /&gt;
* {{$|10054&lt;br /&gt;
The subroutine is used to verify that all the save files are uncorrupted. Each save file has one mirrored slot 0xF00 bytes&lt;br /&gt;
offset from the original. If the first file is corrupt and the mirror is fine, it will copy the mirror to the original and use it.&lt;br /&gt;
Basically it checks if the 0x500 bytes in the slot add up to 0x5A5A. When save files are saved a checksum is calculated to&lt;br /&gt;
make sure this constraint is met.&lt;br /&gt;
603$17EBB&lt;br /&gt;
I'm going to generalize this subroutine because the data extraction method is cumbersome to figure out at a moment's&lt;br /&gt;
glance. Sub $175F5 is used to get a sequence of codes, and after each code follows data to be put in memory at&lt;br /&gt;
* {{$|7F4000, Y. Update: After some serious thought, I've begun to think of this as a decompression routine, possibly for&lt;br /&gt;
OAM data.&lt;br /&gt;
The way the data is handled depends on the three most significant bits of the code. The number of bytes to write is&lt;br /&gt;
determined by the five least significant bits of the code plus one. Let this number be called R.&lt;br /&gt;
[XXX | XXXXX]&lt;br /&gt;
(Code), (R - 1)&lt;br /&gt;
Example:&lt;br /&gt;
[010 | 10001]&lt;br /&gt;
Code = 010&lt;br /&gt;
R = 10001 + 1 = 10010 = 18d (d for decimal)&lt;br /&gt;
Codes:&lt;br /&gt;
[000] : Write R bytes after the code. For instance, 03 11 12 13 14 would have you write 11, 12, 13, and 14 in succession&lt;br /&gt;
into memory.&lt;br /&gt;
[001] : Write the one byte after the code R times. 23 15 would make you write 15 four times into memory.&lt;br /&gt;
[100], [110], [101] : After the code is a 16-bit index. This means copy memory from $7F4000 + (the Index). You will copy&lt;br /&gt;
R bytes of course&lt;br /&gt;
[010] : This code is used for repeatedly storing a 16-bit number, rather than the [001] case. Over all R bytes will still be&lt;br /&gt;
written.&lt;br /&gt;
[011] : Whatever value is picked after the code will be incremented (R - 1) times and written R times. 34 01 for example&lt;br /&gt;
would write 01 02 03 04 05&lt;br /&gt;
* {{$|6FE77-$6FFC0 - Template for the status bar. That is, set of tile indices.&lt;br /&gt;
When the game begins these are mapped to $7EC700-$7EC849&lt;br /&gt;
* {{$|3E245 Controls Link's movement, i.e. his speeds and different movement events, such as swimming and dashing.&lt;/div&gt;</summary>
		<author><name>Tatters</name></author>	</entry>

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