Difference between revisions of "RAM: Bank 0x7E: Page 0x01"
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This is beyond direct page and you can assume that all addresses here are {{$|7EXXXX}} until you reach bank {{$|7F}}. | This is beyond direct page and you can assume that all addresses here are {{$|7EXXXX}} until you reach bank {{$|7F}}. | ||
− | * {{$|0100 | + | * {{address|$|0100||02}} = Numerical index that controls the graphics that are blitted for Link during VRAM. See DMA variables for additional info. |
− | * {{$|0102 | + | * {{address|$|0102||02}} = See DMA Variables |
− | * {{$|0104 | + | * {{address|$|0104||02}} = See DMA Variables |
− | * {{$|0106 | + | * {{address|$|0106||01}} = free ram? |
− | * {{$|0107 | + | * {{address|$|0107||02}} = See DMA Variables |
− | * {{$|0109 | + | * {{address|$|0109||01}} = See DMA Variables |
− | * {{$|010A | + | * {{address|$|010A||01}} = Set to nonzero when Link incurs death. Used if the player saved and continued (or just continued) after dying, indicating that the loading process will be slightly different. |
− | * {{$|010B | + | * {{address|$|010B||01}} = free ram? |
− | * {{$|010C | + | * {{address|$|010C||02}} = Temporary storage for a module number. Example: If we're in Overworld mode ({{0x|09}}) and have to display a textbox (module {{0x|0E}}), {{0x|09}} gets saved to this location on a temporary basis. Once the textbox disappears this module will be resumed. |
− | * {{$|010E | + | * {{address|$|010E||02}} = (Dungeon) gives the entrance index of the current dungeon |
− | * {{$|0110 | + | * {{address|$|0110||02}} = In the context of loading dungeon rooms, contains the index of the room (see {{$|A0}}) multiplied by 3. Allows for indexing into 24bit pointer address tables. |
− | * {{$|0112 | + | * {{address|$|0112||02}} = Apparently a flag indicating the bombos medallion is falling. Stops the Menu from being dropped down too. It seems to work as a flag for any general extended animation that is currently in progress. |
− | * {{$|0114 | + | * {{address|$|0114||02}} = Value of the type of tile Link is currently standing on. Only the lower byte is used. |
− | * {{$|0116 | + | * {{address|$|0116||02}} = Used with routine {{$|008CB0}} to transfer {{0x|0800}} bytes from {{$|7E1000}} to a variable location (determined by this memory location) |
− | * {{$|0118 | + | * {{address|$|0118||02}} = Local portion of an address used to transfer data from {{$|7FXXXX}} to vram whenever variable {{$|19}} is nonzero. |
− | * {{$|011A | + | * {{address|$|011A||02}} = BG1 Y Offset. Gets applied to {{$|0124}}. Can be used in quakes/shaking |
− | * {{$|011C | + | * {{address|$|011C||02}} = BG1 X Offset. Gets applied to {{$|0120}} |
These are extra buffers for the scroll variables in addition to the {{$|E0}},...,{{$|EA}} registers earlier | These are extra buffers for the scroll variables in addition to the {{$|E0}},...,{{$|EA}} registers earlier | ||
− | * {{$|011E | + | * {{address|$|011E||02}} = BG2 Horizontal Scroll Register ({{$|210F}}) |
− | * {{$|0120 | + | * {{address|$|0120||02}} = BG1 Horizontal Scroll Register ({{$|210D}}) |
− | * {{$|0122 | + | * {{address|$|0122||02}} = BG2 Vertical Scroll Register ({{$|2110}}) |
− | * {{$|0124 | + | * {{address|$|0124||02}} = BG1 Vertical Scroll Register ({{$|210E}}) |
− | * {{$|0126 | + | * {{address|$|0126||01}} = Seems to be used during dungeon screen transitions as some sort of counter. |
− | * {{$|0127 | + | * {{address|$|0127||01}} = free ram |
− | * {{$|0128 | + | * {{address|$|0128||01}} = ???? Seen as 0xFF during the history sequence. When set to {{0x|FF}}, the IRQ routine will disable the IRQ routine the next time it executes by writing {{0x|81}} to {{$|4200}}. |
− | * {{$|0129 | + | * {{address|$|0129||01}} = free ram |
− | * {{$|012A | + | * {{address|$|012A||01}} = Seems to be a flag for the crystal sequence scripting. As long as this flag is set, the sequence progresses. Also used for the Triforce sequences. Triggers a subsection of the NMI routine. |
− | * {{$|012B | + | * {{address|$|012B||01}} = free ram |
− | * {{$|012C | + | * {{address|$|012C||01}} = Music control |
**{{0x|01}} = Triforce opening | **{{0x|01}} = Triforce opening | ||
**{{0x|02}} = light world | **{{0x|02}} = light world | ||
Line 72: | Line 72: | ||
**{{0x|FF}} = Load a new set of music. | **{{0x|FF}} = Load a new set of music. | ||
− | * {{$|012D | + | * {{address|$|012D||01}} = (Sound) Ambient Sound effects |
**{{0x|05}} - Silence | **{{0x|05}} - Silence | ||
**{{0x|07}} - Rumbling Sound? (Seems fairly certain) | **{{0x|07}} - Rumbling Sound? (Seems fairly certain) | ||
Line 79: | Line 79: | ||
**{{0x|15}} - Door to Triforce room opens | **{{0x|15}} - Door to Triforce room opens | ||
− | * {{$|012E | + | * {{address|$|012E||01}} = (Sound) Sound Effects 1 |
− | **{{0x|00}} | + | **{{0x|00}} = none (no change) |
− | **{{0x|01}} | + | **{{0x|01}} = small sword swing 1 (Fighter Sword) |
− | **{{0x|02}} | + | **{{0x|02}} = small sword swing 2 (Fighter Sword) |
− | **{{0x|03}} | + | **{{0x|03}} = medium sword swing 1 (Master Sword and up) |
− | **{{0x|04}} | + | **{{0x|04}} = fierce sword swing 2 (Master Sword and up) |
− | **{{0x|05}} | + | **{{0x|05}} = object clinking against the wall |
− | **{{0x|06}} | + | **{{0x|06}} = object clinking Link's shield or a hollow door when poked |
− | **{{0x|07}} | + | **{{0x|07}} = shooting arrow (or red Goriyas shooting fireballs) |
− | **{{0x|08}} | + | **{{0x|08}} = arrow hitting wall |
− | **{{0x|09}} | + | **{{0x|09}} = really quiet sound |
− | **{{0x|0A}} | + | **{{0x|0A}} = hookshot cranking |
− | **{{0x|0B}} | + | **{{0x|0B}} = door shutting |
− | **{{0x|0C}} | + | **{{0x|0C}} = loud thud / heavy door shutting |
− | **{{0x|0D}} | + | **{{0x|0D}} = magic powder noise |
− | **{{0x|0E}} | + | **{{0x|0E}} = fire rod being fired |
− | **{{0x|0F}} | + | **{{0x|0F}} = ice rod being fired |
− | **{{0x|10}} | + | **{{0x|10}} = hammer being used? |
− | **{{0x|11}} | + | **{{0x|11}} = hammer pounding down stake |
− | **{{0x|12}} | + | **{{0x|12}} = really familiar but can't place it exactly |
− | **{{0x|13}} | + | **{{0x|13}} = playing the flute |
− | **{{0x|14}} | + | **{{0x|14}} = Link picking something small up? |
− | **{{0x|15}} | + | **{{0x|15}} = Weird zapping noise |
− | **{{0x|16}} | + | **{{0x|16}} = Link walking up staircase 1 |
− | **{{0x|17}} | + | **{{0x|17}} = Link walking up staircase 2 (finishing on next floor) |
− | **{{0x|18}} | + | **{{0x|18}} = Link walking down staircase 1 |
− | **{{0x|19}} | + | **{{0x|19}} = Link walking down staircase 2 (finishing on next floor) |
− | **{{0x|1A}} | + | **{{0x|1A}} = Link walking through grass? |
− | **{{0x|1B}} | + | **{{0x|1B}} = sounds like a faint splash or thud |
− | **{{0x|1C}} | + | **{{0x|1C}} = Link walking in shallow water |
− | **{{0x|1D}} | + | **{{0x|1D}} = picking an object up |
− | **{{0x|1E}} | + | **{{0x|1E}} = some sort of hissing (walking through grass maybe?) |
− | **{{0x|1F}} | + | **{{0x|1F}} = object smashing to bits |
− | **{{0x|20}} | + | **{{0x|20}} = item falling into a pit |
− | **{{0x|21}} | + | **{{0x|21}} = sounds like a plop on wood, can't remember where it gets used |
− | **{{0x|22}} | + | **{{0x|22}} = loud thunderous noise |
− | **{{0x|23}} | + | **{{0x|23}} = pegasus boots slippy sound |
− | **{{0x|24}} | + | **{{0x|24}} = Link making a splash in deep water (but having to come back out) |
− | **{{0x|25}} | + | **{{0x|25}} = Link walking through swampy water |
− | **{{0x|26}} | + | **{{0x|26}} = Link taking damage |
− | **{{0x|27}} | + | **{{0x|27}} = Link passing out |
− | **{{0x|28}} | + | **{{0x|28}} = item falling onto shallow water |
− | **{{0x|29}} | + | **{{0x|29}} = rupees refill sound |
− | **{{0x|2A}} | + | **{{0x|2A}} = whiffy sound |
− | **{{0x|2B}} | + | **{{0x|2B}} = low life warning beep |
− | **{{0x|2C}} | + | **{{0x|2C}} = pulling master sword out |
− | **{{0x|2D}} | + | **{{0x|2D}} = taking magic power damage from enemy |
− | **{{0x|2E}} | + | **{{0x|2E}} = Seems like a sound related to Ganon's Tower opening |
− | **{{0x|2F}} | + | **{{0x|2F}} = Seems like a sound related to Ganon's Tower opening |
− | **{{0x|30}} | + | **{{0x|30}} = chicken getting owned |
− | **{{0x|31}} | + | **{{0x|31}} = big faerie healing your wounds |
− | **{{0x|32}} | + | **{{0x|32}} = sounds familiar but can't place it. Whooshing noise |
− | **{{0x|33}} | + | **{{0x|33}} = cheesy noise that happens when Agahnim makes chicks disappear |
− | **{{0x|34}} | + | **{{0x|34}} = cheesy noise that happens when Agahnim makes chicks disappear |
− | **{{0x|35}} | + | **{{0x|35}} = faint rumbling noise |
− | **{{0x|36}} | + | **{{0x|36}} = faint rumbling noise |
− | **{{0x|37}} | + | **{{0x|37}} = spin attack has powered up |
− | **{{0x|38}} | + | **{{0x|38}} = swimming noise |
− | **{{0x|39}} | + | **{{0x|39}} = thunderous noise while Ganon's tower opens |
− | **{{0x|3A}} | + | **{{0x|3A}} = some kind of clinky hit |
− | **{{0x|3B}} | + | **{{0x|3B}} = sounds like magic powder but unfamiliar |
− | **{{0x|3C}} | + | **{{0x|3C}} = Error noise |
− | **{{0x|3D}} | + | **{{0x|3D}} = something big falling into water? (Argghus?) |
− | **{{0x|3E}} | + | **{{0x|3E}} = playing the flute (quieter) |
− | **{{0x|3F}} | + | **{{0x|3F}} = magic powder |
− | * {{$|012F | + | * {{address|$|012F||01}} = (Sound) Sound Effects 2 |
− | **{{0x|00}} | + | **{{0x|00}} = none (no change) |
− | **{{0x|01}} | + | **{{0x|01}} = master sword beam |
− | **{{0x|02}} | + | **{{0x|02}} = unintelligble switch noise |
− | **{{0x|03}} | + | **{{0x|03}} = ????? yet another loud thud |
− | **{{0x|04}} | + | **{{0x|04}} = Nutcase soldier getting pissed off |
− | **{{0x|05}} | + | **{{0x|05}} = shooting a fireball (Lynel) |
− | **{{0x|06}} | + | **{{0x|06}} = ????? |
− | **{{0x|07}} | + | **{{0x|07}} = giant metal balls coming out of nodes |
− | **{{0x|08}} | + | **{{0x|08}} = normal enemy taking a big hit |
− | **{{0x|09}} | + | **{{0x|09}} = normal enemy dying |
− | **{{0x|0A}} | + | **{{0x|0A}} = collecting rupee |
− | **{{0x|0B}} | + | **{{0x|0B}} = collecting single heart |
− | **{{0x|0C}} | + | **{{0x|0C}} = text scrolling flute noise |
− | **{{0x|0D}} | + | **{{0x|0D}} = single heart filling in on HUD |
− | **{{0x|0E}} | + | **{{0x|0E}} = sound of a chest being opened |
− | **{{0x|0F}} | + | **{{0x|0F}} = you got an item sound 1 |
− | **{{0x|10}} | + | **{{0x|10}} = switching to map sound effect |
− | **{{0x|11}} | + | **{{0x|11}} = menu screen going down |
− | **{{0x|12}} | + | **{{0x|12}} = menu screen going up |
− | **{{0x|13}} | + | **{{0x|13}} = throwing an item |
− | **{{0x|14}} | + | **{{0x|14}} = clink (not sure what it's used for) |
− | **{{0x|15}} | + | **{{0x|15}} = loud thud 1 |
− | **{{0x|16}} | + | **{{0x|16}} = loud thud 2 |
− | **{{0x|17}} | + | **{{0x|17}} = rats |
− | **{{0x|18}} | + | **{{0x|18}} = dragging something |
− | **{{0x|19}} | + | **{{0x|19}} = zora shooting fireball |
− | **{{0x|1A}} | + | **{{0x|1A}} = minor puzzle solved |
− | **{{0x|1B}} | + | **{{0x|1B}} = major puzzle solved |
− | **{{0x|1C}} | + | **{{0x|1C}} = doing minor damage to enemy |
− | **{{0x|1D}} | + | **{{0x|1D}} = taking magic power damage from enemy |
− | **{{0x|1E}} | + | **{{0x|1E}} = keese flitting around |
− | **{{0x|1F}} | + | **{{0x|1F}} = Link squealing like a bitch when he falls into a hole |
− | **{{0x|20}} | + | **{{0x|20}} = switch menu item |
− | **{{0x|21}} | + | **{{0x|21}} = boss taking damage |
− | **{{0x|22}} | + | **{{0x|22}} = boss dying |
− | **{{0x|23}} | + | **{{0x|23}} = spin attack sound |
− | **{{0x|24}} | + | **{{0x|24}} = switching between different mode 7 map perspectives |
− | **{{0x|25}} | + | **{{0x|25}} = triggering a switch |
− | **{{0x|26}} | + | **{{0x|26}} = Agahnim's lightning |
− | **{{0x|27}} | + | **{{0x|27}} = Agahnim powering up an attack |
− | **{{0x|28}} | + | **{{0x|28}} = Agahnim / Ganon teleporting |
− | **{{0x|29}} | + | **{{0x|29}} = Agahnim shooting a beam |
− | **{{0x|2A}} | + | **{{0x|2A}} = tougher enemy taking damage. |
− | **{{0x|2B}} | + | **{{0x|2B}} = Link getting electromucuted |
− | **{{0x|2C}} | + | **{{0x|2C}} = bees buzzing |
− | **{{0x|2D}} | + | **{{0x|2D}} = Major achievement completed (e.g. getting a piece of heart) |
− | **{{0x|2E}} | + | **{{0x|2E}} = Major item obtained (e.g. Pendant or Heart Container) |
− | **{{0x|2F}} | + | **{{0x|2F}} = obtained small key |
− | **{{0x|30}} | + | **{{0x|30}} = blob popping out of ground |
− | **{{0x|31}} | + | **{{0x|31}} = Moldorm's weird track like noise |
− | **{{0x|32}} | + | **{{0x|32}} = bouncing off a bungie |
− | **{{0x|33}} | + | **{{0x|33}} = short unknown jingle |
− | **{{0x|34}} | + | **{{0x|34}} = Sounds like defunct version of sound {{0x|35}} below. Seems to be unused. |
− | **{{0x|35}} | + | **{{0x|35}} = Sound that plays in response to picking up a heart container during a boss fight. |
− | **{{0x|36}} | + | **{{0x|36}} = Sound of a beam being fired (Mothula, Wizzrobes, etc). |
− | **{{0x|37}} | + | **{{0x|37}} = Neat sound... consider using as a confirmation (though make sure it's not buggy) |
− | **{{0x|38}} | + | **{{0x|38}} = ... |
− | **{{0x|39}} | + | **{{0x|39}} = ... |
− | **{{0x|3C}} | + | **{{0x|3C}} = Obtained mid level item (e.g. bombs from a chest) |
− | **{{0x|3D}} | + | **{{0x|3D}} = ... |
− | **{{0x|3F}} | + | **{{0x|3F}} = More minor fanfares |
− | * {{$|0130 | + | * {{address|$|0130||01}} = Something to do with SPC, exact usage is not clear. |
− | * {{$|0131 | + | * {{address|$|0131||01}} = Something to do with SPC, exact usage is not clear. |
− | * {{$|0132 | + | * {{address|$|0132||01}} = Buffer for playing songs. Put a value here to try to play a song. (Will try to write to {{$|012C}}) |
− | * {{$|0133 | + | * {{address|$|0133||01}} = Something to do with SPC, exact usage is not clear. |
− | * {{$|0134 | + | * {{address|$|0134||02}} = VRAM target address for animated tiles. Usually {{$|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 {{$|7800}}. SNES VRAM addresses are expressed as words addresses internally, you just have to deal with it unfortunately. |
− | * {{$|0136 | + | * {{address|$|0136||01}} = Flag that toggles when different sets of musical tracks are loaded. I think the two track sets are normal outdoor and the ending tracks. |
− | * {{$|0137}} | + | * {{address|$|0137||C9}} = Normal (Non-IRQ) Stack |
{{toc}} | {{toc}} |
Latest revision as of 03:13, 21 December 2016
This is a subpage of RAM
This is beyond direct page and you can assume that all addresses here are $7EXXXX until you reach bank $7F.
- $0100 (02) = Numerical index that controls the graphics that are blitted for Link during VRAM. See DMA variables for additional info.
- $0102 (02) = See DMA Variables
- $0104 (02) = See DMA Variables
- $0106 (01) = free ram?
- $0107 (02) = See DMA Variables
- $0109 (01) = See DMA Variables
- $010A (01) = Set to nonzero when Link incurs death. Used if the player saved and continued (or just continued) after dying, indicating that the loading process will be slightly different.
- $010B (01) = free ram?
- $010C (02) = Temporary storage for a module number. Example: If we're in Overworld mode (0x09) and have to display a textbox (module 0x0E), 0x09 gets saved to this location on a temporary basis. Once the textbox disappears this module will be resumed.
- $010E (02) = (Dungeon) gives the entrance index of the current dungeon
- $0110 (02) = In the context of loading dungeon rooms, contains the index of the room (see $A0) multiplied by 3. Allows for indexing into 24bit pointer address tables.
- $0112 (02) = Apparently a flag indicating the bombos medallion is falling. Stops the Menu from being dropped down too. It seems to work as a flag for any general extended animation that is currently in progress.
- $0114 (02) = Value of the type of tile Link is currently standing on. Only the lower byte is used.
- $0116 (02) = Used with routine $008CB0 to transfer 0x0800 bytes from $7E1000 to a variable location (determined by this memory location)
- $0118 (02) = Local portion of an address used to transfer data from $7FXXXX to vram whenever variable $19 is nonzero.
- $011A (02) = BG1 Y Offset. Gets applied to $0124. Can be used in quakes/shaking
- $011C (02) = BG1 X Offset. Gets applied to $0120
These are extra buffers for the scroll variables in addition to the $E0,...,$EA registers earlier
- $011E (02) = BG2 Horizontal Scroll Register ($210F)
- $0120 (02) = BG1 Horizontal Scroll Register ($210D)
- $0122 (02) = BG2 Vertical Scroll Register ($2110)
- $0124 (02) = BG1 Vertical Scroll Register ($210E)
- $0126 (01) = Seems to be used during dungeon screen transitions as some sort of counter.
- $0127 (01) = free ram
- $0128 (01) = ???? Seen as 0xFF during the history sequence. When set to 0xFF, the IRQ routine will disable the IRQ routine the next time it executes by writing 0x81 to $4200.
- $0129 (01) = free ram
- $012A (01) = Seems to be a flag for the crystal sequence scripting. As long as this flag is set, the sequence progresses. Also used for the Triforce sequences. Triggers a subsection of the NMI routine.
- $012B (01) = free ram
- $012C (01) = Music control
- 0x01 = Triforce opening
- 0x02 = light world
- 0x03 = legend theme
- 0x04 = bunny link
- 0x05 = lost woods
- 0x06 = legend theme
- 0x07 = kakariko village
- 0x08 = mirror warp
- 0x09 = dark world
- 0x0A = restoring the master sword
- 0x0B = faerie theme
- 0x0C = chase theme
- 0x0D = dark world (skull woods)
- 0x0E = game theme (Overworld only?)
- 0x10 = hyrule castle
- 0x13 = fanfare
- 0x15 = boss theme
- 0x16 = dark world dungeon
- 0x17 = fortune teller
- 0x18 = caves
- 0x19 = sentiment of hope
- 0x1A = crystal theme
- 0x1B = faerie theme w/ arpeggio
- 0x1C = fear & anxiety
- 0x1D = Agahnim unleashed
- 0x1E = surprise!
- 0x1F = Ganondorf the Thief
- 0x20 = nothing
- 0x21 = Agahnim unleashed
- 0x22 = surprise!
- 0x23 = Ganondorf the Thief
- 0xF1 = fade out
- 0xF2 = half volume
- 0xF3 = full volume
- 0xFF = Load a new set of music.
- $012D (01) = (Sound) Ambient Sound effects
- 0x05 - Silence
- 0x07 - Rumbling Sound? (Seems fairly certain)
- 0x11 - Prayer in the Desert (Sounds a bit like Sanctuary theme)
- 0x12 - Alternate "Prayer in the desert", or maybe one part of the harmony.
- 0x15 - Door to Triforce room opens
- $012E (01) = (Sound) Sound Effects 1
- 0x00 = none (no change)
- 0x01 = small sword swing 1 (Fighter Sword)
- 0x02 = small sword swing 2 (Fighter Sword)
- 0x03 = medium sword swing 1 (Master Sword and up)
- 0x04 = fierce sword swing 2 (Master Sword and up)
- 0x05 = object clinking against the wall
- 0x06 = object clinking Link's shield or a hollow door when poked
- 0x07 = shooting arrow (or red Goriyas shooting fireballs)
- 0x08 = arrow hitting wall
- 0x09 = really quiet sound
- 0x0A = hookshot cranking
- 0x0B = door shutting
- 0x0C = loud thud / heavy door shutting
- 0x0D = magic powder noise
- 0x0E = fire rod being fired
- 0x0F = ice rod being fired
- 0x10 = hammer being used?
- 0x11 = hammer pounding down stake
- 0x12 = really familiar but can't place it exactly
- 0x13 = playing the flute
- 0x14 = Link picking something small up?
- 0x15 = Weird zapping noise
- 0x16 = Link walking up staircase 1
- 0x17 = Link walking up staircase 2 (finishing on next floor)
- 0x18 = Link walking down staircase 1
- 0x19 = Link walking down staircase 2 (finishing on next floor)
- 0x1A = Link walking through grass?
- 0x1B = sounds like a faint splash or thud
- 0x1C = Link walking in shallow water
- 0x1D = picking an object up
- 0x1E = some sort of hissing (walking through grass maybe?)
- 0x1F = object smashing to bits
- 0x20 = item falling into a pit
- 0x21 = sounds like a plop on wood, can't remember where it gets used
- 0x22 = loud thunderous noise
- 0x23 = pegasus boots slippy sound
- 0x24 = Link making a splash in deep water (but having to come back out)
- 0x25 = Link walking through swampy water
- 0x26 = Link taking damage
- 0x27 = Link passing out
- 0x28 = item falling onto shallow water
- 0x29 = rupees refill sound
- 0x2A = whiffy sound
- 0x2B = low life warning beep
- 0x2C = pulling master sword out
- 0x2D = taking magic power damage from enemy
- 0x2E = Seems like a sound related to Ganon's Tower opening
- 0x2F = Seems like a sound related to Ganon's Tower opening
- 0x30 = chicken getting owned
- 0x31 = big faerie healing your wounds
- 0x32 = sounds familiar but can't place it. Whooshing noise
- 0x33 = cheesy noise that happens when Agahnim makes chicks disappear
- 0x34 = cheesy noise that happens when Agahnim makes chicks disappear
- 0x35 = faint rumbling noise
- 0x36 = faint rumbling noise
- 0x37 = spin attack has powered up
- 0x38 = swimming noise
- 0x39 = thunderous noise while Ganon's tower opens
- 0x3A = some kind of clinky hit
- 0x3B = sounds like magic powder but unfamiliar
- 0x3C = Error noise
- 0x3D = something big falling into water? (Argghus?)
- 0x3E = playing the flute (quieter)
- 0x3F = magic powder
- $012F (01) = (Sound) Sound Effects 2
- 0x00 = none (no change)
- 0x01 = master sword beam
- 0x02 = unintelligble switch noise
- 0x03 = ????? yet another loud thud
- 0x04 = Nutcase soldier getting pissed off
- 0x05 = shooting a fireball (Lynel)
- 0x06 = ?????
- 0x07 = giant metal balls coming out of nodes
- 0x08 = normal enemy taking a big hit
- 0x09 = normal enemy dying
- 0x0A = collecting rupee
- 0x0B = collecting single heart
- 0x0C = text scrolling flute noise
- 0x0D = single heart filling in on HUD
- 0x0E = sound of a chest being opened
- 0x0F = you got an item sound 1
- 0x10 = switching to map sound effect
- 0x11 = menu screen going down
- 0x12 = menu screen going up
- 0x13 = throwing an item
- 0x14 = clink (not sure what it's used for)
- 0x15 = loud thud 1
- 0x16 = loud thud 2
- 0x17 = rats
- 0x18 = dragging something
- 0x19 = zora shooting fireball
- 0x1A = minor puzzle solved
- 0x1B = major puzzle solved
- 0x1C = doing minor damage to enemy
- 0x1D = taking magic power damage from enemy
- 0x1E = keese flitting around
- 0x1F = Link squealing like a bitch when he falls into a hole
- 0x20 = switch menu item
- 0x21 = boss taking damage
- 0x22 = boss dying
- 0x23 = spin attack sound
- 0x24 = switching between different mode 7 map perspectives
- 0x25 = triggering a switch
- 0x26 = Agahnim's lightning
- 0x27 = Agahnim powering up an attack
- 0x28 = Agahnim / Ganon teleporting
- 0x29 = Agahnim shooting a beam
- 0x2A = tougher enemy taking damage.
- 0x2B = Link getting electromucuted
- 0x2C = bees buzzing
- 0x2D = Major achievement completed (e.g. getting a piece of heart)
- 0x2E = Major item obtained (e.g. Pendant or Heart Container)
- 0x2F = obtained small key
- 0x30 = blob popping out of ground
- 0x31 = Moldorm's weird track like noise
- 0x32 = bouncing off a bungie
- 0x33 = short unknown jingle
- 0x34 = Sounds like defunct version of sound 0x35 below. Seems to be unused.
- 0x35 = Sound that plays in response to picking up a heart container during a boss fight.
- 0x36 = Sound of a beam being fired (Mothula, Wizzrobes, etc).
- 0x37 = Neat sound... consider using as a confirmation (though make sure it's not buggy)
- 0x38 = ...
- 0x39 = ...
- 0x3C = Obtained mid level item (e.g. bombs from a chest)
- 0x3D = ...
- 0x3F = More minor fanfares
- $0130 (01) = Something to do with SPC, exact usage is not clear.
- $0131 (01) = Something to do with SPC, exact usage is not clear.
- $0132 (01) = Buffer for playing songs. Put a value here to try to play a song. (Will try to write to $012C)
- $0133 (01) = Something to do with SPC, exact usage is not clear.
- $0134 (02) = 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.
- $0136 (01) = Flag that toggles when different sets of musical tracks are loaded. I think the two track sets are normal outdoor and the ending tracks.
- $0137 (C9) = Normal (Non-IRQ) Stack
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