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.

  • $0100[0x02] = Numerical index that controls the graphics that are blitted for Link during VRAM. See DMA Variables for

additional info.

  • $0102[{{0x|02]
  • $0104[{{0x|02]
  • $0106[{{0x|01]
  • $0107[0x{{{1}}}[0x01] = ???? 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.

  • $012A[0x01] = 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.

  • {{$|012C - Music control

0x01 = Triforce opening 0x02 = light world 0x03 = legend theme 0x04 = bunny link 0x05 = lost woods 0x06 = legend theme 0x07 = kakkariko 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[0x01] = Ambient Sound effects

0x05 = Silencio 0x15 = Door to Triforce room opens

  • $012E[0x01] = Sound Effects 1

0x00 = none (no change) 0x01 = small sword swing 1 (Fighter Sword) 5440x02 = 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 = 0x31 = 0x32 = 0x33 = 0x34 = chicken getting owned big faerie healing your wounds sounds familiar but can't place it. Whooshing noise cheesy noise that happens when Agahnim makes chicks disappear cheesy noise that happens when Agahnim makes chicks disappear 5450x35 = 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[0x01] = Sound Effects 2

0x00 = none (no change) 0x01 = master sword beam 0x02 = unintelligible 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 5460x26 = Aghanim’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 electrocuted 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 = blop popping out of ground 0x31 = Moldorm's weird track like noise 0x32 = bouncing off a bungie 0x33 = short unknown jingle 0x34 = ... 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

  • {{$|0130 - ????
  • {{$|0131 - ????
  • $0132[0x01] = Buffer for playing songs. Put a value here to try to play a song. (Will try to write to $012C)
  • $0134[0x02] = 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[0x01] = 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[0xC9] = Normal (Non-IRQ) Stack

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