RAM: Bank 0x7E: Page 0x06

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  • $0600[{{0x|02]
  • $0602[{{0x|02]
  • $0604[{{0x|02]
  • $0606[{{0x|02]

- - - - ??? These four are Y coordinate related ??? ??? ???

  • $0608[{{0x|02] -
  • $060A[{{0x|02] -
  • $060C[{{0x|02] -
  • $060E[0x02] = ???? These four are X coordinate related

???? ???? ????

  • $0610[{{0x|02]
  • $0612[{{0x|02]
  • $0614[{{0x|02]
  • $0616[{{0x|02] ??? Up room transition scroll target

??? Down "" ??? Left "" ??? Right "" - - - - Camera Variables:

  • $0618[{{0x|02] -
  • $061A[{{0x|02] -
  • $061C[{{0x|02] -
  • $061E[0x{{{1}}}[0x02] = ???
  • $062C[0x02] = In loading dungeons, contains the upper even byte of the BG0 H scroll reg.
  • $062E[0x02] = In loading dungeons, contains the upper even byte of the BG0 V scroll reg.

note: upper even byte refers to the operation (argument & 0xFE00) BG3 V-IRQ Values:

  • $0630[0x01] = During V-IRQ or H-IRQ (not sure if this game uses H-IRQ), this are the values of the BG3 Hscroll Register.
  • $0631[0x01] = This is the upper byte of the previous address.
  • $0632[0x03] = free ram
  • $0635[0x01] = ????
  • $0636[0x01] = Something to do with the Overworld map.
  • $0637[0x01] = During Attract Mode, is a timer for the Mode 7 zoom in sequence.
  • $0638[0x02] = Mirror of $211F (M7X)
  • $063A[0x02] = Mirror of $2120 (M7Y)
  • $063C[{{0x|01] -
  • $063D[{{0x|01] -
  • $063E[{{0x|01] -
  • $063F[{{0x|01] -
  • $0640[{{0x|01] -

Hole / Teleporter plane Staircase 1 plane Staircase 2 plane Staircase 3 / door plane Staircase 4 / door plane

  • $0641[0x01] = Flag that is nonzero when a moveable block that triggers something is pushed in a dungeon room.
  • $0642[0x01] = apparently a flag for indicating a state change in water puzzle rooms. (And hidden wall rooms?)
  • $0643[0x03] = free ram?
  • $0646[0x01] = Educated guess: this is a flag that is nonzero when a cane of Somaria block is on top of a switch

that needs to be weighed down.

  • $0647[0x01] = Has to do with mosaic and its effect in dungeons?
  • $0648[0x28] = free ram
  • $0670[0x10] = presumably all related to spotlight hdma or the setup of it
  • $0670[{{0x|02] -
  • $0672[0x02] = free ram
  • $0674[{{0x|02] -
  • $0676[{{0x|02] -
  • $0678[{{0x|02] -
  • $067A[{{0x|02] -
  • $067C[{{0x|02] -
  • $067E[{{0x|02] -
  • $0680[0x10] = hurp
  • $0682[{{0x|02] -
  • $0684[0x02] = ???
  • Template:$068C[0x02] = Top 4 bits hold information about which doors have been opened
  • $068E[0x02] = ???? related to trap doors and if they are open ; possibly bomb doors too?

Update: module 0x07.0x4 probably uses this to know which key or big key door to open

  • $0690[0x02] = ???? related to trap doors and if they are open
  • $0692[0x02] = (Overworld) Contains the resultant map16 value of the most recently modified map16 tile.

(i.e. when picking up a bush/rock) (Dungeon) Relates to doors being opened or closed

  • $0694[0x02] = ????
  • $0696[0x02] = Entrance value. If 0x0000 indicates no doorway on OW.

Values < 0x8000 indicate tile map coordinates for a wooden doorway. 0xFFFF indicates there is no doorway and you will come out facing the opposite direction (see north exit of bottle house in Kakkariko). Possibly also used for pits? Values >= 0x8000 indicate a special type of door + coordinates ranging from 0x0000 to 0x1FFF, found by bitwise AND with the value and 0x1FFF. (i.e. if( b >= 0x8000) { tilemapAddr = b & 0x1FFF ; type = special; } This is also the thing HM seems to have so much trouble editing.

  • $0698[0x02] = When lifting a big rock, this is the starting address of where the hole graphic will get stored to
  • $069A[0x01] = ????
  • $069E[0x01] = ????
  • $069F[0x01] = ????
  • $06A0[0x0?] = special object slots for stars type 1.2.0x1F
  • $06B0[0x08] = special object slots for type 1.3.0x1E,0x1F,0x20,0x21

and 1.2.0x2D,0x2E,0x2F,0x38,0x39,0x3A,0x3B objects

  • $06B8[0x08] = special object slots for type 1.3.0x1B and 1.2.0x30,0x31,0x32,0x33,0x35,0x36
  • $06C0[0x10] = special door slots for type 0x16 doors
  • $06D0[0x08] = special door slots for type 0x14 doors
  • $06E0[0x0C] = Stores tile map positions of chests, big key chests, and big key locks

The array is 12 bytes long, and you can only have 6 chests in one room. (Because of the layout of save game ram and associated code) Note: If the top bit is set, it's a Big Key lock, otherwise it's one of the chest types.

  • $06EC[0x0C] = special object slots for 1.3.0x1C,0x1D,0x33
  • $06F8[0x08] = free ram