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The Legend of Zelda: Oracle of Seasons/RAM map: Difference between revisions

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m (Updated player name with a link to the text map)
(Also need to research dungeon floors more.)
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|'''$C63A''' || 1 Byte || Current Level Bank ||
|'''$C63A''' || 1 Byte || Current Level Bank ||
|-
|-
|'''$C63B''' || 1 Byte || Current ''Absolute'' Overworld Screen<br /><br /><center>'''OR'''</center><br />Current ''Relative'' Dungeon Screen || On the overworld, all 256 map tiles are represented in order; left to right, top to bottom, <code>0x00 - 0xFF</code>.<br /><br /><br />Inside a dungeon, only map tiles that are valid rooms are represented while empty map tiles are not counted; the only empty map tiles that are counted are the ones leading up to the first valid room in order, then from there, the value only increases with each valid room. <span style="float: right;">[[File:Zelda OoS RAM C63B 01.png|200px]]</span>
|'''$C63B''' || 1 Byte || Current Absolute Map Position || On the overworld, all 256 map tiles are represented in order; left to right, top to bottom, <code>0x00 - 0xFF</code>.<!--<br /><br /><br />Inside a dungeon, only map tiles that are valid rooms are represented while empty map tiles are not counted; the only empty map tiles that are counted are the ones leading up to the first valid room in order, then from there, the value only increases with each valid room. <span style="float: right;">[[File:Zelda OoS RAM C63B 01.png|200px]]</span>-->
|-
|-
|'''$C63C''' || 1 Byte || Current ''Absolute'' Dungeon Screen || Unlike with <code>$C63B</code>, all tiles on the dungeon map, including ones that do not represent a valid room, are counted in order; left to right, top to bottom, <code>0x00 - 0xFF</code>.<span style="float: right;">[[File:Zelda OoS RAM C63C 01.png|200px]]</span>
|'''$C63C''' || 1 Byte || Current Dungeon Map Position || All tiles on the current floor of the dungeon map, including ones that do not represent a valid room, are counted in order; left to right, top to bottom, <code>0x00 - 0xFF</code>.<span style="float: right;">[[File:Zelda OoS RAM C63C 01.png|200px]]</span>
|-
|-
|'''$C63D''' || 1 Byte || Current Dungeon Floor ||
|'''$C63D''' || 1 Byte || Current Dungeon Floor ||
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==Dungeon Things==
==Dungeon Things==
{| border="3" cellpadding="7" style="width: 75%;"
<!--{| border="3" cellpadding="7" style="width: 75%;"
! style="text-align: center; width: 100px;" | '''Address'''
! style="text-align: center; width: 100px;" | '''Address'''
! style="width: 75px;" | '''Length'''
! style="width: 75px;" | '''Length'''
Line 413: Line 413:
! '''Note'''
! '''Note'''
|-
|-
|'''$C662''' || 1 Byte || Has entered Hero's Cave || rowspan="9" | Exiting a sublevel or using a mini-boss warp in the corresponding level will also set these flags (though redundant).<br /><br /><sub>[There's more to these addresses than originally thought. More exploration needed.]</sub>
|'''$C662 - $C66A''' || 10 Bytes || Visited Floors of Dungeons || Each byte corresponds to 1 dungeon.
|-
|}-->
|'''$C663''' || 1 Byte || Has entered Level 1: Gnarled Root Dungeon
|-
|'''$C664''' || 1 Byte || Has entered Level 2: Snake's Remains
|-
|'''$C665''' || 1 Byte || Has entered Level 3: Poison Moth's Lair (?)
|-
|'''$C666''' || 1 Byte || Has entered Level 4: Dancing Dragon Dungeon (?)
|-
|'''$C667''' || 1 Byte || Has entered Level 5: Unicorn's Cave (?)
|-
|'''$C668''' || 1 Byte || Has entered Level 6: Ancient Ruins (?)
|-
|'''$C669''' || 1 Byte || Has entered Level 7: Explorer's Crypt (?)
|-
|'''$C66A''' || 1 Byte || Has entered Level 8: Sword & Shield Maze (?)
|}
{| border="3" cellpadding="7" style="width: 75%;"
{| border="3" cellpadding="7" style="width: 75%;"
! style="text-align: center; width: 100px;" | '''Address'''
! style="width: 75px;" | '''Length'''
! style="width: 300px;" | '''Purpose'''
! '''Note'''
|-
|-
| style="width: 100px;" | '''$C66E''' || style="width: 75px;" | 1 Byte || style="width: 300px;" | Small Keys — Hero's Cave ||
| style="width: 100px;" | '''$C66E''' || style="width: 75px;" | 1 Byte || style="width: 300px;" | Small Keys — Hero's Cave ||
Line 717: Line 705:
|'''$C65E''' - '''$C661''' ||
|'''$C65E''' - '''$C661''' ||
|-
|-
|'''$C66B''' - '''$C66C''' ||
|'''$C662''' - '''$C66C''' || Dungeon flags
|-
|-
|'''$C677''' - '''$C679''' ||
|'''$C677''' - '''$C679''' ||

Revision as of 19:08, 11 July 2024

Chip tiny.png The following article is a RAM map for The Legend of Zelda: Oracle of Seasons.


Note: All values in tables are hexadecimal unless noted otherwise.


Bank 0 ($C000 - $CFFF)

This map is a work in progress.

Sound

Address Length Purpose Note
$C024 1 Byte Sound Volume
Bits
0 1 2 3 4 5 6 7
Right Speaker Right Speaker Right Speaker UNUSED Left Speaker Left Speaker Left Speaker UNUSED


Bits 0-2 control the volume of the right speaker, and bits 4-6 control the volume of the left speaker.


Volume Levels
Level
Speaker
0 1 2 3 4 5 6 7
Right 0x00 0x01 0x02 0x03 0x04 0x05 0x06 0x07
Left 0x00 0x10 0x20 0x30 0x40 0x50 0x60 0x70


Note: A value of 0 for either speaker does NOT turn the sound for that speaker off, it is instead the lowest volume level.



TBD

Address Length Purpose Note
$C2EF 1 Byte Cutscene Index


When this value is changed, the corresponding cutscene is played.


Cutscenes
Info
Value
Cutscene
Description
Notes
0x00 Loading Room This is used when the screen is transitioning to another screen.
0x01 In Game This is the default state when Link is controllable on a screen.
0x02 UNUSED
0x03 ???
0x04 ???
0x05 ???
0x06 Din Dancing
0x07 Din Imprisoned Onox seals Din in a crystal.
0x08 Temple Sinking The Temple of Seasons is sinking.
0x09 Din Crystal Descending Din appears after beating Onox.
0x0A Credits
0x0B Volcano Erupting
0x0C Pirates Depart
0x0D Pre-Game Intro "Accept our quest, hero!"
0x0E Onox Taunting Triggers after getting the Maku Seed.
0x0F Room of Rites Collapse
0x10 Flame of Destruction The flame is lit after beating Onox.
0x11 Zelda Villagers (Linked) Zelda encourages the villagers.
0x12 Zelda Kidnapped Zelda is kidnapped by Twinrova.
0x13 Onox Final Form
0x14 Onox Castle Force Link cannot enter Onox castle area.
0x15 ???
0x16 In Gale Seed Menu
0x17 Warp to Twinrova Fight Triggers after approaching Zelda.
0x18 Flames Flickering The flames burn blue before the Twinrova fight.
0x19 Twinrova Sacrifice
0x1A
-
0xFF
UNUSED




TBD

Address Length Purpose Note
$C5C0 - $C5FF 64 Bytes Unappraised Rings
$C602 - $C607 6 Bytes Player Name
Bytes
$C602 $C603 $C604 $C605 $C606 $C607
First Letter Second Letter Third Letter Fourth Letter Fifth Letter Null Terminator

This is always expected to be 0x00

If the player name is 5 characters long, anything other than 0x00 will cause the game to softlock with either garbled graphics, or on a screen stating "This game can be played only on Game Boy® Color"


See the Text Map for a list of valid characters (though not all can be selected on file creation).


$C616 - $C61D 8 Bytes Rings Owned Todo: Map which bits correspond to which rings.



Totals Since File Creation

Address Length Purpose Note
$C61E - $C61F 2 Bytes Deaths Value is represented in decimal


This value will display on the file select screen.

$C620 - $C621 2 Bytes Enemies Killed When total killed enemies reaches 0x03E8, 0x01 is added to $C6CA to set a flag for Vasu to give the Slayer's Ring, and this no longer increments when killing enemies.
$C622 - $C625 4 Bytes Time Passed (in frames)
$C626 1 Byte Signs Destroyed
$C627 - $C628 2 Bytes Rupees Collected Value is represented in decimal.

Example: If the total earned rupee count is 8,473, the hexadecimal representation will be 0x8473.

When a rupee gain pushes the value over 0x9999, the value is then set to 0x6363, the value will no longer change, and $C6CA is then incremented by 0x02 so that Vasu will give the Rupee Ring the next time he is spoken with.



TBD

Address Length Purpose Note
$C629 1 Byte Message Speed 0x00 - 0x04

Some higher values yield hilarious results such as a letter appearing once per few seconds.
$C63A 1 Byte Current Level Bank
$C63B 1 Byte Current Absolute Map Position On the overworld, all 256 map tiles are represented in order; left to right, top to bottom, 0x00 - 0xFF.
$C63C 1 Byte Current Dungeon Map Position All tiles on the current floor of the dungeon map, including ones that do not represent a valid room, are counted in order; left to right, top to bottom, 0x00 - 0xFF.Zelda OoS RAM C63C 01.png
$C63D 1 Byte Current Dungeon Floor



Maple: Part 2

Address Length Purpose Note
$C63E 1 Byte Last Maple Encounter Maple appears at the first available opportunity when this reaches 0x1E (greater than or equal to 0x0F when wearing Maple's Ring), then it resets to 0x00.



Gasha

Address Length Purpose Note
$C64C 1 Byte Gasha Seed Planted at ??
$C64D 1 Byte Gasha Seed Planted at ??
$C64E 1 Byte Gasha Seed Planted at ??
$C64F 1 Byte Gasha Seed Planted at ??
$C650 1 Byte Gasha Seed Planted at ??
$C651 1 Byte Gasha Seed Planted at ??
$C652 1 Byte Gasha Seed Planted at ??
$C653 1 Byte Gasha Seed Planted at ??
$C654 1 Byte Gasha Seed Planted at ??
$C655 1 Byte Gasha Seed Planted at ??
$C656 1 Byte Gasha Seed Planted at K7
$C657 1 Byte Gasha Seed Planted at ??
$C658 1 Byte Gasha Seed Planted at ??
$C659 1 Byte Gasha Seed Planted at ??
$C65A 1 Byte Gasha Seed Planted at ??
$C65B 1 Byte Gasha Seed Planted at M9
$C65C - $C65D 2 Bytes Gasha Prize Quality
Action Incrementation Note
Dig a Hole 0x01
Slay an Enemy 0x03 This excludes using gale seeds on enemies, and knocking them into water/holes.
Collect a Heart 0x04
Screen Transition 0x05 This excludes entering/exiting structures, or taking mini-boss warps in dungeons.
Collect a Fairy 0x18
Bomb a Wall 0x32
Great Fairy Heal 0x40
Collect a Heart Piece 0x64


Todo: Complete map of values and fully explain how this works.



Dungeon Things

Address Length Purpose Note
$C66E 1 Byte Small Keys — Hero's Cave
$C66F 1 Byte Small Keys — Level 1: Gnarled Root Dungeon
$C670 1 Byte Small Keys — Level 2: Snake's Remains
$C671 1 Byte Small Keys — Level 3: Poison Moth's Lair
$C672 1 Byte Small Keys — Level 4: Dancing Dragon Dungeon
$C673 1 Byte Small Keys — Level 5: Unicorn's Cave
$C674 1 Byte Small Keys — Level 6: Ancient Ruins
$C675 1 Byte Small Keys — Level 7: Explorer's Crypt
$C676 1 Byte Small Keys — Level 8: Sword & Shield Maze
$C67A 1 Byte Has Big Key(s)
$C67C 1 Byte Has Compass(s)
$C67E 1 Byte Has Dungeon Map(s)



Items

Address Length Purpose Note
$C680 1 Byte Item on B Button
$C681 1 Byte Item on A Button
$C682 - $C691 16 Bytes Inventory Storage Todo: Map possible items.



Address Length Purpose Note
$C6A2 1 Byte Current Hearts This represents the current number of quarter-hearts the player has (each full heart is equal to 0x04).


If this value is equal to or less than $C6A3 divided by 2 (rounded up), the low health beep will play.


The maximum value this will reach normally is 0x40. Values above 0x80 cause instant game over.

$C6A3 1 Byte Max Hearts This represents the maximum number of quarter-hearts the player can have (each full heart is equal to 0x04).


This value, despite being counted in quarter-hearts, is always a multiple of 0x04 unlike $C6A2

$C6A4 1 Byte Number of Heart Pieces Valid values are 0x00 - 0x03.


When a heart piece is collected while this value is at 0x03, this will be reset to 0x00, and $C6A3 will be increased by 0x04.


This address will effect what is displayed on the the third screen of the start menu. If the value is set above 0x03, the graphics on that screen will progressively be filled with garbage.

$C6A5 - $C6A6 2 Bytes Rupees Value is represented in decimal.


Example: If the total rupee count is 639, the hexadecimal representation will be 0x0639.

$C6A7 - $C6A8 2 Bytes Ore Chunks
$C6A9 1 Byte Shield level
$C6AA 1 Byte Current Bombs Value is represented in decimal.
$C6AB 1 Byte Max bombs Value is represented in decimal.
$C6AC 1 Byte Sword level
$C6AD 1 Byte Current Bombchus
$C6AE 1 Byte Seed Satchel Level Determines satchel capacity.
$C6AF 1 Byte Flute Icon This will determine which song plays and what icon appears on the flute, but not which companion Link actually currently has.
$C6B0 1 Byte Obtained Seasons
$C6B1 1 Byte Boomerang level
$C6B2 1 Byte Magnetic Gloves Polarity
Bits
Bit
State
0 1 2 3 4 5 6 7
0 South Default Flute Icon Dimitri Flute Icon UNUSED UNUSED UNUSED UNUSED UNUSED
1 North Ricky Flute Icon Moosh Flute Icon
$C6B3 1 Byte Slingshot level
$C6B4 1 Byte Roc's feather level
$C6B5 1 Byte Ember Seeds
$C6B6 1 Byte Scent Seeds
$C6B7 1 Byte Pegasus Seeds
$C6B8 1 Byte Gale Seeds
$C6B9 1 Byte Mystery Seeds
$C6BA 1 Byte Gasha Seeds
$C6BB 1 Byte Essences
Bits
0 1 2 3 4 5 6 7
Fertile Soil Gift of Time Bright Sun Soothing Rain Nurturing Warmth Blowing Wind Seed of Life Changing Seasons


Each bit corresponds to an essence. The value of this address will be the sum of all the essences collected up to 0xFF.

Example: If the value of this address is 0x1F, bits 1 - 5 are set, and the collected essences will be Fertile Soil, Gift of Time, Bright Sun, Soothing Rain, and Nurturing Warmth.


Any value in this address is valid, but many of them will not normally be used unless essences are collected out of sequence. Assuming all essences are collected in sequence, the value will progress setting each bit in sequence, as follows:


0x00 -> 0x01 -> 0x03 -> 0x07 -> 0x0F -> 0x1F -> 0x3F -> 0x7F -> 0xFF


$C6CA 1 Byte Vasu Ring Flags
Bits
0 1 2 3 4 5 6 7
Slayed 1,000 Monsters Collected 10,000 Rupees Saved the World UNUSED Slayer's Ring Rupee Ring Victory Ring UNUSED


Based on what events have occurred, the above bits get set.


Example: If the value is 0x03 (bits 1 & 2 are set), the player has collected 10,000 rupees and slayed 1,000 Monsters. In this scenario, if the value is 0x23 (bits 1, 2, and 6 are set) then the Slayers Ring has been received from Vasu as well.


$C6C6 1 Byte Ring Box level




TBD

Address Length Purpose Note
$C700 - $C7FF 256 Bytes Overworld Screen Flags (used to track events and map exploration) Todo: Specify which each address tracks.
$CC30 1 Byte Enemies left on screen
$CE00 - $CEAF Current Screen Collision Data Dynamically generated from the screen tile data. This space is also used as a temporary store for compressed level data read from ROM.
$CF00 - $CFAF Current Screen Tile Data



Unmapped

Address Note
$C000 - $C023
$C025 - $C2EE
$C2F0 - $C5BF
$C600 - $C601
$C608 - $C615
$C620 - $C621
$C628 - $C639
$C63F Shop 1 item flags?
$C640 Shop 2 item flags?
$C641 Maple flags?
$C642 Subrosian shop item flags?
$C643 Ricky flags?
$C644 Dimitri flags?
$C645 Moosh flags?
$C646 - $C64B
$C65E - $C661
$C662 - $C66C Dungeon flags
$C677 - $C679
$C67B
$C67D
$C67F
$C692 - $C6A1
$C6BC - $C6C5
$C6C7 - $C6FF
$C800 - $CC2F
$CC31 - $CDFF
$CEB0 - $CEFF
$CFB0 - $CFFF

External Links