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The Legend of Zelda/RAM map: Difference between revisions
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(added extrapolations to other dropped enemy items with '?' since I did not verify each byte specifically (remove '?' when verified)) |
(corrected types of dropped enemy items: AD-B4, not AC-B3) |
||
Line 348: | Line 348: | ||
|0x00AB || Type of item in screen || The value indicates item type (bomb, heart, rupee, etc) | |0x00AB || Type of item in screen || The value indicates item type (bomb, heart, rupee, etc) | ||
|- | |- | ||
|0x00AC || | |0x00AC || ? || | ||
|- | |- | ||
|0x00AD || Type of dropped enemy item # | |0x00AD || Type of dropped enemy item #1 || | ||
|- | |- | ||
|0x00AE || Type of dropped enemy item # | |0x00AE || Type of dropped enemy item #2? || | ||
|- | |- | ||
|0x00AF || Type of dropped enemy item # | |0x00AF || Type of dropped enemy item #3 || | ||
|- | |- | ||
|0x00B0 || Type of dropped enemy item # | |0x00B0 || Type of dropped enemy item #4 || | ||
|- | |- | ||
|0x00B1 || Type of dropped enemy item # | |0x00B1 || Type of dropped enemy item #5? || | ||
|- | |- | ||
|0x00B2 || Type of dropped enemy item # | |0x00B2 || Type of dropped enemy item #6? || | ||
|- | |- | ||
|0x00B3 || Type of dropped enemy item # | |0x00B3 || Type of dropped enemy item #7? || | ||
|- | |- | ||
|0x00B4 || ? || | |0x00B4 || Type of dropped enemy item #8? || | ||
|- | |- | ||
|0x00B5 || Projectile Onscreen? || | |0x00B5 || Projectile Onscreen? || |
Revision as of 00:09, 28 August 2009
The following article is a RAM map for The Legend of Zelda.
Zero Page | Function | Details | |
0x0000 | ? | enemy # | |
0x0001 | ? | ||
0x0002 | ? | ||
0x0003 | ? | ||
0x0004 | ? | ||
0x0005 | ? | ||
0x0006 | ? | ||
0x0007 | ? | ||
0x0008 | ? | ||
0x0009 | ? | ||
0x000A | ? | ||
0x000B | ? | ||
0x000C | ? | ||
0x000D | ? | ||
0x000E | ? | ||
0x000F | ? | ||
0x0010 | Current Level Index | ||
0x0011 | ? | ||
0x0012 | Scroll status | 5=Normal 6=Preparing Scroll 7=Scrolling 4=Finishing Scroll | |
0x0013 | ? | ||
0x0014 | ? | ||
0x0015 | ? | ||
0x0016 | ? | ||
0x0017 | ? | ||
0x0018 | ? | ||
0x0019 | ? | ||
0x001A | ? | ||
0x001B | ? | ||
0x001C | ? | ||
0x001D | ? | ||
0x001E | ? | ||
0x001F | ? | ||
0x0020 | ? | ||
0x0021 | ? | ||
0x0022 | ? | ||
0x0023 | ? | ||
0x0024 | ? | ||
0x0025 | ? | ||
0x0026 | ? | ||
0x0027 | ? | ||
0x0028 | ? | ||
0x0029 | ? | ||
0x002A | ? | ||
0x002B | ? | ||
0x002C | ? | ||
0x002D | ? | ||
0x002E | ? | ||
0x002F | ? | ||
0x0030 | ? | ||
0x0031 | ? | ||
0x0032 | ? | ||
0x0033 | ? | ||
0x0034 | ? | ||
0x0035 | ? | ||
0x0036 | ? | ||
0x0037 | ? | ||
0x0038 | ? | ||
0x0039 | ? | ||
0x003A | ? | ||
0x003B | ? | ||
0x003C | ? | ||
0x003D | ? | ||
0x003E | ? | ||
0x003F | ? | ||
0x0040 | ? | ||
0x0041 | ? | ||
0x0042 | ? | ||
0x0043 | ? | ||
0x0044 | ? | ||
0x0045 | ? | ||
0x0046 | ? | ||
0x0047 | ? | ||
0x0048 | ? | ||
0x0049 | ? | ||
0x004A | ? | ||
0x004B | ? | ||
0x004C | Countdown until Link can use his sword again after touching a White Bubble | ||
0x004D | ? | ||
0x004E | ? | ||
0x004F | ? | ||
0x0050 | ? | ||
0x0051 | ? | ||
0x0052 | ? | ||
0x0053 | ? | ||
0x0054 | ? | ||
0x0055 | ? | ||
0x0056 | ? | ||
0x0057 | ? | ||
0x0058 | ? | ||
0x0059 | ? | ||
0x005A | ? | ||
0x005B | ? | ||
0x005C | ? | ||
0x005D | ? | ||
0x005E | ? | ||
0x005F | ? | ||
0x0060 | ? | ||
0x0061 | ? | ||
0x0062 | ? | ||
0x0063 | ? | ||
0x0064 | ? | ||
0x0065 | ? | ||
0x0066 | ROM Offset for start of current Song Data (low byte) | ||
0x0067 | ROM Offset for start of current Song Data (high byte) | ||
0x0068 | ? | ||
0x0069 | ? | ||
0x006A | Pulse-2 Channel Frequency Offset | ||
0x006B | Pulse-1 Channel Frequency Offset | ||
0x006C | Offset related to Music Pointers | ||
0x006D | ? | ||
0x006E | ? | ||
0x006F | ? | ||
0x0070 | Link's X-position on the screen | ||
0x0071 | Enemy #1's X-position | Also used for dropped enemy item | |
0x0072 | Enemy #2's X-position | Also used for dropped enemy item? | |
0x0073 | Enemy #3's X-position | Also used for dropped enemy item? | |
0x0074 | Enemy #4's X-position | Also used for dropped enemy item | |
0x0075 | Enemy #5's X-position | Also used for dropped enemy item? | |
0x0076 | Enemy #6's X-position | Also used for dropped enemy item? | |
0x0077 | Enemy #7's X-position | Also used for dropped enemy item? | |
0x0078 | Enemy #8's X-position | Also used for dropped enemy item? | |
0x0079 | Projectile X-position | ||
0x007A | Projectile X-position | ||
0x007B | Projectile #1's X-position | ||
0x007C | ? | ||
0x007D | ? | ||
0x007E | Link's Sword X-position | ||
0x007F | Bait X-position | ||
0x0080 | ? | ||
0x0081 | ? | ||
0x0082 | ? | ||
0x0083 | ? | ||
0x0084 | Link's Y-position on the screen | ||
0x0085 | Enemy #1's Y-position | Also used for dropped enemy item? | |
0x0086 | Enemy #2's Y-position | Also used for dropped enemy item? | |
0x0087 | Enemy #3's Y-position | Also used for dropped enemy item? | |
0x0088 | Enemy #4's Y-position | Also used for dropped enemy item | |
0x0089 | Enemy #5's Y-position | Also used for dropped enemy item? | |
0x008A | Enemy #6's Y-position | Also used for dropped enemy item? | |
0x008B | Enemy #7's Y-position | Also used for dropped enemy item? | |
0x008C | Enemy #8's Y-position | Also used for dropped enemy item? | |
0x008D | Projectile Y-position | ||
0x008E | Projectile Y-position | ||
0x008F | Projectile #1's Y-position | ||
0x0090 | ? | ||
0x0091 | ? | ||
0x0092 | Link's Sword Y-position | ||
0x0093 | Bait Y Position | ||
0x0094 | ? | ||
0x0095 | ? | ||
0x0096 | ? | ||
0x0097 | Dungeon Floor Item | ||
0x0098 | The direction Link is facing | $08=North, $04=South, $01=East, $02=West | |
0x0099 | ? | ||
0x009A | ? | ||
0x009B | ? | ||
0x009C | ? | ||
0x009D | ? | ||
0x009E | ? | ||
0x009F | ? | ||
0x00A0 | ? | ||
0x00A1 | ? | ||
0x00A2 | ? | ||
0x00A3 | ? | ||
0x00A4 | ? | ||
0x00A5 | ? | ||
0x00A6 | ? | ||
0x00A7 | ? | ||
0x00A8 | ? | ||
0x00A9 | ? | ||
0x00AA | ? | ||
0x00AB | Type of item in screen | The value indicates item type (bomb, heart, rupee, etc) | |
0x00AC | ? | ||
0x00AD | Type of dropped enemy item #1 | ||
0x00AE | Type of dropped enemy item #2? | ||
0x00AF | Type of dropped enemy item #3 | ||
0x00B0 | Type of dropped enemy item #4 | ||
0x00B1 | Type of dropped enemy item #5? | ||
0x00B2 | Type of dropped enemy item #6? | ||
0x00B3 | Type of dropped enemy item #7? | ||
0x00B4 | Type of dropped enemy item #8? | ||
0x00B5 | Projectile Onscreen? | ||
0x00B6 | Projectile Onscreen? | ||
0x00B7 | Projectile Onscreen? | ||
0x00B8 | ? | ||
0x00B9 | ? | ||
0x00BA | ? | ||
0x00BB | ? | ||
0x00BC | ? | ||
0x00BD | ? | ||
0x00BE | ? | ||
0x00BF | ? | ||
0x00C0 | ? | ||
0x00C1 | ? | ||
0x00C2 | Dropped Enemy Item | ||
0x00C3 | Dropped Enemy Item | ||
0x00C4 | ? | ||
0x00C5 | ? | ||
0x00C6 | ? | ||
0x00C7 | ? | ||
0x00C8 | ? | ||
0x00C9 | ? | ||
0x00CA | ? | ||
0x00CB | ? | ||
0x00CC | ? | ||
0x00CD | ? | ||
0x00CE | ? | ||
0x00CF | ? | ||
0x00D0 | ? | ||
0x00D1 | ? | ||
0x00D2 | ? | ||
0x00D3 | ? | ||
0x00D4 | ? | ||
0x00D5 | ? | ||
0x00D6 | ? | ||
0x00D7 | ? | ||
0x00D8 | ? | ||
0x00D9 | ? | ||
0x00DA | ? | ||
0x00DB | ? | ||
0x00DC | ? | ||
0x00DD | ? | ||
0x00DE | ? | ||
0x00DF | ? | ||
0x00E0 | Game Paused? | $=No, $01=Yes | |
0x00E1 | ? | ||
0x00E2 | ? | ||
0x00E3 | ? | ||
0x00E4 | ? | ||
0x00E5 | ? | ||
0x00E6 | ? | ||
0x00E7 | ? | ||
0x00E8 | Screen Scrolling? | $00=No, $08=Northbound, $04=Southbound, $01=Eastbound, $02=Westbound | |
0x00E9 | ? | ||
0x00EA | ? | ||
0x00EB | Current map location | Value equals map x location + 0x10 * map y location | |
0x00EC | ? | ||
0x00ED | ? | ||
0x00EE | ? | ||
0x00EF | ? | ||
0x00F0 | ? | ||
0x00F1 | ? | ||
0x00F2 | ? | ||
0x00F3 | ? | ||
0x00F4 | ? | ||
0x00F5 | ? | ||
0x00F6 | ? | ||
0x00F7 | ? | ||
0x00F8 | Player 1 Buttons (Last Frame) | R = 1, L = 2, D = 4, U = 8, Start = 10, Select = 20, B = 40, A = 80 | |
0x00F9 | Player 2 Buttons (Last Frame) | (See above) | |
0x00FA | Player 1 Buttons Pressed | $00=No, $08=Up, $04=Down, $01=Right, $02=Left $80=A, $40=B, $20=Select, $10=Start (these can be combined) | |
0x00FB | Player 2 Buttons Pressed | (See above) | |
0x00FC | Subscreen Y-scroll position | Used for storyboard text and subscreen position | |
0x00FD | Subscreen X-scroll position | This is always zero when not scrolling. | |
0x00FE | ? | ||
0x00FF | ? |
RAM | Function | Details |
0x04CD | The entry from ROM:0x18680 for the current room | Overworld: stair placement, quest secrets, Link's V placement, monster entry |
0x0526 | Overworld room to return to when exiting the underworld | |
0x052E | Red Bubble Sword Disable switch | $01 if Link's use of his sword has been disabled by a red bubble, $00 otherwise. |
0x052F | Maze counter used for rooms 0x61 (forest maze) and 0x1B (mountain room south of level 5) | |
0x05F0 | Related to current frequency being played by Triangle channel | |
0x05F1 | Reverb on/off status for Triangle on current song | |
0x05F4 | Rhythm table pointer for current song | |
0x0605 | Related to incidental music? | |
0x0606 | Sound Effects | |
0x0607 | Incidental Music | |
0x0609 | Songtype currently active | $80=Title, $40=Dungeon, $20=Level 9, $10=Ending, $08=Item, $04=Triforce, $02=Ganon, $01=Overworld |
0x060A | Current position within Pulse 2 part (with respect to overall music program) | |
0x060B | Current position within Pulse 1 part (with respect to overall music program) | |
0x060C | Current position within Triangle part (with respect to overall music program) | |
0x060D | Current position within Noise part (with respect to overall music program) | |
0x060E | ? | |
0x060F | Current cycle duration for notes played on Pulse 1 channel | Uses value from rhythm lookup table |
0x0610 | Current cycle duration for notes played on Pulse 2 channel | Uses value from rhythm lookup table |
0x0611 | Countdown from Pulse 2's current rhythm offset | Uses value from rhythm lookup table |
0x0612 | Pulse 2 countdown; volume fade | |
0x0613 | Countdown from Pulse 1's current rhythm offset | Uses value from rhythm lookup table |
0x0614 | Pulse 1 countdown; volume fade | |
0x0615 | Current cycle duration for notes played on Triangle channel | Uses value from rhythm lookup table |
0x0616 | Countdown from value in $615 until next note is to be played | |
0x0617 | ? | |
0x0618 | Related to incidental music | |
0x0619 | Reverb on/off status for BOTH Pulse channels on current song | $80=on, $01=off |
0x061A | ? | |
0x061B | Countup to Pulse 2 rhythm offset | |
0x061C | Countup to Pulse 1 rhythm offset | |
0x061D | ??? (seems to count upward as $616 counts down) | Value is always [$615] - [$616] + 1. |
0x061E | Number of repeats remaining if in Triangle repeat cycle | |
0x061F | Position within song program of current Triangle repeat coda (return point) | |
0x0620 | Screen history write index | Contains the index of the next screen history slot to write to (see below) |
0x0621 | Screen history 1 | One of five recently visited map locations |
0x0622 | Screen history 2 | One of five recently visited map locations |
0x0623 | Screen history 3 | One of five recently visited map locations |
0x0624 | Screen history 4 | One of five recently visited map locations |
0x0625 | Screen history 5 | One of five recently visited map locations |
0x0626 | ? | |
0x0627 | Killed enemy count | Number of killed enemies in current screen |
0x0628 | Unused | |
0x0629 | Unused | |
0x062A | Unused | |
0x062B | Unused | |
0x062C | Unused | |
0x062D | Current quest for first save slot | $00=First, $01=Second |
0x062E | Current quest for second save slot | $00=First, $01=Second |
0x062F | Current quest for third save slot | $00=First, $01=Second |
0x0656 | Cursor position for selecting Link's B item | |
0x0657 | Current sword | $00=None, $01=Sword, $02=White Sword, $03=Magical Sword |
0x0658 | Number of Bombs | |
0x0659 | Arrow status | $00=None, $01=Arrow, $02=Silver Arrow |
0x065A | Bow in Inventory | $00=False, $01=True |
0x065B | Status of candle | 00=None, $01=Blue Candle, $02=Red Candle |
0x065C | Whistle in Inventory | $00=False, $01=True |
0x065D | Food in Inventory | $00=False, $01=True |
0x065E | Potion in Inventory | $00=None/Letter, $01=Life Potion, $02=2nd Potion |
0x065F | Magical Rod in Inventory | $00=False, $01=True |
0x0660 | Raft in Inventory | $00=False, $01=True |
0x0661 | Magic Book in Inventory | $00=False, $01=True |
0x0662 | Ring in Inventory | $00-None, $01-Blue Ring, $02-Red Ring. Note: Changing this value will not change Link's color. |
0x0663 | Step Ladder in Inventory | $00=False, $01=True |
0x0664 | Magical Key in Inventory | $00=False, $01=True |
0x0665 | Power Bracelet in Invenotry | $00=False, $01=True |
0x0666 | Letter in Inventory | $00=False, $01=True, Link can buy potions from the old woman if $02. |
0x0667 | Compass status for Levels 1 through 8 | When value is converted to binary, a $01 represents having the Compass and a $00 represents not having it. |
0x0668 | Map status for Levels 1 through 8 | When value is converted to binary, a $01 represents having the Map and a $00 represents not having it. |
0x0669 | Level 9 Compass possessed | $00=False, $01=True |
0x066A | Level 9 Map possessed | $00=False, $01=True |
0x066C | Clock possessed | $00=False, $01=True |
0x066D | Number of Rupees | |
0x066E | Number of Keys | |
0x066F | Heart Containers | Low Nibble = how many hearts are filled. High Nybble = Number of heart containers - 1 Ex: $10 = 2 Heart Containers with none filled |
0x0670 | The heart following the last filled heart | $00 = empty, $01 to $7F = half full, $80 to $FF = full. |
0x0671 | Triforce pieces | When value is converted to binary, a $01 represents having the piece and a $00 represents not having it.
See this image for a visualization. |
0x0674 | Boomerang in Inventory | $00=False, $01=True. Note: 0x0675 overrides this variable. |
0x0675 | Magical Boomerang in Inventory | $00=False, $01=True. |
0x0676 | Magic Shield in Inventory | $00=False, $01=True. |
0x067C | Maximum number of bombs | Starts out as $08. |
0x067D | Number of rupees to add | |
0x067E | Number of rupees to subtract | |
0x6804 | Link's tunic color | $29 = green, $32 = blue, $16 = red |
0x6B92 | Link's tunic color. Overwritten with 0x6804 when Link exits a cave or enters or exits a level | |
0xA014 | Name table drawing macro offset | Pointer to a macro that writes name table data to PPU memory |