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The Legend of Zelda/RAM map: Difference between revisions
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(Added breaks. Formatted the addresses. Added Details column.) |
Dr. Floppy (talk | contribs) (Added Zero-Page Offsets) |
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|0x0084 || Link's Y position on the screen || | |0x0084 || Link's Y position on the screen || | ||
|- | |- | ||
|0x0098 || The direction Link is facing || | |0x0098 || The direction Link is facing || $08=North, $04=South, $01=East, $02=West || | ||
|- | |||
|0x00E0 || Game Paused? || $=No, $01=Yes || | |||
|- | |||
|0x00E8 || Screen Scrolling? || $00=No, $08=Northbound, $04=Southbound, $01=Eastbound, $02=Westbound|| | |||
|- | |||
|0x00FA || Controller Buttons Pressed || $00=No, $08=Up, $04=Down, $01=Right, $02=Left $80=A, $40=B, $20=Select, $10=Start (these can be combined) || | |||
|- | |- | ||
|0x052E || Red Bubble Sword Disable switch || $01 if Link's use of his sword has been disabled by a red bubble, $00 otherwise. | |0x052E || Red Bubble Sword Disable switch || $01 if Link's use of his sword has been disabled by a red bubble, $00 otherwise. |
Revision as of 06:15, 16 November 2008
The following article is a RAM map for The Legend of Zelda.
RAM | Function | Details | |
0x004C | Countdown until Link can use his sword again after touching a white bubble | ||
0x0070 | Link's X position on the screen | ||
0x0084 | Link's Y position on the screen | ||
0x0098 | The direction Link is facing | $08=North, $04=South, $01=East, $02=West | |
0x00E0 | Game Paused? | $=No, $01=Yes | |
0x00E8 | Screen Scrolling? | $00=No, $08=Northbound, $04=Southbound, $01=Eastbound, $02=Westbound | |
0x00FA | Controller Buttons Pressed | $00=No, $08=Up, $04=Down, $01=Right, $02=Left $80=A, $40=B, $20=Select, $10=Start (these can be combined) | |
0x052E | Red Bubble Sword Disable switch | $01 if Link's use of his sword has been disabled by a red bubble, $00 otherwise. | |
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. This value is overwritten with 0x6804 when Link exits a cave or enters or exits a level |
This page is rather stubbly and could use some expansion. Are you a bad enough dude to rescue this article? |