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The Legend of Zelda/RAM map: Difference between revisions
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(Modify and fix the following bytes:78;79;7A;7B;80;81;8C;8D;8E;8F;94;95;A0;B4;B5;B6;B7;) |
(Add the use of byte 0x002A to 0x002E and write the second use of byte 0x0029) |
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Line 23: | Line 23: | ||
16 Current save slot $00=first, $01=second, $02=third; On selection/registration/elimination screens: $03=fourth option, $04=fifth option | 16 Current save slot $00=first, $01=second, $02=third; On selection/registration/elimination screens: $03=fourth option, $04=fifth option | ||
17-28 ? | 17-28 ? | ||
29 Timer | 29 Timer/Countdown Used for dialog text and is a Countdown until Enemy #1 can do his action(See Below) again | ||
2A-37 ? | 2A Countdown until Enemy #2 can do his main action(Shoot a Projectile,Jump,etc.)again | ||
2B Countdown until Enemy #3 can do his main action(See Above)again | |||
2C Countdown until Enemy #4 can do his main action(See Above)again | |||
2D Countdown until Enemy #5 can do his main action(See Above)again | |||
2E Countdown until Enemy #6 can do his main action(See Above)again | |||
2F-37 ? | |||
38 Countdown until bomb explode or flame (Magical Rod or Candle) disappears | 38 Countdown until bomb explode or flame (Magical Rod or Candle) disappears | ||
39-3B ? | 39-3B ? |
Revision as of 15:21, 15 August 2016
The following article is a RAM map for The Legend of Zelda.
Zero Page
Address Function Details ----------- --------------------------- ----------------------------------------- 00 Multiple Functions X-coords of sprite, ... 01 Multiple Functions Y-coords of sprite, ... 02 Multiple Functions Tile # for sprite (Left Half), ... 03 Multiple Functions Tile # for sprite (Right Half), ... 04 Multiple Functions Attributes for sprite (Left Half), ... 05 Multiple Functions Attributes for sprite (Right Half), ... 06 ? 07-0F ? 10 Current Level (0 = Overworld) 11 ? 12 Game Mode 0=Title/transitory 1=Selection Screen 5=Normal 6=Preparing Scroll 7=Scrolling 4=Finishing Scroll; E=Registration F=Elimination 13 ? 14 ? 15 Frame counter 16 Current save slot $00=first, $01=second, $02=third; On selection/registration/elimination screens: $03=fourth option, $04=fifth option 17-28 ? 29 Timer/Countdown Used for dialog text and is a Countdown until Enemy #1 can do his action(See Below) again 2A Countdown until Enemy #2 can do his main action(Shoot a Projectile,Jump,etc.)again 2B Countdown until Enemy #3 can do his main action(See Above)again 2C Countdown until Enemy #4 can do his main action(See Above)again 2D Countdown until Enemy #5 can do his main action(See Above)again 2E Countdown until Enemy #6 can do his main action(See Above)again 2F-37 ? 38 Countdown until bomb explode or flame (Magical Rod or Candle) disappears 39-3B ? 3C Countdown until Link and enemies can move again after the recorder was use 3D-4B ? 4C Countdown until Link can use his sword again after touching a White Bubble 4D-65 ? 66 ROM Offset for start of current Song Data (Low Byte) 67 ROM Offset for start of current Song Data (High Byte) 68 ? 69 ? 6A Pulse-2 Channel Frequency Offset 6B Pulse-1 Channel Frequency Offset 6C Offset related to Music Pointers 6D ? 6E Rhythmic Offset For current note of Pulse 2 Incidental Music 6F Rhythmic Countdown For Pulse 2 incidental music (Uses value at $6E) 70 Link's X-position on the screen 71 Enemy #1 X-position Also used for dropped enemy item 72 Enemy #2 X-position Also used for dropped enemy item 73 Enemy #3 X-position Also used for dropped enemy item 74 Enemy #4 X-position Also used for dropped enemy item 75 Enemy #5 X-position Also used for dropped enemy item 76 Enemy #6 X-position Also used for dropped enemy item 77 Enemy #7 X-position Also used for dropped enemy item 78 Projectile #4 X-position 79 Projectile #1 X-position 7A Projectile #2 X-position 7B Projectile #3 X-position 7C ? 7D Link's Sword X-position (As a Melee Weapon) 7E Link's Sword X-position (As a Projectile) 7F Boomerang/Bait X-position 80 Flame/Bomb #1 X-position 81 Flame/Bomb #2 X-position 82 Link's Arrow X-position 83 ? 84 Link's Y-position on the screen 85 Enemy #1 Y-position Also used for dropped enemy item 86 Enemy #2 Y-position Also used for dropped enemy item 87 Enemy #3 Y-position Also used for dropped enemy item 88 Enemy #4 Y-position Also used for dropped enemy item 89 Enemy #5 Y-position Also used for dropped enemy item 8A Enemy #6 Y-position Also used for dropped enemy item 8B Enemy #7 Y-position Also used for dropped enemy item 8C Projectile #4 Y-position 8D Projectile #1 Y-position 8E Projectile #2 Y-position 8F Projectile #3 Y-position 90 ? 91 Link's Sword Y-position (As a Melee Weapon) 92 Link's Sword Y-position (As a Projectile) 93 Boomerang/Bait Y-position 94 Flame/Bomb #1 Y-position 95 Flame/Bomb #2 Y-position 96 Link's Arrow Y-position 97 Dungeon Floor Item 98 Links Direction $08=North, $04=South, $01=East, $02=West 99 Enemy #1 Direction (See Above) 9A Enemy #2 Direction (See Above) 9B Enemy #3 Direction (See Above) 9C Enemy #4 Direction (See Above) 9D Enemy #5 Direction (See Above) 9E Enemy #6 Direction (See Above) 9F Enemy #7 Direction (See Above) A0 Enemy #1 Projectile Direction $08=North, $04=South, $01=East, $02=West(Diagonal direction are equal to $(Xdirection+Ydirection)) A1 Enemy #2 Projectile Direction (See Above) A2 Enemy #3 Projectile Direction (See Above) A3 Enemy #4 Projectile Direction (See Above) A4 Enemy #5 Projectile Direction (See Above) A5 Link's Sword Direction (As a Melee weapon) $08=North, $04=South, $01=East, $02=West(Diagonal direction are equal to $(Xdirection+Ydirection)) A6 Link's Sword Direction (As a Projectile) (See Above) A7 Boomerang Direction (See Above) A8 Flame (Candle or Magic Rod) Direction (See Above) A9 ? AA Arrow and Magic Rod's projectile Direction $08=North, $04=South, $01=East, $02=West(Diagonal direction are equal to $(Xdirection+Ydirection)) AB Type of item in screen The value indicates item type (Bomb, Heart, Rupee, etc) AC ? AD Type of dropped enemy item #1 AE Type of dropped enemy item #2 AF Type of dropped enemy item #3 B0 Type of dropped enemy item #4 B1 Type of dropped enemy item #5 B2 Type of dropped enemy item #6 B3 Type of dropped enemy item #7 B4 State of Projectile #4 $00=Not Existant, $10=In Movement, $20=Start of Blowing Animation, $28=End of Blowing Animation B5 State of Projectile #1 (See Above) B6 State of Projectile #2 (See Above) B7 State of Projectile #3 (See Above) B8-C1 ? C2 Dropped Enemy Item C3 Dropped Enemy Item C4-DF ? E0 Game Paused? $00=No, $01=Yes E1 Item Menu Scrolling Animation E2-E7 ? E8 Screen Scrolling? $00=No, $08=Northbound, $04=Southbound, $01=Eastbound, $02=Westbound E9 ? EA ? EB Map location Value equals map x location + 0x10 * map y location EC-F7 ? F8 Player 1 Buttons (Last Frame) R = 1, L = 2, D = 4, U = 8, Start = 10, Select = 20, B = 40, A = 80 F9 Player 2 Buttons (Last Frame) (See above) FA Player 1 Buttons Pressed $08=Up, $04=Down, $01=Right, $02=Left $80=A, $40=B, $20=Select, $10=Start FB Player 2 Buttons Pressed (See Above) FC Subscreen Y-scroll position Used for storyboard text and subscreen position FD Subscreen X-scroll position This is always zero when not scrolling. FE ? FF ?
RAM
RAM Function Details ------- --------------------------- ----------------------- 04CD Screen options The entry from ROM:0x18680 for the current room Overworld: stair placement, quest secrets, Link's V placement, monster entry 0513 Candle used Whether Link has used the candle on the current screen $00=No, $01=Yes 0526 Cave return screen Overworld room to return to when exiting the underworld 052E Sword disable Red Bubble Sword Disable switch: $01 if Link's use of his sword has been disabled by a red bubble, $00 otherwise. 052F Maze counter Used for screens 0x61 (forest maze) and 0x1B (mountain room south of level 5) 05F0 Related to current frequency being played by Triangle channel 05F1 Triangle Reverb Reverb on/off status for Triangle on current song 05F4 Rhythm table pointer for current song 0600 Song Trigger Song ID#'s are written here to activate; value is copied over to $609 within a frame. $600 is then zeroed-out. 0602 Pulse 2 I.M. Trigger Incidental Music ID#'s for Pulse 2 are written here; value is copied over to $607 within a frame. 0604 Pulse 1 I.M. Trigger Incidental Music ID#'s for Pulse 1 are written here; value is copied over to $605 within a frame. 0605 Pulse 1 I.M. Type $80=?, $40=1 Heart Warning, $20=Set Bomb, $10=Small Heart Pickup, $08=Key Pickup, $04=Magic Cast, $02=Boomerang Stun, $01=Arrow Deflected 0606 Sound Effects 0607 Pulse 2 I.M. Type $80=Death Spiral, $40=Continue Screen, $20=Enemy Burst, $10=Whistle, $08=Bomb Pickup, $04=Secret Revealed, $02=Key Appears, $01=Rupee Pickup 0609 Songtype currently active $80=Title, $40=Dungeon, $20=Level 9, $10=Ending, $08=Item, $04=Triforce, $02=Ganon, $01=Overworld 060A Pulse 2 pos Current position within Pulse 2 part (with respect to overall music program) 060B Pulse 1 pos Current position within Pulse 1 part (with respect to overall music program) 060C Triangle pos Current position within Triangle part (with respect to overall music program) 060D Noise pos Current position within Noise part (with respect to overall music program) 060E ? 060F Pulse 1 cycle Current cycle duration for notes played on Pulse 1 channel Uses value from rhythm lookup table 0610 Pulse 2 cycle Current cycle duration for notes played on Pulse 2 channel Uses value from rhythm lookup table 0611 Pulse 2 rhythm Countdown from Pulse 2's current rhythm offset Uses value from rhythm lookup table 0612 Pulse 2 countdown volume fade 0613 Pulse 1 rhythem Countdown from Pulse 1's current rhythm offset Uses value from rhythm lookup table 0614 Pulse 1 countdown volume fade 0615 Triangle cycle Current cycle duration for notes played on Triangle channel Uses value from rhythm lookup table 0616 Note countdown Countdown from value in $615 until next note is to be played 0617 ? 0618 Pulse 2 I.M. offset Offset into Pulse 2 Incidental Music data 0619 Pulse reverb Reverb on/off status for BOTH Pulse channels on current song $80=on, $01=off 061A ? 061B Pulse 2 rhythm counter Countup to Pulse 2 rhythm offset 061C Pulse 1 rhythm counter Countup to Pulse 1 rhythm offset 061D ??? (seems to count upward as $616 counts down) Value is always [$615] - [$616] + 1. 061E Triangle repeat counter Number of repeats remaining if in Triangle repeat cycle 061F Triangle Song pos Position within song program of current Triangle repeat coda (return point) 0620 Screen history write index Contains the index of the next screen history slot to write to (see below) 0621 Screen history 1 One of five recently visited map locations 0622 Screen history 2 One of five recently visited map locations 0623 Screen history 3 One of five recently visited map locations 0624 Screen history 4 One of five recently visited map locations 0625 Screen history 5 One of five recently visited map locations 0626 ? 0627 Killed enemy count Number of killed enemies in current screen 0628 Unused 0629 Unused 062A Unused 062B Unused 062C Unused 062D Current quest save slot 1: $00=First, $01=Second 062E Current quest save slot 2: $00=First, $01=Second 062F Current quest save slot 3: $00=First, $01=Second 0630 Number of deaths save slot 1 0631 Number of deaths save slot 2 0632 Number of deaths save slot 3 0656 Selected item pos Cursor position for selecting Link's B item 0657 Current sword $00=None, $01=Sword, $02=White Sword, $03=Magical Sword 0658 Number of Bombs 0659 Arrow status $00=None, $01=Arrow, $02=Silver Arrow 065A Bow in Inventory $00=False, $01=True 065B Status of candle $00=None, $01=Blue Candle, $02=Red Candle 065C Whistle in Inventory $00=False, $01=True 065D Food in Inventory $00=False, $01=True 065E Potion in Inventory $00=None/Letter, $01=Life Potion, $02=2nd Potion 065F Magical Rod in Inventory $00=False, $01=True 0660 Raft in Inventory $00=False, $01=True 0661 Magic Book in Inventory $00=False, $01=True 0662 Ring in Inventory $00-None, $01-Blue Ring, $02-Red Ring. Note: Changing this value will not change Link's color. 0663 Step Ladder in Inventory $00=False, $01=True 0664 Magical Key in Inventory $00=False, $01=True 0665 Power Bracelet in Invenotry $00=False, $01=True 0666 Letter in Inventory $00=False, $01=True, Link can buy potions from the old woman if $02. 0667 Compass in Inventory One bit per level 0668 Map in Inventory One bit per level 0669 Compass in Inventory (Level 9) 066A Map in Inventory (Level 9) 066C Clock possessed $00=False, $01=True 066D Number of Rupees 066E Number of Keys 066F Heart Containers Low Nibble = how many hearts are filled. High Nybble = Number of heart containers - 1 Ex: $10 = 2 Heart Containers with none filled 0670 Partial heart $00 = empty, $01 to $7F = half full, $80 to $FF = full. 0671 Triforce pieces One bit per piece 0674 Boomerang in Inventory $00=False, $01=True. Note: 0x0675 overrides this variable. 0675 Magical Boomerang in Inventory $00=False, $01=True. 0676 Magic Shield in Inventory $00=False, $01=True. 067C Maximum number of bombs Starts out as $08. 067D Number of rupees to add 067E Number of rupees to subtract
WRAM
RAM Function Details ------- --------------------------- ----------------------- 6804 Link's tunic color $29 = green, $32 = blue, $16 = red 6B92 Link's tunic color Overwritten with 0x6804 when Link exits a cave or enters or exits a level A014 Name table drawing macro offset Pointer to a macro that writes name table data to PPU memory
Internal Data for The Legend of Zelda
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