Tactics Ogre: Let Us Cling Together (SNES)/RAM map

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$7E00F5 - $2140 Buffer
$7E00F6 - $2141 Buffer
$7E00F7 - $2142 Buffer

$7E00FA - $2143 Buffer(?)


$7E0540 - Flag for OAM Update

$7E0545 - Contains the address of the OAM Buffer - Low Byte
$7E0546 - Contains the address of the OAM Buffer - High Byte
$7E0547 - Not empty, if Joypad 1 has inputs?
$7E0548 - Not empty, if Joypad 2 has inputs?
$7E0549 - Joypad 1 Inputs - Low Byte
$7E054A - Joypad 1 Inputs - High Byte
$7E054B - Joypad 2 Inputs - Low Byte
$7E054C - Joypad 2 Inputs - High Byte
$7E054D - Joypad 1 held buttons - Low Byte
$7E054E - Joypad 1 held buttons - High Byte
$7E054F - Joypad 2 held buttons - Low Byte
$7E0550 - Joypad 2 held buttons - High Byte
$7E0551 - Last frame's Joypad 1 Inputs - Low Byte
$7E0552 - Last frame's Joypad 1 Inputs - High Byte
$7E0553 - Last frame's Joypad 2 Inputs - Low Byte
$7E0554 - Last frame's Joypad 2 Inputs - High Byte

$7E056A - $2100 Buffer (what is to input?)
$7E056B - $2105 Buffer (what is to input?)
$7E056C - $2101 Buffer (what is to input?)
$7E056D - $2107 Buffer (what is to input?)
$7E056E - $2108 Buffer (what is to input?)
$7E056F - $2109 Buffer (what is to input?)
$7E0570 - $210A Buffer (what is to input?)
$7E0571 - $210D Buffer (what is to input?) - Low Byte
$7E0572 - $210D Buffer (what is to input?) - High Byte
$7E0573 - $210E Buffer (what is to input?) - Low Byte
$7E0574 - $210E Buffer (what is to input?) - High Byte
$7E0575 - $210F Buffer (what is to input?) - Low Byte
$7E0576 - $210F Buffer (what is to input?) - High Byte
$7E0577 - $2110 Buffer (what is to input?) - Low Byte
$7E0578 - $2110 Buffer (what is to input?) - High Byte
$7E0579 - $2111 Buffer (what is to input?) - Low Byte
$7E057A - $2111 Buffer (what is to input?) - High Byte
$7E057B - $2112 Buffer (what is to input?) - Low Byte
$7E057C - $2112 Buffer (what is to input?) - High Byte
$7E057D - $2113 Buffer (what is to input?) - Low Byte
$7E057E - $2113 Buffer (what is to input?) - High Byte
$7E057F - $2114 Buffer (what is to input?) - Low Byte
$7E0580 - $2114 Buffer (what is to input?) - High Byte
$7E0581 - $2130 Buffer (what is to input?)

$7E0583 - $2132 Buffer (what is to input?) --- R?
$7E0584 - $2132 Buffer (what is to input?) --- G?
$7E0585 - $2132 Buffer (what is to input?) --- B?
$7E0586 - $420C Buffer?
$7E0587 - $2100 Buffer (what is currently in it?)
$7E0588 - $2101 Buffer (what is currently in it?)
$7E0589 - $2105 Buffer (what is currently in it?)
$7E058A - $2106 Buffer
$7E058B - $2107 Buffer (what is currently in it?)
$7E058C - $2108 Buffer (what is currently in it?)
$7E058D - $2109 Buffer (what is currently in it?)
$7E058E - $210A Buffer (what is currently in it?)
$7E058F - $210B Buffer (both input and info?)
$7E0590 - $210C Buffer (both input and info?) 

$7E05A6 - $212C Buffer (both input and info?)
$7E05A7 - $212D Buffer (both input and info?)
$7E05A8 - $212E Buffer
$7E05A9 - $212F Buffer

$7E05AF - $4200 Buffer?
$7E05B0 - $420C Buffer?

$7E05BD - If bit 6 is set, it can force a CGRAM update at $80/B3D8

$7E05C0 - Jump Table Index value, maybe highly important!
$7E05D9 - Place where a JSL-command is built, see $80/A1DF
$7E05DA - Place where a JSL-command is built, see $80/A1DF
$7E05DB - Place where a JSL-command is built, see $80/A1DF
$7E05DC - Place where a JSL-command is built, see $80/A1DF
$7E05DD - Place where a JSL-command is built, see $80/A1DF
$7E1249 - Flag for CGRAM Update

$7E05F0 - $4209 Buffer (V Timer Low Byte)
$7E05F1 - $420A Buffer (V Timer High Byte)

$7E0EC7 - Counter of used VRAM DMA Pipeline Entries

VRAM DMA Pipeline (Y is always 2 bytes)

$7E0EC9,y - VRAM DMA Pipeline: $4305 - 16 bit - Data Size
$7E0F89,y - VRAM DMA Pipeline: $4302 - 16 bit - Source Address
$7E110A,y - VRAM DMA Pipeline: $4304 -  8 bit - Source Bank
$7E1109,y - VRAM DMA Pipeline: $2115 -  8 bit - VRAM Settings
$7E1049,y - VRAM DMA Pipeline: $2116 - 16 bit - VRAM Destination

CGRAM Buffer

$7E124B-$7E144A (At least in the intro section - maybe the position is flexible?)



(In-Battle?) Character Stats (taken from the first battle) Everything written here counts as register for the FIRST figure. It's always the the next forty ($28) registers of

the same kind for all the other figures on battle field.


$7E17AE - (8 bit) Character Sprite
$7E17AF - (8 bit) ??? Has to do with the character figure in the menu
$7E17D6 - ???
$7E17D7 - (8 bit) Element
$7E17FE - (8 bit) Level
$7E17FF - (8 bit) Exp
$7E1826 - (signed 11 bit or so) Current HP
$7E184E - (signed 11 bit or so) Max HP
$7E1876 - (signed 11 bit or so) Current MP
$7E189E - (signed 11 bit or so) Max MP
$7E18C6 - STR
$7E18EE - INT
$7E1916 - AGI
$7E193E - DEX
$7E1966 - VIT
$7E198E - MEN
$7E19B6 - (unsigned 8 bit) LUK
$7E19B7 - ???
$7E19DE - Status Effects(?)
$7E19DF - ???
$7E1A2E - ???
$7E1A2F - ???
$7E1A56 - ??? Changes the color in the background of the figure in the menu
$7E1A57 - ???
$7E1B6E - ???
$7E1DC7 - ???
$7E1DEE - Move
$7E1E94 - (16 bit) Address in WRAM for characters name, class and so on.