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The Legend of Zelda/RAM map: Difference between revisions

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m (Put a 0 in front of the < 1000 range of RAM addresses. Also noted the prescence of hex with the "$".)
(Added breaks. Formatted the addresses. Added Details column.)
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{{rammap|game=Legend of Zelda}}
{{rammap|game=Legend of Zelda}}
 
<br>
{| border="1" cellpadding="1"
{| border="1" cellpadding="1"
!RAM !! Purpose
| '''RAM''' || '''Function''' || '''Details'''
|-
|-
|004C || Countdown until Link can use his sword again after touching a white bubble.
|0x004C || Countdown until Link can use his sword again after touching a white bubble ||
|-
|-
|0070 || Link's X position on the screen.
|0x0070 || Link's X position on the screen ||
|-
|-
|0084 || Link's Y position on the screen.
|0x0084 || Link's Y position on the screen ||
|-
|-
|0098 || The direction Link is facing
|0x0098 || The direction Link is facing ||
|-
|-
|052E || $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.
|-
|-
|062D || Current quest for first save slot: $00-First, $01-Second
|0x062D || Current quest for first save slot || $00=First, $01=Second
|-
|-
|062E || Current quest for second save slot: $00-First, $01-Second
|0x062E || Current quest for second save slot || $00=First, $01=Second
|-
|-
|062F || Current quest for third save slot: $00-First, $01-Second
|0x062F || Current quest for third save slot || $00=First, $01=Second
|-
|-
|0656 || Cursor position for selecting Link's B item.
|0x0656 || Cursor position for selecting Link's B item ||
|-
|-
|0657 || Current sword: $00-None, $01-Sword, $02-White Sword, $03-Magical Sword
|0x0657 || Current sword || $00=None, $01=Sword, $02=White Sword, $03=Magical Sword
|-
|-
|0658 || Number of Bombs
|0x0658 || Number of Bombs ||
|-
|-
|0659 || Arrow status: $00-None, $01-Arrow, $02-Silver Arrow
|0x0659 || Arrow status || $00=None, $01=Arrow, $02=Silver Arrow
|-
|-
|065A || Link has Bow if $01
|0x065A || Bow in Inventory || $00=False, $01=True
|-
|-
|065B || Status of candle: 00-None, $01-Blue Candle, $02-Red Candle
|0x065B || Status of candle || 00=None, $01=Blue Candle, $02=Red Candle
|-
|-
|065C || Link has Whistle if $01
|0x065C || Whistle in Inventory || $00=False, $01=True
|-
|-
|065D || Link has Food if $01
|0x065D || Food in Inventory || $00=False, $01=True
|-
|-
|065E || Status of Potion: 00-None/Letter, 01-Life Potion, 02-2ND Potion
|0x065E || Potion in Inventory || $00=None/Letter, $01=Life Potion, $02=2nd Potion
|-
|-
|065F || Link has Magical Rod if $01
|0x065F || Magical Rod in Inventory || $00=False, $01=True
|-
|-
|0660 || Link has Raft if $01
|0x0660 || Raft in Inventory || $00=False, $01=True
|-
|-
|0661 || Link has Magic Book if $01
|0x0661 || Magic Book in Inventory || $00=False, $01=True
|-
|-
|0662 || Status of Ring: $00-None, $01-Blue Ring, $02-Red Ring.  Note: Changing this value will not change Link's color.
|0x0662 || Ring in Inventory || $00-None, $01-Blue Ring, $02-Red Ring.  Note: Changing this value will not change Link's color.
|-
|-
|0663 || Link had Step Ladder if $01
|0x0663 || Step Ladder in Inventory || $00=False, $01=True
|-
|-
|0664 || Link has Magical Key if $01
|0x0664 || Magical Key in Inventory || $00=False, $01=True
|-
|-
|0665 || Link has Power Bracelet if $01
|0x0665 || Power Bracelet in Invenotry || $00=False, $01=True
|-
|-
|0666 || Link has Letter if >= $01. Link can buy potions from the old woman if $02.
|0x0666 || Letter in Inventory || $00=False, $01=True, Link can buy potions from the old woman if $02.
|-
|-
|0667 || 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)
|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.
|-
|-
|0668 || 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)
|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.
|-
|-
|0669 || Link has Level 9 Compass if $01
|0x0669 || Level 9 Compass possessed || $00=False, $01=True
|-
|-
|066A || Link has Level 9 Map if $01
|0x066A || Level 9 Map possessed || $00=False, $01=True
|-
|-
|066C || Link has Clock if $01
|0x066C || Clock possessed || $00=False, $01=True
|-
|-
|066D || Number of Rupees
|0x066D || Number of Rupees
|-
|-
|066E || Number of Keys
|0x066E || Number of Keys
|-
|-
|066F || Bit 0-3=how many hearts are filled. Bit 4-7 = Number of heart containers - 1 ($10 = 2 Heart Containers with none filled)
|0x066F || Heart Containers || Low Nibble = how many hearts are filled. High Nybble = Number of heart containers - 1 <br> Ex: $10 = 2 Heart Containers with none filled
|-
|-
|0670 || The heart following the last filled heart. $7F to $FF = full, $00 = empty, and $00 to $7F = half full.
|0x0670 || The heart following the last filled heart || $00 = empty, $01 to $7F = half full, $80 to $FF = full.
Gets decreased depending on enemy and what ring Link has.
|-
|-
|0671 || Triforce pieces (when value is converted to binary, a $01 represents having the piece and a $00 represents not having it)
|0x0671 || Triforce pieces || When value is converted to binary, a $01 represents having the piece and a $00 represents not having it.
See [http://img519.imageshack.us/img519/2193/tribitflags0mi.jpg this] image for a visualization.
See [http://img519.imageshack.us/img519/2193/tribitflags0mi.jpg this] image for a visualization.
|-
|-
|0674 || Link has Boomerang if $01. Note: 0675 overrides this variable.
|0x0674 || Boomerang in Inventory || $00=False, $01=True. Note: 0x0675 overrides this variable.
|-
|-
|0675 || Link has Magical Boomerang if $01
|0x0675 || Magical Boomerang in Inventory || $00=False, $01=True.
|-
|-
|0676 || Link has Magic Shield if $01
|0x0676 || Magic Shield in Inventory || $00=False, $01=True.
|-
|-
|067C || Maximum number of bombs. Starts out as $08.
|0x067C || Maximum number of bombs || Starts out as $08.
|-
|-
|067D || Number of rupees to add
|0x067D || Number of rupees to add ||
|-
|-
|067E || Number of rupees to subtract
|0x067E || Number of rupees to subtract ||
|-
|-
|6804|| Link's tunic color ($29 = green, $32 = blue, $16 = red)
|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
|-
|-
|6B92|| Link's tunic color. This value is overwritten with 6804 when Link exits a cave or enters or exits a level
|}
|}
 
<br>
{{stub}}
{{stub}}

Revision as of 22:02, 21 January 2008

Chip tiny.png 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
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


So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?