Welcome to Data Crystal's new home! Data Crystal is now part of the TCRF family (sort of).
The wiki has recently moved; please report any issues in Discord. Pardon the dust.

The Legend of Zelda: Oracle of Seasons/RAM map

From Data Crystal
Jump to navigation Jump to search

NOTE: All values in Tables are Hexadecimal unless noted otherwise.

Chip tiny.png The following article is a RAM map for The Legend of Zelda: Oracle of Seasons.

Bank 0 ($C000 - $CFFF)


TBD

RAM Length Purpose Note
$C5C0 - $C5FF Unappraised rings carried
$C602 - $C606 5 Bytes Player name
$C616 - $C61D 8 Bytes Rings owned
$C61E - $C61F 2 Bytes Deaths
$C620 - $C621 2 Bytes Enemies killed since file creation When total killed enemies reaches 0x3E8, 0x01 is added to $C6CA to set a flag for Vasu to give the Slayer's Ring, and this no longer increments when killing enemies.
$C622 - $C625 4 Bytes Time passed since power-on
$C627 - $C628 2 Bytes Rupees earned since file creation Value is represented in decimal.

Example: If the total earned rupee count is 8,473, the hexadecimal representation will be 0x8473.

When a rupee gain pushes the value over 0x9999, the value is then set to 0x6363, the value will no longer change, and $C6CA is then incremented by 0x01 so that Vasu will give the Rupee Ring the next time he is spoken with.
$C629 1 Byte Message Speed 0x00 - 0x04

Some higher values yield hilarious results such as a letter appearing once per few seconds.
$C63A 1 Byte Current level bank
$C63B 1 Byte Current Absolute Overworld Screen

OR

Current Relative Dungeon Screen
On the overworld, all 256 map tiles are represented in order; left to right, top to bottom, 0x00 - 0xFF.


Inside a dungeon, only map tiles that are valid rooms are represented while empty map tiles are not counted; the only empty map tiles that are counted are the ones leading up to the first valid room in order, then from there, the value only increases with each valid room. Zelda OoS RAM C63B 01.png
$C63C 1 Byte Current Absolute Dungeon Screen Unlike with $C63B, all tiles on the dungeon map, including ones that do not represent a valid room, are counted in order; left to right, top to bottom, 0x00 - 0xFF.Zelda OoS RAM C63C 01.png



Enemies killed since...

RAM Length Purpose Note
$C63E 1 Byte Last Maple encounter
$C64C 1 Byte Gasha Seed planted at ??
$C64D 1 Byte Gasha Seed planted at ??
$C64E 1 Byte Gasha Seed planted at ??
$C64F 1 Byte Gasha Seed planted at ??
$C650 1 Byte Gasha Seed planted at ??
$C651 1 Byte Gasha Seed planted at ??
$C652 1 Byte Gasha Seed planted at ??
$C653 1 Byte Gasha Seed planted at ??
$C654 1 Byte Gasha Seed planted at ??
$C655 1 Byte Gasha Seed planted at ??
$C656 1 Byte Gasha Seed planted at K7
$C657 1 Byte Gasha Seed planted at ??
$C658 1 Byte Gasha Seed planted at ??
$C659 1 Byte Gasha Seed planted at ??
$C65A 1 Byte Gasha Seed planted at ??
$C65B 1 Byte Gasha Seed planted at M9



Mysterious Counter

$C65C - $C65D A counter for ??? for which various actions increment
Action Incrementation Note
Collect a Heart Piece 0x64
Great Fairy Heal 0x40
Bomb a Wall 0x32
Collect a Fairy 0x18
Screen Transition 0x05 This excludes entering/exiting structures, or taking mini-boss warps in dungeons.
(TODO: Test Gale seeds)
Collect a Heart 0x04
Slay an Enemy 0x03



Dungeon Things

RAM Length Purpose Note
$C662 1 Byte Has entered Hero's Cave Exiting a sublevel or using a mini-boss warp in the corresponding level will also set these flags (though redundant).
$C663 1 Byte Has entered Level 1: Gnarled Root Dungeon
$C664 1 Byte Has entered Level 2: Snake's Remains
$C665 1 Byte Has entered Level 3: Poison Moth's Lair (?)
$C666 1 Byte Has entered Level 4: Dancing Dragon Dungeon (?)
$C667 1 Byte Has entered Level 5: Unicorn's Cave (?)
$C668 1 Byte Has entered Level 6: Ancient Ruins (?)
$C669 1 Byte Has entered Level 7: Explorer's Crypt (?)
$C66A 1 Byte Has entered Level 8: Sword & Shield Maze (?)
$C66E 1 Byte Small Keys — Hero's Cave
$C66F 1 Byte Small Keys — Level 1: Gnarled Root Dungeon
$C670 1 Byte Small Keys — Level 2: Snake's Remains
$C671 1 Byte Small Keys — Level 3: Poison Moth's Lair
$C672 1 Byte Small Keys — Level 4: Dancing Dragon Dungeon
$C673 1 Byte Small Keys — Level 5: Unicorn's Cave
$C674 1 Byte Small Keys — Level 6: Ancient Ruins
$C675 1 Byte Small Keys — Level 7: Explorer's Crypt
$C676 1 Byte Small Keys — Level 8: Sword & Shield Maze
$C67A 1 Byte Has Big Key(s)
$C67C 1 Byte Has Compass(s)
$C67E 1 Byte Has Dungeon Map(s)



Items

RAM Length Purpose Note
$C680 1 Byte Item on B Button
$C681 1 Byte Item on A Button
$C682 1 Byte Inventory Slot 1
$C683 1 Byte Inventory Slot 2
$C684 1 Byte Inventory Slot 3
$C685 1 Byte Inventory Slot 4
$C686 1 Byte Inventory Slot 5
$C687 1 Byte Inventory Slot 6
$C688 1 Byte Inventory Slot 7
$C689 1 Byte Inventory Slot 8
$C68A 1 Byte Inventory Slot 9
$C68B 1 Byte Inventory Slot 10
$C68C 1 Byte Inventory Slot 11
$C68D 1 Byte Inventory Slot 12
$C68E 1 Byte Inventory Slot 13
$C68F 1 Byte Inventory Slot 14
$C690 1 Byte Inventory Slot 15
$C691 1 Byte Inventory Slot 16



RAM Length Purpose Note
$C6A2 1 Byte Current Hearts
$C6A3 1 Byte Max Hearts
$C6A5 - $C6A6 2 Bytes Rupees Value is represented in decimal.

Example: If the total rupee count is 639, the hexadecimal representation will be 0x0639.
$C6A7 - $C6A8 2 Bytes Ore Chunks
$C6A9 1 Byte Shield level
$C6AA 1 Byte Current Bombs
$C6AC 1 Byte Sword level
$C6B1 1 Byte Boomerang level
$C6B3 1 Byte Slingshot level
$C6B4 1 Byte Roc's feather level
$C6B5 1 Byte Ember Seeds
$C6B6 1 Byte Scent Seeds
$C6B7 1 Byte Pegasus Seeds
$C6B8 1 Byte Gale Seeds
$C6B9 1 Byte Mystery Seeds
$C6BA 1 Byte Gasha Seeds
$C6BB 1 Byte Essences
$C6CA 1 Byte Vasu Ring Flags 0x01: Slayed 1,000 Monsters — Slayer's Ring
0x02: Collected 10,000 Rupees — Rupee Ring
0x04: Saved the World — Victory Ring

Based on what events have occurred, the above values get added to this address. Collecting each corresponding ring then adds the corresponding value multiplied by 0x10 to this address.


Example: If the value is 0x03, the player has collected 10,000 rupees and slayed 1,000 Monsters [0x02 + 0x01]. After the Rupee Ring is received, the value is then 0x23 [0x03 + (0x03 * 0x10)], and then when the Slayers Ring is received, the value is 0x33 [0x23 + (0x01 * 0x10)].

$C6C6 1 Byte Ring Box level



TBD

RAM Length Purpose Note
$C700 - $C7FF 256 Bytes Overworld Screen Flags (used to track events and map exploration)
$CC30 1 Byte Enemies left on screen
$CE00 - $CEAF Current Screen Collision Data Dynamically generated from the screen tile data. This space is also used as a temporary store for compressed level data read from ROM.
$CF00 - $CFAF Current Screen Tile Data



Unmapped

RAM Note
$C000 - $C5BF
$C600 - $C601
$C607 - $C615
$C620 - $C621
$C626
$C628 - $C639
$C63D
$C63F - $C64B
$C65E - $C661
$C66B - $C66C
$C677 - $C679
$C67B
$C67D
$C67F
$C692 - $C6A1
$C6A4
$C6AB
$C6AD - $C6B0
$C6B2
$C6BC - $C6C5
$C6C7 - $C6FF
$C800 - $CC2F
$CC31 - $CDFF
$CEB0 - $CEFF
$CFB0 - $CFFF