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The Legend of Zelda: Oracle of Seasons/RAM map: Difference between revisions

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m (More explanation on C63B)
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{{rammap|game=The Legend of Zelda: Oracle of Seasons}}
{{rammap|game=The Legend of Zelda: Oracle of Seasons}}


=Bank 0 (C000 - CFFF)=
=Bank 0 ($C000 - $CFFF)=
<br />
<br />


==TBD==
==TBD==
{| border="3" cellpadding="7"
{| border="3" cellpadding="7" style="width: 75%;"
! style="text-align: center;" | '''RAM'''
! style="text-align: center; width: 100px;" | '''RAM'''
! '''Size'''
! style="width: 75px;" | '''Length'''
! style="min-width: 40%;" | '''Purpose'''
! style="width: 300px;" | '''Purpose'''
! '''Note'''
! '''Note'''
|-
|-
|C5C0 - C5FF || || Unappraised rings carried ||
|'''$C5C0''' - '''$C5FF''' || 64 Bytes || Unappraised rings carried ||
|-
|-
|C602 - C606 || || Player name ||
|'''$C602''' - '''$C606''' || 5 Bytes || Player name ||
|-
|-
|C616 - C61D || || Rings owned ||
|'''$C616''' - '''$C61D''' || 8 Bytes || Rings owned ||
|-
|-
|C61E - C61F || 2 Bytes || Deaths ||
|'''$C61E''' - '''$C61F''' || 2 Bytes || Deaths ||
|-
|-
|C622 - C625 || 4 Bytes || Time passed since power-on ||
|'''$C620''' - '''$C621''' || 2 Bytes || Enemies killed since file creation || When total killed enemies reaches <code>0x3E8</code>, <code>0x01</code> is added to <code>$C6CA</code> to set a flag for Vasu to give the Slayer's Ring, and this no longer increments when killing enemies.
|-
|-
|C627 || 2 Bytes || Rupees earned since file creation || Value is represented in decimal
|'''$C622''' - '''$C625''' || 4 Bytes || Time passed since power-on ||
|-
|-
|C63A || 1 Byte || Current level bank ||
|'''$C627''' - '''$C628''' || 2 Bytes || Rupees earned since file creation || <u>'''Value is represented in decimal'''</u>.<br /><br />'''Example''': If the total earned rupee count is 8,473, the hexadecimal representation will be <code>0x8473</code>.<br /><br />When a rupee gain pushes the value over <code>0x9999</code>, the value is then set to 0x6363, the value will no longer change, and <code>$C6CA</code> is then incremented by <code>0x02</code> so that Vasu will give the Rupee Ring the next time he is spoken with.
|-
|-
|C63B || 1 Byte || Current ''Absolute'' Overworld Screen<br /><br /><center>'''OR'''</center><br />Current ''Relative'' Dungeon Screen || On the overworld, all 256 map squares are represented in order; left to right, top to bottom, 0x00 - 0xFF.<br /><br />Inside a dungeon, only squares that are valid rooms are represented while empty squares are not counted; the only empty squares 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. <span style="float: right; margin-left: 500px;">[[File:Zelda OoS RAM C63B 01.png|200px]]</span>
|'''$C629''' || 1 Byte || Message Speed || <code>0x00 - 0x04</code><br /><br />Some higher values yield hilarious results such as a letter appearing once per few seconds.
|-
|-
|C63C || 1 Byte || Current ''Absolute'' Dungeon Screen || Unlike with C63B, all squares on the dungeon map, including ones that do not represent a valid room, are counted in order; left to right, top to bottom, 0x00 - 0xFF.<span style="float: right; margin-left: 500px;">[[File:Zelda OoS RAM C63C 01.png|200px]]</span>
|'''$C63A''' || 1 Byte || Current level bank ||
|-
|'''$C63B''' || 1 Byte || Current ''Absolute'' Overworld Screen<br /><br /><center>'''OR'''</center><br />Current ''Relative'' Dungeon Screen || On the overworld, all 256 map tiles are represented in order; left to right, top to bottom, <code>0x00 - 0xFF</code>.<br /><br /><br />Inside a dungeon, only map tiles that are valid rooms are represented while empty map tiles are not counted; the only empty map tiles that are counted are the ones leading up to the first valid room in order, then from there, the value only increases with each valid room. <span style="float: right;">[[File:Zelda OoS RAM C63B 01.png|200px]]</span>
|-
|'''$C63C''' || 1 Byte || Current ''Absolute'' Dungeon Screen || Unlike with <code>$C63B</code>, 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, <code>0x00 - 0xFF</code>.<span style="float: right;">[[File:Zelda OoS RAM C63C 01.png|200px]]</span>
|}
|}


<br />
 
 
 
 
==Enemies killed since...==
==Enemies killed since...==
{| border="3" cellpadding="7" style="max-width: 75%;"
{| border="3" cellpadding="7" style="width: 75%;"
! style="text-align: center;" | '''RAM'''
! style="text-align: center; width: 100px;" | '''RAM'''
! '''Size'''
! style="width: 75px;" | '''Length'''
! '''Purpose'''
! style="width: 300px;" | '''Purpose'''
! '''Note'''
! '''Note'''
|-
|-
|C63E || 1 Byte || Enemies killed since last Maple encounter ||
|'''$C63E''' || 1 Byte || Last Maple encounter ||
|-
|-
|C64C || 1 Byte || Enemies killed since Gasha Seed planted at ?? ||
|'''$C64C''' || 1 Byte || Gasha Seed planted at ?? ||
|-
|-
|C64D || 1 Byte || Enemies killed since Gasha Seed planted at ?? ||
|'''$C64D''' || 1 Byte || Gasha Seed planted at ?? ||
|-
|-
|C64E || 1 Byte || Enemies killed since Gasha Seed planted at ?? ||
|'''$C64E''' || 1 Byte || Gasha Seed planted at ?? ||
|-
|-
|C64F || 1 Byte || Enemies killed since Gasha Seed planted at ?? ||
|'''$C64F''' || 1 Byte || Gasha Seed planted at ?? ||
|-
|-
|C650 || 1 Byte || Enemies killed since Gasha Seed planted at ?? ||
|'''$C650''' || 1 Byte || Gasha Seed planted at ?? ||
|-
|-
|C651 || 1 Byte || Enemies killed since Gasha Seed planted at ?? ||
|'''$C651''' || 1 Byte || Gasha Seed planted at ?? ||
|-
|-
|C652 || 1 Byte || Enemies killed since Gasha Seed planted at ?? ||
|'''$C652''' || 1 Byte || Gasha Seed planted at ?? ||
|-
|-
|C653 || 1 Byte || Enemies killed since Gasha Seed planted at ?? ||
|'''$C653''' || 1 Byte || Gasha Seed planted at ?? ||
|-
|-
|C654 || 1 Byte || Enemies killed since Gasha Seed planted at ?? ||
|'''$C654''' || 1 Byte || Gasha Seed planted at ?? ||
|-
|-
|C655 || 1 Byte || Enemies killed since Gasha Seed planted at ?? ||
|'''$C655''' || 1 Byte || Gasha Seed planted at ?? ||
|-
|-
|C656 || 1 Byte || Enemies killed since Gasha Seed planted at K7 ||
|'''$C656''' || 1 Byte || Gasha Seed planted at K7 ||
|-
|-
|C657 || 1 Byte || Enemies killed since Gasha Seed planted at ?? ||
|'''$C657''' || 1 Byte || Gasha Seed planted at ?? ||
|-
|-
|C658 || 1 Byte || Enemies killed since Gasha Seed planted at ?? ||
|'''$C658''' || 1 Byte || Gasha Seed planted at ?? ||
|-
|-
|C659 || 1 Byte || Enemies killed since Gasha Seed planted at ?? ||
|'''$C659''' || 1 Byte || Gasha Seed planted at ?? ||
|-
|-
|C65A || 1 Byte || Enemies killed since Gasha Seed planted at ?? ||
|'''$C65A''' || 1 Byte || Gasha Seed planted at ?? ||
|-
|-
|C65B || 1 Byte || Enemies killed since Gasha Seed planted at M9 ||
|'''$C65B''' || 1 Byte || Gasha Seed planted at M9 ||
|}
|}


<br />
 
 
 
 
==Mysterious Counter==
==Mysterious Counter==
{| border="3" cellpadding="4"
{| border="3" cellpadding="4"
|+'''C65C - C65D'''
|+'''$C65C''' - '''$C65D'''
|+'''A counter for ??? for which various actions increment'''
|+'''A counter for ??? for which various actions increment'''
! style="text-align: center;" | '''Action'''  
! style="text-align: center;" | '''Action'''  
! '''Incrementation'''
! '''Incrementation'''
! '''Note'''
|-
|Dig a Hole || <code>0x01</code> ||
|-
|Slay an Enemy || <code>0x03</code> || This excludes using gale seeds on enemies, and knocking them into water/holes.
|-
|Collect a Heart || <code>0x04</code> ||
|-
|Screen Transition || <code>0x05</code> || This excludes entering/exiting structures, or taking mini-boss warps in dungeons.
|-
|Collect a Fairy || <code>0x18</code> ||
|-
|Bomb a Wall || <code>0x32</code> ||
|-
|Great Fairy Heal || <code>0x40</code> ||
|-
|Collect a Heart Piece || <code>0x64</code> ||
|}
==Dungeon Things==
{| border="3" cellpadding="7" style="width: 75%;"
! style="text-align: center; width: 100px;" | '''RAM'''
! style="width: 75px;" | '''Length'''
! style="width: 300px;" | '''Purpose'''
! '''Note'''
|-
|'''$C662''' || 1 Byte || Has entered Hero's Cave || rowspan="9" | Exiting a sublevel or using a mini-boss warp in the corresponding level will also set these flags (though redundant).<br /><br /><sub>[There's more to these addresses than originally thought. More exploration needed.]</sub>
|-
|'''$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 (?)
|-
|'''$C66A''' || 1 Byte || Has entered Level 8: Sword & Shield Maze (?)
|}
{| border="3" cellpadding="7" style="width: 75%;"
|-
| style="width: 100px;" | '''$C66E''' || style="width: 75px;" | 1 Byte || style="width: 300px;" | 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 ||
|}
{| border="3" cellpadding="7" style="width: 75%;"
|-
| style="width: 100px;" | '''$C67A''' || style="width: 75px;" | 1 Byte || style="width: 300px;" | Has Big Key(s) ||rowspan="3"|<!--'''<code>0x01</code>''' — Hero's Cave<br />'''<code>0x02</code>''' — Level 1: Gnarled Root Dungeon<br />'''<code>0x04</code>''' — Level 2: Snake's Remains<br />'''<code>0x08</code>''' — Level 3: Poison Moth's Lair<br />'''<code>0x10</code>''' — Level 4: Dancing Dragon Dungeon<br />'''<code>0x20</code>''' — Level 5: Unicorn's Cave<br />'''<code>0x40</code>''' — Level 6: Ancient Ruins<br />'''<code>0x80</code>''' — Level 7: Explorer's Crypt<br /><br />'''<code>0xFF</code>''' — Level 8: Sword & Shield Maze<br /><br />
Different combinations of these values applied to one of these three addresses will result in having different combinations of <strong>Big Keys, Compasses, or Dungeon Maps</strong> respectively.<br /><br />
After each significant value, the amount of combinations of values until the next significant value are the amount of combinations before the last significant value multiplied by 2 and adding 1. There are therefore <code>0x7F</code> combinations after the value <code>0x80</code> which puts the byte's value at <code>0xFF</code> thus making it the perfect amount of space to describe 9 things and all their combinations including the possibility of nothing (<code>0x00</code>).<br /><br />
'''Example''': If you wanted to have one of these items in only Levels 1, 3, and 6, you would add the values for those levels together [<code>0x01 + 0x08 + 0x20</code>], the result of which is <code>0x29</code>, and apply that value to the corresponding address.<br />If you want one of these items in every level, that's [<code>0x01 + 0x02 + 0x04 + 0x08 + 0x10 + 0x20 + 0x40 + 0x80</code>] which is <code>0xFF</code>.-->
|-
| '''$C67C''' || 1 Byte || Has Compass(s)
|-
| '''$C67E''' || 1 Byte || Has Dungeon Map(s)
|}
==Items==
{| border="3" cellpadding="7" style="width: 75%;"
! style="text-align: center; width: 100px;" | '''RAM'''
! style="width: 75px;" | '''Length'''
! style="width: 300px;" | '''Purpose'''
! '''Note'''
|-
|'''$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 ||
|-
|-
|Great Fairy Heal || 0x40
|'''$C687''' || 1 Byte || Inventory Slot 6 ||
|-
|-
|Bomb a Wall || 0x32
|'''$C688''' || 1 Byte || Inventory Slot 7 ||
|-
|-
|Collect a Fairy || 0x18
|'''$C689''' || 1 Byte || Inventory Slot 8 ||
|-
|-
|Screen Transition (excluding entering and exiting structures) || 0x05
|'''$C68A''' || 1 Byte || Inventory Slot 9 ||
|-
|-
|Collecting a Heart || 0x04
|'''$C68B''' || 1 Byte || Inventory Slot 10 ||
|-
|-
|Slaying an Enemy || 0x03
|'''$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 ||
|}
|}
<br />


==Items/Collectables==
 
{| border="3" cellpadding="7" style="max-width: 75%;"
 
! style="text-align: center;" | '''RAM'''
 
! '''Size'''
{| border="3" cellpadding="7" style="width: 75%;"
! '''Purpose'''
! style="text-align: center; width: 100px;" | '''RAM'''
! style="width: 75px;" | '''Length'''
! style="width: 300px;" | '''Purpose'''
! '''Note'''
! '''Note'''
|-
|-
|C66F || 1 Byte || Small Keys ||
|'''$C6A2''' || 1 Byte || Current Hearts ||
|-
|'''$C6A3''' || 1 Byte || Max Hearts ||
|-
|'''$C6A5''' - '''$C6A6''' || 2 Bytes || Rupees || <u>'''Value is represented in decimal'''</u>.<br /><br />'''Example''': If the total rupee count is 639, the hexadecimal representation will be <code>0x0639</code>.
|-
|'''$C6A7''' - '''$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 ||
* <big>'''<code>0x01</code>'''</big>: <u>Fertile Soil</u>
* <big>'''<code>0x02</code>'''</big>: <u>Gift of Time</u>
* <big>'''<code>0x04</code>'''</big>: <u>Bright Sun</u>
* <big>'''<code>0x08</code>'''</big>: <u>Soothing Rain</u>
* <big>'''<code>0x10</code>'''</big>: <u>Nurturing Warmth</u>
* <big>'''<code>0x20</code>'''</big>: <u>Blowing Wind</u>
* <big>'''<code>0x40</code>'''</big>: <u>Seed of Life</u>
* <big>'''<code>0x80</code>'''</big>: <u>Changing Seasons</u><br /><br />
 
Each essence has a corresponding value associated with it, each value being double the value of the previous one, and the value of this address will be the sum of all the essences collected up to <code>0xFF</code>.
 
 
 
'''Example''': If the value of this address is <code>0x1F</code>, the collected essences will be <u>Fertile Soil</u>, <u>Gift of Time</u>, <u>Bright Sun</u>, <u>Soothing Rain</u>, and <u>Nurturing Warmth</u> (5/8 essences in sequence).
 
 
 
Any value in this address is valid, but many of them will not normally be used unless essences are collected out of sequence. Assuming all essences are collected in sequence, the value will progress as follows:
 
 
<center><big>'''<code>0x00</code>'''</big> -> <big>'''<code>0x01</code>'''</big> -> <big>'''<code>0x03</code>'''</big> -> <big>'''<code>0x07</code>'''</big> -> <big>'''<code>0x0F</code>'''</big> -> <big>'''<code>0x1F</code>'''</big> -> <big>'''<code>0x3F</code>'''</big> -> <big>'''<code>0x7F</code>'''</big> -> <big>'''<code>0xFF</code>'''</big></center>
 
 
|-
|'''$C6CA''' || 1 Byte || Vasu Ring Flags ||
* <big>'''<code>0x01</code>'''</big>: Slayed 1,000 Monsters — <u>Slayer's Ring</u>
* <big>'''<code>0x02</code>'''</big>: Collected 10,000 Rupees — <u>Rupee Ring</u>
* <big>'''<code>0x04</code>'''</big>: Saved the World — <u>Victory Ring</u><br /><br />
 
Based on what events have occurred, the above values get added to this address. Obtaining each corresponding ring from Vasu then adds the corresponding value multiplied by 0x10 to this address.
 
 
 
'''Example''': If the value is <code>0x03</code>, the player has collected 10,000 rupees and slayed 1,000 Monsters <code>[0x02 + 0x01]</code>. In this scenario, after the Rupee Ring is received, the value would then be <code>0x23</code> <code>[0x03 + (0x02 * 0x10)]</code>, and then when the Slayers Ring is received, the value is <code>0x33</code> <code>[0x23 + (0x01 * 0x10)]</code>.<br /><br />
 
<center>
{| class="mw-collapsible mw-collapsed wikitable" style="width: 90%; text-align: center;"
! colspan="8" style="height: 35px; font-size: 1.5em;" | Possible Values
|- style="border-top: 2px solid black; border-bottom: 2px solid black; font-size: 1.2em;" |
! style="border-right: 2px solid black;" | #
! 1,000<br />Monsters<br />Slain
! 10,000<br />Rupees<br />Collected
! Saved<br />the<br />World
! Slayer's<br />Ring<br />Obtained
! Rupee<br />Ring<br />Obtained
! Victory<br />Ring<br />Obtained
! style="border-left: 2px solid black; font-weight: bold;" | VALUE
|-
| style="border-right: 2px solid black; font-weight: bold;" | 1
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x00</code>
|-
| style="border-right: 2px solid black; font-weight: bold;" | 2
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x01</code>
|-
| style="border-right: 2px solid black; font-weight: bold;" | 3
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x02</code>
|-
| style="border-right: 2px solid black; font-weight: bold;" | 4
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x03</code>
|-
| style="border-right: 2px solid black; font-weight: bold;" | 5
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x04</code>
|-
| style="border-right: 2px solid black; font-weight: bold;" | 6
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x05</code>
|-
|-
|C67A || 1 Byte || Has Boss Key<br />(if value ends in '''2''', '''3''', '''6''', '''7''', '''A''', '''B''', '''E''', or '''F''') ||
| style="border-right: 2px solid black; font-weight: bold;" | 7
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x06</code>
|-
|-
|C67C || 1 Byte || Has Compass<br />(if value ends in '''2''', '''3''', '''6''', '''7''', '''A''', '''B''', '''E''', or '''F''') ||
| style="border-right: 2px solid black; font-weight: bold;" | 8
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x07</code>
|-
|-
|C67E || 1 Byte || Has Dungeon Map<br />(if value ends in '''2''', '''3''', '''6''', '''7''', '''A''', '''B''', '''E''', or '''F''') ||
| style="border-right: 2px solid black; font-weight: bold;" | 9
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x11</code>
|-
|-
|C680 - C691 || || Items ||
| style="border-right: 2px solid black; font-weight: bold;" | 10
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x13</code>
|-
|-
|C6A2 || 1 Byte || Current Hearts ||
| style="border-right: 2px solid black; font-weight: bold;" | 11
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x15</code>
|-
|-
|C6A3 || 1 Byte || Max Hearts ||
| style="border-right: 2px solid black; font-weight: bold;" | 12
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x17</code>
|-
|-
|C6A5 - C6A6 || 2 Bytes || Rupees ||
| style="border-right: 2px solid black; font-weight: bold;" | 13
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x22</code>
|-
|-
|C6A7 - C6A8 || 2 Bytes || Ore Chunks ||
| style="border-right: 2px solid black; font-weight: bold;" | 14
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x23</code>
|-
|-
|C6A9 || 1 Byte || Shield level ||
| style="border-right: 2px solid black; font-weight: bold;" | 15
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x26</code>
|-
|-
|C6AA || 1 Byte || Current Bombs ||
| style="border-right: 2px solid black; font-weight: bold;" | 16
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x27</code>
|-
|-
|C6AC || 1 Byte || Sword level ||
| style="border-right: 2px solid black; font-weight: bold;" | 17
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x33</code>
|-
|-
|C6B1 || 1 Byte || Boomerang level ||
| style="border-right: 2px solid black; font-weight: bold;" | 18
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x37</code>
|-
|-
|C6B3 || 1 Byte || Slingshot level ||
| style="border-right: 2px solid black; font-weight: bold;" | 19
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x44</code>
|-
|-
|C6B4 || 1 Byte || Roc's feather level ||
| style="border-right: 2px solid black; font-weight: bold;" | 20
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x45</code>
|-
|-
|C6B5 || 1 Byte || Ember Seeds ||
| style="border-right: 2px solid black; font-weight: bold;" | 21
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x46</code>
|-
|-
|C6B6 || 1 Byte || Scent Seeds ||
| style="border-right: 2px solid black; font-weight: bold;" | 22
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x47</code>
|-
|-
|C6B7 || 1 Byte || Pegasus Seeds ||
| style="border-right: 2px solid black; font-weight: bold;" | 23
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x55</code>
|-
|-
|C6B8 || 1 Byte || Gale Seeds ||
| style="border-right: 2px solid black; font-weight: bold;" | 24
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x57</code>
|-
|-
|C6B9 || 1 Byte || Mystery Seeds ||
| style="border-right: 2px solid black; font-weight: bold;" | 25
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x66</code>
|-
|-
|C6BA || 1 Byte || Gasha Seeds ||
| style="border-right: 2px solid black; font-weight: bold;" | 26
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #E06666; color: white;" | FALSE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x67</code>
|-
|-
|C6BB || 1 Byte || Essences ||
| style="border-right: 2px solid black; font-weight: bold;" | 27
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="background-color: #6AA84F; color: white;" | TRUE
| style="border-left: 2px solid black; font-weight: bold;" | <code>0x77</code>
|}
</center>
 
 
|-
|-
|C6C6 || 1 Byte || Ring Box level ||
|'''$C6C6''' || 1 Byte || Ring Box level ||
|}
|}
<br />
 
 
 
 
 


==TBD==
==TBD==
{| border="3" cellpadding="7" style="max-width: 75%;"
{| border="3" cellpadding="7" style="max-width: 75%;"
! style="text-align: center;" | '''RAM'''
! style="text-align: center; min-width: 100px;" | '''RAM'''
! '''Size'''
! style="min-width: 75px;" | '''Length'''
! '''Purpose'''
! style="min-width: 300px;" | '''Purpose'''
! '''Note'''
! '''Note'''
|-
|-
|C700 - C7FF || || Overworld Screen Flags (used to track events and map exploration) ||
|'''$C700''' - '''$C7FF''' || 256 Bytes || Overworld Screen Flags (used to track events and map exploration) || To do: Specify which each address tracks.
|-
|-
|CC30 || 1 Byte || Enemies left on screen ||
|'''$CC30''' || 1 Byte || Enemies left on screen ||
|-
|-
|CE00 - CEAF ||  || Current Screen Collision Data (dynamically generated from the screen tile data. this space is also used as a temporary store for compressed level data read from ROM) ||
|'''$CE00''' - '''$CEAF''' ||  || Current Screen Collision Data || Dynamically generated from the screen tile data. This space is also used as a temporary store for compressed level data read from ROM.
|-
|-
|CF00 - CFAF ||  || Current Screen Tile Data ||
|'''$CF00''' - '''$CFAF''' ||  || Current Screen Tile Data ||
|}
|}
<br />
 
 
 
 


==Unmapped==
==Unmapped==
Line 173: Line 590:
! '''Note'''
! '''Note'''
|-
|-
|C000 - C5BF ||
|'''$C000''' - '''$C5BF''' ||
|-
|'''$C600''' - '''$C601''' ||
|-
|-
|C600 - C601 ||
|'''$C607''' - '''$C615''' ||
|-
|-
|C607 - C615 ||
|'''$C620''' - '''$C621''' ||
|-
|-
|C620 - C621 ||
|'''$C626''' ||
|-
|-
|C626 ||
|'''$C628''' - '''$C639''' ||
|-
|-
|C628- C639 ||
|'''$C63D''' ||
|-
|-
|C63D ||
|'''$C63F''' - '''$C64B''' ||
|-
|-
|C63F - C64B ||
|'''$C65E''' - '''$C661''' ||
|-
|-
|C65E - C66E ||
|'''$C66B''' - '''$C66C''' ||
|-
|-
|C670 - C679 ||
|'''$C677''' - '''$C679''' ||
|-
|-
|C67B ||
|'''$C67B''' ||
|-
|-
|C67D ||
|'''$C67D''' ||
|-
|-
|C67F ||
|'''$C67F''' ||
|-
|-
|C692 - C6A1 ||
|'''$C692''' - '''$C6A1''' ||
|-
|-
|C6A4 ||
|'''$C6A4''' ||
|-
|-
|C6AB ||
|'''$C6AB''' ||
|-
|-
|C6AD - C6B0 ||
|'''$C6AD''' - '''$C6B0''' ||
|-
|-
|C6B2 ||
|'''$C6B2''' ||
|-
|-
|C6BC - C6C5 ||
|'''$C6BC''' - '''$C6C5''' ||
|-
|-
|C6C7 - C6FF ||
|'''$C6C7''' - '''$C6FF''' ||
|-
|-
|C800 - CC2F ||
|'''$C800''' - '''$CC2F''' ||
|-
|-
|CC31 - CDFF ||
|'''$CC31''' - '''$CDFF''' ||
|-
|-
|CEB0 - CEFF ||
|'''$CEB0''' - '''$CEFF''' ||
|-
|-
|CFB0 - CFFF ||
|'''$CFB0''' - '''$CFFF''' ||
|}
|}
{{Internal Data}}

Revision as of 20:12, 4 July 2024

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 64 Bytes 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 0x02 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
Dig a Hole 0x01
Slay an Enemy 0x03 This excludes using gale seeds on enemies, and knocking them into water/holes.
Collect a Heart 0x04
Screen Transition 0x05 This excludes entering/exiting structures, or taking mini-boss warps in dungeons.
Collect a Fairy 0x18
Bomb a Wall 0x32
Great Fairy Heal 0x40
Collect a Heart Piece 0x64



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).

[There's more to these addresses than originally thought. More exploration needed.]
$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
  • 0x01: Fertile Soil
  • 0x02: Gift of Time
  • 0x04: Bright Sun
  • 0x08: Soothing Rain
  • 0x10: Nurturing Warmth
  • 0x20: Blowing Wind
  • 0x40: Seed of Life
  • 0x80: Changing Seasons

Each essence has a corresponding value associated with it, each value being double the value of the previous one, and the value of this address will be the sum of all the essences collected up to 0xFF.


Example: If the value of this address is 0x1F, the collected essences will be Fertile Soil, Gift of Time, Bright Sun, Soothing Rain, and Nurturing Warmth (5/8 essences in sequence).


Any value in this address is valid, but many of them will not normally be used unless essences are collected out of sequence. Assuming all essences are collected in sequence, the value will progress as follows:


0x00 -> 0x01 -> 0x03 -> 0x07 -> 0x0F -> 0x1F -> 0x3F -> 0x7F -> 0xFF


$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. Obtaining each corresponding ring from Vasu 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]. In this scenario, after the Rupee Ring is received, the value would then be 0x23 [0x03 + (0x02 * 0x10)], and then when the Slayers Ring is received, the value is 0x33 [0x23 + (0x01 * 0x10)].

Possible Values
# 1,000
Monsters
Slain
10,000
Rupees
Collected
Saved
the
World
Slayer's
Ring
Obtained
Rupee
Ring
Obtained
Victory
Ring
Obtained
VALUE
1 FALSE FALSE FALSE FALSE FALSE FALSE 0x00
2 TRUE FALSE FALSE FALSE FALSE FALSE 0x01
3 FALSE TRUE FALSE FALSE FALSE FALSE 0x02
4 TRUE TRUE FALSE FALSE FALSE FALSE 0x03
5 FALSE FALSE TRUE FALSE FALSE FALSE 0x04
6 TRUE FALSE TRUE FALSE FALSE FALSE 0x05
7 FALSE TRUE TRUE FALSE FALSE FALSE 0x06
8 TRUE TRUE TRUE FALSE FALSE FALSE 0x07
9 TRUE FALSE FALSE TRUE FALSE FALSE 0x11
10 TRUE TRUE FALSE TRUE FALSE FALSE 0x13
11 TRUE FALSE TRUE TRUE FALSE FALSE 0x15
12 TRUE TRUE TRUE TRUE FALSE FALSE 0x17
13 FALSE TRUE FALSE FALSE TRUE FALSE 0x22
14 TRUE TRUE FALSE FALSE TRUE FALSE 0x23
15 FALSE TRUE TRUE FALSE TRUE FALSE 0x26
16 TRUE TRUE TRUE FALSE TRUE FALSE 0x27
17 TRUE TRUE FALSE TRUE TRUE FALSE 0x33
18 TRUE TRUE TRUE TRUE TRUE FALSE 0x37
19 FALSE FALSE TRUE FALSE FALSE TRUE 0x44
20 TRUE FALSE TRUE FALSE FALSE TRUE 0x45
21 FALSE TRUE TRUE FALSE FALSE TRUE 0x46
22 TRUE TRUE TRUE FALSE FALSE TRUE 0x47
23 TRUE FALSE TRUE TRUE FALSE TRUE 0x55
24 TRUE TRUE TRUE TRUE FALSE TRUE 0x57
25 FALSE TRUE TRUE FALSE TRUE TRUE 0x66
26 TRUE TRUE TRUE FALSE TRUE TRUE 0x67
27 TRUE TRUE TRUE TRUE TRUE TRUE 0x77


$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) To do: Specify which each address tracks.
$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