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The Lion King (SNES)/RAM map: Difference between revisions

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Addresses below apply to the (US) SNES version of The Lion King.
{{rammap|The Lion King (SNES)}}


  $7E0056  $0001  Fade in/out flag, set negative to fade out, positive (non-zero) to fade in
Addresses below apply to the US version of The Lion King.
  $7E0057  $0001  Brightness, 0=black, $0F=full


  $7E005A  $0002  Filtered controller inputs
$7E0056  $0001  Fade in/out flag, set negative to fade out, positive (non-zero) to fade in
  $7E005C  $0002  Current controller inputs
$7E0057  $0001  Brightness, 0=black, $0F=full
$7E005A  $0002  Filtered controller inputs
$7E005C  $0002  Current controller inputs
$7E0062  $0002  Current inputs after rebinding
$7E00FA  $0002  Exile cutscene check ???
$7E0A00  $0002  IRQ jump pointer (bank $C0/00)
$7E0A02  $0001  Index into IRQ position tables
$7E0A08  $0002  Register mirror for $4200
$7E0A0A  $0002  NMI Counter (every frame)
$7E0A0E  $0002  Cleared at NMI, used to wait until next frame
$7E0A40  $0002  Progress during Stampede, ends at $1068
$7E0A42  $0003  Related to RNG, STA $0A42 : STZ $0A43 (a16) ???
$7E0A4E  $0002  Title screen check ???
$7E0A89  $0002  Pause flag, 0=unpaused 1=paused
$7E0A8B  $0002  Pause allowed flag, 0=disabled
$7E0AD7  $0002  Set to $0F when pausing, silences music when back to zero
$7E1E00  $0003  RNG seed
$7E1E03  $0002  Flags related to inputs, #$8000=Demo ???
$7E1E0F  $0002  Backup of controller option during demo playback
$7E1E11  $0002  Backup of difficulty option during demo playback
$7E2000  $0002  Simba age, $0000=cub $00FF=adult
$7E2002  $0002  Simba roar
$7E2004  $0002  Simba health
$7E2006  $0004  Code in RAM, MVN and RTL, used during loading screens
$7E200A  $0002  Simba lives drawn on HUD
$7E2430  $0002  Bug Hunt flag
$7E2432  $0002  Bug Toss flag
$7EA68C  $0002  DP pointer
$7EA68E  $0002  First byte of RNG seed returned each cycle, high byte is zero (??? is that right? needs double checking)
$7EA692  $0002  Triggers loading a level when non-zero, MSB loads from $7FFFA0
$7EA6BA  $0002  Flag to skip death animation, set to $FFFF when falling in water
$7EA6C2  $0001  Set to 1 when Scar thrown off-screen, overwritten by writes to $A6C1
$7EA6C4  $0002  Flag to trigger the Pridelands cutscene, set to $FFFF to skip it
$7EA6EA  $0002  Set to $FFFF while Scar is dazed
$7EB21B  $0002  Simba X position
$7EB21D  $0002  Simba Y position
$7EB259  $0002  Invincibility frames
$7EB213  $2980  Object RAM ???, $80 bytes per slot
                +$0000  $0002  Previous slot ???
                +$0002  $0002  Next slot ???
                +$0004  $0003  Long pointer to data
$7EBBC1  $0002  Bug Hunt III timer
$7EC0C1  $0002  Bug Hunt I timer
$7ECB41  $0002  Bug Hunt II timer
$7EF93A  $0002  ??? $7FFF9E +1 during level loading
$7F8000  $0800  BG3 tilemap during options menu
$7FFF90  $0002  Upside-down mode flag, 0=disabled
$7FFF92  $0002  Difficulty setting, 0=easy 1=normal 2=difficult
$7FFF94  $0002  Music setting, 0=off 1=stereo 2=mono
$7FFF96  $0002  Sound effects flag, 0=off 1=on
$7FFF98  $0002  UNUSED ???
$7FFF9A  $0002  Controller configuration, 0=ABY 1=BAY 2=YAB 3=AYB 4=BYA 5=YBA
$7FFF9C  $0002  Infinite health flag
$7FFF9E  $0002  Current level
$7FFFA0  $0002  Next level to load, used during bonus minigames and cutscenes
$7FFFA2  $0002  Set during loading if level is being repeated, always reset after loading
$7FFFA4  $0002  Checkpoint X position
$7FFFA6  $0002  Checkpoint Y position
$7FFFA8  $0002  Continues
$7FFFAA  $0002  Simba lives
$7FFFAC  $0002  Simba max health
$7FFFAE  $0002  Simba max roar
$7FFFB4  $0002  BG2 vertical scrolling


  $7E0062  $0002  Current inputs after rebinding
{{Internal Data}}
 
  $7E00FA  $0002  Exile cutscene check ???
 
  $7E0A00  $0002  IRQ jump pointer (bank $C0/00)
  $7E0A02  $0001  Index into IRQ position tables
 
  $7E0A08  $0002  Register mirror for $4200
  $7E0A0A  $0002  NMI Counter (every frame)
  $7E0A0E  $0002  Cleared at NMI, used to wait until next frame
 
  $7E0A40  $0002  Progress during Stampede, ends at $1068
  $7E0A42  $0003  Related to RNG, STA $0A42 : STZ $0A43 (a16) ???
 
  $7E0A4E  $0002  Title screen check ???
 
  $7E0A89  $0002  Pause flag, 0=unpaused 1=paused
  $7E0A8B  $0002  Pause allowed flag, 0=disabled
 
  $7E0AD7  $0002  Set to $0F when pausing, silences music when back to zero
 
  $7E1E00  $0003  RNG seed
  $7E1E03  $0002  Flags related to inputs, #$8000=Demo ???
 
  $7E1E0F  $0002  Backup of controller option during demo playback
  $7E1E11  $0002  Backup of difficulty option during demo playback
 
  $7E2000  $0002  Simba age, $0000=cub $00FF=adult
  $7E2002  $0002  Simba roar
  $7E2004  $0002  Simba health
  $7E2006  $0004  Code in RAM, MVN and RTL, used during loading screens
  $7E200A  $0002  Simba lives drawn on HUD
 
  $7E2430  $0002  Bug Hunt flag
  $7E2432  $0002  Bug Toss flag
 
  $7EA68C  $0002  DP pointer
  $7EA68E  $0002  First byte of RNG seed returned each cycle, high byte is zero (??? is that right? needs double checking)
 
  $7EA692  $0002  Triggers loading a level when non-zero, MSB loads from $7FFFA0
 
  $7EA6BA  $0002  Flag to skip death animation, set to $FFFF when falling in water
 
  $7EA6C2  $0001  Set to 1 when Scar thrown off-screen, overwritten by writes to $A6C1
  $7EA6C4  $0002  Flag to trigger the Pridelands cutscene, set to $FFFF to skip it
 
  $7EA6EA  $0002  Set to $FFFF while Scar is dazed
 
  $7EB21B  $0002  Simba X position
  $7EB21D  $0002  Simba Y position
 
  $7EB259  $0002  Invincibility frames
 
  $7EB213  $2980  Object RAM ???, $80 bytes per slot
  +$0000  $0002  Previous slot ???
  +$0002  $0002  Next slot ???
  +$0004  $0003  Long pointer to data
 
  $7EBBC1  $0002  Bug Hunt III timer
 
  $7EC0C1  $0002  Bug Hunt I timer
 
  $7ECB41  $0002  Bug Hunt II timer
 
  $7EF93A  $0002  ??? $7FFF9E +1 during level loading
 
  $7F8000  $0800  BG3 tilemap during options menu
 
  $7FFF90  $0002  Upside-down mode flag, 0=disabled
  $7FFF92  $0002  Difficulty setting, 0=easy 1=normal 2=difficult
  $7FFF94  $0002  Music setting, 0=off 1=stereo 2=mono
  $7FFF96  $0002  Sound effects flag, 0=off 1=on
  $7FFF98  $0002  UNUSED ???
  $7FFF9A  $0002  Controller configuration, 0=ABY 1=BAY 2=YAB 3=AYB 4=BYA 5=YBA
  $7FFF9C  $0002  Infinite health flag
  $7FFF9E  $0002  Current level
  $7FFFA0  $0002  Next level to load, used during bonus minigames and cutscenes
  $7FFFA2  $0002  Set during loading if level is being repeated, always reset after loading
  $7FFFA4  $0002  Checkpoint X position
  $7FFFA6  $0002  Checkpoint Y position
  $7FFFA8  $0002  Continues
  $7FFFAA  $0002  Simba lives
  $7FFFAC  $0002  Simba max health
  $7FFFAE  $0002  Simba max roar
 
  $7FFFB4  $0002  BG2 vertical scrolling

Latest revision as of 12:37, 21 June 2024

Chip tiny.png The following article is a RAM map for The Lion King (SNES).

Addresses below apply to the US version of The Lion King.

$7E0056  $0001  Fade in/out flag, set negative to fade out, positive (non-zero) to fade in
$7E0057  $0001  Brightness, 0=black, $0F=full

$7E005A  $0002  Filtered controller inputs
$7E005C  $0002  Current controller inputs

$7E0062  $0002  Current inputs after rebinding

$7E00FA  $0002  Exile cutscene check ???

$7E0A00  $0002  IRQ jump pointer (bank $C0/00)
$7E0A02  $0001  Index into IRQ position tables

$7E0A08  $0002  Register mirror for $4200
$7E0A0A  $0002  NMI Counter (every frame)
$7E0A0E  $0002  Cleared at NMI, used to wait until next frame

$7E0A40  $0002  Progress during Stampede, ends at $1068
$7E0A42  $0003  Related to RNG, STA $0A42 : STZ $0A43 (a16) ???

$7E0A4E  $0002  Title screen check ???

$7E0A89  $0002  Pause flag, 0=unpaused 1=paused
$7E0A8B  $0002  Pause allowed flag, 0=disabled

$7E0AD7  $0002  Set to $0F when pausing, silences music when back to zero

$7E1E00  $0003  RNG seed
$7E1E03  $0002  Flags related to inputs, #$8000=Demo ???

$7E1E0F  $0002  Backup of controller option during demo playback
$7E1E11  $0002  Backup of difficulty option during demo playback

$7E2000  $0002  Simba age, $0000=cub $00FF=adult
$7E2002  $0002  Simba roar
$7E2004  $0002  Simba health
$7E2006  $0004  Code in RAM, MVN and RTL, used during loading screens
$7E200A  $0002  Simba lives drawn on HUD

$7E2430  $0002  Bug Hunt flag
$7E2432  $0002  Bug Toss flag

$7EA68C  $0002  DP pointer
$7EA68E  $0002  First byte of RNG seed returned each cycle, high byte is zero (??? is that right? needs double checking)

$7EA692  $0002  Triggers loading a level when non-zero, MSB loads from $7FFFA0

$7EA6BA  $0002  Flag to skip death animation, set to $FFFF when falling in water

$7EA6C2  $0001  Set to 1 when Scar thrown off-screen, overwritten by writes to $A6C1
$7EA6C4  $0002  Flag to trigger the Pridelands cutscene, set to $FFFF to skip it

$7EA6EA  $0002  Set to $FFFF while Scar is dazed

$7EB21B  $0002  Simba X position
$7EB21D  $0002  Simba Y position

$7EB259  $0002  Invincibility frames

$7EB213  $2980  Object RAM ???, $80 bytes per slot
                +$0000  $0002  Previous slot ???
                +$0002  $0002  Next slot ???
                +$0004  $0003  Long pointer to data

$7EBBC1  $0002  Bug Hunt III timer

$7EC0C1  $0002  Bug Hunt I timer

$7ECB41  $0002  Bug Hunt II timer

$7EF93A  $0002  ??? $7FFF9E +1 during level loading

$7F8000  $0800  BG3 tilemap during options menu

$7FFF90  $0002  Upside-down mode flag, 0=disabled
$7FFF92  $0002  Difficulty setting, 0=easy 1=normal 2=difficult
$7FFF94  $0002  Music setting, 0=off 1=stereo 2=mono
$7FFF96  $0002  Sound effects flag, 0=off 1=on
$7FFF98  $0002  UNUSED ???
$7FFF9A  $0002  Controller configuration, 0=ABY 1=BAY 2=YAB 3=AYB 4=BYA 5=YBA
$7FFF9C  $0002  Infinite health flag
$7FFF9E  $0002  Current level
$7FFFA0  $0002  Next level to load, used during bonus minigames and cutscenes
$7FFFA2  $0002  Set during loading if level is being repeated, always reset after loading
$7FFFA4  $0002  Checkpoint X position
$7FFFA6  $0002  Checkpoint Y position
$7FFFA8  $0002  Continues
$7FFFAA  $0002  Simba lives
$7FFFAC  $0002  Simba max health
$7FFFAE  $0002  Simba max roar

$7FFFB4  $0002  BG2 vertical scrolling