Difference between revisions of "The Lion King:RAM map"

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

Latest revision as of 16:24, 29 June 2022

Addresses below apply to the (US) SNES 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