RAM Address/$7F:9C7B

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This is a RAM address that can be though of as a "community address". It contains information about RAM addresses used by tools and patches.

Remember, this is only for RAM $7F:9C7B-$7F:C7FF, NOT for all free RAM.

Contents

Tessera

$7FAB00 (4 bytes)

  • Used as miscellaneous RAM for generators.

$7FAB04 (1 byte)

  • Extra byte 2 of a generator.

$7FAB05 (1 byte)

  • Extra byte 3 of a generator.

$7FAB06 (1 byte)

  • Extra byte 4 of a generator.

$7FAB07 (1 byte)

  • Extra byte 2 of a run-once sprite/cluster sprite generator.

$7FAB08 (1 byte)

  • Extra byte 3 of a run-once sprite/cluster sprite generator.

$7FAB09 (1 byte)

  • Extra byte 4 of a run-once sprite/cluster sprite generator.

$7FAB0A (1 byte)

  • Extra byte 3 of a scroll sprite (not actually usable yet).

$7FAB0B (1 byte)

  • Extra byte 4 of a scroll sprite (not actually usable yet).

$7FAB10 (12 bytes)

  • Bits 0-1 indicate the extra bit setting (or sprite number high byte).
  • Bit 7 indicates whether or not the sprite is a custom one.

$7FAB28 (12 bytes)

  • Indicates the extra property byte 1 from the .cfg file.

$7FAB34 (12 bytes)

  • Indicates the extra property byte 2 from the .cfg file. Here, the lowest 3 bits determine which statuses a custom sprite has custom code for The other 5 bits may be used for other things in the future.

$7FAB40 (12 bytes)

  • Indicates the extra byte 1.

$7FAB4C (12 bytes)

  • Indicates the extra byte 2.

$7FAB58 (12 bytes)

  • Indicates the extra byte 3.

$7FAB64 (12 bytes)

  • Indicates the extra byte 4.

$7FAB88 (2 bytes)

  • Indicates the 16-bit sprite number of a respawned custom sprite.

$7FAB8A (2 bytes)

  • Indicates the X position of a respawned custom sprite.

$7FAB8C (1 byte)

  • Indicates the extra byte 1 of a respawned custom sprite.

$7FAB8D (1 byte)

  • Indicates the extra byte 2 of a respawned custom sprite.

$7FAB8E (1 byte)

  • Indicates the extra byte 3 of a respawned custom sprite.

$7FAB8F (1 byte)

  • Indicates the extra byte 4 of a respawned custom sprite.

$7FAB9E (12 bytes)

  • Indicates the custom sprite number. (It can also be thought of as a custom sprite number low byte.)

$7FABFE (1 byte)

  • Indicates which subscreen number a generator is on (00-1F for the top or left row, 20-3F for the bottom or right row).

$7FABFF (1 byte)

  • Indicates the XY position of a generator within a subscreen, yyyyxxxx.

$7FAC00 (8 bytes)

  • Extra byte 2 for shooters.

$7FAC08 (8 bytes)

  • Extra byte 3 for shooters.

$7FAC10 (8 bytes)

  • Extra byte 4 for shooters.

$7FAC18 (40 bytes)

  • Forms 5 miscellaneous sprite tables for shooters ($7FAC18, $7FAC20, $7FAC28, $7FAC30, $7FAC38).


Romi's Sprite Tool

$7FAB10 (12 bytes)

  • Bit 2 indicates if the first extra bit is set.
  • Bit 3 indicates if it's a custom sprite.
  • Bit 7 indicates if it has been initialized.

$7FAB1C (12 bytes)

  • Indicates whether the sprite being processed uses custom code.

$7FAB28 (12 bytes)

  • Indicates the extra property byte 1 from the cfg file.

$7FAB34 (12 bytes)

  • Indicates the extra property byte 2 from the cfg file

$7FAB9E (12 bytes)

  • Indicates the custom sprite number.

Lunar Magic

See: RAM Address/Lunar Magic

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