-
Notifications
You must be signed in to change notification settings - Fork 53
/
ram.asm
987 lines (971 loc) · 46 KB
/
ram.asm
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
;================================================================================
; RAM Labels & Assertions
;--------------------------------------------------------------------------------
; This module is primarily concerned with labeling WRAM addresses used by the
; randomizer and documenting their usage. We use a combination of base $[address]
; and WRAMLabel = $[address] here, favoring the former when we have larger blocks
; of contiguous ram labeled. A line is skipped when the next address is non-cotiguous,
; but comments will go in the empty space if multi-line. In some cases the label
; name can be descriptive enough without documentation. Or I just didn't know what it was.
;
; See the JP 1.0 disassembly for reference, specifically symbols_wram.asm
; (https://github.com/spannerisms/jpdasm/ - 19/11/2022)
;--------------------------------------------------------------------------------
pushpc
org 0
;================================================================================
; Bank 7E
;--------------------------------------------------------------------------------
;================================================================================
; Direct Page
;--------------------------------------------------------------------------------
base $7E0000
Scrap:
Scrap00: skip 1 ; Used as short-term scratch space. If you need some short-term
Scrap01: skip 1 ; RAM, you can often use these. Double check that the next use
Scrap02: skip 1 ; of the addresses you want to use is a write.
Scrap03: skip 1 ;
Scrap04: skip 1 ;
Scrap05: skip 1 ;
Scrap06: skip 1 ;
Scrap07: skip 1 ;
Scrap08: skip 1 ;
Scrap09: skip 1 ;
Scrap0A: skip 1 ;
Scrap0B: skip 1 ;
Scrap0C: skip 1 ;
Scrap0D: skip 1 ;
Scrap0E: skip 1 ;
Scrap0F: skip 1 ;
GameMode = $7E0010 ; Game mode & submode. Refer to disassembly.
GameSubMode = $7E0011 ;
NMIDoneFlag = $7E0012 ; $00 = Main loop done | $01 = Not done (lag)
INIDISPQ = $7E0013 ; Queue for INIDISP updates. Written during NMI.
NMISTRIPES = $7E0014 ; NMI update flags.
NMICGRAM = $7E0015 ; When non-zero, will trigger a specific gfx update
NMIHUD = $7E0016 ; during NMI.
NMIINCR = $7E0017 ;
NMIUP1100 = $7E0018 ;
UPINCVH = $7E0019 ; Incremental upload VRAM high byte
LinkAbsoluteY = $7E0020 ; Link's absolute coordinates. Word length
LinkAbsoluteX = $7E0022 ;
FrameCounter = $7E001A ; Increments every frame that the game isn't lagging
IndoorsFlag = $7E001B ; $00 = Outdoors | $01 = Indoors
MAINDESQ = $7E001C ; PPU register queues written during NMI
SUBDESQ = $7E001D ;
TMWQ = $7E001E ;
TSWQ = $7E001F ;
LinkPosY = $7E0020 ; Link's absolute x/y coordinates. Both are word length.
LinkPosX = $7E0022 ;
LinkPosZ = $7E0024 ; $FFFF when on ground
LinkPushDirection = $7E0026 ; - - - - u d l r
LinkRecoilY = $7E0027 ;
LinkRecoilX = $7E0028 ;
LinkRecoilZ = $7E0029 ;
LinkSubPixelVelocty = $7E002A ; Word length
LinkAnimationStep = $7E002E ;
LinkDirection = $7E002F ; $00 = Up | $02 = Down | $04 = Left | $06 = Right
;
OAMOffsetY = $7E0044 ;
OAMOffsetX = $7E0045 ;
;
CapeTimer = $7E004C ; Countdown for cape sapping magic Countdown for cape sapping magic..
LinkJumping = $7E004D ; $00 = None | $01 = Bonk/damage/water | $02 = Ledge
;
Strafe = $7E0050 ; ???
;
CapeOn = $7E0055 ; Link invisible and untouchable when set.
BunnyFlagDP = $7E0056 ; $00 = Link | $01 = Bunny
;
LinkSlipping = $7E005B ; $00 = None | $01 = Near pit
; $02 = Falling | $03 = Falling "more"
FallTimer = $7E005C ; Timer for falling animation
LinkState = $7E005D ; Main Link state handler
LinkSpeed = $7E005E ; Main Link speed handler
;
LinkWalkDirection = $7E0067 ; - - - - u d l r
;
ScrapBuffer72 = $7E0072 ; Volatile scrap buffer. 5 bytes.
;
WorldCache = $7E007B ; $00 = Light world | $40 bit set for dark world.
;
OverworldIndex = $7E008A ; Overworld screen index. Word length. Dark world is OR $40 of
; light world screen in same position. Zeroed on UW entry.
OverlayID = $7E008C ; Overworld overlay ID. One Byte.
;
OAMPtr = $7E0090 ; Pointer used to indirectly address OAM buffer. 4 bytes.
BGMODEQ = $7E0094 ; Various PPU queues handled during NMI
MOSAICQ = $7E0095 ;
W12SELQ = $7E0096 ;
W34SELQ = $7E0097 ;
WOBJSELQ = $7E0098 ;
CGWSELQ = $7E0099 ;
CGADSUBQ = $7E009A ;
HDMAENQ = $7E009B ; HDMA enable flags
;
RoomIndex = $7E00A0 ; Underworld room index. Word length. High byte: $00 = EG1 | $01 = EG2
; Not zeroed on exit to overworld.
PreviousRoom = $7E00A2 ; Stores previous value of RoomIndex
;
CameraBoundH = $7E00A6 ; Which set of camera boundaries to use.
CameraBoundV = $7E00A7 ;
;
RoomTag = $7E00AE ; Room effects; e.g. kill room, shutter switch, etc. Word length.
;
SubSubModule = $7E00B0 ; Often used as a submodule, such as for transitions
;
ObjPtr = $7E00B7 ; Pointer for drawing room objects. Three bytes.
ObjPtrOffset = $7E00BA ; Used as an offset for ObjPointer. Word Length.
PlayerSpriteBank = $7E00BC ;
ScrapBufferBD = $7E00BD ; Another scrap buffer. $23 bytes.
FileSelectPosition = $7E00C8 ;
PasswordCodePosition = $7E00C8 ;
PasswordSelectPosition = $7E00C9 ;
;
BG1H = $7E00E0 ; Background scroll registers
BG2H = $7E00E2 ; For BG1 and BG2, these registers are used for calculations later for different writes to PPU.
BG3HOFSQL = $7E00E4 ; For BG3, the values are written directly to the PPU during NMI
BG1V = $7E00E6 ; Since BG1 and BG2 are not written directly to PPU they are given different names from BG3.
BG2V = $7E00E8 ;
BG3VOFSQL = $7E00EA ;
;
LinkLayer = $7E00EE ; Layer that Link is on. $00 = BG2 (upper) | $02 = BG1 (lower)
;
Joy1A_All = $7E00F0 ; Joypad input
Joy2A_All = $7E00F1 ; All = Current & previous frame
Joy1B_All = $7E00F2 ; New = Current frame
Joy2B_All = $7E00F3 ; Old = Previous frame
Joy1A_New = $7E00F4 ;
Joy2A_New = $7E00F5 ;
Joy1B_New = $7E00F6 ;
Joy2B_New = $7E00F7 ;
Joy1A_Old = $7E00F8 ;
Joy2A_Old = $7E00F9 ;
Joy1B_Old = $7E00FA ;
Joy2B_Old = $7E00FB ;
;================================================================================
; Mirrored WRAM
;--------------------------------------------------------------------------------
; Pages 0x00–0x1F of Bank7E are mirrored to every program bank ALTTP uses.
;--------------------------------------------------------------------------------
DeathReloadFlag = $7E010A ; Flag set on death for dungeon reload
CurrentMSUTrack = $7E010B ;
GameModeCache = $7E010C ;
GameSubModeCache = $7E010D ;
EntranceIndex = $7E010E ; Entrance ID into underworld. Word length.
;
MedallionFlag = $7E0112 ; Medallion cutscene flag. $01 = Cutscene active.
;
VRAMUploadAddress = $7E0118 ; Incremental VRAM upload address. Low byte always 0. Word length.
;
BG1ShakeV = $7E011A ; Applied to BG Scroll. Word Length.
BG1ShakeH = $7E011C ;
;
CurrentVolume = $7E0127 ;
TargetVolume = $7E0129 ;
MusicControl = $7E012B ;
MusicControlRequest = $7E012C ;
SFX1 = $7E012D ;
SFX2 = $7E012E ;
SFX3 = $7E012F ;
LastAPUCommand = $7E0130 ; Last non-zero command given to SPC.
LastSFX1 = $7E0131 ; Last non-zero SFX1
MusicControlQueue = $7E0132 ; Used to queue up writes to MusicControlRequest
CurrentControlRequest = $7E0133 ; Last thing written to MusicControlRequest
LastAPU = $7E0134 ; Stores last anything written to MusicControlRequest
;
SubModuleInterface = $7E0200 ; Word length. High byte expected to be $00.
ItemCursor = $7E0202 ; Current location of the item menu cursor.
;
BottleMenuCounter = $7E0205 ; Step counter for opening bottle menu
MenuFrameCounter = $7E0206 ; Incremented every menu frame. Never read.
MenuBlink = $7E0207 ; Incremented every frame and masked with $10 to blink cursor
;
RaceGameFlag = $7E021B ;
;
MessageJunk = $7E0223 ; Zeroed but never used (?)
;
ShopPurchaseFlag = $7E0224 ; $01 = Shop purchase item receipt.
;CoolScratch = $7E0224 ; 0x5C bytes of free ram
ItemStackPtr = $7E0226 ; Pointer into Item GFX and VRAM target queues. Word length.
; If not zero, pointer should always be left pointing at the
; next available slot in the stack during the frame.
SpriteID = $7E0230 ; 0x10 bytes. Receipt ID for main loop sprite we're handling.
SpriteMetaData = $7E0240 ; 0x10 bytes. Sprite metadata. Used for prog bow tracking.
AncillaVelocityZ = $7E0294 ; 0x0A bytes
AncillaZCoord = $7E029E ; 0x0A bytes
;
ItemReceiptID = $7E02D8 ;
ItemReceiptPose = $7E02DA ; $00 = No pose | $01 = One hand up | $02 = Two hands up
;
BunnyFlag = $7E02E0 ; $00 = Link | $01 = Bunny
Poofing = $7E02E1 ; Flags cape and bunny poof.
PoofTimer = $7E02E2 ; Countdown timer for poofing.
SwordCooldown = $7E02E3 ; Cooldown for sword after dashing through an enemy.
CutsceneFlag = $7E02E4 ; Flags various cutscenes.
;
ItemReceiptMethod = $7E02E9 ;
;
TileActBE = $7E02EF ; Bitfield used by breakables and entrances. b b b b d d d d
; b = Breakables | d = Entrances
UseY1 = $7E0301 ; Bitfield for Y-item usage: b p - a x z h r
; b = Boomerang | p = Powder | a = Bow | x = Hammer (tested, never set)
; z = Rods (tested, never set) | h = Hammer | r = Rods
CurrentYItem = $7E0303 ;
;
AButtonAct = $7E0308 ; Bitfield for A-actions. $80 = Carry/toss | $02 Prayer | $01 = Tree pull
CarryAct = $7E0309 ; Bitfield for carrying. $02 = Tossing | $01 = Lifting
;
TileActIce = $7E0348 ; Bitfield used by ice. Word length.
;
TileActDig = $7E035B ; Bitfield used by diggable ground. Word length. High byte unused.
;
LinkZap = $7E0360 ; When set, recoil zaps Link.
;
DamageReceived = $7E0373 ; Damage to deal to Link.
;
UseY2 = $7E037A ; - - b n c h - s
; b = Book | n = Net | c = Canes | h = Hookshot | s = Shovel
NoDamage = $7E037B ; Prevents Link from receiving damage.
;
AncillaGeneral = $7E039F ; General use buffer for front slot ancillae. $0F bytes.
;
AncillaTimer = $7E03B1 ; Used as a timer for ancilla.
;
AncillaSearch = $7E03C4 ; Used to search through ancilla when every front slot is occupied.
;
ForceSwordUp = $7E03EF ; $01 = Force sword up pose.
FluteTimer = $7E03F0 ; Countdown timer for being able to use the flute
;
YButtonOverride = $7E03FC ; Y override for minigames. $00 = Selected item | $01 = Shovel | $02 = Bow
;
RoomItemsTaken = $7E0403 ; Items taken in a room: b k u t s e h c
; b = boss kill/item | k = key/heart piece (prevents crystals)
; u = 2nd key/heart piece | t = chest 4/rupees/swamp drain/bomb floor/mire wall
; s = chest 3/pod or dp wall | e, h, c = chest 2, 1, 0
DungeonID = $7E040C ; High byte mostly unused but sometimes read. Word length.
;
LayerAdjustment = $7E047A ; Flags layer adjustments. Arms EG.
;
RoomIndexMirror = $7E048E ; Mirrors RoomIndex
;
RespawnFlag = $7E04AA ; If set, entrance loading is treated as a respawn. Word length.
Map16ChangeIndex = $7E04AC ; Word length.
;
OWEntranceCutscene = $7E04C6 ;
;
HeartBeepTimer = $7E04CA ;
;
CameraScrollN = $7E0618 ; Camera scroll trigger areas for directions NSEW
CameraScrollS = $7E061A ; The higher boundary should always be +2 from the lower in
CameraScrollW = $7E061C ; underworld and -2 in overworld.
CameraScrollE = $7E061E ;
;
NMIAux = $7E0632 ; Stores long address of NMI jump. Currently only used by shops.
;
SpriteRoomTag = $7E0642 ; Set high by sprites triggering room tags.
;
SomariaSwitchFlag = $7E0646 ; Set by Somaria when on a switch.
;
TileMapEntranceDoors = $7E0696 ; Tilemap location of entrance doors. Word length.
TileMapTile32 = $7E0698 ; Tilemap location of new tile32 objects, such as from graves/rocks. Word length.
;
SkipOAM = $7E0710 ; Set to skip OAM updates. High byte written $FF with exploding walls
OWScreenSize = $7E0712 ; Flags overworld screen size.
;
OAMBuffer = $7E0800 ; Main OAM buffer sent to OAM. $200 bytes.
OAMBuffer2 = $7E0A00 ;
;
TransparencyFlag = $7E0ABD ; Flags transparency effects e.g. in Thieves Town Hellway
;
OWTransitionFlag = $7E0ABF ; Used for certain transitions like smith, witch, etc.
;
ItemGFXPtr = $7E0AFA ; Pointer for item receipt graphics transfers
; $0000 - no transfer, do nothing
; bit 7 reset - offset into ROM table
; bit 7 set - explicit bank7 address
ItemGFXTarget = $7E0AFC ; target VRAM address
;
ArcVariable = $7E0B08 ; Arc variable. Word length.
OverlordXLow = $7E0B08 ; $08 bytes.
OverlordXHigh = $7E0B10 ; $08 bytes.
PlayerNameCursor = $7E0B12 ; Player name screen.
OverlordYLow = $7E0B18 ; $08 bytes.
OverlordYHigh = $7E0B20 ; $08 bytes.
;
EnemyStunTimer = $7E0B58 ; Auto-decrementing timer for stunned enemies. $10 bytes.
;
BowDryFire = $7E0B9A ; If set, arrows are deleted immediately
;
SaveFileIndex = $7E0B9D ;
;
SpriteAncillaInteract = $7E0BA0 ; If nonzero, ancillae do not interact with the sprite. $10 bytes.
;
AncillaCoordYLow = $7E0BFA ;
AncillaCoordXLow = $7E0C04 ;
AncillaCoordYHigh = $7E0C0E ;
AncillaCoordXHigh = $7E0C18 ;
;
AncillaVelocityY = $7E0C22 ; $0A bytes.
AncillaVelocityX = $7E0C2C ; $0A bytes.
;
AncillaID = $7E0C4A ; $0A bytes.
;
AncillaGet = $7E0C5E ; Used by varius ancilla in various ways. $0F bytes.
;
AncillaLayer = $7E0C7C ;
;
SpriteBump = $7E0CD2 ; See symbols_wram.asm. $10 bytes.
;
TreePullKills = $7E0CFB ; Kills for tree pulls.
TreePullHits = $7E0CFC ; Hits taken for tree pulls.
;
SpritePosYLow = $7E0D00 ; Sprite slot data. Each label has $10 bytes unless otherwise
SpritePosXLow = $7E0D10 ; specified. Some of these I'm not sure what they are. May
SpritePosYHigh = $7E0D20 ; have taken a guess or just made something up.
SpritePosXHigh = $7E0D30 ;
SpriteVelocityY = $7E0D40 ;
SpriteVelocityX = $7E0D50 ;
SpriteSubPixelY = $7E0D60 ;
SpriteSubPixelX = $7E0D70 ;
SpriteActivity = $7E0D80 ; Not sure what this is.
SpriteMovement = $7E0D90 ; Not sure what this is.
;
SpriteAuxTable = $7E0DA0 ; $20 bytes.
SpriteGFXControl = $7E0DC0 ;
SpriteAITable = $7E0DD0 ; AI state of sprites. $10 bytes.
SpriteMoveDirection = $7E0DE0 ; $00 = Right | $01 = Left | $02 = Down | $03 = Up
;
SpriteTimer = $7E0DF0 ;
;
SpriteTypeTable = $7E0E20 ; Which sprite occupies this slot. $10 bytes.
SpriteAux = $7E0E30 ;
SpriteOAMProperties = $7E0E40 ; h m w o o o o o | h = Harmless | m = master sword? | w = walls?
; | o = OAM allocation
SpriteHitPoints = $7E0E50 ; Set from $0DB173
SpriteControl = $7E0E60 ; n i o s p p p t | n = Death animation? | i = Immune to attack/collion?
; o = Shadow | p = OAM prop palette | t = OAM prop name table
SpriteItemType = $7E0E80 ; Sprite Item Type. Also used for jump table local. $10 bytes.
;
SpriteSpawnStep = $7E0ED0 ; Related to enemies spawning other sprites (eg pikit, zirro)
;
SpriteDirectionTable = $7E0EB0 ; Sprite direction. $10 bytes.
;
SpriteHalt = $7E0F00 ;
SpriteTimerE = $7E0F10 ; ?
;
SpriteLayer = $7E0F20 ;
;
SpriteOAMProp = $7E0F50 ;
;
SpriteZCoord = $7E0F70 ;
SpriteVelocityZ = $7E0F80 ;
SpriteSubPixelZ = $7E0F90 ;
;
CurrentSpriteSlot = $7E0FA0 ; Holds the current sprite/ancilla's index
;
FreezeSprites = $7E0FC1 ; "Seems to freeze sprites"
;
PrizePackIndexes = $7E0FC7 ; $07 bytes. One for each prize pack.
;
SpriteCoordCacheX = $7E0FD8 ;
SpriteCoordCacheY = $7E0FDA ;
;
NoMenu = $7E0FFC ; When set prevents menu, mirror, medallions
;
;===================================================================================================
;===================================================================================================
; DO NOT ADD ANY RANDOMIZER VARIABLES TO THE SPACE FROM $1100 to $1FFF
;---------------------------------------------------------------------------------------------------
; It causes isses with major glitches
;===================================================================================================
;===================================================================================================
GFXStripes = $7E1000 ; Used by stripes for arbitrary VRAM transfers. $100 bytes.
RoomStripes = $7E1100 ; Used for room drawing.
;
IrisPtr = $7E1B00 ; Spotlight pointers for HDMA. $1C0 bytes (?).
;
MessageSubModule = $7E1CD8 ;
;
MessageCursor = $7E1CE8 ; Chosen option in message.
DelayTimer = $7E1CE9 ;
;
TextID = $7E1CF0 ; Message ID and page. Word length.
;
;================================================================================
; UNMIRRORED WRAM
; Addresses from here on can only be accessed with long addressing
; or absolute addressing with the appropriate data bank set
;--------------------------------------------------------------------------------
TileUploadBuffer = $7EA180 ; 0x300 bytes
;
ItemGetGFX = $7EBD40 ; Item receipt graphics location
;
UpdateHUDFlag = $7EBE00 ; Flag used to mark HUD updates and avoid heavy code segments.
;
ToastBuffer = $7EBE02 ; Multiworld buffer. Word length.
;
MSUResumeTime = $7EBE6B ; Mirrored MSU block
MSUResumeControl = $7EBE6F ;
MSUFallbackTable = $7EBE70 ;
MSUDelayedCommand = $7EBE79 ;
MSUPackCount = $7EBE7A ;
MSUPackCurrent = $7EBE7B ;
MSUPackRequest = $7EBE7C ;
MSULoadedTrack = $7EBE7D ;
MSUResumeTrack = $7EBE7F ;
ClockHours = $7EBE90 ; Clock Hours
ClockMinutes = $7EBE94 ; Clock Minutes
ClockSeconds = $7EBE98 ; Clock Seconds
ClockBuffer = $7EBE9C ; Clock Temporary
ScratchBufferNV = $7EBEA0 ; Non-volatile scratch buffer. Must preserve values through return.
ScratchBufferV = $7EBEB0 ; Volatile scratch buffer. Can clobber at will.
RoomFade = $7EC005 ; Flags fade to black on room transitions. Word length.
FadeTimer = $7EC007 ; Timer for transition fading and mosaics. Word length.
FadeDirection = $7EC009 ; Word length
FadeLevel = $7EC00B ; Target fade level. Word length.
;
;
MosaicLevel = $7EC011 ; Word length. High byte unused
;
RoomDarkness = $7EC017 ; Darkness level of a room. High byte unused. Word length.
;
SpriteOAM = $7EC025 ;
;
EN_OWSCR2 = $7EC140 ; $7EC140-$7EC171 Used for caching with entrances.
EN_MAINDESQ = $7EC142 ; Copied from the JP disassembly.
EN_SUBDESQ = $7EC143 ;
EN_BG2VERT = $7EC144 ;
EN_BG2HORZ = $7EC146 ;
EN_POSY = $7EC148 ;
EN_POSX = $7EC14A ;
EN_OWSCR = $7EC14C ;
EN_OWTMAPI = $7EC14E ;
EN_SCROLLATN = $7EC150 ;
EN_SCROLLATW = $7EC152 ;
EN_SCROLLAN = $7EC154 ;
EN_SCROLLBN = $7EC156 ;
EN_SCROLLAS = $7EC158 ;
EN_SCROLLBS = $7EC15A ;
EN_OWTARGN = $7EC15C ;
EN_OWTARGS = $7EC15E ;
EN_OWTARGW = $7EC160 ;
EN_OWTARGE = $7EC162 ;
EN_AA0 = $7EC164 ;
EN_BGSET1 = $7EC165 ;
EN_BGSET2 = $7EC166 ;
EN_SPRSET1 = $7EC167 ;
; 2 bytes free RAM.
EN_SCRMODYA = $7EC16A ;
EN_SCRMODYB = $7EC16C ;
EN_SCRMODXA = $7EC16E ;
EN_SCRMODXB = $7EC170 ;
PegColor = $7EC172 ;
;
GameOverSongCache = $7EC227 ;
;
LastBGSet = $7EC2F8 ; Lists loaded sheets to check for decompression. 4 bytes.
;
PaletteBufferAux = $7EC300 ; Secondary and main palette buffer. See symbols_wram.asm
PaletteBuffer = $7EC500 ; in the disassembly.
HUDTileMapBuffer = $7EC700 ; HUD tile map buffer. $100 bytes (?)
HUDKeyIcon = $7EC726 ;
HUDGoalIndicator = $7EC72A ;
HUDPrizeIcon = $7EC742 ;
HUDRupees = $7EC750 ;
HUDBombCount = $7EC75A ;
HUDArrowCount = $7EC760 ;
HUDKeyDigits = $7EC764 ;
;
BigRAM = $7EC900 ; Big buffer of free ram (0x1F00)
ItemGFXStack = $7ECB00 ; Pointers to source of decompressed item tiles deferred to NMI loading.
ItemGFXSBankStack = $7ECB20 ; Source bank byte for above.
ItemTargetStack = $7ECB40 ; Pointers to VRAM targets for ItemGFXStack.
TotalItemCountTiles = $7ECF00 ; Cached total item count tiles for HUD. Four words high to low.
;================================================================================
; Bank 7F
;--------------------------------------------------------------------------------
DecompressionBuffer = $7F0000 ; Decompression Buffer. $2000 bytes.
DecompBuffer2 = $7F4000 ; Another buffer
base $7F5000
RedrawFlag: skip 1 ;
skip 2 ; Unused
HexToDecDigit1: skip 1 ; Space for storing the result of hex to decimal conversion.
HexToDecDigit2: skip 1 ; Digits are stored from high to low.
HexToDecDigit3: skip 1 ;
HexToDecDigit4: skip 1 ;
HexToDecDigit5: skip 1 ;
SpriteSkipEOR: skip 2 ; Used in utilities.asm to determine when to skip drawing sprites. Zero-padded
skip $2B ; Unused
AltTextFlag: skip 2 ; dialog.asm: Determines whether to load from vanilla decompression buffer
; or from a secondary buffer (used for things like free dungeon item text)
BossKills: skip 1 ;
LagTime: skip 4 ; Computed during stats preparation for display
RupeesCollected: skip 2 ; Computed during stats preparation for display
NonChestCounter: skip 2 ; Computed during stats preparation for display
BowTrackingFlags: skip 2 ; Stores tracking bits for progressive bows before resolution to concrete item.
TileUploadOffsetOverride: skip 2 ; Offset override for loading sprite gfx
skip 3 ;
skip 9 ;
; Shop Block $7F5050 - $7F506F
ShopId: skip 1 ; Shop ID. Used for indexing and loading inventory for custom shops
ShopType: skip 1 ; Shop type. $FF = vanilla shop
; t d a v - - q q
; t = $01 - Take-any | d = $01 - Door check | a = $01 = Take-all
; v = Use alt vram | q = Number of items
ShopInventory: skip $0D ; For three possible shop items, row major:
; [Item ID][Price low][Price High][Purchase Count]
ShopState: skip 1 ; - - - - - l c r | Bitfield that determines whether to draw an item
ShopCapacity: skip 1 ; Four lower bits of shop_config in ShopTable, number of items 1-3
ShopScratch: skip 1 ; Scratch byte used in shop drawing routines
ShopSRAMIndex: skip 1 ; SRAM index for purchase counts
ShopMerchant: skip 1 ; Loaded from ShopTable and used to jump to one of four drawing routines
skip 2 ; Unused
ShopPriceColumn: skip 3 ; Stores coordinates for drawing prices in shops
skip 7 ;
skip 2 ; Reserved for OneMind
OneMindId: skip 1 ; Current OneMind player
OneMindTimerRAM: skip 2 ; Frame counter for OneMind
skip 9 ; Unused
ClockStatus: skip 2 ; 2 bytes second always zero padding
; ---- --dn
; d - DNF mode
; n - Negative
skip $10 ; Unused
RNGLockIn: skip 1 ; Used for RNG item (currently unused by rando)
BusyItem: skip 1 ; Flags for indicating when these things are "busy"
BusyHealth: skip 1 ; e.g. doing some animation
BusyMagic: skip 1 ;
DialogOffsetPointer: skip 2 ; Offset and return pointer into new dialog buffer used
DialogReturnPointer: skip 2 ; for e.g. free dungeon item text.
skip 1 ; Unused
PreviousOverworldDoor: skip 1 ; Previous overworld door is cached or initialized here
skip 1 ; Reserved
skip 1 ; Unused
DuckMapFlag: skip 1 ; Temporary flag used and reset by flute map drawing routine
StalfosBombDamage: skip 1 ; Relocated from damage table
ValidKeyLoaded: skip 1 ;
TextBoxDefer: skip 1 ; Flag used to defer post-item text boxes
skip $10 ; Unused
skip $10 ; Reserved for enemizer
; Most of these modifiers are intended to be written to by
; a 3rd party (e.g. Crowd Control.) Writer is responsible
; for zeroing.
SwordModifier: skip 1 ; Adds level to current sword. Doesn't change graphics.
ShieldModifier: skip 1 ; Not implemented
ArmorModifier: skip 1 ; Adds level to current mail. Doesn't change graphics.
MagicModifier: skip 1 ; Adds level to magic consumption (1/2, 1/4.)
LightConeModifier: skip 1 ; Gives lamp cone when set to 1
CuccoStormer: skip 1 ; Non-zero write causes storm.
OldManDash: skip 1 ; Unused
IceModifier: skip 1 ; - - - g - - - i | Flipping either sets ice physics
InfiniteArrows: skip 1 ; Setting these to $01 will give infinite ammo. Set by
InfiniteBombs: skip 1 ; EscapeAssist.
InfiniteMagic: skip 1 ;
ControllerInverter: skip 1 ; $01 = D-pad | $02 = Buttons | $03 = Buttons and D-Pad
; >=$04 = Swap buttons and D-pad
OHKOFlag: skip 1 ; Any non-zero write sets OHKO mode
SpriteSwapper: skip 1 ; Loads new link sprite and glove/armor palette. No gfx or
; code currently in base ROM for this.
BootsModifier: skip 1 ; $01 = Give dash ability
OHKOCached: skip 1 ; "Old" OHKO flag state. Used to detect changes.
; Crypto Block ($7F50D0 - $7F51FF)
KeyBase: skip $10 ;
y: skip 4 ;
z: skip 4 ;
Sum: skip 4 ;
p: skip 4 ;
e: skip 2 ;
CryptoScratch: skip $0E ;
CryptoBuffer: ;
v: skip $100 ;
RNGPointers: skip $100 ; Pointers for static RNG
; Network I/O block. See servicerequest.asm. Rx and Tx channels
; also allocated 8 persistent bytes each in sram.asm.
RxBuffer: skip $7F ;
RxStatus: skip 1 ;
TxBuffer: skip $7F ;
TxStatus: skip 1 ;
skip $10 ; Unused
CompassTotalsWRAM: skip $10 ; \ Compass and map dungeon HUD display totals. Placed in WRAM
MapTotalsWRAM: skip $10 ; / on boot for tracking.
skip $30 ; Reserved for general dungeon tracking data. May have over
; allocated here. Feel free to reassign.
MapCompassFlag: skip 2 ; Used to flag overworld map drawing.
skip $3E ; Unused
skip $260 ; Unused
DialogBuffer: skip $100 ; Dialog Buffer
;
PrivateBlockWRAM = $7F7700 ; Reserved for 3rd party use. $500 bytes.
; See also: $200 bytes at PrivateBlockPersistent, copied to SRAM.
BigDecompressionBuffer = $7F8000 ; Reserved for large gfx decompression buffer. $5000 bytes.
; KEEP THIS AT $8000+
; its location at an address with bit 7 set is used for detecting
; ROM location versus RAM locations
;
MiniGameTime = $7FFE00 ; Time spent in mini game. 32-bits.
MiniGameTimeFinal = $7FFE04 ; Final mini game time. 32 bits.
;================================================================================
; RAM Assertions
;--------------------------------------------------------------------------------
macro assertRAM(label, address)
assert <label> = <address>, "<label> labeled at incorrect address."
endmacro
%assertRAM(Scrap00, $7E0000)
%assertRAM(Scrap01, $7E0001)
%assertRAM(Scrap02, $7E0002)
%assertRAM(Scrap03, $7E0003)
%assertRAM(Scrap04, $7E0004)
%assertRAM(Scrap05, $7E0005)
%assertRAM(Scrap06, $7E0006)
%assertRAM(Scrap07, $7E0007)
%assertRAM(Scrap08, $7E0008)
%assertRAM(Scrap09, $7E0009)
%assertRAM(Scrap0A, $7E000A)
%assertRAM(Scrap0B, $7E000B)
%assertRAM(Scrap0C, $7E000C)
%assertRAM(Scrap0D, $7E000D)
%assertRAM(Scrap0E, $7E000E)
%assertRAM(Scrap0F, $7E000F)
%assertRAM(GameMode, $7E0010)
%assertRAM(GameSubMode, $7E0011)
%assertRAM(NMIDoneFlag, $7E0012)
%assertRAM(INIDISPQ, $7E0013)
%assertRAM(NMISTRIPES, $7E0014)
%assertRAM(NMICGRAM, $7E0015)
%assertRAM(NMIHUD, $7E0016)
%assertRAM(NMIINCR, $7E0017)
%assertRAM(NMIUP1100, $7E0018)
%assertRAM(UPINCVH, $7E0019)
%assertRAM(FrameCounter, $7E001A)
%assertRAM(IndoorsFlag, $7E001B)
%assertRAM(MAINDESQ, $7E001C)
%assertRAM(SUBDESQ, $7E001D)
%assertRAM(TMWQ, $7E001E)
%assertRAM(TSWQ, $7E001F)
%assertRAM(LinkPosY, $7E0020)
%assertRAM(LinkPosX, $7E0022)
%assertRAM(LinkPosZ, $7E0024)
%assertRAM(LinkPushDirection, $7E0026)
%assertRAM(LinkRecoilY, $7E0027)
%assertRAM(LinkRecoilX, $7E0028)
%assertRAM(LinkRecoilZ, $7E0029)
%assertRAM(LinkDirection, $7E002F)
%assertRAM(LinkAnimationStep, $7E002E)
%assertRAM(OAMOffsetY, $7E0044)
%assertRAM(OAMOffsetX, $7E0045)
%assertRAM(CapeTimer, $7E004C)
%assertRAM(LinkJumping, $7E004D)
%assertRAM(Strafe, $7E0050)
%assertRAM(CapeOn, $7E0055)
%assertRAM(BunnyFlagDP, $7E0056)
%assertRAM(LinkSlipping, $7E005B)
%assertRAM(FallTimer, $7E005C)
%assertRAM(LinkState, $7E005D)
%assertRAM(LinkSpeed, $7E005E)
%assertRAM(LinkWalkDirection, $7E0067)
%assertRAM(ScrapBuffer72, $7E0072)
%assertRAM(WorldCache, $7E007B)
%assertRAM(OverworldIndex, $7E008A)
%assertRAM(OverlayID, $7E008C)
%assertRAM(OAMPtr, $7E0090)
%assertRAM(BGMODEQ, $7E0094)
%assertRAM(MOSAICQ, $7E0095)
%assertRAM(W12SELQ, $7E0096)
%assertRAM(W34SELQ, $7E0097)
%assertRAM(WOBJSELQ, $7E0098)
%assertRAM(CGWSELQ, $7E0099)
%assertRAM(CGADSUBQ, $7E009A)
%assertRAM(HDMAENQ, $7E009B)
%assertRAM(RoomIndex, $7E00A0)
%assertRAM(PreviousRoom, $7E00A2)
%assertRAM(CameraBoundH, $7E00A6)
%assertRAM(CameraBoundV, $7E00A7)
%assertRAM(RoomTag, $7E00AE)
%assertRAM(SubSubModule, $7E00B0)
%assertRAM(ObjPtr, $7E00B7)
%assertRAM(ObjPtrOffset, $7E00BA)
%assertRAM(ScrapBufferBD, $7E00BD)
%assertRAM(PlayerSpriteBank, $7E00BC)
%assertRAM(FileSelectPosition, $7E00C8)
%assertRAM(PasswordCodePosition, $7E00C8)
%assertRAM(PasswordSelectPosition, $7E00C9)
%assertRAM(BG1H, $7E00E0)
%assertRAM(BG2H, $7E00E2)
%assertRAM(BG3HOFSQL, $7E00E4)
%assertRAM(BG1V, $7E00E6)
%assertRAM(BG2V, $7E00E8)
%assertRAM(BG3VOFSQL, $7E00EA)
%assertRAM(LinkLayer, $7E00EE)
%assertRAM(DeathReloadFlag, $7E010A)
%assertRAM(CurrentMSUTrack, $7E010B)
%assertRAM(GameModeCache, $7E010C)
%assertRAM(GameSubModeCache, $7E010D)
%assertRAM(EntranceIndex, $7E010E)
%assertRAM(MedallionFlag, $7E0112)
%assertRAM(VRAMUploadAddress, $7E0118)
%assertRAM(BG1ShakeV, $7E011A)
%assertRAM(BG1ShakeH, $7E011C)
%assertRAM(CurrentVolume, $7E0127)
%assertRAM(TargetVolume, $7E0129)
%assertRAM(CurrentControlRequest, $7E0133)
%assertRAM(MusicControl, $7E012B)
%assertRAM(MusicControlRequest, $7E012C)
%assertRAM(SFX1, $7E012D)
%assertRAM(SFX2, $7E012E)
%assertRAM(SFX3, $7E012F)
%assertRAM(LastAPUCommand, $7E0130)
%assertRAM(LastSFX1, $7E0131)
%assertRAM(MusicControlQueue, $7E0132)
%assertRAM(CurrentControlRequest, $7E0133)
%assertRAM(LastAPU, $7E0134)
%assertRAM(SubModuleInterface, $7E0200)
%assertRAM(ItemCursor, $7E0202)
%assertRAM(BottleMenuCounter, $7E0205)
%assertRAM(MenuBlink, $7E0207)
%assertRAM(RaceGameFlag, $7E021B)
%assertRAM(MessageJunk, $7E0223)
%assertRAM(ItemReceiptID, $7E02D8)
%assertRAM(ItemReceiptPose, $7E02DA)
%assertRAM(BunnyFlag, $7E02E0)
%assertRAM(Poofing, $7E02E1)
%assertRAM(PoofTimer, $7E02E2)
%assertRAM(SwordCooldown, $7E02E3)
%assertRAM(CutsceneFlag, $7E02E4)
%assertRAM(ItemReceiptMethod, $7E02E9)
%assertRAM(TileActBE, $7E02EF)
%assertRAM(UseY1, $7E0301)
%assertRAM(CurrentYItem, $7E0303)
%assertRAM(AButtonAct, $7E0308)
%assertRAM(TileActIce, $7E0348)
%assertRAM(TileActDig, $7E035B)
%assertRAM(LinkZap, $7E0360)
%assertRAM(DamageReceived, $7E0373)
%assertRAM(UseY2, $7E037A)
%assertRAM(NoDamage, $7E037B)
%assertRAM(AncillaGeneral, $7E039F)
%assertRAM(AncillaSearch, $7E03C4)
%assertRAM(ForceSwordUp, $7E03EF)
%assertRAM(FluteTimer, $7E03F0)
%assertRAM(YButtonOverride, $7E03FC)
%assertRAM(RoomItemsTaken, $7E0403)
%assertRAM(DungeonID, $7E040C)
%assertRAM(LayerAdjustment, $7E047A)
%assertRAM(RoomIndexMirror, $7E048E)
%assertRAM(RespawnFlag, $7E04AA)
%assertRAM(Map16ChangeIndex, $7E04AC)
%assertRAM(OWEntranceCutscene, $7E04C6)
%assertRAM(HeartBeepTimer, $7E04CA)
%assertRAM(CameraScrollN, $7E0618)
%assertRAM(CameraScrollS, $7E061A)
%assertRAM(CameraScrollW, $7E061C)
%assertRAM(CameraScrollE, $7E061E)
%assertRAM(NMIAux, $7E0632)
%assertRAM(SpriteRoomTag, $7E0642)
%assertRAM(SomariaSwitchFlag, $7E0646)
%assertRAM(TileMapEntranceDoors, $7E0696)
%assertRAM(TileMapTile32, $7E0698)
%assertRAM(SkipOAM, $7E0710)
%assertRAM(OWScreenSize, $7E0712)
%assertRAM(OAMBuffer, $7E0800)
%assertRAM(OAMBuffer2, $7E0A00)
%assertRAM(TransparencyFlag, $7E0ABD)
%assertRAM(OWTransitionFlag, $7E0ABF)
%assertRAM(TreePullKills, $7E0CFB)
%assertRAM(TreePullHits, $7E0CFC)
%assertRAM(ArcVariable, $7E0B08)
%assertRAM(OverlordXLow, $7E0B08)
%assertRAM(OverlordXHigh, $7E0B10)
%assertRAM(OverlordYLow, $7E0B18)
%assertRAM(OverlordYHigh, $7E0B20)
%assertRAM(EnemyStunTimer, $7E0B58)
%assertRAM(BowDryFire, $7E0B9A)
%assertRAM(SaveFileIndex, $7E0B9D)
%assertRAM(SpriteAncillaInteract, $7E0BA0)
%assertRAM(AncillaVelocityY, $7E0C22)
%assertRAM(AncillaVelocityX, $7E0C2C)
%assertRAM(AncillaID, $7E0C4A)
%assertRAM(AncillaGet, $7E0C5E)
%assertRAM(AncillaLayer, $7E0C7C)
%assertRAM(SpriteBump, $7E0CD2)
%assertRAM(SpritePosYLow, $7E0D00)
%assertRAM(SpritePosXLow, $7E0D10)
%assertRAM(SpritePosYHigh, $7E0D20)
%assertRAM(SpritePosXHigh, $7E0D30)
%assertRAM(SpriteVelocityY, $7E0D40)
%assertRAM(SpriteVelocityX, $7E0D50)
%assertRAM(SpriteSubPixelY, $7E0D60)
%assertRAM(SpriteSubPixelX, $7E0D70)
%assertRAM(SpriteActivity, $7E0D80)
%assertRAM(SpriteMovement, $7E0D90)
%assertRAM(SpriteAuxTable, $7E0DA0)
%assertRAM(SpriteGFXControl, $7E0DC0)
%assertRAM(SpriteAITable, $7E0DD0)
%assertRAM(SpriteMoveDirection, $7E0DE0)
%assertRAM(SpriteTimer, $7E0DF0)
%assertRAM(SpriteTypeTable, $7E0E20)
%assertRAM(SpriteAux, $7E0E30)
%assertRAM(SpriteOAMProperties, $7E0E40)
%assertRAM(SpriteHitPoints, $7E0E50)
%assertRAM(SpriteControl, $7E0E60)
%assertRAM(SpriteItemType, $7E0E80)
%assertRAM(SpriteSpawnStep, $7E0ED0)
%assertRAM(SpriteDirectionTable, $7E0EB0)
%assertRAM(SpriteHalt, $7E0F00)
%assertRAM(SpriteTimerE, $7E0F10)
%assertRAM(SpriteLayer, $7E0F20)
%assertRAM(SpriteOAMProp, $7E0F50)
%assertRAM(EN_OWSCR2, $7EC140)
%assertRAM(EN_MAINDESQ, $7EC142)
%assertRAM(EN_SUBDESQ, $7EC143)
%assertRAM(EN_BG2VERT, $7EC144)
%assertRAM(EN_BG2HORZ, $7EC146)
%assertRAM(EN_POSY, $7EC148)
%assertRAM(EN_POSX, $7EC14A)
%assertRAM(EN_OWSCR, $7EC14C)
%assertRAM(EN_OWTMAPI, $7EC14E)
%assertRAM(EN_SCROLLATN, $7EC150)
%assertRAM(EN_SCROLLATW, $7EC152)
%assertRAM(EN_SCROLLAN, $7EC154)
%assertRAM(EN_SCROLLBN, $7EC156)
%assertRAM(EN_SCROLLAS, $7EC158)
%assertRAM(EN_SCROLLBS, $7EC15A)
%assertRAM(EN_OWTARGN, $7EC15C)
%assertRAM(EN_OWTARGS, $7EC15E)
%assertRAM(EN_OWTARGW, $7EC160)
%assertRAM(EN_OWTARGE, $7EC162)
%assertRAM(EN_AA0, $7EC164)
%assertRAM(EN_BGSET1, $7EC165)
%assertRAM(EN_BGSET2, $7EC166)
%assertRAM(EN_SPRSET1, $7EC167)
%assertRAM(EN_SCRMODYA, $7EC16A)
%assertRAM(EN_SCRMODYB, $7EC16C)
%assertRAM(EN_SCRMODXA, $7EC16E)
%assertRAM(EN_SCRMODXB, $7EC170)
%assertRAM(SpriteZCoord, $7E0F70)
%assertRAM(SpriteVelocityZ, $7E0F80)
%assertRAM(SpriteSubPixelZ, $7E0F90)
%assertRAM(CurrentSpriteSlot, $7E0FA0)
%assertRAM(FreezeSprites, $7E0FC1)
%assertRAM(PrizePackIndexes, $7E0FC7)
%assertRAM(SpriteCoordCacheX, $7E0FD8)
%assertRAM(SpriteCoordCacheY, $7E0FDA)
%assertRAM(NoMenu, $7E0FFC)
%assertRAM(GFXStripes, $7E1000)
%assertRAM(RoomStripes, $7E1100)
%assertRAM(IrisPtr, $7E1B00)
%assertRAM(MessageSubModule, $7E1CD8)
%assertRAM(MessageCursor, $7E1CE8)
%assertRAM(DelayTimer, $7E1CE9)
;%assertRAM(TextID, $7E1CF0)
;%assertRAM(ToastBuffer, $7E1E0E)
;%assertRAM(MSUResumeTime, $7E1E6B)
;%assertRAM(MSUResumeControl, $7E1E6F)
;%assertRAM(MSUFallbackTable, $7E1E70)
;%assertRAM(MSUDelayedCommand, $7E1E79)
;%assertRAM(MSUPackCount, $7E1E7A)
;%assertRAM(MSUPackCurrent, $7E1E7B)
;%assertRAM(MSUPackRequest, $7E1E7C)
;%assertRAM(MSULoadedTrack, $7E1E7D)
;%assertRAM(MSUResumeTrack, $7E1E7F)
;%assertRAM(ClockHours, $7E1E90)
;%assertRAM(ClockMinutes, $7E1E94)
;%assertRAM(ClockSeconds, $7E1E98)
;%assertRAM(ClockBuffer, $7E1E9C)
;%assertRAM(ScratchBufferNV, $7E1EA0)
;%assertRAM(ScratchBufferV, $7E1EB0)
%assertRAM(TileUploadBuffer, $7EA180)
%assertRAM(RoomFade, $7EC005)
%assertRAM(FadeTimer, $7EC007)
%assertRAM(FadeDirection, $7EC009)
%assertRAM(FadeLevel, $7EC00B)
%assertRAM(MosaicLevel, $7EC011)
%assertRAM(RoomDarkness, $7EC017)
%assertRAM(SpriteOAM, $7EC025)
%assertRAM(PegColor, $7EC172)
%assertRAM(GameOverSongCache, $7EC227)
%assertRAM(LastBGSet, $7EC2F8)
%assertRAM(PaletteBufferAux, $7EC300)
%assertRAM(PaletteBuffer, $7EC500)
%assertRAM(HUDTileMapBuffer, $7EC700)
%assertRAM(HUDKeyIcon, $7EC726)
%assertRAM(HUDGoalIndicator, $7EC72A)
%assertRAM(HUDPrizeIcon, $7EC742)
%assertRAM(HUDRupees, $7EC750)
%assertRAM(HUDBombCount, $7EC75A)
%assertRAM(HUDArrowCount, $7EC760)
%assertRAM(HUDKeyDigits, $7EC764)
%assertRAM(BigRAM, $7EC900)
%assertRAM(DecompressionBuffer, $7F0000)
%assertRAM(RedrawFlag, $7F5000)
%assertRAM(HexToDecDigit1, $7F5003)
%assertRAM(HexToDecDigit2, $7F5004)
%assertRAM(HexToDecDigit3, $7F5005)
%assertRAM(HexToDecDigit4, $7F5006)
%assertRAM(HexToDecDigit5, $7F5007)
%assertRAM(SpriteSkipEOR, $7F5008)
%assertRAM(AltTextFlag, $7F5035)
%assertRAM(BossKills, $7F5037)
%assertRAM(LagTime, $7F5038)
%assertRAM(RupeesCollected, $7F503C)
%assertRAM(NonChestCounter, $7F503E)
%assertRAM(TileUploadOffsetOverride, $7F5042)
%assertRAM(ShopId, $7F5050)
%assertRAM(ShopType, $7F5051)
%assertRAM(ShopInventory, $7F5052)
%assertRAM(ShopState, $7F505F)
%assertRAM(ShopCapacity, $7F5060)
%assertRAM(ShopScratch, $7F5061)
%assertRAM(ShopSRAMIndex, $7F5062)
%assertRAM(ShopMerchant, $7F5063)
%assertRAM(ShopPriceColumn, $7F5066)
%assertRAM(OneMindId, $7F5072)
%assertRAM(OneMindTimerRAM, $7F5073)
%assertRAM(ClockStatus, $7F507E)
%assertRAM(RNGLockIn, $7F5090)
%assertRAM(BusyItem, $7F5091)
%assertRAM(BusyHealth, $7F5092)
%assertRAM(BusyMagic, $7F5093)
%assertRAM(DialogOffsetPointer, $7F5094)
%assertRAM(DialogReturnPointer, $7F5096)
%assertRAM(PreviousOverworldDoor, $7F5099)
%assertRAM(DuckMapFlag, $7F509C)
%assertRAM(StalfosBombDamage, $7F509D)
%assertRAM(ValidKeyLoaded, $7F509E)
%assertRAM(TextBoxDefer, $7F509F)
%assertRAM(SwordModifier, $7F50C0)
%assertRAM(ShieldModifier, $7F50C1)
%assertRAM(ArmorModifier, $7F50C2)
%assertRAM(MagicModifier, $7F50C3)
%assertRAM(LightConeModifier, $7F50C4)
%assertRAM(CuccoStormer, $7F50C5)
%assertRAM(OldManDash, $7F50C6)
%assertRAM(IceModifier, $7F50C7)
%assertRAM(InfiniteArrows, $7F50C8)
%assertRAM(InfiniteBombs, $7F50C9)
%assertRAM(InfiniteMagic, $7F50CA)
%assertRAM(ControllerInverter, $7F50CB)
%assertRAM(OHKOFlag, $7F50CC)
%assertRAM(SpriteSwapper, $7F50CD)
%assertRAM(BootsModifier, $7F50CE)
%assertRAM(KeyBase, $7F50D0)
%assertRAM(y, $7F50E0)
%assertRAM(z, $7F50E4)
%assertRAM(Sum, $7F50E8)
%assertRAM(p, $7F50EC)
%assertRAM(e, $7F50F0)
%assertRAM(CryptoScratch, $7F50F2)
%assertRAM(CryptoBuffer, $7F5100)
%assertRAM(v, $7F5100)
%assertRAM(RNGPointers, $7F5200)
%assertRAM(RxBuffer, $7F5300)
%assertRAM(RxStatus, $7F537F)
%assertRAM(TxBuffer, $7F5380)
%assertRAM(TxStatus, $7F53FF)
%assertRAM(CompassTotalsWRAM, $7F5410)
%assertRAM(MapTotalsWRAM, $7F5420)
%assertRAM(MapCompassFlag, $7F5460)
%assertRAM(DialogBuffer, $7F5700)
%assertRAM(MiniGameTime, $7FFE00)
%assertRAM(MiniGameTimeFinal, $7FFE04)
pullpc