Address
|
Leangth
|
Type
|
Description
|
---|
$7e:0000
|
16 byte
|
Misc
|
Scratch RAM, is and can be used for a big number of purposes. The general purpose is temporarily preserving a value for later use in a routine.
|
$7e:0010
|
3 byte
|
??
|
??
|
$7e:001C
|
2 byte
|
Camera
|
bg0CamXPos
|
$7e:001e
|
2 byte
|
Camera
|
bg0CamYPos
|
$7e:0020
|
2 byte
|
Button
|
Button Press
|
$7e:0032
|
2 byte
|
Menue
|
Menue State
|
$7e:003A
|
2 byte
|
Ctr
|
True Frame Counter
|
$7e:003e
|
2 byte
|
Ctr
|
blk Fade Counter
|
$7e:0040
|
2 byte
|
Ctr
|
wht Fade Counter
|
$7e:0042
|
2 byte
|
??
|
Current Windows Effect
|
$7e:0044
|
2 byte
|
??
|
Current Transparent Effect
|
$7e:0046
|
2 byte
|
??
|
Current Mode7 Mode
|
$7e:0048
|
2 byte
|
??
|
CGRamPtr Palettes
|
$7e:0054
|
1 byte
|
??
|
activeSFXRedlPtr
|
$7e:0078
|
2 byte
|
Ctr
|
Effect Frame Counter
|
$7e:0086
|
2 byte
|
State
|
Current Level Number
|
$7e:0088
|
2 byte
|
State
|
Current Level Mode
|
$7e:0008E
|
2 byte
|
State
|
Subweapon
|
$7e:0090
|
2 byte
|
State
|
Subweapon Multiplayer
|
$7e:0092
|
2 byte
|
State
|
Whip Type
|
$7e:00a0
|
2 byte
|
Pos
|
Camera Lock Left
|
$7e:00a2
|
2 byte
|
Pos
|
Camera Lock Right
|
$7e:00a4
|
2 byte
|
Pos
|
Camera Lock Top
|
$7e:00a6
|
2 byte
|
Pos
|
Camera Lock Bottom
|
$7e:00a8
|
2 byte
|
State
|
Background 1 Scroll x Speed
|
$7e:00aa
|
2 byte
|
State
|
Background 1 Scroll y Speed
|
$7e:00bc
|
2 byte
|
Ctr
|
Player Invulnerable Counter
|
$7e:00be
|
2 byte
|
Mirror?
|
Button Map Jump
|
$7e:00c0
|
2 byte
|
Mirror?
|
Button Map Whip
|
$7e:00c2
|
2 byte
|
Mirror?
|
Button Map Sub
|
$7e:00e6
|
6 byte
|
State
|
Random Number
|
$7e:0200
|
2 byte
|
Whip0
|
assembly
|
$7e:0208
|
2 byte
|
Whip0
|
xPosSub
|
$7e:020a
|
2 byte
|
Whip0
|
xPos
|
$7e:020c
|
2 byte
|
Whip0
|
yPosSub
|
$7e:020e
|
2 byte
|
Whip0
|
yPos
|
$7e:0210
|
2 byte
|
Whip0
|
ID
|
$7e:0208
|
2 byte
|
Whip0
|
state
|
$7e:0218
|
2 byte
|
Whip0
|
xspdSub
|
$7e:021a
|
2 byte
|
Whip0
|
xspd
|
$7e:021c
|
2 byte
|
Whip0
|
yspdSub
|
$7e:021e
|
4 byte
|
Whip0
|
yspd
|
$7e:0240
|
2 byte
|
Whip1
|
This will be the same 0x20 byte table as with whip 0. It will continue till Whip 8. This table will go till 7e:043f.
|
$7e:0440
|
2 byte
|
Sub0
|
Subweapon assembly
|
$7e:0448
|
2 byte
|
Sub0
|
xPosSub
|
$7e:044a
|
2 byte
|
Sub0
|
xPos
|
$7e:044c
|
2 byte
|
Sub0
|
yPosSub
|
$7e:044e
|
2 byte
|
Sub0
|
yPos
|
$7e:0450
|
2 byte
|
Sub0
|
ID
|
$7e:0452
|
2 byte
|
Sub0
|
State
|
$7e:0458
|
2 byte
|
Sub0
|
xSpdSub
|
$7e:045a
|
2 byte
|
Sub0
|
xSpd
|
$7e:045c
|
4 byte
|
Sub0
|
ySpdSub
|
$7e:045e
|
2 byte
|
Sub0
|
xSpd
|
$7e:0480
|
2 byte
|
Sub1
|
This will be the same 0x20 byte table as with subweapon 0. It will continue till subweapon 2. This table will go till 7e:04df.
|
$7e:0500
|
2 byte
|
Spark
|
assembly
|
$7e:0508
|
2 byte
|
Spark
|
xPosSub
|
$7e:050a
|
2 byte
|
Spark
|
xPos
|
$7e:050c
|
2 byte
|
Spark
|
yPosSub
|
$7e:050e
|
2 byte
|
Spark
|
yPos
|
$7e:0510
|
2 byte
|
Spark
|
ID
|
$7e:0512
|
2 byte
|
Spark
|
State
|
$7e:0514
|
2 byte
|
Spark
|
SubID
|
$7e:0518
|
2 byte
|
Spark
|
xSpdsub
|
$7e:051a
|
2 byte
|
Spark
|
xSpd
|
$7e:051c
|
2 byte
|
Spark
|
ySpdsub
|
$7e:051e
|
2 byte
|
Spark
|
ySpd
|
$7e:0540
|
2 byte
|
Simon
|
assembly
|
$7e:0548
|
2 byte
|
Simon
|
xPosSub
|
$7e:054a
|
2 byte
|
Simon
|
xPos
|
$7e:054c
|
2 byte
|
Simon
|
yPosSub
|
$7e:054e
|
2 byte
|
Simon
|
yPos
|
$7e:0550
|
4 byte
|
Simon
|
State
|
$7e:0558
|
2 byte
|
Simon
|
xSpdSub
|
$7e:055a
|
2 byte
|
Simon
|
xSpd
|
$7e:055c
|
2 byte
|
Simon
|
ySpdSub
|
$7e:055e
|
2 byte
|
Simon
|
ySpd
|
$7e:0558
|
1 byte
|
Flag
|
Going Left 2 Going right 0. Up Down? What way you move through the room.
|
$7e:0580
|
2 byte
|
Event0
|
Assembly
|
$7e:0588
|
2 byte
|
Event0
|
xPosSub
|
$7e:058a
|
2 byte
|
Event0
|
xPos
|
$7e:058c
|
2 byte
|
Event0
|
yPosSub
|
$7e:058e
|
2 byte
|
Event0
|
yPos
|
$7e:0590
|
2 byte
|
Event0
|
ID
|
$7e:0592
|
2 byte
|
Event0
|
State
|
$7e:0594
|
2 byte
|
Event0
|
SubID
|
$7e:0598
|
2 byte
|
Event0
|
xSpdsub
|
$7e:059a
|
2 byte
|
Event0
|
xSpd
|
$7e:059c
|
2 byte
|
Event0
|
ySpdsub
|
$7e:059e
|
2 byte
|
Event0
|
ySpd
|
$7e:05A6
|
2 byte
|
Event0
|
ObjAddress
|
$7e:05c0
|
2 byte
|
Event1
|
This will be the same 0x40 byte table as with Event0. It will continue till Event36. This table will go till 7e:0edf
|
$7e:13c6
|
2 byte
|
Ctr
|
Subweapon counter
|
$7e:13d4
|
2 byte
|
Flag
|
Entrence Number
|
$7e:13f0
|
2 byte
|
Ctr
|
Timer
|
$7e:13f2
|
2 byte
|
Ctr
|
Hearts
|
$7e:13f4
|
2 byte
|
Ctr
|
Health
|
$7e:13f6
|
2 byte
|
Ctr
|
Stop Watch Timer
|
$7e:1f40
|
4 byte
|
Ctr
|
Score
|