This is a list of the RAM locations used by the world map program, including chocobo, airship, and serpent trench. The code that uses this data is in bank EE.
+$00 always #$0000 +$02 always #$FFFF +$04 unmodified buttons pressed this frame +$06 buttons pressed this frame modified based on button config +$08 buttons pressed this frame but not last frame +$0A - +$0C buttons pressed last frame axlr---- a: A button down x: X button down l: L button down r: R button down byetudlr b: B button down y: Y button down e: Select button down t: Start button down u: Up direction down d: Down direction down l: Left direction down r: Right direction down $19 +$1E $20 $22 target screen brightness $23 current screen brightness (0-F) $24 vblank flag +$26 forward movement speed ++$29 rotation speed +$2F altitude $31 +$34 current X position (in pixels) +$38 current Y position (in pixels) ++$3A rotation angle (high 16-bits active) +$3D m7a +$3F m7b +$41 m7c +$43 m7d +$44 +$46 $58-$64 scratchpad $60 fdd????? f: vehicle is moving forward d: double speed turns ??? $61 ????dulr d: vehicle is moving down u: vehicle is moving up l: vehicle is turning left r: vehicle is turning right +$6A scratchpad +$73 rotation frame counter +$75 vehicle direction ??? +$77 bg1 horizontal scroll +$79 bg1 vertical scroll +$7B map horizontal scroll position, or maybe an offset based on the map sector ??? +$7D map vertical scroll position ??? +$83 +$85 +$87 +$89 $8B $8C zoom level ?? $9F HDMA #4 (M7A) line count 1 (124 lines, no repeat) +$A0 HDMA #4 (M7A) data pointer 1 $A2 HDMA #4 (M7A) line count 2 (100 lines, no repeat) +$A3 HDMA #4 (M7A) data pointer 2 $A5 HDMA #4 (M7A) line count 3 (terminate) $A6 HDMA #5 (M7B) line count 1 (124 lines, no repeat) $AD HDMA #6 (M7C) line count 1 (124 lines, no repeat) $B4 HDMA #7 (M7D) line count 1 (124 lines, no repeat) $C2 ?bfpssac current tile properties, byte 1 b: enable battles f: forest p: passable on foot s: airship shadow size a: airship can land c: passable with chocobo $C3 kpv??bbb current tile properties, byte 2 k: kefka's tower p: phoenix cave v: veldt b: battle background +$C4 current tile index +$C6 current X position (in pixels) +$C8 current Y position (in pixels) $CA character 1 graphic (00 = none, 01 = falcon, 02 = chocobo ???, 03 = character, 04 = ???, 05 = ship, 0C = esper terra, 12 = bird, 16 = smoking airship) $CB character 2 graphic $CC character 3 graphic $CD character 4 graphic ++$D2 decompression source address ++$D5 decompression destination address +$DF X position (in pixels * 256) +$E1 Y position (in pixels * 256) +$E3 X movement speed (signed) +$E5 Y movement speed (signed) $E7 ??st?wvc s: character/vehicle is shown t: character is transparent (bottom sprite, for forests) w: character/vehicle is moving/waiting v: vehicle event script is running c: world event script is running $E8 ?t???ls? t: airship is taking off l: arrows are not locked s: arrows are shown $E9 ???????? ++$EA event script pointer +$ED event script offset (high bit does something) $EF movement distance/pause duration $F0 current event command +$F1 $F3 character movement speed +$F4 destination map index ??? $F6 facing direction (0 = up, 1 = right, 2 = down, 3 = left) $F7 graphical action $FA 4 frame counter (magitek train ride) +$FA origin X +$FC origin Y
$0140-$09FF mode 7 HDMA data $0A00-$0AFF dp stack $0B00-$0B0F $11F0 $11F2 $11F3 +$11F4 +$11F6 ???????? ?????gbm g: map graphics are already loaded b: enable battle m: hide mini-map $11F8 $11F9 battle bg index $11FA vehicle index (0 = none, 1 = airship, 2 = chocobo) $11FB showing character's graphic index $11FC showing character's palette index ++$11FD world map event pointer +$1F64 map index +$1F60 character XY position (in tiles) +$1F62 airship XY position (in tiles) +$1F64 map index +$1F66 map XY position $1F68 facing direction (bit 7 does something too) +$1F69 parent map index +$1F6B parent XY position $1F6D random number +$1F6E random battle counter $1F70-$1F7F saved character palette indexes $1F80 current song index $1F81-$1FA0 saved object map indexes $1FA1 random number pointer for random monster battle $1FA2 random number pointer for monster formation $1FA3 random number counter for monster formation $1FA4 random number counter for random monster battle $1FA5 +$1FA6 pointer to current showing character's object data $1FA8-$1FBF saved counter data +$1FC0 party XY position $1FC2-$1FD1 event words +$1FCE number of dragons left $1FD2 parent map facing direction $1FD3-$1FF2 character saved XY positions (2 bytes each) $1FF3-$1FF6 party facing directions $1FF7-$1FFD - +$1FFE SRAM checksum $6B30-$6D4F sprite data $6D50-$6E4F $6E50-$6ECF $6F50-$734F map tile formation $7350-$934F map graphics (8x8 tiles) $9350-$93DF map tile palette assignments $B5D0-$B64F $B650 walking animation position (0-3) $B750-$B84F water tile graphics $B850-$B85F water tile movement counters (1 per line) $B860 $E000-$E200 color palettes $F120-$F7FF saved $0520-$0BFF $F800-$FFFF decompression buffer
Tile data for the world map. The map is 256×256 tiles, with one byte for each tile.
$7E2000-$7E9C44 tile graphics (29 items, 1097 bytes each) $7F01E0-$7F02FF layer 16-21 tile data (6x12 items, 4 bytes each) last layer $7F0300-$7F03BF layer 12-15 tile data (4x12 items, 4 bytes each) $7F03C0-$7F041F layer 10-11 tile data (2x12 items, 4 bytes each) $7F0420-$7F047F layer 8-9 tile data (2x12 items, 4 bytes each) $7F0480-$7F04DF layer 6-7 tile data (2x12 items, 4 bytes each) $7F04E0-$7F050F layer 5 tile data (1x12 items, 4 bytes each) $7F0510-$7F053F layer 4 tile data (1x12 items, 4 bytes each) $7F0540-$7F056F layer 3 tile data (1x12 items, 4 bytes each) $7F0570-$7F059F layer 2 tile data (1x12 items, 4 bytes each) $7F05A0-$7F05CF layer 1 tile data (1x12 items, 4 bytes each) $7F05D0-$7F05FF layer 0 tile data (1x12 items, 4 bytes each) first layer --------------- $00 x position $01 y position +$02 tile index (pointer to tile pointers at $0800, $0198-$0318 are $0000-$0180 flipped horizontally) $7F0800-$7F0AB7 pointers to magitek train ride tiles, copied from $D8DD00 (29 items, 24 bytes each, +$7E0000) $7F0AB8- $7F0AF8- $7F0B38- pitch data 1 $7F0B78- pitch data 2 $7F0BB8- yaw data $7F0BF8- yaw multiplier data $7F0C18- background data +$7F0C5C pointer to tile data $7F9618-$7FE617 magitek train ride graphics buffer (80 items, 256 bytes each)
$0000-$3FFF map graphics (8 bpp) $4000-$43FF bg1 map formation $4400-$4BFF bg2 map formation $4C00-$4FFF bg3 map formation $5C00-$5FFF font graphics (2 bpp) $6000-$7FFF sprite graphics (4 bpp)