F-Zero RAM Map: Difference between revisions
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Here is a RAM Map for F-Zero that aims to be fairly comprehensible. | Here is a RAM Map for [[F-Zero]] that aims to be fairly comprehensible. | ||
__TOC__ | __TOC__ | ||
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| $7E0061 || 1 byte || Misc. || Screen fade delay. How many frames it takes to increment/decrement the screen brightness. | | $7E0061 || 1 byte || Misc. || Screen fade delay. How many frames it takes to increment/decrement the screen brightness. | ||
|- | |- | ||
| $7E0062 || 1 byte || | | $7E0062 || 1 byte || Timer || Screen fade timer. How many frames until the screen brightness is incremented/decremented. | ||
|- | |- | ||
| $7E0063 || 1 byte || I/O || Controller 1 data (held buttons). Format: axlr----<br> | | $7E0063 || 1 byte || I/O || Controller 1 data (held buttons). Format: axlr----<br> | ||
Line 265: | Line 265: | ||
For more information, see the description of $7E0420. | For more information, see the description of $7E0420. | ||
|- | |- | ||
| $7E00A0 || 2 bytes || Misc. || A copy of the fractional part of the player's X position ($7E0B80, | | $7E00A0 || 2 bytes || Misc. || A copy of the fractional part of the player's X position ($7E0B80), actually unused | ||
|- | |- | ||
| $7E00A2 || 2 bytes || CoordX || Related to camera's X position<br> | | $7E00A2 || 2 bytes || CoordX || Related to camera's X position<br> | ||
(Player's X position, minus #$0200) | (Player's X position, minus #$0200) | ||
|- | |- | ||
| $7E00A4 || 2 bytes || Misc. || A copy of the fractional part of the player's Y position ($7E0BA0, | | $7E00A4 || 2 bytes || Misc. || A copy of the fractional part of the player's Y position ($7E0BA0), actually unused | ||
|- | |- | ||
| $7E00A6 || 2 bytes || CoordY || Related to camera's Y position<br> | | $7E00A6 || 2 bytes || CoordY || Related to camera's Y position<br> | ||
Line 367: | Line 367: | ||
<br> | <br> | ||
Invalid values lead to weird sprite animations and turning speed | Invalid values lead to weird sprite animations and turning speed | ||
|- | |||
| $7E00D7 || 2 bytes || Misc. || Related to turning stage ($7E00D5) incrementing (if turning left) and decrementing (if turning right) somehow.<br> | |||
Still need to investigate it. | |||
|- | |||
| $7E00D9 || 1 byte || Misc. || Related to grip/sliding?<br> | |||
#$01 = Gaining almost-instantaneous grip (from blast turning or soft landing.)<br> | |||
#$02 = Sliding by holding L or R. | |||
|- | |||
| $7E00DA || 1 byte || Counter || Counts up from #$00 to #$14 while the player is midair, after the hitting a jump plate.<br> | |||
The first byte of the acceleration table is used if the player is midair and this address is between #$04 and #$13 (inclusive).<br> | |||
While this value is below #$10 and the player is midair, the player's car is forced to display the jumping animation. | |||
|- | |||
| $7E00DB || 1 byte || Misc. || Index to the table with minimum ground distances ($009B7E). Counts up from #$00 to #$06 while the player is accelerating, after starting to accelerate.<br> | |||
Used to make the player's car move upwards a bit when starting to accelerate.<br> | |||
This value is completelyignored while the player is not accelerating.<br> | |||
|- | |||
| $7E00DC || 1 byte || Misc. || Player's car minimum distance from ground. This value is set to #$00 while not accelerating. | |||
|- | |||
| $7E00DD || 1 byte || Misc. || Current player steer animation:<br> | |||
#$00 to #$04 = Left steering (#$00 is full left steer, #$04 is left steer step 1);<br> | |||
#$05 = Not steering at all;<br> | |||
#$06 to #$0A = Right steering (#$06 is right steer step 1, #$0A is full right steer);<br> | |||
#$80 = Sliding left (holding L);<br> | |||
#$81 = Sliding right (holding R). | |||
|- | |||
| $7E00DE || 1 byte || Misc. || Related to $7E00DD in an unknown way, but also specifies the jumping animation:<br> | |||
#$80 = Jumping animation. | |||
|- | |||
| $7E00DF || 1 byte || Misc. || Current sharp cornering ground sparks animation:<br> | |||
#$01 through #$0A = full animation cycle for the sparking (from the left side);<br> | |||
#$81 through #$8A = full animation cycle for the sparking (from the right side). | |||
|- | |||
| $7E00E0 || 1 byte || Misc. || Player's sprite animation (overrides $7E00DD)<br> | |||
#$80 through #$89 = Being damaged (collision/guardrails);<br> | |||
#$40 through #$43 = Damaged by explosive (launched left);<br> | |||
#$44 through #$47 = Damaged by explosive (launched right);<br> | |||
#$20 = Sliding left (holding L);<br> | |||
#$21 = Sliding right (holding R);<br> | |||
|- | |||
| $7E00E1 || 1 byte || Misc. || Player's thruster fire animation delay. If MSB is set, its brightness ($7E00E2) is reset to #$00. This value is #$00 while not accelerating | |||
|- | |||
| $7E00E2 || 1 byte || Misc. || Player's thruster fire brightness. #$00 = Darkest; #$5D = Brightest. | |||
|- | |||
| $7E00E3 || 1 byte || Misc. || Player's thruster fire animation frame.<br> | |||
#$00 = None; #$01 = Big; #$02 = Medium; #$03 = Small. | |||
|- | |||
| $7E00E4 || 1 byte || Timer || Player's thruster fire animation timer. | |||
|- | |||
| $7E00E5 || 1 byte || Misc. || Player's thruster fire Y position (relative to player's car) | |||
|- | |||
| $7E00E6 || 2 byte || Pointer || Pointer to the routine that draws the player's thruster fire. | |||
|- | |||
| $7E00E8 || 1 byte || Timer || Guardrail flash timer. Set to #$08 when the player drives over a guardrail (if the value was previously #$00). | |||
|- | |||
| $7E00E9 || 1 byte || Misc. || Used to play guardrail damage and rough landing effects. Also flashes the player's car black.<br> | |||
Decrements every frame. When the low nibble is zero, this value is set to #$00.<br> | |||
Set to #$8B when playing guardrail damage effects. Set to #$45 when playing rough landing effects.<br> | |||
When #$8A, the guardrail damage sound effect is played. | |||
|- | |||
| $7E00EA || 1 byte || Empty || Empty. Cleared on course load | |||
|- | |||
| $7E00EB || 1 byte || Misc. || Y position of the first spaceship "light beam". Initialized to #$00 when it's first displayed.<br> | |||
Increases by #$10 every frame until it reaches #$B0, where it resets to #$00 again. | |||
|- | |||
| $7E00EC || 1 byte || Misc. || Y position of the second spaceship "light beam". Initialized to #$50 when it's first displayed.<br> | |||
Increases by #$10 every frame until it reaches #$B0, where it resets to #$00 again. | |||
|- | |||
| $7E00ED || 1 byte || Misc. || Related to the color of the player's thrusters. Needs research. | |||
|- | |||
| $7E00EE || 1 byte || Empty || Empty. Cleared on course load | |||
|- | |||
| $7E00EF || 1 byte || Misc. || Base offset to the turn speed table ($02C9AB) for the player's machine. Loaded directly from the $00FA79 table | |||
|- | |||
| $7E00F0 || 1 or 2 bytes || Misc. || Has three purposes:<br> | |||
* (2 bytes) In the title screen, it acts as a counter for the demo race. It increases every frame, and when it reaches #$0500, the demo race starts playing; | |||
* (1 byte) While in a race, this value controls the power bar graphics somehow. | |||
* (1 byte) Car select confirm option. #$00 = Yes; #$02 = No | |||
|- | |||
| $7E00F1 || 1 byte || Misc. || Car selection screen transition. #$00 = None; #$01 = Windowing fade in; Other = Windowing fade out. | |||
|- | |||
| $7E00F2 || 1 byte || Misc. || Has two purposes:<br> | |||
In the records menu, it acts as the current selected option:<br> | |||
* #$00 = Mute City I, #$01 = Big Blue, ..., #$0D = Red Canyon II, #$0E = Fire Field, #$0F = Exit. | |||
In a race, this value is set to the track index of the first track in the cup:<br> | |||
* #$00 = Knight, #$05 = Queen, #$0A = King. | |||
|- | |||
| $7E00F3 || 1 byte || Misc. || How much of the spaceship is currently on screen. Counts up from #$00 to #$23 while in a pit area tile. | |||
|- | |||
| $7E00F4 || 1 byte || Empty || Empty. Cleared on course load | |||
|- | |||
| $7E00F5 || 1 byte || Timer || Road flash timer. Set to #$09 when the player hits a wall (if the value was previously #$00). | |||
|- | |||
| $7E00F6 || 1 byte || Misc. || Unused, but for some reason it's reset to #$00 when unpausing the game. | |||
|- | |||
| $7E00F7 || 1 byte || Empty || Empty. Cleared on course load | |||
|- | |||
| $7E00F8 || 2 or 3 bytes || Misc. || Has multiple purposes:<br> | |||
* (2 bytes) Holds the score gained, in BCD, when finishing a lap; | |||
* (2 bytes) Used to calculate a damage multiplier based on the machine speeds upon a heavy collision; | |||
* (2 bytes) Used a lot in SRAM-related code, as a multipurpose value; | |||
* (3 bytes) During a pre-recorded race, this is a 24-bit pointer to the next action to be executed. | |||
|- | |||
| $7E00FA || 2 bytes || Misc. || Used in SRAM-related code as an index to the SRAM buffer.<br> | |||
(Note that during a pre-recorded race, this value is the bank from the pointer at $7E00F8.) | |||
|- | |||
| $7E00FC || 1 byte || Misc. || Current lap number being checked for new fastest lap record. | |||
|- | |||
| $7E00FD || 1 byte || Empty. || Empty. Cleared on course load and when unpausing the game. | |||
|- | |||
| $7E00FE || 2 bytes || Pointer || Used as a temporary 16-bit pointer in $0086DF and $00AE19. | |||
|} | |||
This is still a work-in-progress! Descriptions will be made clearer as time goes on. | |||
<br> | |||
<br> | |||
===== $7E0100 and onwards ===== | |||
{| class="wikitable" | |||
|- | |||
! Address !! Length !! Type !! Description | |||
|- | |||
| $7E0100 || 256 bytes || Stack || Reserved for stack. Hacks can probably use $7E0100-$7E0180 safely as free RAM. | |||
|- | |||
| $7E0200 || 512 bytes || OAM || OAM buffer. 4 bytes per sprite, in the same format as expected by the PPU:<br> | |||
X position, Y position, tile, attributes | |||
|- | |||
| $7E0400 || 32 bytes || OAM || OAM "hi-table" buffer. 2 bits per sprite, in the same format as expected by the PPU. | |||
|- | |||
| $7E0420 || 64 bytes || Misc. || DMA queue #1, controlled by $7E009F.<br> | |||
This one is a bit complicated, I'll fill up this description later. | |||
|- | |||
| $7E0460 || 32 bytes || Empty || Potentially empty. Cleared on reset | |||
|- | |||
| $7E0480 || 128 bytes || Misc. || General purpose buffer. | |||
|- | |||
| $7E0500 || 512 bytes || CGRAM || CGRAM buffer. | |||
|- | |||
| $7E0700 || 256 bytes || CGRAM || Original OBJ colors. Used to revert to original colors after $7E0800 is used. | |||
|- | |||
| $7E0800 || 256 bytes || CGRAM || Alternate OBJ colors. Used for color effects on sprites, such as player flashing black. | |||
|- | |||
| $7E0900 || 96 bytes || CGRAM || Contains both original and alternate colors for BG. | |||
|- | |||
| $7E0960 || 3*6 bytes || Misc. || Race lap times/splits. 6 Entries in total (3 bytes each, same format as $7E00C0-$7E00C2). The last entry is the total race time.<br> | |||
Only calculated after the race ends. | |||
|- | |||
| $7E0972 || 1 byte || Misc. || Race number character to be printed on screen for the GP end results text | |||
|- | |||
| $7E0973 || 1 byte || Timer || Text wait timer (GP end results, Credits and Master difficulty ending) | |||
|- | |||
| $7E0974 || 1 byte || Misc. || During the GP end results: | |||
* Race number from where to grab lap times and ranks to be printed. | |||
During the Credits screen: | |||
* Index to $02C74F (Credits text data) | |||
During the Master difficulty ending: | |||
* Controls screen brightness somehow | |||
|- | |||
| $7E0975 || 1 byte || Misc. || During the GP end results: | |||
* Index to $02C6BE (GP end results text data) | |||
During the Master difficuilty ending: | |||
* Index to $039DF1 (Master ending text data) | |||
|- | |||
| $7E0976 || 1 byte || Misc. || OAM attributes for text printing (GP end results and Master difficulty ending) | |||
|- | |||
| $7E0977 || 1 byte || Misc. || Text X position (GP end results, Credits and Master difficulty ending) | |||
|- | |||
| $7E0978 || 1 byte || Misc. || Text Y position (GP end results and Master difficulty ending) | |||
|- | |||
| $7E0979 || 1 byte || Empty || Empty. Cleared on reset | |||
|- | |||
| $7E097A || 3 bytes || Misc. || Currently displayed score, in BCD. Counts up until reaching the value at $7E097D. High byte seems to be ignored (is this even a 3-byte value?) | |||
|- | |||
| $7E097D || 3 bytes || Misc. || Current score, in BCD. High byte seems to be ignored (is this even a 3-byte value?) | |||
|- | |||
| $7E0980 || 128 bytes || Empty || Most likely empty. Cleared on reset | |||
|- | |||
| $7E0A00 || 128 bytes || Tilemap || Race BG3 HUD tilemap. | |||
|} | |} | ||
This is still a work-in-progress! More will be added later, and descriptions will be made clearer as time goes on. | This is still a work-in-progress! More will be added later, and descriptions will be made clearer as time goes on. | ||
[[Category:RAM Maps]] |
Latest revision as of 03:56, 30 April 2023
Here is a RAM Map for F-Zero that aims to be fairly comprehensible.
Data Types
Name | Accepted Values | Size | Description |
---|---|---|---|
Angle16 | 0x0000 - 0xBFFF | 16-bit | An angle with extra fractional precision. 0x0000 = 0 degrees |
Angle8 | 0x00 - 0xBF | 8-bit | An angle without the fractional precision. 0x00 = 0 degrees |
CoordX | 0x0000 - 0x1FFF | 16-bit | X coordinate value. These usually wrap around at 0x1FFF automatically. |
CoordY | 0x0000 - 0x0FFF | 16-bit | Y coordinate value. These usually wrap around at 0x0FFF automatically. |
Zero Page (Direct Page)
The Direct Page register (DP) is fixed to #$0000 all the time.
Address | Length | Type | Description |
---|---|---|---|
$7E0000 | ?? bytes | Misc. | Scratchpad RAM. Used for various purposes, including: temporary storage, subroutine parameters, etc. |
$7E0034 | 1 byte | Sprites | Used in the AI car graphics routine. How many sprite tiles were needed to draw the AI car. |
$7E003E | 2 bytes | Misc. | Relevant value picked from the table at 7E:1076. |
$7E0040 | 1 byte | Flag | "Frame done" flag. Set to zero at the start of the main loop. When NMI happens, it's decremented to #$FF, unless the value was already non-zero (i.e. a lag frame occurred.) |
$7E0041 | 2 bytes | Pointer | IRQ code pointer. $8612 - Do nothing; |
$7E0043 | 2 bytes | IRQ | Scanline where the Mode7 BG starts. Used only for IRQ pointer $8691, on the race intro sequence. |
$7E0045 | 1 byte | Flag | When the MSB is set, sound effects won't play. This is used to keep playing the "player wreckage" sounds when $7E0048 >= #$80. |
$7E0046 | 4 bytes | I/O | SPC700 I/O ports. Various values can be written to play music or sound effects. |
$7E004A | 1 byte | Misc. | Number of cars currently on screen, multiplied by two. (A bit of a mystery still, but seems to be used in a loop that assigns sprite priorities based on their Y position) |
$7E004B | 2 bytes | Sprites | Index to OAM Table #1 ($7E0200) for routines that print characters/strings on screen. |
$7E004D | 1 byte | Sprites | Index to OAM Table #2 ($7E0420) for routines that print characters/strings on screen. |
$7E004E | 1 byte | Sprites | Used for bit-fiddling on OAM Table #2. Used in conjunction with $7E004D. |
$7E004F | 1 byte | Hardware mirror | Mirror of SNES register $2101. |
$7E0050 | 1 byte | Flag | "Is the game drawing cars" flag. Non-zero = Yes. This is used to correctly handle OAM DMA. |
$7E0051 | 1 byte | Counter | "Global" frame counter. Always increments every frame (except lag frames), no matter what. See also: $7E009A ("in-race" frame counter) |
$7E0052 | 1 byte | Misc. | Player car type. #$00 = Blue Falcon; #$01 = Wild Goose; #$02 = Golden Fox; #$03 = Fire Stingray. |
$7E0053 | 1 byte | Misc. | Current race number. From #$00 to #$04 in Grand Prix mode. |
$7E0054 | 3 bytes | Misc. | Current gamestate (game mode). The first byte is the "main" gamestate, the second byte is the "sub" gamestate and the third byte is the "sub-sub" gamestate. |
$7E0057 | 1 byte | Misc. | Current difficulty setting. #$00 = Beginner; #$01 = Standard; #$02 = Expert/Master (for Master, the flag at $7E0F3D is set) |
$7E0058 | 1 byte | Misc. | Practice mode flag. #$00 = Grand Prix mode; #$01 = Practice Mode |
$7E0059 | 1 byte | Misc. | Number of spare machines (extra lives). |
$7E005A | 1 byte | Misc. | Used by most menus as current selected option. |
$7E005B | 1 byte | Misc. | "Is running pre-recorded race" flag. #$00 = Player is in control; Other = Pre-recorded race is running. |
$7E005C | 1 byte | Flag | A flag related to color math effects. When == #$00:
When == #$01:
When > #$01:
|
$7E005D | 1 byte | Hardware mirror | Screen brightness and F-Blank flag. Mirror of SNES register $2100 |
$7E005E | 1 byte | Hardware mirror | Enabled HDMA channels. Mirror of SNES register $420C |
$7E005F | 1 byte | Flag | Flags related to shown layers and HUD updating. Format: u--s4321 1 = Hide BG1; 2 = Hide BG2; 3 = Show BG3; 4 = Hide BG4 (unused, F-Zero never uses BG4); s = Hide sprites; - = Unused bit u = Stop updating HUD (rank, timer, score and speedometer) |
$7E0060 | 1 byte | Misc. | Screen fade type. #$00 = Not fading; #$01 = Fade-in; Other = Fade-out. |
$7E0061 | 1 byte | Misc. | Screen fade delay. How many frames it takes to increment/decrement the screen brightness. |
$7E0062 | 1 byte | Timer | Screen fade timer. How many frames until the screen brightness is incremented/decremented. |
$7E0063 | 1 byte | I/O | Controller 1 data (held buttons). Format: axlr---- a = A; x = X; l = L; r = R; - = Unused bits |
$7E0064 | 1 byte | I/O | Controller 1 data (held buttons). Format: byetUDLR b = B; y = Y; e = Select; t = Start; U = Up; D = Down; L = Left; R = Right. |
$7E0065 | 1 byte | I/O | (Seems to be the exact same as $7E0063?) Used more often than $7E0063 |
$7E0066 | 1 byte | I/O | (Seems to be the exact same as $7E0064?) Used more often than $7E0064 |
$7E0067 | 1 byte | I/O | Controller 1 data (pressed buttons on current frame). Format: axlr---- a = A; x = X; l = L; r = R; - = Unused bits |
$7E0068 | 1 byte | I/O | Controller 1 data (pressed buttons on current frame). Format: byetUDLR b = B; y = Y; e = Select; t = Start; U = Up; D = Down; L = Left; R = Right. |
$7E0069 | 1 byte | I/O | Controller 1 data (released buttons on current frame). Format: axlr---- a = A; x = X; l = L; r = R; - = Unused bits |
$7E006A | 1 byte | I/O | Controller 1 data (released buttons on current frame). Format: byetUDLR b = B; y = Y; e = Select; t = Start; U = Up; D = Down; L = Left; R = Right. |
$7E006B | 1 byte | Flag | A flag related to windowing effects. When == #$00:
When == #$01:
When > #$01:
|
$7E006C | 2 bytes | Pointer | Pointer to data for windowing effects (HDMA channel 2). Points to $7E0DD0 while racing, and to $7E0DF0 while showing the big rank number after finishing a race. |
$7E006E | 1 byte | Hardware mirror | Mirror of SNES register $212E. |
$7E006F | 1 byte | Hardware mirror | Mirror of SNES register $212F. |
$7E0070 | 1 byte | Hardware mirror | Mirror of SNES register $2130. |
$7E0071 | 1 byte | Hardware mirror | Mirror of SNES register $2123. |
$7E0072 | 1 byte | Hardware mirror | Mirror of SNES register $2124. |
$7E0073 | 1 byte | Hardware mirror | Mirror of SNES register $2125. |
$7E0074 | 1 byte | Misc. | Index to $7E0EA0. Alternates between #$00 and #$10 every frame, to compensate for slowdowns (if it didn't alternate, the Mode7 layer would look jiterry when updating while the game was lagging). |
$7E0075 | 2 bytes | Hardware mirror | BG1 horizontal scroll. Mirror of SNES register $210D. |
$7E0077 | 2 bytes | Hardware mirror | BG1 vertical scroll. Mirror of SNES register $210E. |
$7E0079 | 2 bytes | Hardware mirror | BG2 horizontal scroll. Mirror of SNES register $210F. |
$7E007B | 2 bytes | Hardware mirror | BG2 vertical scroll. Mirror of SNES register $2110. |
$7E007D | 2 bytes | Hardware mirror | Mode7 X center. Mirror of SNES register $211F. |
$7E007F | 2 bytes | Hardware mirror | Mode7 Y center. Mirror of SNES register $2120. |
$7E0081 | 1 byte | Misc. | Mode7 rendering type. #$00 = No Mode7; #$01 = Perspective effect; Other = Top-down view. |
$7E0082 | 1 byte | Misc. | This value + #$80 is written to $4342 and $4372. Similarly, this value + #$A0 is written to $4352 and $4362. This updates the Mode 7 rotation through HDMA. Similar to $7E0074, this address also alternates between #$00 and #$10 every frame to compensate for slowdowns. |
$7E0083 | 1 byte | Misc. | Used after the "course zoom-in" on the race intro. This value is incremented every frame to raise the viewpoint pitch angle. When it reaches #$10, it stops increasing and the cars appear. |
$7E0084 | 1 byte | Hardware mirror | Written to $4347. Only used if 7E:0081 == #$01. |
$7E0085 | 1 byte | Hardware mirror | Written to $4357. Only used if 7E:0081 == #$01. |
$7E0086 | 1 byte | Hardware mirror | Written to $4367. Only used if 7E:0081 == #$01. |
$7E0087 | 1 byte | Hardware mirror | Written to $4377. Only used if 7E:0081 == #$01. |
$7E0088 | 2 bytes | Hardware mirror | Mode7 matrix A and D. Mirror of SNES registers $211B and $211E |
$7E008A | 2 bytes | Hardware mirror | Mode7 matrix B. Mirror of SNES register $211C |
$7E008C | 2 bytes | Hardware mirror | Mode7 matrix C. Mirror of SNES register $211D |
$7E008E | 2 bytes | Misc. | Mode7 scaling. The Mode7 layer shrinks as this value increases. Only used if $7E0081 > #$01 (top-down view) |
$7E0090 | 1 byte | Misc. | Current league. #$00 = Knight League; #$01 = Queen League; #$02 = King League. |
$7E0091 | 1 byte | Empty | Empty. Cleared on reset |
$7E0092 | 1 byte | Misc. | Amount of VRAM DMA transfers to perform for the next frame. Used for the $7E0AE0 DMA queue. Should only range from #$00 to #$04, since the DMA queue has only four entries. |
$7E0093 | 1 byte | Flag | Mode7 tilemap update flag. #$00 = don't update; #$01 = update only horizontally; Other = update both horizontally and vertically |
$7E0094 | 2 bytes | Misc. | VRAM address for horizontal updates on the Mode7 tilemap. |
$7E0096 | 2 bytes | Misc. | VRAM address for vertical updates on the Mode7 tilemap. |
$7E0098 | 1 byte | Misc. | CGRAM update mode. #$00 = don't update CGRAM; #$01 = update CGRAM normally; Other = set the whole background (colors 0-127) to the color at $7E0E26. When the value is greater than #$01, it decrements until reaching #$01 again. This is used for flashing effects upon car explosions |
$7E0099 | 1 byte | Empty | Empty. Cleared on reset |
$7E009A | 1 byte | Counter | "In-race" frame counter. Increments every frame (except lag frames) while racing and the game is unpaused. Cleared on course load See also: $7E0051 ("global" frame counter) |
$7E009B | 1 byte | Hardware mirror | CGADSUB settings. Mirror of SNES register $2131. Only used if $7E005C is zero |
$7E009C | 1 byte | Hardware mirror | CGADSUB settings. Mirror of SNES register $2131. Used for the "horizon fog" |
$7E009D | 1 byte | Hardware mirror | CGADSUB settings. Mirror of SNES register $2131. Used for the player's shadow and big finish rank |
$7E009E | 1 byte | Flag | Flag used to force a visual update on a landmine tile that exploded. Non-zero = update tile at X position $7E0CFA and Y position $7E0CFC |
$7E009F | 1 byte | Misc. | Amount of VRAM DMA transfers to perform for the next frame. Used for the $7E0420 DMA queue. This is a bit different from $7E0092, due to the fact that the $7E0420 DMA queue can be interpreted in two different ways. |
$7E00A0 | 2 bytes | Misc. | A copy of the fractional part of the player's X position ($7E0B80), actually unused |
$7E00A2 | 2 bytes | CoordX | Related to camera's X position (Player's X position, minus #$0200) |
$7E00A4 | 2 bytes | Misc. | A copy of the fractional part of the player's Y position ($7E0BA0), actually unused |
$7E00A6 | 2 bytes | CoordY | Related to camera's Y position (Player's Y position, minus #$0200) |
$7E00A8 | 2 bytes | CoordX | Related to camera's X position (Value at $7E00A2, plus value at $0AED00 table) |
$7E00AA | 2 bytes | CoordY | Related to camera's Y position (Value at $7E00A6, plus value at $0AED00 table) |
$7E00AC | 1 byte | Angle8 | Camera's facing |
$7E00AD | 1 byte | Misc. | Amount of checkpoints present in the current course |
$7E00AE | 1 byte | Misc. | High byte of the starting point's X position |
$7E00AF | 1 byte | Misc. | High byte of the starting point's Y position |
$7E00B0 | 2 bytes | Pointer | 16-bit pointer to bank $7F. Points to the course chunks table (either #$4C00 or #$4E00) |
$7E00B2 | 2 bytes | Empty | Empty. Cleared on reset |
$7E00B4 | 2 bytes | Misc. | Something to do with X position after finishing a race first place, when the camera stops following the AI car. Still not understood |
$7E00B6 | 2 bytes | Misc. | Something to do with X position after finishing a race first place, when the camera fully turns while following the AI car. Still not understood |
$7E00B8 | 1 byte | Misc. | Current screen text. Format: rplLfyws. r = Reverse; p = Power Down; l = Limit X; L = X laps left; f = Final lap; y = You lost; w = You won/Goal in; s = Special (spaceship, "READY." and "GO!!" sprites) |
$7E00B9 | 1 byte | Flag | "Push start" text flag. Non-zero = show text |
$7E00BA | 1 byte | Misc. | Last screen text shown. Used to clear this bit from $7E00B8 when the $7E00BB timer runs out |
$7E00BB | 1 byte | Counter | Screen text timer. Decrements every frame until reaching zero. However, when showing "You lost," "You won," or "Goal in," this value is incremented and is not taken into consideration. |
$7E00BC | 1 byte | Misc. | Offset to $00AFF8 table (screen text code pointer) for the last shown screen text. This is used so the game knows if the screen text was already being shown or if it needs to be initialized |
$7E00BD | 1 byte | Misc. | Number of tiles used on the current screen text, multiplied by 8. Used to address OAM. Note that when the text flashes and goes away temporarily, this value becomes zero |
$7E00BE | 2 bytes | Timer | GP ending timer. After finishing the final race of a Grand Prix, this value is set to #$1000. This value is decremented every frame until it reaches #$017C, at which time it is set to #$003B. When this value is #$003B, the screen starts to fade out. When this value is #$0020, the music starts to fade out. |
$7E00C0 | 1 byte | Timer | Race timer (minutes) |
$7E00C1 | 1 byte | Timer | Race timer (seconds) |
$7E00C2 | 1 byte | Timer | Race timer (centiseconds) |
$7E00C3 | 1 byte | Misc. | Race finish state. Format: lefcr??h l = Race lost; e = Exploded; f = Race finished, follows AI car based on finish rank; c = Camera follows AI car indefinitely; ? = Unknown (possibly unused); h = Horizon moves according to camera's X position, not facing |
$7E00C4 | 1 byte | Empty | Empty. Cleared on reset |
$7E00C5 | 1 byte | Angle8 | Facing of the player's current checkpoint |
$7E00C6 | 1 byte | Empty | Empty. Cleared on reset |
$7E00C7 | 1 byte | Misc. | Player surface flags. Format: irlp---- i = Ice; R = Right-push tile; L = Left-push tile; p = Pit area; - = Unused |
$7E00C8 | 1 byte | Misc. | Player's invincibility frames |
$7E00C9 | 2 byte | Misc. | Player's machine power. The game actually allows this value to be a negative number, which is very odd |
$7E00CB | 1 byte | Empty | Empty. Cleared on course load |
$7E00CC | 1 byte | Timer | How many frames until the spaceship starts to go away. Set to #$10 while on pit areas. Decrements every frame when outside pit areas. When this value is zero, $7E00F3 starts to decrement |
$7E00CD | 1 byte | Timer | A general purpose timer. Used in a multitude of situations |
$7E00CE | 1 byte | Misc. | Has four purposes:
|
$7E00CF | 1 byte | Timer | Timer for the player explosion animation. Starts at #$00 and increments every frame until #$30. Used to play effects like flashing colors and etc. |
$7E00D0 | 1 byte | Misc. | Directly related to the "malfunction effect" animation timer ($7E0F3C.) Increments every frame until reaching a certain value when executing the animation (still not fully understood) |
$7E00D1 | 1 byte | Misc. | 16-bit indexer for player data. This is actually the value from $7E0052, multiplied by two |
$7E00D2 | 1 byte | Misc. | Stored to $7E040C. Determines whether to show one or two digits for the current rank. #$00 = Two digits; #$0F = One digit |
$7E00D3 | 2 bytes | Empty | Empty. Cleared on reset |
$7E00D5 | 2 bytes | Misc. | Player turning stage. Increases when turning left, decreases when turning right. Zero means not turning. When turning left: |
$7E00D7 | 2 bytes | Misc. | Related to turning stage ($7E00D5) incrementing (if turning left) and decrementing (if turning right) somehow. Still need to investigate it. |
$7E00D9 | 1 byte | Misc. | Related to grip/sliding? #$01 = Gaining almost-instantaneous grip (from blast turning or soft landing.) |
$7E00DA | 1 byte | Counter | Counts up from #$00 to #$14 while the player is midair, after the hitting a jump plate. The first byte of the acceleration table is used if the player is midair and this address is between #$04 and #$13 (inclusive). |
$7E00DB | 1 byte | Misc. | Index to the table with minimum ground distances ($009B7E). Counts up from #$00 to #$06 while the player is accelerating, after starting to accelerate. Used to make the player's car move upwards a bit when starting to accelerate. |
$7E00DC | 1 byte | Misc. | Player's car minimum distance from ground. This value is set to #$00 while not accelerating. |
$7E00DD | 1 byte | Misc. | Current player steer animation: #$00 to #$04 = Left steering (#$00 is full left steer, #$04 is left steer step 1); |
$7E00DE | 1 byte | Misc. | Related to $7E00DD in an unknown way, but also specifies the jumping animation: #$80 = Jumping animation. |
$7E00DF | 1 byte | Misc. | Current sharp cornering ground sparks animation: #$01 through #$0A = full animation cycle for the sparking (from the left side); |
$7E00E0 | 1 byte | Misc. | Player's sprite animation (overrides $7E00DD) #$80 through #$89 = Being damaged (collision/guardrails); |
$7E00E1 | 1 byte | Misc. | Player's thruster fire animation delay. If MSB is set, its brightness ($7E00E2) is reset to #$00. This value is #$00 while not accelerating |
$7E00E2 | 1 byte | Misc. | Player's thruster fire brightness. #$00 = Darkest; #$5D = Brightest. |
$7E00E3 | 1 byte | Misc. | Player's thruster fire animation frame. #$00 = None; #$01 = Big; #$02 = Medium; #$03 = Small. |
$7E00E4 | 1 byte | Timer | Player's thruster fire animation timer. |
$7E00E5 | 1 byte | Misc. | Player's thruster fire Y position (relative to player's car) |
$7E00E6 | 2 byte | Pointer | Pointer to the routine that draws the player's thruster fire. |
$7E00E8 | 1 byte | Timer | Guardrail flash timer. Set to #$08 when the player drives over a guardrail (if the value was previously #$00). |
$7E00E9 | 1 byte | Misc. | Used to play guardrail damage and rough landing effects. Also flashes the player's car black. Decrements every frame. When the low nibble is zero, this value is set to #$00. |
$7E00EA | 1 byte | Empty | Empty. Cleared on course load |
$7E00EB | 1 byte | Misc. | Y position of the first spaceship "light beam". Initialized to #$00 when it's first displayed. Increases by #$10 every frame until it reaches #$B0, where it resets to #$00 again. |
$7E00EC | 1 byte | Misc. | Y position of the second spaceship "light beam". Initialized to #$50 when it's first displayed. Increases by #$10 every frame until it reaches #$B0, where it resets to #$00 again. |
$7E00ED | 1 byte | Misc. | Related to the color of the player's thrusters. Needs research. |
$7E00EE | 1 byte | Empty | Empty. Cleared on course load |
$7E00EF | 1 byte | Misc. | Base offset to the turn speed table ($02C9AB) for the player's machine. Loaded directly from the $00FA79 table |
$7E00F0 | 1 or 2 bytes | Misc. | Has three purposes:
|
$7E00F1 | 1 byte | Misc. | Car selection screen transition. #$00 = None; #$01 = Windowing fade in; Other = Windowing fade out. |
$7E00F2 | 1 byte | Misc. | Has two purposes: In the records menu, it acts as the current selected option:
In a race, this value is set to the track index of the first track in the cup:
|
$7E00F3 | 1 byte | Misc. | How much of the spaceship is currently on screen. Counts up from #$00 to #$23 while in a pit area tile. |
$7E00F4 | 1 byte | Empty | Empty. Cleared on course load |
$7E00F5 | 1 byte | Timer | Road flash timer. Set to #$09 when the player hits a wall (if the value was previously #$00). |
$7E00F6 | 1 byte | Misc. | Unused, but for some reason it's reset to #$00 when unpausing the game. |
$7E00F7 | 1 byte | Empty | Empty. Cleared on course load |
$7E00F8 | 2 or 3 bytes | Misc. | Has multiple purposes:
|
$7E00FA | 2 bytes | Misc. | Used in SRAM-related code as an index to the SRAM buffer. (Note that during a pre-recorded race, this value is the bank from the pointer at $7E00F8.) |
$7E00FC | 1 byte | Misc. | Current lap number being checked for new fastest lap record. |
$7E00FD | 1 byte | Empty. | Empty. Cleared on course load and when unpausing the game. |
$7E00FE | 2 bytes | Pointer | Used as a temporary 16-bit pointer in $0086DF and $00AE19. |
This is still a work-in-progress! Descriptions will be made clearer as time goes on.
$7E0100 and onwards
Address | Length | Type | Description |
---|---|---|---|
$7E0100 | 256 bytes | Stack | Reserved for stack. Hacks can probably use $7E0100-$7E0180 safely as free RAM. |
$7E0200 | 512 bytes | OAM | OAM buffer. 4 bytes per sprite, in the same format as expected by the PPU: X position, Y position, tile, attributes |
$7E0400 | 32 bytes | OAM | OAM "hi-table" buffer. 2 bits per sprite, in the same format as expected by the PPU. |
$7E0420 | 64 bytes | Misc. | DMA queue #1, controlled by $7E009F. This one is a bit complicated, I'll fill up this description later. |
$7E0460 | 32 bytes | Empty | Potentially empty. Cleared on reset |
$7E0480 | 128 bytes | Misc. | General purpose buffer. |
$7E0500 | 512 bytes | CGRAM | CGRAM buffer. |
$7E0700 | 256 bytes | CGRAM | Original OBJ colors. Used to revert to original colors after $7E0800 is used. |
$7E0800 | 256 bytes | CGRAM | Alternate OBJ colors. Used for color effects on sprites, such as player flashing black. |
$7E0900 | 96 bytes | CGRAM | Contains both original and alternate colors for BG. |
$7E0960 | 3*6 bytes | Misc. | Race lap times/splits. 6 Entries in total (3 bytes each, same format as $7E00C0-$7E00C2). The last entry is the total race time. Only calculated after the race ends. |
$7E0972 | 1 byte | Misc. | Race number character to be printed on screen for the GP end results text |
$7E0973 | 1 byte | Timer | Text wait timer (GP end results, Credits and Master difficulty ending) |
$7E0974 | 1 byte | Misc. | During the GP end results:
During the Credits screen:
During the Master difficulty ending:
|
$7E0975 | 1 byte | Misc. | During the GP end results:
During the Master difficuilty ending:
|
$7E0976 | 1 byte | Misc. | OAM attributes for text printing (GP end results and Master difficulty ending) |
$7E0977 | 1 byte | Misc. | Text X position (GP end results, Credits and Master difficulty ending) |
$7E0978 | 1 byte | Misc. | Text Y position (GP end results and Master difficulty ending) |
$7E0979 | 1 byte | Empty | Empty. Cleared on reset |
$7E097A | 3 bytes | Misc. | Currently displayed score, in BCD. Counts up until reaching the value at $7E097D. High byte seems to be ignored (is this even a 3-byte value?) |
$7E097D | 3 bytes | Misc. | Current score, in BCD. High byte seems to be ignored (is this even a 3-byte value?) |
$7E0980 | 128 bytes | Empty | Most likely empty. Cleared on reset |
$7E0A00 | 128 bytes | Tilemap | Race BG3 HUD tilemap. |
This is still a work-in-progress! More will be added later, and descriptions will be made clearer as time goes on.