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VRAM Maps
BrunoValads edited this page Feb 7, 2018
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Yoshi's Island VRAM layout depends on the scene. Graphics are copied in on scene loading, and the tables beginning at $00AD6D are used to govern what gets loaded in where, at least initially. This static loading during scene init is the bulk of what's in VRAM at any given time, and most of it never changes during a given scene. There are however some dynamically changing parts of VRAM and some exceptions to the rule.
VRAM word address | Size (words, hex) | Description | Compression |
---|---|---|---|
$0000 | $0400 | BG1 Tileset Slot $F0 | LC_LZ1 |
$0800 | $0400 | BG1 Tileset Slot $F1 | LC_LZ1 |
$1200 | $0200 | File $12 (gradient?) | LC_LZ16 |
$1500 | $0300 | File $76 (global junk)& | LC_LZ16 |
$1800 | $0800 | BG2 Tileset Slot $F3 | LC_LZ16 |
$2000 | $0800 | BG2 Tileset Slot $F4 | LC_LZ16 |
$2800 | $0400 | BG3 Tileset Slot $F5 | LC_LZ1 |
$2C00 | $0400 | BG3 Tileset Slot $F6 | LC_LZ1 |
$3400 | $0400 | BG3 Tilemap | None |
$3800 | $0800 | BG2 Tilemap | None |
$4000 | $1000 | File $72 (global sprites) | LC_LZ16 |
$5000 | $0200 | Spriteset Slot $F7 | LC_LZ16 |
$5200 | $0200 | Spriteset Slot $F8 | LC_LZ16 |
$5400 | $0200 | Spriteset Slot $F9 | LC_LZ16 |
$5600 | $0200 | Spriteset Slot $FA | LC_LZ16 |
$5800 | $0200 | Spriteset Slot $FB | LC_LZ16 |
$5A00 | $0200 | Spriteset Slot $FC | LC_LZ16 |
$6000 | $0400 | File $4F (number fonts) | LC_LZ1 |
$6800 | $0400 | BG1 Tilemap, left screen | None |
$6C00 | $0400 | BG1 Tilemap, right screen | None |
$7000 | $0400 | BG1 Tileset Slot $F2 | LC_LZ1 |
$7800 | $0800 | File $19 (global objects) | LC_LZ16 |