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  • RAM
  • Battery-Backed RAM

RAM

0000 GP_00 usually used as a two-byte pointer for indirection
0001 GP_01
0002 GP_02 often used as a two-byte counter
0003 GP_03
0004 0004
0005 0005
0006 0006
0007 0007
0008 0008
0009 0009
000A 000A
000B 000B
000C 000C
000D 000D
000E 000E
000F 000F
0010 0010
0011 0011
0012 0012
0013 0013
0014 0014
0015 0015
0016 0016
0017 0017
0018 0018
0019 0019
001A 001A
001B 001B
001C 001C
001D 001D
001E 001E
001F 001F
0020 0020
0021 0021
0022 0022
0023 0023
0024 0024
0025 0025
0026 0026
0027 0027
0028 0028
0029 0029
002A 002A
002B 002B
002C 002C
002D 002D
002E 002E
002F 002F
0030 0030
0031 0031
0032 0032
0033 0033
0034 0034
0036 0036
0038 0038
0039 0039
003B 003B
003C 003C
003D 003D
003E 003E
003F 003F
0040 0040
0041 0041
0042 0042
0045 0045
0046 0046
0047 0047
0048 0048
004A 004A
004B 004B
004C 004C
004D 004D
004E 004E
0050 0050
0051 0051
0052 0052
0053 0053
0054 0054
0055 0055
0056 0056
0057 0057
0058 0058
0059 0059
005A 005A
005B 005B
005C !FlipFlag non zero to cause interrupt to flip name tables
005D 005D
005E 005E
005F 005F
0060 0060
0061 0061
0062 0062
0063 0063
0064 0064
0065 0065
0066 SND_PtrA pointer to current music
0067 SND_PtrB pointer to current music
0068 0068
0069 0069
006A SND_Sq1Fine current value of square 1 fine
006B SND_Sq2Fine current value of square 2 fine
006C 006C
006D SND_MusEffBell music effect bell-curve envelope counter
006E SND_MusEffRel music effect count reload
006F SND_MusEffCnt music effect current count
0070 0070
0071 0071
0072 0072
0073 0073
0074 0074
0075 0075
0076 0076
0077 0077
007B 007B
007C 007C
007D 007D
007F 007F
0080 0080
0081 0081
0082 0082
0083 0083
0084 0084
0085 0085
0086 0086
0087 0087
0089 0089
008A 008A
008B 008B
008C 008C
008F 008F
0090 0090
0091 0091
0092 0092
0093 0093
0095 0095
0096 0096
0097 0097
0098 0098
0099 0099
009A 009A
009B 009B
009C 009C
009D 009D
009E 009E
00A0 00A0
00A1 00A1
00A2 00A2
00A3 00A3
00A4 00A4
00A5 00A5
00A6 00A6
00A7 00A7
00A8 00A8
00A9 00A9
00AB 00AB
00AC 00AC
00AD 00AD
00AE 00AE
00B1 00B1
00B2 00B2
00B4 00B4
00B5 00B5
00B6 00B6
00B7 00B7
00B9 00B9
00BA 00BA
00BC 00BC
00BD 00BD
00BE 00BE
00BF 00BF
00C0 00C0
00C1 00C1
00C2 00C2
00C3 00C3
00C4 00C4
00C5 00C5
00C6 00C6
00C7 00C7
00C8 00C8
00C9 00C9
00CA 00CA
00CC 00CC
00CE 00CE
00CF 00CF
00D0 00D0
00D1 00D1
00D3 00D3
00D4 00D4
00D6 00D6
00D8 00D8
00D9 00D9
00DA 00DA
00DB 00DB
00DE 00DE
00DF 00DF
00E0 ??SND_E0?? ?? Set to non-0 to ?? <0:9825
00E1 00E1
00E2 00E2
00E3 00E3
00E4 00E4
00E5 00E5
00E6 00E6
00E7 00E7
00E8 00E8
00E9 00E9
00EA 00EA
00EB 00EB
00EC 00EC
00ED 00ED
00EE 00EE
00EF 00EF
00F0 00F0
00F3 00F3
00F4 ??!BatRamInit?? ??set to 1 when bat-ram has been inited??
00F5 TileFlagA set to 5A when scrolling text tiles have been written to VRAM
00F6 TileFlagB set to 5A when splash tiles have been written to VRAM
00F7 00F7
00F8 00F8
00F9 00F9
00FA 00FA
00FB 00FB
00FC CUR_VScroll current contents of PPU 2005.2nd
00FD CUR_HScroll current contents of PPU 2005.1st
00FE CUR_2001 current contents of PPU 2001 (a write-only register)
00FF CUR_2000 current contents of PPU 2000 (a write-only register)
0100 0100
010C 010C
010E 010E
010F 010F
0137 0137
0167 0167
0182 0182
01A3 01A3
01A8 01A8
01C8 01C8
01CE 01CE
01FF 01FF
0200 0200
0201 0201
0202 0202
0204 0204
0207 0207
0208 0208
020B 020B
021C 021C
021D 021D
021E 021E
021F 021F
0220 0220
0221 0221
0222 0222
0223 0223
0240 0240
0244 0244
0248 0248
0249 0249
024A 024A
024B 024B
024C 024C
024D 024D
024E 024E
024F 024F
0250 0250
0251 0251
0252 0252
0253 0253
0254 0254
0258 0258
0285 0285
0286 0286
02A3 02A3
02A4 02A4
02A5 02A5
02A6 02A6
0300 0300
0301 0301
0302 0302
0303 0303
0304 0304
0305 !BckGndBuf 32 holds a background treasure info being built
0306 0306
0307 0307
0308 0308
0314 0314
0315 0315
0316 0316
0317 0317
0321 0321
0325 0325
0326 0326
0327 0327
0328 0328
0329 0329
032C 032C
032F 032F
0330 0330
033F 033F
0340 0340
0341 0341
0342 0342
0343 0343
0344 0344
0346 0346
0347 0347
0348 0348
0349 0349
034A 034A
034B 034B
034C 034C
034D 034D
034E 034E
034F 034F
0350 0350
0351 0351
0352 0352
0354 0354
0356 0356
035A 035A
035F 035F
0364 0364
0365 0365
036C 036C
0381 0381
0382 0382
0383 0383
0384 0384
0385 0385
0386 0386
038A 038A
0394 0394
0396 0396
0397 0397
03A5 03A5
03A8 03A8
03A9 03A9
03AA 03AA
03AC 03AC
03AE 03AE
03BC 03BC
03C3 03C3
03C4 03C4
03D0 03D0
03E4 03E4
03F8 03F8
03FF 03FF
0400 0400
0405 0405
0406 0406
040A 040A
0412 0412
0413 0413
0414 0414
0415 0415
0416 0416
0417 0417
0418 0418
0419 0419
041A !SeqCount running count within a splash function
041B 041B
041C 041C
041D 041D
041F 041F
0420 0420
0421 0421
0422 0422
0423 0423
0424 0424
0425 0425
0426 0426
0427 0427
0428 0428
0429 0429
042A 042A
042C !SplashMode 0 if on splash LOGO, not-0 if on splash treasure-info
042D !SplashSeq Sequence function of splash (lookup for function in tables)
042E 042E
042F 042F
0430 0430
0431 0431
0432 0432
0436 0436
0437 0437
0438 0438
0445 0445
0448 0448
0449 0449
044A 044A
045F 045F
0464 0464
046C 046C
046F 046F
0470 0470
0471 0471
0479 0479
0483 0483
0484 0484
0486 0486
0495 0495
049E 049E
04A3 04A3
04A4 04A4
04C0 04C0
04C3 04C3
04C4 04C4
04CC 04CC
04CD 04CD
04CE 04CE
04CF 04CF
04D1 04D1
04D7 04D7
04D8 04D8
04D9 04D9
04DA 04DA
04DB 04DB
04DC 04DC
04DD 04DD
04DE 04DE
04E4 04E4
04E5 04E5
04E6 04E6
04E7 04E7
04F0 04F0
04F5 04F5
0504 0504
0505 0505
0506 0506
0507 0507
0508 0508
0509 0509
050A 050A
050B 050B
050C 050C
050D 050D
050E 050E
050F 050F
0510 0510
0511 0511
0512 0512
0513 0513
0514 0514
0515 0515
0519 0519
051A 051A
051B 051B
051C 051C
051D !SetCount used as a "set count" to count multiple vram copy sets by 2:8012
051E 051E
051F 051F
0521 0521
0522 0522
0523 0523
0524 0524
0525 0525
0526 0526
0527 0527
0528 0528
0529 0529
052A 052A
052B 052B
052C 052C
052D 052D
052E 052E
052F 052F
0583 0583
0584 0584
05A3 05A3
05F0 SND_TriFine current value of triangle fine
05F1 05F1
05F2 05F2
05F3 05F3
05F4 05F4
05F5 SND_DrumRep ?? point to start of drum track for repeat
05F6 05F6
0600 SND_ReqMusic Request song
0601 ??SND_601?? ?? something to do with sound
0602 SND_ReqMusEff Music effect request (long music continues to play)
0603 ??SND_603?? ?? something to do with sound
0604 SND_Request Sound effect request (near-death-beep will not preempt another sound). Set upper bit to suspend sounds.
0605 SND_CurEffect current playing sound effect
0606 0606
0607 SND_CurMusEff current playing music effect
0608 SND_DMod1 parameter in delta-mod effect
0609 SND_CurSong current playing song
060A SND_SongPC_A offset within current song for voice A
060B SND_SongPC_B offset within current song for voice B
060C SND_SongPC_C offset within current song for voice C
060D SND_SongPC_D offset within current song for voice D
060E 060E
060F 060F
0610 SND_LenReload music event timer reload
0611 SND_Timer music event timer
0612 0612
0613 0613
0614 0614
0615 0615
0616 0616
0617 0617
0618 SND_MusEffDel script pointer for music effect
0619 0619
061A 061A
061B 061B
061C 061C
061D 061D
061E 061E
061F 061F
0620 0620
0627 0627
0636 0636
0637 0637
064E 064E
0656 0656 Current Item assigned to "B" button (0 = boomerang, 1 = bombs, 2 = bow/arrow, etc.)
0657 0657 Sword type (0 = none, 1 = wood, 2 = white, 3 = Master)
0658 0658 Bombs
0659 0659 Arrow Type (0 = Haven't bought Arrow, 1 = Wood arrow, 2 = Silver arrow)
065A 065A Bow (0 = No, 1 = Yes)
065B 065B Candle (0 = No candle, 1 = Blue, 2 = Red)
065B 065B Flute (0 = No, 1 = Yes)
065D 065D Bait (0 = No, 1 = Yes)
065E 065E Potion (0 = No potion, 1 = Blue, 2 = Red)
065F 065F Wand (0 = No, 1 = Yes)
0660 0660 Raft (0 = No, 1 = Yes)
0661 0661 Magic Book (0 = No, 1 = Yes)
0662 0662 Ring (0 = No Ring, 1 = Blue Ring, 2 = Red Ring)
0663 0663 Ladder (0 = No, 1 = Yes)
0664 0664 Magic Key (0 = No, 1 = Yes)
0665 0665 Power Bracelet (0 = No, 1 = Yes)
0666 0666
066C 066C
066D 066D Rupees (0 to 255)
066E 066E
066F 066F
0670 0670
0671 0671
0672 0672
0675 0675
0676 0676
067C 067C
067D 067D
067E 067E
0683 0683
06C3 06C3
06F0 06F0
06FF 06FF
0700 0700
0737 0737
0742 0742
077F 077F

Battery-Backed RAM

6530-7FFF cleared on startup if BBR is not valid

6001 MARK_A must be 5A for ram to be valid
6057 6057
60F0 60F0
6204 6204
6215 6215
62DF 62DF
630D 630D
631B 631B
652A Q_SG1 ?? save-game 1 flag? set to FF if BBR is not valid
652B Q_SG2 ?? save-game 2 flag? set to FF if BBR is not valid
652C Q_SQ3 ?? save-game 3 flag? set to FF if BBR is not valid
662A 662A
6810 6810
6825 6825
6827 6827
6828 6828
683C 683C
68BA 68BA
68F2 68F2
6900 6900
6972 6972
69AA 69AA
69E8 69E8
6A09 6A09
6A0E 6A0E
6A36 6A36
6A3A 6A3A
6A4C 6A4C
6A6A 6A6A
6A6E 6A6E
6A72 6A72
6B20 6B20
6B3A 6B3A
6B72 6B72
6B92 6B92
6BA6 6BA6
6BAB 6BAB
6BAC 6BAC
6BAD 6BAD
6BAE 6BAE
6BAF 6BAF
6BB0 6BB0
6BB1 6BB1
6BBC 6BBC
6C90 6C90
6CC0 6CC0
6D00 6D00
6D46 6D46
6D50 6D50
6D55 6D55
6D64 6D64
6D75 6D75
6D7C 6D7C
6D80 6D80
6D95 6D95
6D96 6D96
6D9A 6D9A
6D9B 6D9B
6DB7 6DB7
6DF1 6DF1
6E10 6E10
6E1D 6E1D
6E36 6E36
6E39 6E39
6E40 6E40
6E46 6E46
6E55 6E55
6E6E 6E6E
6E79 6E79
6EE9 6EE9
6EED 6EED
6EFB 6EFB
6F29 6F29
6F73 6F73
6FB6 6FB6
6FB8 6FB8
6FC1 6FC1
6FE8 6FE8
7013 7013
701F 701F
7021 7021
7027 7027
704A 704A
706F 706F
7080 7080
70AB 70AB
70C3 70C3
70DD 70DD
7114 7114
7116 7116
711B 711B
711F 711F
713C 713C
714F 714F
718A 718A
718C 718C
71A5 71A5
71BB 71BB
71DB 71DB
71DE 71DE
71ED 71ED
7240 7240
7248 7248
7259 7259
7274 7274
7276 7276
7280 7280
7282 7282
728C 728C
728E 728E
7298 7298
730C 730C
7314 7314
7328 7328
733F 733F
7370 7370
7377 7377
73B5 73B5
746C 746C
74A3 74A3
74AC 74AC
74AD 74AD
74B7 74B7
7512 7512
752F 752F
7549 7549
7570 7570
76DE 76DE
77A8 77A8
77D4 77D4
77DB 77DB
77DF 77DF
77E6 77E6
77E7 77E7
7804 7804
784E 784E
7868 7868
7885 7885
78B2 78B2
790C 790C
7915 7915
792C 792C
7979 7979
7986 7986
7988 7988
798D 798D
7991 7991
79A5 79A5
79AF 79AF
79BA 79BA
79C8 79C8
79CA 79CA
79D0 79D0
7A2D 7A2D
7A82 7A82
7AA7 7AA7
7AC5 7AC5
7B4F 7B4F
7B7B 7B7B
7BC2 7BC2
7BDD 7BDD
7BE2 7BE2
7BED 7BED
7BF4 7BF4
7C16 7C16
7C54 7C54
7C96 7C96
7C9D 7C9D
7CDC 7CDC
7CFF 7CFF
7D29 7D29
7D53 7D53
7D5F 7D5F
7D86 7D86
7DAA 7DAA
7DC5 7DC5
7DCB 7DCB
7DD1 7DD1
7DF8 7DF8
7DFB 7DFB
7DFF 7DFF
7E26 7E26
7FC7 7FC7
7FE4 7FE4
7FFF MARK_B must be 5A for ram to be valid