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[5.2] Add RAM address map#408

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[5.2] Add RAM address map#408
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@initsu initsu commented Apr 18, 2026

Update: Added some more addresses and cleaned up a bit. I think this can be merged into the 5.2 branch when we start on that.

@initsu initsu added this to the 5.2 milestone Apr 18, 2026
@initsu initsu changed the title [5.2] Add RAM address map (WIP) [5.2] Add RAM address map Apr 19, 2026
@initsu initsu marked this pull request as ready for review April 19, 2026 00:10
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Gonna make a 5.2 branch once we push out 5.1.2, just seems like a rational place to start.

Comment thread RandomizerCore/Asm/ram.inc Outdated
zp_16 = $16
LinkStanding = $17 ; 0 = Link in ducked shield position, 1 = Link standing
DarkLinkStanding = $18 ; 0 = Dark Link ducking, 1 = Dark Link standing
DrawLink = $19 ; [SS] 0 = Invisible, 1 = Normal, 2-FF = Fall in hole - [File Select] Cursor position
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This is the object Y hi position where 1 is the "playfield" y position, hence why 0 is off the top of the screen and 2 is "fall in hole" since its below the screen

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(This also applies to the next 6 bytes in RAM as well as they are the enemy Y Hi positions)

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I see. That makes me wonder if this code from FullItemShuffle.s is correct:

    lda $20,x ; enemy y hi
    sta $20,y
    lda $2a,x ; enemy y lo
    sta $2a,y
    lda $3c,x ; enemy x hi
    sta $3c,y
    lda $4e,x ; enemy x lo
    sta $4e,y

$20,x is named "EnemyCondition" in the disasm (whatever that means)
$1a,x would be EnemyYHi

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3 participants