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ram-map.txt
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ram-map.txt
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79 ;are used to draw the Overworld tiles? offset in the Name Table(s) for Overworld redrawing.
7A ;are used to draw the Overworld tiles? offset in the Name Table(s) for Overworld redrawing.
754 ;in_elevator (boolean)
A7 ;collision bits for Link - 0000ABLR (above,below,left,right)
479 ;jumping_state (2=going up, 1=coming down, 0=not jumping)
3E6 ;gravity_counter (each time it overflows, vspeed += 1)
57D ;vspeed (Link's vertical velocity, negative is up.)
29 ;y_pos (Link's y position in sideview)
400 ;sword_slash_frame (animation frame)
497 ;crouch_timer (timer for Link crouching after landing)
70 ;hspeed (Link's horizontal velocity)
D0 ;jump_spell_on (0=off, 1=on)
19 ;fall_or_invisible (0=invisible, 1=normal, 2~FF=fall in hole)
A7,x ;collision bits for Link - 0000ABLR (above,below,left,right)
479,x ;jumping_state (2=going up, 1=coming down, 0=not jumping)
3E6,x ;gravity_counter (each time it overflows, vspeed += 1)
57D,x ;vspeed (Link's vertical velocity, negative is up.)
29,x ;y_pos (Link's y position in sideview)
400,x ;sword_slash_frame (animation frame)
497,x ;crouch_timer (timer for Link crouching after landing)
70,x ;hspeed (Link's horizontal velocity)
19,x ;fall_or_invisible (0=invisible, 1=normal, 2~FF=fall in hole)
69C4 ;STOP_SCROLLING_LEFT_AT_THIS_MAP_PAGE
69C7 ;STOP_SCROLLING_RIGHT_AT_THIS_MAP_PAGE
53E,Y ;temp area used to copy from to generate the ppu macro for the spell menu
53E ;temp area used to copy from to generate the ppu macro for the spell menu
301 ;ppu number of bytes following (counts both instructions and tile data values)
08 ;used as table index for overworld demon spawning (calculated by rng)
18 ;dark link: $18 0=duck,1=stand
54 ;projectile x 54,55,56,57,58,59 54,y ? only 56,59confirmed
42 ;projectile x*255 42,43,44,45,46,47 42,y ? read from code
30 ;projectile y 30,31,32,33,34,35 30,y
66 ;facing dir 66,67,68,69,6A,6B 66,Y
77 ;projectile speed 77,78,79,7A,7B,7C 77,Y
87 ;projectile ID 87,88,89,8A,8B,8C 87,Y
6B ;projectile color? 6B
48e ;used to store item number used in the future 48e,48f,490,491,492,493 0=no item, >0=itemID
40e ;flash sprite ? 40e,40f,410,411,412,413
57e ;y velocity 57e,57f,580,581,582,583 57d=link
57D ; Link's Y Velocity
57E,X ; Enemy Y Velocity
584,X ; Projectile Y Velocity
71 ;mon x velocity 71,72,73,74,75,76
1a ;draw sprite ? 1a,1b,1c,1d,1e,1f
2a ;monster y 2a,2b,2c,2d,2e,2f
3c ;monster x*255 3c,3d,3e,3f,40,41
4e ;monster x 4e,4f,50,51,52,53
60 ;monster facing dir 60,61,62,63,64,65
a8 ;monster ai or state a8,a9,aa,ab,ac,ad or should this be A7,X
bc ;monster sram pointer? bc,bd,be,bf,c0,c1 LDY bc,x ; then LDA ($D6),Y if bit7 is set it means monster killed?
b6 ;monster exists b6,b7,b8,b9,ba,bb exists:0=no,1=yes,2=kill/give exp
c2 ;monster monHP c2,c3,c4,c5,c6,c7
a1 ;monster monID a1,a2,a3,a4,a5,a6 1=item,?15=teacher(when combined with something else)
af ;monster itemID/ai? af,b0,b1,b2,b3,b4
FA1 ; Player name value #1
FA2 ; Player name value #2
FA3 ; Player name value #3
FA4 ; Player name value #4
FA5 ; Player name value #5
FA6 ; Player name value #6
FA7 ; Player name value #7
FA8 ; Player name value #8
5EB ; Experience an enemy takes away
DE ;prevent movement/actions, occur when a chat is occuring
CC ; Link's X Position on Screen
479 ; Link is in mid-air ? (1 = mid-air, 0 = on ground)
7D ;number of pixels to move? automove? on overworld, only partially, causes bug
076F ; Magic State, $08 (bit3) is fairy is on
17 ; Link's Shield Position
4D ;link X pos SideScroll
29 ;link Y pos SideScroll
3B ;link Pagepos SideScroll
72A ;link Pagepos SideScroll
9F ;link facedir SideScroll
562 ;link facedir OverWorld
75C ;start this map page
B8 ;? makes link hold up the last ? item he got
b9 ;? makes link hold up the last ? item he got
26 ; Movement Tally - Increases as you walk in overworld. ; Shooting Star presence in Intro
36 ; Sword Projectile Y On Screen
73 ; Overworld Y
74 ; Overworld X
80 ; Controller 1 Last Poll
86 ; Overworld random monster type (00 - None, 01 - Small, 02 - Big, )
87 ; Overworld random monster type (00 - None, 01 - Small, 02 - Big, )
88 ; Overworld random monster type (00 - None, 01 - Small, 02 - Big, )
89 ; Overworld random monster type (00 - None, 01 - Small, 02 - Big, )
8D ; Projectile Flag (00 - Inactive, 01 - Active, F2-FF - Disintegrating)
CC ; Player X On Screen
C7 ; Boss Hit Points (00-20)
CF ; Sword Projectile X On Screen
1F0 ; Sprite Memory
2FF ; Sprite Memory
301 ; Used when writing text to screen
302 ; Used when writing text to screen
303 ; Letter position when writing to screen
304 ; Text memory offset?
305 ; Empty Row Space Character
306 ; Letter Written to Screen
307 ; Text memory offset?
489 ; Text Column
48A ; Text Row
48B ; Conversation Pointer
50A ; Attack Delays
518 ; Invulnerable Timeout (01-02 - Blinking, 03+ - Not Blinking)
562 ; Controller 1 Last Poll
564 ; Magic Points - Display
565 ; Hit Points - Display
57D ; Player Y Delta
5CA ; Sword Projectile Timeout
606 ; P Bag North of Swamp Taken (FF - No, FB - Yes)
610 ; Trophy Taken Flag (FF - No, F7 - Yes)
613 ; Container Heart South of Palace 1 Taken Flag (FF - No, DF - Yes)
616 ; Magic Potion South of Zelda's Palace Taken Flag (FF - No, FF - Yes)
680 ; Palace 1 Key 1 Taken Flag (FB - No, FA - Yes)
681 ; Palace 1 Key 2,3 Taken Flag (FF - No, F7 - Yes)
684 ; Candle Taken Flag (BD - No, 3D - Yes)
686 ; Palace 1 Key 4 Taken Flag (BF - No, BB - Yes)
700 ; Lives
726 ; Dialog Box Drawing Flag (00-01) Toggles while a dialog box is being drawn.
741 ; Controller 1 Input
742 ; Controller 1 Input
743 ; Controller 1 Input
744 ; Controller 1 Input
74C ; Dialog Type (00 - None, 01 - Level Up, 02 - Talking)
766 ; Dialog Flag (00-01) wait for B button press
773 ; Magic Points
774 ; Hit Points
775 ; Experience x256
776 ; Experience x1
777 ; Attack Level
778 ; Magic Level
779 ; Life Level
793 ; Keys (00-09)
798 ; Trophy In Inventory (10 - Yes)
7DD ; Dialog Counter
FE ;does interesting effects when changed, perhaps involves palette?
5DF ; count of easy monster killed for item drop
5E0 ; count of hard monster killed for item drop
704 ; 0=start bottom of screen, 1=start at top of screen ; elevator
706 ; overworld index (0=west hyrule, 1=death mtn/maze island, 2=east hyrule)
707 ; "world" (0=caves, enemy encounters...; 1=west hyrule towns; 2=east hyrule towns; 3=palace 1,2,5 ; 4=palace 3,4,6 ; 5=great palace)
736 ; Game Mode ; screen intro type
748 ; area location index (the index of the spot on the overworld that pulled you into the sideview) ; Overworld Area out of Side View
75C ; start this many 'pages' into the scene 0 1 2 3 ;4 = middle? ; Position code when entering area (0-3) (can be 4)
760 ; I don't know... freezing it doesn't affect anything anywhere but it's in the code so... yeah
561 ; scene layout index (doesn't affect location) ; Area Code
76C ; begin a special routine. Changing this value has the most 'automation' ;(00=restart from zelda's castle with 3 lives, 01=no routine, 02=die, 03=wake up zelda, 04=roll credits, 06=show the lives then restart the scene)
10 ; used as monster x register ;draw boss hp bar
12 ; Frame Counter (ascending)
13 ; Fairy state (0 = Not in Fairy state) faery, flip from 8=faery,0=link (set $076F to 0, then set $13 to 0) setting 76F to ff, changes 76F to 3B which prevents changing $13 from 8 to 0
14
17 ; Link's Shield Position (0 = Link ducked)
19 ; Position Code for Fairy Cursor (Selection Screen) (and) ;draw link's sprite =yes/no
1A ; Saved Game Presence in Slot (1 bit per slot) ?
1A,X
1B
1C
1D
1E ; Cursor position in Name Input Screen
1F
20,X ; Enemy Condition
27
28
29 ; Link's Y Position
2A,X ; Enemy Y Position
30,X ; Projectile Y Position
36,X ; Flying Blade/Flame Y Position
39
3B ; Link's X Position (high byte)
3C,X ; Enemy X Position (high byte)
42,X ; Projectile X Position (high byte)
48,X ; Flying Blade/Flame X Position (high byte)
4B
4D ; Link's X Position (low byte)
4E,X ; Enemy X Position (low byte)
54,X ; Projectile X Position (low byte)
5A,X ; Flying Blade/Flame X Position (low byte)
5D
5F ; Link's facing direction
60,X ; Enemy facing direction
66,X ; Projectile facing direction
6D,X
70 ; Link's X Velocity ; Player X Delta (E8-00, 00-18)
71,X ; Enemy X Velocity
73 ; Y Position on OW (square unit)
74 ; X Position on OW (square unit)
75 ; Y Position on OW (Link)
76 ; X Position on OW (Link)
77,X ; Projectile X Velocity
7D,X ; X Velocity of Flying Blade/Flame
$7D ;number of pixels to move? on overworld , automovement?
7E
7F
80 ; Current Animation Frame for Link (OW and SS) ;animation frame, powerful: can cause link to attack
81,X ; Current Animation Frame for Enemys
82,X ; Demon Type (1 = Weak, 2 = Strong, 3 = Fairy) (OW)
87,X ; Projectile Type
8D,X ; Flying Blade/Flame slot
90
91,X
97,X
9F ; Direction arrow pressed (1 = right, 2 = left)
9D,X
A0
A1,X ; Enemy Code
A8,X ; Enemy State
AE
AF,X ; Various enemy state variables
B5 ;2 will make link die in lava ;3 move right like when win game at dark link
B6 ;set to 10 will make link fall down
B6,X ; Generated Enemy Slot
BC,X ; Generated Enemy Y Position ?
C2,X ; Enemy Current HP
C8 ; go outside: set $c8 to 3
C9
CA
CB
CC ; Link's X Position on Screen
CD
CE
CF ; Flying Blade X Position
D0 ; Jump Spell modifier (1 = Jump spell active)
D1 ; Area Width (0-3)
D4
D5
D6
D7
D9 ; Thunder Spell modifier ?
DA
DB
DC
DD
DE ; Spell Spell modifier (1 = Spell spell active) (and more) ;set to 1 to prevent moving, 0 to allow??
DF ; Enemy Code (temporary storage, used for Ironknuckles in Bank 4)
E0 ; Music Part Offset
E1
E2
E3
E4
E5
E6 ; Music Note Pitch
E7 ; Music Note Pitch
E8 ; Music Note Pitch
E9
EA
EB ; Music
EC ; Sound Effects Type 1
ED ; Sound Effects Type 2
EE ; Sound Effects Type 3
EF ; Sound Effects Type 4
F5 ; Controller 1 Buttons Pressed
F6 ; Controller 2 Buttons Pressed
F7 ; Controller 1 Buttons Held
F8 ; Controller 2 Buttons Held
FC
FD
FE
FF ; Sprite Bank ?
----
10A
10B
10C ; Area Palette Group (Type of Area)
10C ; Area Ground Type (0-7)
10D ; Area Bottom Row Tile Code
10E
10F
112 ; Tile Code 0 for Object
200 ; Animation frame for Link's OW sprite (part 1)
201 ; Animation frame for Link's OW sprite (part 2)
280,X
281,X
282,X
283,X
284,X
285,X
286,X
287,X
2B1
2C0 ;write: 40 70 00 80 this creates a green square ; Y Tile properties X
301
302
325
362 ; PPU Macro Offset
363,X
364,X
365,X
366,X
367,X
368,X
369,X
36A,X
36B,X
36C,X
36D,X
3A4
3D6
3E6,X
400 ; Sword slash frame code
401,X
40E,X ; Enemy Hit State (0 = not in Hit State) ; causes flashing
414,X
41A,X ;break block by stab/stepon: ?exists/in-use
41F,X ;break block by stab/stepon: map page
424,X ;break block by stab/stepon: X
429,X ;break block by stab/stepon: y
42E,X
433,X ;break block by stab/stepon: ?addy (low)
438,X ;break block by stab/stepon: ?addy (high)
43E,X
444,X ; Enemy Vulnerability, for example: horsehead and helmethead have =2, which prevents hit-with-sword in body and feet, but not head
44A
44B
44C,X
452,X
458,X
45E,X
464,X
471,X
479 ; Link is in mid-air ? (1 = mid-air, 0 = on ground)
47E
480
484
486 ; Area "No Ceiling" flag
487
488
489 ; Letter X Position offset
48A ; Letter Y Position offset
48B ; Townfolk Slot used as X position for monster ID
48C
48D ; Related to Link's flicker after being hit ?
48E,X ; Dropped Item Code
494 ; INC $0494 TO KILL LINK
495 ; Link ducked ? (1 = ducked)
497 ; Timer for Link crouching after landing
49C ;hold item above head: timer
49D ;hold item above head: item id ; Related to Palace Item
49E
49F ; Related to Big Door
4A0,X
4B8
4D0,X ; Tile Codes to load in Overworld
4E8,X
500 ; Timer frequency ;?Invincibility after stun counter (counts down, nonzero = invincible)
501 ; Timer
502 ; Timer
503 ; Timer for moving left or right (when entering area)
504 ; Timer for Link graphic to change when walking (OW) ;Timer for Sword in middle swing (SS)
504,X ; Timer for Enemy
50A ; Timer related to Sword Slash
50B ; Timer
50C ; Timer for Link being in injured state
50E,X ; Timer for Overworld Demon
516 ; Timer for Overworld Sprites to appear and for each new set
518 ; Timer for Link being immune from attacks
51A
51B,X ; Randomizer
51C
524 ;menu control (and) ; OVERWORLD: set to 1 to pause (will change to 2) , set to 3 to unpause (will change to 0)
524 ; Routine Index
525 ; Routine Delay
526,X
53E,X ; Tiles for Dialog Box Rows
54C,X ; Tiles for Dialog Box Rows
551,X
55A,X
562 ; Link's facing direction in OW .... xxxx = up, down, left, right
563 ; Type of terrain Link is facing in OW
565
566 ; Delay between letters (town) text speed text delay
567 ; Related to Flute in Overworld TIMER: can't move on overworld while this occurs
568 ; Related to Flute in Overworld
569 ; Pointer to letter ; High
56A ; Pointer to letter ; Low
56B ; Town Code ;used by wise man to pick magic to give?
56C ; Palace Code
56D,X
575,X
57D ; Link's Y Velocity
57E,X ; Enemy Y Velocity
584,X ; Projectile Y Velocity
The following are all related to Townfolks
58D,X
593,X
599,X
59F,X
5A5,X ;town npc chat counter
5AB,X
5B1,X
5B7,X
5BD,X
5C3,X
5C9
5CA,X ; Projectile Lifespan (Flying Blade or Flame) (not sure)
5CC,X
5D3,X
5DA
5DB
5DC
5DD
5DE,X ; Current number of enemies killed for magic/bag
5E2 ; Amount of Magic to restore for Blue Magic Jar
5E3 ; Amount of Magic to restore for Red Magic Jar
5E4
5E5
5E6
5E7
5E8
5E9 ; Sound Played Out of Area (0 = No Sound)
700 ; Current number of lives
701 ; Facing direction when entering area, how Link enters the screen 0=left, 1=right
705 ; Related to how Link entered the room (walking, falling, elevator...)
708
709 ; used for going outside??
70A ; Previous Region ?
70B ; Graphics Bank for Palaces
70C ; Magic to be added to Magic Meter
70D ; Life to be added to Life Meter
70E ;setting to 1 will make link sink (duck into the chimney)
70F ; Color of Link after Shield Spell
710 ; Reflect Spell effect (01 = activated)
717 ; Screen Number for Objects (0-3)
71B
71C
71D
71E
71F ; ???
720
721
722
725 ; PPU Macro Selector
726
727
728 ;_728_FreezeScrolling = $728 ;1=freeze screen, prevent from exiting left/right
729
72A ; Scrolling Offset High Byte
72B
72C ; Scrolling Offset Low Byte
72D
72E ; Area Data Length
72F ; Area Data Reading Offset
730 ; Position of Object Placement
731 ; Level Object Type and Size
732
733
734
735
737
738
739
73B
73C
73D ; Routine Index
73E
73F
740
741 ; A/B Buttons Pressed
742 ; Left/Right Buttons Held
743 ; Up/Down Buttons Held ;elevator was moving up or down: 8=up, 4=down
744 ; Controller 1 Buttons Held
746
747
749 ; Current position of Magic selector
74A
74B ; Spell Flash Counter (bit 7 set = decor flash)
74C ; * related to Raft Animation * (and other events, like spell learning)
74E
74F ; Related to Pause Pane
750
751
752
753
754
755 ; Experience to be added (high byte)
756 ; Experience to be added (low byte)
757 ; Position of Elevator in Map
758 ; Position of Locked Door in Map
759 ; if not 0, cause fairy spawn at next encounter (??)
75A
75B
75D
75F ;at bank0: 0D64: AD 5F07 LDA $075F then STA $EB ; Music Channel ; something to do with music
761
762
763 ; Counter for Big Door in Hidden Kasuto
764 ; Counter for Big Door in Hidden Kasuto
765
766 ; set when conversation occurs? Might prevent other ppu instruction
767 ; Related to Crystal Placement
768 ;makes weird ppu effect
769 ; Bank to switch to (other than 0 or 7)
76D
76E ; Graphics bank to use
76F ; Magic State 0=beam projectile only full hp 10=flame projectile
770 ; Exp. needed for Next Level (high byte)
771 ; Exp. needed for Next Level (low byte)
772 ; Current Game Slot (0-2) ;save game slot
773 ; Current Magic left in meter
774 ; Current Life left in meter
775 ; Current Experience (high byte)
776 ; Current Experience (low byte)
777 ; Attack Level (1-8)
778 ; Magic Level (1-8)
779 ; Life Level (1-8)
77A
77B ; Have Shield spell
77C ; Have Jump spell
77D ; Have Life spell
77E ; Have Fairy spell
77F ; Have Fire spell
780 ; Have Reflect spell
781 ; Have Spell spell
782 ; Have Thunder spell
783 ; Current number of Magic Containers
784 ; Current number of Heart Containers
785 ; Have Candle
786 ; Have Glove
787 ; Have Raft
788 ; Have Boot
789 ; Have Flute
78A ; Have Cross
78B ; Have Hammer
78C ; Have Magic Key
78D,X ; Crystals Placed (1 = crystal placed) 02 03 04 05 06
793 ; Current number of Keys
794 ; Number of Crystals left
796 ; Down/Up Techs (and other things)
797
798 ; Have collected Trophy (10)
799 ; Have collected Mirror (01)
79A ; Have collected note from Bagu (08) Medicine (40)
79B ; Have collected some Water (01)
79C ; Have collected Lost Child (20)
79D ; Have 7 Magic Containers (08)
79F ; Number of Continues used
7A0 ; this is a new game+ file?, set it up during the save game load for newgame+ settings
7A1,X ; Player Name
7A9 ; Raft Direction (1 = Going Right, 2 = Going Left)
7AA
7AB
7AC
7AD ; * related to Raft Animation *
7AE
7AF
7B0
7C0
7DB ; Something for Palaces ?
7E8 ; Noise
7E9 ; Triangle
7EA ; Pulse 2
7EB ; Pulse 1
7EC
7ED
7EE
7F0
7F1
7F4
7F5
7F6
7F9
7FA
7FB
7FC
7FD
7FE
7FF
6000 ; Area Tile Codes (4 * D0 = 340)
6A00 ; Overworld Area Data
6A00 ;Area Byte 0 (Y Position)
6A3F ;Area Byte 1 (X Position)
6A7E ;Area Byte 2 (Map Number)
6ABD ;Area Byte 3 (Region/World Code)
6AFC ;Connectivity Data
7000 ; Enemy Data
740E ; Number of Magic Containers for Slot 1
740F ; Number of Heart Containers for Slot 1
7440 ; Number of Magic Containers for Slot 2
7441 ; Number of Heart Containers for Slot 2
7472 ; Number of Magic Containers for Slot 3
7473 ; Number of Heart Containers for Slot 3
751A ;item availability bitfield?
7919 ; Palettes
7C00 ; Overworld Data
6957 ;bank0_Table_For_PPU_Instructions_On_GameOverScreen_45_loaded_in_6957 ?
6DD5 ; Enemy Attributes Table (palette, exp., etc)
6DF9 ; Another Enemy Attributes Table
6D8D ;enemy every-frame routine, store to $E and JMP ($E)
6D8F ;enemy every-frame routine, store to $E and JMP ($E)
6D91 ;enemy every-frame routine, store to $E and JMP ($E)
6D93 ;enemy every-frame routine, store to $E and JMP ($E)
6D95 ;enemy every-frame routine, store to $E and JMP ($E)
6D97 ;enemy every-frame routine, store to $E and JMP ($E)
6D99 ;enemy every-frame routine, store to $E and JMP ($E)
6D9B ;enemy every-frame routine, store to $E and JMP ($E)
6D9D ;enemy every-frame routine, store to $E and JMP ($E)
6D9F ;enemy every-frame routine, store to $E and JMP ($E)
6DFF ;enemy every-frame routine, store to $E and JMP ($E) ???
6E62 ;enemy propery (i.e. cant stab)?
6E65 ;enemy draw routine?
6E66 ;enemy draw routine?
EA ;Global Sound Switch (0 = Sound On)
4015 ; Sound Channel Switch
EF ; Sound Effects Type 4
EE ; Sound Effects Type 3
ED ; Sound Effects Type 2
EC ; Sound Effects Type 1
EB ; Music
7B0 ;timer used on GameOverScreen for flashing "SAVE" red and white