Here are some general layouts for the structure of VRAM in various scenarios.
|8680-87ff||gfx_map_compass_keys_bookofseals (first quarter not visible)|
|8780-87ff||A and B button item graphics (dynamically changing)|
|9200-93ff||Text (in the bar at the bottom of the screen)|
Graphics file list
The disassembly has two folders with graphics, the "gfx" folder and the "gfx_compressible" folder. Files in the "gfx_compressible" folder are, of course, compressible, while files in the "gfx" folder are not. Most graphics are compressible, but there are certain cases where it's advantageous to store graphics uncompressed.
There are three types of graphics files:
- gfx_: Graphics data that can be edited with software like YY-CHR or TLP.
- map_: A tilemap which specifies where to draw which tiles. Usually has a corresponding "flg_".
- flg_: "Flag" or "attribute" data that determines which palettes to use, whether to flip the tile, etc. (These won't be listed since they always correspond to a "map_".)
This is a list of some files in these folders. It isn't complete; it just lists some of the most important graphics, or the ones that aren't self-explanitory.
|gfx_animations_*||These are tiles used for animating the background layer (ie. water, lava, waterfalls).|
|gfx_dungeon_sprites||Graphics for various objects (minecarts, moving platforms, etc).|
|gfx_font||This is the font used in textboxes and whatnot. Unlike most other graphics, it's stored in 1bpp format. The first 14 characters are ignored.|
|gfx_font_jp||This file contains mostly kanji, so it's not used much in the english version. It also contains a triangle symbol, though, which is used. 1bpp format.|
|gfx_font_tradeitems||These are trade item icons used in textboxes. 2bpp format.|
|gfx_item_icons_[1,2,3]||These are item icons. They're used in the inventory screen (but the A/B buttons always use sprites; see "gfx_item_icons_1_spr" in the "gfx_compressible" folder.)|
|gfx_link||You know it.|
|gfx_past_chest||This file overwrites the chest graphics whenever Link is in the past. This is helpful for indoor areas that use the same tileset in both the past and the present.|
|gfx_past_sign||Same idea as gfx_past_chest.|
|map_rings||Each 8 bytes of this file defines the tilemap and the attributes needed to display each ring.|
|gfx_blurb_*||A graphic to show when opening the map in each dungeon.|
|gfx_common_items||Graphics for the most common item drops (rupees, hearts, fairies, seeds, etc).|
|gfx_common_sprites||Graphics for many common sprites (explosions, somaria block, etc). Always loaded in address 1:8000 during normal gameplay.|
|gfx_dungeon_map_tiles||Graphics for the dungeon map, as well as the cursor (which is also used on the overworld map).|
|gfx_hud||Status bar tiles (plus arrow tiles used for textboxes). Usually loaded at 0:9000.|
|gfx_inventory_hud||Tiles used in the inventory and the ring list screen.|
|gfx_item_icons_1_spr||This is analagous to "gfx_item_icons_1" in the "gfx" folder, except it's formatted slightly differently to be usable as sprites. Item icons are sprites when on the A or B buttons; otherwise, they're on the background layer.
(gfx_item_icons_2 and 3 don't have sprite versions; apparently, they can be used on both the background and sprite layers already.)
|gfx_map_icons||Icons that appear when you hover over certain areas of the map; and other miscellaneous things (arrows and sparkles for the time portal)|
|gfx_map_tiles_common||Tiles used for both the past and present overworld maps.|
|gfx_map_tiles_[present,past]_*||Tiles used specifically for the present or past overworld maps.|
|map_inventory_[1-3]||Tilemaps for each of the three subscreens of the inventory.|