LADX RAM addresses
LADX v1.0 (JP)
RAM Bank 0 (C000-CFFF)
General Variables
Address | Purpose |
---|---|
c10a | Link's collision flag (false - will not interact with environment; true - will interact with environment)
Normally flipped to false when hopping ledges, and true when landing from any aerial condition (such as jumping with the Roc's Feather.) |
c11a-c11b | Link's sub-X and sub-Y positions (for some reason, the developers decided to never use the second bit of each byte) |
c11c | Link's swimming flag. |
c11d-c11e | Seem to be used to flip Link's graphics horizontally. |
c11f | The condition of the ground Link is standing on? (0x00 - dry ground; 0x01 - steps (only when moving); 0x03 - wet or grassy; 07 - pit.) |
c122 | Spin-Slash charge meter (0x28 - fully charged). |
c13d | RNG variable.
Advanced whenever an object calls for its use, or when Link swings his sword. |
c146 | Link's aerial flag. |
c14b | Pegasus Boots charge meter (0x1F - fully charged) |
c14d | Link's active projectiles.
If ≥0x02, Link cannot shoot any more projectiles. |
c14e | Link's active bombs.
If ≥0x01, Link cannot drop any more bombs (without the use of U+D/L+R). |
c159 | Counter used in the inventory menu to flash the cursor (every 16 frames). |
c17f | Debug Movement Mode flag. |
c191 | Ledge Jump meter (0x0A - Link hops the ledge)
Increments by 2 each frame. Activates when Link is both facing the same direction as the ledge and colliding with it. |
c1c0 | Bomb-Arrow cooldown.
Gets set to 6 whenever Link uses the bow or drops a bomb and then decrements by 1 each frame. |
There are 16 object slots. For the following variables, each address listed extends for 16 bytes, with one byte for each object.
Object Variables
Address | Purpose |
---|---|
c200 | X positions |
c210 | Y positions |
c240 | X velocities |
c250 | Y velocities |
c290 | State variables? |
c2e0 | Timer variables |
c380 | Direction variables (0x00 - east; 0x01 - west; 0x02 - north; 0x03 - south.) |
c350 | Despawn cooldown variables? |
c460 | The index of the object loaded? (the first object on the screen is "0", the second is "1", etc) |
RAM Bank 1 (D000-DFFF)
General Variables
Address | Purpose |
---|---|
d401-d405 | Warp 0 data (for more info, see Wrong Warp)
d401 Map Category (0x00 - Overworld map; 0x01 - Underworld or Dungeon map; 0x02 - Side-scrolling map.) d402 Sub-Map d403 Room in Sub-Map d404-d405 Post-Warp X and Y positions (respectively.) |
d406-d40a | Warp 1 data |
d40b-d40f | Warp 2 data |
d410-d414 | Warp 3 data |
d415 | Piece of Power kill counter |
d416-d419 | The positions of each warp/door on the screen. Format: YX, where Y and X are 4 bits each. (d416 corresponds to "warp 0 data") |
d471 | Guardian Acorn kill counter |
d47c | Piece of Power state. 0x01 means you have PoP active. |
d6fb | Toggle block state. Values of 0x00 and 0x02 are used for on/off. |
d800-d8ff | 0x01-0x02, 0x08, 0x40 - These values haven't been observed;
0x80 - This bit is set to 1 if the room has been visited. If unset, the room will be grayed out on the map, but it can be examined if any other bit is set; 0x20 - This bit is set to 1 if an NPC cutscene has completed. This includes walrus, owl, and mermaid; 0x10 - This bit is set to 1 when other cutscenes or events occur. This includes opening dungeons, collecting the sword or seashells, or destroying shrubs which block stairs; 0x04 - This bit is set to 1 when destroying anything bombable (walls, or the skull-shaped object between D2 and D3). |
db00 | B button item |
db01 | A button item |
db02-db0b | Link's inventory
Can contain the following values in any order: 0x01 - Sword 0x02 - Bombs 0x03 - Power Bracelet 0x04 - Shield 0x05 - Bow 0x06 - Hookshot 0x07 - Magic Rod 0x08 - Pegasus Boots 0x09 - Ocarina 0x0A - Roc's Feather 0x0B - Shovel 0x0C - Magic Powder 0x0D - Boomerang |
db0c | Flippers flag |
db0d | Magic Potion flag |
db0e | Trading sequence item
Corresponds to the following items: 0x00 - No item 0x01 - Yoshi doll 0x02 - Ribbon (may appear as red Yoshi doll for one menu after editing memory) 0x03 - Can of dog food 0x04 - Bananas 0x05 - Stick 0x06 - Honeycomb 0x07 - Pineapple 0x08 - Flower 0x09 - Letter 0x0A - Broom 0x0B - Fishing hook 0x0C - Mermaid's bra 0x0D - Mermaid's scale 0x0E - Magnifying glass |
db0f | Seashell count (BCD) |
db11 | Tail Key flag |
db12 | Angel Key flag |
db13 | Face Key flag |
db14 | Eagle Key flag |
db15 | Golden Leaf count (becomes Slime Key at 6 or more) |
db80-db8e | File names
Each file name occupies 5 bytes. db80-db84 for file 1, db85-db89 for file 2, and db8a-db8e for file 3. |
dbcc | Dungeon Map flag |
dbcd | Compass flag |
dbce | Owl Beak flag |
dbcf | Nightmare Key flag |
dbd0 | Small Key count |
db43 | Bracelet level |
db44 | Shield level |
db45 | Arrow count (BCD) |
db49 | Ocarina song bitset
The lower 3 bits (lowest to highest) are Frog song, Manbo's song, and Ballad of the Wind Fish |
db4a | Current Ocarina song
0x00 - Ballad of the Wind Fish 0x01 - Manbo's Mambo 0x02 - Frog's Song of Soul |
db4b | Mushroom flag (if not 0, Magic Powder becomes Mushroom) |
db4c | Magic Powder count (BCD) |
db4d | Bomb count (BCD) |
db4e | Sword level (increases damage beyond level 2, but laser is only at level 2) |
db5a | Link's health |
db5d-db5e | Rupee count (BCD) |
dbb5 | Unknown kill counter |
dc0c-dc0d | Bitset of pictures obtained |
dc0f | Tunic color |
High RAM (FF80-FFFE)
Address | Meaning |
---|---|
ff98 | Link's X position |
ff99 | Link's Y position |
ff9e | Link's facing direction |
ffe7 | Global frame counter |