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SMAS RAM Map
Displaying 151 addresses. Show moderated addresses - Submit address
Address Length Context Type Description Submitter
$7E0039 9 bytes Super Mario Bros. 1 Sprites Extended sprite state.

TODO: Find out about the states
Ersanio
$7E004D 5 bytes Super Mario Bros. 3/Global Sprites (TODO NOTE ON ALL OF THE SMB3 SPRITE TABLES: Verify lengths, and verify functions as well in the case of the ones that are listed as "unknown function" or have question marks.)

A miscellaneous sprite table; has no defined purpose. Note that this is usable only for the first 5 sprite indexes.
imamelia
$7E0068 8 bytes Super Mario Bros. 3/Global Sprites A miscellaneous sprite table; has no defined purpose. imamelia
$7E006C 2 bytes Super Mario Bros. 1 X Speed Minor extended sprite (?) X-Speed Ersanio
$7E006E 9 bytes Super Mario Bros. 1 X Speed Extended sprite X-Speed Ersanio
$7E007A 8 bytes Super Mario Bros. 3/Global Sprites Sprite X position relative to the screen boundary? Used in graphics routines. imamelia
$7E0083 8 bytes Super Mario Bros. 3/Global Sprites Sprite Y position relative to the screen boundary? Used in graphics routines. imamelia
$7E0089 9 bytes Super Mario Bros. 1 X Position Extended sprite X-Position, high byte. Ersanio
$7E0092 3 bytes Super Mario Bros. 1 X Position X-Position of air bubbles Ersanio
$7E0094 7 bytes Super Mario Bros. 3/Global Sprites A miscellaneous sprite table; has no defined purpose. Note that this is usable only for the first 7 sprite indexes. It is also not initialized, unlike most sprite tables. imamelia
$7E00A7 8 bytes Super Mario Bros. 3/Global Sprites Sprite blocked status. SMB3's counterpart to $1588 in SMW. Bits 0-3 have the same format, but bit 7 also has a function (TODO: what?). imamelia
$7E00AF 2 bytes Super Mario Bros. 1 Y Speed Brick shatter debris (extended sprite?) Y speed Ersanio
$7E00BF 1 byte Super Mario Bros. 3/Global Player Indicates that the player is dying. imamelia
$7E00C6 8 bytes Super Mario Bros. 3/Global Sprites Sprite OAM index. (SMB3's counterpart to $15EA in SMW.) imamelia
$7E0256 5 bytes Super Mario Bros. 3/Global Sprites Chain Chomp link 1 X position high byte. Could be used as a miscellaneous sprite table otherwise. imamelia
$7E025B 5 bytes Super Mario Bros. 3/Global Sprites Chain Chomp link 2 X position high byte. Could be used as a miscellaneous sprite table otherwise. imamelia
$7E0260 5 bytes Super Mario Bros. 3/Global Sprites Chain Chomp link 3 X position high byte. Could be used as a miscellaneous sprite table otherwise. imamelia
$7E0265 5 bytes Super Mario Bros. 3/Global Sprites Chain Chomp link 4 X position high byte. Could be used as a miscellaneous sprite table otherwise. imamelia
$7E026A 5 bytes Super Mario Bros. 3/Global Sprites Chain Chomp link 1 Y position high byte. Could be used as a miscellaneous sprite table otherwise. imamelia
$7E026F 5 bytes Super Mario Bros. 3/Global Sprites Chain Chomp link 2 Y position high byte. Could be used as a miscellaneous sprite table otherwise. imamelia
$7E0274 5 bytes Super Mario Bros. 3/Global Sprites Chain Chomp link 3 Y position high byte. Could be used as a miscellaneous sprite table otherwise. imamelia
$7E0279 5 bytes Super Mario Bros. 3/Global Sprites Chain Chomp link 4 Y position high byte. Could be used as a miscellaneous sprite table otherwise. imamelia
$7E02DA 2 bytes Super Mario Bros. 3/Battle Mode Score The number of rounds each player has won in this match. Dotsarecool
$7E02DE 2 bytes Super Mario Bros. 3/Battle Mode Score The number of matches each player has won. This determines the number of stars on the scoreboard. Dotsarecool
$7E0425 1 byte Super Mario Bros. 3/Main gameplay Flag Vertical level flag Ersanio
$7E049C 9 bytes Super Mario Bros. 1 Clipping Extended sprite clipping size.

TODO: Figure out how the values work.
Ersanio
$7E0518 8 bytes Super Mario Bros. 3/Global Sprites A miscellaneous sprite table; has no defined purpose. This table decrements automatically. imamelia
$7E0520 8 bytes Super Mario Bros. 3/Global Sprites A miscellaneous sprite table; has no defined purpose, but is used as a timer to disable a sprite's contact with other sprites (i.e., SMB3's counterpart to $154C in SMW). This table decrements automatically. imamelia
$7E0565 1 byte Super Mario Bros. 3/Global Timer Generator timer/frame counter. Actually increments every frame. imamelia
$7E0583 1 byte Super Mario Bros. 3/Global Player Indicates that the player is offscreen. imamelia
$7E05F5 5 bytes Super Mario Bros. 3/Global Sprites A miscellaneous sprite table; has no defined purpose, but is used as a "kill tally" for sprites that can be thrown (similar to $1626 in SMW). Note that this is usable only for the first 5 sprite indexes. imamelia
$7E0651 8 bytes Super Mario Bros. 3/Global Sprites Something to do with a sprite's horizontal visibility? imamelia
$7E0659 8 bytes Super Mario Bros. 3/Global Sprites Sprite's index to the level data, as with $161A in SMW. imamelia
$7E0661 8 bytes Super Mario Bros. 3/Global Sprites Sprite status. SMB3's counterpart to $14C8 in SMW.

Values (TODO: verify):
- 00: dead/empty slot
- 01: init
- 02: normal
- 03: stunned (in shell)
- 04: carried
- 05: kicked
- 06: defeated, falling offscreen
- 07: squished
- 08: dying in a puff of smoke
imamelia
$7E0669 8 bytes Super Mario Bros. 3/Global Sprites A miscellaneous sprite table; has no defined purpose, but is used for the sprite's graphics frame, as $1602 in SMW? imamelia
$7E0679 8 bytes Super Mario Bros. 3/Global Sprites A sprite's horizontal and vertical flip (yx------). Can be used as a direction indicator. imamelia
$7E0681 8 bytes Super Mario Bros. 3/Global Sprites Something to do with sprite vertical visibility? imamelia
$7E0689 8 bytes Super Mario Bros. 3/Global Sprites A miscellaneous sprite table; has no defined purpose. imamelia
$7E0691 8 bytes Super Mario Bros. 3/Global Sprites A miscellaneous sprite table; has no defined purpose. imamelia
$7E06A6 5 bytes Super Mario Bros. 3/Global Sprites A miscellaneous sprite table; has no defined purpose, but is used as a timer for becoming un-stunned from a shell state. This table decrements automatically. Note that this is usable only for the first 5 sprite indexes. imamelia
$7E06AB 5 bytes Super Mario Bros. 3/Global Sprites A miscellaneous sprite table; has no defined purpose. This table decrements automatically. Note that this is usable only for the first 5 sprite indexes. imamelia
$7E06B7 5 bytes Super Mario Bros. 3/Global Sprites Indicates that a sprite is in water; may otherwise be used as a miscellaneous sprite table. Note that this is usable only for the first 5 sprite indexes. imamelia
$7E06EB 8 bytes Super Mario Bros. 3/Global Sprites Sprite sinking in quicksand timer? imamelia
$7E074F 8 bytes Super Mario Bros. 3/Global Sprites Accumulating fraction bits for sprite X speed. SMB3's counterpart to $14F8 in SMW. imamelia
$7E0761 8 bytes Super Mario Bros. 3/Global Sprites Accumulating fraction bits for sprite Y speed. SMB3's counterpart to $14EC in SMW. imamelia
$7E0769 8 bytes Super Mario Bros. 3/Global Sprites Causes a sprite to cycle palettes? imamelia
$7E0771 5 bytes Super Mario Bros. 3/Global Sprites A miscellaneous sprite table; has no defined purpose. Note that this is usable only for the first 5 sprite indexes. imamelia
$7E0776 5 bytes Super Mario Bros. 3/Global Sprites Used as an X value in the player-targeting routine? Could be used as a miscellaneous sprite table otherwise, though only for the first 5 sprite indexes. imamelia
$7E077B 5 bytes Super Mario Bros. 3/Global Sprites Used as a Y value in the player-targeting routine? Could be used as a miscellaneous sprite table otherwise, though only for the first 5 sprite indexes. imamelia
$7E0782 10 bytes Super Mario Bros. 3/Global Miscellaneous Pool of data for random number generation. (TODO: Figure out what all this does - $0783 and beyond seem to be used as a sprite table? check out $22E103...) imamelia
$7E078C 1 byte Super Mario Bros. 3/Battle Mode Flag The player who won the round. $01 = Luigi, $02 = Mario. Dotsarecool
$7E0797 8 bytes Super Mario Bros. 3/Global Sprites Used in the player/sprite contact routine? imamelia
$7E07B6 5 bytes Super Mario Bros. 3/Global Sprites Slope calculation value? imamelia
$7E0800 544 bytes Super Mario Bros. 3/Battle Mode Hardware Mirror Mirror of the entirety of OAM. Dotsarecool
$7E0FF4 1 byte Super Mario Bros. 1 Miscellaneous Saved controller data 1 bits. spel werdz rite
$7E1021 8 bytes Super Mario Bros. 3/Global Sprites A miscellaneous sprite table; has no defined purpose. imamelia
$7E1200 4 bytes Super Mario Bros. 3/Global Hardware Mirror SNES -> SPC700 I/O registers. Used for playing sound effects and music. Dotsarecool
$7E1204 4 bytes Super Mario Bros. 3/Global Hardware Mirror Backup of $1200; used to determine which music was played recently. Dotsarecool
$7E1208 4 bytes Super Mario Bros. 3/Global Hardware Mirror SPC700 -> SNES I/O registers. Used to determine if a sound effect or music is finished playing. Dotsarecool
$7E1800 17 bytes Super Mario Bros. 3/Battle Mode Sprites Sprite status table (2 bytes for players, 13 bytes for enemies, then 2 bytes for bouncing blocks)
Players:
$00 - Initiate
$01 - Alive
$02 - Dying
$03 - Climbing
Enemies:
$00 - No sprite (empty slot)
$01 - Normal
$02 - Flipped upside-down
$03 - Dying
$04 - Kicked (shell only)
Bouncing blocks:
$00 - No sprite (empty slot)
$0D - Normal (decrements once per frame until despawned)
Dotsarecool
$7E1811 17 bytes Super Mario Bros. 3/Battle Mode Y Position Sprite Y position, low byte (2 bytes for players, 13 bytes for enemies, then 2 bytes for bouncing blocks). Dotsarecool
$7E1822 17 bytes Super Mario Bros. 3/Battle Mode X Position Sprite X position, low byte (2 bytes for players, 13 bytes for enemies, then 2 bytes for bouncing blocks). Dotsarecool
$7E1833 17 bytes Super Mario Bros. 3/Battle Mode Y Speed Sprite Y speed (2 bytes for players, 13 bytes for enemies, then 2 bytes for bouncing blocks). Dotsarecool
$7E1844 17 bytes Super Mario Bros. 3/Battle Mode X Speed Sprite X speed (2 bytes for players, 13 bytes for enemies, then 2 bytes for bouncing blocks). Dotsarecool
$7E1855 15 bytes Super Mario Bros. 3/Battle Mode Timer Sprite animation timer (2 bytes for players, then 13 bytes for enemies). Dotsarecool
$7E1864 15 bytes Super Mario Bros. 3/Battle Mode Direction Sprite horizontal facing direction (2 bytes for players, then 13 bytes for enemies). $01 = left, $02 = right. Dotsarecool
$7E1873 17 bytes Super Mario Bros. 3/Battle Mode Y Position Sprite Y position subpixel (2 bytes for players, 13 bytes for enemies, then 2 bytes for bouncing blocks). Dotsarecool
$7E1884 17 bytes Super Mario Bros. 3/Battle Mode X Position Sprite X position subpixel (2 bytes for players, 13 bytes for enemies, then 2 bytes for bouncing blocks). Dotsarecool
$7E1895 17 bytes Super Mario Bros. 3/Battle Mode Flag Sprite interaction direction(s) (2 bytes for players, 13 bytes for enemies, then 2 bytes for bouncing blocks).
Bitwise: ????cf?? where
c = 1 if hit a ceiling
f = 1 if hit a floor
Dotsarecool
$7E18A6 13 bytes Super Mario Bros. 3/Battle Mode Sprites Unknown sprite table (13 bytes for enemies).
TODO: figure this one out
Dotsarecool
$7E18B3 2 bytes Super Mario Bros. 3/Battle Mode Player Player kicking timer. If non-zero, player will display a kicking pose. Dotsarecool
$7E18B5 2 bytes Super Mario Bros. 3/Battle Mode Player Player squished timer. If non-zero, player will display a squished pose. Dotsarecool
$7E18B7 2 bytes Super Mario Bros. 3/Battle Mode Player Player frozen vertically timer. If non-zero, player will not move vertically. Used when a player hits their head on a block. Dotsarecool
$7E18B9 1 byte Super Mario Bros. 3/Battle Mode Flag Disable player interaction flag. Used so players don't get stuck to each other when they collide. Dotsarecool
$7E18BA 1 byte Super Mario Bros. 3/Battle Mode Timer POW timer. If non-zero, the screen will shake and all sprites on a floor will be stunned. Dotsarecool
$7E18BB 13 bytes Super Mario Bros. 3/Battle Mode Sprite Number Sprite number for active sprites.
$00 - Spiny
$01 - ?
$02 - Crab
$03 - Fly
$04-$06 - Fireball
$07-$09 - Boo
$0A - Koopa
$0B - ?
$0C-$0E - Level cards
$0F - Brown Block
$10 - Super Mushroom
$11 - Red ? Mushroom
$12 - Green ? Mushroom
$13 - Coin
Dotsarecool
$7E18CA 1 byte Super Mario Bros. 3/Battle Mode Counter Number of unique enemies that have spawned this round. Dotsarecool
$7E18CB 15 bytes Super Mario Bros. 3/Battle Mode Sprites Sprite lock timer (2 bytes for players, then 13 bytes for enemies). If non-zero, this sprite will be frozen in time. Dotsarecool
$7E18DA 13 bytes Super Mario Bros. 3/Battle Mode Sprites Sprite turning around timer (13 bytes for enemies). Dotsarecool
$7E18E7 15 bytes Super Mario Bros. 3/Battle Mode Sprites Sprite stunned timer (2 bytes for players, then 13 bytes for enemies). Dotsarecool
$7E18F6 2 bytes Super Mario Bros. 3/Battle Mode Player Player has jumped flag. Dotsarecool
$7E18F8 15 bytes Super Mario Bros. 3/Battle Mode Sprites What block a sprite is standing on top of (2 bytes for players, then 13 bytes for sprites). Dotsarecool
$7E1908 2 bytes Super Mario Bros. 3/Battle Mode Position Coordinates of the block a player has hit from below.
Bitwise: xxxxyyyy where
x = block X position / $10
y = block Y position / $10
Dotsarecool
$7E190C 1 byte Super Mario Bros. 3/Battle Mode Counter Enemy spawning counter. A Swooping Boo is spawned when this value is divisible by 8. Dotsarecool
$7E190D 1 byte Super Mario Bros. 3/Battle Mode Counter Enemy spawning counter. A Bouncing Boo is spawned when this value is divisible by 256. Dotsarecool
$7E190E 1 byte Super Mario Bros. 3/Battle Mode Index A temporary register used for saving an index when iterating through various tables. Dotsarecool
$7E190F 2 bytes Super Mario Bros. 3/Battle Mode Player The block that is direction above the players' heads. Dotsarecool
$7E1911 13 bytes Super Mario Bros. 3/Battle Mode Sprites Bitwise sprite status table (13 bytes for enemies).
Bitwise: p?????e? where
p = entering/exiting a pipe
e = sprite exists
Dotsarecool
$7E191E 13 bytes Super Mario Bros. 3/Battle Mode Sprites Sprite entering/exiting a pipe timer (13 bytes for enemies). Dotsarecool
$7E192B 3 bytes Super Mario Bros. 3/Battle Mode Miscellaneous Random number generation (RNG) bytes. First two bytes are the seeds, and $192D is the actual output of the routine. Dotsarecool
$7E192E 2 bytes Super Mario Bros. 3/Battle Mode Player Player coin count. Dotsarecool
$7E1930 1 byte Super Mario Bros. 3/Battle Mode Timer Round is over timer. Set to $FF when the round is finished, and advances to the next screen what it hits zero. Dotsarecool
$7E1931 13 bytes Super Mario Bros. 3/Battle Mode Sprites Miscellaneous sprite table, fast animation? (13 bytes for enemies). Dotsarecool
$7E193E 1 byte Super Mario Bros. 3/Battle Mode Counter Number of times the POW has been hit. Dotsarecool
$7E193F 2 bytes Super Mario Bros. 3/Battle Mode Player Player Y offset. Used to adjust the player sprite when standing on the POW. Dotsarecool
$7E1942 15 bytes Super Mario Bros. 3/Battle Mode Y Position Sprite Y position, high byte (2 bytes for players, then 13 bytes for enemies). Dotsarecool
$7E1951 15 bytes Super Mario Bros. 3/Battle Mode Sprites Miscellaneous sprite table, fast animation? (2 bytes for players, then 13 bytes for enemies) Dotsarecool
$7E1962 13 bytes Super Mario Bros. 3/Battle Mode Sprites Sprite vertical direction (13 bytes for enemies). $04 = down, $08 = up. Dotsarecool
$7E198B 15 bytes Super Mario Bros. 3/Battle Mode Sprites Backup of $18CB sprite lock timer (2 bytes for players, then 13 bytes for enemies). Saves all values for when the game is paused. Dotsarecool
$7E199C 2 bytes Super Mario Bros. 3/Battle Mode Player Fractional bits for $199E player animation. Dotsarecool
$7E199E 2 bytes Super Mario Bros. 3/Battle Mode Player Player walking animation frame. Dotsarecool
$7E19AB 2 bytes Super Mario Bros. 3/Battle Mode Player Player size. $00 = small, $01 = big. Dotsarecool
$7E19AD 2 bytes Super Mario Bros. 3/Battle Mode Player Player ducking flag. Dotsarecool
$7E19AF 2 bytes Super Mario Bros. 3/Battle Mode Player Player transitioning between sizes timer. Dotsarecool
$7E19B1 2 bytes Super Mario Bros. 3/Battle Mode Player Player size after the transition animation is complete. Dotsarecool
$7E19B3 2 bytes Super Mario Bros. 3/Battle Mode Player Player flashing invincible timer. Dotsarecool
$7E19B5 2 bytes Super Mario Bros. 3/Battle Mode Player Player remains flashing invincible timer. Used so a player won't lose invincibility until after they move around. Dotsarecool
$7E19B7 1 byte Super Mario Bros. 3/Battle Mode X Position X position of the block that has a mushroom hidden inside. Dotsarecool
$7E19B9 1 byte Super Mario Bros. 3/Battle Mode Y Position Y position of the block that has a mushroom hidden inside. Dotsarecool
$7E19BC 1 byte Super Mario Bros. 3/Battle Mode Counter Total number of enemies killed this round. Dotsarecool
$7E19C0 1 byte Super Mario Bros. 3/Battle Mode Timer ? Mushroom effects are active timer. Dotsarecool
$7E19C5 9 bytes Super Mario Bros. 3/Battle Mode X Position Particle X position. Dotsarecool
$7E19CE 9 bytes Super Mario Bros. 3/Battle Mode Y Position Particle Y position. Dotsarecool
$7E19D7 9 bytes Super Mario Bros. 3/Battle Mode Sprites Particle animation timer. Dotsarecool
$7E19E0 9 bytes Super Mario Bros. 3/Battle Mode Sprites Particle animation frame. Dotsarecool
$7E19E9 9 bytes Super Mario Bros. 3/Battle Mode Sprite Number Particle number.
$01 - Skid smoke
$02 - Yellow star
Dotsarecool
$7E1A01 1 byte Super Mario Bros. 3/Global Screen Layer 1 movements:

00 - None

01 - No effect

02 - Scrolls Upright

03 - Prompt to Spike Ceiling movement.

04 - Same as 03, but scrolls down completely.

05 - Goes up, but disappears sprites. (GLITCHED)

06-FF - Crashed.
SMW_Hacker17
$7E1A35 1 byte Super Mario Bros. 3/Battle Mode Counter Counter that respawns the POW when it reaches zero. Dotsarecool
$7E1A38 1 byte Super Mario Bros. 3/Battle Mode Index Index of the missing coin tile in the status bar when a player wins via collecting 5 coins. Dotsarecool
$7E1A39 1 byte Super Mario Bros. 3/Battle Mode Timer Timer that controls which palette to display in the status bar when a player wins via collecting 5 coins. Dotsarecool
$7E1A49 6 bytes Super Mario Bros. 3/Global Sprites Unknown function; a leftover from the NES version? Seems to be written to 3 times in the ROM but never read. imamelia
$7E1A4F 6 bytes Super Mario Bros. 3/Global Sprites Time to disable a sprite from showing a water/lava splash. imamelia
$7E1CA0 5 bytes Super Mario Bros. 3/Global Sprites Chain Chomp link 1 X position low byte. Could be used as a miscellaneous sprite table otherwise. imamelia
$7E1CA5 5 bytes Super Mario Bros. 3/Global Sprites Chain Chomp link 2 X position low byte. Could be used as a miscellaneous sprite table otherwise. imamelia
$7E1CAA 5 bytes Super Mario Bros. 3/Global Sprites Chain Chomp link 3 X position low byte. Could be used as a miscellaneous sprite table otherwise. imamelia
$7E1CAF 5 bytes Super Mario Bros. 3/Global Sprites Chain Chomp link 4 X position low byte. Could be used as a miscellaneous sprite table otherwise. imamelia
$7E1CB4 5 bytes Super Mario Bros. 3/Global Sprites Chain Chomp link 1 Y position low byte. Could be used as a miscellaneous sprite table otherwise. imamelia
$7E1CB9 5 bytes Super Mario Bros. 3/Global Sprites Chain Chomp link 2 Y position low byte. Could be used as a miscellaneous sprite table otherwise. imamelia
$7E1CBE 5 bytes Super Mario Bros. 3/Global Sprites Chain Chomp link 3 Y position low byte. Could be used as a miscellaneous sprite table otherwise. imamelia
$7E1CC3 5 bytes Super Mario Bros. 3/Global Sprites Chain Chomp link 4 Y position low byte. Could be used as a miscellaneous sprite table otherwise. imamelia
$7E1CC8 5 bytes Super Mario Bros. 3/Global Sprites A miscellaneous sprite table; has no defined purpose. Note that this is usable only for the first 5 sprite indexes. imamelia
$7E1CCD 5 bytes Super Mario Bros. 3/Global Sprites A miscellaneous sprite table; has no defined purpose. Note that this is usable only for the first 5 sprite indexes. imamelia
$7E1CD2 5 bytes Super Mario Bros. 3/Global Sprites A miscellaneous sprite table; has no defined purpose. Note that this is usable only for the first 5 sprite indexes. imamelia
$7E1CD7 5 bytes Super Mario Bros. 3/Global Sprites A miscellaneous sprite table; has no defined purpose. Note that this is usable only for the first 5 sprite indexes. imamelia
$7E1CDC 5 bytes Super Mario Bros. 3/Global Sprites A miscellaneous sprite table; has no defined purpose. Note that this is usable only for the first 5 sprite indexes. imamelia
$7E1CEF 1 byte Super Mario Bros. 3/Global Miscellaneous Used for temporary variable storage in some sprites. imamelia
$7E1CF0 1 byte Super Mario Bros. 3/Global Sprites Indicates whether or not a Lakitu is currently active. imamelia
$7E1CF6 5 bytes Super Mario Bros. 3/Global Sprites Used to indicate a sprite's fireball HP. Could probably be used as a miscellaneous sprite table otherwise. imamelia
$7E1D9C 3 bytes Super Mario Bros. 3/Battle Mode Player Player 1's level cards. Dotsarecool
$7E1DBF 3 bytes Super Mario Bros. 3/Battle Mode Player Player 2's level cards. Dotsarecool
$7E1F26 1 byte Super Mario Bros. 3/Battle Mode Counter The current round number. Dotsarecool
$7E1FD2 5 bytes Super Mario Bros. 3/Global Sprites A miscellaneous sprite table; has no defined purpose. Note that this is usable only for the first 5 sprite indexes. imamelia
$7E1FE1 8 bytes Super Mario Bros. 3/Global Sprites Unknown function? imamelia
$7E1FE9 8 bytes Super Mario Bros. 3/Global Sprites Sprite X-flip and palette? imamelia
$7E1FF1 5 bytes Super Mario Bros. 3/Global Sprites Unknown function? Only stored to 3 times and only read once, at $279BDF. imamelia
$7E1FF9 5 bytes Super Mario Bros. 3/Global Sprites A flag indicating a "giant" sprite? (Oddly, the first byte of this also seems to be used for a completely different purpose....) imamelia
$7E2000 240 bytes Super Mario Bros. 3/Battle Mode Level The entire level layout. Dotsarecool
$7E3963 1 byte Super Mario Bros. 3/Global Miscellaneous What item comes out of a small treasure chest. Values are the same as those for $7E1D80. imamelia
$7E3964 1 byte Super Mario Bros. 3/Global Miscellaneous Flags the level as having certain special properties. 00 - nothing, 01 - White Mushroom House, 02 - ??? (TODO: figure out what value 02 does) imamelia
$7F300C 1 byte Super Mario Bros. 3/Battle Mode Index The cursor selection on the results screen. $00 = continue, $02 = quit Dotsarecool
$7F4FFE 128 bytes Super Mario Bros. 3/Battle Mode VRAM Tilemap Mirror of offset-per-tile BG3 tilemap for the barn door effect of results screen transition. Dotsarecool

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