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Tip: Take advantage of easy to install Patches in your hack. The No More Sprite Tile Limits patch should be considered if you're encountering glitches where Mario and/or sprites are turning invisible.Not logged in.
SMAS RAM Map
Displaying 179 addresses. Show moderated addresses - Submit address
Address Length Context Type Description Submitter
$7E002E 3 bytes Super Mario Bros. 3/Main gameplay Pointers 24-bit pointer to the Map16 data in RAM. (Note that this is used for both the low and high bytes; the game changes the index to switch between them.) imamelia
$7E0039 9 bytes Super Mario Bros. 1 Sprites Extended sprite state.

TODO: Find out about the states
Ersanio
$7E0043 2 bytes Super Mario Bros. 3/Overworld Overworld Low byte of the player Y position on the overworld. Byte 1 is for Mario, byte 2 is for Luigi Ersanio
$7E0045 2 bytes Super Mario Bros. 3/Overworld Overworld High byte of the player X position. Alternatively, this can be considered the submap number of the current world the players are on. The first byte is for Mario, while the second is for Luigi. imamelia
$7E0047 2 bytes Super Mario Bros. 3/Main gameplay Miscellaneous Player X position in the level, high byte.

On the overworld, it's the player's X position within the current submap. The first byte is for Mario, while the second is for Luigi.
imamelia
$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
$7E0055 1 byte Super Mario Bros. 3/Main gameplay Y Position Player Y-position in the level, high byte. 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
$7E02BE 1 byte Super Mario Bros. 3/Main gameplay Graphics Layer 3 palette index. Values 00-0F can be set by the level header, but 0D-0F seem to be invalid and will mess up the status bar. (TODO: list what each value is?) imamelia
$7E02BF 1 byte Super Mario Bros. 3/Main gameplay Graphics Layer 3 image index. Values 00-0F can be set by the level header. This also determines its position and scrolling. (TODO: list what each value is?) 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
$7E0379 1 byte Super Mario Bros. 3/Main gameplay Flag Pipe level end flag. If this is 00, then entering a pipe will cause the level to end. The level header sets it to either 00 or 80. imamelia
$7E0424 1 byte Super Mario Bros. 3/Main gameplay Level Vertical scroll type. Value is 00-03, set by the level header. 0 = none unless flying or P-running, 1 = free, 2 or 3 = none. imamelia
$7E0425 1 byte Super Mario Bros. 3/Main gameplay Flag Vertical level flag Ersanio
$7E0426 1 byte Super Mario Bros. 3/Main gameplay Level Index to the player's starting X position in a level. Value is 00-03, set by the level header and used to index a table of values at $21EA01. imamelia
$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
$7E0545 1 byte Super Mario Bros. 3/Main gameplay Level Level entrance type. Value is 00-07, set by the level header.
00 = normal
01 = slide
02 = vertical pipe exit up
03 = vertical pipe exit down??
04 = horizontal pipe exit right
05 = horizontal pipe exit left
06 = airship intro
07 = weird vertical scrolling?
(TODO: verify values 3 and 7)
imamelia
$7E0562 1 byte Super Mario Bros. 3/Main gameplay Empty Unused RAM. It is stored to during level loading but never actually read by anything. 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
$7E05F1 1 byte Super Mario Bros. 3/Main gameplay Timer Frame counter for the level timer. It starts at #$28 (40 frames) and counts down once each frame. When it reaches 0, the timer will decrease and this will reset. imamelia
$7E05F3 1 byte Super Mario Bros. 3/Main gameplay Level Timer freeze flag. If this is set to a nonzero value, the level timer will not tick down, and the player will not die when the timer is at 0. 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
$7E0700 1 byte Super Mario Bros. 3/Main gameplay Level Data (Objects) Current XY position of a block within a subscreen during object processing (yyyyxxxx). imamelia
$7E070A 1 byte Super Mario Bros. 3/Main gameplay Level Tileset. Values 00-12 are valid, though only 00-0F can be set by the level header. Values are as follows: [TODO: verify, condense, and/or add more information to these?] imamelia
$7E0736 1 byte Super Mario Bros. 3/Main gameplay Player Mario's life count. imamelia
$7E0737 1 byte Super Mario Bros. 3/Main gameplay Player Luigi's life count. imamelia
$7E073B 1 byte Super Mario Bros. 3/Main gameplay Palette Index to the foreground palette. Value is 00-03, set by the level header. This determines which colors get loaded to palette 6 and 7. imamelia
$7E073C 1 byte Super Mario Bros. 3/Main gameplay Palette Index to the background color. Value is 00-07, set by the level header. 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
$7E1061 1 byte Super Mario Bros. 3/Main gameplay Music The level music. Values: (TODO: collapse these)
00 = nothing
01 = athletic
02 = grassland
03 = water
04 = P-switch
05 = Bowser battle
06 = underground
07 = bonus win
08 = fortress
09 = miss
0A = game over
0B = boss clear
0C = level clear
0D = invincible
0E = Bowser defeated?
0F = falling with wand
10 = airship
11 = Hammer Bros. battle
12 = boss battle
13 = king saved
14 = Coin Heaven
15 = title screen
16 = 2-player battle (with intro)
17 = Bowser's letter
18 = Peach's letter
19-FF = nothing?
imamelia
$7E1062 1 byte Super Mario Bros. 3/Main gameplay Music Music backup, used to restore the level music when it changes (as a result of something like a P-Switch or star). 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
$7E1EBA 1 byte Super Mario Bros. 3/Main gameplay Level Object tileset of a level's secondary sublevel? (TODO: verify this and all the other "secondary level" addresses) imamelia
$7E1EBF 1 byte Super Mario Bros. 3/Main gameplay Level Graphics set. Value can be 00-7F (set by the level header), though values above 2F may glitch. This determines which graphics files get loaded to VRAM and includes all three main layers as well as sprites. imamelia
$7E1F26 1 byte Super Mario Bros. 3/Battle Mode Counter The current round number. Dotsarecool
$7E1F56 16 bytes Super Mario Bros. 3/Main gameplay Level Table for screen exit data, vyyyaaaa. v = vertical level flag, yyy = Y position index (see $29EF8E), aaaa = starting action for the new level. imamelia
$7E1F66 16 bytes Super Mario Bros. 3/Main gameplay Level Table for screen exit data. The low nybble is the player's starting X position high byte, and the high nybble is the player's starting X position low byte. If the starting action number is less than 3, this will be shifted right 8 pixels. imamelia
$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 6480 bytes Super Mario Bros. 3/Main gameplay Map16 Low byte of the level's Map16 data. 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
$7E4000 6480 bytes Super Mario Bros. 3/Main gameplay Map16 High byte of the level's Map16 data. 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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