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SMAS RAM Map
Displaying 96 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
$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
$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
$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
$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
$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
$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
$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
$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
$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

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