SMAS Memory Map
Displaying 75 out of 471 addresses.
View: moderated | waiting (204)
ROM Address | Length | Type | Description | Details |
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$0082CE | 10 bytes | Pointers | [Other] NMI routine pointers based on each game, 2 bytes for each pointer. 1st pointer = Game Select, 2nd = SMB1, 3rd = SMB:TLL, 4th = SMB2, 5th = SMB3 | |
$008362 | 10 bytes | Pointers | [Other] IRQ routine pointers based on each game, 2 bytes for each pointer. 1st pointer = Game Select, 2nd = SMB1, 3rd = SMB:TLL, 4th = SMB2, 5th = SMB3 |
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$008C1E | 1 byte | Flag | [Other] Change 00 to 01 to enable debug mode for all games. | |
$009307 | 192 bytes | VRAM Tilemap (Text) | [Other] Error message tilemap: Tile, properties, tile, etc. Text says "THIS GAME PAK IS NOT DESIGINED FOR YOUR SUPER FAMICOM OR SUPER NES. NINTENDO CO.,LTD.". This error message triggers when your SNES is PAL. |
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$009383 | 2 bytes | Palette | [Other] First color of the "pirated" message. Palette $00, color $0C. |
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$009389 | 2 bytes | Palette | [Other] Second color of the "pirated" message. Palette $00, color $0D. |
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$00938F | 2 bytes | Palette | [Other] Third color of the "pirated" message. Palette $00, color $0E. |
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$009395 | 2 bytes | Palette | [Other] Fourth color of the "pirated" message. Palette $00, color $0F. |
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$0093C7 | 322 bytes | Routine | [Other] "Incompatible SNES" message routine |
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$0093EC | 2 bytes | Palette | [Other] First color of the "not compatible" message. Palette $00, color $0C. |
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$0093F2 | 2 bytes | Palette | [Other] Second color of the "not compatible" message. Palette $00, color $0D. |
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$0093F8 | 2 bytes | Palette | [Other] Third color of the "not compatible" message. Palette $00, color $0E. |
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$0093FE | 2 bytes | Palette | [Other] Fourth color of the "not compatible" message. Palette $00, color $0F. |
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$009509 | 312 bytes | VRAM Tilemap (Text) | [Other] "Serious crime" pirated message. Format is the same as the "Not Compatible" message. |
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$009641 | 190 bytes | Routine | [Other] Pirated ROM message routine. |
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$00965A | 1 byte | Music | [Other] Which music to play at the "Pirated" message. Default value fades out the music. |
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$009780 | 514 bytes | HDMA | [Other] Used in "peach saved" sequence at the end of SMB1 and SMB:TLL for the windowing HDMA circle which expands. Format = unknown. TODO: Figure out the format |
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$009C8D | 1 byte | Timer | [Other] Nintendo presents blink time. The higher the number, the sooner the logo will blink. Max number is $7F, min number is $01. Other numbers won't make it blink at all |
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$009C91 | 1 byte | Sound Effect | [Other] Nintendo presents blink SFX. Caution: Uses other samples than the games themselves, so -some- SFX might sound glitched such as $03. |
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$009FAB | 70 bytes | Pointers | [Hall screen] "Triangle fading" graphics offsets when fading into the game select menu, used to create the nifty effect. Bank is hardcoded at #$02 |
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$00A017 | 20 bytes | OAM Tile Number | [Other] Nintendo presents logo tilemap (16x16 tiles) |
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$00A02F | 1 byte | OAM Tile Y Position | [Other] Nintendo presents logo Y position. |
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$00A033 | 1 byte | OAM Tile X Position | [Other] Nintendo presents logo X position |
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$00A052 | 1 byte | OAM Tile Size | [Other] Nintendo presents logo tile sizes. $02 = 16x16, $00 = 8x8 |
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$00A072 | 4 bytes | Timer | [Other] Nintendo presents logo blinks duration. Change to [00 00 00 00] to make the logo keep its blinking color after the blink. |
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$00A076 | 48 bytes | Palette | [Other] Nintendo presents logo blinking colors. Format is currently unknown? TODO: Figure out the color |
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$00A1A7 | 161 bytes | OAM Tilemap | [Hall screen] "SUPER MARIO ALL*STARS" OAM tilemap on the hall screen. Format: XX YY TT PP. XX = Xpos, YY = Ypos, TT = Tile, PP = properties. These tiles are 16x16. A value of $FF as XX marks the end of the table. |
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$00A248 | 125 bytes | OAM Tilemap | [Hall screen] "SUPER MARIO ALL*STARS" OAM tilemap on the hall screen. Format: XX YY TT PP. XX = Xpos, YY = Ypos, TT = Tile, PP = properties. These tiles are 8x8. A value of $FF as XX marks the end of the table. |
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$00A521 | 1 byte | Sound Effect | [Game select screen] SFX to play when you're moving the cursor |> over file A/B/C/D screen |
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$00A60E | 1 byte | Sound Effect | [Game select screen] SFX to play when you can't decrease world number in a file A/B/C/D select screen |
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$00A9B1 | 14 bytes | VRAM Tilemap | [Game select screen] Tilemap in selected game's file select. Tilemap of "FILE" and the entire thin line below it (which includes the bottom part of "NEW"). Table is for ALL the 4 "FILE" sections. Format: Tile, properties. $FFFF ends the table |
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$00A9C7 | 34 bytes | VRAM Tilemap | [Game select screen] Tilemap in selected game's file select. Tilemap of the small controller in the bottom-left corner. Format: Tile, properties. Tilemap is for controller -only-, text around it is excluded. |
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$00BE08 | 30 bytes | Palette | [Hall screen] Palette of the shining ALL*STARS logo. The final 8 colors should be the same color to make the logo stay decent after the flash. | |
$00BE26 | 474 bytes | Empty | [Other] Empty, unused space. | |
$00C083 | 32 bytes | Palette | [Super Mario Bros.: The Lost Levels] Palette of Mario and Princess during the princess rescued sequence. | |
$00C0A3 | 32 bytes | Palette | [Super Mario Bros.: The Lost Levels] Palette of Luigi and Princess during the princess rescued sequence. | |
$00C12E | 164 bytes | Stripe Image (Text) | [Super Mario Bros.: The Lost Levels] "Thank you Mario! The kingdom is saved! Now try a more difficult quest..." text. Encoded in stripe image | |
$00C1D2 | 178 bytes | Stripe Image (Text) | [Super Mario Bros.: The Lost Levels] "Thank you Mario for restoring peace to our kingdom. Hurrah to our hero, Mario!" text. Encoded in stripe image | |
$00C284 | 164 bytes | Stripe Image (Text) | [Super Mario Bros.: The Lost Levels] "Thank you Luigi! The kingdom is saved! Now try a more difficult quest..." text. Encoded in stripe image | |
$00C328 | 178 bytes | Stripe Image (Text) | [Super Mario Bros.: The Lost Levels] "Thank you Luigi for restoring peace to our kingdom. Hurrah to our hero, Luigi!" text. Encoded in stripe image | |
$00E5C4 | 6652 bytes | Empty | [Other] Empty, unused space. | |
$018000 | 32768 bytes | Graphics | [Hall screen] Hall screen graphics with those characters and all (NOT animation). 8bpp |
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$028000 | 4096 bytes | Graphics | [Other] The Nintendo Presents (Mario head) + the "© 1993 Nintendo" text for the hall screen graphics | |
$02A000 | 8192 bytes | Graphics | [Hall screen] Graphics of the fancy Super Mario All-Stars text as well as the "© 1993 Nintendo" text. | |
$02F000 | 4096 bytes | VRAM Tilemap | [Game select screen] Game select menu tilemap. Format: Tile, properties. Keep in mind that the first 448 bytes affects the "SELECT GAME" area which does NOT scroll when you are scrolling through the games! |
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$0386E6 | 48 bytes | Routine | [Super Mario Bros. 1] Reset highscore (access by B+A+L+R on title screen) |
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$03896B | 1 byte | Music | [Super Mario Bros. 1] Princess got rescued music. |
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$039440 | 1736 bytes | Map16 | [Super Mario Bros. 1] Map16 data of FG? Partial? Format: $upperleft,$property,$bottomleft,$property,$upperright,$property,$bottomright,$property. TODO: Confirm this address |
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$039B08 | 21 bytes | Routine | [Super Mario Bros. 1] ExecutePtrShort routine. |
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$039BBC | 168 bytes | Routine | [Super Mario Bros. 1] Stripe image uploader. $00-$02: Pointer to stripe image. Format of stripe image: VVVVVVVV VVVVVVVV DRLLLLLL LLLLLLLL <data bytes> V = VRAM D = Stripe image direction. 1 = vertical, 0 = horizontal R = RLE flag L = Length of data |
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$039D4A | 37 bytes | Empty | [Other] Empty, unused space. | |
$03A7C9 | 94 bytes | Pointers | [Super Mario Bros. 1] Pointers to level object generation routines (pipes, springboards, etc.) | |
$03AB26 | 4 bytes | Map16 Tile | [Super Mario Bros. 1] Coin map16 tile, depending on $7E005C In this order: Underwater coin, regular coin, underground coin, castle coin |
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$03AB5A | 4 bytes | Map16 Tile | [Super Mario Bros. 1] Stone block map16 tile, depending on $7E005C In this order: Coral stone, normal stone, underground stone, castle dark brick |
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$03AB5E | 5 bytes | Map16 Tile | [Super Mario Bros. 1] Level brick map16, depending on RAM $7E005C In this order: Underwater coral, normal bricks, underground bricks, castle bricks, smiling cloud tiles |
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$03B1B5 | 1 byte | Music | [Super Mario Bros. 1] Mario died music (when you fall in a pit). |
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$03B6AC | 1 byte | Sound Effect | [Super Mario Bros. 1] Fireball throwing sound effect. |
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$03B6E4 | 2 bytes | X Speed | [Super Mario Bros. 1] Fireball X-speed (right, left). |
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$03B6FE | 1 byte | X Position | [Super Mario Bros. 1] Fireball creation X-position, relative to the player's X-position. |
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$03B71B | 1 byte | Y Speed | [Super Mario Bros. 1] Fireball initial Y-speed. |
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$03B953 | 1 byte | Music | [Super Mario Bros. 1] Goal at flagpole music. |
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$03BA2F | 1 byte | Sprites | [Super Mario Bros. 1] How long the vine at the start of a (bonus) level grows at most. | |
$03BA30 | 1 byte | Sprites | [Super Mario Bros. 1] How long the vine from item boxes grows at most. | |
$03C970 | 4 bytes | Y Position | [Super Mario Bros. 1] Bowser's fireball Y positions on the screen (fireball generator). |
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$03D4F0 | 1 byte | Music | [Super Mario Bros. 1] Goal music when you defeat (any) Bowser |
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$03D6B3 | 1 byte | World | [Super Mario Bros. 1] At which world the "real" Bowser battle music plays. |
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$03D6B7 | 1 byte | Music | [Super Mario Bros. 1] "Real" Bowser music. |
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$03D6BB | 1 byte | Music | [Super Mario Bros. 1] "Fake" Bowser music. |
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$03DC62 | 15 bytes | Empty | [Other] Empty, unused space |
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$03DCCD | 8 bytes | Sprite Number | [Super Mario Bros. 1] Sprite to generate when you kill Bowser with fireballs. In this order: Goomba, Green Koopa, Red Koopa, Spiny, Lakitu, Blooper, Hammer Bros., Bowser | |
$03DE13 | 1 byte | Timer | [Super Mario Bros. 1] How long the star power lasts. |
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$03DE18 | 1 byte | Music | [Super Mario Bros. 1] Star power music. |
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$03E51D | 1 byte | X Position | [Super Mario Bros. 1] Player's X position while sliding down the flagpole, relative to the flagpole position. $00-$7F is the left side, $80-$FF is the right side. |
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$03EBD9 | 55 bytes | Empty | [Other] Empty, unused space |
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$03FFDE | 34 bytes | Empty | [Other] Empty, unused space |
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