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SMAS Memory Map

Displaying 75 out of 471 addresses.

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ROM Address Length Type Description Details
$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
$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.
$009383 2 bytes Palette [Other] First color of the "pirated" message. Palette $00, color $0C.
$009389 2 bytes Palette [Other] Second color of the "pirated" message. Palette $00, color $0D.
$00938F 2 bytes Palette [Other] Third color of the "pirated" message. Palette $00, color $0E.
$009395 2 bytes Palette [Other] Fourth color of the "pirated" message. Palette $00, color $0F.
$0093C7 322 bytes Routine [Other] "Incompatible SNES" message routine
$0093EC 2 bytes Palette [Other] First color of the "not compatible" message. Palette $00, color $0C.
$0093F2 2 bytes Palette [Other] Second color of the "not compatible" message. Palette $00, color $0D.
$0093F8 2 bytes Palette [Other] Third color of the "not compatible" message. Palette $00, color $0E.
$0093FE 2 bytes Palette [Other] Fourth color of the "not compatible" message. Palette $00, color $0F.
$009509 312 bytes VRAM Tilemap (Text) [Other] "Serious crime" pirated message. Format is the same as the "Not Compatible" message.
$009641 190 bytes Routine [Other] Pirated ROM message routine.
$00965A 1 byte Music [Other] Which music to play at the "Pirated" message. Default value fades out the music.
$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
$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
$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.
$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
$00A017 20 bytes OAM Tile Number [Other] Nintendo presents logo tilemap (16x16 tiles)
$00A02F 1 byte OAM Tile Y Position [Other] Nintendo presents logo Y position.
$00A033 1 byte OAM Tile X Position [Other] Nintendo presents logo X position
$00A052 1 byte OAM Tile Size [Other] Nintendo presents logo tile sizes. $02 = 16x16, $00 = 8x8
$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.
$00A076 48 bytes Palette [Other] Nintendo presents logo blinking colors. Format is currently unknown? TODO: Figure out the color
$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.
$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.
$00A521 1 byte Sound Effect [Game select screen] SFX to play when you're moving the cursor |> over file A/B/C/D screen
$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
$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
$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.
$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
$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!
$0386E6 48 bytes Routine [Super Mario Bros. 1] Reset highscore (access by B+A+L+R on title screen)
$03896B 1 byte Music [Super Mario Bros. 1] Princess got rescued music.
$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
$039B08 21 bytes Routine [Super Mario Bros. 1] ExecutePtrShort routine.
$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
$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
$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
$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
$03B1B5 1 byte Music [Super Mario Bros. 1] Mario died music (when you fall in a pit).
$03B6AC 1 byte Sound Effect [Super Mario Bros. 1] Fireball throwing sound effect.
$03B6E4 2 bytes X Speed [Super Mario Bros. 1] Fireball X-speed (right, left).
$03B6FE 1 byte X Position [Super Mario Bros. 1] Fireball creation X-position, relative to the player's X-position.
$03B71B 1 byte Y Speed [Super Mario Bros. 1] Fireball initial Y-speed.
$03B953 1 byte Music [Super Mario Bros. 1] Goal at flagpole music.
$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).
$03D4F0 1 byte Music [Super Mario Bros. 1] Goal music when you defeat (any) Bowser
$03D6B3 1 byte World [Super Mario Bros. 1] At which world the "real" Bowser battle music plays.
$03D6B7 1 byte Music [Super Mario Bros. 1] "Real" Bowser music.
$03D6BB 1 byte Music [Super Mario Bros. 1] "Fake" Bowser music.
$03DC62 15 bytes Empty [Other] Empty, unused space
$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.
$03DE18 1 byte Music [Super Mario Bros. 1] Star power music.
$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.
$03EBD9 55 bytes Empty [Other] Empty, unused space
$03FFDE 34 bytes Empty [Other] Empty, unused space