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SMAS ROM Map
Displaying 16 addresses. Show moderated addresses - Submit address
Address Length Type Description Submitter
$138B2A Unknown Routine Sends PC graphics to VRAM along with the graphics for the Crystal Ball, POW Block and Potions. The later of which is sent to VRAM throughout the entire game. justin3009
$14E14A Unknown Routine Properly sets PC graphics depending on current action. justin3009
$21D86B 18 bytes Pointers [Super Mario Bros. 3] A table of 9 16-bit pointers indexed by the world number. This one points to a table of indexes for the following tables that is itself indexed by the submap number. imamelia
$21D87D 18 bytes Pointers [Super Mario Bros. 3] A table of 9 16-bit pointers indexed by the world number. This one points to a table of data in the format yyyytttt, where yyyy is the Y position of each possible interactable tile on that world map and tttt is the object tileset for that level ($070A, or $042A for world 8). imamelia
$21D88F 18 bytes Pointers [Super Mario Bros. 3] A table of 9 16-bit pointers indexed by the world number. This one points to a table of data indicating the X position of each possible interactable tile on that world map (values are in terms of 16x16-pixel blocks). imamelia
$21D8A1 18 bytes Pointers [Super Mario Bros. 3] A table of 9 16-bit pointers indexed by the world number. This one points to a table of 24-bit pointers to the sprite data for each possible interactable tile on that world map. imamelia
$21D8B3 18 bytes Pointers [Super Mario Bros. 3] A table of 9 16-bit pointers indexed by the world number. This one points to a table of 24-bit pointers to the object data for each possible interactable tile on that world map. imamelia
$21EA01 4 bytes Level [Super Mario Bros. 3] [18 70 D8 80] Table of possible starting X positions for the player in a level, indexed by $0426. imamelia
$27A7E4 11 bytes Sprites [Super Mario Bros. 3] Update sprite Y position without gravity. Adds 0x12 to the sprite index and then JSRs to $27A806. imamelia
$27A7EF 23 bytes Sprites [Super Mario Bros. 3] Update sprite X position without gravity. JSRs to $27A806. (TODO: Also does something else if $0425 is nonzero...what is $0425?) imamelia
$27A806 49 bytes Sprites [Super Mario Bros. 3] The sprite subroutine for updating position based on speed, called by $27A7E4 and $27A7EF. imamelia
$2992E9 1 byte Palette [Super Mario Bros. 3] [01] The palette of red Para-Beetles. Green ones use this value + 1. imamelia
$299E88 18 bytes Pointers [Super Mario Bros. 3] Pointers to generator routines. There are 8 generators here, referenced with sprite numbers B4-BB (the first pointer is null). imamelia
$29A0B7 2 bytes Sprites [Super Mario Bros. 3] [10 01] Change to [80 01] to make the Para-Beetle generator only spawn red Para-Beetles, or to [EA EA] to make it only spawn green ones. imamelia
$29EF8E 8 bytes Y Position [00 40 70 B0 F0 41 71 81] Table of possible starting Y positions for the player when taking a screen exit, indexed by bits 4-6 of the table at $1F56. The low nybble is actually the high byte, so these correspond to Y positions $0000, $0040, $0070, $00B0, $00F0, $0140, $0170, and $0180 respectively. imamelia
$3BA289 18585 bytes Sound Effect [Other] Chattering BRR Sample at the start of the ROM itself. justin3009

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