SMAS Memory Map - Waiting Addresses
Displaying 93 out of 93 waiting addresses.
View: moderated | waiting (204)
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ROM Address | Length | Type | Description | Details | Submitter |
---|---|---|---|---|---|
$009B82 | 510 bytes | Empty | Filled With $FF. | Airbourne Bubblun | |
$009E35 | 1 byte | Sound Effect | [Hall Screen] (29) Title screen select sound effect. | Airbourne Bubblun | |
$00A1A4 | 1 byte | Sound Effect | [Hall Screen] (40) Title screen fade out sound effect. | Airbourne Bubblun | |
$00A4F1 | 1 byte | Miscellaneous | [Game select screen] Brightness of Game Select Screen | Airbourne Bubblun | |
$00A506 | 1 byte | Sound Effect | [Game select screen] (41) Game Select Screen fade in sound effect. | Airbourne Bubblun | |
$00A625 | 1 byte | Sound Effect | [Game select screen] (01) Select Game Moving right sound effect. | Airbourne Bubblun | |
$00A651 | 1 byte | Sound Effect | [Game select screen] (01) Select Game moving left sound effect. | Airbourne Bubblun | |
$00A787 | 1 byte | Sound Effect | [Game select screen] SFX to play when you can't increase world number in a file A/B/C/D select screen | Airbourne Bubblun | |
$00A952 | 1 byte | Timer | [Game select screen] Timer before loading game | Airbourne Bubblun | |
$00A96E | 1 byte | Sound Effect | [Game select screen] (22) Erase data? sound effect | Airbourne Bubblun | |
$00B6AD | 1 byte | Sound Effect | [Game select screen] (23) Erase data moving around sound effect. | Airbourne Bubblun | |
$00B6BA | 1 byte | Sound Effect | [Game select screen] (22) Exit erase file sound effect. | Airbourne Bubblun | |
$00B6C1 | 1 byte | Sound Effect | [Game select screen] (05) Erased file sound effect. | Airbourne Bubblun | |
$0181C0 | 32 bytes | Miscellaneous | The name of the game. | Airbourne Bubblun | |
$02C200 | 2048 bytes | Map16 Tilemap | [Hall Screen] Hall screen tilemap | Airbourne Bubblun | |
$02CA00 | 512 bytes | Palette | [Hall Screen] Hall screen dark palette | Airbourne Bubblun | |
$02CC00 | 480 bytes | Palette | [Hall Screen] Hall Screen palette | Airbourne Bubblun | |
$02CDE0 | 32 bytes | Palette | Nintendo coin palette | Airbourne Bubblun | |
$02CE00 | 9216 bytes | Empty | Filled with $FF. | Airbourne Bubblun | |
$038B6C | 1 byte | Music | [Super Mario Bros. 1] Princess got rescued music. | Airbourne Bubblun | |
$03911E | 101 bytes | OAM Tilemap | [Super Mario Bros. 1] Mario HUD | Airbourne Bubblun | |
$03927D | 42 bytes | VRAM Tilemap (Text) | [Super Mario Bros. 1] Welcome to Warp Zone! text | Airbourne Bubblun | |
$0392CE | 10 bytes | VRAM Tilemap (Text) | Unknown Luigi text? | Airbourne Bubblun | |
$039BBD | 152 bytes | VRAM Tilemap (Text) | [Super Mario Bros. 1] Princess in another castle text. | Airbourne Bubblun | |
$039C5A | 173 bytes | VRAM Tilemap (Text) | [Super Mario Bros. 1] Ura World text. | Airbourne Bubblun | |
$03AF2B | 53 bytes | Empty | Filled with $FF. | Airbourne Bubblun | |
$048A7B | 25 bytes | VRAM Tilemap (Text) | Mario/Luigi text? | Airbourne Bubblun | |
$0EBCED | 1555 bytes | Empty | Filled with $FF. | Airbourne Bubblun | |
$0FCC7D | 899 bytes | Empty | Filled with $FF. | Airbourne Bubblun | |
$0FE827 | 100 bytes | VRAM Tilemap (Text) | [Super Mario Bros.: The Lost Levels] Mario/Luigi start intro text | Airbourne Bubblun | |
$0FF38A | 420 bytes | VRAM Tilemap (Text) | [Super Mario Bros.: The Lost Levels] Thank you Mario! Thank you Luigi! Peace is paved text | Airbourne Bubblun | |
$0FF58A | 420 bytes | VRAM Tilemap (Text) | [Super Mario Bros.: The Lost Levels] Thank you Mario! Thank you Luigi! Peace is paved text. Other submission is wrong. | Airbourne Bubblun | |
$0FF740 | 269 bytes | VRAM Tilemap (Text) | [Super Mario Bros.: The Lost Levels] We present fantasy world text. | Airbourne Bubblun | |
$0FF853 | 152 bytes | VRAM Tilemap (Text) | [Super Mario Bros.: The Lost Levels] Princess in another castle text. | Airbourne Bubblun | |
$0FFF01 | 767 bytes | Empty | Filled with $FF. | Airbourne Bubblun | |
$11A755 | 23 bytes | VRAM Tilemap (Text) | [Super Mario Bros. 2] Contributor text? | Airbourne Bubblun | |
$11ACA2 | 73 bytes | VRAM Tilemap (Text) | [Super Mario Bros. 2] Characters text | Airbourne Bubblun | |
$11BDD6 | 26 bytes | VRAM Tilemap (Text) | [Super Mario Bros. 2] Extra life text | Airbourne Bubblun | |
$11BE5C | 120 bytes | VRAM Tilemap (Text) | [Super Mario Bros. 2] No Bonus/Player text | Airbourne Bubblun | |
$11C87E | 45 bytes | VRAM Tilemap (Text) | [Super Mario Bros. 2] Select Player text | Airbourne Bubblun | |
$11CC8E | 101 bytes | VRAM Tilemap (Text) | [Super Mario Bros. 2] Cont/Save/Quit text | Airbourne Bubblun | |
$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 | |
$14C766 | 1650 bytes | VRAM Tilemap (Text) | [Super Mario Bros. 2] Cast text [credits] | Airbourne Bubblun | |
$14E14A | Unknown | Routine | Properly sets PC graphics depending on current action. | justin3009 | |
$15EA61 | 640 bytes | VRAM Tilemap (Text) | [Super Mario Bros. 2] story text. Current submission is not headerless. | Airbourne Bubblun | |
$15EE37 | 32 bytes | VRAM Tilemap (Text) | [Super Mario Bros. 2] extra life text 2? | Airbourne Bubblun | |
$1FEED6 | 4906 bytes | Empty | Filled with $FF. | Airbourne Bubblun | |
$20A656 | 90 bytes | Empty | Filled with $FF. | Airbourne Bubblun | |
$20E3D2 | 94 bytes | Empty | Filled with $FF. | Airbourne Bubblun | |
$20F1E8 | 24 bytes | Empty | Filled with $FF. | Airbourne Bubblun | |
$218178 | 136 bytes | Empty | Filled with $FF. | Airbourne Bubblun | |
$21B48E | 15 bytes | Pointers | A series of 5 24-bit pointers indexed by $DE. In a clean ROM, these are $21B551, $21B5A2, $21B662, $21B744, and $21B81E respectively. They are referenced at $279FD7 and $27A0CC and used for sprite tilemaps. The index is usually a value based on $0669,x. | imamelia | |
$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 | |
$21FF71 | 655 bytes | Empty | Filled with $FF. | Airbourne Bubblun | |
$229851 | 6575 bytes | Empty | Filled with $FF. | Airbourne Bubblun | |
$22D0D9 | 1 byte | Sprites | [2F] How many times a Chain Chomp has to tug on its chain before it starts flashing, about to break free. (Not to be confused with $22CDD9.) | imamelia | |
$22D6A7 | 2905 bytes | Empty | Filled with $FF. | Airbourne Bubblun | |
$22E952 | 2222 bytes | Empty | Filled with $FF. | Airbourne Bubblun | |
$22F64A | 2998 bytes | Empty | Filled with $FF. | Airbourne Bubblun | |
$2383DE | 1 byte | Sound Effect | [Super Mario Bros. 3] (1C) Item select OW Sound effect 1. | Airbourne Bubblun | |
$23887D | 1 byte | Sound Effect | [Super Mario Bros. 3] (15) Door unlocked after castle destroyed sound effect. | Airbourne Bubblun | |
$23A6F0 | 80 bytes | Empty | Filled with $FF. | Airbourne Bubblun | |
$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 | |
$28DEEA | 1 byte | Sound Effect | [Super Mario Bros. 3] (3A) ? Sphere from Boom Boom sound effect. | Airbourne Bubblun | |
$2992E9 | 1 byte | Palette | [Super Mario Bros. 3] [01] The palette of red Para-Beetles. Green ones use this value + 1. | imamelia | |
$299C43 | 72 bytes | Routine | [Super Mario Bros. 3] The subroutine that loads values for auto-scroll commands (sprite D3). | 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 | |
$29B15A | 1 byte | Sound Effect | [Super Mario Bros. 3] (1C) OW Level cleared sound effect. | Airbourne Bubblun | |
$29B1D2 | 1 byte | Sound Effect | [Super Mario Bros. 3] (16) Castle destroyed sound effect. | Airbourne Bubblun | |
$29BBD6 | 1 byte | Sound Effect | [Super Mario Bros. 3] (24) Mario arrives by stars OW sound effect. | Airbourne Bubblun | |
$29C7CB | 1 byte | Sound Effect | [Super Mario Bros. 3] (13) King transformed back music. | Airbourne Bubblun | |
$29D56E | 1 byte | Sound Effect | [Super Mario Bros. 3] (45) Doomship thunder sound effect. | Airbourne Bubblun | |
$29D5DE | 1 byte | Sound Effect | [Super Mario Bros. 3] (45) Inside doomship thunder sound effect. | Airbourne Bubblun | |
$29DD0D | 1 byte | Sound Effect | [Super Mario Bros. 3] (1C) Item select OW Sound effect 2. | Airbourne Bubblun | |
$29EDE4 | 1 byte | Sound Effect | [Super Mario Bros. 3] (43) Pause sound effect. | Airbourne Bubblun | |
$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 | |
$29F0CF | 1 byte | Sound Effect | [Super Mario Bros. 3] (3B) Save & Continue/Quit sound effect. | Airbourne Bubblun | |
$29F23B | 1 byte | Sound Effect | [Super Mario Bros. 3] (43) Exit pause sound effect. | Airbourne Bubblun | |
$3BA289 | 18585 bytes | Sound Effect | [Other] Chattering BRR Sample at the start of the ROM itself. | justin3009 | |
$3C8AA0 | 32 bytes | Palette | [Super Mario Bros. 3] Mario Palette | JoeyJonJon | |
$3C8AE2 | 32 bytes | Palette | [Super Mario Bros. 3] Luigi Palette | JoeyJonJon | |
$3C8B20 | 32 bytes | Palette | [Super Mario Bros. 3] Fire Mario Palette | JoeyJonJon | |
$3C8B40 | 32 bytes | Palette | [Super Mario Bros. 1] Fire Luigi Palette | JoeyJonJon | |
$3C8B40 | 32 bytes | Palette | [Super Mario Bros. 3] Fire Luigi Palette | JoeyJonJon | |
$3CB600 | 512 bytes | Palette | [Game Select Screen] Game select palette. | Airbourne Bubblun | |
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