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SMAS Memory Map - Waiting Addresses

Displaying 93 out of 93 waiting addresses.

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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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