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RAMs with multiple values list

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This thread lists all the RAM addresses which values hold a specific function. It will cover RAMs with a large range of different values, so addresses like $187A (Mario is on Yoshi) won't be documented here; see the RAM Map for their description.
RAM $7E:0071

Originally posted by RAM Map
Player animation trigger



Value Function Description
00 None, the player is able to move freely.
01 Flashing as if the player is hurt by an enemy.
02 Get Mushroom animation.
03 Get Feather animation. (Note: To make it work, write to $1496 also.)
04 Get Fire Flower animation. (Note: To make it work, write to $149B also.)
05 Enter a horizontal Warp Pipe.
06 Enter a vertical Warp Pipe.
07 Shoot from a slanted pipe.
08 Shoot up into the sky. (Yoshi Wings)
09 End level without activating overworld events. (Dying)
0A Castle entrance moves.
0B Freeze player.
0C Castle destruction moves.
0D Enter a door.
RAM $7E:0089

Originally posted by RAM Map
Action to take when the player enters or exits from a pipe. Also serves as a timer for the No Yoshi cutscenes for each controller command (for the table at $00:C848).



Value Function Description
00 Enter a right-facing horizontal pipe.
01 Enter a left-facing horizontal pipe.
02 Enter a down-facing horizontal pipe.
03 Enter an up-facing horizontal pipe.
04 Exit from a left-facing horizontal pipe.
05 Exit from a right-facing horizontal pipe.
06 Exit from an up-facing horizontal pipe.
07 Exit from a down-facing horizontal pipe.
RAM $7E:009C

Originally posted by RAM Map
Map16 tile to generate (used with $00:BEB0).



Value Function Description
00 Do nothing, keep it at the current tile.
01 Empty (025), sets item memory setting bit.
02 Empty (025).
03 Vine (006).
04 Solid bush tile, used by berries (049).
05 Always turning turn block (048).
06 Coin (02B).
07 Tree background, used by the mushroom scales (sprite 8F) (0A2).
08 Mole hole (0C6).
09 Invisible solid block (152).
0A Multiple coin turnblock (11B).
0B Multiple coin question block (123).
0C Turn block (11E).
0D Used block (132).
0E Note block (113).
0F Note block (115).
10 4-way note block (116).
11 Turn block you can bounce off from the side (12B).
12 Translucent block (12C).
13 On/off switch (112).
14 Side of pipe, left (168).
15 Side of pipe, right (169).
16 Used block (132), sets item memory setting bit.
17 O block from 1up game (15E), sets item memory setting bit.
18 Sets low byte of current and below tile to 25 (making both invisible, even if it's wrong), sets item memory setting bit. Used by Yoshi coin.
19 Creates an empty net frame. The frame is 48x48, but due to alignment, it edits a total of 16 tiles. For some strange reason, it doesn't generate any tiles; it just edits the VRAM.
1A Creates a net door (48x48). This one is similar to 19, but it's not empty.
1B Creates an invisible 32x32 block and sets the low bytes to 25. Probably used by switch palaces.
RAM $7E:0100

Originally posted by RAM Map
Game Mode.



Value Function Description
00 Load Nintendo Presents
01 Nintendo Presents
02 Fade to Title Screen
03 Load Title Screen
04 Prepare Title Screen
05 Title Screen: Fade in
06 Title Screen: Circle effect
07 Title Screen
08 Title Screen: File select
09 Title Screen: File delete
0A Title Screen: Player select
0B Fade to Overworld
0C Load Overworld
0D Overworld: Fade in
0E Overworld
0F Fade to Level
10 Fade to Level (black)
11 Load Level (Mario Start!)
12 Prepare Level
13 Level: Fade in
14 Level
15 Fade to Game Over / Time Up
16 Load Game Over / Time Up
17 Game Over / Time Up
18 Load Credits/Cutscene?
19 Load Credits/Cutscene?
1A Load Credits/Cutscene?
1B Ending: Credits / Cutscene
1C Ending: Fade to Yoshi's House
1D Ending: Load Yoshi's House
1E Ending: Yoshi's House: Fade in
1F Ending: Yoshi's House
20 Fade to Enemies
21 Fade to Enemies (black)
22 Fade to Enemies?
23 Fade to Enemies (black)?
24 Ending: Enemies: Fade in
25 Ending: Enemies
26 Fade to The End / Go to 22
27 Ending: Load The End
28 Ending: The End: Fade in
29 Ending: The End
RAM $7E:0D9B

Originally posted by RAM Map
Activates different IRQ/NMI behavior for various game modes.



Value Function Description
00 Regular level.
01 Mario Start, Time Up, etc. + Title Screen + Castle destruction scene.
02 Overworld.
80 Iggy's and Larry's battle mode.
C0 Reznor's, Morton's and Roy's battle mode.
C1 Bowser's battle mode.
RAM $7E:0DE5

Originally posted by RAM Map
Overworld sprite number.



Value Function Description
00 Free slot.
01 Lakitu.
02 Blue Bird.
03 Cheep-Cheep x3.
04 Piranha Plant.
05 Moving Cloud.
06 Koopa Kid x3.
07 Smoke x2.
08 Bowser Sign.
09 Bowser.
0A Boo x2.
RAM $7E:13D0

Originally posted by RAM Map
Index to what tile should be stored to VRAM during the castle/switch palace/fortress destruction sequence. The tile data is then read from $04:EE7A through a 24-bit pointer at $7E:000A (scratch RAM).



Value Function Description
00 Pressed green switch.
01 Pressed yellow/red/blue switch.
02 Destroyed fortress.
03 Destroyed castle with exit.
04 Destroyed castle without exit.
RAM $7E:13D9

Originally posted by RAM Map
A pointer to various processes running on the overworld.



Value Function Description
00 (No action.)
01 Activate overworld events.
02 Runs as soon as a level is beaten and the events have run.
03 Standing still on a level tile.
04 Player is moving in a certain direction.
05 Runs before settling on a level tile.
06 Fading out to #$07.
07 Switching between Mario and Luigi.
08 Fading in from #$07.
09 Follows up #$08, sets $7E:13D9 to #$03.
0A Switching between two submaps (not via warp pipe/star).
0B Activate star warp.
0C Player intro march (entering overworld for the first time).


Originally posted by RAM Map
Also used in the level end march.



Value Function Description
00 Show up the course clear text.
01 Store bonus star text (if applicable), bonus stars not decrementing yet.
02 Count down timer/convert to score, add up bonus stars to total.
03 Do nothing.
RAM $7E:13E1

Originally posted by RAM Map
What kind of slope the player is on. Also set when flying with a cape.



Value Function Description
00 No slope.
08 Gradual slope left.
10 Gradual slope right.
18 Normal slope left.
20 Normal slope right.
28 Steep slope left.
30 Steep slope right.
38 Left facing up conveyor.
40 Left facing down conveyor.
48 Right facing up conveyor.
50 Right facing down conveyor.
58 Very steep slope left.
60 Very steep slope right.
68 Flying left while holding left, or holding right and tapping B.
70 Flying right while holding right, or holding left and tapping B.
RAM $7E:13E3

Originally posted by RAM Map
Player is wall-running flag.



Value Function Description
00 Not wall-running.
01 On bottom left (45° angle).
02 On bottom right (45° angle).
03 On top left (45° angle, on top of the wall).
04 On top right (45° angle, on top of the wall).
05 On the left wall.
06 On the right wall.
RAM $7E:13EE

Originally posted by RAM Map
What kind of slope the player is on.



Value Function Description
FC Very steep slope left.
FD Steep slope left.
FE Normal slope left.
FF Gradual slope left.
00 Not on slope.
01 Gradual slope right.
02 Normal slope right.
03 Steep slope right.
04 Very steep slope right.
RAM $7E:1407

Originally posted by RAM Map
Player flying with cape phase. Controls player pose as well (table at $00:CE79).



Value Function Description
00 Not gliding.
01 Gliding, rising.
02 Gliding, staying on level.
03 Gliding, sinking a little.
04 Gliding, sinking more.
05 Swooping down, initial phase.
06 Swooping down, fast.
RAM $7E:1408

Originally posted by RAM Map
Used to index the cape gliding table at $00:D7D4 to see what the next step should be in the cape gliding phase. That value is (eventually) stored in $7E:1407.



Value Function Description
00 Make player rise.
01 Make player sink (eventually swoop down).
02 Holding off left/right button, make player sink, but not swoop down.
03 Holding off left/right button, swooping down, make player sink less.
04 Holding off left/right and X/Y buttons, terminate cape gliding.
RAM $7E:143E

Originally posted by RAM Map
Scroll command number. Also used during castle cutscenes. Iggy/Ludwig/Roy use it to indicate the switch was hit, Wendy uses it to indicate when the castle is fully erased, and Morton/Lemmy/Larry use it for deciding how to move the castle.



Value Function Description
00 None.
01 Auto-scroll 1, 2, 3, 4. (Sprite E8.)
02 Layer 2 smash 1, 2, 3. (Sprite E9.)
03 Layer 2 scroll 1, 2, 3, 4. (Sprite EA.)
04 Unused scroll command. (Sprite EB.)
05 Unused scroll command. (Sprite EC.)
06 Layer 2 falls. (Sprite ED.)
07 Unused scroll command. (Sprite EE.)
08 Layer 2 scroll S/L. (Sprite EF.)
09 Unused scroll command. (Sprite F0.)
0A Unused scroll command. (Sprite F1.)
0B Layer 2 On/Off switch controlled. (Sprite F2.)
0C Auto-scroll level. (Sprite F3.)
0D Fast background scroll. (Sprite F4.)
0E Layer 2 sink/rise when touched. (Sprite F5.)
RAM $7E:1442

Originally posted by RAM Map
Various flags used in the Yoshi's House portion of the credits scene. 24-bit pointers for these actions are located at SNES $0C:A1DE. Also used in the castle destruction sequence as a pointer to what actions should be taken. Each castle destruction has its own pointer table for this address. $0C:C9A5 is a pointer table which points the the pointer tables of each castle. Used in scroll sprites for tracking what type of scroll it is currently doing, usually depending on $7E:1440/$7E:1441. This is the Layer 1 counterpart of $7E:1443.



Value Function Description
00 Player and companion walks in.
01 Various Yoshis duck and watch in excitement.
02 Eggs are shattering, one by one.
03 Yoshis get up and "THANK YOU" appears on Yoshi's house.
04 Yoshis jump in excitement, then screen fades out.
RAM $7E:14C8

Originally posted by RAM Map
Sprite status table. States 08 and above are considered alive; sprites in other states are dead and should not be interacted with.



Value Function Description
00 Free slot, non-existent sprite.
01 Initial phase of sprite.
02 Killed, falling off screen.
03 Smushed. Rex and shell-less Koopas can be in this state.
04 Killed with a spinjump.
05 Burning in lava; sinking in mud.
06 Turn into coin at level end.
07 Stay in Yoshi's mouth.
08 Normal routine.
09 Stationary / Carryable.
0A Kicked.
0B Carried.
0C Powerup from being carried past goaltape.
RAM $7E:15B8

Originally posted by RAM Map
Determines what kind of slope a sprite is on.



Value Function Description
FC Very steep slope left.
FD Steep slope left.
FE Normal slope left.
FF Gradual slope left.
00 Flat ground (or in the air).
01 Gradual slope right.
02 Normal slope right.
03 Steep slope right.
04 Very steep slope right.
RAM $7E:1699

Originally posted by RAM Map
Bounce sprite type number.



Value Function Description
00 Free slot.
01 Turn block (not turning).
02 Note block.
03 Question mark block.
04 Sideways bouncing block.
05 Translucent block.
06 On/Off block.
07 Turn block (turning).
RAM $7E:16E1

Originally posted by RAM Map
Score/1-Up sprite number.



Value Function Description
00 Free slot.
01 10 points.
02 20 points.
03 40 points.
04 80 points.
05 100 points.
06 200 points.
07 400 points.
08 800 points.
09 1000 points.
0A 2000 points.
0B 4000 points.
0C 8000 points.
0D 1-Up.
0E 2-Up.
0F 3-Up.
10 5-Up (graphics are glitchy).
11 5 coins (graphics are glitchy).
12 10 coins (graphics are glitchy).
13 15 coins (graphics are glitchy).
14 20 coins (graphics are glitchy).
15 25 coins (graphics are glitchy).
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