#$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 (used after beating Bowser).
#$0C = Castle destruction moves.
#$0D = Enter a door (also freezes the player).
notes to moderators:
whats the point of having a list in a separate page if you can fit it here?
Player is climbing flag: format: n--sifhb
n: Net/vine flag. 1 - net, 0 - vine. Determines whether Mario can move diagonally.
s: Side body collision point with climbing. If clear, block horizontal movement.
i: Side head collision point with climbing.
f: Feet collision point with climbing.
h: Head collision point with climbing.
b: Body collision point with climbing.
Mod note: Alternate version which may contain something useful.
n: 1 - climbing on net, 0 - climbing on vine. Determines whether Mario can move diagonally.
- = Not used, always zero.
s: 1 - allow horizontal movement, 0 - disallow. Used if Mario is on the side edge or *near* the bottom of the fence.
i: Similar to F, but if Mario moves *at* the bottommost limit of the net, it's still set (and will disable horizontal movement).
f: If Mario is near the bottom of the net tile or vine. 1 = no, 0 = yes.
h: If Mario is on the top and can't move upwards. 1 = can move up, 0 = can't.
b: Determine if moving left, right or down will cause mario to get off the vine. 1 = keep climbing 0 = make him climb off (occurs if mario is on the edgemost part of the vine, always 1 if Mario is on a net tile).
Lives adder handler, used for an "animation" of lives counting up slowly. Occurs when grabbing a 3-up moon or getting 2+ 1-up mushroom at the same frame (happens if placing 2 1-ups on the same position in lunar magic)
(to moderators: i found out using the code "show a ram value on status bar" from the asm library that any form of getting lives uses this, not only the 3-up moon.)
$7E:18E4: how much 1-ups to add record timer. If its a non-zero value, it will decrement by 1 as the lives increment by 1 until it hits zero.
$7E:18E5: amount of delay (in frames) before $7E:18E4 decrements.