SM64 Memory Map
Displaying 50 out of 85 addresses.
View: moderated | waiting (9)
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RAM Address | Length | Type | Context | Description | Details |
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$80064F80 | Unknown | Misc. | Global | Segment 0x02 constant location - Contains image data for the hud symbols and other textures. The segment is allocated by a hardcoded routine on startup. | |
$8006C680 | Unknown | Misc. | Global | Table with segment-offset pointers to the HUD symbol textures. Since some of the HUD symbols were removed in the USA release, some of the slots are left empty: 8006C6CC 00000000 - J 8006C6E8 00000000 - Q 8006C6FC 00000000 - V 8006C704 00000000 - X 8006C70C 00000000 - Z You can restore the old symbols by patching in the images from the Japanese ROM, and modifying the pointers in this table. |
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$8007E200 | Unknown | Misc. | Global | Segment 0x15 | |
$8007EC20 | Unknown | Misc. | Global | Segment 0x04 - Contains the data for Mario's model | |
$800EB180 | Unknown | Misc. | Global | Segment 0x13 - Behavior script segment | |
$800EC5F8 | 52 bytes | Behaviour | Global | Behavior script - Purple switch | |
$800ED3FC | 32 bytes | Behaviour | Global | Behavior script - Spinning exclamation point | |
$800EDBC8 | 12 bytes | Behaviour | Global | Behavior script - Misc level architecture (eg the castle tower) | |
$800EDC24 | 44 bytes | Behaviour | Global | Tree's behavior script | |
$800EE040 | 56 bytes | Behaviour | Global | Mario's behavior script 00000000 10050000 11010100 11030001 23000000 002500A0 08000000 0C000000 802CB1C0 0C000000 8029CA58 0C000000 802CB264 09000000 |
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$800EE2F4 | 56 bytes | Behaviour | Global | Bob-omb's behavior script | |
$800F0860 | Unknown | Geometry Layout | Global | Mario's decompressed geo-layout script | |
$800F8C4C | Unknown | Geometry Layout | Global | Decompressed geo-layout script for signs | |
$8018D47C | 554 bytes | Geometry Layout | Global | Bob-omb's decompressed geo-layout | |
$80195C54 | Unknown | Geometry Layout | Overworld | Decompressed geo-layout script for the castle tower | |
$801C1000 | Unknown | Misc. | Global | Segment 0x09 constant location. All level mesh textures are loaded here by the 0x1A level script command. | |
$80207700 | 512 bytes | Misc. | Global | Start of EEPROM and goes up to 0x80207900 | |
$80277EE0 | Unknown | Routine | Global | Function that assigns ram segments Arguments: A0 = segment number, A1 = ram address Returns: V0 = 0x80-prefix-less ram address Essentially just: *(uint32*)(0x8033B400 + segment_number << 2) = ram_address & 0x00FFFFFF; |
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$80277F50 | Unknown | Routine | Global | Segment-offset to true ram address converter Arguments: A0 = segmented address Returns: V0 = true ram address |
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$80278120 | 118 bytes | Routine | Global | Function that seems to be a memory allocator. Basically finds a desired amount of free space in the heap and returns a pointer to the area. Arguments: A0 = block size Returns: V0 = ram address |
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$80278504 | 264 bytes | Routine | Global | DmaCopy(u32 dst, u32 bottom, u32 top); dst being the RAM offset! bottom is the beginning ROM offset to copy the bytes and top is the end. Takes three arguments. Example: ADDIU SP, SP, $FFE8 ; -24 to stack. Aka, make space. SW RA, $0014 (SP) ; Push return address to stack. LUI A0, $8034 ; Upper half address. ORI A0, A0, $269D ; Lower half address. A0 = $8034269D LUI A1, $001C ; ROM offset start (bottom) ORI A1, $0D60 ; Lower part, A1 = $001C0D60 LUI A2, $0020 ; ROM offset end (top) JAL $80278504 ; Jump to subroutine DmaCopy ORI A2, $00D1 ; Is executed before JAL. Lower half. LW RA, $0014 (SP) ; Load back our lost return address. JR RA ; Jump to return address. ADDIU SP, SP, $0018 ; Restores stack. (+24) DmaCopy basically copies data from ROM to RAM. dst is the destination (as RAM offset), bottom is the start (as ROM offset) which is copied to RAM and top is the end. So, in our above example bytes from $001C0D60 (ROM) to $002000D1 (ROM) into $8034269D (RAM). |
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$80278610 | 124 bytes | Routine | Global | Function that loads data from rom into the heap and returns a ram pointer to the data. Arguments: A0 = rom start address, A1 = rom end address, A2 = allocation size (seems mostly unused?) Returns: V0 = pointer to data after being loaded into ram |
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$802787D8 | 216 bytes | Routine | Global | Function that loads MIO0 files into ram segments. Arguments: A0 = ram segment number, A1 = rom address start, A2 = rom address end |
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$802792C0 | 84 bytes | Routine | Global | EEPROM Save file checksum calculation routine Arguments: A0 = address of buffer, A1 = buffer size, A2 = ? 00004441 Returns: 2 byte checksum to V0 |
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$8027F4E0 | 164 bytes | Routine | Global | MIO0 decoder Arguments: A0 = pointer to mio0 file (in RAM), A1 = destination address for the decompressed file |
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$8029E27C | Unknown | Routine | Global | Distance From Object: Calculates the distance of 2 objects Arguments: A0 = object 1 ptr, A1 = object 2 ptr Returns: F0 = distance between objects (float) This function only checks the X and Z positions of the two objects. The Y position is not taken into account. |
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$8029EDCC | 88 bytes | Routine | Global | Function that spawns an object at another object's location Arguments: A0 = pointer to relative object, A1 = graphics id, A2 = behavior segment offset Returns: V0 = pointer to the newly spawned object |
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$802A3754 | 68 bytes | Routine | Global | IsMarioGroundPounding function Detects if Mario is ground-pounding the current object. No parameters. Returns V0 = 1 if true, and V0 = 0 if false. |
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$802A3CFC | 56 bytes | Routine | Global | IsMarioStepping function This function detects if Mario is on-top of the current object. This function is used in many places like in the cap switches. Takes no parameters. Returns V0 = 1 if Mario is stepping on the object, otherwise V0 will return 0. |
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$802D62D8 | Unknown | Routine | Global | Hud number printing function Arguments: A0 = x, A1 = y, A2 = pointer to ascii format string, A3 = number value The format string argument is very similar to the one used in C's 'printf' function. http://www.cplusplus.com/reference/cstdio/printf/ |
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$802D6554 | Unknown | Routine | Global | HUD Symbol printing function - Prints an ascii string to the screen. Arguments: A0 = int x, A1 = int y, A2 = pointer to ascii string |
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$802D6858 | 56 bytes | Routine | Global | Function that converts ascii chars to sm64 chars. Arguments: A0 = ascii byte Returns: V0 = sm64 byte |
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$802DB498 | 584 bytes | Routine | Global | Function that prints animated red coins to the screen Arguments: A0 = x, A1 = y |
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$802E2CF0 | 160 bytes | Routine | Global | Function that prints the camera images in the bottom right corner of the screen. (The lakitu, camera, mario, and X symbols) Arguments: A0 = int x, A1 = int y, A2 = segment-offset to raw image data |
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$802E2E58 | 258 bytes | Routine | Global | Function that prints the little yellow C button symbols when zooming in and out Arguments: A0 = int left, A1 = int bottom, A2 = segment offset pointer to raw image |
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$802E6AF8 | Unknown | Routine | Global | Object behavior function - explode! (and spawn a coin) Args: none Returns: none |
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$802F3C9F | 1 byte | Misc. | Global | 1UP Modifier, change 0x01 to value of lives you want Mario to get when collecting a 1UP. | |
$803223B0 | 220 bytes | Routine | Global | OSTime osGetTime(void); void osSetTime(OSTime time); Calling the osGetTime function returns the time since the last cold reset, expressed in units of CPU count register cycles. Regardless of whether the system is NTSC or PAL, this counter increments at 46.875 MHz, with 1 cycle equal to approximately 21.33 nanoseconds. When the counter reaches its maximum value, it returns to zero and continues to increment. (Since the real time counter has a length of 64 bits, unless the counter value is changed by calling osSetTime it will take more than 10,000 years for the counter to reach its maximum value and return to zero.) The osSetTime function is used to set the value of the real time counter. Note that the OSTime type is defined as u64 (unsigned long long), so you should specify "%llu" for the conversion format if you are going to output this type of numerical value with a printf function. **Note**: Since the VI Manager performs timer management, you must activate the VI Manager with osCreateViManager before using this function. |
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$80322640 | 100 bytes | Routine | Global | void osViSetEvent(OSMesgQueue *mq, OSMesg msg, u32 retraceCount); Arguments mq Message queue address (0x8033AF78) msg Message announced when vertical retrace occurs retraceCount Retrace count This function registers the specified message queue and message in the VI manager. The program can thus receive the message (msg) announced by the message queue (mq)) from the VI manager when a vertical retrace occurs. The send cycle for the message is changed according to the value set in the retrace count (retraceCount). For instance, while the cycle is 60Hz when this is set to 1, it becomes a low speed 30Hz when it is set to 2, decreasing the frequency at which the application receives the vertical retrace announcement (message send cycle = 60Hz/retrace count). Return Values None. ##Precautions## Execute this function after setting the display mode (see osViSetMode). |
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$80322F70 | 380 bytes | Routine | Global | void osCreateViManager(OSPri pri); The VI manager is a system thread that must be created and invoked at the beginning of the application. To do this, call osCreateViManager() for the VI manager to allow vertical retrace interrupt to occur at an early stage. Usually, this priority should be set to OS_PRIORITY_VIMGR. The VI manager is designed to service both the VI interrupt (OS_EVENT_VI) and CPU counter interrupt(OS_EVENT_COUNTER) in the most efficient manner. Each interrupting event can be performed using osViSetEvent or osSetTimer. Return Values: None. |
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$803232D0 | 96 bytes | Routine | Global | void osViSetMode(OSViMode *mode); Arguments mode VI mode This function lets you set the current VI Mode. It supports a total of 56 modes, those break down in 14 NTSC modes, 14 PAL modes, 14 MPAL modes and 14 full-screen display PAL (FPAL) modes. The attributes of each mode, such as interlace and non-interlace, 16-bit color pixels and 32-bit color pixels, low-resolution and high-resolution, etc., can be set. In addition, the resolution can be dropped or images can be rescaled in order to increase rendering speed. The last 4 characters of the symbol name (LPN1, etc.) comprise the following codes. 1st character: H = High resolution L = Low resolution 2nd Character: A = Anti-aliasing P = Point sampling 3rd Character Low resolution N = Non-interlaced F = Interlaced High resolution N = Normal interlaced F = Deflickered interlaced 4th Character 1 = 16-bit pixel size 2 = 32-bit pixel size (Modes have yet to be found in the ROM) |
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$803233B0 | 432 bytes | Routine | Global | void osViSetSpecialFeatures(u32 func); Sets special VI functions. Argument func Turn special VI function ON/OFF: OS_VI_GAMMA_ON 0x0001 (Default: ON) OS_VI_GAMMA_OFF 0x0002 OS_VI_GAMMA_DITHER_ON 0x0004 (Default: ON) OS_VI_GAMMA_DITHER_OFF 0x0008 OS_VI_DIVOT_ON 0x0010 (Default: ON) OS_VI_DIVOT_OFF 0x0020 OS_VI_DITHER_FILTER_ON 0x0040 (16bit-default): ON OS_VI_DITHER_FILTER_OFF 0x0080 (32bit-default): OFF ##Precautions## osViSetMode returns all of the function settings set with osViSetSpecialFeatures to their default values according to the display mode specified in the argument. |
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$80325310 | Unknown | Misc. | Global | Cosine function Arguments: F12 = input angle (in radians) Returns: F0 = resulting value |
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$80325480 | Unknown | Routine | Global | Sine function Arguments: F12 = input angle (in radians) Returns: F0 = resulting value |
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$803273F0 | 40 bytes | Routine | Global | memcpy(u32 dst, u32 src, u32 num); Copies bytes in the RAM from one location to another. Arguments: A0 = Pointer to RAM destination to copy to. A1 = Pointer to RAM source to copy from. A2 = Number of bytes to copy. Returns: V0 = Pointer to RAM desitination |
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$8032741C | 36 bytes | Routine | Global | strlen (char * str) Gets the length of an ascii string. A0 = pointer to string V0 = length of string Example: "Hello World!" would return 12. |
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$80327444 | 60 bytes | Routine | Global | strchr (char * str, u8 character); returns a pointer to the first instance of 'character' A0 = pointer to string A1 = ASCII character to be located. V0 = pointer to the first occurrence. If no matching character was found, then V0 will return 0. Example: A0 = "Hello World!" A1 = 0x57 ('W') will return "World!" |
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$803284B0 | 224 bytes | Routine | Global | Function used to load sounds and Mario's animation sequences into ram on the fly. Args:A0 = (always 0?), A1 = rom address, A2 = destination ram address, A3 = block size Returns: V0 = 0 (success); V0 = -1 (fail) |
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$8032D5E4 | 4 bytes | Pointer | Global | Pointer that contains the pointer to the first controller structure. | |
$8032DDCC | 4 bytes | Pointer | Global | Pointer to the current area struct pointer. | |
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