$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. |
$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 |
$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; |
$80277F50
|
Unknown |
Routine |
Global |
Segment-offset to true ram address converter
Arguments: A0 = segmented address
Returns: V0 = true ram address |
$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 |
$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). |
$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 |
$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 |
$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 |
$8027F4E0
|
164 bytes |
Routine |
Global |
MIO0 decoder
Arguments: A0 = pointer to mio0 file (in RAM), A1 = destination address for the decompressed file |
$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. |
$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 |
$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. |
$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.
|
$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/ |
$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
|
$802D6858
|
56 bytes |
Routine |
Global |
Function that converts ascii chars to sm64 chars.
Arguments: A0 = ascii byte
Returns: V0 = sm64 byte |
$802DB498
|
584 bytes |
Routine |
Global |
Function that prints animated red coins to the screen
Arguments: A0 = x, A1 = y |
$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 |
$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 |
$802E6AF8
|
Unknown |
Routine |
Global |
Object behavior function - explode! (and spawn a coin)
Args: none
Returns: none |
$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. |
$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). |
$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. |
$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) |
$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. |
$80325310
|
Unknown |
Misc. |
Global |
Cosine function
Arguments: F12 = input angle (in radians)
Returns: F0 = resulting value |
$80325480
|
Unknown |
Routine |
Global |
Sine function
Arguments: F12 = input angle (in radians)
Returns: F0 = resulting value |
$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 |
$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. |
$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!" |
$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) |
$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. |
$8032DF00
|
4 bytes |
Misc. |
Global |
Pointer to current object as used by the geo-layout script rendering system. An ASM routine reads the object pointer at this address, and then writes the pointer into a geo-layout's object pointer slot. |
$80331620
|
1 byte |
Misc. |
Global |
Current level's act number |
$80338388
|
2 bytes |
Misc. |
Global |
Format string for number of lives in the HUD - "%d" |
$803383A0
|
2 bytes |
Misc. |
Global |
Format string for the number of stars in the HUD |
$803383A4
|
1 byte |
Misc. |
Global |
Format string for HUD beta keys; "/" or 0x2F |
$8033B079
|
1 byte |
Misc. |
Global |
Result of function osEepromProbe(). Read this byte to check if the eeprom has been loaded properly. This value should be 0x01.
0x00 = No eeprom loaded
0x01 = 4K-EEPROM loaded
0x02 = 16K-EEPROM loaded |
$8033B176
|
2 bytes |
Misc. |
Global |
Mario hat flags |
$8033B17C
|
4 bytes |
Misc. |
Global |
Mario's current action |
$8033B17C
|
4 bytes |
Misc. |
Global |
Mario's previous action |
$8033B188
|
2 bytes |
Misc. |
Global |
Mario's animation phase (unsigned short int) |
$8033B18A
|
2 bytes |
Misc. |
Global |
Mario's animation cycle counter. Game also uses this to determine how sleepy Mario is. |
$8033B218
|
2 bytes |
Misc. |
Global |
Mario's current coins. |
$8033B21C
|
1 byte |
Misc. |
Global |
Number of beta keys |
$8033B21D
|
1 byte |
Misc. |
Global |
Number of lives |
$8033B21E
|
2 bytes |
Misc. |
Global |
Mario's power - upper byte is the value and the lower byte works like a decimal. |
$8033B220
|
1 byte |
Misc. |
Global |
Mario Y offset from the ground (signed char) |
$8033B222
|
1 byte |
Misc. |
Global |
Amount of time to apply 'hurting' effect to Mario's power |
$8033B223
|
1 byte |
Misc. |
Global |
Amount of time to apply 'healing' effect to Mario's power (unsigned char) |
$8033B226
|
2 bytes |
Misc. |
Global |
Displayed power number (signed short int) |
$8033B264
|
2 bytes |
Misc. |
Global |
Number for displayed stars (signed short int aka Halfword). |
$8033B400
|
128 bytes |
Misc. |
Global |
The segments table - Segment descriptions:
0x00 Miscellaneous, Constant 0
Graphics segments:
0x01 Master display lists?
0x02 Textures which are always available
0x03 ?
0x04 Mario graphics (geo+textures)
0x05
0x06
0x07
0x08 Object textures
0x09 Level mesh textures
0x0A
0x0B
0x0D
0x0E
0x0F
General purpose segments:
0x10
0x11
0x12
0x13 Behavior script bank
0x14 Level scripts
0x15 Level scripts
0x16 Geo layouts (pre-decompression)
0x17 Geo layouts (pre-decompression)
0x18 ? (points to nothing)
0x19 Unused
0x1A Unused
0x1B Unused
0x1C Unused
0x1D Unused
0x1E Unused
0x1F Unused
|
$8033C600
|
4 bytes |
Misc. |
Global |
Pointer to current collision triangle that mario is standing on/above |
$8033D488
|
145920 bytes |
Misc. |
Global |
Level object linked list - 240 slots for level object structs, each of which are 0x260 bytes. (Goombas, Toads, Signs, Mario, etc)
Struct offsets: (Not completely accurate)
003 Camera relativity
004 Pointer to previous object
008 Pointer to next object
00C Pointer to ?? (some type of schema? Data has a pointer to mario's object in it)
014 Pointer to model layout script
020 X position (copy)
024 Y position (copy)
028 Z position (copy)
03C Pointer to animation data
054 X rotation
058 Y rotation
05C Z rotation
060 Pointer to an object (?)
064 Pointer to list of objects (?)
068 Pointer to ?? (self when mario's object)
070 Interaction from colliding object
074 ?
075 Object link status?
076 Collision with object status
078 Pointer to an object (?) (usually Mario's)
07C Pointer to an object (?)
0A0 X position
0A4 Y position
0A8 Z position
0AC X momentum
0B0 Y momentum
0B4 Z momentum
0F0 Model layout script case parameter
120 Segmented pointer to animation data (?)
130 Interaction
144 Interaction index (dialogue and spawn table indexes)
154 Frame counter
164 X position anchor
168 Y position anchor
16C Z position anchor
17C Model transparency
180 Interaction parameter (number of coins, damage dealt)
188 Interaction parameter ? (door warps)
19C Render distance
1C0 Pointer to level collision data that the object is standing on
1CC Pointer to behavior script (active)
1D0 Pointer to behavior script (active)
1F8 Collision sphere width
1FC Collision sphere height
20C Pointer to behavior script (initial)
21C Pointer to collision polygon
25C Pointer to model script table?
|
$80361150
|
4 bytes |
Pointer |
Global |
Pointer to next empty object for the game to use (behavior script engine variable) |
$80361158
|
4 bytes |
Pointer |
Global |
Another pointer to the current Mario object (behavior script engine variable) |
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