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SMAS Memory Map

Displaying 25 out of 1220 addresses.

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RAM Address Length Type Context Description Details
$7E0000 8 bytes Miscellaneous Super Mario Bros. 1 Scratch RAM for many subroutines
$7E0000 Unknown Miscellaneous Super Mario Bros. 1 TODOs:

- Fix inconsistent SMB1 sprite table sizes
- Consistent naming (player instead of Mario, Y Position instead of ypos, and the likes)
- Find out what kind of sprites there are in SMB1. How many types of extended sprites, and so on.
- SMB3/Global addresses need context re-assigning.
$7E0008 1 byte Empty Super Mario Bros. 1 Unused scratch RAM.
$7E0009 1 byte Counter Super Mario Bros. 1 Frame Counter
$7E000A 3 bytes Flag Super Mario Bros. 1 Player action data.

Note that these flags are not mirrors of SNES controller flags. They merely signify which states the player is experiencing. For example, the Jump flag can be set by whatever button maps to jumping. Also, the flag is set only by the controller of the current player.
$7E000A 1 byte Flag Super Mario Bros. 1 Bit flags: JD000000
J - Jump button
D - Dash button
$7E000B 1 byte Flag Super Mario Bros. 1 Bit flags: 0000UD00
U - Up button
D - Down button
$7E000C 1 byte Flag Super Mario Bros. 1 Bit flags: 000000LR
L - Left flag
R - Right flag
$7E000D 1 byte Flag Super Mario Bros. 1 Saves the value of $7E:000A (jump/run flags) from the previous frame.
$7E000F 1 byte Player Action Super Mario Bros. 1 Player's current action (Entering pipe, fade to image before level, vine, etc.)

TODO: verify "Number of subroutines to run in game engine on next frame"
$7E0010 8 bytes Sprites Super Mario Bros. 1 Sprite onscreen flag.

Bit 7 = never overwrite sprite slot of current index.
Bit 0 = Onscreen flag.
$7E0010 1 byte Counter Super Mario Bros. 2 Frame Counter
$7E0011 1 byte Stripe Image Super Mario Bros. 1 Layer image upload
$7E0012 1 byte Position Super Mario Bros. 3/Global Which screen number the player is in. TODO: Verify, editing this seems to screw with the level drawing
$7E0014 1 byte Player Super Mario Bros. 2 Player's X-position, high byte.
$7E0014 1 byte Flag Super Mario Bros. 3/Global Level completed flag.
$7E0015 9 bytes Sprites Super Mario Bros. 2 Sprites' X-position, high byte.
$7E0015 1 byte Counter Super Mario Bros. 3/Global Frame counter.
$7E0016 1 byte Hardware Mirror Super Mario Bros. 3/Global Brightness. Does not affect the statusbar on the overworld.
$7E001C 8 bytes Sprites Super Mario Bros. 1 Sprite number
$7E001C 1 byte Timer Intro & Game Select Screens Number of frames to show intro logo.

Is initially set to #$81.

At #$61, the logo will flash.
$7E001E 1 byte Player Super Mario Bros. 2 Player's Y-position, high byte.
$7E001F 9 bytes Sprites Super Mario Bros. 2 Sprites' Y-position, high byte.
$7E0022 1 byte Level Super Mario Bros. 3/Global How many screens the level has.
$7E0022 1 byte Timer Intro & Game Select Screens Amount of time to wait until the "Super Mario All-Stars" text flashes.
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