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SMAS Memory Map

Displaying 50 out of 1220 addresses.

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RAM Address Length Type Context Description Details
$7E0047 9 bytes Sprites Super Mario Bros. 2 Sprite Y speed table
$7E0047 2 bytes X Position Super Mario Bros. 3/Global Player overworld X-position.

First byte is for Mario, second byte for Luigi.
$7E0047 Unknown X Position Super Mario Bros. 3/Main gameplay Sprite X position in the level, high byte.

TODO: verify length
$7E004C 1 byte Direction Super Mario Bros. 3/Global Player's direction on the overworld.
$7E0050 1 byte Direction Super Mario Bros. 1 The direction of the sprite which came out of a [?]-block.
$7E0051 9 bytes Sprites Super Mario Bros. 2 Sprite status table. 00 = non-existant/init, 01 = main, 02 = falling from screen, 03 = flat, 04 = explode, 05 = disappear in a puff of smoke, 06 = dissolving sand, 07 = stop interacting, 08 = disappear in two puffs of smoke, 09 = disappear abruptly
$7E0055 1 byte Y Position Super Mario Bros. 3/Main gameplay Player Y-position in the level, high byte.
$7E0056 9 bytes Sprites Super Mario Bros. 3/Global Sprite Y position, high byte.

TODO: Verify length
$7E005A 1 byte Flag Super Mario Bros. 3/Global "Players spins in the overworld" flag (e.g. when player dies and gets placed to the latest checkpoint)
$7E005C 1 byte Level Data Super Mario Bros. 1 Map Type

$00 - Underwater
$01 - Normal
$02 - Underground
$03 - Castle
This address always has the same value as $7E:00BA.
$7E005D 1 byte X Speed Super Mario Bros. 1 Player's X Speed
$7E005E 8 bytes X Speed Super Mario Bros. 1 Sprite X-Speed
$7E005E 1 byte X Position Super Mario Bros. 3/Global Player X-position in the level, low byte
$7E005F 9 bytes Sprites Super Mario Bros. 3/Global Sprite X position, low byte.

TODO: Verify length
$7E0060 4 bytes Sound Effect Intro & Game Select Screens SPC700 I/O Ports. Write values to play music/sound effects.
$7E0067 1 byte X Speed Super Mario Bros. 1 X speed of the sprite which came out of a [?]-block.
$7E0068 2 bytes X Speed Super Mario Bros. 1 Fireball X-Speed
$7E006A 2 bytes X Speed Super Mario Bros. 1 Bounce blocks X-Speed
$7E0070 1 byte Y Position Super Mario Bros. 3/Global Player Y-position in the level, low byte.

TODO: Also related to OW 'player spawns' stars (those spinning ones), 34 bytes.
$7E0071 9 bytes Sprites Super Mario Bros. 3/Global Sprite Y position, low byte.

TODO: Verify length
$7E0078 1 byte X Position Super Mario Bros. 1 Player X-Position, high byte.
$7E0079 8 bytes X Position Super Mario Bros. 1 Sprite X-Position, high byte.
$7E0082 1 byte Player Super Mario Bros. 2 Amount of time to remain in a player state.
$7E0084 2 bytes X Position Super Mario Bros. 1 Fireball X-Position, high byte.
$7E0086 2 bytes X Position Super Mario Bros. 1 Bounce block X-Position, high byte.
$7E008B 1 byte Speed Super Mario Bros. 3/Global Player X-speed
$7E008C 9 bytes Sprites Super Mario Bros. 3/Global Sprite X speed.

TODO: Verify length
$7E008F 1 byte Player Super Mario Bros. 2 Current player. #$00 = Mario; #$01 = Peach; #$02 = Toad; #$03 = Luigi.
$7E0090 9 bytes Sprite Number Super Mario Bros. 2 Sprite num table
$7E0099 1 byte Level Super Mario Bros. 1 Which tileset to load upon level load.

$00 - Unused?
$01 - Mario bonus background + cave FG
$02 - Hills background & SUPER MARIO BROS banner
$03 - Underground background
$04 - Castle FG & BG tileset
$05 - Tall slim hills background
$06 - Castle FG & BG tileset
$07 - Hills background
$08 - Underwater BG & FG tileset
$09 - Hills background & SUPER MARIO BROS banner
$0A - Game over screen & Mario bonus room background
$0B - Starry night background
$0C - Bowser's Castle (outside) background
$0D - Mushrooms background
$0E - Waterfall background
$0F - Underwater ruins background
$10 - Goomba pillars BG & snow FG
$11 - Underground foreground
$12 - Snow foreground
$13 - Bowser's Castle BG, part 1
$14 - Bowser's Castle BG, part 2
$15 - Game Over and Time Up text
$16 - Starry night background
$17 - Grass foreground
$18 - Luigi bonus background + cave FG
$7E0099 1 byte Level Super Mario Bros. 1 Graphics to upload during level load. See this for a list of values.
$7E009B 1 byte Sprites Super Mario Bros. 3/Global The current sprite index.
$7E009C 1 byte Flag Super Mario Bros. 2 Player holding item flag ($01 = Holding.)
$7E009D 1 byte Player Super Mario Bros. 2 Player's Direction ($00 = Left, $01 = Right)
$7E009D 1 byte Y Speed Super Mario Bros. 3/Global Player Y-speed
$7E009E 1 byte Index Super Mario Bros. 1 Current sprite index
$7E009E 9 bytes Sprites Super Mario Bros. 3/Global Sprite Y speed.

TODO: Verify length
$7E00A0 1 byte Y Speed Super Mario Bros. 1 Player's Y Speed
$7E00A1 8 bytes Y Speed Super Mario Bros. 1 Sprite Y Speed
$7E00A2 1 byte Counter Super Mario Bros. 2 Alternative Frame Counter (Stops at times)
$7E00A8 9 bytes Sprites Super Mario Bros. 2 Sprite is picked up table. 07 = sprite = bottom at player, 01 = top, 00 = normal state
$7E00AA 1 byte Y Speed Super Mario Bros. 1 Y speed of the sprite which came out of a [?]-block. TODO: Value is only applied when the sprite is airborne?
$7E00AB 2 bytes Y Speed Super Mario Bros. 1 Player fireballs Y speed
$7E00AB 3 bytes Pointers Super Mario Bros. 3/Global Pointer to 24-bit RAM address which contains the windowing HDMA table used for various effects.

Seems to alternate between $7F:9000 and $7F:9200.
$7E00AD 2 bytes Y Speed Super Mario Bros. 1 Bounce block Y speed
$7E00B3 1 byte Overworld Super Mario Bros. 3/Global What overworld tile the player is standing on.

TODO: List of overworld tiles.
$7E00BA 1 byte Level Super Mario Bros. 1 Current background palette and music.

$00 - Light blue background with underwater music
$01 - Light blue background with normal world music
$02 - Black background with underground music
$03 - Black background with castle music

This address always has the same value as $7E:005C.
$7E00BB 1 byte Y Position Super Mario Bros. 1 Player position in the level:

$00 - Top of screen (above status bar)
$01 - Inside range (anywhere he can shoot fireballs)
$02 - In pit (obviously causes death, value increases up to 6)
$7E00BB 1 byte Miscellaneous Super Mario Bros. 3/Global Something related about OW powerup get? ($07 + higher= glitch)

TODO: Verify
$7E00BC 8 bytes Y Position Super Mario Bros. 1 Sprite Y position in the level.

$00 - Top of screen (above status bar)
$01 - Inside range
$02 - In pit
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