SMAS Memory Map
Displaying 50 out of 1220 addresses.
View: moderated | waiting (204)
RAM Address | Length | Type | Context | Description | Details |
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$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. |
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$7E0047 | Unknown | X Position | Super Mario Bros. 3/Main gameplay | Sprite X position in the level, high byte. TODO: verify length |
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$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 |
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$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. |
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$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 |
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$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. |
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$7E0071 | 9 bytes | Sprites | Super Mario Bros. 3/Global | Sprite Y position, low byte. TODO: Verify length |
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$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 |
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$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 |
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$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 |
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$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. |
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$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. |
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$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. |
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$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) |
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$7E00BB | 1 byte | Miscellaneous | Super Mario Bros. 3/Global | Something related about OW powerup get? ($07 + higher= glitch) TODO: Verify |
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$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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