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SMAS Memory Map

Displaying 50 out of 1220 addresses.

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RAM Address Length Type Context Description Details
$7E010C 1 byte Hardware Mirror Intro & Game Select Screens Mirror of $210F: BG2 Horizontal Scroll
This value represents the low byte address and is written to the register first.
$7E010D 1 byte Hardware Mirror Intro & Game Select Screens Mirror of $210F: BG2 Horizontal Scroll
This value represents the high byte address and is written to the register second.
$7E010E 1 byte Hardware Mirror Intro & Game Select Screens Mirror of $2110: BG2 Vertical Scroll
This value represents the low byte address and is written to the register first.
$7E010F 1 byte Hardware Mirror Intro & Game Select Screens Mirror of $2110: BG2 Vertical Scroll
This value represents the high byte address and is written to the register second.
$7E0110 1 byte Hardware Mirror Intro & Game Select Screens Mirror of $2111: BG3 Horizontal Scroll
This value represents the low byte address and is written to the register first.
$7E0111 1 byte Hardware Mirror Intro & Game Select Screens Mirror of $2111: BG3 Horizontal Scroll
This value represents the high byte address and is written to the register second.
$7E0112 1 byte Hardware Mirror Intro & Game Select Screens Mirror of $2112: BG3 Vertical Scroll
This value represents the low byte address and is written to the register first.
$7E0113 1 byte Hardware Mirror Intro & Game Select Screens Mirror of $2112: BG3 Vertical Scroll
This value represents the high byte address and is written to the register second.
$7E0114 1 byte Hardware Mirror Intro & Game Select Screens Mirror of $2123: Window Mask Settings for BG1 and BG2
$7E0115 1 byte Hardware Mirror Intro & Game Select Screens Mirror of $2124: Window Mask Settings for BG3 and BG4
$7E0116 1 byte Hardware Mirror Intro & Game Select Screens Mirror of $2125: Window Mask Settings for OBJ and Color Window
$7E0117 1 byte Hardware Mirror Intro & Game Select Screens Mirror of $212C (Main screen designation).
$7E0117 1 byte Hardware Mirror Intro & Game Select Screens Mirror of $212C: Main Screen Designation
$7E0118 1 byte Hardware Mirror Intro & Game Select Screens Mirror of $212D: Subscreen Designation
$7E0118 1 byte Hardware Mirror Intro & Game Select Screens Mirror of $212D (Sub screen designation).
$7E0119 1 byte Hardware Mirror Intro & Game Select Screens Mirror of $212E: Window Mask Designation for the Main Screen
$7E011A 1 byte Hardware Mirror Intro & Game Select Screens Mirror of $212F: Window Mask Designation for the Subscreen
$7E011B 1 byte Hardware Mirror Intro & Game Select Screens Mirror of $2130: Color addition select
$7E011B 1 byte Hardware Mirror Intro & Game Select Screens Mirror of $2130 (Color Addition Select).
$7E011C 1 byte Hardware Mirror Intro & Game Select Screens Mirror of $2131: Color math designation
$7E011C 1 byte Hardware Mirror Intro & Game Select Screens Miror of $2131 (Color math designation).
$7E011D 1 byte Hardware Mirror Intro & Game Select Screens Mirror of $2132: Fixed color data
This value is written to the mirror first.
$7E011D 3 bytes Hardware Mirror Intro & Game Select Screens Mirror of $2132 (Fixed Color Data).

$011D - Red fixed color component.
$011E - Green fixed color component.
$011F - Blue fixed color component.
$7E011E 1 byte Hardware Mirror Intro & Game Select Screens Mirror of $2132: Fixed color data
This value is written to the mirror second.
$7E011F 1 byte Hardware Mirror Intro & Game Select Screens Mirror of $2132: Fixed color data
This value is written to the mirror third.
$7E0120 1 byte Hardware Mirror Intro & Game Select Screens Mirror of $7E:420C - HDMA Enable
$7E0121 1 byte Miscellaneous Intro & Game Select Screens Value is always $7E:0124 & #$FE, but is never read in-game.
$7E0122 1 byte Flag Intro & Game Select Screens "Main program loop initialize" flag.

This flag is set during NMI. Once set, the game will go through its main program loop. When the loop is finished, it will clear the flag and wait for NMI to set it again before continuing.
$7E0124 1 byte Flag Intro & Game Select Screens General IRQ flag. If set, IRQ mode registers will be enabled
$7E0124 2 bytes Counter Intro & Game Select Screens IRQ Vertical timer. Writes to $4209 and $420A. Used to keep the "Select v Game" box at a static position.
$7E0125 1 byte Hardware Mirror Intro & Game Select Screens Mirror of $7E:4209 - V-timer low byte.
$7E0142 2 bytes Empty Super Mario Bros. 1 Free space
$7E014D 7 bytes Empty Super Mario Bros. 1 Free space
$7E0154 1 byte Flag Super Mario Bros. 1 If the value in it is not zero, run the actual game; otherwise, loop forever. It's set to a non-zero value during NMI, and it's set to zero after the game mode has been run, so that the game runs exactly once a frame - one NMI trigger per frame.
$7E0155 1 byte Empty Super Mario Bros. 1 Free space
$7E0156 170 bytes Stack Global Stack RAM. Ends at $7E01FF.
$7E0160 1 byte Player Super Mario Bros. 3/Global Debug RAM. Setting it to $80 will allow you to cycle through the player's power-ups by using select. You can also press A / B / X / Y and Select to toggle the Kuribo's Shoe power-up.
$7E0200 2 bytes Hardware Mirror Super Mario Bros. 2 BG 1 X position
$7E0200 1 byte Hardware Mirror Super Mario Bros. 3/Global Window Mask Settings for BG1 and BG2
$7E0200 1 byte Index Intro & Game Select Screens Tilemap index for animating Luigi's head
$7E0201 1 byte Hardware Mirror Super Mario Bros. 3/Global Window Mask Settings for BG3 and BG4
$7E0201 1 byte Index Intro & Game Select Screens Tilemap index for animating Luigi's right hand
$7E0202 1 byte Direction Super Mario Bros. 1 Player direction.
$01 - Right
$02 - left
$7E0202 2 bytes Hardware Mirror Super Mario Bros. 2 BG 2 X position
$7E0202 1 byte Hardware Mirror Super Mario Bros. 3/Global Window Mask Settings for OBJ and Color Window
$7E0202 1 byte Index Intro & Game Select Screens Tilemap index for animating Peach's head
$7E0203 1 byte Hardware Mirror Super Mario Bros. 3/Global Color Addition Select
$7E0203 1 byte Index Intro & Game Select Screens Tilemap index for animating Toad
$7E0204 2 bytes Hardware Mirror Super Mario Bros. 2 BG 3 X position
$7E0204 1 byte Hardware Mirror Super Mario Bros. 3/Global Color math designation
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