SMAS Memory Map
Displaying 50 out of 1220 addresses.
View: moderated | waiting (204)
RAM Address | Length | Type | Context | Description | Details |
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$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. |
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$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. |
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$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. |
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$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. |
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$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. |
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$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. |
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$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. |
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$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. |
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$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. |
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$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. |
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$7E011E | 1 byte | Hardware Mirror | Intro & Game Select Screens | Mirror of $2132: Fixed color data This value is written to the mirror second. |
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$7E011F | 1 byte | Hardware Mirror | Intro & Game Select Screens | Mirror of $2132: Fixed color data This value is written to the mirror third. |
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$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. |
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$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 |
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$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 | |