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SMAS Memory Map

Displaying 50 out of 1220 addresses.

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RAM Address Length Type Context Description Details
$7E0204 1 byte Index Intro & Game Select Screens Tilemap index for animating Birdo's eyes.
This animation sequence was cut from the final game.
$7E0205 1 byte Hardware Mirror Super Mario Bros. 3/Global Fixed Color Data (red)
$7E0205 1 byte Index Intro & Game Select Screens Tilemap index for animating Birdo's right arm
$7E0206 2 bytes Hardware Mirror Super Mario Bros. 2 BG 1 Y Position, works together with $04C6 (low byte)
$7E0206 1 byte Hardware Mirror Super Mario Bros. 3/Global Fixed Color Data (green)
$7E0206 1 byte Index Intro & Game Select Screens Tilemap index for animating Birdo's tail
$7E0207 1 byte Hardware Mirror Super Mario Bros. 3/Global Fixed Color Data (blue)
$7E0207 1 byte Index Intro & Game Select Screens Tilemap index for animating Gommba's head.
This animation sequence was cut from the final game.
$7E0208 2 bytes Hardware Mirror Super Mario Bros. 2 BG 2 Y position
$7E0208 1 byte Hardware Mirror Super Mario Bros. 3/Global Main Screen Designation
$7E0208 1 byte Index Intro & Game Select Screens Tilemap index for animating Bob-omb's fuse.
This animation sequence was cut from the final game.
$7E0209 1 byte Hardware Mirror Super Mario Bros. 3/Global Subscreen Designation
$7E0209 1 byte Index Intro & Game Select Screens Tilemap index for animating Spiney's head.
This animation sequence was cut from the final game.
$7E020A 2 bytes Hardware Mirror Super Mario Bros. 2 BG 3 Y position
$7E020A 1 byte Hardware Mirror Super Mario Bros. 3/Global Window Mask Designation for the Main Screen
$7E020A 1 byte Index Intro & Game Select Screens Tilemap index for animating Pidgit.
$7E020B 1 byte Hardware Mirror Super Mario Bros. 3/Global Window Mask Designation for the Subscreen
$7E020B 1 byte Index Intro & Game Select Screens Tilemap index for animating Mario's head.

Also acts as a flag to animate Mario's left arm on frame 0 and frame 6.

Resets after 10 frames
$7E020C 1 byte Powerup Super Mario Bros. 1 Which powerup the current powerup entity is. ($00 = Mushroom, $01 = Fireflower, $02 = Star, $03 = 1-up)

Note: You can only have one powerup on the screen, hence this address is a single byte.
$7E020C 1 byte Clipping Super Mario Bros. 3/Global BG Mode and Character Size
$7E020C 1 byte Index Intro & Game Select Screens Tilemap index for animating Mario's left arm.
$7E020D 1 byte Hardware Mirror Super Mario Bros. 3/Global Screen Pixelation
$7E020D 1 byte Index Intro & Game Select Screens Tilemap index for animating Bowser's left arm.
$7E020E 1 byte Graphics Super Mario Bros. 3/Global BG mode of statusbar (Mode 1 by default)
$7E020F 1 byte Hardware Mirror Super Mario Bros. 3/Global Main screen designation of statusbar
$7E0210 2 bytes X Position Super Mario Bros. 3/Global BG1 Horizontal Scroll position

TODO: maybe break up into 2 sub addresses for low and high byte
$7E0214 2 bytes Hardware Mirror Intro & Game Select Screens Mirror of $7E:210D - BG1 horizontal scroll.

The low byte is written first and then the high byte is written second.

This mirror is only applied during IRQ.
$7E0214 2 bytes Hardware Mirror Intro & Game Select Screens BG1 Vertical scroll (IRQ) in Game Select screen
$7E0216 1 byte Timer Intro & Game Select Screens BG1 IRQ scroll timer in Game Select screen. This timer is used when scrolling right.
$7E0216 2 bytes Y Position Super Mario Bros. 3/Main gameplay BG1 Camera Y position. In the top of the level, this has a value of $0000 while on ground level in horizontal levels, this has a value of $00EF.
$7E0217 1 byte Timer Intro & Game Select Screens BG1 IRQ scroll timer in Game Select screen. This timer is used when scrolling left.
$7E0218 1 byte Flag Super Mario Bros. 1 Player's "peace" pose flag. (Used when entering vertical pipes)
$7E0218 1 byte Counter Intro & Game Select Screens Scroll index in Game Select menu. Increments by 1 when scrolling right, decrements by 1 when scrolling left.
$7E0218 2 bytes Y Position Super Mario Bros. 3/Main gameplay BG2 Camera Y position.
$7E0219 1 byte X Position Super Mario Bros. 1 Player's current X position within the screen.
$7E0219 1 byte Flag Intro & Game Select Screens "File Select mode" flag
$7E021A 8 bytes X Position Super Mario Bros. 1 Sprite X position, low byte
$7E021A 1 byte Flag Intro & Game Select Screens "File Select open/close" flag. When set, the File Select menu will either open if closed, or close if opened.
$7E021B 128 bytes Timer Intro & Game Select Screens "File Select open/close" timer. Counts the number of frames remaining to continue opening/closing the File Select menu.
$7E0220 1 byte Flag Intro & Game Select Screens "File Select menu open" flag. When set, the File Select menu in the Game Select screen is open.
$7E0223 1 byte Timer Intro & Game Select Screens Wait time before fading out the screen after a game has been selected.
$7E0224 1 byte Flag Intro & Game Select Screens "Begin gameplay" flag. Becomes set as soon as the player chooses a file in the Game Select screen. The flag is set to #$29 because it is set at the same time the "Begin gameplay" SFX is loaded (which is also #$29).
$7E0225 1 byte Flag Intro & Game Select Screens When $7E:00E3 decrements to this value, the timer delay for the next shine effect on the ALL-STARS logo in the intro will be set.
$7E0235 1 byte Hardware Mirror Super Mario Bros. 2 Window Mask for BG1 & BG2
$7E0236 1 byte Flag Super Mario Bros. 1 Grow vine in start of level (e.g. bonus cloud) flag.
$7E0236 1 byte Hardware Mirror Super Mario Bros. 2 Window Mask for BG3 & BG4
$7E0237 1 byte Y Position Super Mario Bros. 1 Player's Y Position
$7E0237 1 byte Hardware Mirror Super Mario Bros. 2 Window Mask for OBJ & COL
$7E0238 8 bytes Y Position Super Mario Bros. 1 Sprite Y position, low byte
$7E0238 1 byte Hardware Mirror Super Mario Bros. 2 Color addition select
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