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SMAS Memory Map - Waiting Addresses

Displaying 50 out of 204 waiting addresses.

View: moderated | waiting (204)

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RAM Address Length Type Context Description Details Submitter
$7E0039 9 bytes Sprites Super Mario Bros. 1 Extended sprite state.

TODO: Find out about the states
Ersanio
$7E004D 5 bytes Sprites Super Mario Bros. 3/Global (TODO NOTE ON ALL OF THE SMB3 SPRITE TABLES: Verify lengths, and verify functions as well in the case of the ones that are listed as "unknown function" or have question marks.)

A miscellaneous sprite table; has no defined purpose. Note that this is usable only for the first 5 sprite indexes.
imamelia
$7E0068 8 bytes Sprites Super Mario Bros. 3/Global A miscellaneous sprite table; has no defined purpose. imamelia
$7E006C 2 bytes X Speed Super Mario Bros. 1 Minor extended sprite (?) X-Speed Ersanio
$7E006E 9 bytes X Speed Super Mario Bros. 1 Extended sprite X-Speed Ersanio
$7E007A 8 bytes Sprites Super Mario Bros. 3/Global Sprite X position relative to the screen boundary? Used in graphics routines. imamelia
$7E0083 8 bytes Sprites Super Mario Bros. 3/Global Sprite Y position relative to the screen boundary? Used in graphics routines. imamelia
$7E0089 9 bytes X Position Super Mario Bros. 1 Extended sprite X-Position, high byte. Ersanio
$7E0092 3 bytes X Position Super Mario Bros. 1 X-Position of air bubbles Ersanio
$7E0094 7 bytes Sprites Super Mario Bros. 3/Global A miscellaneous sprite table; has no defined purpose. Note that this is usable only for the first 7 sprite indexes. It is also not initialized, unlike most sprite tables. imamelia
$7E00A7 8 bytes Sprites Super Mario Bros. 3/Global Sprite blocked status. SMB3's counterpart to $1588 in SMW. Bits 0-3 have the same format, but bit 7 also has a function (TODO: what?). imamelia
$7E00AF 2 bytes Y Speed Super Mario Bros. 1 Brick shatter debris (extended sprite?) Y speed Ersanio
$7E00C6 8 bytes Sprites Super Mario Bros. 3/Global Sprite OAM index. (SMB3's counterpart to $15EA in SMW.) imamelia
$7E0201 1 byte Empty Super Mario Bros. 1 IN PROGRESS

Is read once to see if its value is set to #$01, but is never written to.

This address is used in SMB2J, so it may be helpful to figure out what it does.
spel werdz rite
$7E0256 5 bytes Sprites Super Mario Bros. 3/Global Chain Chomp link 1 X position high byte. Could be used as a miscellaneous sprite table otherwise. imamelia
$7E025B 5 bytes Sprites Super Mario Bros. 3/Global Chain Chomp link 2 X position high byte. Could be used as a miscellaneous sprite table otherwise. imamelia
$7E0260 5 bytes Sprites Super Mario Bros. 3/Global Chain Chomp link 3 X position high byte. Could be used as a miscellaneous sprite table otherwise. imamelia
$7E0265 5 bytes Sprites Super Mario Bros. 3/Global Chain Chomp link 4 X position high byte. Could be used as a miscellaneous sprite table otherwise. imamelia
$7E026A 5 bytes Sprites Super Mario Bros. 3/Global Chain Chomp link 1 Y position high byte. Could be used as a miscellaneous sprite table otherwise. imamelia
$7E026F 5 bytes Sprites Super Mario Bros. 3/Global Chain Chomp link 2 Y position high byte. Could be used as a miscellaneous sprite table otherwise. imamelia
$7E0274 5 bytes Sprites Super Mario Bros. 3/Global Chain Chomp link 3 Y position high byte. Could be used as a miscellaneous sprite table otherwise. imamelia
$7E0279 5 bytes Sprites Super Mario Bros. 3/Global Chain Chomp link 4 Y position high byte. Could be used as a miscellaneous sprite table otherwise. imamelia
$7E02BE 1 byte Graphics Super Mario Bros. 3/Main gameplay Layer 3 palette index. Values 00-0F can be set by the level header, but 0D-0F seem to be invalid and will mess up the status bar. (TODO: list what each value is?) imamelia
$7E02BF 1 byte Graphics Super Mario Bros. 3/Main gameplay Layer 3 image index. Values 00-0F can be set by the level header. This also determines its position and scrolling. (TODO: list what each value is?) imamelia
$7E0379 1 byte Flag Super Mario Bros. 3/Main gameplay Pipe level end flag. If this is 00, then entering a pipe will cause the level to end. The level header sets it to either 00 or 80. imamelia
$7E0424 1 byte Level Super Mario Bros. 3/Main gameplay Vertical scroll type. Value is 00-03, set by the level header. 0 = none unless flying or P-running, 1 = free, 2 or 3 = none. imamelia
$7E0425 1 byte Flag Super Mario Bros. 3/Main gameplay Vertical level flag Ersanio
$7E0426 1 byte Level Super Mario Bros. 3/Main gameplay Index to the player's starting X position in a level. Value is 00-03, set by the level header and used to index a table of values at $21EA01. imamelia
$7E049C 9 bytes Clipping Super Mario Bros. 1 Extended sprite clipping size.

TODO: Figure out how the values work.
Ersanio
$7E0518 8 bytes Sprites Super Mario Bros. 3/Global A miscellaneous sprite table; has no defined purpose. This table decrements automatically. imamelia
$7E0520 8 bytes Sprites Super Mario Bros. 3/Global A miscellaneous sprite table; has no defined purpose, but is used as a timer to disable a sprite's contact with other sprites (i.e., SMB3's counterpart to $154C in SMW). This table decrements automatically. imamelia
$7E0562 1 byte Empty Super Mario Bros. 3/Main gameplay Unused RAM. It is stored to during level loading but never actually read by anything. imamelia
$7E0565 1 byte Timer Super Mario Bros. 3/Global Generator timer/frame counter. Actually increments every frame. imamelia
$7E0580 1 byte Flag Super Mario Bros. 3/Main gameplay Indicates that there is an active auto-scroll command. (Doesn't actually scroll the screen.) imamelia
$7E0583 1 byte Player Super Mario Bros. 3/Global Indicates that the player is offscreen. imamelia
$7E05A1 6 bytes Sprites Super Mario Bros. 3/Main gameplay Extended sprite Y position fractional bits. imamelia
$7E05AB 6 bytes Sprites Super Mario Bros. 3/Main gameplay Extended sprite X position fractional bits. imamelia
$7E05D3 6 bytes Sprites Super Mario Bros. 3/Main gameplay Extended sprite Y speed. imamelia
$7E05DD 6 bytes Sprites Super Mario Bros. 3/Main gameplay Extended sprite X speed. imamelia
$7E05F1 1 byte Timer Super Mario Bros. 3/Main gameplay Frame counter for the level timer. It starts at #$28 (40 frames) and counts down once each frame. When it reaches 0, the timer will decrease and this will reset. imamelia
$7E05F3 1 byte Level Super Mario Bros. 3/Main gameplay Timer freeze flag. If this is set to a nonzero value, the level timer will not tick down, and the player will not die when the timer is at 0. imamelia
$7E05F5 5 bytes Sprites Super Mario Bros. 3/Global A miscellaneous sprite table; has no defined purpose, but is used as a "kill tally" for sprites that can be thrown (similar to $1626 in SMW). Note that this is usable only for the first 5 sprite indexes. imamelia
$7E0651 8 bytes Sprites Super Mario Bros. 3/Global Something to do with a sprite's horizontal visibility? imamelia
$7E0659 8 bytes Sprites Super Mario Bros. 3/Global Sprite's index to the level data, as with $161A in SMW. imamelia
$7E0661 8 bytes Sprites Super Mario Bros. 3/Global Sprite status. SMB3's counterpart to $14C8 in SMW.

Values (TODO: verify):
- 00: dead/empty slot
- 01: init
- 02: normal
- 03: stunned (in shell)
- 04: carried
- 05: kicked
- 06: defeated, falling offscreen
- 07: squished
- 08: dying in a puff of smoke
imamelia
$7E0669 8 bytes Sprites Super Mario Bros. 3/Global A miscellaneous sprite table; has no defined purpose, but is used for the sprite's graphics frame, as $1602 in SMW? imamelia
$7E0679 8 bytes Sprites Super Mario Bros. 3/Global A sprite's horizontal and vertical flip (yx------). Can be used as a direction indicator. imamelia
$7E0681 8 bytes Sprites Super Mario Bros. 3/Global Something to do with sprite vertical visibility? imamelia
$7E0689 8 bytes Sprites Super Mario Bros. 3/Global A miscellaneous sprite table; has no defined purpose. imamelia
$7E0691 8 bytes Sprites Super Mario Bros. 3/Global A miscellaneous sprite table; has no defined purpose. imamelia