SMAS Memory Map - Waiting Addresses
Displaying 50 out of 204 waiting addresses.
View: moderated | waiting (204)
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 | |