The current URL is datacrystal.tcrf.net.
Super Mario Bros. 2 (NES)/RAM map: Difference between revisions
(Many RAM Addresses) |
Ice Ranger (talk | contribs) (Attempted to make the style better... still needs a lot of work) |
||
Line 1: | Line 1: | ||
{{rammap|game=Super Mario Bros. 2}} | |||
$ | ====Sprite Related==== | ||
$ | |||
$0014 - Page of main character's X position | |||
$001E - Page of main character's Y position | |||
$0028 - Fraction of main character's X position on page | |||
$0029 - Fraction of enemy 5's X position on page | |||
$002A - Fraction of enemy 4's X position on page | |||
$002B - Fraction of enemy 3's X position on page | |||
$002C - Fraction of enemy 2's X position on page | |||
$002D - Fraction of enemy 1's X position on page | |||
$0033 - Fraction of enemy 5's Y position on page | |||
$0034 - Fraction of enemy 4's Y position on page | |||
$0035 - Fraction of enemy 3's Y position on page | |||
$0036 - Fraction of enemy 2's Y position on page | |||
$0037 - Fraction of enemy 1's Y position on page | |||
$003C - Enemy 5's speed left/right | |||
$003D - Enemy 4's speed left/right | |||
$003E - Enemy 3's speed left/right | |||
$003F - Enemy 2's speed left/right | |||
$0040 - Enemy 1's speed left/right | |||
$0046 - main character's jumping physics | |||
$0047 - enemy 5's jumping physics | |||
$0048 - enemy 4's jumping physics | |||
$0049 - enemy 3's jumping physics | |||
$004A - Enemy 2's jumping physics | |||
$004B - Enemy 1's jumping physics | |||
$0050 - Is character on a vine? If 01, then yes | |||
......00 - no | |||
......01 - yes | |||
$0051 - Enemy 5's status | |||
$0052 - Enemy 4's status | |||
$0053 - Enemy 3's status | |||
$0054 - Enemy 3's status | |||
$0055 - Enemy 2's status | |||
......00 - Invisable | |||
......01 - Visable | |||
......02 - Dead | |||
$005A - Enemy 5's relation to main character/landscape | |||
$005B - Enemy 4's relation to main character/landscape | |||
$005C - Enemy 3's relation to main character/landscape | |||
$005D - Enemy 2's relation to main character/landscape | |||
$005E - Enemy 1's relation to main character/landscape | |||
......00 - not on the ground (could be jumping or being thrown | |||
......04 - walking | |||
......05 - turn left because object blocks path | |||
......06 - turn right because object blocks path | |||
......20 - carrying main character when reaching an edge to turn around | |||
......24 - carrying main character with same speed as movement | |||
$0065 - Enemy 5's palette, mirroring, etc. | |||
$0066 - Enemy 4's palette, mirroring, etc. | |||
$0067 - Enemy 3's palette, mirroring, etc. | |||
$0068 - Enemy 2's palette, mirroring, etc. | |||
$0069 - Enemy 1's palette, mirroring, etc. | |||
====Timers==== | |||
$0085 - Amount of time left until Mario becomes vulnerable | |||
$0086 - Amount of time left? | |||
$0087 - Amount of time left before Bob Omb 5 explodes | |||
$0088 - Amount of time left before Bob Omb 4 explodes | |||
$0089 - Amount of time left before Bob Omb 3 explodes | |||
$008A - Amount of time left before Bob Omb 2 explodes | |||
$008B - Amount of time left before Bob Omb 1 explodes | |||
$008C - Amount of time left before Bomb 1 explodes | |||
$008D - Amount of time left before Bomb 2 explodes | |||
$008E - Amount of time left before Bomb 3 explodes | |||
====Sprite IDs==== | |||
$008F - Character selected (appearance only, until defeated, then stats as well) | |||
......00 - Mario | |||
......01 - Princess | |||
......02 - Toad | |||
......03 - Luigi | |||
$0090 - Changes enemy 5's ID | |||
$0091 - Changes enemy 4's ID | |||
$0092 - Changes enemy 3's ID | |||
$0093 - Changes enemy 2's ID | |||
$0094 - Changes enemy 1's ID | |||
$0096 - Item pulled up from ground | |||
$0099 - Sprite graphics used when jumping | |||
$009A - Drop through | |||
$009B - Sprite graphics used when walking | |||
$009C - Status - Holding an item | |||
......00 = no | |||
......01 = yes | |||
$009D - Character's mirroring, etc. (not palette) | |||
$00A3 - Changes once for everytime Tweeter jumps | |||
$00AD - Is key held? Key appears above head even if thrown, but then not chased. | |||
......00 - no | |||
......01 - yes | |||
$00AE - Item in hand height (used for different character sizes?) | |||
$00B9 - Current time left to use Pidget's carpet | |||
$00BA - Screen speed moving left and right | |||
$00C7 - Character's status | |||
====Button Related==== | |||
$00F5 - Button pressed (Controller 1) | |||
$00F6 - Button pressed (Controller 2) | |||
$00F7 - Button held (Controller 1) | |||
>>>>>>>>>> Directional Pad | |||
......*0 - no movement | |||
......*1 - Right | |||
......*2 - Left | |||
......*3 - Left + Right | |||
......*4 - Down | |||
......*5 - Down + Right | |||
......*6 - Down + Left | |||
......*7 - Down + Left + Right | |||
......*8 - Up | |||
......*9 - Up + Right | |||
......*A - Up + Left | |||
......*B - Up + Left + Right | |||
......*C - Up + Down | |||
......*D - Up + Down + Right | |||
......*E - Up + Down + Left | |||
......*F - Up + Down + Left + Right | |||
>>>>>>>>>> Buttons | |||
......0* - not pressed | |||
......1* - Start | |||
......2* - Select | |||
......3* - Start + Select | |||
......4* - B | |||
......5* - Start + B | |||
......6* - Select + B | |||
......7* - Start + Select + B | |||
......8* - A | |||
......9* - Start + A | |||
......A* - Select + A | |||
......B* - Start + Select + A | |||
......C* - A + B | |||
......D* - Start + A + B | |||
......E* - Select + A + B | |||
......F* - Start + Select + A + B | |||
$00F8 - Button held (Controller 2) | |||
$0100 - (screen hold?) | |||
$0415 - the rising of the heart | |||
$0416 - Height of whale's spout after peaking. | |||
$0456 - Current time left Hawkmouth (before Wart) is open | |||
====Enemy HP==== | |||
$0465 - Enemy 5's health | |||
$0466 - Enemy 4's health | |||
$0467 - Enemy 3's health | |||
$0468 - Enemy 2's health | |||
$0469 - Enemy 1's health | |||
$0471 - look into | |||
$0484 - look into | |||
$04B4 - Something to do with the Hawkmouth opening and closing | |||
$04AD - Current number of enemies defeated to grab a heart. | |||
$04B0 - Has Key been used on lock? If yes, then it won't reappear. | |||
......00 - no | |||
......01 - yes | |||
$04B4 - How wide Hawkmouth is open | |||
$04B5 - Has the Crystal been obtained? If yes, effect will last while in area. | |||
......00 - no | |||
......01 - yes | |||
$04B6 - look into | |||
$04BE - Time counts up for how long the door takes to open | |||
$04C2 - Current life in the life meter | |||
......0F - One heart | |||
......1F - Two hearts | |||
......2F - Three hearts | |||
......3F - Four hearts | |||
$04C3 - Number of bars in the life meter (for visual purposes only) | |||
......FF - One bar (doesn't work very well) | |||
......00 - Two bars (default) | |||
......01 - Three bars | |||
......02 - Four bars | |||
$04C4 - Amount of time left for the screen to shake after POW | |||
$04C5 - Height to raise and lower the "level" for shake | |||
$04C6 - Amount of time left for bomb flash in background | |||
$04CA - Amount of time to build up to charged jump | |||
$04E0 - Current Starman time length left | |||
$04E7 - Area to regenerate | |||
$04E8 - Sub-area to regenerate | |||
$04E9 - Page to regenerate | |||
$04EC - I can't describe this one. | |||
......00 - normal game play | |||
......01 - begin the same level and area again (like dying revive) | |||
......02 - game over | |||
......03 - end level, go to bonus game | |||
......04 - warp | |||
$04ED - Current number of lives | |||
====Mushroom Flags==== | |||
$04FB - Has First Mushroom been pulled? If yes, then it won't reappear. | |||
......00 - no | |||
......01 - yes | |||
$04FC - Has Second Mushroom been pulled? If yes, then it won't reappear. | |||
......00 - no | |||
......01 - yes | |||
$04FF - Current amount of time left from the stop watch. | |||
$051D - look into | |||
$0521 - look into | |||
====Level in Memory==== | |||
$0531 - Current level loaded | |||
......00 - 1-1 | |||
......01 - 1-2 | |||
......02 - 1-3 | |||
......03 - 2-1 | |||
......04 - 2-2 | |||
......05 - 2-3 | |||
......06 - 3-1 | |||
......07 - 3-2 | |||
......08 - 3-3 | |||
......09 - 4-1 | |||
......0A - 4-2 | |||
......0B - 4-3 | |||
......0C - 5-1 | |||
......0D - 5-2 | |||
......0E - 5-3 | |||
......0F - 6-1 | |||
......10 - 6-2 | |||
......11 - 6-3 | |||
......12 - 7-1 | |||
......13 - 7-2 | |||
$0532 - look into<br> | $0532 - look into<br> | ||
$0533 - look into<br> | $0533 - look into<br> | ||
$0544 - look into<br> | $0544 - look into<br> | ||
$0545 - look into<br> | $0545 - look into<br> | ||
$0546 - Pickup Speed Animation 1 | |||
$0547 - Pickup Speed Animation 2 | ====Character Properties==== | ||
$0548 - Pickup Speed Animation 3 | |||
$0549 - Pickup Speed Animation 4 | $0546 - Pickup Speed Animation 1 | ||
$054A - Pickup Speed Animation 5 | $0547 - Pickup Speed Animation 2 | ||
$054B - Pickup Speed Animation 6 | $0548 - Pickup Speed Animation 3 | ||
$0549 - Pickup Speed Animation 4 | |||
$054D - Standing Jump Height | $054A - Pickup Speed Animation 5 | ||
$054E - Crouching Power Jump Height | $054B - Pickup Speed Animation 6 | ||
$0550 - Running Jump Height | $054D - Standing Jump Height | ||
$0551 - Running Jump Height while carrying object | $054E - Crouching Power Jump Height | ||
$0553 - Float Timer (set to 0 for everyone but Princess) | $0550 - Running Jump Height | ||
$0551 - Running Jump Height while carrying object | |||
$0545 - look into | |||
$0553 - Float Timer (set to 0 for everyone but Princess) | |||
$0555 - Character's Jumping physics? | |||
$0545 - look into | |||
$05C5 - Current number of Continues | |||
$0555 - Character's Jumping physics? | |||
$05EE - Current music track? | |||
$05EF - Current music track? | $05C5 - Current number of Continues | ||
$0600 - Loads the current song track | ====Music and Sound Properties==== | ||
$0601 - Plays a sound effect | |||
$0602 - Plays a sound effect | $05EE - Current music track? | ||
$0603 - Plays a small clip of music (and also for ending sequence) | $05EF - Current music track? | ||
$0604 - Character's sound effects | |||
$0605 - POW sound effects | $0600 - Loads the current song track | ||
$0606 - Stores sound effect from $0603 played | $0601 - Plays a sound effect | ||
$0607 - Stores sound effect from $0602 played | $0602 - Plays a sound effect | ||
$0608 - Stores sound effect from $0601 played | $0603 - Plays a small clip of music (and also for ending sequence) | ||
$0609 - Stores music track from $0600 played | $0604 - Character's sound effects | ||
$0605 - POW sound effects | |||
$0612 - Current music tempo | $0606 - Stores sound effect from $0603 played | ||
$0607 - Stores sound effect from $0602 played | |||
$0620 - Has 1-up been pulled? If yes, then it won't reappear. | $0608 - Stores sound effect from $0601 played | ||
......00 - no | $0609 - Stores music track from $0600 played | ||
......01 - yes | |||
$0621 - Number of times leaving Subspace aftering grabbing a coin | $0612 - Current music tempo | ||
......00 - 1st chance to grab coins | |||
......01 - 2nd chance to grab coins | ====Subspace Related Properites==== | ||
......02 - No more chances, get vegetables. | |||
$0620 - Has 1-up been pulled? If yes, then it won't reappear. | |||
$0628 - | ......00 - no | ||
......00 - no | ......01 - yes | ||
......02 - yes (doesn't work for vertical areas) | $0621 - Number of times leaving Subspace aftering grabbing a coin | ||
$0629 - look into | ......00 - 1st chance to grab coins | ||
$062A - Current number of cherries | ......01 - 2nd chance to grab coins | ||
$062B - Current number of coins pulled in Subspace (Slot machine currency) | ......02 - No more chances, get vegetables. | ||
$062C - Current number of BIG vegetables pulled for stop watch | |||
$0628 - In subspace? | |||
$0635 - Current World number (loads characteristics of world such as Ice) | ......00 - no | ||
......02 - yes (doesn't work for vertical areas) | |||
$06F2 - !!!!! | $0629 - look into | ||
$06F4 - look into! | ====Collectable Counts==== | ||
$06F6 - Character growing or shrinking | $062A - Current number of cherries | ||
$062B - Current number of coins pulled in Subspace (Slot machine currency) | |||
$06F7 - Current Level Tileset (1st half of the right Table) | $062C - Current number of BIG vegetables pulled for stop watch | ||
$06F8 - Current Cycling Sprite Tileset (2nd half of the right Table) | |||
$06F9 - Current Character (Appearance,not stats) (1st quarter of left Table) | ====World Properites==== | ||
......00 - Large Mario | |||
......01 - Large Luigi | $0635 - Current World number (loads characteristics of world such as Ice) | ||
......02 - Large Princess | |||
......03 - Large Toad | $06F2 - !!!!! | ||
......04 - Small Mario | |||
......05 - Small Luigi | $06F4 - look into! | ||
......06 - Small Princess | |||
......07 - Small Toad | $06F6 - Character growing or shrinking | ||
$06FA - Current standard sprites (Snifits, Hawkmouth, etc.) (2nd quarter of left Table) | |||
$06FB - Current standard sprites (1-Up, Birdo, etc.) (3rd quarter of left Table) | ====Graphics Tileset==== | ||
$06FC - Current changable sprites (Ostro, Pidget, Pokey, etc.) (4th quarter of left Table) | |||
$06FD - Current animation of $06F8 (Cycling sprites) | $06F7 - Current Level Tileset (1st half of the right Table) | ||
$06F8 - Current Cycling Sprite Tileset (2nd half of the right Table) | |||
$06F9 - Current Character (Appearance,not stats) (1st quarter of left Table) | |||
......00 - Large Mario | |||
......01 - Large Luigi | |||
......02 - Large Princess | |||
......03 - Large Toad | |||
......04 - Small Mario | |||
......05 - Small Luigi | |||
......06 - Small Princess | |||
......07 - Small Toad | |||
$06FA - Current standard sprites (Snifits, Hawkmouth, etc.) (2nd quarter of left Table) | |||
$06FB - Current standard sprites (1-Up, Birdo, etc.) (3rd quarter of left Table) | |||
$06FC - Current changable sprites (Ostro, Pidget, Pokey, etc.) (4th quarter of left Table) | |||
$06FD - Current animation of $06F8 (Cycling sprites) | |||
====Level Layout (Jars/Subspace)==== | |||
$0700 ~ $07FF - Subspace and jars<br> | $0700 ~ $07FF - Subspace and jars<br> | ||
$14CA - Timer for crouch jump power (0 - 3C)<br> | $14CA - Timer for crouch jump power (0 - 3C)<br> | ||
$6000 ~ $695F - Currently loaded level (Almost half the SRAM) | ====Level Layout (Area)==== | ||
$6000 ~ $695F - Currently loaded level (Almost half the SRAM) |
Revision as of 22:44, 24 April 2006
The following article is a RAM map for Super Mario Bros. 2 (NES).
Sprite Related
$0014 - Page of main character's X position $001E - Page of main character's Y position
$0028 - Fraction of main character's X position on page $0029 - Fraction of enemy 5's X position on page $002A - Fraction of enemy 4's X position on page $002B - Fraction of enemy 3's X position on page $002C - Fraction of enemy 2's X position on page $002D - Fraction of enemy 1's X position on page
$0033 - Fraction of enemy 5's Y position on page $0034 - Fraction of enemy 4's Y position on page $0035 - Fraction of enemy 3's Y position on page $0036 - Fraction of enemy 2's Y position on page $0037 - Fraction of enemy 1's Y position on page
$003C - Enemy 5's speed left/right $003D - Enemy 4's speed left/right $003E - Enemy 3's speed left/right $003F - Enemy 2's speed left/right $0040 - Enemy 1's speed left/right
$0046 - main character's jumping physics $0047 - enemy 5's jumping physics $0048 - enemy 4's jumping physics $0049 - enemy 3's jumping physics $004A - Enemy 2's jumping physics $004B - Enemy 1's jumping physics
$0050 - Is character on a vine? If 01, then yes ......00 - no ......01 - yes
$0051 - Enemy 5's status $0052 - Enemy 4's status $0053 - Enemy 3's status $0054 - Enemy 3's status $0055 - Enemy 2's status ......00 - Invisable ......01 - Visable ......02 - Dead
$005A - Enemy 5's relation to main character/landscape $005B - Enemy 4's relation to main character/landscape $005C - Enemy 3's relation to main character/landscape $005D - Enemy 2's relation to main character/landscape $005E - Enemy 1's relation to main character/landscape ......00 - not on the ground (could be jumping or being thrown ......04 - walking ......05 - turn left because object blocks path ......06 - turn right because object blocks path ......20 - carrying main character when reaching an edge to turn around ......24 - carrying main character with same speed as movement
$0065 - Enemy 5's palette, mirroring, etc. $0066 - Enemy 4's palette, mirroring, etc. $0067 - Enemy 3's palette, mirroring, etc. $0068 - Enemy 2's palette, mirroring, etc. $0069 - Enemy 1's palette, mirroring, etc.
Timers
$0085 - Amount of time left until Mario becomes vulnerable $0086 - Amount of time left? $0087 - Amount of time left before Bob Omb 5 explodes $0088 - Amount of time left before Bob Omb 4 explodes $0089 - Amount of time left before Bob Omb 3 explodes $008A - Amount of time left before Bob Omb 2 explodes $008B - Amount of time left before Bob Omb 1 explodes $008C - Amount of time left before Bomb 1 explodes $008D - Amount of time left before Bomb 2 explodes $008E - Amount of time left before Bomb 3 explodes
Sprite IDs
$008F - Character selected (appearance only, until defeated, then stats as well) ......00 - Mario ......01 - Princess ......02 - Toad ......03 - Luigi $0090 - Changes enemy 5's ID $0091 - Changes enemy 4's ID $0092 - Changes enemy 3's ID $0093 - Changes enemy 2's ID $0094 - Changes enemy 1's ID
$0096 - Item pulled up from ground
$0099 - Sprite graphics used when jumping $009A - Drop through $009B - Sprite graphics used when walking
$009C - Status - Holding an item ......00 = no ......01 = yes $009D - Character's mirroring, etc. (not palette) $00A3 - Changes once for everytime Tweeter jumps
$00AD - Is key held? Key appears above head even if thrown, but then not chased. ......00 - no ......01 - yes $00AE - Item in hand height (used for different character sizes?)
$00B9 - Current time left to use Pidget's carpet $00BA - Screen speed moving left and right
$00C7 - Character's status
Button Related
$00F5 - Button pressed (Controller 1) $00F6 - Button pressed (Controller 2) $00F7 - Button held (Controller 1) >>>>>>>>>> Directional Pad ......*0 - no movement ......*1 - Right ......*2 - Left ......*3 - Left + Right ......*4 - Down ......*5 - Down + Right ......*6 - Down + Left ......*7 - Down + Left + Right ......*8 - Up ......*9 - Up + Right ......*A - Up + Left ......*B - Up + Left + Right ......*C - Up + Down ......*D - Up + Down + Right ......*E - Up + Down + Left ......*F - Up + Down + Left + Right >>>>>>>>>> Buttons ......0* - not pressed ......1* - Start ......2* - Select ......3* - Start + Select ......4* - B ......5* - Start + B ......6* - Select + B ......7* - Start + Select + B ......8* - A ......9* - Start + A ......A* - Select + A ......B* - Start + Select + A ......C* - A + B ......D* - Start + A + B ......E* - Select + A + B ......F* - Start + Select + A + B $00F8 - Button held (Controller 2)
$0100 - (screen hold?)
$0415 - the rising of the heart $0416 - Height of whale's spout after peaking.
$0456 - Current time left Hawkmouth (before Wart) is open
Enemy HP
$0465 - Enemy 5's health $0466 - Enemy 4's health $0467 - Enemy 3's health $0468 - Enemy 2's health $0469 - Enemy 1's health
$0471 - look into
$0484 - look into
$04B4 - Something to do with the Hawkmouth opening and closing
$04AD - Current number of enemies defeated to grab a heart.
$04B0 - Has Key been used on lock? If yes, then it won't reappear. ......00 - no ......01 - yes
$04B4 - How wide Hawkmouth is open $04B5 - Has the Crystal been obtained? If yes, effect will last while in area. ......00 - no ......01 - yes $04B6 - look into
$04BE - Time counts up for how long the door takes to open
$04C2 - Current life in the life meter ......0F - One heart ......1F - Two hearts ......2F - Three hearts ......3F - Four hearts
$04C3 - Number of bars in the life meter (for visual purposes only) ......FF - One bar (doesn't work very well) ......00 - Two bars (default) ......01 - Three bars ......02 - Four bars $04C4 - Amount of time left for the screen to shake after POW $04C5 - Height to raise and lower the "level" for shake $04C6 - Amount of time left for bomb flash in background
$04CA - Amount of time to build up to charged jump
$04E0 - Current Starman time length left
$04E7 - Area to regenerate $04E8 - Sub-area to regenerate $04E9 - Page to regenerate
$04EC - I can't describe this one. ......00 - normal game play ......01 - begin the same level and area again (like dying revive) ......02 - game over ......03 - end level, go to bonus game ......04 - warp $04ED - Current number of lives
Mushroom Flags
$04FB - Has First Mushroom been pulled? If yes, then it won't reappear. ......00 - no ......01 - yes $04FC - Has Second Mushroom been pulled? If yes, then it won't reappear. ......00 - no ......01 - yes
$04FF - Current amount of time left from the stop watch.
$051D - look into
$0521 - look into
Level in Memory
$0531 - Current level loaded ......00 - 1-1 ......01 - 1-2 ......02 - 1-3 ......03 - 2-1 ......04 - 2-2 ......05 - 2-3 ......06 - 3-1 ......07 - 3-2 ......08 - 3-3 ......09 - 4-1 ......0A - 4-2 ......0B - 4-3 ......0C - 5-1 ......0D - 5-2 ......0E - 5-3 ......0F - 6-1 ......10 - 6-2 ......11 - 6-3 ......12 - 7-1 ......13 - 7-2
$0532 - look into
$0533 - look into
$0544 - look into
$0545 - look into
Character Properties
$0546 - Pickup Speed Animation 1 $0547 - Pickup Speed Animation 2 $0548 - Pickup Speed Animation 3 $0549 - Pickup Speed Animation 4 $054A - Pickup Speed Animation 5 $054B - Pickup Speed Animation 6
$054D - Standing Jump Height $054E - Crouching Power Jump Height
$0550 - Running Jump Height $0551 - Running Jump Height while carrying object
$0553 - Float Timer (set to 0 for everyone but Princess)
$0545 - look into
$0555 - Character's Jumping physics?
$05C5 - Current number of Continues
Music and Sound Properties
$05EE - Current music track? $05EF - Current music track?
$0600 - Loads the current song track $0601 - Plays a sound effect $0602 - Plays a sound effect $0603 - Plays a small clip of music (and also for ending sequence) $0604 - Character's sound effects $0605 - POW sound effects $0606 - Stores sound effect from $0603 played $0607 - Stores sound effect from $0602 played $0608 - Stores sound effect from $0601 played $0609 - Stores music track from $0600 played
$0612 - Current music tempo
Subspace Related Properites
$0620 - Has 1-up been pulled? If yes, then it won't reappear. ......00 - no ......01 - yes $0621 - Number of times leaving Subspace aftering grabbing a coin ......00 - 1st chance to grab coins ......01 - 2nd chance to grab coins ......02 - No more chances, get vegetables.
$0628 - In subspace? ......00 - no ......02 - yes (doesn't work for vertical areas) $0629 - look into
Collectable Counts
$062A - Current number of cherries $062B - Current number of coins pulled in Subspace (Slot machine currency) $062C - Current number of BIG vegetables pulled for stop watch
World Properites
$0635 - Current World number (loads characteristics of world such as Ice)
$06F2 - !!!!!
$06F4 - look into!
$06F6 - Character growing or shrinking
Graphics Tileset
$06F7 - Current Level Tileset (1st half of the right Table) $06F8 - Current Cycling Sprite Tileset (2nd half of the right Table) $06F9 - Current Character (Appearance,not stats) (1st quarter of left Table) ......00 - Large Mario ......01 - Large Luigi ......02 - Large Princess ......03 - Large Toad ......04 - Small Mario ......05 - Small Luigi ......06 - Small Princess ......07 - Small Toad $06FA - Current standard sprites (Snifits, Hawkmouth, etc.) (2nd quarter of left Table) $06FB - Current standard sprites (1-Up, Birdo, etc.) (3rd quarter of left Table) $06FC - Current changable sprites (Ostro, Pidget, Pokey, etc.) (4th quarter of left Table) $06FD - Current animation of $06F8 (Cycling sprites)
Level Layout (Jars/Subspace)
$0700 ~ $07FF - Subspace and jars
$14CA - Timer for crouch jump power (0 - 3C)
Level Layout (Area)
$6000 ~ $695F - Currently loaded level (Almost half the SRAM)