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Super Mario Bros. 2 (NES)/RAM map: Difference between revisions
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(→Button Related: fixed?) |
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$00F6 - Button pressed (Controller 2) | $00F6 - Button pressed (Controller 2) | ||
$00F7 - Button held (Controller 1) | $00F7 - Button held (Controller 1) | ||
$00F8 - Button held (Controller 2) | $00F8 - Button held (Controller 2) | ||
*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 | |||
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 | |||
====Misc.==== | |||
$0100 - (screen hold?) | $0100 - (screen hold?) |
Revision as of 18:58, 26 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
Position of sprites
X position on page
- $0028 - main character
- $0029 - enemy 5
- $002A - enemy 4
- $002B - enemy 3
- $002C - enemy 2
- $002D - enemy 1
Y position on page
- $0033 - enemy 5
- $0034 - enemy 4
- $0035 - enemy 3
- $0036 - enemy 2
- $0037 - enemy 1
Speed of sprites (left/right)
- $003C - enemy 5
- $003D - enemy 4
- $003E - enemy 3
- $003F - enemy 2
- $0040 - enemy 1
Jumping Physics
- $0046 - main character
- $0047 - enemy 5
- $0048 - enemy 4
- $0049 - enemy 3
- $004A - Enemy 2
- $004B - Enemy 1
- $0050 - Is character on a vine?
00 - no 01 - yes
Misc. sprite addresses
- $0051 - Enemy 5
- $0052 - Enemy 4
- $0053 - Enemy 3
- $0054 - Enemy 2
- $0055 - Enemy 1
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
Sprite's palette, mirroring, etc.
- $0065 - Enemy 5
- $0066 - Enemy 4
- $0067 - Enemy 3
- $0068 - Enemy 2
- $0069 - Enemy 1
Timers
- $0085 - Amount of time left until Mario becomes vulnerable
- $0086 - Amount of time left for unknown
- $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 - Enemy 5
- $0091 - Enemy 4
- $0092 - Enemy 3
- $0093 - Enemy 2
- $0094 - Enemy 1
- $0096 - Item pulled up from ground
- $0099 - Sprite graphics used when jumping
- $009A - Drop through
- $009B - Sprite graphics used when walking
Item flags
- $009C - 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?
00 - no 01 - yes - Key appears above head even if thrown, but then not chased.
- $00AE - Item in hand height (used for different character sizes?)
- $00B9 - Current time left to use Pidget's carpet
Misc.
- $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) $00F8 - Button held (Controller 2)
*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
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
Misc.
$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)