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Super Mario Bros. 2 (NES)/RAM map: Difference between revisions
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====Graphics Tileset==== | ====Graphics Tileset==== | ||
$06F7 - Current Level Tileset (1st half of the right Table) | * $06F7 - Current Level Tileset (1st half of the right Table) | ||
$06F8 - Current Cycling Sprite Tileset (2nd 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) | * $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) | * $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) | * $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) | * $06FC - Current changable sprites (Ostro, Pidget, Pokey, etc.) (4th quarter of left Table) | ||
$06FD - Current animation of $06F8 (Cycling sprites) | * $06FD - Current animation of $06F8 (Cycling sprites) | ||
====Level Layout (Jars/Subspace)==== | ====Level Layout (Jars/Subspace)==== |
Revision as of 19:34, 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)
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
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
Sprite HP
- $0465 - Enemy 5
- $0466 - Enemy 4
- $0467 - Enemy 3
- $0468 - Enemy 2
- $0469 - Enemy 1
Main character
- $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
Sprite Flags
- $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?
00 - no 01 - yes - If yes, then it won't reappear.
- $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
- $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
Regeneration properties
- $04E7 - Area
- $04E8 - Sub-area
- $04E9 - Page
Misc.
- $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)