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Super Mario Land/RAM map: Difference between revisions
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---- ---- ----------- | ---- ---- ----------- | ||
FF99 1 Powerup Status (0x00 = small, 0x01 = growing, 0x02 = big with or without superball, 0x03 = shrinking, 0x04 = invincibility blinking) | FF99 1 Powerup Status (0x00 = small, 0x01 = growing, 0x02 = big with or without superball, 0x03 = shrinking, 0x04 = invincibility blinking) | ||
FF9A 1 Hard Mode Flag (0x00 = normal mode, 0x01 and above = hard mode) | |||
FFA6 1 Powerup Status Timer (growing = set to 0x50, shrinking = set to 0x50, invincibility blinking = set to 0x40) and Time until respawn from death (set to 0x90 when Mario falls to the bottom of the screen, whether it's in a pit or from dying to an enemy) | FFA6 1 Powerup Status Timer (growing = set to 0x50, shrinking = set to 0x50, invincibility blinking = set to 0x40) and Time until respawn from death (set to 0x90 when Mario falls to the bottom of the screen, whether it's in a pit or from dying to an enemy) | ||
FFB3 1 ? (0x39 = Game Over) | FFB3 1 ? (0x39 = Game Over) | ||
FFB5 1 Does Mario have the Superball (0x00 = no, 0x02 = yes) | FFB5 1 Does Mario have the Superball (0x00 = no, 0x02 = yes) | ||
FFD7 1 Determines what audio channel (left/right) Channel 4 plays in for music. Odd values play in the left channel, even values play in the right channel. | |||
FFFA 1 Coins (Binary-coded decimal) | FFFA 1 Coins (Binary-coded decimal) | ||
FFFB 1 Currently Processed? Object Type | FFFB 1 Currently Processed? Object Type |
Latest revision as of 17:48, 14 May 2024
The following article is a RAM map for Super Mario Land.
RAM Map
VRAM
Addr Size Description ---- ---- ----------- 9806 2 Lives displayed (copy from 0xDA15) 9820 6 Score (copy from 0xC0A0) .... .... .... 9829 1 Coins - Tens 982A 1 Coins - Ones .... .... .... 982C 1 Current world 982E 1 Current stage .... .... .... 9831 1 Timer - Hundreds 9832 1 Timer - Tens 9833 1 Timer - Ones
WRAM
Addr Size Description ---- ---- ----------- C000 160 Copied to OAM (0xFE00-0xFE9F) C0A0 3 Score (Binary-coded decimal) C0A3 1 Lives earned or lost C0A4 1 ? (0x39 = Game Over) C0A9 1 Superball's time left until it disappears C0AC 1 Mario dead jump timer (0x00 (upward speed) to 0x26 (downward speed)) C0B0 16 Related to sprite tiles? (often 0x2c, empty sprite tile) C0D3 1 Mario Starman Timer C0D7 1 Title Screen Timer (switch to/from demo) C0D8 1 Demo controller state change timer C0D9 1 Demo controller state ID C0DA 1 Demo controller state C0DC 1 Demo ID (0x00 = 1-1 demo, 0x01 = 1-2 demo, 0x02 = 3-3 demo) C201 1 ? Mario's Y position relative to the screen C202 1 ? Mario's X position relative to the screen C203 1 Mario's pose. C207 1 Probably used in Mario's jump routine. (0x00 = Not jumping, 0x01 = Ascending, 0x02 = Descending) C208 1 Mario's Y speed. (0x00 (a lot of speed) to 0x19 (no speed, top of jump)) (unintentionally reaches 0x1a and 0xff) C209 1 Mario's low jumps : how long the button was pressed (0x02? to 0x0d frames) C20A 1 Mario is on the ground flag (0x01 = On the ground, 0x00 = In the air) C20C 1 ? Absolute value of Mario's X speed C20D 1 Direction Mario faces while walking. (0x20 = Left, 0x10 = Right) C600 8 4 Pointers? (same in 1-1, 1-2, 1-3, changes in 2-1. more testing plz) .... .... .... D1XY 160 Object Table (X(0x0 to 0x9) is the index of the object in the table, Y(0x0 to 0xB?) is the property of the object) Power-ups load from the bottom of the table and enemies load from the top Y=0 1 Object Type (refer to Super_Mario_Land:ROM_map#Enemy_Data.2FObject_Data) Y=1 1 Object HP? Y=2 1 Object Y position on screen Y=3 1 Object X position on screen (auto-adjusted with screen scroll) Y=6 1 Object sprite pose? Y=8 1 Object motion/animation? timer .... .... .... DA00 3 Timer (frames, seconds (Binary-coded decimal), hundreds of seconds (Binary-coded decimal)) (frames count down from 0x28 to 0x01 in a loop) DA15 1 Lives (Binary-coded decimal) DA1D 1 Music speed-up when time is running out (0x00 = normal speed, 0x01 = 100sec and less, 0x02 = 50sec and less, 0x03 = 0sec (1 frame only), 0xff = time up) .... .... .... The sound engine is stored in rom3, so all pointers point there. SEC is used for Sound Engine Command. Please suggest a better term for this. DF01 2 Note Durations Table Pointer (0x7062 = multiples of 2 ticks, 0x7057 = multiples of 3 ticks #1, 0x7077 = multiples of 3 ticks #2, 0x706e = multiples of 5 ticks, 0x7082 = multiples of 7 ticks) DF10 2 Channel 1 SEC Chain Pointer Pointer (points to the pointer of the first SEC of a chain) DF12 1 Channel 1 Note Time Left DF13 1 Channel 1 Note Duration DF14 2 Channel 1 Current SEC Pointer DF19 2 Channel 1 Note Frequency DF1B 1 Channel 1 Is Note Silenced/Finished (0x00 = no, 0x01 = yes) DF1E 1? Channel 1 Note Current Time Alive DF2X 16 Same as above for Channel 2 DF3X 16 Same as above for Channel 3 DF4X 16 Same as above for Channel 4 .... .... .... DFE0 1 Request a Channel 1 Sound Effect (0x00 = no request, 0x01 = jump, 0x02 = fireball, 0x03 = jump on enemy, 0x04 = gain powerup, 0x05 = coin, 0x06 = shrink, 0x07 = hit block, 0x08 = 1up, 0x09 = hit block again?, 0x0a = time count down at the end of level, 0x0b = powerup comes out, 0x0c and above = invalid) DFE1 1 Channel 1 Sound Effect currently playing DFE8 1 Request a Music Track (0x00 = no request, 0x01 = level clear, 0x02 = death, 0x03 = pyramid, 0x04 = underground, 0x05 = shoot-'em-up, 0x06 = chai kingdom, 0x07 = birabuto kingdom, 0x08 = muda kingdom, 0x09 = bonus game, 0x0a = walk to prize, 0x0b = boss, 0x0c = starman, 0x0d = get prize, 0x0e = failure?, 0x0f = daisy, 0x10 = game over, 0x11 = credits, 0x12 = fake daisy, 0x13 = tatanga, 0x14 and above = invalid) DFE9 1 Music Track currently playing DFF0 1 Request a Channel 3 Sound Effect (0x00 = no request, 0x01 = boss hit, 0x02 and above = invalid) DFF1 1 Channel 3 Sound Effect currently playing DFF8 1 Request a Channel 4 Sound Effect (0x00 = no request, 0x01 = nokobon explosion, 0x02 = break brick, 0x03 = fly death, 0x04 = gao fireball, 0x05 and above = invalid) DFF9 1 Channel 4 Sound Effect currently playing
HRAM
Addr Size Description ---- ---- ----------- FF99 1 Powerup Status (0x00 = small, 0x01 = growing, 0x02 = big with or without superball, 0x03 = shrinking, 0x04 = invincibility blinking) FF9A 1 Hard Mode Flag (0x00 = normal mode, 0x01 and above = hard mode) FFA6 1 Powerup Status Timer (growing = set to 0x50, shrinking = set to 0x50, invincibility blinking = set to 0x40) and Time until respawn from death (set to 0x90 when Mario falls to the bottom of the screen, whether it's in a pit or from dying to an enemy) FFB3 1 ? (0x39 = Game Over) FFB5 1 Does Mario have the Superball (0x00 = no, 0x02 = yes) FFD7 1 Determines what audio channel (left/right) Channel 4 plays in for music. Odd values play in the left channel, even values play in the right channel. FFFA 1 Coins (Binary-coded decimal) FFFB 1 Currently Processed? Object Type
Notes
- Binary-coded decimal (daa) - if you view it as a hex number, the count skips A through F in any given ordinal. In this way, the hex value is human readable as the "correct" (decimal) number.
- A list of less certain addresses is available on the Talk page for further review.
Internal Data for Super Mario Land
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