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Super Mario Bros. 3/RAM map: Difference between revisions
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|0553 || Timer for star mario | |0553 || Timer for star mario | ||
|- | |- | ||
|0554 || Timer for change suit poof effect (set value is 17) | |0554 || Timer for change suit poof effect (set value is 17 (or 11 hex?)) | ||
|- | |- | ||
|0559 || Set to FF for auto-control of player character | |0559 || Set to FF for auto-control of player character |
Revision as of 17:49, 5 January 2010
NOTE: All values in Table are Hexadecimal unless noted otherwise.
The following article is a RAM map for Super Mario Bros. 3.
RAM | Purpose |
0A | Temp. used to adjust main character sprite vertical position |
14 | Flag to return to map |
15 | Increased by one every game cycle. Used as timer |
75 | On map screen vertical position. Multiples of 20, unless in boat. Also horizontal position in levels measured in units of 8 blocks wide. |
77 | Page counter on map screen |
78 | On map screen vertical position (see next RAM location description) |
79 | On map screen horizontal position. Multiples of 20, unless in boat. If multipaged, E0 shifts screen right, then 60, then D0, then 50. Shifting back to the left occurs at 20, then A0, then 20, then A0. |
87 | Vertical position measured in units of 8 blocks wide |
88-?? | Enemy Sprite vertical positions on screen high byte |
90 | Mario/Luigi horizontal position. Changing may cause problems in Name Table. |
A2 | Mario/Luigi vetical position in levels. |
A3-?? | Enemy Sprite vertical positions on screen low byte |
B4 | Set to C0 to kill Mario in an odd way. Sprite disappears, death music plays and returns you to world map. |
BD | Current horizontal speed |
BE-?? | Enemy Sprite horizontal speed |
CF | Vertical velocity (in air) |
D0-?? | Enemy Sprite vertical speed |
D8 | In air flag |
ED | Current form (to set, use 0578): 00-Small, 01-Super, 02-Fire, 03-Raccoon, 04-Frog, 05-Tanooki, 06-Hammer |
EE | Mario/Luigi Character Sprite Displayed(gets set just before display) |
EF | Mario/Luigi status flag: 40 facing right, 00 facing left |
F5 | Controller status, new buttons pressed this frame (each bit clears to zero after initial frame) |
F7 | Controller status, buttons held down |
0100-01FF | CPU Stack |
0376 | Pause flag |
03DD | Power Meter in Status Bar, 7F is Full (Player Can Fly) |
03F2 | Map starman flag |
03F3 | Character selection on map (ED value or 7-cloud, 8-p-wing) |
04F1 | (??) Set to $00 to remove some sounds (i.e. full fly meter sound) |
0515 | Counts down to zero, next P-meter increment |
0545 | Level start entrance effect. 0-normal, 1-slide, 2-pipe upwaard, 3-pipe downward, 4-pipe from right, 5-pipe from left, 6-jump on anchor of ship, 7-scroll right and down |
0552 | Timer that is set after player is hit. Determine how long you flash (are invincible) |
0553 | Timer for star mario |
0554 | Timer for change suit poof effect (set value is 17 (or 11 hex?)) |
0559 | Set to FF for auto-control of player character |
055A | Auto-control mode. 0-normal, 1-run under ship, 2-jump on ship, 3-grab anchor, 4-screen scroll right and down for ship, 6-screen scrolls fast right |
055C | Mario's velocity; 4 bits precision for 1/256th of a pixel |
055D | 8 frame timer. Resets at the beginning of a level. |
0567 | Timer for P-Block |
056E | Timer that determines how long flight will last. Power Meter instantly empties when this hits zero. Setting to FF enables unlimited flight. |
056F | Ducking flag; Set to $FF for squat-float effect |
0570 | Number of frames ducking on white block |
0575 | Swimming flag |
0577 | Determines if Player is inside the Goomba Boot: 00-No, 01-Yes |
0578 | Change Mario form. Modes 1-7 can be changed at will (same as ED value+1). Flag-like values combine with ANY mode (so you can get e.g. small Mario in statue form). Modes: 01=small, 02=big, 03=fire, 04=raccoon, 05=frog, 06=tanooki, 07=hammer. Flags: 10=Enable statue, 40=Enable swimming (causes splash on land), 80=Enable Kuribos boot. No idea how to CLEAR the flags, probably not possible here. |
057A | THIS IS PROBABLY WRONG. |
057B | (??) Set to $FF to fill up fly meter while standing still |
057C | PrizeBoxCode |
0584 | Underwater / not underwater selection |
0585 | (??) Set to $FF to slide "right" (not left) through solid objects |
0588 | Timer for "Backstage" status |
05EE-05F0 | Time remaining |
05F4 | Stomp counter |
0669 | The item you'll get from a toad house |
066F | Card selection for the flashing card that you jump to get |
0715-0717 | current player score divided by dec10. (max F423F[dec999,999]) (There's a hard coded 0 in the score display) |
0736 | Mario # of Lives (max 63[dec99]) |
0737 | Luigi # of Lives |
0746 | Mario's Form that he will start next level as. When the level is loaded this value gets transferred to 00ED. |
0747 | For Luigi; See 0746. |
074D | Horzontal subpixel position. (1/16 of a pixel) |
075F | Vertical subpixel position. (1/16 of a pixel) |
0781 | RNG. 72 bits LSFR. |
6000-794F | Active level data. |
7D80-7D9B | Each Byte Represents an Item that Mario is Carrying (Pressing 'B' while at Map Screen): 00-No Item, 01-Mushroom, 02-Flower, 03-Leaf, 04-Frog, 05-Bear, 06-Hammer Bro Suit, 07-Cloud, 08-P-Wing, 09-Star, 0A-Anchor, 0B-Hammer, 0C-Whistle, 0D-Music Box. 0E and above will most likely crash the game, not completely tested though. |
7D9C-7D9E | Each Byte Represents a reward card Mario has 00-No Item, 01-Mushroom, 02-Flower, 03-Star |
7D9F-7DA1 | Storage for Mario Score (/dec10) |
7DA2 | # of coins Mario has |
7DA3-7DBE | Each Byte Represents an Item that Luigi is Carrying (Pressing 'B' while at Map Screen): 00-No Item, 01-Mushroom, 02-Flower, 03-Leaf, 04-Frog, 05-Bear, 06-Hammer Bro Suit, 07-Cloud, 08-P-Wing, 09-Star, 0A-Anchor, 0B-Hammer, 0C-Whistle, 0D-Music Box. 0E and above will most likely crash the game, not completely tested though. |
7DBF-7DC1 | Each Byte Represents a reward card Luigi has 00-No Item, 01-Mushroom, 02-Flower, 03-Star |
7DC2-7DC4 | Storage for Luigi Score(/dec10) |
7DC5 | # of coins Luigi has |
ACA2 | (05) Mario falling gravity, added to Y vel each frame. |
ACA6 | (E0) Governs maximum achievable jump height. Every frame while a jump is in progress, the value at ACB3 (01) is added to 00CF. When this reaches E0, the gravity kicks in and the value at ACA2 (05) is added instead, causing Mario to rapidly start falling. Don't know how run-jumps factor in to this yet. E0 is hardcoded so the difference must be elsewhere, maybe a different initial jump velocity. |
ACB3 | (01) Mario jump gravity, added to Y vel each frame while jump in progress. |
BFCC | Routine that clamps 00CF (Mario Y velocity) to the maximum ($45) when falling. |
Note: Some addresses above are in the PRG ROM range, should probably be moved to the ROM map.