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Super Mario Bros./RAM map: Difference between revisions
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m (Added Enemy States.) |
(Fixed Some ? Blocks/ Some Kind of Incomplete Blocks aswell and Added New Address. and Timers.) |
||
Line 23: | Line 23: | ||
|0x0005 || Something to do with player x (same as 0x0002) | |0x0005 || Something to do with player x (same as 0x0002) | ||
|- | |- | ||
|0x0008 || ObjectOffset. | |||
|- | |||
|0x0009 || FrameCounter. Count number of Frames. | |||
|- | |||
|0x000A || Button state AB (flags) | |0x000A || Button state AB (flags) | ||
* 0x00 - No Button | * 0x00 - No Button | ||
Line 144: | Line 148: | ||
|0x0030/2 || Coins (corresponds with last three coordinates, 0x04E0, 0x04EC, 0x04F0), when not 0 | |0x0030/2 || Coins (corresponds with last three coordinates, 0x04E0, 0x04EC, 0x04F0), when not 0 | ||
|- | |- | ||
|0x0033 || Player facing | |0x0033 || Player facing Direction. | ||
* 0 - Not on screen | * 0 - Not on screen | ||
* 1 - Right | * 1 - Right | ||
Line 155: | Line 159: | ||
* 3 - 1up | * 3 - 1up | ||
|- | |- | ||
|0x0045 || Player | |0x0045 || Player Moving Direction. | ||
* 1 - Right | * 1 - Right | ||
* 2 - Left | * 2 - Left | ||
Line 187: | Line 191: | ||
|0x008C || Powerup x position on screen | |0x008C || Powerup x position on screen | ||
|- | |- | ||
|0x008D || Fireball | |0x008D || Fireball X-Position. | ||
|- | |- | ||
| | |0x00D5 || Fireball Y-Position | ||
|- | |- | ||
|0x008F-0x0091|| Brick smash 1 y | |0x008F-0x0091|| Brick smash 1 y | ||
Line 235: | Line 239: | ||
|0x00E4/6 || Y of air bubbles when under water :p I think their x is equal to the player, not sure. | |0x00E4/6 || Y of air bubbles when under water :p I think their x is equal to the player, not sure. | ||
|- | |- | ||
|0x00A6 || | |0x00A6 || Fireball_Y_Speed | ||
|- | |- | ||
|0x00A7 || Fireball 2 y | |0x00A7 || Fireball 2 y | ||
Line 277: | Line 281: | ||
|0x03BE || Powerup y pos within current screen (vertical screens always offset at 0?) | |0x03BE || Powerup y pos within current screen (vertical screens always offset at 0?) | ||
|- | |- | ||
| | |0x03AF || Fireball Relative X-Position. | ||
|- | |- | ||
| | |0x03BA || Fireball Relative Y-Position. | ||
|- | |- | ||
|0x03C4 || Player palette, cycles when you have a star (not when you become fiery though, even though that uses the exact same cycles) | |0x03C4 || Player palette, cycles when you have a star (not when you become fiery though, even though that uses the exact same cycles) | ||
|- | |- | ||
|0x0400 || | |0x0400 || Sprite Object X_MoveForce. | ||
|- | |- | ||
|0x0416 || | |0x0416 || Sprite Object YMF_Dummy. | ||
|- | |- | ||
|0x0417/B || Enemy | |0x0417/B || Enemy YMF_Dummy. | ||
|- | |- | ||
|0x0433 || Player vertical fractional velocity. This is not accounted for when clamping to max fall velocity etc. | |0x0433 || Player vertical fractional velocity. This is not accounted for when clamping to max fall velocity etc. | ||
Line 305: | Line 307: | ||
* 0x30 - max running vel (changes to this when pressing B+R) | * 0x30 - max running vel (changes to this when pressing B+R) | ||
|- | |- | ||
|0x0490 || | |0x0490 || Player_CollisionBits,if you collided with Any Block / Object / Brick , Then Value will change to 0xFE otherwise it will stay 0xFF. | ||
|- | |||
|0x0491 || Enemy CollisionBits, Value is set to 0x01 whenever player gets collided with enemy otherwise it stays 0x00. | |||
|- | |- | ||
|0x04AC || Player hitbox (1x4 bytes, <<x1,y1> <x2,y2>>) | |0x04AC || Player hitbox (1x4 bytes, <<x1,y1> <x2,y2>>) | ||
Line 332: | Line 336: | ||
* [0x00, 0x10, 0x20] - bigwalk cycle | * [0x00, 0x10, 0x20] - bigwalk cycle | ||
* 0x50 - crouch | * 0x50 - crouch | ||
|- | |||
|0x06D6 || WarpZone Control. Game Checks value from here and decides which warpzone to load. | |||
|- | |||
|0x06D9 || MultiLoop Correct Control. | |||
|- | |||
|0x06DE || ChangeArea Timer. | |||
|- | |- | ||
|0x06FC || Player 1 input (regular flag pattern), select and start are reset after 1 frame. See 0x074A for more accurate input. | |0x06FC || Player 1 input (regular flag pattern), select and start are reset after 1 frame. See 0x074A for more accurate input. | ||
Line 337: | Line 347: | ||
|0x06FD || Player 2 input (regular flag pattern), select and start are reset after 1 frame. See 0x074B for more accurate input. | |0x06FD || Player 2 input (regular flag pattern), select and start are reset after 1 frame. See 0x074B for more accurate input. | ||
|- | |- | ||
|0x0700 || Player speed in _either_ direction (0 - 0x28) | |0x0700 || Player X-Speed Absolute ,Player speed in _either_ direction (0 - 0x28) | ||
|- | |- | ||
|0x0701 || Is breaking when 1 (freeze this and you immediately stand still when you stop moving) | |0x0701 || Friction Adder High ,Is breaking when 1 (freeze this and you immediately stand still when you stop moving) | ||
|- | |- | ||
|0x0702 || Walk animation (didn't check values) | |0x0702 || Walk animation (didn't check values) | ||
Line 347: | Line 357: | ||
* Also some other values when starting to run or when turning around | * Also some other values when starting to run or when turning around | ||
|- | |- | ||
|0x0704 || Set to 0 to swim | |0x0704 || Swimming Flag ,Set to 0 to swim | ||
|- | |- | ||
|0x0705 || | |0x0705 || Player_X MoveForce, runs when you press left or right | ||
|- | |- | ||
|0x0709 || Current gravity which will be applied to the player sprite (see 0x0000, 0x0433 and Notes page). | |0x0709 || Current gravity which will be applied to the player sprite (see 0x0000, 0x0433 and Notes page). | ||
Line 376: | Line 386: | ||
|0x071B || Next screen (in level) | |0x071B || Next screen (in level) | ||
|- | |- | ||
|0x071C || | |0x071C || ScreenEdge X-Position, loads next screen when player past it? | ||
|- | |- | ||
|0x071D || Player x position, moves screen position forward when this moves | |0x071D || Player x position, moves screen position forward when this moves | ||
|- | |- | ||
|0x071E || | |0x071E || Column Sets . Counts back, done when this is FF. you can see the level being built in memory up as this counter progresses, one frame at a time. | ||
|- | |- | ||
|0x071F || | |0x071F || AreaParser TaskNumber, runs from 4 to 0. | ||
|- | |- | ||
|0x0723 || 1 = Prevent screen from scrolling right, i.e. Bowser, warp zone, etc. 0 = Allow scroll. | |0x0722 || Player HitDetect Flag. Determines whether allow Player to Pass through from Bricks or not. (Settting it to 0xFF will cause Player to Penetrate through Walls/Bricks) | ||
|- | |||
|0x0723 || Scroll Lock, 1 = Prevent screen from scrolling right, i.e. Bowser, warp zone, etc. 0 = Allow scroll. | |||
|- | |- | ||
|0x072C || Current level layout index | |0x072C || Current level layout index | ||
Line 404: | Line 416: | ||
|0x0744 || Something with background palette | |0x0744 || Something with background palette | ||
|- | |- | ||
|0x0747 || | |0x0747 || Timer Control. | ||
|- | |- | ||
|0x074A || Buttons pressed player 1 (keeps updated, even while paused or whatever, the other register resets the start and select immediately) | |0x074A || Buttons pressed player 1 (keeps updated, even while paused or whatever, the other register resets the start and select immediately) | ||
Line 412: | Line 424: | ||
|0x074E || "Gold" block pallette - 00 turns blocks into water world and makes bubble, but no swimming | |0x074E || "Gold" block pallette - 00 turns blocks into water world and makes bubble, but no swimming | ||
|- | |- | ||
|0x0750 || Area | |0x0750 || Area Offset- Check [http://1st.geocities.jp/bysonshome/smb1/index256a_2.html this page] for full list of value results. | ||
|- | |- | ||
|0x0752 || If not 0 will crash game when level loads | |0x0752 || If not 0 will crash game when level loads | ||
Line 424: | Line 436: | ||
* 5 - Makes you small (even when your state is big or even fiery, in fiery case you become a small fiery) | * 5 - Makes you small (even when your state is big or even fiery, in fiery case you become a small fiery) | ||
|- | |- | ||
|0x0755 || | |0x0755 || Player_Position For Scroll. It moves up to 0x70 (sometimes even 0x72) when player moves. When this register is frozen, NOTHING changes in the level, not even internally. | ||
|- | |- | ||
|0x0756 || Powerup state | |0x0756 || Powerup state | ||
Line 445: | Line 457: | ||
* 01 - Start normal | * 01 - Start normal | ||
* 02 - End current world | * 02 - End current world | ||
* 03 - End game ( | * 03 - End game (dead). | ||
|- | |- | ||
|0x0772 || Level loading setting. You can set this while playing. | |0x0772 || Level loading setting. You can set this while playing. | ||
Line 460: | Line 472: | ||
* 04 - Castle | * 04 - Castle | ||
|- | |- | ||
|0x0774 || | |0x0774 || Disable ScreenFlag. | ||
|- | |- | ||
|0x0775 || | |0x0775 || Scroll Amount | ||
|- | |- | ||
|0x0776 || | |0x0776 || Game Pause Status. | ||
|- | |- | ||
|0x0777 || | |0x0777 || GamePauseTimer, when (un)pausing, you can only re/unpause when this is zero | ||
|- | |- | ||
|0x0778 || Affects blocks and level, lowest bit seems to toggle loaded screen..? also affects sprite palletes of objects | |0x0778 || Mirror_PPU CTRL_REG1 Affects blocks and level, lowest bit seems to toggle loaded screen..? also affects sprite palletes of objects | ||
|- | |- | ||
|0x0779 || Affects colors.. most values crash. It is the value written to the PPU at 0x2001. See [http://wiki.nesdev.com/w/index.php/PPU_registers#Mask_.28.242001.29_.3E_write this page] for details. | |0x0779 || Mirror_PPU CTRL_REG2 Affects colors.. most values crash. It is the value written to the PPU at 0x2001. See [http://wiki.nesdev.com/w/index.php/PPU_registers#Mask_.28.242001.29_.3E_write this page] for details. | ||
* 1E - Default | * 1E - Default | ||
* 1F - Makes it grey scale | * 1F - Makes it grey scale | ||
Line 477: | Line 489: | ||
* 9E - Intensify blue colors | * 9E - Intensify blue colors | ||
|- | |- | ||
|0x077A || If true, will load luigi when mario dies. You have to unset 0753 to move with luigi though | |0x077A || Number_Of_Players ,If true, will load luigi when mario dies. You have to unset 0753 to move with luigi though | ||
|- | |||
0x077F - Interval TimerControl. runs from 20 to 0 (Also Called FrameRule) From This timer Game Checks for level Completion After every 21 Frames. | |||
|- | |- | ||
|0x0780-0x07A2|| All kinds of timers. Should investigate more to see what timer does what. Some are explained below | |0x0780-0x07A2|| All kinds of timers. Should investigate more to see what timer does what. Some are explained below | ||
|- | |- | ||
|0x0781 || Timer | |0x0781 || Player Animation Timer | ||
|- | |||
|0x0782 || JumpSwim Timer | |||
|- | |||
|0x0783 ||Running Timer | |||
|- | |||
|0x0784 ||BlockBounce Timer | |||
|- | |||
|0x0785 ||SideCollision Timer | |||
|- | |||
|0x0786 ||Jumpspring Timer | |||
|- | |||
|0x0787 ||GameTimer Control Timer (Setting it to 0x02 will Freeze Game Time) | |||
|- | |||
|0x0789 ||ClimbSide Timer | |||
|- | |||
|0x078A ||EnemyFrame Timer | |||
|- | |||
|0x078F ||FrenzyEnemy Timer | |||
|- | |||
|0x0790 ||BowserFireBreath Timer | |||
|- | |||
|0x0791 ||Stomp Timer | |||
|- | |- | ||
| | |0x0792 ||AirBubble Timer | ||
|- | |- | ||
|0x0795 || Timer: falling down a pit (and more...) | |0x0795 || Timer: falling down a pit (and more...) | ||
Line 495: | Line 531: | ||
|0x07A2 || Timer: demo start | |0x07A2 || Timer: demo start | ||
|- | |- | ||
|0x07B1 || If true, you wont "die" after falling or getting hit while small. You will be unable to move at the bottom of the screen though until you set it to 00 | |0x07B1 || EventMusic Buffer , If true, you wont "die" after falling or getting hit while small. You will be unable to move at the bottom of the screen though until you set it to 00 | ||
|- | |- | ||
|0x07D7/C || High score (1000000 100000 10000 1000 100 10) | |0x07D7/C || High score (1000000 100000 10000 1000 100 10) in BCD Format. | ||
|- | |- | ||
|0x07DD-0x07E2|| Mario score (1000000 100000 10000 1000 100 10) | |0x07DD-0x07E2|| Mario score (1000000 100000 10000 1000 100 10) in BCD Format. | ||
|- | |- | ||
|0x07D3/8 || Luigi score (1000000 100000 10000 1000 100 10) | |0x07D3/8 || Luigi score (1000000 100000 10000 1000 100 10) in BCD Format. | ||
|- | |- | ||
|0x07ED/E || Coins (10 1) (on screen only) | |0x07ED/E || Coins (10 1) (on screen only) | ||
|- | |- | ||
|0x07F8/A || Digits of | |0x07F8/A || Digits of Game Timer (0100 0000 0000) in BCD Format. | ||
|- | |- | ||
|0x07FC || Game difficulty (set when you beat the game) | |0x07FC || Game difficulty (set when you beat the game) |
Revision as of 00:22, 12 March 2017
The following article is a RAM map for Super Mario Bros..
This data is relevant to Super Mario Bros. (JU) (PRG0) [!] and may not be correct for other dumps. Most (but not all?) of these addresses apply to the Japanese version of Lost Levels, otherwise known as Super Mario Bros. 2 [Japanese].
Table
0x077F - Interval TimerControl. runs from 20 to 0 (Also Called FrameRule) From This timer Game Checks for level Completion After every 21 Frames.RAM | Information |
---|---|
0x0000 | Temp/various uses. Is used in vertical physics for gravity acceleration (value copied from 0x0709). |
0x0001 | Player's animation |
0x0002 | Temp/various. Something to do with player y (but it skips to 0 every x frames, even when you dont move) |
0x0003 | Player's direction (and others).
|
0x0004 | How much to load |
0x0005 | Something to do with player x (same as 0x0002) |
0x0008 | ObjectOffset. |
0x0009 | FrameCounter. Count number of Frames. |
0x000A | Button state AB (flags)
|
0x000B | Vertical direction input state (flags);
|
0x000E | Player's state
|
0x000F-0x0013 | Enemy drawn? Max 5 enemies at once.
|
0x0014 | Powerup drawn? (Corresponds with hitbox at 0x04C4). If a powerup is on screen and a second one would appear, the first one disappears (completely). You can see this in 1.1, get the star and open the powerup at the top. Hitbox is shared.
|
0x0016/A | Enemy type (5x).
|
0x001B | Powerup on screen
|
0x001D | Player "float" state
|
0x001E,0x0023 | Enemy state? Haven't tested much.
|
0x0023 | Powerup state/heading (there's probably another register to check)
|
0x0024/5 | Fireball drawn (corresponds with hitbox coordinates 0x04C8/C) when not 0 |
0x002A-0x0032 | Hammers (correspond with last 9 hitbox coordaintes, 0x04D0-0x04F3), when not 0 |
0x0030/2 | Coins (corresponds with last three coordinates, 0x04E0, 0x04EC, 0x04F0), when not 0 |
0x0033 | Player facing Direction.
|
0x0039 | Powerup type (when on screen)
|
0x0045 | Player Moving Direction.
|
0x0046/A | Enemy heading
|
0x004B | Shroom heading
|
0x0057 | Player horizontal speed
|
0x0058/C | Enemy vertical speed
|
0x006D | Player horizontal position in level |
0x006E-0x0072 | Enemy horizontal position in level |
0x0086 | Player x position on screen |
0x0087/B | Enemy x position on screen |
0x008C | Powerup x position on screen |
0x008D | Fireball X-Position. |
0x00D5 | Fireball Y-Position |
0x008F-0x0091 | Brick smash 1 y |
0x0090/2 | Brick smash 2 y |
0x009F | Player vertical velocity in whole pixels (signed byte), see 0x0433 for fractional
|
0x00A0/4 | Enemy vertical velocity
|
0x00A2/3 | Timers for the fireballlines (castles). I guess their position can be determined from this. Runs 0-0x1F for one circle (slow?) |
0x00B5 | Player vertical screen position
|
0x00B6/A | Enemy vertical screen position (same as player)
|
0x00BB | Powerup vertical screen position (same as player)
|
0x00CE | Player y pos on screen (multiply with value at 0x00B5 to get level y pos) |
0x00CF-0x00D3 | Enemy y pos on screen (multiply with value at 0x00B6/A to get level y pos) |
0x00D4 | Powerup sprite y (multiply with value at 0x00BB to get level y pos) |
0x00D79 | Brick smash 1 x |
0x00D8/A | Brick smash 2 x |
0x00E4/6 | Y of air bubbles when under water :p I think their x is equal to the player, not sure. |
0x00A6 | Fireball_Y_Speed |
0x00A7 | Fireball 2 y |
0x00D6 | Vertical 1 vert speed |
0x00D7 | Fireball 2 vert speed |
0x00E7 | Level layout address |
0x00E9 | Enemy layout address |
0x00FA | "Pause" Effect Register |
0x00FB | Area Music Register |
0x00FC | Event Music Register |
0x00FD | Sound Effect Register 1 (brick shatter, Bowser flame, others?) |
0x00FE | Sound Effect Register 2 (coin collect, powerup/vine emerge, powering-up, 1-Up, bullet blase, Bowser's plummet, others) |
0x00FF | Sound Effect Register 3 (jumping, bumping head, stomping, kicking, others) |
0x0110/5 | Score tiles (the floating numbers when you get points, this tells which number should be shown, it's a palette, surprise surprise...) |
0x0117/B | Score x |
0x011E-0x0122 | Score y |
0x03AD | Player x pos within current screen offset |
0x03AE-0x03B2 | Enemy x pos within current screen offset |
0x03B3 | Powerup x pos within current screen offset |
0x03B8 | Player y pos within current screen (vertical screens always offset at 0?) |
0x03B9/D | Enemy y pos within current screen (vertical screens always offset at 0?) |
0x03BE | Powerup y pos within current screen (vertical screens always offset at 0?) |
0x03AF | Fireball Relative X-Position. |
0x03BA | Fireball Relative Y-Position. |
0x03C4 | Player palette, cycles when you have a star (not when you become fiery though, even though that uses the exact same cycles) |
0x0400 | Sprite Object X_MoveForce. |
0x0416 | Sprite Object YMF_Dummy. |
0x0417/B | Enemy YMF_Dummy. |
0x0433 | Player vertical fractional velocity. This is not accounted for when clamping to max fall velocity etc. |
0x043A | Fireball stuff? |
0x043B | Fireball stuff? |
0x0450 | Player max velocity to the left. Values taken from
|
0x0456 | Player max velocity to the right
|
0x0490 | Player_CollisionBits,if you collided with Any Block / Object / Brick , Then Value will change to 0xFE otherwise it will stay 0xFF. |
0x0491 | Enemy CollisionBits, Value is set to 0x01 whenever player gets collided with enemy otherwise it stays 0x00. |
0x04AC | Player hitbox (1x4 bytes, <<x1,y1> <x2,y2>>) |
0x04B0 | Enemy hitboxes (5x4 bytes, <<x1,y1> <x2,y2>>) |
0x04C4 | Powerup hitbox (1x4 bytes, <<x1,y1> <x2,y2>>) |
0x04C8 | (Fiery) fireball hitbox (2x4 bytes, <<x1,y1> <x2,y2>>) |
0x04D0 | Hammer hitbox (9x4 bytes, <<x1,y1> <x2,y2>>) (like from bowser, hammerbros) |
0x04E0 | Coin hitboxes (3x4 bytes, <<x1,y1> <x2,y2>>) (used for coins from questionmarks and when getting coins above bricks by hitting the brick) |
0x0500-0x069F | Current tile (Does not effect graphics) |
0x06CE | Fireball counter (increments as you fire). First bit probably used to toggle between hitbox indices |
0x06D4 | Cycle counter of gold coin in top of screen and image of questionmark blocks |
0x06D5 | Player sprite Mario state (didn't check them myself)
|
0x06D6 | WarpZone Control. Game Checks value from here and decides which warpzone to load. |
0x06D9 | MultiLoop Correct Control. |
0x06DE | ChangeArea Timer. |
0x06FC | Player 1 input (regular flag pattern), select and start are reset after 1 frame. See 0x074A for more accurate input. |
0x06FD | Player 2 input (regular flag pattern), select and start are reset after 1 frame. See 0x074B for more accurate input. |
0x0700 | Player X-Speed Absolute ,Player speed in _either_ direction (0 - 0x28) |
0x0701 | Friction Adder High ,Is breaking when 1 (freeze this and you immediately stand still when you stop moving) |
0x0702 | Walk animation (didn't check values)
|
0x0704 | Swimming Flag ,Set to 0 to swim |
0x0705 | Player_X MoveForce, runs when you press left or right |
0x0709 | Current gravity which will be applied to the player sprite (see 0x0000, 0x0433 and Notes page).
|
0x070A | Current fall gravity (not sure how this is decided). This value is decided, then copied to 0x0709 IF Mario is falling (0x009F positive).
|
0x070B | When not 0, runs big-small animation (but does not affect anything internally) |
0x070C | Player walk animation delay, in game frames (1/60 s). 0x05=slow walk, 0x03=full walk speed, 0x02=fastest/running speed |
0x070D | Player walk animation current frame index (0,1,2,0,etc) |
0x0714 | 0x04 when ducking as big mario, 0 otherwise (also when ducking as small). Keeps being 4 when you slide of an edge while ducking (so does not affect image, but does when set to 4 and being small...). When this register is frozen, you can move like normal, you're just ducking while doing so. |
0x071A | Current screen (in level) |
0x071B | Next screen (in level) |
0x071C | ScreenEdge X-Position, loads next screen when player past it? |
0x071D | Player x position, moves screen position forward when this moves |
0x071E | Column Sets . Counts back, done when this is FF. you can see the level being built in memory up as this counter progresses, one frame at a time. |
0x071F | AreaParser TaskNumber, runs from 4 to 0. |
0x0722 | Player HitDetect Flag. Determines whether allow Player to Pass through from Bricks or not. (Settting it to 0xFF will cause Player to Penetrate through Walls/Bricks) |
0x0723 | Scroll Lock, 1 = Prevent screen from scrolling right, i.e. Bowser, warp zone, etc. 0 = Allow scroll. |
0x072C | Current level layout index |
0x072F | Last value of 0x072C |
0x0733 | Replaces trees and Mushroom platforms
|
0x0739 | Current enemy layout index |
0x0743 | When true, new groundtiles and blocktiles will be loaded as clouds (coinblocks and questionmark blocks remain the same!) |
0x0744 | Something with background palette |
0x0747 | Timer Control. |
0x074A | Buttons pressed player 1 (keeps updated, even while paused or whatever, the other register resets the start and select immediately) |
0x074B | Buttons pressed player 2 (keeps updated, even while paused or whatever, the other register resets the start and select immediately) |
0x074E | "Gold" block pallette - 00 turns blocks into water world and makes bubble, but no swimming |
0x0750 | Area Offset- Check this page for full list of value results. |
0x0752 | If not 0 will crash game when level loads |
0x0753 | Affects mario/luigi before level load, disables movement when not 0 after level load |
0x0754 | Player's state. This also affects hitting stuff. Decreases when you eat a mushroom! Increases when you get hit.
|
0x0755 | Player_Position For Scroll. It moves up to 0x70 (sometimes even 0x72) when player moves. When this register is frozen, NOTHING changes in the level, not even internally. |
0x0756 | Powerup state
|
0x075E | Set to 1 during "prelevel" screen |
0x075A | Lives |
0x075E | Coins |
0x075F | World |
0x0760 | Level |
0x0770 | Game mode. Setting this will take affect immediately. You can skip a WORLD by setting it to 02 (and waiting a second or two). Crashes when set to >02 or when set to 02 in world 8. You can activate the demo at _any_ time. Set to 01 at the title screen and you start the game with the title screen showing.
|
0x0772 | Level loading setting. You can set this while playing.
- 00 - Restarts level - 01 - Right before the start of a level - 02 - Has an effect but unsure what (skip frame or input?) - 03 - Reset level. When in a level when doing this midlevel, this sometimes teleports you to a bonuslevel. exiting that bonuslevel enters another bonuslevel (as if you were exiting a pipe though), and exiting that level enters the normal world again. |
0x0773 | Level palette
|
0x0774 | Disable ScreenFlag. |
0x0775 | Scroll Amount |
0x0776 | Game Pause Status. |
0x0777 | GamePauseTimer, when (un)pausing, you can only re/unpause when this is zero |
0x0778 | Mirror_PPU CTRL_REG1 Affects blocks and level, lowest bit seems to toggle loaded screen..? also affects sprite palletes of objects |
0x0779 | Mirror_PPU CTRL_REG2 Affects colors.. most values crash. It is the value written to the PPU at 0x2001. See this page for details.
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0x077A | Number_Of_Players ,If true, will load luigi when mario dies. You have to unset 0753 to move with luigi though |
0x0780-0x07A2 | All kinds of timers. Should investigate more to see what timer does what. Some are explained below |
0x0781 | Player Animation Timer |
0x0782 | JumpSwim Timer |
0x0783 | Running Timer |
0x0784 | BlockBounce Timer |
0x0785 | SideCollision Timer |
0x0786 | Jumpspring Timer |
0x0787 | GameTimer Control Timer (Setting it to 0x02 will Freeze Game Time) |
0x0789 | ClimbSide Timer |
0x078A | EnemyFrame Timer |
0x078F | FrenzyEnemy Timer |
0x0790 | BowserFireBreath Timer |
0x0791 | Stomp Timer |
0x0792 | AirBubble Timer |
0x0795 | Timer: falling down a pit (and more...) |
0x079E | Timer: invincible after enemy collision. Freeze this register to anything but 0 and you remain invincible |
0x079F | Timer: star (when you have star) |
0x07A0 | Timer: "prelevel" screen timer, fired again when level starts |
0x07A2 | Timer: demo start |
0x07B1 | EventMusic Buffer , If true, you wont "die" after falling or getting hit while small. You will be unable to move at the bottom of the screen though until you set it to 00 |
0x07D7/C | High score (1000000 100000 10000 1000 100 10) in BCD Format. |
0x07DD-0x07E2 | Mario score (1000000 100000 10000 1000 100 10) in BCD Format. |
0x07D3/8 | Luigi score (1000000 100000 10000 1000 100 10) in BCD Format. |
0x07ED/E | Coins (10 1) (on screen only) |
0x07F8/A | Digits of Game Timer (0100 0000 0000) in BCD Format. |
0x07FC | Game difficulty (set when you beat the game) |
Internal Data for Super Mario Bros.
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