User:Lelegofrog/Sandbox: Difference between revisions

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the dumping grounds for ideas... eventually<!--{{BobNES
the dumping grounds for ideas
| title= Super Mario Bros.
 
| bobscreen= Super Mario Bros Title.png
wip smas ram map (dunno if i'll ever finish)
  | developer= Nintendo
taken from [https://www.smwcentral.net/?p=memorymap&game=smas&u=0&address=&sizeOperation=%3D&sizeValue=&region=ram&type=*&context=*&description= SMW Central]
  | publishers= {{publisher|Nintendo}} (JP/EU/AU/US/CA), {{publisher|Samurai}} (IN), {{publisher|Hyundai}} (KR)
== RAM Map ==
  | systems= {{system|NES}}, {{system|Famicom Disk System}}
=== Super Mario Bros. 1 ===
}}<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>
  Address    Size    Description
{{BobSNES
  -------    ----    -----------
  | bobscreen= Super_Mario_World_Title.PNG
  7E0000        8    Scratch RAM for many subroutines
| title= Super Mario World
7E0008        1    Unused scratch RAM
| aka= Super Mario World: Super Mario Bros. 4  (JP box art)
7E0009        1    Frame Counter
| developer= Nintendo EAD
  7E000A        3    Player action data.
| publishers= {{publisher|Nintendo}}, {{publisher|Hyundai}} (KR)
                    Note that these flags are not mirrors of SNES controller flags.
| system= SNES
                    They merely signify which states the player is experiencing.
}}
                    For example, the Jump flag can be set by whatever button maps to jumping.
{{NDS
                    Also, the flag is set only by the controller of the current player.
|title = New Super Mario Bros.
                    ------
|name = NEW MARIO
                    7E000A
|gamecode = A2DE (USA/AUS)<br>A2DP (EUR)<br>A2DJ (JPN)<br>A2DK (KOR)<br>A2DC (CHN)
                    Bit flags: JD000000
|licensecode = 01 - Nintendo
                    J - Jump button
|company = Nintendo
                    D - Dash button
|rom = 32 MiB
                    ------
|country = USA / AUS / EUR / JPN / KOR / CHN
                    7E000B
|checksum = AE78 (AE78) (USA/AUS)<br>5F45 (5F45) (EUR)<br>6A6D (6A6D) (JPN)<br>4070 (4070) (KOR)<br>931B (931B) (CHN)
                    Bit flags: 0000UD00
|crc32 = 0197576A (USA/AUS)<br>F443F9BF (EUR)<br>39109F4A (JPN)<br>75EDA821 (KOR)<br>882598FB (CHN)
                    U - Up button
|game = New Super Mario Bros.
                    D - Down button
}}-->
                    ------
                    7E000C
                    Bit flags: 000000LR
                    L - Left flag
                    R - Right flag
7E000D        1    Saves the value of $7E:000A (jump/run flags) from the previous frame.
7E000F        1    Player's current action
                    (Entering pipe, fade to image before level, vine, etc.)
                    TODO: verify "Number of subroutines to run in game engine on next frame"
7E0010        8    Sprite onscreen flags
                    Bit 7 = never overwrite sprite slot of current index.
                    Bit 0 = Onscreen flag.
 
{{DISPLAYTITLE:User:lelegofrog/Sandbox}}
{{DISPLAYTITLE:User:lelegofrog/Sandbox}}

Revision as of 06:48, 23 October 2024

the dumping grounds for ideas

wip smas ram map (dunno if i'll ever finish) taken from SMW Central

RAM Map

Super Mario Bros. 1

Address    Size    Description
-------    ----    -----------
7E0000        8    Scratch RAM for many subroutines
7E0008        1    Unused scratch RAM
7E0009        1    Frame Counter
7E000A        3    Player action data.
                   Note that these flags are not mirrors of SNES controller flags.
                   They merely signify which states the player is experiencing.
                   For example, the Jump flag can be set by whatever button maps to jumping.
                   Also, the flag is set only by the controller of the current player.
                   ------
                   7E000A
                   Bit flags: JD000000
                   J - Jump button
                   D - Dash button
                   ------
                   7E000B
                   Bit flags: 0000UD00
                   U - Up button
                   D - Down button
                   ------
                   7E000C
                   Bit flags: 000000LR
                   L - Left flag
                   R - Right flag
7E000D        1    Saves the value of $7E:000A (jump/run flags) from the previous frame.
7E000F        1    Player's current action
                   (Entering pipe, fade to image before level, vine, etc.)
                   TODO: verify "Number of subroutines to run in game engine on next frame"
7E0010        8    Sprite onscreen flags
                   Bit 7 = never overwrite sprite slot of current index.
                   Bit 0 = Onscreen flag.