If you are still using the old URL (datacrystal.romhacking.net), please update your bookmarks! The old URL may stop working soon.
The current URL is datacrystal.tcrf.net.
The current URL is datacrystal.tcrf.net.
Super Mario Bros. 3/RAM map: Difference between revisions
Jump to navigation
Jump to search
(Filling in a few values as I figure them out.) |
No edit summary |
||
Line 143: | Line 143: | ||
|7DC5 || # of coins Luigi has | |7DC5 || # of coins Luigi has | ||
|- | |- | ||
|BFCC || Routine that clamps 00CF (Mario Y velocity) to the maximum ($45) when falling. | |||
|} | |} | ||
[[Category: Super Mario Bros. 3]] | [[Category: Super Mario Bros. 3]] |
Revision as of 23:15, 4 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 |
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: 00-Small, 01-Super, 02-Fire, 03-Racoon, 04-Frog, 05-Bear, 06-Hammer |
EE | Mario/Luigi Character Sprite Displayed(gets set just before display) |
EF | Mario/Luigi status flag: 40 facing right, 00 facing left |
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) |
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 | Character change flag. ED value+1, or 40-swim, 80-wear boot |
057A | Enable statue mario characteristic (gray & invincible, note: can't go down pipes with this characteristic enabled) |
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 |
BFCC | Routine that clamps 00CF (Mario Y velocity) to the maximum ($45) when falling. |