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Super Mario Bros. 3/RAM map: Difference between revisions
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(Found the debug mode's RAM address) |
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|F7 || Controller status, buttons held down | |F7 || Controller status, buttons held down | ||
|- | |- | ||
|0100-01FF || CPU Stack | |0100-01FF || CPU Stack - Set 160 to 80 to enable debug mode without having to use the Game Genie code | ||
|- | |- | ||
|0200-02FF || DMA transfer to sprite memory. | |0200-02FF || DMA transfer to sprite memory. |
Revision as of 13:45, 26 March 2015
The following article is a RAM map for Super Mario Bros. 3.
NOTES:
- All values in the table are hexadecimal unless otherwise noted.
- "Signed byte" means the value can technically be between -128..127 (80..FF, 00, 01..7F).
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 |
17 | Player 1 gamepad bits. |
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 | Player horizontal position. Changing may cause problems in Name Table. |
A2 | Player vertical 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 | Player horizontal velocity (signed byte) |
BE-?? | Enemy Sprite horizontal velocity (signed byte) |
CF | Player vertical velocity (signed byte) |
D0-?? | Enemy Sprite vertical velocity (signed byte) |
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 - Set 160 to 80 to enable debug mode without having to use the Game Genie code |
0200-02FF | DMA transfer to sprite memory. |
0376 | Pause flag |
03DD | P-meter in status bar. Bits 0-5 govern each arrow in turn and bit 6 is the P. (7F = all arrows alight and P blinking) |
03F2 | Map starman flag |
03F3 | Character selection on map (ED value or 7-cloud, 8-p-wing) |
04F1 | Sound play byte. Freeze to $00 to remove some sounds (i.e. full fly meter sound) |
04F2 | Sound play byte. |
04F3 | Sound play byte. |
04F4 | Fanfare play byte. |
04F5 | Music play byte. |
04F6 | Sound play byte. |
04F7 | Sound pause byte. 01 pauses, 02 un-pauses. |
0510-0517 | Various countdown timers. There's a routine at A1DC decrementing these eight timers towards 00 every frame. |
0510 | Countdown timer for player going in/out of pipe. Starts with 0F. |
0511 | Countdown timer for raccoon tail waving (repeatedly pressing jump button). |
0515 | Countdown timer for advancing the P-meter up or down. |
0516 | Countdown timer for multi-coin blocks. |
051B?-051C | Countdown timers for enemy use. See remarks below. They seem to be assigned backwards, 051C is used for the first enemy to come on screen, then 051B etc. |
051D | Countdown timer for powerups rising animation. If set to nonzero value will make the powerup rise again(!) wherever it is on screen. |
0525 | Countdown timer for bounce block sprite (like ? when hit). |
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 | |
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 | Indicates whether Mario currently has Kuribos 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 | |
057B | Indicates flight? Has the value 1 when P-meter is full AND player is jumping. Used at least for locking 0515 and thus the P-meter while in flight. |
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 |
05F3 | Freeze timer if set to 01 |
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) |
0727 | World number - 1 |
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 LFSR. |
6000-794F | Active level data. |
7976 | Map screen Y position for the current level Mario is in. |
7977 | Map screen Y position for the current level Luigi is in. |
7978 | Map screen X position (high byte) for the current level Mario is in. |
7979 | Map screen X position (high byte) for the current level Luigi is in. |
797A | Map screen X position (low byte) for the current level Mario is in. |
797B | Map screen X position (low byte) for the current level Luigi is in. |
797E | Map screen Y position to return to when Mario dies. |
797F | Map screen Y position to return to when Luigi dies. |
7980 | Map screen X position (high byte) to return to when Mario dies. |
7981 | Map screen X position (high byte) to return to when Luigi dies. |
7982 | Map screen X position (low byte) to return to when Mario dies. |
7983 | Map screen X position (low byte) to return to when Luigi dies. |
7B40-7B?? | Enemy data for the current level. |
7D00-7D3F | Mario's level complete flags. |
7D40-7D7F | Luigi's level complete flags. |
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 |
A648 | (C8) Initial velocity for player jump. |
ACA2 | (05) Mario falling gravity, added to Y vel each frame. |
ACA6 | (E0) Default upward velocity for jumps. Modified by a table value subtracted from this, see Notes. |
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.
Enemy timers at 051B-051C:
- Piranha plants use these to toggle being up/down. E.g. when inside the pipe, set to 01 to force the plant coming up next frame.