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Super Mario Land/RAM map: Difference between revisions
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C202 1 ? Mario's X position relative to the screen | C202 1 ? Mario's X position relative to the screen | ||
C203 1 Mario's pose. | C203 1 Mario's pose. | ||
C207 1 Probably used in Mario's jump routine. 0x00 = Not jumping, 0x01 = Ascending, 0x02 = Descending | C207 1 Probably used in Mario's jump routine. (0x00 = Not jumping, 0x01 = Ascending, 0x02 = Descending) | ||
C208 1 Mario's Y speed. | C208 1 Mario's Y speed. | ||
C20A 1 Mario is on the ground flag (0x01 = On the ground, 0x00 = In the air) | C20A 1 Mario is on the ground flag (0x01 = On the ground, 0x00 = In the air) | ||
C20C 1 ? Absolute value of Mario's X speed | C20C 1 ? Absolute value of Mario's X speed | ||
C20D 1 Direction Mario faces while walking. 0x20 = Left, 0x10 = Right | C20D 1 Direction Mario faces while walking. (0x20 = Left, 0x10 = Right) | ||
DA15 1 Lives | DA15 1 Lives (Binary-coded decimal) | ||
.... .... .... | .... .... .... | ||
DF10 2? Channel 1 Track Pointer? | DF10 2? Channel 1 Track Pointer? | ||
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Addr Size Description | Addr Size Description | ||
---- ---- ----------- | ---- ---- ----------- | ||
FF99 1 Powerup Status | FF99 1 Powerup Status (0x00 = small, 0x01 = growing, 0x02 = big with or without superball, 0x03 = shrinking, 0x04 = invincibility blinking) | ||
.... .... .... | .... .... .... | ||
FFB3 1 ? (0x39 = Game Over) | FFB3 1 ? (0x39 = Game Over) |
Revision as of 00:31, 25 April 2022
The following article is a RAM map for Super Mario Land.
RAM Map
VRAM
Addr Size Description ---- ---- ----------- 9806 2 Lives displayed, copy from (DA15) 9821 1 Score - Ten thousands 9822 1 Score - Thousands 9823 1 Score - Hundreds 9824 1 Score - Tens 9825 1 Score - Ones .... .... .... 9829 1 Coin - Tens 982A 1 Coin - Ones .... .... .... 982C 1 Current world 982E 1 Current stage .... .... .... 9831 1 Timer - Hundreds 9832 1 Timer - Tens 9833 1 Timer - Ones
WRAM
Addr Size Description ---- ---- ----------- C0A3 1 Lives earned or lost C0A4 1 ? (0x39 = Game Over) C201 1 ? Mario's Y position relative to the screen C202 1 ? Mario's X position relative to the screen C203 1 Mario's pose. C207 1 Probably used in Mario's jump routine. (0x00 = Not jumping, 0x01 = Ascending, 0x02 = Descending) C208 1 Mario's Y speed. C20A 1 Mario is on the ground flag (0x01 = On the ground, 0x00 = In the air) C20C 1 ? Absolute value of Mario's X speed C20D 1 Direction Mario faces while walking. (0x20 = Left, 0x10 = Right) DA15 1 Lives (Binary-coded decimal) .... .... .... DF10 2? Channel 1 Track Pointer? DF12 1 Channel 1 Note Time Left DF13 1 Channel 1 Note Duration DF14 2 Channel 1 Note Pointer DF19 2 Channel 1 Note Frequency DF1B 1 Channel 1 Is Note Silenced/Finished? (0x00 = no, 0x01 = yes) DF1E 1? Channel 1 Note Current Time Alive DF2X 16 Same as above for Channel 2 DF3X 16 Same as above for Channel 3 DF4X 16 Same as above for Channel 4 .... .... .... DFE0 1 Request a Channel 1 Sound Effect (0x00 = no request, 0x01 = jump, 0x02 = fireball, 0x03 = jump on enemy, 0x04 = gain powerup, 0x05 = coin, 0x06 = shrink, 0x07 = hit block, 0x08 = 1up, 0x09 = hit block again?, 0x0a = time count down at the end of level, 0x0b = powerup comes out, 0x0c and above = invalid) DFE1 1 Channel 1 Sound Effect currently playing
HRAM
Addr Size Description ---- ---- ----------- FF99 1 Powerup Status (0x00 = small, 0x01 = growing, 0x02 = big with or without superball, 0x03 = shrinking, 0x04 = invincibility blinking) .... .... .... FFB3 1 ? (0x39 = Game Over) FFFA 1 Coins (Binary-coded decimal) FFFB 1 ? (0x2B = Extra Life)
Notes
- Binary-coded decimal (daa) - if you view it as a hex number, the count skips A through F in any given ordinal. In this way, the hex value is human readable as the "correct" (decimal) number.
- A list of less certain addresses is available on the Talk page for further review.
Internal Data for Super Mario Land
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