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User:Lelegofrog/Sandbox: Difference between revisions
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the dumping grounds for ideas.. | the dumping grounds for ideas | ||
wip smas ram map (dunno if i'll ever finish) | |||
taken from [https://www.smwcentral.net/?p=memorymap&game=smas&u=0&address=&sizeOperation=%3D&sizeValue=®ion=ram&type=*&context=*&description= 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. | |||
{{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.