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Super Mario Bros. 3/RAM map
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NOTE: All values in Table are Hexadecimal unless noted otherwise.
The following article is a RAM map for Super Mario Bros. 3.
RAM | Purpose |
00ED | Current Form: 00-Small, 01-Super, 02-Fire, 03-Racoon, 04-Frog, 05-Bear, 06-Hammer |
03DD | Power Meter in Status Bar, 7F is Full (Player Can Fly) |
0552 | Timer that is set after player is hit. Determine how long you flash (are invincible) |
0577 | Determines if Player is inside the Goomba Boot: 00-No, 01-Yes |
05EE-05F0 | Time remaining |
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. |
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 |
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 |
7DC5 | # of coins Luigi has |
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