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Super Mario Land/RAM map: Difference between revisions
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(→WRAM) |
Mariofan2468 (talk | contribs) (Binary-coded decimal is a more standard name for it) |
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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 | ||
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 === | === HRAM === | ||
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.... .... .... | .... .... .... | ||
FFB3 1 ? (0x39 = Game Over) | FFB3 1 ? (0x39 = Game Over) | ||
FFFA 1 Coins ( | FFFA 1 Coins (Binary-coded decimal) | ||
FFFB 1 ? (0x2B = Extra Life) | FFFB 1 ? (0x2B = Extra Life) | ||
== Notes == | == 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:Super_Mario_Land:RAM_map|Talk page]] for further review. | * A list of less certain addresses is available on the [[Talk:Super_Mario_Land:RAM_map|Talk page]] for further review. | ||
{{Internal Data|game=Super Mario Land}} | {{Internal Data|game=Super Mario Land}} |
Revision as of 11:10, 23 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 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 .... .... .... 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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