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Super Mario All-Stars (SNES)/RAM map
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The following article is a RAM map for Super Mario All-Stars (SNES).
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
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.
Internal Data for Super Mario All-Stars (SNES)
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