RAM |
Purpose
|
010 |
Local copy of PPU register 2000
|
011 |
Local copy of PPU register 2001
|
021-023 |
6 digit Top Score using BCD (4bits per digit)
|
025-027 |
6 digit 1P Score using BCD (4bits per digit)
|
029-02B |
6 digit 2P Score using BCD (4bits per digit)
|
02E-02F |
4 digit time remaining using BCD (4bits per digit)
|
03F |
Hammer time remaining
|
044 |
Slow Timer that starts Demo Mode
|
050 |
Stores which option was selected on the title screen (00-03)
|
051 |
How many players: 18-1P, 1C-2P
|
052 |
Which player's turn it is: 00-1P, 01-2P
|
053 |
Which Zone you're on (1-3)
|
054 |
Number of times Zone 3 has been completed. Appears under the (L)
|
055 |
Marios remaining
|
058 |
01 While in Demo Mode
|
096 |
Mario's Satus: 01-Hor, 02-Ver, 04-Jump, 08-Falling, 0A-Has Mallet, FF-Dead
|
0C1-0C8 |
In Zone 3: 00-Beam Joint still there, 01-Beam Joint has been broken(moved over)
|
0F7-0F8 |
Pointer that holds address to music file
|
100-1FF |
CPU Stack
|
200-2FF |
Sprite Ram that is transferred via DMA every NMI
|
330 |
Offset for the current Name Table Update variable below
|
331-33f |
Stores the pending changes to update the Name Table
|
400 |
Zone number for player 1
|
401 |
Zone number for player 2
|
402 |
Level number for player 1
|
403 |
Level number for player 2
|
404 |
Player 1 Marios remaining
|
405 |
Player 2 Marios remaining
|
406 |
Player 1 game over: 00-False, 01-True
|
407 |
Player 2 game over: 00-False, 01-True
|
50C |
How many times demo Mario moves a direction
|
50D |
Which way demo Mario will move
|
50E |
Index in the array of demo movements
|