Super Mario Bros.:RAM map

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Revision as of 19:28, 10 October 2005 by Alchemic (talk | contribs) (Fixed the line breaks)
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This data was found by acmlm board member frantik. It is currently posted here exactly as it was posted on the acmlm board.

RAM - Purpose

0002 - Current y (vert) pos

0005 - Current x (horz) pos

000A - Button State (4 - A, 8 - B)

000B - Vertical direction pad State (4 - Down, 8 - Up)

000D - Button State (4 - A, 8 - B)

000E*- Mario mode (00 - move mario to left side of screen, 01 - climbing up vine, 02 - went in pipe, 03 - pipe2, 04,05 - autowalk, 06 - mario dies, 08 - normal, 09 - mario cant move, higher numbers crash emu)

000F*- Enemy mode (00 - not shown, 01 - shown)

0014*- Show sprite (bool)

0016*- Current Enemy type 06 - goomba; 11 - lakitu; 2a - surfing lift

001B*- Current power up 2E - Mushroom/fire

001D - 00 when standing, 01 when jumping, 02 when falling, 03 when sliding down flagpole

0023 - set to 80 when a power up on screen. if set above 06, game will run power up checking routine

002A*- Coin anim (?)

002B*- Coin anim (?)

002C*- Coin anim (?)

002D*- Coin anim (?)

002E*- Coin anim (?)

002F*- Coin anim (?)

0030*- Coin anim (?)

0031*- Coin anim (?)

0032*- Run 200pts animation or throw hammer (?)

0033*- 00 to F1: face right, F2 - FF face left

0039*- Power up type on screen (00 - mushroom, 01 - fire flower, 02 - starman, 03 - 1UP)

0045 - Mario Direction (01 - Right, 02 - Left)

0046 - Enemy Direction

0047 - Enemy Direction

004B - Mushroom Sprite Direction (01 - Right, 02 - Left)

0057 - horizontal speed (pos/neg)

0058 - enemy speed (pos/neg)

0059 - enemy speed (pos/neg)

005A - enemy speed (pos/neg)

006D*- Horitonal position (?)

0070 - current page (?)

0071 - current page (?)

0072 - current page (?)

0073 - current page - 1 (?)

0086*- Mario x location

0087*- current enemy 1 sprite x location

0088*- current enemy 2 sprite x location

008C*- current power up sprite x location

009F - Vertical speed

00B5 - appears to be the screen height multiplier (ie [mario's y location at 00CE] * [this byte] = [mario's true y val])

00CE*- Mario sprite y pos

00CF*- enemy 1 sprite y pos

00D0*- enemy 2 sprite y pos

00D4*- Power up sprite y pos

03AD - mario x pos

03AE - enemy x pos

03B8 - mario vertical pos

03B9 - enemy vertical pos

03C4*- mario palette #

0400 - horizontal movement counter

0416 - mario vert position

0433 - Mario vertical speed

0450 - F8 if running

0456 - 28 if running

0490*- FF normal game play allows horizontal movement

04C4 - power up location 1

04C6 - power up location 2

06CE - fire ball counter (?) increases when fireball thrown

06D4 - gold color cycle

06D5 - Mario state (?) (B8 - small stand, [60, 70, 80] - small walk cycle, C8 - big stand, 20 - big jump, [00, 10, 20] - bigwalk cycle, 50 - crouch)

06FC - buttons pressed

0700 - x speed

0701 - is skidding

0702 - E4 - is running, 30 - skidding, 98 normal

0705 - some kind of horizontal movement counter, doesnt count while in air

070B - if true, runs big-small animation (doesnt affect state though)

0714*- 04 when crouching

071A - current level room

071B - next level room

071C*- affects marios Horiz pos (on screen only though?)

071D*- affects marios Horiz pos (on screen only though?)

071F - scroll speed?

0743 - if true, is cloud level (game sets to $03), can be set mid level

0744 - affects background color

0747 - timer (?) pauses enemies while set

074A - Buttons pressed

074E - "Gold" block pallette - 00 turns blocks into water world and makes bubble, but no swimming

0752 - if not 00 will crash game when level load

0753 - affects mario/luigi if set before level load, but prevents movement in level if not 00

0754 - if true, is small

0756 - power up state (small/big/fire)

0757 - set to 01 during "prelevel" screen

075A - lives

075E - coins

0770*- game mode (00 - demo, 01 - normal, 02 - End World, 03 - End Game (?) ) (set to 01 at the title screen and you start the game with the title screen showing )

0771

0772*- 00 restarts level

0773*- Level palette (00 - normal, 01 - underwater, 02 - night, 03 - underground, 04 - castle)

0774 - ?? changes on game and level start. crashes game if changed

0775 - scroll speed (?)

0776*- is paused (bool)

0777 - timer (set when pausing/unpausing

0778*- affects blocks

0779*- affects colors.. most values crash, 1E default, 1F makes it grey scale

077A*- if true, will load luigi when mario dies. you have to unset 0753 to move with luigi though

0780*- timer - (all timers count down from whatever value they are set to)

0781*- timer - fired when fireball shot

0782*- timer - fired when jumping

0783*- timer

0784*- timer

0785*- timer

0786*- timer

0787 - ??

0788*- timer

0789 - ??

078A*- timer

078B*- timer

078C*- timer

078D*- timer

078E*- timer

078F*- timer

0790*- timer

0791*- timer -

0792*- timer

0793*- timer

0794*- timer

0795*- timer - fired when you fall down a pit

0796*- timer -

0797*- timer

0798*- timer

0799*- timer

079A*- timer

079B*- timer

079C*- timer

079D*- timer

079E*- flashing timer (when you get hit and are invincible for a short while)

079F*- starman timer

07A0*- timer - "prelevel" screen timer, fired again when level starts

07A1*- timer

07A2*- timer - counts how long before demo is run on main screen

07A7 - ?? rapidly changing even when paused

07A8 - ?? rapidly changing even when paused

07A9 - ?? rapidly changing even when paused

07AA - ?? rapidly changing even when paused

07AB - ?? rapidly changing even when paused

07AC - ?? rapidly changing even when paused

07AD - ?? rapidly changing even when paused

07B1*- if true, you wont "die" after falling or getting hit while small. you will be unable to move at the bottom of the screen though until you set it to 00)

07BD*- timer (?) 10 when mushroom/fireflower block last hit (fired when power up grabbed or coin block hit)

07D7*- high score - 1000000s

07D8*- high score - 100000s

07D9*- high score - 10000s

07DA*- high score - 1000s

07DB*- high score - 100s

07DC*- high score - 10s

07DD*- mario score 1000000s

07DE*- mario score - 100000s

07DF*- mario score - 10000s

07E0*- mario score - 1000s

07E1*- mario score - 100s

07E2*- mario score - 10s

07E3*- luigi score 1000000s

07E4*- luigi score - 100000s

07E5*- luigi score - 10000s

07E6*- luigi score - 1000s

07E7*- luigi score - 100s

07E8*- luigi score - 10s

07ED*- coins 10s (on screen only)

07EE*- coins 1s (on screen only)

07F8*- time - 100s

07F9*- time - 10s

07FA*- time - 1s

07FC*- if true, game is harder (set after you beat the game)