Difference between revisions of "Super Mario Bros. 2:RAM map"
(Many RAM Addresses) |
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− | + | {{rammap|game=Super Mario Bros. 2}} | |
− | + | ||
− | $ | + | ====Sprite Related==== |
− | $ | + | |
+ | $0014 - Page of main character's X position | ||
+ | $001E - Page of main character's Y position | ||
+ | |||
+ | $0028 - Fraction of main character's X position on page | ||
+ | $0029 - Fraction of enemy 5's X position on page | ||
+ | $002A - Fraction of enemy 4's X position on page | ||
+ | $002B - Fraction of enemy 3's X position on page | ||
+ | $002C - Fraction of enemy 2's X position on page | ||
+ | $002D - Fraction of enemy 1's X position on page | ||
+ | |||
+ | $0033 - Fraction of enemy 5's Y position on page | ||
+ | $0034 - Fraction of enemy 4's Y position on page | ||
+ | $0035 - Fraction of enemy 3's Y position on page | ||
+ | $0036 - Fraction of enemy 2's Y position on page | ||
+ | $0037 - Fraction of enemy 1's Y position on page | ||
+ | |||
+ | $003C - Enemy 5's speed left/right | ||
+ | $003D - Enemy 4's speed left/right | ||
+ | $003E - Enemy 3's speed left/right | ||
+ | $003F - Enemy 2's speed left/right | ||
+ | $0040 - Enemy 1's speed left/right | ||
+ | |||
+ | $0046 - main character's jumping physics | ||
+ | $0047 - enemy 5's jumping physics | ||
+ | $0048 - enemy 4's jumping physics | ||
+ | $0049 - enemy 3's jumping physics | ||
+ | $004A - Enemy 2's jumping physics | ||
+ | $004B - Enemy 1's jumping physics | ||
+ | |||
+ | $0050 - Is character on a vine? If 01, then yes | ||
+ | ......00 - no | ||
+ | ......01 - yes | ||
+ | |||
+ | $0051 - Enemy 5's status | ||
+ | $0052 - Enemy 4's status | ||
+ | $0053 - Enemy 3's status | ||
+ | $0054 - Enemy 3's status | ||
+ | $0055 - Enemy 2's status | ||
+ | ......00 - Invisable | ||
+ | ......01 - Visable | ||
+ | ......02 - Dead | ||
+ | |||
+ | $005A - Enemy 5's relation to main character/landscape | ||
+ | $005B - Enemy 4's relation to main character/landscape | ||
+ | $005C - Enemy 3's relation to main character/landscape | ||
+ | $005D - Enemy 2's relation to main character/landscape | ||
+ | $005E - Enemy 1's relation to main character/landscape | ||
+ | ......00 - not on the ground (could be jumping or being thrown | ||
+ | ......04 - walking | ||
+ | ......05 - turn left because object blocks path | ||
+ | ......06 - turn right because object blocks path | ||
+ | ......20 - carrying main character when reaching an edge to turn around | ||
+ | ......24 - carrying main character with same speed as movement | ||
+ | |||
+ | $0065 - Enemy 5's palette, mirroring, etc. | ||
+ | $0066 - Enemy 4's palette, mirroring, etc. | ||
+ | $0067 - Enemy 3's palette, mirroring, etc. | ||
+ | $0068 - Enemy 2's palette, mirroring, etc. | ||
+ | $0069 - Enemy 1's palette, mirroring, etc. | ||
+ | |||
+ | ====Timers==== | ||
+ | |||
+ | $0085 - Amount of time left until Mario becomes vulnerable | ||
+ | $0086 - Amount of time left? | ||
+ | $0087 - Amount of time left before Bob Omb 5 explodes | ||
+ | $0088 - Amount of time left before Bob Omb 4 explodes | ||
+ | $0089 - Amount of time left before Bob Omb 3 explodes | ||
+ | $008A - Amount of time left before Bob Omb 2 explodes | ||
+ | $008B - Amount of time left before Bob Omb 1 explodes | ||
+ | $008C - Amount of time left before Bomb 1 explodes | ||
+ | $008D - Amount of time left before Bomb 2 explodes | ||
+ | $008E - Amount of time left before Bomb 3 explodes | ||
+ | |||
+ | ====Sprite IDs==== | ||
+ | |||
+ | $008F - Character selected (appearance only, until defeated, then stats as well) | ||
+ | ......00 - Mario | ||
+ | ......01 - Princess | ||
+ | ......02 - Toad | ||
+ | ......03 - Luigi | ||
+ | $0090 - Changes enemy 5's ID | ||
+ | $0091 - Changes enemy 4's ID | ||
+ | $0092 - Changes enemy 3's ID | ||
+ | $0093 - Changes enemy 2's ID | ||
+ | $0094 - Changes enemy 1's ID | ||
+ | |||
+ | $0096 - Item pulled up from ground | ||
+ | |||
+ | $0099 - Sprite graphics used when jumping | ||
+ | $009A - Drop through | ||
+ | $009B - Sprite graphics used when walking | ||
+ | |||
+ | $009C - Status - Holding an item | ||
+ | ......00 = no | ||
+ | ......01 = yes | ||
+ | $009D - Character's mirroring, etc. (not palette) | ||
+ | $00A3 - Changes once for everytime Tweeter jumps | ||
+ | |||
+ | $00AD - Is key held? Key appears above head even if thrown, but then not chased. | ||
+ | ......00 - no | ||
+ | ......01 - yes | ||
+ | $00AE - Item in hand height (used for different character sizes?) | ||
+ | |||
+ | $00B9 - Current time left to use Pidget's carpet | ||
+ | $00BA - Screen speed moving left and right | ||
+ | |||
+ | $00C7 - Character's status | ||
+ | |||
+ | ====Button Related==== | ||
+ | |||
+ | $00F5 - Button pressed (Controller 1) | ||
+ | $00F6 - Button pressed (Controller 2) | ||
+ | $00F7 - Button held (Controller 1) | ||
+ | >>>>>>>>>> Directional Pad | ||
+ | ......*0 - no movement | ||
+ | ......*1 - Right | ||
+ | ......*2 - Left | ||
+ | ......*3 - Left + Right | ||
+ | ......*4 - Down | ||
+ | ......*5 - Down + Right | ||
+ | ......*6 - Down + Left | ||
+ | ......*7 - Down + Left + Right | ||
+ | ......*8 - Up | ||
+ | ......*9 - Up + Right | ||
+ | ......*A - Up + Left | ||
+ | ......*B - Up + Left + Right | ||
+ | ......*C - Up + Down | ||
+ | ......*D - Up + Down + Right | ||
+ | ......*E - Up + Down + Left | ||
+ | ......*F - Up + Down + Left + Right | ||
+ | >>>>>>>>>> Buttons | ||
+ | ......0* - not pressed | ||
+ | ......1* - Start | ||
+ | ......2* - Select | ||
+ | ......3* - Start + Select | ||
+ | ......4* - B | ||
+ | ......5* - Start + B | ||
+ | ......6* - Select + B | ||
+ | ......7* - Start + Select + B | ||
+ | ......8* - A | ||
+ | ......9* - Start + A | ||
+ | ......A* - Select + A | ||
+ | ......B* - Start + Select + A | ||
+ | ......C* - A + B | ||
+ | ......D* - Start + A + B | ||
+ | ......E* - Select + A + B | ||
+ | ......F* - Start + Select + A + B | ||
+ | $00F8 - Button held (Controller 2) | ||
+ | |||
+ | $0100 - (screen hold?) | ||
+ | |||
+ | $0415 - the rising of the heart | ||
+ | $0416 - Height of whale's spout after peaking. | ||
+ | |||
+ | $0456 - Current time left Hawkmouth (before Wart) is open | ||
+ | |||
+ | ====Enemy HP==== | ||
+ | |||
+ | $0465 - Enemy 5's health | ||
+ | $0466 - Enemy 4's health | ||
+ | $0467 - Enemy 3's health | ||
+ | $0468 - Enemy 2's health | ||
+ | $0469 - Enemy 1's health | ||
+ | |||
+ | $0471 - look into | ||
+ | |||
+ | $0484 - look into | ||
+ | |||
+ | $04B4 - Something to do with the Hawkmouth opening and closing | ||
+ | |||
+ | $04AD - Current number of enemies defeated to grab a heart. | ||
+ | |||
+ | $04B0 - Has Key been used on lock? If yes, then it won't reappear. | ||
+ | ......00 - no | ||
+ | ......01 - yes | ||
+ | |||
+ | $04B4 - How wide Hawkmouth is open | ||
+ | $04B5 - Has the Crystal been obtained? If yes, effect will last while in area. | ||
+ | ......00 - no | ||
+ | ......01 - yes | ||
+ | $04B6 - look into | ||
+ | |||
+ | $04BE - Time counts up for how long the door takes to open | ||
+ | |||
+ | $04C2 - Current life in the life meter | ||
+ | ......0F - One heart | ||
+ | ......1F - Two hearts | ||
+ | ......2F - Three hearts | ||
+ | ......3F - Four hearts | ||
+ | |||
+ | $04C3 - Number of bars in the life meter (for visual purposes only) | ||
+ | ......FF - One bar (doesn't work very well) | ||
+ | ......00 - Two bars (default) | ||
+ | ......01 - Three bars | ||
+ | ......02 - Four bars | ||
+ | $04C4 - Amount of time left for the screen to shake after POW | ||
+ | $04C5 - Height to raise and lower the "level" for shake | ||
+ | $04C6 - Amount of time left for bomb flash in background | ||
+ | |||
+ | $04CA - Amount of time to build up to charged jump | ||
+ | |||
+ | $04E0 - Current Starman time length left | ||
+ | |||
+ | $04E7 - Area to regenerate | ||
+ | $04E8 - Sub-area to regenerate | ||
+ | $04E9 - Page to regenerate | ||
+ | |||
+ | $04EC - I can't describe this one. | ||
+ | ......00 - normal game play | ||
+ | ......01 - begin the same level and area again (like dying revive) | ||
+ | ......02 - game over | ||
+ | ......03 - end level, go to bonus game | ||
+ | ......04 - warp | ||
+ | $04ED - Current number of lives | ||
+ | |||
+ | ====Mushroom Flags==== | ||
+ | |||
+ | $04FB - Has First Mushroom been pulled? If yes, then it won't reappear. | ||
+ | ......00 - no | ||
+ | ......01 - yes | ||
+ | $04FC - Has Second Mushroom been pulled? If yes, then it won't reappear. | ||
+ | ......00 - no | ||
+ | ......01 - yes | ||
+ | |||
+ | $04FF - Current amount of time left from the stop watch. | ||
+ | |||
+ | $051D - look into | ||
+ | |||
+ | $0521 - look into | ||
+ | |||
+ | ====Level in Memory==== | ||
+ | |||
+ | $0531 - Current level loaded | ||
+ | ......00 - 1-1 | ||
+ | ......01 - 1-2 | ||
+ | ......02 - 1-3 | ||
+ | ......03 - 2-1 | ||
+ | ......04 - 2-2 | ||
+ | ......05 - 2-3 | ||
+ | ......06 - 3-1 | ||
+ | ......07 - 3-2 | ||
+ | ......08 - 3-3 | ||
+ | ......09 - 4-1 | ||
+ | ......0A - 4-2 | ||
+ | ......0B - 4-3 | ||
+ | ......0C - 5-1 | ||
+ | ......0D - 5-2 | ||
+ | ......0E - 5-3 | ||
+ | ......0F - 6-1 | ||
+ | ......10 - 6-2 | ||
+ | ......11 - 6-3 | ||
+ | ......12 - 7-1 | ||
+ | ......13 - 7-2 | ||
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$0532 - look into<br> | $0532 - look into<br> | ||
$0533 - look into<br> | $0533 - look into<br> | ||
− | + | ||
$0544 - look into<br> | $0544 - look into<br> | ||
$0545 - look into<br> | $0545 - look into<br> | ||
− | $0546 - Pickup Speed Animation 1 | + | |
− | $0547 - Pickup Speed Animation 2 | + | ====Character Properties==== |
− | $0548 - Pickup Speed Animation 3 | + | |
− | $0549 - Pickup Speed Animation 4 | + | $0546 - Pickup Speed Animation 1 |
− | $054A - Pickup Speed Animation 5 | + | $0547 - Pickup Speed Animation 2 |
− | $054B - Pickup Speed Animation 6 | + | $0548 - Pickup Speed Animation 3 |
− | + | $0549 - Pickup Speed Animation 4 | |
− | $054D - Standing Jump Height | + | $054A - Pickup Speed Animation 5 |
− | $054E - Crouching Power Jump Height | + | $054B - Pickup Speed Animation 6 |
− | + | ||
− | $0550 - Running Jump Height | + | $054D - Standing Jump Height |
− | $0551 - Running Jump Height while carrying object | + | $054E - Crouching Power Jump Height |
− | + | ||
− | $0553 - Float Timer (set to 0 for everyone but Princess) | + | $0550 - Running Jump Height |
− | + | $0551 - Running Jump Height while carrying object | |
− | $0545 - look into | + | |
− | + | $0553 - Float Timer (set to 0 for everyone but Princess) | |
− | $0555 - Character's Jumping physics? | + | |
− | + | $0545 - look into | |
− | $05C5 - Current number of Continues | + | |
− | + | $0555 - Character's Jumping physics? | |
− | $05EE - Current music track? | + | |
− | $05EF - Current music track? | + | $05C5 - Current number of Continues |
− | + | ||
− | $0600 - Loads the current song track | + | ====Music and Sound Properties==== |
− | $0601 - Plays a sound effect | + | |
− | $0602 - Plays a sound effect | + | $05EE - Current music track? |
− | $0603 - Plays a small clip of music (and also for ending sequence) | + | $05EF - Current music track? |
− | $0604 - Character's sound effects | + | |
− | $0605 - POW sound effects | + | $0600 - Loads the current song track |
− | $0606 - Stores sound effect from $0603 played | + | $0601 - Plays a sound effect |
− | $0607 - Stores sound effect from $0602 played | + | $0602 - Plays a sound effect |
− | $0608 - Stores sound effect from $0601 played | + | $0603 - Plays a small clip of music (and also for ending sequence) |
− | $0609 - Stores music track from $0600 played | + | $0604 - Character's sound effects |
− | + | $0605 - POW sound effects | |
− | $0612 - Current music tempo | + | $0606 - Stores sound effect from $0603 played |
− | + | $0607 - Stores sound effect from $0602 played | |
− | $0620 - Has 1-up been pulled? If yes, then it won't reappear. | + | $0608 - Stores sound effect from $0601 played |
− | ......00 - no | + | $0609 - Stores music track from $0600 played |
− | ......01 - yes | + | |
− | $0621 - Number of times leaving Subspace aftering grabbing a coin | + | $0612 - Current music tempo |
− | ......00 - 1st chance to grab coins | + | |
− | ......01 - 2nd chance to grab coins | + | ====Subspace Related Properites==== |
− | ......02 - No more chances, get vegetables. | + | |
− | + | $0620 - Has 1-up been pulled? If yes, then it won't reappear. | |
− | $0628 - | + | ......00 - no |
− | ......00 - no | + | ......01 - yes |
− | ......02 - yes (doesn't work for vertical areas) | + | $0621 - Number of times leaving Subspace aftering grabbing a coin |
− | $0629 - look into | + | ......00 - 1st chance to grab coins |
− | $062A - Current number of cherries | + | ......01 - 2nd chance to grab coins |
− | $062B - Current number of coins pulled in Subspace (Slot machine currency) | + | ......02 - No more chances, get vegetables. |
− | $062C - Current number of BIG vegetables pulled for stop watch | + | |
− | + | $0628 - In subspace? | |
− | $0635 - Current World number (loads characteristics of world such as Ice) | + | ......00 - no |
− | + | ......02 - yes (doesn't work for vertical areas) | |
− | $06F2 - !!!!! | + | $0629 - look into |
− | + | ||
− | $06F4 - look into! | + | ====Collectable Counts==== |
− | + | ||
− | $06F6 - Character growing or shrinking | + | $062A - Current number of cherries |
− | + | $062B - Current number of coins pulled in Subspace (Slot machine currency) | |
− | $06F7 - Current Level Tileset (1st half of the right Table) | + | $062C - Current number of BIG vegetables pulled for stop watch |
− | $06F8 - Current Cycling Sprite Tileset (2nd half of the right Table) | + | |
− | $06F9 - Current Character (Appearance,not stats) (1st quarter of left Table) | + | ====World Properites==== |
− | ......00 - Large Mario | + | |
− | ......01 - Large Luigi | + | $0635 - Current World number (loads characteristics of world such as Ice) |
− | ......02 - Large Princess | + | |
− | ......03 - Large Toad | + | $06F2 - !!!!! |
− | ......04 - Small Mario | + | |
− | ......05 - Small Luigi | + | $06F4 - look into! |
− | ......06 - Small Princess | + | |
− | ......07 - Small Toad | + | $06F6 - Character growing or shrinking |
− | $06FA - Current standard sprites (Snifits, Hawkmouth, etc.) (2nd quarter of left Table) | + | |
− | $06FB - Current standard sprites (1-Up, Birdo, etc.) (3rd quarter of left Table) | + | ====Graphics Tileset==== |
− | $06FC - Current changable sprites (Ostro, Pidget, Pokey, etc.) (4th quarter of left Table) | + | |
− | $06FD - Current animation of $06F8 (Cycling sprites) | + | $06F7 - Current Level Tileset (1st half of the right Table) |
− | + | $06F8 - Current Cycling Sprite Tileset (2nd half of the right Table) | |
− | + | $06F9 - Current Character (Appearance,not stats) (1st quarter of left Table) | |
+ | ......00 - Large Mario | ||
+ | ......01 - Large Luigi | ||
+ | ......02 - Large Princess | ||
+ | ......03 - Large Toad | ||
+ | ......04 - Small Mario | ||
+ | ......05 - Small Luigi | ||
+ | ......06 - Small Princess | ||
+ | ......07 - Small Toad | ||
+ | $06FA - Current standard sprites (Snifits, Hawkmouth, etc.) (2nd quarter of left Table) | ||
+ | $06FB - Current standard sprites (1-Up, Birdo, etc.) (3rd quarter of left Table) | ||
+ | $06FC - Current changable sprites (Ostro, Pidget, Pokey, etc.) (4th quarter of left Table) | ||
+ | $06FD - Current animation of $06F8 (Cycling sprites) | ||
+ | |||
+ | ====Level Layout (Jars/Subspace)==== | ||
+ | |||
$0700 ~ $07FF - Subspace and jars<br> | $0700 ~ $07FF - Subspace and jars<br> | ||
− | + | ||
$14CA - Timer for crouch jump power (0 - 3C)<br> | $14CA - Timer for crouch jump power (0 - 3C)<br> | ||
− | + | ||
− | $6000 ~ $695F - Currently loaded level (Almost half the SRAM) | + | ====Level Layout (Area)==== |
+ | $6000 ~ $695F - Currently loaded level (Almost half the SRAM) |
Revision as of 18:44, 24 April 2006
The following article is a RAM map for Super Mario Bros. 2.
Contents
- 1 Sprite Related
- 2 Timers
- 3 Sprite IDs
- 4 Button Related
- 5 Enemy HP
- 6 Mushroom Flags
- 7 Level in Memory
- 8 Character Properties
- 9 Music and Sound Properties
- 10 Subspace Related Properites
- 11 Collectable Counts
- 12 World Properites
- 13 Graphics Tileset
- 14 Level Layout (Jars/Subspace)
- 15 Level Layout (Area)
Sprite Related
$0014 - Page of main character's X position $001E - Page of main character's Y position
$0028 - Fraction of main character's X position on page $0029 - Fraction of enemy 5's X position on page $002A - Fraction of enemy 4's X position on page $002B - Fraction of enemy 3's X position on page $002C - Fraction of enemy 2's X position on page $002D - Fraction of enemy 1's X position on page
$0033 - Fraction of enemy 5's Y position on page $0034 - Fraction of enemy 4's Y position on page $0035 - Fraction of enemy 3's Y position on page $0036 - Fraction of enemy 2's Y position on page $0037 - Fraction of enemy 1's Y position on page
$003C - Enemy 5's speed left/right $003D - Enemy 4's speed left/right $003E - Enemy 3's speed left/right $003F - Enemy 2's speed left/right $0040 - Enemy 1's speed left/right
$0046 - main character's jumping physics $0047 - enemy 5's jumping physics $0048 - enemy 4's jumping physics $0049 - enemy 3's jumping physics $004A - Enemy 2's jumping physics $004B - Enemy 1's jumping physics
$0050 - Is character on a vine? If 01, then yes ......00 - no ......01 - yes
$0051 - Enemy 5's status $0052 - Enemy 4's status $0053 - Enemy 3's status $0054 - Enemy 3's status $0055 - Enemy 2's status ......00 - Invisable ......01 - Visable ......02 - Dead
$005A - Enemy 5's relation to main character/landscape $005B - Enemy 4's relation to main character/landscape $005C - Enemy 3's relation to main character/landscape $005D - Enemy 2's relation to main character/landscape $005E - Enemy 1's relation to main character/landscape ......00 - not on the ground (could be jumping or being thrown ......04 - walking ......05 - turn left because object blocks path ......06 - turn right because object blocks path ......20 - carrying main character when reaching an edge to turn around ......24 - carrying main character with same speed as movement
$0065 - Enemy 5's palette, mirroring, etc. $0066 - Enemy 4's palette, mirroring, etc. $0067 - Enemy 3's palette, mirroring, etc. $0068 - Enemy 2's palette, mirroring, etc. $0069 - Enemy 1's palette, mirroring, etc.
Timers
$0085 - Amount of time left until Mario becomes vulnerable $0086 - Amount of time left? $0087 - Amount of time left before Bob Omb 5 explodes $0088 - Amount of time left before Bob Omb 4 explodes $0089 - Amount of time left before Bob Omb 3 explodes $008A - Amount of time left before Bob Omb 2 explodes $008B - Amount of time left before Bob Omb 1 explodes $008C - Amount of time left before Bomb 1 explodes $008D - Amount of time left before Bomb 2 explodes $008E - Amount of time left before Bomb 3 explodes
Sprite IDs
$008F - Character selected (appearance only, until defeated, then stats as well) ......00 - Mario ......01 - Princess ......02 - Toad ......03 - Luigi $0090 - Changes enemy 5's ID $0091 - Changes enemy 4's ID $0092 - Changes enemy 3's ID $0093 - Changes enemy 2's ID $0094 - Changes enemy 1's ID
$0096 - Item pulled up from ground
$0099 - Sprite graphics used when jumping $009A - Drop through $009B - Sprite graphics used when walking
$009C - Status - Holding an item ......00 = no ......01 = yes $009D - Character's mirroring, etc. (not palette) $00A3 - Changes once for everytime Tweeter jumps
$00AD - Is key held? Key appears above head even if thrown, but then not chased. ......00 - no ......01 - yes $00AE - Item in hand height (used for different character sizes?)
$00B9 - Current time left to use Pidget's carpet $00BA - Screen speed moving left and right
$00C7 - Character's status
Button Related
$00F5 - Button pressed (Controller 1) $00F6 - Button pressed (Controller 2) $00F7 - Button held (Controller 1) >>>>>>>>>> Directional Pad ......*0 - no movement ......*1 - Right ......*2 - Left ......*3 - Left + Right ......*4 - Down ......*5 - Down + Right ......*6 - Down + Left ......*7 - Down + Left + Right ......*8 - Up ......*9 - Up + Right ......*A - Up + Left ......*B - Up + Left + Right ......*C - Up + Down ......*D - Up + Down + Right ......*E - Up + Down + Left ......*F - Up + Down + Left + Right >>>>>>>>>> Buttons ......0* - not pressed ......1* - Start ......2* - Select ......3* - Start + Select ......4* - B ......5* - Start + B ......6* - Select + B ......7* - Start + Select + B ......8* - A ......9* - Start + A ......A* - Select + A ......B* - Start + Select + A ......C* - A + B ......D* - Start + A + B ......E* - Select + A + B ......F* - Start + Select + A + B $00F8 - Button held (Controller 2)
$0100 - (screen hold?)
$0415 - the rising of the heart $0416 - Height of whale's spout after peaking.
$0456 - Current time left Hawkmouth (before Wart) is open
Enemy HP
$0465 - Enemy 5's health $0466 - Enemy 4's health $0467 - Enemy 3's health $0468 - Enemy 2's health $0469 - Enemy 1's health
$0471 - look into
$0484 - look into
$04B4 - Something to do with the Hawkmouth opening and closing
$04AD - Current number of enemies defeated to grab a heart.
$04B0 - Has Key been used on lock? If yes, then it won't reappear. ......00 - no ......01 - yes
$04B4 - How wide Hawkmouth is open $04B5 - Has the Crystal been obtained? If yes, effect will last while in area. ......00 - no ......01 - yes $04B6 - look into
$04BE - Time counts up for how long the door takes to open
$04C2 - Current life in the life meter ......0F - One heart ......1F - Two hearts ......2F - Three hearts ......3F - Four hearts
$04C3 - Number of bars in the life meter (for visual purposes only) ......FF - One bar (doesn't work very well) ......00 - Two bars (default) ......01 - Three bars ......02 - Four bars $04C4 - Amount of time left for the screen to shake after POW $04C5 - Height to raise and lower the "level" for shake $04C6 - Amount of time left for bomb flash in background
$04CA - Amount of time to build up to charged jump
$04E0 - Current Starman time length left
$04E7 - Area to regenerate $04E8 - Sub-area to regenerate $04E9 - Page to regenerate
$04EC - I can't describe this one. ......00 - normal game play ......01 - begin the same level and area again (like dying revive) ......02 - game over ......03 - end level, go to bonus game ......04 - warp $04ED - Current number of lives
Mushroom Flags
$04FB - Has First Mushroom been pulled? If yes, then it won't reappear. ......00 - no ......01 - yes $04FC - Has Second Mushroom been pulled? If yes, then it won't reappear. ......00 - no ......01 - yes
$04FF - Current amount of time left from the stop watch.
$051D - look into
$0521 - look into
Level in Memory
$0531 - Current level loaded ......00 - 1-1 ......01 - 1-2 ......02 - 1-3 ......03 - 2-1 ......04 - 2-2 ......05 - 2-3 ......06 - 3-1 ......07 - 3-2 ......08 - 3-3 ......09 - 4-1 ......0A - 4-2 ......0B - 4-3 ......0C - 5-1 ......0D - 5-2 ......0E - 5-3 ......0F - 6-1 ......10 - 6-2 ......11 - 6-3 ......12 - 7-1 ......13 - 7-2
$0532 - look into
$0533 - look into
$0544 - look into
$0545 - look into
Character Properties
$0546 - Pickup Speed Animation 1 $0547 - Pickup Speed Animation 2 $0548 - Pickup Speed Animation 3 $0549 - Pickup Speed Animation 4 $054A - Pickup Speed Animation 5 $054B - Pickup Speed Animation 6
$054D - Standing Jump Height $054E - Crouching Power Jump Height
$0550 - Running Jump Height $0551 - Running Jump Height while carrying object
$0553 - Float Timer (set to 0 for everyone but Princess)
$0545 - look into
$0555 - Character's Jumping physics?
$05C5 - Current number of Continues
Music and Sound Properties
$05EE - Current music track? $05EF - Current music track?
$0600 - Loads the current song track $0601 - Plays a sound effect $0602 - Plays a sound effect $0603 - Plays a small clip of music (and also for ending sequence) $0604 - Character's sound effects $0605 - POW sound effects $0606 - Stores sound effect from $0603 played $0607 - Stores sound effect from $0602 played $0608 - Stores sound effect from $0601 played $0609 - Stores music track from $0600 played
$0612 - Current music tempo
Subspace Related Properites
$0620 - Has 1-up been pulled? If yes, then it won't reappear. ......00 - no ......01 - yes $0621 - Number of times leaving Subspace aftering grabbing a coin ......00 - 1st chance to grab coins ......01 - 2nd chance to grab coins ......02 - No more chances, get vegetables.
$0628 - In subspace? ......00 - no ......02 - yes (doesn't work for vertical areas) $0629 - look into
Collectable Counts
$062A - Current number of cherries $062B - Current number of coins pulled in Subspace (Slot machine currency) $062C - Current number of BIG vegetables pulled for stop watch
World Properites
$0635 - Current World number (loads characteristics of world such as Ice)
$06F2 - !!!!!
$06F4 - look into!
$06F6 - Character growing or shrinking
Graphics Tileset
$06F7 - Current Level Tileset (1st half of the right Table) $06F8 - Current Cycling Sprite Tileset (2nd half of the right Table) $06F9 - Current Character (Appearance,not stats) (1st quarter of left Table) ......00 - Large Mario ......01 - Large Luigi ......02 - Large Princess ......03 - Large Toad ......04 - Small Mario ......05 - Small Luigi ......06 - Small Princess ......07 - Small Toad $06FA - Current standard sprites (Snifits, Hawkmouth, etc.) (2nd quarter of left Table) $06FB - Current standard sprites (1-Up, Birdo, etc.) (3rd quarter of left Table) $06FC - Current changable sprites (Ostro, Pidget, Pokey, etc.) (4th quarter of left Table) $06FD - Current animation of $06F8 (Cycling sprites)
Level Layout (Jars/Subspace)
$0700 ~ $07FF - Subspace and jars
$14CA - Timer for crouch jump power (0 - 3C)
Level Layout (Area)
$6000 ~ $695F - Currently loaded level (Almost half the SRAM)