Super Mario Bros. 2:RAM map

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Revision as of 14:30, 26 April 2006 by 164.58.59.30 (talk) (Button Related)
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Sprite Related

  • $0014 - Page of main character's X position
  • $001E - Page of main character's Y position
Position of sprites
X position on page
  • $0028 - main character
  • $0029 - enemy 5
  • $002A - enemy 4
  • $002B - enemy 3
  • $002C - enemy 2
  • $002D - enemy 1
Y position on page
  • $0033 - enemy 5
  • $0034 - enemy 4
  • $0035 - enemy 3
  • $0036 - enemy 2
  • $0037 - enemy 1
Speed of sprites (left/right)
  • $003C - enemy 5
  • $003D - enemy 4
  • $003E - enemy 3
  • $003F - enemy 2
  • $0040 - enemy 1
Jumping Physics
  • $0046 - main character
  • $0047 - enemy 5
  • $0048 - enemy 4
  • $0049 - enemy 3
  • $004A - Enemy 2
  • $004B - Enemy 1
  • $0050 - Is character on a vine?
00 - no
01 - yes
Misc. sprite addresses
  • $0051 - Enemy 5
  • $0052 - Enemy 4
  • $0053 - Enemy 3
  • $0054 - Enemy 2
  • $0055 - Enemy 1
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
Sprite's palette, mirroring, etc.
  • $0065 - Enemy 5
  • $0066 - Enemy 4
  • $0067 - Enemy 3
  • $0068 - Enemy 2
  • $0069 - Enemy 1

Timers

  • $0085 - Amount of time left until Mario becomes vulnerable
  • $0086 - Amount of time left for unknown
  • $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 - Enemy 5
  • $0091 - Enemy 4
  • $0092 - Enemy 3
  • $0093 - Enemy 2
  • $0094 - Enemy 1
  • $0096 - Item pulled up from ground
  • $0099 - Sprite graphics used when jumping
  • $009A - Drop through
  • $009B - Sprite graphics used when walking
Item flags
  • $009C - 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?
00 - no
01 - yes -  Key appears above head even if thrown, but then not chased.
  • $00AE - Item in hand height (used for different character sizes?)
  • $00B9 - Current time left to use Pidget's carpet
Misc.
  • $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)
  • $00F8 - Button held (Controller 2)
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

Misc.

$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

Sprite HP

  • $0465 - Enemy 5
  • $0466 - Enemy 4
  • $0467 - Enemy 3
  • $0468 - Enemy 2
  • $0469 - Enemy 1
Main character
  • $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

Sprite Flags

  • $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?
00 - no
01 - yes - If yes, then it won't reappear.
  • $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
  • $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

Regeneration properties

  • $04E7 - Area
  • $04E8 - Sub-area
  • $04E9 - Page

Misc.

  • $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)