149
8257536
Miscellaneous
Super Mario Bros. 1
8
Scratch RAM for many subroutines
6
8257545
Counter
Super Mario Bros. 1
1
Frame Counter
150
8257546
Flag
Super Mario Bros. 1
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.
160
8257546
Flag
Super Mario Bros. 1
1
Bit flags: JD000000
J - Jump button
D - Dash button
150
161
8257547
Flag
Super Mario Bros. 1
1
Bit flags: 0000UD00
U - Up button
D - Down button
150
162
8257548
Flag
Super Mario Bros. 1
1
Bit flags: 000000LR
L - Left flag
R - Right flag
150
151
8257549
Flag
Super Mario Bros. 1
1
Saves the value of [url=http://ersanio.caffie.net/smas/?p=map&type=ram&game=SMB1#id150]$7E:000A[/url] (jump/run flags) from the previous frame.
7
8257551
Player Action
Super Mario Bros. 1
1
Player's current action (Entering pipe, fade to image before level, vine, etc.)
8
8257552
Counter
Super Mario Bros. 2
1
Frame Counter
10
8257553
Stripe Image
Super Mario Bros. 1
1
Layer image upload
170
8257554
Position
Super Mario Bros. 3
1
Which screen number the player is in. TODO: Verify, editing this seems to screw with the level drawing
171
8257556
Flag
Super Mario Bros. 3
1
Level completed flag.
13
8257556
Player
Super Mario Bros. 2
1
Player's X-position, high byte.
172
8257557
Counter
Super Mario Bros. 3
1
Frame counter.
14
8257557
Sprites
Super Mario Bros. 2
9
Sprites' X-position, high byte.
173
8257558
Hardware Mirror
Super Mario Bros. 3
1
Brightness. Does not affect the statusbar on the overworld.
345
8257564
Timer
Hall screen
1
Number of frames to show intro logo.
Is initially set to #$81.
At #$61, the logo will flash.
15
8257566
Player
Super Mario Bros. 2
1
Player's Y-position, high byte.
16
8257567
Sprites
Super Mario Bros. 2
9
Sprites' Y-position, high byte.
174
8257570
Level
Super Mario Bros. 3
1
How many screens the level has.
348
8257570
Timer
Hall screen
1
Timer for various things.
1. Number of frames to show each flash state during intro logo flashing
255
8257570
Timer
Game select screen
1
Amount of time to wait until the "Super Mario All-Stars" text flashes.
346
8257571
Index
Hall screen
1
Which "flash" frame of the intro logo to be on. This value is used as an index for writing palette data to the intro logo to give an animated "flash" effect.
256
8257571
Counter
Game select screen
1
What step we are in, in the flashing "Super Mario All-Stars" text.
347
8257572
Flag
Hall screen
1
Flag for various animation timers. When set, the animation timers will begin.
1. Flash animation for intro logo
367
8257575
Flag
Hall screen
1
Is #$10 if the start button has been pressed by either controller, otherwise #$00.
17
8257576
Player
Super Mario Bros. 2
1
Player's X position, low byte
18
8257577
Sprites
Super Mario Bros. 2
9
Sprites' X-position, low byte. First three bytes also used for movement of bonus slots. 00 = stop, 01 = slowing down, 02-FF = not slowing down.
175
8257585
Pointers
Super Mario Bros. 3
3
Pointer to current current level's sprite data (SNES Address, Little endian)
19
8257586
Player
Super Mario Bros. 2
1
Player's Y-Position, low byte
20
8257587
Sprites
Super Mario Bros. 2
9
Sprites' Y-position, low byte. $7E0038-9 is speed of bonus slot 1's images. $7E003A-B is speed of bonus slot 2's images.
21
8257596
Speed
Super Mario Bros. 2
1
Speed of one of bonus slot 3's images. Also used for player's speed.
22
8257597
Sprites
Super Mario Bros. 2
9
Sprite X speed table. $3D is also used for speed of the other of bonus slot 3's images.
152
8257602
X Position
Super Mario Bros. 1
2
X-Position of screen
291
8257604
Sprites
Super Mario Bros. 3
9
Sprite X position, high byte.
TODO: Verify length
23
8257606
Player
Super Mario Bros. 2
1
Player's Y-speed
153
8257606
Player
Super Mario Bros. 1
1
Facing direction of player
1 - right
2 - left
176
8257607
X Position
Super Mario Bros. 3
1
Player overworld X-position.
24
8257607
Sprites
Super Mario Bros. 2
9
Sprite Y speed table
177
8257612
Direction
Super Mario Bros. 3
1
Player's direction on the overworld.
25
8257617
Sprites
Super Mario Bros. 2
9
Sprite status table. 00 = non-existant/init, 01 = main, 02 = falling from screen, 03 = flat, 04 = explode, 05 = disappear in a puff of smoke, 06 = dissolving sand, 07 = stop interacting, 08 = disappear in two puffs of smoke, 09 = disappear abruptly
293
8257622
Sprites
Super Mario Bros. 3
9
Sprite Y position, high byte.
TODO: Verify length
178
8257626
Flag
Super Mario Bros. 3
1
"Players spins in the overworld" flag (e.g. when player dies and gets placed to the latest checkpoint)
154
8257628
Level Data
Super Mario Bros. 1
1
Map Type
[values]$00 - Underwater
$01 - Normal
$02 - Underground
$03 - Castle[/values]
This address always has the same value as <a href=http://99.10.160.182/smas/?p=map&type=ram&game=SMB1#id164>$7E:00BA</a>.
124
8257629
X Speed
Super Mario Bros. 1
1
Player's X Speed
179
8257630
X Position
Super Mario Bros. 3
1
Player X-position in the level, low byte
290
8257631
Sprites
Super Mario Bros. 3
9
Sprite X position, low byte.
TODO: Verify length
252
8257632
Sound Effect
Game select screen
4
SPC700 I/O Ports. Write values to play music/sound effects.
180
8257648
Y Position
Super Mario Bros. 3
1
Player Y-position in the level, low byte.
TODO: Also related to OW 'player spawns' stars (those spinning ones), 34 bytes.
292
8257649
Sprites
Super Mario Bros. 3
9
Sprite Y position, low byte.
TODO: Verify length
26
8257666
Player
Super Mario Bros. 2
1
Amount of time to remain in a player state.
181
8257675
Speed
Super Mario Bros. 3
1
Player X-speed
288
8257676
Sprites
Super Mario Bros. 3
9
Sprite X speed.
TODO: Verify length
27
8257679
Player
Super Mario Bros. 2
1
Current player. #$00 = Mario; #$01 = Peach; #$02 = Toad; #$03 = Luigi.
28
8257680
Sprite Number
Super Mario Bros. 2
9
Sprite num table
29
8257692
Flag
Super Mario Bros. 2
1
Player holding item flag ($01 = Holding.)
182
8257693
Y Speed
Super Mario Bros. 3
1
Player Y-speed
30
8257693
Player
Super Mario Bros. 2
1
Player's Direction ($00 = Left, $01 = Right)
289
8257694
Sprites
Super Mario Bros. 3
9
Sprite Y speed.
TODO: Verify length
125
8257696
Y Speed
Super Mario Bros. 1
1
Player's Y Speed
31
8257698
Counter
Super Mario Bros. 2
1
Alternative Frame Counter (Stops at times)
32
8257704
Sprites
Super Mario Bros. 2
9
Sprite is picked up table. 07 = sprite = bottom at player, 01 = top, 00 = normal state
284
8257707
Pointers
Super Mario Bros. 3
3
Pointer to 24-bit RAM address which contains the windowing HDMA table used for various effects.
Seems to alternate between $7F:9000 and $7F:9200.
164
8257722
Flag
Super Mario Bros. 1
1
Current background palette and music.
[values]$00 - Light blue background with underwater music
$01 - Light blue background with normal world music
$02 - Black background with underground music
$03 - Black background with castle music[/values]
This address always has the same value as <a href=http://99.10.160.182/smas/?p=map&type=ram&game=SMB1#id154>$7E:005C</a>.
183
8257723
Miscellaneous
Super Mario Bros. 3
1
Something related about OW powerup get? ($07 + higher= glitch)
TODO: Verify
184
8257725
Direction
Super Mario Bros. 3
1
Player direction ($40 = right)
379
8257744
Index
Hall screen
1
Selected game index in the Game Select screen
380
8257745
Index
Hall screen
1
Selected file index in the File Select screen
33
8257753
Pointers
Super Mario Bros. 2
2
16-bit pointer to Layer 1 room data.
157
8257755
Level Data
Super Mario Bros. 1
1
An index value signifying the Layer 2 Background map to use.
246
8257758
VRAM Tilemap
Hall screen
1
If non-zero $7F:0000 will get uploaded to BG1's tilemap.
254
8257758
Flag
Game select screen
1
If non-zero, $7F:8000 will be uploaded to BG1's tilemap.
185
8257762
X Position
Super Mario Bros. 3
8
Extended sprite X-position, high byte.
369
8257763
Timer
Hall screen
2
Timer for showing the current hall screen state (blackout) or (lightened).
#$011A - First blackout time
#$044A - First lightened time
257
8257763
Timer
Game select screen
1
Amount of time left on title screen.
34
8257771
Flag
Super Mario Bros. 2
1
Horizontal level flag. #$00 = Vertical level; #$01 = Horizontal level.
126
8257771
Clipping
Super Mario Bros. 1
1
Player's vertical hitbox size for object interactions? $0E = Small Mario, $00 = Big Mario, $07 = Swimming Big Mario.
TODO: Verify this address
35
8257776
Pointers
Super Mario Bros. 2
3
Indirect pointer to load a layer image from. Controlled by $11.
327
8257776
Hardware Mirror
Game select screen
1
Mirror of $7E:4219 - Controller Port 1 Data1 Register high byte.
This mirror is for controller data from the current frame.
333
8257777
Hardware Mirror
Game select screen
1
Mirror of $7E:421B - Controller Port 2 Data1 Register high byte.
This mirror is for controller data from the current frame.
328
8257778
Hardware Mirror
Game select screen
1
Mirror of $7E:4218 - Controller Port 1 Data1 Register low byte.
This mirror is for controller data from the current frame.
331
8257779
Hardware Mirror
Game select screen
1
Mirror of $7E:421A - Controller Port 2 Data1 Register low byte.
This mirror is for controller data from the current frame.
336
8257780
Hardware Mirror
Game select screen
1
Mirror of $7E:4219 - Controller Port 1 Data1 Register high byte.
This mirror is for controller data that was set on the current frame but was clear on the previous frame. Basically, this determines which buttons were pressed on this frame while not having been held on the last frame.
338
8257781
Hardware Mirror
Game select screen
1
Mirror of $7E:421B - Controller Port 2 Data1 Register high byte.
This mirror is for controller data that was set on the current frame but was clear on the previous frame. Basically, this determines which buttons were pressed on this frame while not having been held on the last frame.
36
8257782
Hardware Mirror
Super Mario Bros. 2
1
Controller Data 1. AXSPUDLR. All frames.
335
8257782
Hardware Mirror
Game select screen
1
Mirror of $7E:4218 - Controller Port 1 Data1 Register low byte.
This mirror is for controller data that was set on the current frame but was clear on the previous frame. Basically, this determines which buttons were pressed on this frame while not having been held on the last frame.
337
8257783
Hardware Mirror
Game select screen
1
Mirror of $7E:421A - Controller Port 2 Data1 Register low byte.
This mirror is for controller data that was set on the current frame but was clear on the previous frame. Basically, this determines which buttons were pressed on this frame while not having been held on the last frame.
330
8257784
Hardware Mirror
Game select screen
1
Mirror of $7E:4219 - Controller Port 1 Data1 Register high byte.
This mirror is for controller data from the previous frame.
334
8257785
Hardware Mirror
Game select screen
1
Mirror of $7E:421B - Controller Port 2 Data1 Register high byte.
This mirror is for controller data from the previous frame.
37
8257786
Hardware Mirror
Super Mario Bros. 2
1
Controller Data 2. AXSPUDLR. 1 frame.
127
8257786
Pointers
Super Mario Bros. 1
3
24-bit pointer to current level's objects, and their positions (SNES Address, Little endian)
329
8257786
Hardware Mirror
Game select screen
1
Mirror of $7E:4218 - Controller Port 1 Data1 Register low byte.
This mirror is for controller data from the previous frame.
332
8257787
Hardware Mirror
Game select screen
1
Mirror of $7E:421A - Controller Port 2 Data1 Register low byte.
This mirror is for controller data from the previous frame.
128
8257789
Pointers
Super Mario Bros. 1
3
24-bit pointer to current level's sprites, and their positions (SNES Address, Little endian)
231
8257789
Counter
Hall screen
1
Frame counter.
230
8257789
Counter
Game select screen
1
Frame counter.
38
8257790
Hardware Mirror
Super Mario Bros. 2
1
Brightness Register
39
8257791
Hardware Mirror
Super Mario Bros. 2
1
NMI / Joypad Enable
236
8257792
Hardware Mirror
Hall screen
1
Mirror of $7E:2100 - Screen Display
237
8257792
Hardware Mirror
Game select screen
1
Screen brightness.
186
8257793
Index
Super Mario Bros. 3
1
IRQ Mode index? Valid values are: { 80 40 20 60 A0 55 75 95 }
TODO: seems like this goes bitwise. Figure it out. Also, figure out what each IRQ mode is.
297
8257793
Hardware Mirror
Hall screen
1
Mirror of $7E:2101 - Object Size and Chr Size
302
8257794
Hardware Mirror
Hall screen
1
Mirror of $2105: BG Mode and Character Size
303
8257795
Hardware Mirror
Hall screen
1
Mirror of $2106: Screen Pixelation
298
8257796
Hardware Mirror
Hall screen
1
Mirror of $2107: BG1 Tilemap Address and Size
299
8257797
Hardware Mirror
Hall screen
1
Mirror of $2108: BG2 Tilemap Address and Size
300
8257798
Hardware Mirror
Hall screen
1
Mirror of $2109: BG3 Tilemap Address and Size
301
8257799
Hardware Mirror
Hall screen
1
Mirror of $210B: Mirror of BG1 and 2 Chr Address
304
8257800
Hardware Mirror
Hall screen
1
Mirror of $210D: BG1 Horizontal Scroll
This value represents the low byte address and is written to the register first.
305
8257801
Hardware Mirror
Hall screen
1
Mirror of $210D: BG1 Horizontal Scroll
This value represents the high byte address and is written to the register second.
306
8257802
Hardware Mirror
Hall screen
1
Mirror of $210E: BG1 Vertical Scroll
This value represents the low byte address and is written to the register first.
158
8257803
Flag
Super Mario Bros. 1
1
"Three byte object" flag when loading level data
307
8257803
Hardware Mirror
Hall screen
1
Mirror of $210E: BG1 Vertical Scroll
This value represents the high byte address and is written to the register second.
308
8257804
Hardware Mirror
Hall screen
1
Mirror of $210F: BG2 Horizontal Scroll
This value represents the low byte address and is written to the register first.
309
8257805
Hardware Mirror
Hall screen
1
Mirror of $210F: BG2 Horizontal Scroll
This value represents the high byte address and is written to the register second.
310
8257806
Hardware Mirror
Hall screen
1
Mirror of $2110: BG2 Vertical Scroll
This value represents the low byte address and is written to the register first.
311
8257807
Hardware Mirror
Hall screen
1
Mirror of $2110: BG2 Vertical Scroll
This value represents the high byte address and is written to the register second.
312
8257808
Hardware Mirror
Hall screen
1
Mirror of $2111: BG3 Horizontal Scroll
This value represents the low byte address and is written to the register first.
313
8257809
Hardware Mirror
Hall screen
1
Mirror of $2111: BG3 Horizontal Scroll
This value represents the high byte address and is written to the register second.
314
8257810
Hardware Mirror
Hall screen
1
Mirror of $2112: BG3 Vertical Scroll
This value represents the low byte address and is written to the register first.
315
8257811
Hardware Mirror
Hall screen
1
Mirror of $2112: BG3 Vertical Scroll
This value represents the high byte address and is written to the register second.
324
8257812
Hardware Mirror
Hall screen
1
Mirror of $2123: Window Mask Settings for BG1 and BG2
325
8257813
Hardware Mirror
Hall screen
1
Mirror of $2124: Window Mask Settings for BG3 and BG4
326
8257814
Hardware Mirror
Hall screen
1
Mirror of $2125: Window Mask Settings for OBJ and Color Window
241
8257815
Hardware Mirror
Hall screen
1
Mirror of $212C: Main Screen Designation
240
8257815
Hardware Mirror
Game select screen
1
Mirror of $212C (Main screen designation).
319
8257816
Hardware Mirror
Hall screen
1
Mirror of $212D: Subscreen Designation
247
8257816
Hardware Mirror
Game select screen
1
Mirror of $212D (Sub screen designation).
320
8257817
Hardware Mirror
Hall screen
1
Mirror of $212E: Window Mask Designation for the Main Screen
321
8257818
Hardware Mirror
Hall screen
1
Mirror of $212F: Window Mask Designation for the Subscreen
322
8257819
Hardware Mirror
Hall screen
1
Mirror of $2130: Color addition select
249
8257819
Hardware Mirror
Game select screen
1
Mirror of $2130 (Color Addition Select).
323
8257820
Hardware Mirror
Hall screen
1
Mirror of $2131: Color math designation
250
8257820
Hardware Mirror
Game select screen
1
Miror of $2131 (Color math designation).
316
8257821
Hardware Mirror
Hall screen
1
Mirror of $2132: Fixed color data
This value is written to the mirror first.
251
8257821
Hardware Mirror
Game select screen
3
Mirror of $2132 (Fixed Color Data).
$011D - Red fixed color component.
$011E - Green fixed color component.
$011F - Blue fixed color component.
317
8257822
Hardware Mirror
Hall screen
1
Mirror of $2132: Fixed color data
This value is written to the mirror second.
318
8257823
Hardware Mirror
Hall screen
1
Mirror of $2132: Fixed color data
This value is written to the mirror third.
339
8257824
Hardware Mirror
Hall screen
1
Mirror of $7E:420C - HDMA Enable
341
8257825
Miscellaneous
Hall screen
1
Value is always $7E:0124 & #$FE, but is never read in-game.
368
8257826
Flag
Hall screen
1
"Main program loop initialize" flag.
This flag is set during NMI. Once set, the game will go through its main program loop. When the loop is finished, it will clear the flag and wait for NMI to set it again before continuing.
340
8257828
Flag
Hall screen
1
General IRQ flag. If set, IRQ mode registers will be enabled
233
8257828
Counter
Game select screen
2
IRQ Vertical timer. Writes to $4209 and $420A. Used to keep the "Select v Game" box at a static position.
342
8257829
Hardware Mirror
Hall screen
1
Mirror of $7E:4209 - V-timer low byte.
129
8257876
Flag
Super Mario Bros. 1
1
If the value in it is not zero, run the actual game; otherwise, loop forever. It's set to a non-zero value during NMI, and it's set to zero after the game mode has been run, so that the game runs exactly once a frame - one NMI trigger per frame.
130
8257878
Stack
Super Mario Bros. 1
170
Stack RAM area reserved for SMAS SMB1.
242
8257888
Player
Super Mario Bros. 3
1
Debug RAM. Setting it to $80 will allow you to cycle through Mario's power-ups by using select. You can also press A / B / X / Y and Select to toggle the Kuribo's Shoe power-up.
270
8258048
Hardware Mirror
Super Mario Bros. 3
1
Window Mask Settings for BG1 and BG2
40
8258048
Hardware Mirror
Super Mario Bros. 2
2
BG 1 X position
353
8258048
Index
Hall screen
1
Tilemap index for animating Luigi's head
271
8258049
Hardware Mirror
Super Mario Bros. 3
1
Window Mask Settings for BG3 and BG4
354
8258049
Index
Hall screen
1
Tilemap index for animating Luigi's right hand
272
8258050
Hardware Mirror
Super Mario Bros. 3
1
Window Mask Settings for OBJ and Color Window
41
8258050
Hardware Mirror
Super Mario Bros. 2
2
BG 2 X position
355
8258050
Index
Hall screen
1
Tilemap index for animating Peach's head
273
8258051
Hardware Mirror
Super Mario Bros. 3
1
Color Addition Select
356
8258051
Index
Hall screen
1
Tilemap index for animating Toad
274
8258052
Hardware Mirror
Super Mario Bros. 3
1
Color math designation
42
8258052
Hardware Mirror
Super Mario Bros. 2
2
BG 3 X position
357
8258052
Index
Hall screen
1
Tilemap index for animating Birdo's eyes.
This animation sequence was cut from the final game.
275
8258053
Hardware Mirror
Super Mario Bros. 3
1
Fixed Color Data (red)
358
8258053
Index
Hall screen
1
Tilemap index for animating Birdo's right arm
276
8258054
Hardware Mirror
Super Mario Bros. 3
1
Fixed Color Data (green)
43
8258054
Hardware Mirror
Super Mario Bros. 2
2
BG 1 Y Position, works together with $04C6 (low byte)
359
8258054
Index
Hall screen
1
Tilemap index for animating Birdo's tail
277
8258055
Hardware Mirror
Super Mario Bros. 3
1
Fixed Color Data (blue)
360
8258055
Index
Hall screen
1
Tilemap index for animating Gommba's head.
This animation sequence was cut from the final game.
278
8258056
Hardware Mirror
Super Mario Bros. 3
1
Main Screen Designation
44
8258056
Hardware Mirror
Super Mario Bros. 2
2
BG 2 Y position
361
8258056
Index
Hall screen
1
Tilemap index for animating Bob-omb's fuse.
This animation sequence was cut from the final game.
279
8258057
Hardware Mirror
Super Mario Bros. 3
1
Subscreen Designation
362
8258057
Index
Hall screen
1
Tilemap index for animating Spiney's head.
This animation sequence was cut from the final game.
280
8258058
Hardware Mirror
Super Mario Bros. 3
1
Window Mask Designation for the Main Screen
45
8258058
Hardware Mirror
Super Mario Bros. 2
2
BG 3 Y position
363
8258058
Index
Hall screen
1
Tilemap index for animating Pidgit.
281
8258059
Hardware Mirror
Super Mario Bros. 3
1
Window Mask Designation for the Subscreen
365
8258059
Index
Hall screen
1
Tilemap index for animating Mario's head.
Also acts as a flag to animate Mario's left arm on frame 0 and frame 6.
Resets after 10 frames
283
8258060
Clipping
Super Mario Bros. 3
1
BG Mode and Character Size
131
8258060
Powerup
Super Mario Bros. 1
1
Which powerup the current powerup entity is. ($00 = Mushroom, $01 = Fireflower, $02 = Star, $03 = 1-up)
Note: You can only have one powerup on the screen, hence this address is a single byte.
366
8258060
Index
Hall screen
1
Tilemap index for animating Mario's left arm.
282
8258061
Hardware Mirror
Super Mario Bros. 3
1
Screen Pixelation
364
8258061
Index
Hall screen
1
Tilemap index for animating Bowser's left arm.
189
8258062
Graphics
Super Mario Bros. 3
1
BG mode of statusbar (Mode 1 by default)
190
8258063
Hardware Mirror
Super Mario Bros. 3
1
Main screen designation of statusbar
191
8258064
X Position
Super Mario Bros. 3
2
BG1 Horizontal Scroll position
TODO: maybe break up into 2 sub addresses for low and high byte
260
8258068
Hardware Mirror
Hall screen
2
BG1 Vertical scroll (IRQ) in Game Select screen
343
8258068
Hardware Mirror
Game select screen
2
Mirror of $7E:210D - BG1 horizontal scroll.
The low byte is written first and then the high byte is written second.
This mirror is only applied during IRQ.
259
8258070
Timer
Hall screen
1
BG1 IRQ scroll timer in Game Select screen. This timer is used when scrolling right.
371
8258071
Timer
Hall screen
1
BG1 IRQ scroll timer in Game Select screen. This timer is used when scrolling left.
258
8258072
Counter
Hall screen
1
Scroll index in Game Select menu. Increments by 1 when scrolling right, decrements by 1 when scrolling left.
372
8258073
Flag
Hall screen
1
"File Select mode" flag
373
8258074
Flag
Hall screen
1
"File Select open/close" flag. When set, the File Select menu will either open if closed, or close if opened.
374
8258075
Timer
Hall screen
128
"File Select open/close" timer. Counts the number of frames remaining to continue opening/closing the File Select menu.
375
8258080
Flag
Hall screen
1
"File Select menu open" flag. When set, the File Select menu in the Game Select screen is open.
376
8258083
Timer
Hall screen
1
Wait time before fading out the screen after a game has been selected.
377
8258084
Flag
Hall screen
1
"Begin gameplay" flag. Becomes set as soon as the player chooses a file in the Game Select screen. The flag is set to #$29 because it is set at the same time the "Begin gameplay" SFX is loaded (which is also #$29).
370
8258085
Flag
Hall screen
1
When <a href="http://ersanio.caffie.net/smas/?p=map&type=ram&game=Hall#id369">$7E:00E3</a> decrements to this value, the timer delay for the next shine effect on the ALL-STARS logo in the intro will be set.
46
8258101
Hardware Mirror
Super Mario Bros. 2
1
Window Mask for BG1 & BG2
47
8258102
Hardware Mirror
Super Mario Bros. 2
1
Window Mask for BG3 & BG4
132
8258102
Flag
Super Mario Bros. 1
1
Grow a vine in start of level flag.
48
8258103
Hardware Mirror
Super Mario Bros. 2
1
Window Mask for OBJ & COL
133
8258103
Y Position
Super Mario Bros. 1
1
Player's Y Position
49
8258104
Hardware Mirror
Super Mario Bros. 2
1
Color addition select
50
8258105
Hardware Mirror
Super Mario Bros. 2
1
CGADSUB settings
51
8258106
Hardware Mirror
Super Mario Bros. 2
1
HDMA Enable
52
8258107
Hardware Mirror
Super Mario Bros. 2
1
Window Mask Desig. Main Screen
53
8258109
Hardware Mirror
Super Mario Bros. 2
3
RGB Values for backdrop color
54
8258115
Hardware Mirror
Super Mario Bros. 2
1
Main Screen Designation
55
8258123
Hardware Mirror
Super Mario Bros. 2
1
V-count for IRQ. Starry BG appears at screen load.
56
8258124
Hardware Mirror
Super Mario Bros. 2
1
BG1 Tilemap Address & Size
269
8258188
Flag
Super Mario Bros. 3
1
Shows the Game Over dialogue on the overworld.
134
8258188
Flag
Super Mario Bros. 1
1
Flag to disable scenery graphics animation and most of the background animations.
57
8258217
Flag
Super Mario Bros. 2
1
(Don't) update palettes flag.
266
8258245
Level Data
Super Mario Bros. 3
1
Layer 2 Palette, written upon level load.
[values]$00 -[/values]
TODO: List of possible values.
58
8258271
Pointers
Super Mario Bros. 2
3
Layer 2 Map16 data pointer.
192
8258272
Speed
Super Mario Bros. 3
1
Something related about Mario running at full speed
TODO: Figure out what
267
8258384
Level Data
Super Mario Bros. 3
1
Layer 2 Background, written upon level load.
135
8258407
Timer
Super Mario Bros. 1
1
Index to ROM table $03:D6F1 (timer delay for next Bowser fireball). Increases as a bowser fireball is launched
193
8258428
Miscellaneous
Super Mario Bros. 3
1
Used by the 'slot machine' minigame to determine xposition of the parts.
TODO: What exactly is this address for?
136
8258466
Timer
Super Mario Bros. 1
1
Hammer bros hammer throw timer?
TODO: Verify
378
8258560
VRAM Tilemap
Hall screen
896
"File Select tileset" buffer
194
8258594
Counter
Super Mario Bros. 3
1
Amount of coins added to the coin counter (so setting this to $02 will add 2 coins to the coin counter).
195
8258600
Flag
Super Mario Bros. 3
1
Setting this to $01 in a level gives the player the star powerup for the default amount of time.
Setting this in the overworld will give the player the star powerup on the overworld, to be applied when you enter a level.
196
8258601
Player
Super Mario Bros. 3
1
Player's image on the overworld. Values:
[values]$00 = Small
$01 = Big
$02 = Big
$03 = Leaf
$04 = Frog
$05 = Tanooki
$06 = Hammer
$07 = Jugem's Cloud
$08 = P-Wing
$09 and higher = Glitch[/values]
Does not affect the powerup upon level entrance.
Palette does not update when changing image.
59
8258741
Flag
Super Mario Bros. 2
1
Crystal ball has been collected flag, height of opened mouth of hawkmouth.
60
8258743
Counter
Super Mario Bros. 2
1
How long the dark potion rooms last.
61
8258755
Counter
Super Mario Bros. 2
1
HP count. (Red hearts.)
62
8258756
Miscellaneous
Super Mario Bros. 2
1
Amount of hearts to show + 2.
63
8258758
Hardware Mirror
Super Mario Bros. 2
1
BG 1 Y (low byte) position, works together with $0206. Used for effects such as the POW.
64
8258785
Timer
Super Mario Bros. 2
1
Flashing timer, can kill enemies.
65
8258792
Counter
Super Mario Bros. 2
1
Accumulative level number to continue on.
66
8258793
Level Data
Super Mario Bros. 2
1
Current room to continue on.
67
8258794
Level Data
Super Mario Bros. 2
1
Screen number to continue on.
68
8258797
Level Data
Super Mario Bros. 2
1
0 = don't go out of level, 1 = go to player select screen, 2 = go to Game Over screen, 3 = go to bonus game, 4-FF = go to warp screen.
69
8258798
Counter
Super Mario Bros. 2
1
Current amount of lives.
70
8258799
Miscellaneous
Super Mario Bros. 2
1
Jar type. 0 = warp jar, 1 = regular jar, 2 = 'enclosed' jar
71
8258816
Sprites
Super Mario Bros. 2
1
Amount of time sprites are frozen. (Stopwatch.)
72
8258867
Level Data
Super Mario Bros. 2
1
Accumulative level number
73
8258868
Level Data
Super Mario Bros. 2
1
Current room
74
8258869
Level Data
Super Mario Bros. 2
1
Screen number to start out on.
197
8258897
Timer
Super Mario Bros. 3
1
Player growing/shrinking animation timer. $30 is the maximum value.
Does not apply to other animations (smoke animation, fireflower animation, etc.)
198
8258898
Timer
Super Mario Bros. 3
1
Player is hurt flag (flashing after they get hit)
199
8258899
Timer
Super Mario Bros. 3
1
Star power timer. Does not adjust the music.
200
8258900
Timer
Super Mario Bros. 3
1
Player turns into smoke timer. (When you get Leaf, Tanooki suit etc.)
201
8258901
Timer
Super Mario Bros. 3
1
Mario changes pallette rapidly timer (When you get fireflower)
202
8258902
Timer
Super Mario Bros. 3
1
Everything freezes timer (Activates when Mario gets hit)
203
8258903
Timer
Super Mario Bros. 3
1
Player kicks object image timer
204
8258904
Timer
Super Mario Bros. 3
1
Player faces screen image timer
205
8258905
Timer
Super Mario Bros. 3
1
Player walks to the right in level end timer (Activates when only on ground)
206
8258906
Timer
Super Mario Bros. 3
1
Player walking towards doomship timer (during that one cutscene).
268
8258918
Generator
Super Mario Bros. 3
1
Generator number. Valid values:
[values]00 - nothing
01 - flying Cheep-Cheeps
02 - spiny Cheep-Cheeps
03 - ? (turns off generator and does something else...)
04 - Para-Beetles (red and green)
05 - moving background clouds?
06 - left-moving falling platforms
07 - exit on treasure chest obtain?
08 - turns off generators?[/values]
TODO: Verify values 05, 07, and 08 and check out 03.
207
8258936
Powerup
Super Mario Bros. 3
1
Current player's powerup.
List of powerup values:
[values]$00 - Small
$01 - Small
$02 - Big
$03 - Fiery
$04 - Raccoon
$05 - Frog
$06 - Tanooki
$07 - Hammer
$20 - Tanooki statue[/values]
265
8258938
Timer
Super Mario Bros. 3
1
Tanooki Player's statue mode timer. Makes the player lose statue mode once it hits 00.
75
8258981
Timer
Super Mario Bros. 2
1
How long it takes Phanto to initially take off after grabbing a key. Starts at #$A0
208
8259007
Y Position
Super Mario Bros. 3
8
Extended sprite Y-position, low byte.
TODO: Verify length
209
8259017
X Position
Super Mario Bros. 3
8
Extended sprite X position, low byte
TODO: Verify length
210
8259040
Timer
Super Mario Bros. 3
3
Current level timer (example: $03 $02 $05 = 325 seconds left)
76
8259104
Flag
Super Mario Bros. 2
1
1UP has been collected flag.
77
8259112
Level Data
Super Mario Bros. 2
1
In potion room or not. #$00 = regular level, #$01 = jar, #$02 = potion room.
78
8259113
Level Data
Super Mario Bros. 2
1
Level number without world number added
79
8259114
Counter
Super Mario Bros. 2
1
Amount of cherries collected
80
8259115
Counter
Super Mario Bros. 2
1
Amount of coins you have for the bonus game
81
8259117
Level Data
Super Mario Bros. 2
4
Amount of levels completed per character table.
82
8259125
World
Super Mario Bros. 2
1
World number.
285
8259185
Sprites
Super Mario Bros. 3
8
Sprite number.
TODO: Verify length; include list?
137
8259233
Map16
Super Mario Bros. 1
12
Map16 tile to draw on the screen? One byte is one 16 pixels high 'line' on the screen.
"What 16x16 block covers non-written tiles in a level (consult Map16.png for list of 16x16 tiles)."
TODO: Verify
83
8259266
Player
Super Mario Bros. 2
1
Player is shrinking or growing
138
8259275
Generator
Super Mario Bros. 1
1
Which generator to activate.
159
8259276
Flag
Super Mario Bros. 1
1
"Hard mode" flag. This flag is set at W5-3 and modifies sprites (makes platforms smaller and have bullet generators, etc.)
139
8259348
Flag
Super Mario Bros. 1
1
Player is ducking flag. $04 = duck, $00 = normal. Unwritten when player is small.
211
8259349
Routine
Super Mario Bros. 3
3
Current player's score
140
8259354
X Position
Super Mario Bros. 1
1
Screen number - 1 (in hex; increments when $7E:0726 is 1, not 0).
141
8259355
X Speed
Super Mario Bros. 1
1
Screen number (in hex; increments when $7E:0726 is 1, not 0).
142
8259360
VRAM
Super Mario Bros. 1
2
Handles drawing of the layer 1 tiles? Adding 1 to it moves every layer 1 stuff to the left 1 8x8 tile.
"Is 0x04 on every odd numbered page and 0x00 on even."
TODO: Verify
212
8259367
World
Super Mario Bros. 3
1
Current world
143
8259372
Objects
Super Mario Bros. 1
2
Total number of objects (adds per byte by object).
145
8259391
X Position
Super Mario Bros. 1
1
BG1 X Position low byte.
146
8259392
Y Position
Super Mario Bros. 1
1
BG1 Y Position low byte.
144
8259395
Flag
Super Mario Bros. 1
1
Cloud bonus game level type flag (also replaces most objects with clouds as the level progresses).
84
8259396
Pointers
Super Mario Bros. 2
3
Layer 3 Map16 data pointer.
147
8259398
Counter
Super Mario Bros. 1
1
Flagpole timer->score conversion controller? $00 = nothing, 01 = Begin countdown, 02 = continue countdown, 03 = fireworks, 04-05 - fade out?
TODO: Verify this address
148
8259399
Timer
Super Mario Bros. 1
1
Everything freezes timer (when the player get a powerup or dies for example).
294
8259405
Sprites
Super Mario Bros. 3
1
Number of pixels that a sprite has moved along the X- or Y-axis. It is set during the routine that updates a sprite's position based on its speed.
85
8259406
Graphics
Super Mario Bros. 2
1
Enable Layer 3 image. Also controls which Layer 3 image to load.
286
8259407
Sprites
Super Mario Bros. 3
9
Sprite X position fractional bits.
TODO: Verify length
287
8259425
Sprites
Super Mario Bros. 3
9
Sprite Y position fractional bits.
TODO: Verify length
86
8259442
Flag
Super Mario Bros. 2
1
Layer 3 transparency flag. (Layer 3 in front of Layer 2) Used for light beams in cave levels.
264
8259443
VRAM
Super Mario Bros. 1
1
Stripe image uploader destination VRAM address index. Indexes the tables at $0382DE (VRAM low byte) and $0382F1 (VRAM high byte).
87
8259445
Hardware Mirror
Super Mario Bros. 2
1
BG Mode / Character Size / Layer 3 priority
88
8259458
Timer
Super Mario Bros. 2
1
Amount of times 'No Bonus' should flash. (Up to 7F)
89
8259459
Timer
Super Mario Bros. 2
1
Amount of frames 'No Bonus' remains present or not. (00 slowest, 01 fastest)
90
8259466
Timer
Super Mario Bros. 2
1
Amount of time to wait before changing music back to the original level music again. Used for several occasions like the Crystal Ball collecting scene.
91
8259584
OAM Tilemap
Super Mario Bros. 2
544
OAM table.
349
8259584
OAM Tilemap
Hall screen
512
OAM low table mirror
351
8260096
OAM Tilemap
Hall screen
32
OAM high table mirror (actual).
92
8260128
OAM Tilemap
Super Mario Bros. 2
128
Table that determines the size of a sprite's tile - 8x8 (#$00) or 16x16 (#$02). Each byte corresponds to 4 OAM bytes. Stores to $0A00-$0A1F (where each 2 bits correspond to 4 OAM bytes.)
350
8260128
OAM Tilemap
Hall screen
128
OAM high table mirror (expanded).
Each byte only sets the lowest two bits that then get inserted into <a href="http://ersanio.caffie.net/smas/?p=map&type=ram&game=Hall#id351">$7E:0A00</a>.
238
8260288
Flag
Hall screen
1
If non-zero CGRAM will update (transfer $7F:9200 to CGRAM).
239
8260288
Flag
Game select screen
1
If non-zero CGRAM will update (transfer $7F:9200 to CGRAM).
93
8260352
Palette
Super Mario Bros. 2
512
CGRAM (palette) table.
165
8261632
Palette
Super Mario Bros. 1
512
Level Palette
244
8261657
Counter
Super Mario Bros. 3
1
An unused counter variable which controls how many times you get to play the Spade minigame. Setting the value to any value besides 00 during the game will allow you to keep trying until either you win, or the counter reaches zero (whichever comes first). Simply press A, B, or Start to spin the reels again.
94
8261996
VRAM Tilemap
Super Mario Bros. 2
14
Line of white squares to display how many levels there are in current world. 2 bytes per tile. 1st byte = tilemap, 2nd byte = properties.
95
8262030
VRAM Tilemap
Super Mario Bros. 2
1
World number in beginning of level display tilemap
96
8262031
VRAM Tilemap
Super Mario Bros. 2
1
World number in beginning of level display properties
97
8262032
VRAM Tilemap
Super Mario Bros. 2
1
Dash in beginning of level display tilemap
98
8262033
VRAM Tilemap
Super Mario Bros. 2
1
Dash in beginning of level display properties
99
8262034
VRAM Tilemap
Super Mario Bros. 2
1
Level number in beginning of level display tilemap
100
8262035
VRAM Tilemap
Super Mario Bros. 2
1
Level number in beginning of level display properties
101
8262068
Counter
Super Mario Bros. 2
1
Amount of lives in char. select, 10s
102
8262069
VRAM Tilemap
Super Mario Bros. 2
1
Properties of lives in char. select, 10s
103
8262070
Counter
Super Mario Bros. 2
1
Amount of lives in char. select, 1s
104
8262071
VRAM Tilemap
Super Mario Bros. 2
1
Properties of lives in char. select, 1s
105
8262077
VRAM Tilemap
Super Mario Bros. 2
6
Tilemap and properties of number of 'World
213
8262144
Sound Effect
Super Mario Bros. 3
1
Sound effects channel 1
214
8262145
Sound Effect
Super Mario Bros. 3
1
Sound effects channel 2
215
8262146
Music
Super Mario Bros. 3
1
Current music number. Write $F2 to lower the volume.
216
8262147
Sound Effect
Super Mario Bros. 3
1
Sound effects channel 3
295
8262400
Palette
Super Mario Bros. 3
512
A buffer for the entire palette, both in levels and on the overworld. It may be uploaded to CGRAM depending on $1500.
106
8262664
Counter
Super Mario Bros. 2
1
Amount of coins in bonus game, 10s (if low byte is a blank tile, this is used as 1s)
107
8262665
VRAM Tilemap
Super Mario Bros. 2
1
Properties of coins in bonus game, 10s
108
8262666
Counter
Super Mario Bros. 2
1
Amount of coins in bonus game, 1s
109
8262667
VRAM Tilemap
Super Mario Bros. 2
1
Properties of coins in bonus game, 1s
110
8262698
Counter
Super Mario Bros. 2
1
Amount of lives in bonus game, 10s
111
8262699
VRAM Tilemap
Super Mario Bros. 2
1
Properties of lives in bonus game, 10s
112
8262700
Counter
Super Mario Bros. 2
1
Amount of lives in bonus game, 1s
113
8262701
VRAM Tilemap
Super Mario Bros. 2
1
Properties of lives in bonus game, 1s
296
8262912
Palette
Super Mario Bros. 3
1
A flag that determines whether or not to upload the data at $1300. If this is nonzero, $1300-$14FF will be uploaded to CGRAM and $1500 will be cleared to zero. The relevant check is at $20F923.
166
8263168
Sound Effect
Super Mario Bros. 1
1
Sound effect channel 1
167
8263169
Sound Effect
Super Mario Bros. 1
1
Sound effect channel 2
168
8263170
Music
Super Mario Bros. 1
1
Music channel
169
8263171
Sound Effect
Super Mario Bros. 1
1
Sound effect channel 3
217
8264229
Y Position
Super Mario Bros. 3
9
Sprite Y position, low byte
TODO: Verify length
218
8264237
X Position
Super Mario Bros. 3
9
Sprite X position, high byte
TODO: Verify length
219
8264245
X Position
Super Mario Bros. 3
9
Sprite X position, low byte
TODO: Verify length
220
8264958
Miscellaneous
Super Mario Bros. 3
1
Something related to Magic Wand's image
TODO: Verify. Is there really a RAM address for something trivial like this?
221
8265088
Powerup
Super Mario Bros. 3
28
What items Player 1 has on the overworld.
[values]$00 = Nothing
$01 = Mushroom
$02 = Fire Flower
$03 = Leaf
$04 = Frog Suit
$05 = Tanooki suit
$06 = Hammer suit
$07 = Jugem's Cloud
$08 = P-wing
$09 = Star
$0A = Anchor
$0B = Hammer
$0C = Warp Whistle
$0D = Music box
$0E-$FF = unused[/values]
222
8265116
Powerup
Super Mario Bros. 3
28
What items Player 2 has on the overworld.
[values]$00 = Nothing
$01 = Mushroom
$02 = Fire Flower
$03 = Leaf
$04 = Frog Suit
$05 = Tanooki suit
$06 = Hammer suit
$07 = Jugem's Cloud
$08 = P-wing
$09 = Star
$0A = Anchor
$0B = Hammer
$0C = Warp Whistle
$0D = Music box
$0E-$FF = unused[/values]
223
8265122
Counter
Super Mario Bros. 3
1
Current player's coins
114
8265184
Music
Super Mario Bros. 2
1
SFX panel 1
115
8265185
Music
Super Mario Bros. 2
1
SFX panel 2
116
8265186
Music
Super Mario Bros. 2
1
Current Music
117
8265187
Music
Super Mario Bros. 2
1
SFX panel 3
224
8265403
Pointers
Super Mario Bros. 3
3
Pointer to level object data (SNES Address, Little endian)
226
8265628
Sprite Number
Super Mario Bros. 3
2
Smoke image sprite number
TODO: Verify length
225
8265631
Y Position
Super Mario Bros. 3
2
Smoke image Y position.
TODO: Verify length
227
8265634
X Position
Super Mario Bros. 3
2
Smoke image X position.
TODO: Verify length
228
8265672
Sprite Number
Super Mario Bros. 3
8
Extended sprite number. $15 = laser from Bowser's Castle
TODO: Verify length, get list of values
118
8265728
Map16
Super Mario Bros. 2
28672
Layer 1 Map16 table for the entire level, low byte.
155
8265728
Map16 Tile
Super Mario Bros. 1
45056
Layer 2 Map16 Tiles
119
8294400
Map16
Super Mario Bros. 2
28672
Layer 1 Map16 table for the entire level, high byte.
156
8310784
Map16 Tilemap
Super Mario Bros. 1
3328
Layer 2 Map16 tilemap
120
8331264
Map16
Super Mario Bros. 2
40960
Layer 2 Map16 table for the entire level.
261
8335360
Map16
Super Mario Bros. 1
2688
Layer 3 Map16 tilemap, read upon level load for the individual VRAM tiles located around $04:BD09.
TODO: Confirm size, size of ROM address, format of ROM address, and $7F2000 & $7F2004,x
253
8355840
VRAM Tilemap
Game select screen
800
Tilemap buffer for BG1.
229
8359936
HDMA
Super Mario Bros. 3
959
Windowing HDMA table.
TODO: Verify length. Having an odd number for a windowing table is odd.
234
8360448
Palette
Hall screen
200
Palette buffer.
235
8360448
Palette
Game select screen
200
Palette buffer.
121
8372224
Map16
Super Mario Bros. 2
2400
Layer 3 Map16 table for the current room.