Difference between revisions of "Super Mario Land:RAM map"

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(WRAM)
 
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  Addr    Size    Description
 
  Addr    Size    Description
 
  ----    ----    -----------
 
  ----    ----    -----------
  9806      2    Lives displayed, copied from DA15
+
  9806      2    Lives displayed, copy from (DA15)
 
  9821      1    Score - Ten thousands
 
  9821      1    Score - Ten thousands
 
  9822      1    Score - Thousands
 
  9822      1    Score - Thousands
Line 27: Line 27:
 
  C0A3      1    Lives earned or lost
 
  C0A3      1    Lives earned or lost
 
  C0A4      1    ? (0x39 = Game Over)
 
  C0A4      1    ? (0x39 = Game Over)
 +
C201      1    ? Mario's Y position relative to the screen
 +
C202      1    ? Mario's X position relative to the screen
 +
C203      1    Mario's pose.
 +
C207      1    Probably used in Mario's jump routine. 0x00 = Not jumping, 0x01 = Ascending, 0x02 = Descending
 +
C208      1    Mario's Y speed.
 +
C20A      1    Mario is on the ground flag (0x01 = On the ground, 0x00 = In the air)
 +
C20C      1    ? Absolute value of Mario's X speed
 +
C20D      1    Direction Mario faces while walking. 0x20 = Left, 0x10 = Right
 
  DA15      1    Lives
 
  DA15      1    Lives
  
Line 34: Line 42:
 
  FF99      1    Powerup Status
 
  FF99      1    Powerup Status
 
  ....    ....    ....
 
  ....    ....    ....
 +
FFB3      1    ? (0x39 = Game Over)
 
  FFFA      1    Coins (Hex-encoded decimal)
 
  FFFA      1    Coins (Hex-encoded decimal)
 
  FFFB      1    ? (0x2B = Extra Life)
 
  FFFB      1    ? (0x2B = Extra Life)
  
 
== Notes ==
 
== Notes ==
 +
* Hex encoded decimal (daa) - if you view it as a hex number, the count skips A through F in any given ordinal. In this way, the hex value is human readable as the "correct" (decimal) number.
 +
* A list of less certain addresses is available on the [[Talk:Super_Mario_Land:RAM_map|Talk page]] for further review.
  
* Hex encoded decimal - if you view it as a hex number, the count skips A through F in any given ordinal. In this way, the hex value is human readable as the "correct" (decimal) number.
+
{{Internal Data|game=Super Mario Land}}
 
 
* I've included a list of less certain addresses on the talk page for further review. I'm not so good at this sort of thing but at least it gives us a start. [[User:Greysondn|Greysondn]] ([[User talk:Greysondn|talk]])
 

Latest revision as of 20:44, 23 March 2016

RAM Map

VRAM

Addr    Size    Description
----    ----    -----------
9806       2    Lives displayed, copy from (DA15)
9821       1    Score - Ten thousands
9822       1    Score - Thousands
9823       1    Score - Hundreds
9824       1    Score - Tens
9825       1    Score - Ones
....    ....    ....
9829       1    Coin - Tens
982A       1    Coin - Ones
....    ....    ....
982C       1    Current world
982E       1    Current stage
....    ....    ...
9831       1    Timer - Hundreds
9832       1    Timer - Tens
9833       1    Timer - Ones

WRAM

Addr    Size    Description
----    ----    -----------
C0A3       1    Lives earned or lost
C0A4       1    ? (0x39 = Game Over)
C201       1    ? Mario's Y position relative to the screen
C202       1    ? Mario's X position relative to the screen
C203       1    Mario's pose.
C207       1    Probably used in Mario's jump routine. 0x00 = Not jumping, 0x01 = Ascending, 0x02 = Descending
C208       1    Mario's Y speed.
C20A       1    Mario is on the ground flag (0x01 = On the ground, 0x00 = In the air)
C20C       1    ? Absolute value of Mario's X speed
C20D       1    Direction Mario faces while walking. 0x20 = Left, 0x10 = Right
DA15       1    Lives

HRAM

Addr    Size    Description
----    ----    -----------
FF99       1    Powerup Status
....    ....    ....
FFB3       1    ? (0x39 = Game Over)
FFFA       1    Coins (Hex-encoded decimal)
FFFB       1    ? (0x2B = Extra Life)

Notes

  • Hex encoded decimal (daa) - if you view it as a hex number, the count skips A through F in any given ordinal. In this way, the hex value is human readable as the "correct" (decimal) number.
  • A list of less certain addresses is available on the Talk page for further review.


Internal Data for Super Mario Land

ROM MapRAM MapText TableNotesTutorials