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Super Mario Kart/RAM map: Difference between revisions
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{{rammap|game=Super Mario Kart}} | {{rammap|game=Super Mario Kart}} | ||
Locations of variables in RAM, | Locations of variables in RAM, | ||
for the US version of Super Mario Kart for the Super NES. These were ascertained for Player 1 using | for the US version of Super Mario Kart for the Super NES. These were ascertained for Player 1 using Bowser on 150cc mode (shouldn't make a difference, though) | ||
<pre> | <pre> | ||
Player kart position coordinates, 2 unsigned bytes each: | Player kart position coordinates, 2 unsigned bytes each: | ||
Line 79: | Line 79: | ||
finished = 133 | finished = 133 | ||
Collision detection, unsigned byte: 7E1052 | |||
not collision = 0 | not collision = 0 | ||
collision = 7, then one less each frame down to 0 | collision = 7, then one less each frame down to 0 | ||
Gopher attatched to kart, unsigned byte: 7E1061 | Gopher attatched to kart, unsigned byte: 7E1061 | ||
no = 0 | |||
yes = 152 / 153 | |||
Mushroom shrunk, unsigned byte: 7E1030 | Mushroom shrunk, unsigned byte: 7E1030 | ||
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yes = 128 | yes = 128 | ||
Boost counter (undocumented feature - | Boost-counter (undocumented feature - see http://tasvideos.org/SuperMarioKartPhysics.html). | ||
Two unsigned bytes: 7E10CA | Two unsigned bytes: 7E10CA | ||
</pre> | </pre> |
Revision as of 04:55, 24 July 2006
The following article is a RAM map for Super Mario Kart.
Locations of variables in RAM, for the US version of Super Mario Kart for the Super NES. These were ascertained for Player 1 using Bowser on 150cc mode (shouldn't make a difference, though)
Player kart position coordinates, 2 unsigned bytes each: 7E008C = how far south 7E0088 = how far east So the 'origin' of the map is in the North West (top left) How many coins, unsigned byte: 7E0E00 Player kart facing angle, 2 unsigned bytes: 7E0095 north = 0 east = 64 south = 128 west = 192 Player kart speed, 2 signed bytes each: speed to the east = 7E1022 speed to the south = 7E1024 Skidding/spin out of control, 2 signed bytes: 7E10AA Not skidding = 0 Skidding a little to the right = -1 to about -12000 Skidding a little to the left = 1 to about 12000 Spinning out of control = more than about +/- 16500 (eg hit a bananna skin, shell, etc) Items, 2 unsigned bytes: (7E0D70, 7E0C69) nothing = (0,60) mushroom = (0,52) feather = (1,52) star = (2,56) banana = (3,56) green shell = (4,48) red shell = (5,52) coin = (7,56) lightning = (8,56) selecting/spinning = (0-8,?) Height in hop/jump/ramp, 2 unsigned bytes: 7E101F on ground = 0 above ground = 1+ Status, unsigned byte: 7E10A0 on the ground = 0 jump/hop/ramp = 2 fallen off edge = 4 in lava = 6 in deep water = 8 Surface type, unsigned byte: 7E10AE unused power up square = 20 deep water = 34 mario circuit road / ghost valley road / used power up square / rainbow road = 64 bowser castle = 68 doughnut plains track = 70 koopa beach sand = 74 choco island track = 76 ghost valley rough bit / bowser castle rough bit / ice = 78 choco island bridges = 80 choco island slightly rough bit of track = 82 mario circuit off road = 84 choco island off road = 86 snow = 88 koopa beach bushes / doughnut plains grass = 90 shallow-water = 92 mud puddle = 94 Lap number, two variables, both unsigned bytes: byte 7E10C1 = lap you're currently on byte 7E10F9 = maximum lap you've reached 0 = 127 1 = 128 2 = 129 3 = 130 4 = 131 5 = 132 finished = 133 Collision detection, unsigned byte: 7E1052 not collision = 0 collision = 7, then one less each frame down to 0 Gopher attatched to kart, unsigned byte: 7E1061 no = 0 yes = 152 / 153 Mushroom shrunk, unsigned byte: 7E1030 no = 0 yes = 128 Boost-counter (undocumented feature - see http://tasvideos.org/SuperMarioKartPhysics.html). Two unsigned bytes: 7E10CA