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Super Mario Bros. 2 (NES)/RAM map: Difference between revisions

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(Many RAM Addresses)
 
(Attempted to make the style better... still needs a lot of work)
Line 1: Line 1:
Random findings by a variety of people. I can't remember exactly who found what, so here it is. Some is from Acmlm, BMF, Dan, Rockman, Chickenlump, and myself (Ice Ranger).
{{rammap|game=Super Mario Bros. 2}}
<font face=fixedsys><br>
 
$0014 - Page of main character's X position<br>
====Sprite Related====
$001E - Page of main character's Y position<br><br>
 
$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


$0028 - Fraction of main character's X position on page<br>
$0029 - Fraction of enemy 5's X position on page<br>
$002A - Fraction of enemy 4's X position on page<br>
$002B - Fraction of enemy 3's X position on page<br>
$002C - Fraction of enemy 2's X position on page<br>
$002D - Fraction of enemy 1's X position on page<br>
<br>
$0033 - Fraction of enemy 5's Y position on page<br>
$0034 - Fraction of enemy 4's Y position on page<br>
$0035 - Fraction of enemy 3's Y position on page<br>
$0036 - Fraction of enemy 2's Y position on page<br>
$0037 - Fraction of enemy 1's Y position on page<br>
<br>
$003C - Enemy 5's speed left/right<br>
$003D - Enemy 4's speed left/right<br>
$003E - Enemy 3's speed left/right<br>
$003F - Enemy 2's speed left/right<br>
$0040 - Enemy 1's speed left/right<br>
<br>
$0046 - main character's jumping physics<br>
$0047 - enemy 5's jumping physics<br>
$0048 - enemy 4's jumping physics<br>
$0049 - enemy 3's jumping physics<br>
$004A - Enemy 2's jumping physics<br>
$004B - Enemy 1's jumping physics<br>
<br>
$0050 - Is character on a vine? If 01, then yes.<br>
......00 - no<br>
......01 - yes<br>
<br>
$0051 - Enemy 5's status<br>
$0052 - Enemy 4's status<br>
$0053 - Enemy 3's status<br>
$0054 - Enemy 3's status<br>
$0055 - Enemy 2's status<br>
......00 - Invisable<br>
......01 - Visable<br>
......02 - Dead<br>
<br>
$005A - Enemy 5's relation to main character/landscape<br>
$005B - Enemy 4's relation to main character/landscape<br>
$005C - Enemy 3's relation to main character/landscape<br>
$005D - Enemy 2's relation to main character/landscape<br>
$005E - Enemy 1's relation to main character/landscape<br>
......00 - not on the ground (could be jumping or being thrown)<br>
......04 - walking<br>
......05 - turn left because object blocks path<br>
......06 - turn right because object blocks path<br>
......20 - carrying main character when reaching an edge to turn around<br>
......24 - carrying main character with same speed as movement<br>
<br>
$0065 - Enemy 5's palette, mirroring, etc.<br>
$0066 - Enemy 4's palette, mirroring, etc.<br>
$0067 - Enemy 3's palette, mirroring, etc.<br>
$0068 - Enemy 2's palette, mirroring, etc.<br>
$0069 - Enemy 1's palette, mirroring, etc.<br>
<br>
$0082 - <br>
<br>
$0085 - Amount of time left until Mario becomes vulnerable<br>
$0086 - Amount of time left?<br>
$0087 - Amount of time left before Bob Omb 5 explodes<br>
$0088 - Amount of time left before Bob Omb 4 explodes<br>
$0089 - Amount of time left before Bob Omb 3 explodes<br>
$008A - Amount of time left before Bob Omb 2 explodes<br>
$008B - Amount of time left before Bob Omb 1 explodes<br>
$008C - Amount of time left before Bomb 1 explodes<br>
$008D - Amount of time left before Bomb 2 explodes<br>
$008E - Amount of time left before Bomb 3 explodes<br>
$008F - Character selected (appearance only, until defeated, then stats as well)<br>
......00 - Mario<br>
......01 - Princess<br>
......02 - Toad<br>
......03 - Luigi<br>
$0090 - Changes enemy 5's ID<br>
$0091 - Changes enemy 4's ID<br>
$0092 - Changes enemy 3's ID<br>
$0093 - Changes enemy 2's ID<br>
$0094 - Changes enemy 1's ID<br>
<br>
$0096 - Item pulled up from ground<br>
<br>
$0099 - Sprite graphics used when jumping<br>
$009A - Drop through<br>
$009B - Sprite graphics used when walking<br>
<br>
$009C - Status - Holding an item<br>
......00 = no<br>
......01 = yes<br>
$009D - Character's mirroring, etc. (not palette)<br>
$00A3 - Changes once for everytime Tweeter jumps<br>
<br>
$00AD - Is key held? Key appears above head even if thrown, but then not chased.<br>
......00 - no<br>
......01 - yes<br>
$00AE - Item in hand height (used for different character sizes?)<br>
<br>
$00B9 - Current time left to use Pidget's carpet<br>
$00BA - Screen speed moving left and right<br>
<br>
$00C7 - Character's status<br>
<br>
$00D5 - <br>
$00D6 - <br>
$00D7 -<br>
<br>
$00F5 - Button pressed (Controller 1)<br>
$00F6 - Button pressed (Controller 2)<br>
$00F7 - Button held (Controller 1)<br>
>>>>>>>>>>  Directional Pad<br>
......*0 - no movement<br>
......*1 - Right<br>
......*2 - Left<br>
......*3 - Left + Right<br>
......*4 - Down<br>
......*5 - Down + Right<br>
......*6 - Down + Left<br>
......*7 - Down + Left + Right<br>
......*8 - Up<br>
......*9 - Up + Right<br>
......*A - Up + Left<br>
......*B - Up + Left + Right<br>
......*C - Up + Down<br>
......*D - Up + Down + Right<br>
......*E - Up + Down + Left<br>
......*F - Up + Down + Left + Right<br>
>>>>>>>>>>  Buttons<br>
......0* - not pressed<br>
......1* - Start<br>
......2* - Select<br>
......3* - Start + Select<br>
......4* - B<br>
......5* - Start + B<br>
......6* - Select + B<br>
......7* - Start + Select + B<br>
......8* - A<br>
......9* - Start + A<br>
......A* - Select + A<br>
......B* - Start + Select + A<br>
......C* - A + B<br>
......D* - Start + A + B<br>
......E* - Select + A + B<br>
......F* - Start + Select + A + B<br>
$00F8 - Button held (Controller 2)<br>
<br>
$0100 - (screen hold?)<br>
<br>
$0246 - !!!!!!!!!<br>
<br>
$0415 - the rising of the heart<br>
$0416 - Height of whale's spout after peaking.<br>
<br>
$0456 - Current time left Hawkmouth (before Wart) is open<br>
<br>
$0465 - Enemy 5's health<br>
$0466 - Enemy 4's health<br>
$0467 - Enemy 3's health<br>
$0468 - Enemy 2's health<br>
$0469 - Enemy 1's health<br>
<br>
$0471 - look into<br>
<br>
$0484 - look into<br>
<br>
$04B4 - Something to do with the Hawkmouth opening and closing<br>
<br>
$04AD - Current number of enemies defeated to grab a heart.<br>
<br>
$04B0 - Has Key been used on lock? If yes, then it won't reappear.<br>
......00 - no<br>
......01 - yes<br>
<br>
$04B4 - How wide Hawkmouth is open<br>
$04B5 - Has the Crystal been obtained? If yes, effect will last while in area.<br>
......00 - no<br>
......01 - yes<br>
$04B6 - look into<br>
<br>
$04BE - Time counts up for how long the door takes to open<br>
<br>
$04C2 - Current life in the life meter<br>
......0F - One heart<br>
......1F - Two hearts<br>
......2F - Three hearts<br>
......3F - Four hearts<br>
<br>
$04C3 - Number of bars in the life meter (for visual purposes only)<br>
......FF - One bar (doesn't work very well)<br>
......00 - Two bars (default)<br>
......01 - Three bars<br>
......02 - Four bars<br>
$04C4 - Amount of time left for the screen to shake after POW<br>
$04C5 - Height to raise and lower the "level" for shake<br>
$04C6 - Amount of time left for bomb flash in background<br>
<br>
$04CA - Amount of time to build up to charged jump<br>
<br>
$04E0 - Current Starman time length left<br>
<br>
$04E7 - Area to regenerate<br>
$04E8 - Sub-area to regenerate<br>
$04E9 - Page to regenerate<br>
<br>
$04EC - I can't describe this one.<br>
......00 - normal game play<br>
......01 - begin the same level and area again (like dying revive)<br>
......02 - game over<br>
......03 - end level, go to bonus game<br>
......04 - warp<br>
$04ED - Current number of lives<br>
<br>
$04FB - Has First Mushroom been pulled? If yes, then it won't reappear.<br>
......00 - no<br>
......01 - yes<br>
$04FC - Has Second Mushroom been pulled? If yes, then it won't reappear.<br>
......00 - no<br>
......01 - yes<br>
<br>
$04FF - Current amount of time left from the stop watch.<br>
<br>
$051D - look into<br>
<br>
$0521 - look into<br>
<br>
$0531 - Current level loaded<br>
......00 - 1-1<br>
......01 - 1-2<br>
......02 - 1-3<br>
......03 - 2-1<br>
......04 - 2-2<br>
......05 - 2-3<br>
......06 - 3-1<br>
......07 - 3-2<br>
......08 - 3-3<br>
......09 - 4-1<br>
......0A - 4-2<br>
......0B - 4-3<br>
......0C - 5-1<br>
......0D - 5-2<br>
......0E - 5-3<br>
......0F - 6-1<br>
......10 - 6-2<br>
......11 - 6-3<br>
......12 - 7-1<br>
......13 - 7-2<br>
<br>
$0532 - look into<br>
$0532 - look into<br>
$0533 - look into<br>
$0533 - look into<br>
<br>
 
$0544 - look into<br>
$0544 - look into<br>
$0545 - look into<br>
$0545 - look into<br>
$0546 - Pickup Speed Animation 1<br>
 
$0547 - Pickup Speed Animation 2<br>
====Character Properties====
$0548 - Pickup Speed Animation 3<br>
 
$0549 - Pickup Speed Animation 4<br>
$0546 - Pickup Speed Animation 1
$054A - Pickup Speed Animation 5<br>
$0547 - Pickup Speed Animation 2
$054B - Pickup Speed Animation 6<br>
$0548 - Pickup Speed Animation 3
<br>
$0549 - Pickup Speed Animation 4
$054D - Standing Jump Height<br>
$054A - Pickup Speed Animation 5
$054E - Crouching Power Jump Height<br>
$054B - Pickup Speed Animation 6
<br>
 
$0550 - Running Jump Height<br>
$054D - Standing Jump Height
$0551 - Running Jump Height while carrying object<br>
$054E - Crouching Power Jump Height
<br>
 
$0553 - Float Timer (set to 0 for everyone but Princess)<br>
$0550 - Running Jump Height
<br>
$0551 - Running Jump Height while carrying object
$0545 - look into<br>
 
<br>
$0553 - Float Timer (set to 0 for everyone but Princess)
$0555 - Character's Jumping physics?<br>
 
<br>
$0545 - look into
$05C5 - Current number of Continues<br>
 
<br>
$0555 - Character's Jumping physics?
$05EE - Current music track?<br>
 
$05EF - Current music track?<br>
$05C5 - Current number of Continues
<br>
 
$0600 - Loads the current song track<br>
====Music and Sound Properties====
$0601 - Plays a sound effect<br>
 
$0602 - Plays a sound effect<br>
$05EE - Current music track?
$0603 - Plays a small clip of music (and also for ending sequence)<br>
$05EF - Current music track?
$0604 - Character's sound effects<br>
 
$0605 - POW sound effects<br>
$0600 - Loads the current song track
$0606 - Stores sound effect from $0603 played<br>
$0601 - Plays a sound effect
$0607 - Stores sound effect from $0602 played<br>
$0602 - Plays a sound effect
$0608 - Stores sound effect from $0601 played<br>
$0603 - Plays a small clip of music (and also for ending sequence)
$0609 - Stores music track from $0600 played<br>
$0604 - Character's sound effects
<br>
$0605 - POW sound effects
$0612 - Current music tempo<br>
$0606 - Stores sound effect from $0603 played
<br>
$0607 - Stores sound effect from $0602 played
$0620 - Has 1-up been pulled? If yes, then it won't reappear.<br>
$0608 - Stores sound effect from $0601 played
......00 - no<br>
$0609 - Stores music track from $0600 played
......01 - yes<br>
 
$0621 - Number of times leaving Subspace aftering grabbing a coin<br>
$0612 - Current music tempo
......00 - 1st chance to grab coins<br>
 
......01 - 2nd chance to grab coins<br>
====Subspace Related Properites====
......02 - No more chances, get vegetables.<br>
 
<br>
$0620 - Has 1-up been pulled? If yes, then it won't reappear.
$0628 - Are you in subspace?<br>
......00 - no
......00 - no<br>
......01 - yes
......02 - yes (doesn't work for vertical areas)<br>
$0621 - Number of times leaving Subspace aftering grabbing a coin
$0629 - look into<br>
......00 - 1st chance to grab coins
$062A - Current number of cherries<br>
......01 - 2nd chance to grab coins
$062B - Current number of coins pulled in Subspace (Slot machine currency)<br>
......02 - No more chances, get vegetables.
$062C - Current number of BIG vegetables pulled for stop watch<br>
 
<br>
$0628 - In subspace?
$0635 - Current World number (loads characteristics of world such as Ice)<br>
......00 - no
<br>
......02 - yes (doesn't work for vertical areas)
$06F2 - !!!!!<br>
$0629 - look into
<br>
 
$06F4 - look into!<br>
====Collectable Counts====
<br>
 
$06F6 - Character growing or shrinking<br>
$062A - Current number of cherries
<br>
$062B - Current number of coins pulled in Subspace (Slot machine currency)
$06F7 - Current Level Tileset (1st half of the right Table)<br>
$062C - Current number of BIG vegetables pulled for stop watch
$06F8 - Current Cycling Sprite Tileset (2nd half of the right Table)<br>
 
$06F9 - Current Character (Appearance,not stats) (1st quarter of left Table)<br>
====World Properites====
......00 - Large Mario<br>
 
......01 - Large Luigi<br>
$0635 - Current World number (loads characteristics of world such as Ice)
......02 - Large Princess<br>
 
......03 - Large Toad<br>
$06F2 - !!!!!
......04 - Small Mario<br>
 
......05 - Small Luigi<br>
$06F4 - look into!
......06 - Small Princess<br>
 
......07 - Small Toad<br>
$06F6 - Character growing or shrinking
$06FA - Current standard sprites (Snifits, Hawkmouth, etc.) (2nd quarter of left Table)<br>
 
$06FB - Current standard sprites (1-Up, Birdo, etc.) (3rd quarter of left Table)<br>
====Graphics Tileset====
$06FC - Current changable sprites (Ostro, Pidget, Pokey, etc.) (4th quarter of left Table)<br>
 
$06FD - Current animation of $06F8 (Cycling sprites)<br>
$06F7 - Current Level Tileset (1st half of the right Table)
<br>
$06F8 - Current Cycling Sprite Tileset (2nd half of the right Table)
<br>
$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>
<br>
 
$14CA - Timer for crouch jump power (0 - 3C)<br>
$14CA - Timer for crouch jump power (0 - 3C)<br>
<br>
 
$6000 ~ $695F - Currently loaded level (Almost half the SRAM)</font>
====Level Layout (Area)====
$6000 ~ $695F - Currently loaded level (Almost half the SRAM)

Revision as of 22:44, 24 April 2006

Chip tiny.png The following article is a RAM map for Super Mario Bros. 2 (NES).

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)