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Super Mario Land/RAM map: Difference between revisions

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Line 34: Line 34:
  FF99      1    Powerup Status
  FF99      1    Powerup Status
  ....    ....    ....
  ....    ....    ....
  FFB3      1    ?
  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)

Revision as of 16:20, 19 April 2015

Chip tiny.png The following article is a RAM map for Super Mario Land.

RAM Map

VRAM

Addr    Size    Description
----    ----    -----------
9806       2    Lives displayed, copied 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)
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 - 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.
  • 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. Greysondn (talk)