Super Mario Land:RAM map
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The following article is a RAM map for Super Mario Land.
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 (Binary-coded decimal) .... .... .... The sound engine is stored in rom3, so all pointers point there. SEC is used for Sound Engine Command. Please suggest a better term for this. DF01 2 Note Durations Table Pointer (0x7062 = multiples of 2 ticks, 0x7057 = multiples of 3 ticks #1, 0x7077 = multiples of 3 ticks #2, 0x706e = multiples of 5 ticks, 0x7082 = multiples of 7 ticks) DF10 2 Channel 1 SEC Chain Pointer Pointer (points to the pointer of the first SEC of a chain) DF12 1 Channel 1 Note Time Left DF13 1 Channel 1 Note Duration DF14 2 Channel 1 Current SEC Pointer DF19 2 Channel 1 Note Frequency DF1B 1 Channel 1 Is Note Silenced/Finished? (0x00 = no, 0x01 = yes) DF1E 1? Channel 1 Note Current Time Alive DF2X 16 Same as above for Channel 2 DF3X 16 Same as above for Channel 3 DF4X 16 Same as above for Channel 4 .... .... .... DFE0 1 Request a Channel 1 Sound Effect (0x00 = no request, 0x01 = jump, 0x02 = fireball, 0x03 = jump on enemy, 0x04 = gain powerup, 0x05 = coin, 0x06 = shrink, 0x07 = hit block, 0x08 = 1up, 0x09 = hit block again?, 0x0a = time count down at the end of level, 0x0b = powerup comes out, 0x0c and above = invalid) DFE1 1 Channel 1 Sound Effect currently playing DFE8 1 Request a Music Track (0x00 = no request, 0x01 = level clear, 0x02 = death, 0x03 = pyramid, 0x04 = underground, 0x05 = shoot-'em-up, 0x06 = chai kingdom, 0x07 = birabuto kingdom, 0x08 = muda kingdom, 0x09 = bonus game, 0x0a = walk to prize, 0x0b = boss, 0x0c = starman, 0x0d = get prize, 0x0e = failure?, 0x0f = daisy, 0x10 = game over, 0x11 = credits, 0x12 = fake daisy, 0x13 = tatanga, 0x14 and above = invalid) DFE9 1 Music Track currently playing DFF0 1 Request a Channel 3 Sound Effect (0x00 = no request, 0x01 = boss hit, 0x02 and above = invalid) DFF1 1 Channel 3 Sound Effect currently playing DFF8 1 Request a Channel 4 Sound Effect (0x00 = no request, 0x01 = nokobon explosion, 0x02 = break brick, 0x03 = fly death, 0x04 = gao fireball, 0x05 and above = invalid) DFF9 1 Channel 4 Sound Effect currently playing
HRAM
Addr Size Description ---- ---- ----------- FF99 1 Powerup Status (0x00 = small, 0x01 = growing, 0x02 = big with or without superball, 0x03 = shrinking, 0x04 = invincibility blinking) .... .... .... FFA6 1 Time until respawn from death (set when Mario has fell to the bottom of the screen) FFB3 1 ? (0x39 = Game Over) FFB5 1 Mario has the Superball? (0x00 = no, 0x02 = yes) FFFA 1 Coins (Binary-coded decimal) FFFB 1 ? (0x2B = Extra Life)
Notes
- Binary-coded 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 |
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