Name: Super Mario Bros. Console: Nintendo Version 2.0 05/July/2025 Written by: samurai goroh samuraigoroh@gmail.com ******************************************************************************* ___ _ _ ___ ___ ___ _____ __ ___ _ ___ | __) | | | | | . | | __) | _ | | | / \ | _ | | | | | |__ | | |_| | | __| | _) | _| | | | | | ^^ | | _| | | | | | (___| \___/ |_| |___) |_\_\ |_|_|_| |_/\_| |_\_\ |_| |___| ___ ___ ___ ___ | . ) | _ | | | | __) | < | _| | | | |__ | _ |___) |_\_\ |___| (___| |_| ******************************************************************************* 1.0 Flags 2.0 Hex Numbers 3.0 Bitwise Values 3.1 Controller Input 4.0 Lists 4.2 Enemy ID ------------------------------------------------------------------------------- SORTED CODES ------------------------------------------------------------------------------- https://datacrystal.tcrf.net/wiki/Super_Mario_Bros./RAM_map 0000 XX Misc. Also used in vertical physics for gravity acceleration (value copied from $0709) 0001 XX Character - animation 0002 XX Misc. Also related to Character's Y coord? 0003 XX Character - Orientation (1=Right, 2=Left) 0004 XX 20 = going up the vine 0005 XX Related to Character's Y coord? 0006 XX ? 0007 XX ? 0008 XX Object offset 0009 XX Timer - Frame counter 000A XX Buttons pressed (only B, A) 01 02 04 08 10 20 40 A 80 B 000B XX Buttons pressed (only Up, Down) 01 02 04 08 10 20 40 Down 80 Up 000C XX 1 when screen moves right afte Bowser 000D XX ? 000E XX Character's state 4.1 000F XX Flag - Enemy 1 loaded 1.0 0010 XX Flag - Enemy 2 loaded 1.0 0011 XX Flag - Enemy 3 loaded 1.0 0012 XX Flag - Enemy 4 loaded 1.0 0013 XX Flag - Enemy 5 loaded 1.0 0014 XX Flag - Powerup loaded (Corresponds with hitbox at 04C4) 0015 XX ID - Character? 0016 XX ID - Enemy 01 4.2 0017 XX ID - Enemy 02 4.2 0018 XX ID - Enemy 03 4.2 0019 XX ID - Enemy 04 4.2 001A XX ID - Enemy 05 4.2 001B XX ID - Powerup (2E=On screen) 001C XX ? 001D XX State - Character 00 Standing on solid/else 01 Airborn by jumping 02 Airborn by walking of a ledge 03 Sliding down flagpole 001E XX State - Enemy 01 001F XX State - Enemy 02 0020 XX State - Enemy 03 0021 XX State - Enemy 04 0022 XX State - Enemy 05 00 Not spawned? 01 falling_enemy or Bullet_Bill drawn(not killed yet). 04 Enemy Stomped 20 BulletBill / CheepCheep / hammer_bro stomped 22 killed with fire or star 23 bowser_killed C4 koopa stomped falling 84 koopa or buzzyBeetle Stomped and moving; FF Will kill them off (like getting hit by a star) 0023 XX State - Powerup 02 to 06 'question block' hit sequence 07 to 11 Powerup emerging sequence C0 When shroom airborn going right C2 When shroom airborn going left 80 When powerup moving right (or not moving at all) 82 When powerup moving left 0024 XX State - Fireball 1 (corresponds with hitbox coordinates $04C8) 0025 XX State - Fireball 2 (corresponds with hitbox coordinates $04CC) 002A XX Hammer 1 002B XX Hammer 2 002C XX Hammer 3 002D XX Hammer 4 002E XX Hammer 5 002F XX Hammer 6 0030 XX Hammer 7 / Coins? / Point display 3 timeout? 0031 XX Hammer 8 / Coins? / Point display 2 timeout? 0032 XX Hammer 9 / Coins? / Point display 1 timeout? 0033 XX Orientation - Character (0=Not on screen, 1=Right, 2=Left) 0034 XX Orientation - Enemy 01 0035 XX Orientation - Enemy 02 0036 XX Orientation - Enemy 03 0037 XX Orientation - Enemy 04 0038 XX Orientation - Enemy 05 0039 XX Powerup type (when on screen) 4.3 0045 XX Direction moving - Character (01=Right, 02=Left) 0046 XX Direction moving - Enemy 01 0047 XX Direction moving - Enemy 02 0048 XX Direction moving - Enemy 03 0049 XX Direction moving - Enemy 04 004A XX Direction moving - Enemy 05 004B XX Direction moving - Powerup (Mushroom) 004C XX Direction moving - Fireball 1? 004D XX Direction moving - Fireball 2? 0057 XX X speed (signed) - Character 0058 XX X speed (signed) - Enemy 01 0059 XX X speed (signed) - Enemy 02 005A XX X speed (signed) - Enemy 03 005B XX X speed (signed) - Enemy 04 005C XX X speed (signed) - Enemy 05 005D XX X speed (signed) - Powerup (Mushroom) 005E XX X speed (signed) - Fireball 1 005F XX X speed (signed) - Fireball 2 006D XX Horizontal position in level - Character 006E XX Horizontal position in level - Enemy 01 006F XX Horizontal position in level - Enemy 02 0070 XX Horizontal position in level - Enemy 03 0071 XX Horizontal position in level - Enemy 04 0072 XX Horizontal position in level - Enemy 05 0073 XX Horizontal position in level - Powerup 0074 XX Horizontal position in level - Fireball 1 0075 XX Horizontal position in level - Fireball 2 0086 XX X coord - Character 0087 XX X coord - Enemy 01 0088 XX X coord - Enemy 02 0089 XX X coord - Enemy 03 008A XX X coord - Enemy 04 008B XX X coord - Enemy 05 008C XX X coord - Powerup 008D XX X coord - Fireball 1 008E XX X coord - Fireball 2 008F XX X coord - Brick smash 1 0090 XX X coord - Brick smash 2 0091 XX X coord - Brick smash 1 0092 XX X coord - Brick smash 2 009F XX Vertical velocity - Character (signed), see $0433 for fractional 00A0 XX Vertical velocity - Enemy 01 (signed) 00A1 XX Vertical velocity - Enemy 02 (signed) 00A2 XX Vertical velocity - Enemy 03 (signed) 00A3 XX Vertical velocity - Enemy 04 (signed) 00A4 XX Vertical velocity - Enemy 05 (signed) 00A5 XX Vertical velocity - Fireball 1 (signed) 00A6 XX Vertical velocity - Fireball 2 (signed) < 05 fall (Downward) > FB jump (Upward) 00B5 XX Vertical screen position - Character 00B6 XX Vertical screen position - Enemy 01 00B7 XX Vertical screen position - Enemy 02 00B8 XX Vertical screen position - Enemy 03 00B9 XX Vertical screen position - Enemy 04 00BA XX Vertical screen position - Enemy 05 00BB XX Vertical screen position - Powerup 00BC XX Vertical screen position - Fireball 1? 00BD XX Vertical screen position - Fireball 2? 00 above viewport 01 viewport 02+ anywhere below viewport (when falling down a pit this will increase up to 5) 00CE XX Y position on screen - Character (multiply with $00B5 to get level Y pos) 00CF XX Y position on screen - Enemy 01 00D0 XX Y position on screen - Enemy 02 00D1 XX Y position on screen - Enemy 03 00D2 XX Y position on screen - Enemy 04 00D3 XX Y position on screen - Enemy 05 00D4 XX Y position on screen - Powerup 00D5 XX Y position on screen - Fireball 1 00D6 XX Y position on screen - Fireball 2 00D7 XX Y position on screen - Brick smash 1 00D8 XX Y position on screen - Brick smash 2 00D9 XX Y position on screen - Brick smash 1 00DA XX Y position on screen - Brick smash 2 ... 00E4 XX Y position on screen - Bubble 1? 00E5 XX Y position on screen - Bubble 2? 00E6 XX Y position on screen - Bubble 3? 00E7 XXXX Level layout/Tile Data Pointer (Cartridge / FDS) A690 / 8698 1-1 AD7B / 8D83 Bonus Coin Area AC37 / 83CF 1-2 A7CF / 87D7 2-1 A87C / 8884 Coin Heaven (Day) A61B / 8623 3-1 ABD9 / 8BE1 Coin Heaven Night A539 / 8541 4-1 ACDA / 8CE2 4-2 A9D0 / 89D8 Vine Warp Area A83D / 8845 5-1 AA94 / 8A9C 5-2 AE08 / 8E10 Bonus Coin Swim Area A95D / 8965 6-1 A58C / 8594 6-2 AB80 / 8B88 7-1 AA01 / 8A09 8-1 AB07 / 8B0F 8-2 00E9 XXXX Sprite layout/Data Pointer 00F0 XX Event music buffer 00 castle 08 underwater/win 10 underworld 18 overworld 20 bonus level/flag down 00F1 XX SFX bitmap1 (Square 1) 01 Ljump 02 Barrier collision 04 Enemy smushed 08 Enemy ko 10 Shrink or pipe descent 20 Flower flame 40 Flag pole 80 Sjump 00F2 XX SFX bitmap2 (Square 2) 01 Coin 02 Item emerging 04 ? 08 Cannon shot 10 ? 20 Power up 40 1-up 80 Bowser KO 00F3 XX SFX bitmap3 (Noise) 01 Wall broken 02 Bowser's fire 04 08 10 20 40 80 00F4 XX Area Music Buffer 00F5 XX Music Data 00F6 XX Music ID playing F9 Invulnerability/star power FA Surface FB Castle/lose life FC Level clear fanfares/game over FD Underground/underwater FE World clear/game clear fanfares 00F7 XX Music Offset Square 2 00F8 XX Music Offset Square 1 00F9 XX Music Offset Triangle 00FA XX Register - "Pause" SFX 00FB XX Register - Area Music 00FC XX Register - Event Music 00FD XX Register - SFX 1 (Noise Sound Queue) 00FE XX Register - SFX 2 (Square 2 Sound Queue) 00FF XX Register - SFX 3 (Square 1 Sound Queue) 010D XX Flapole offset 1, set to $34 when at end of animation 010E XX Flapole offset 1, set to $3E when at end of animation 010F XX Bonus won from flag: 00 5000 01 2000 02 800 03 400 04 100 05 *1-up (FDS exclusive) 0110 XX Score tile (Enemy KO multiplier) - Enemy 01 0111 XX Score tile (Enemy KO multiplier) - Enemy 02 0112 XX Score tile (Enemy KO multiplier) - Enemy 03 0113 XX Score tile (Enemy KO multiplier) - Enemy 04 0114 XX Score tile (Enemy KO multiplier) - Enemy 05 0115 XX *When picking up... 06 ... any power up 0B ... 1-up 0117 to 011B Score X 011E to 0122 Score Y 0125 XX Combo counter (hit with shell) - Enemy 01 0126 XX Combo counter - Enemy 02 0127 XX Combo counter - Enemy 03 0128 XX Combo counter - Enemy 04 0129 XX Combo counter - Enemy 05 0399 XX Vine - Height 2.0 039A XX Vine - Discovered (2-1)? 03AD XX X position within current screen offset - Character 03AE XX X position within current screen offset - Enemy 01 03AF XX X position within current screen offset - Enemy 02 03B0 XX X position within current screen offset - Enemy 03 03B1 XX X position within current screen offset - Enemy 04 03B2 XX X position within current screen offset - Enemy 05 03B3 XX X position within current screen offset - Powerup 03B4 XX X position within current screen offset - Fireball 1? 03B5 XX X position within current screen offset - Fireball 2? 03B8 XX Y position within current screen offset - Character 03B9 XX Y position within current screen offset - Enemy 01 03BA XX Y position within current screen offset - Enemy 02 03BB XX Y position within current screen offset - Enemy 03 03BC XX Y position within current screen offset - Enemy 04 03BD XX Y position within current screen offset - Enemy 05 03BE XX Y position within current screen offset - Powerup 03BF XX Y position within current screen offset - Fireball 1? 03C0 XX Y position within current screen offset - Fireball 2? 03C4 XX Palette - Character 03C5 XX Palette - Enemy 01? 03C6 XX Palette - Enemy 02? 03C7 XX Palette - Enemy 03? 03C8 XX Palette - Enemy 04? 03C9 XX Palette - Enemy 05? 03CA XX Palette - Powerup? 03CB XX Palette - Fireball 1? 03CC XX Palette - Fireball 2? 0400 XX X coordinate (subpixel) - Character (See also $0705) 0401 XX X coordinate (subpixel) - Enemy 01? 0402 XX X coordinate (subpixel) - Enemy 02? 0403 XX X coordinate (subpixel) - Enemy 03? 0404 XX X coordinate (subpixel) - Enemy 04? 0405 XX X coordinate (subpixel) - Enemy 05? 0406 XX X coordinate (subpixel) - Firebal 1? 0407 XX X coordinate (subpixel) - Firebal 2? 0416 XX Y coordinate (subpixel) - Character 0417 XX Y coordinate (subpixel) - Enemy 01 0418 XX Y coordinate (subpixel) - Enemy 02 0419 XX Y coordinate (subpixel) - Enemy 03 041A XX Y coordinate (subpixel) - Enemy 04 041B XX Y coordinate (subpixel) - Enemy 05 041C XX Y coordinate (subpixel) - Fireball 1? 041D XX Y coordinate (subpixel) - Fireball 2? 0433 XX Vertical fractional velocity - Character 0434 XX Vertical fractional velocity - Enemy 01? 0435 XX Vertical fractional velocity - Enemy 02? 0436 XX Vertical fractional velocity - Enemy 03? 0437 XX Vertical fractional velocity - Enemy 04? 0438 XX Vertical fractional velocity - Enemy 05? 0439 XX Vertical fractional velocity - Fireball 1? 043A XX Vertical fractional velocity - Fireball 2? 0450 XX Max velocity to the left (signed) - Character E4 Max walking velocity D8 Max running velocity (changes to this when pressing B+Left) 0451 XX Max velocity to the left (signed) - Enemy 01? 0452 XX Max velocity to the left (signed) - Enemy 02? 0453 XX Max velocity to the left (signed) - Enemy 03? 0454 XX Max velocity to the left (signed) - Enemy 04? 0455 XX Max velocity to the left (signed) - Enemy 05? 0456 XX Max velocity to the right (signed) - Character 1C Max walking velocity 30 Max running velocity (changes to this when pressing B+Right) 0457 XX Max velocity to the right (signed) - Enemy 01? 0458 XX Max velocity to the right (signed) - Enemy 02? 0459 XX Max velocity to the right (signed) - Enemy 03? 045A XX Max velocity to the right (signed) - Enemy 04? 045B XX Max velocity to the right (signed) - Enemy 05? 0483 XX Bowser's HP? 0484 XX Combo counter? 0490 XX Collision Bits - Character 0491 XX Collision Bits - Enemy 01 0492 XX Collision Bits - Enemy 02 0493 XX Collision Bits - Enemy 03 0494 XX Collision Bits - Enemy 04 0495 XX Collision Bits - Enemy 05 04AC XX Hitbox (X1) - Object 01 (Character) 04AD XX Hitbox (Y1) - Object 01 (Character) 04AE XX Hitbox (X2) - Object 01 (Character) 04AF XX Hitbox (Y2) - Object 01 (Character) 04B0 XX Hitbox (X1) - Object 02 (Enemy 01) 04B1 XX Hitbox (Y1) - Object 02 (Enemy 01) 04B2 XX Hitbox (X2) - Object 02 (Enemy 01) 04B3 XX Hitbox (Y2) - Object 02 (Enemy 01) 04B4 XX Hitbox (X1) - Object 03 (Enemy 02) 04B5 XX Hitbox (Y1) - Object 03 (Enemy 02) 04B6 XX Hitbox (X2) - Object 03 (Enemy 02) 04B7 XX Hitbox (Y2) - Object 03 (Enemy 02) 04B8 XX Hitbox (X1) - Object 04 (Enemy 03) 04B9 XX Hitbox (Y1) - Object 04 (Enemy 03) 04BA XX Hitbox (X2) - Object 04 (Enemy 03) 04BB XX Hitbox (Y2) - Object 04 (Enemy 03) 04BC XX Hitbox (X1) - Object 05 (Enemy 04) 04BD XX Hitbox (Y1) - Object 05 (Enemy 04) 04BE XX Hitbox (X2) - Object 05 (Enemy 04) 04BF XX Hitbox (Y2) - Object 05 (Enemy 04) 04C0 XX Hitbox (X1) - Object 06 (Enemy 05) 04C1 XX Hitbox (Y1) - Object 06 (Enemy 05) 04C2 XX Hitbox (X2) - Object 06 (Enemy 05) 04C3 XX Hitbox (Y2) - Object 06 (Enemy 05) 04C4 XX Hitbox (X1) - Object 07 (Powerup) 04C5 XX Hitbox (Y1) - Object 07 (Powerup) 04C6 XX Hitbox (X2) - Object 07 (Powerup) 04C7 XX Hitbox (Y2) - Object 07 (Powerup) 04C8 XX Hitbox (X1) - Object 08 (Fireball 1) 04C9 XX Hitbox (Y1) - Object 08 (Fireball 1) 04CA XX Hitbox (X2) - Object 08 (Fireball 1) 04CB XX Hitbox (Y2) - Object 08 (Fireball 1) 04CC XX Hitbox (X1) - Object 09 (Fireball 2) 04CD XX Hitbox (Y1) - Object 09 (Fireball 2) 04CE XX Hitbox (X2) - Object 09 (Fireball 2) 04CF XX Hitbox (Y2) - Object 09 (Fireball 2) 04D0 XX Hitbox (X1) - Object 10 (Hammer 1) 04D1 XX Hitbox (Y1) - Object 10 (Hammer 1) 04D2 XX Hitbox (X2) - Object 10 (Hammer 1) 04D3 XX Hitbox (Y2) - Object 10 (Hammer 1) 04D4 XX Hitbox (X1) - Object 11 (Hammer 2) 04D5 XX Hitbox (Y1) - Object 11 (Hammer 2) 04D6 XX Hitbox (X2) - Object 11 (Hammer 2) 04D7 XX Hitbox (Y2) - Object 11 (Hammer 2) 04D8 XX Hitbox (X1) - Object 12 (Hammer 3) 04D9 XX Hitbox (Y1) - Object 12 (Hammer 3) 04DA XX Hitbox (X2) - Object 12 (Hammer 3) 04DB XX Hitbox (Y2) - Object 12 (Hammer 3) 04DC XX Hitbox (X1) - Object 13 (Hammer 4) 04DD XX Hitbox (Y1) - Object 13 (Hammer 4) 04DE XX Hitbox (X2) - Object 13 (Hammer 4) 04DF XX Hitbox (Y2) - Object 13 (Hammer 4) 04E0 XX Hitbox (X1) - Object 14 (Hammer 5 / Coin) 04E1 XX Hitbox (Y1) - Object 14 (Hammer 5 / Coin) 04E2 XX Hitbox (X2) - Object 14 (Hammer 5 / Coin) 04E3 XX Hitbox (Y2) - Object 14 (Hammer 5 / Coin) 04E4 XX Hitbox (X1) - Object 15 (Hammer 6) 04E5 XX Hitbox (Y1) - Object 15 (Hammer 6) 04E6 XX Hitbox (X2) - Object 15 (Hammer 6) 04E7 XX Hitbox (Y2) - Object 15 (Hammer 6) 04E8 XX Hitbox (X1) - Object 16 (Hammer 7) 04E9 XX Hitbox (Y1) - Object 16 (Hammer 7) 04EA XX Hitbox (X2) - Object 16 (Hammer 7) 04EB XX Hitbox (Y2) - Object 16 (Hammer 7) 04EC XX Hitbox (X1) - Object 17 (Hammer 8 / Coin) 04ED XX Hitbox (Y1) - Object 17 (Hammer 8 / Coin) 04EE XX Hitbox (X2) - Object 17 (Hammer 8 / Coin) 04EF XX Hitbox (Y2) - Object 17 (Hammer 8 / Coin) 04F0 XX Hitbox (X1) - Object 18 (Hammer 9 / Coin) 04F1 XX Hitbox (Y1) - Object 18 (Hammer 9 / Coin) 04F2 XX Hitbox (X2) - Object 18 (Hammer 9 / Coin) 04F3 XX Hitbox (Y2) - Object 18 (Hammer 9 / Coin) 0500 to 069F Current tile (Does not effect graphics) 06CE XX Fireball counter (increments as you shoot fire balls) 06D4 XX Cycle counter of gold coin in top of screen and image of question mark blocks 06D5 XX Gfx_Offset, Character's sprite state [60, 70, 80] Small Mario walk cycle [00, 10, 20] Big Mario walk cycle 20 Big jump 50 Crouch B8 Small stand C8 Big stand 06D6 XX Warp zone Control 06D7 XX Number of Fireworks 06D9 XX Multi Loop Correct Control 06DE XX Change Area Timer 06FC XX Controller 1 input. See $074A for more accurate input 3.1 06FD XX Controller 2 input. See $074B for more accurate input 3.1 0700 XX Character X-Speed Absolute 0701 XX Friction Adder High 0702 XX Walk animation 30 Skidding 98 Normal E4 Running 0704 XX Flag for (not) swimming 1.0 0705 XX X coordinate - Character (See also $0400) 0709 XX Current gravity which will be applied to the player sprite. Based on the current horizontal velocity, this takes on different values: 2D in a jump when walking at full speed 30 in a jump when still or walking slowly 38 in a jump when running at full speed If player is falling, takes values from $070A 070A XX Current fall gravity. Value is decided, then copied to $0709 IF Mario is falling ($009F positive). Based on the current horizontal velocity, this takes on different values: A8 falling when still or walking slowly 90 falling when walking at full speed D0 falling when running at full speed 070B XX Big-small animation flag (like when getting damaged) 070C XX Player walk animation delay (frames). 02 Fastest/running speed 03 Full walk speed 05 Slow walk 070D XX Player walk animation current frame index (0,1,2,0,etc) 0712 XX Flag - Death Music loaded 0714 XX 04 when ducking as big mario, 0 otherwise 0717 XX Demo timer - seconds 0718 XX Demo timer - frames (countdown) 071A XX Current screen offset (in level) 071B XX Next screen offset (in level) 071C XX ScreenEdge X-Position, loads next screen when player past it? 071D XX X position - Camera 071E XX Column Sets countdown (done when this is FF) 071F XX AreaParser TaskNumber (runs from 4 to 0) 0722 XX Player Collition Detection 0723 XX Scroll Lock flag (e.g. Reaching bowser) 1.0 072C XX Current level layout index 072F XX Last value of $072C 0733 XX Replaces trees and Mushroom platforms 00 - All Mushroom platforms replaced with trees 01 - All trees replaced with Mushroom platforms, overwrites first BG palette line 02 - All trees and Mushroom platforms replaced Bill Blasters 03 - All trees and Mushroom platforms removed 04 - All trees and Mushroom platforms removed, causes invisible floors and ceilings to appear 0739 XX Current enemy layout index 0743 XX Flag - new groundtiles and blocktiles will be loaded as clouds (coinblocks and questionmark blocks remain the same!) 0744 XX Something with background palette 0747 XX Damage Timer Control 0748 XX Coins collected this phase? 0749 XX ? 074A XX Buttons pressed - Controller 1 3.1 074B XX Buttons pressed - Controller 2 3.1 074E XX "Gold" block pallette 00 turns blocks into water world and makes bubble, but no swimming 0750 XX Area Offset 0751 XX Screen offset to return after bonus/going into bonus 0752 XX Spawning type 00 Standing (Normal/Undergroud/Underwater) 01 Falling (from/to bonus levels) 02 Ascending (Returning from pipe/ascending the vine) 0753 XX Character queued for the Level (00=Mario, 01=Luigi) 0754 XX Character's state. This also affects hitting stuff. Decreases when you eat a mushroom! Increases when you get hit. 00 Big 01 Small 02 You can't hit blocks but you can stand on them... 03 ? 04 ? 05 Makes you small (even when your state is big or even fiery, in fiery case you become a small fiery) 0755 XX Screen X coord Offset - Character 0756 XX Powerup state 00 Small 01 Big 02 Fiery 0757 XX Show Player Lives Screen flag 0758 XX Play Vine Growth SFX soon (08) 0759 XX Time up flag 075A XX Lives (signed) 075B XX ? 075C XX Act Number (0 based). 075D XX Hidden 1-Up picked flag 075E XX Current Coin Counter 075F XX World 0760 XX Level 0770 XX Game state 00 DEMO 01 Playing 02 Skip to the next world (crashes if you're in world 8) 03 End game (Dead) 0772 XX Gameplay Status 00 Run to next status 01 Loading 02 Loading done 03 Playing 04 ... 05 to 0C When saving a toad/princess 0773 XX Level palette 00 - Normal 01 - Underwater 02 - Night 03 - Underground 04 - Castle 0774 XX Flag - Disable Screen 1.0 0775 XX Scroll Amount 0776 XX Game Pause Status 00 Normal 01 Paused 81 Pausing 80 Unpausing 0777 XX Timer - Game pause, when (un)pausing this needs to be zero 0778 XX Mirror_PPU CTRL_REG1 Affects blocks and level, lowest bit seems to toggle loaded screen..? also affects sprite palletes of objects 0779 XX Mirror_PPU CTRL_REG2 Affects colors.. most values crash. It is the value written to the PPU at 0x2001. See this page for details. 1E - Default 1F - Makes it grey scale 3E - Intensify red colors 5E - Intensify green colors 9E - Intensify blue colors 077A XX 2-Players mode flag 077F XX 21-Frame Rule counter 0780 to 07A2 All kinds of timers 0780 XX ? 0781 XX Player Animation 0782 XX JumpSwim 0783 XX Running 0784 XX BlockBounce 0785 XX SideCollision 0786 XX Jumpspring 0787 XX GameTimer Control (Setting it to 02 will Freeze Game Time) 0788 XX ? 0789 XX ClimbSide 078A XX EnemyFrame 078B XX ? 078C XX ? 078D XX ? 078E XX ? 078F XX FrenzyEnemy 0790 XX BowserFireBreath 0791 XX Stomp 0792 XX AirBubble 0793 XX ? 0794 XX ? 0795 XX falling down a pit (and more...) 0796 XX Hammer Bro 1 0797 XX Hammer Bro 2 0798 XX Hammer Bro 3 0799 XX Hammer Bro 4 079A XX Hammer Bro 5 079B XX ? 079C XX ? 079D XX Multi-coin block 079E XX Invulnerability frames (after enemy collision) 079F XX Starman invulnerability (when you have star) 07A0 XX "prelevel" screen timer, fired again when level starts 07A1 XX ? 07A2 XX DEMO countdown 07B1 XX Event Music Buffer flag ("cannot" die from pitfall if frozen to 0) 07C5 XX Screen Lock flag? (not used in FDS) 07D7 XX Score - TOP (X000000) 07D8 XX Score - TOP (0X00000) 07D9 XX Score - TOP (00X0000) 07DA XX Score - TOP (000X000) 07DB XX Score - TOP (0000X00) 07DC XX Score - TOP (00000X0) 07DD XX Score - Mario (X000000) 07DE XX Score - Mario (0X00000) 07DF XX Score - Mario (00X0000) 07E0 XX Score - Mario (000X000) 07E1 XX Score - Mario (0000X00) 07E2 XX Score - Mario (00000X0) 07E3 XX Score - Luigi (X000000) 07E4 XX Score - Luigi (0X00000) 07E5 XX Score - Luigi (00X0000) 07E6 XX Score - Luigi (000X000) 07E7 XX Score - Luigi (0000X00) 07E8 XX Score - Luigi (00000X0) 07E9 XX Coins - Mario (X00000) *Not displayed 07EA XX Coins - Mario (0X0000) *Not displayed 07EB XX Coins - Mario (00X000) *Not displayed 07EC XX Coins - Mario (000X00) *Not displayed 07ED XX Coins - Mario (0000X0) 07EE XX Coins - Mario (00000X) 07EF XX Coins - Luigi (X00000) *Not displayed 07F0 XX Coins - Luigi (0X0000) *Not displayed 07F1 XX Coins - Luigi (00X000) *Not displayed 07F2 XX Coins - Luigi (000X00) *Not displayed 07F3 XX Coins - Luigi (0000X0) 07F4 XX Coins - Luigi (00000X) 07F5 XX Time (X00000) *Not displayed 07F6 XX Time (0X0000) *Not displayed 07F7 XX Time (00X000) *Not displayed 07F8 XX Time (000X00) 07F9 XX Time (0000X0) 07FA XX Time (00000X) 07FB XX N/U (Set to 01 if in Worlds A-D, FDS exclusive) 07FC XX World Select (B button cycle at title screen) 07FD XX World to start (0-based) A+Start at title screen 07FE XX N/U 07FF XX Soft reset check = $A5 (e.g. after finishing the game) -------------------------------------------------------------------------------- Description -------------------------------------------------------------------------------- 1.0 Flags +--+---+ |00|Off| |01|On | +--+---+ 2.0 Hex Numbers +----+----+-----+ +--------+----+-----+ +----------------+----+-----+ | Bin| Hex| Dec | | Bin | Hex| Dec | | Bin | Hex| Dec | +----+----+-----+ +--------+----+-----+ +----------------+----+-----+ |0000| 0| 0| |00000000| 00| 0| |0000000000000000|0000| 0| |0001| 1| 1| |00010000| 10| 16| |0001000000000000|1000| 4096| |0010| 2| 2| |00100000| 20| 32| |0010000000000000|2000| 8192| |0011| 3| 3| |00110000| 30| 48| |0011000000000000|3000|12288| |0100| 4| 4| |01000000| 40| 64| |0100000000000000|4000|16384| |0101| 5| 5| |01010000| 50| 80| |0101000000000000|5000|20480| |0110| 6| 6| |01100000| 60| 96| |0110000000000000|6000|24576| |0111| 7| 7| |01110000| 70| 112| |0111000000000000|7000|28672| |1000| 8| 8| |10000000| 80| 128| |1000000000000000|8000|32768| |1001| 9| 9| |10010000| 90| 144| |1001000000000000|9000|36864| |1010| A| 10| |10100000| A0| 160| |1010000000000000|A000|40960| |1011| B| 11| |10110000| B0| 176| |1011000000000000|B000|45056| |1100| C| 12| |11000000| C0| 192| |1100000000000000|C000|49152| |1101| D| 13| |11010000| D0| 208| |1101000000000000|D000|53248| |1110| E| 14| |11100000| E0| 224| |1110000000000000|E000|57344| |1111| F| 15| |11110000| F0| 240| |1111000000000000|F000|61440| +----+----+-----+ |11111111| FF| 255| |1111111111111111|FFFF|65535| +--------+----+-----+ +----------------+----+-----+ 3.0 Bitwise Values 3.1 Controller Input +--+--------+ |01| Right | |02| Left | |04| Down | |08| Up | |10| Start | |20| Select | |40| B | |80| A | +--+--------+ 4.0 Lists 4.1 Character's State +--+----------------------------+ |00| Lives screen/loading | |01| Vine Warp | |02| Entering pipe (sides) | |03| Entering pipe (bottom) | |04| Flag Pole | |05| Autoscroll / Area complete | |06| Game Over | |07| Transition area | |08| Normal | |09| Growing | |0A| Shrinking | |0B| Dying | |0C| Fiery Mario | +--+----------------------------+ 4.2 Enemy ID +--+------------------------+ |00| Green Koopa Troopa | |01| Red Koopa Troopa | Used for defeated upside down sprite? |02| Buzzy Beetle | |03| Red Koopa Troopa | (again) |04| Green Koopa Troopa | (again) |05| Hammer Bros | |06| Goomba | |07| Blooper | |08| Bullet Bill (low) | |09| Green Koopa Paratroopa | |0A| Grey Cheep Cheep | |0B| Red Cheep Cheep | |0C| Pobodoo | |0D| Piranha Plant | |0E| Green Paratroopa Jump | |0F| (status bar margin) | Crashes game |10| Bowser's flame | |11| Lakitu | |12| Spiny Egg | |13| Nothing | |14| Flying Cheep Cheep | |15| Bowser's Flame | |16| Fireworks | |17| Bullet Bill (High) | |18| Stop Frenzy | |1B| Firebar | |1C| Firebar | |1D| Firebar | |1E| Firebar | |1F| Long Firebar (castle) | AND sets previous enemy slot to 20 or else only half of the line shows |20| | |21| | |22| | |23| | |24| Static lift | |25| Static lift | |26| Vertical going lift | |27| Vertical going lift | |28| Horizontal going lift | |29| Static lift | Will Fall if Player stays on it for too long |2A| *dummy lift | |2B| Castle elevator | going up |2C| Castle elevator | going down |2D| Bowser (special) | |2E| PowerUp Object | |2F| Vine Object | |30| Flagpole Flag Object | |31| StarFlag Object | |32| Jump spring Object | |33| BulletBill CannonVar | |34| Warpzone | |35| Toad | +--+------------------------+ 4.3 Power Up Type +--+------------------+ |00| Mushroom | |01| Flower | |02| Star | |03| 1 Up | |04|*Poison Mushroom | (FDS exclusive) +--+------------------+