- #Super mario bros 3 gba rom europe how to
- #Super mario bros 3 gba rom europe full
- #Super mario bros 3 gba rom europe code
When the level is loaded this value gets transferred to 00ED. $0746 to $- = Mario's Form that he will start next level as. (max F423F) (There's a hard coded 0 in the score display) $0715 to $0717 = current player score divided by dec10. $066F to $- = Card selection for the flashing card that you jump to get $0669 to $- = The item you'll get from a toad house $0588 to $- = Timer for "Backstage" status $0585 to $- = (?) Set to $FF to slide "right" (not left) through solid objects $0584 to $- = Underwater / not underwater selection Used at least for locking 0515 and thus the P-meter while in flight.
#Super mario bros 3 gba rom europe full
$057B to $- = Indicates flight? Has the value 1 when P-meter is full AND player is jumping. $057A to $- = Enable statue mario characteristic (gray & invincible, note: can't go down pipes with this characteristic enabled)
#Super mario bros 3 gba rom europe how to
No idea how to CLEAR the flags, probably not possible here. small Mario in statue form).Ĥ0=Enable swimming (causes splash on land)Ĩ0=Enable Kuribos boot. Flag-like values combine with ANY mode (so you can get e.g. Modes 1-7 can be changed at will (same as ED value+1). $0577 to $- = Indicates whether Mario currently has Kuribos boot. $0570 to $- = Number of frames ducking on white block $056F to $- = Ducking flag Set to $FF for squat-float effect Power Meter instantly empties when this hits zero.
$056E to $- = Timer that determines how long flight will last. $055C to $- = Mario's velocity 4 bits precision for 1/256th of a pixel $0559 to $- = Set to FF for auto-control of player character
$0554 to $- = Timer for change suit poof effect (set value is 17 (or 11 hex?))
Determine how long you flash (are invincible) $0552 to $- = Timer that is set after player is hit. $0545 to $- = Level start entrance effect. $0525 to $- = Countdown timer for bounce block sprite (like ? when hit). If set to nonzero value will make the powerup rise again(!) wherever it is on screen. $051D to $- = Countdown timer for powerups rising animation. They seem to be assigned backwards, 051C is used for the first enemy to come on screen, then 051B etc. $051B? to $051C = Countdown timers for enemy use. $0516 to $- = Countdown timer for multi-coin blocks. $0515 to $- = Countdown timer for advancing the P-meter up or down. $0511 to $- = Countdown timer for raccoon tail waving (repeatedly pressing jump button). $0510 to $- = Countdown timer for player going in/out of pipe. There's a routine at A1DC decrementing these eight timers towards 00 every frame. $0510 to $0517 = Various countdown timers. Freeze to $00 to remove some sounds (i.e. $03F3 to $- = Character selection on map (ED value or 7-cloud, 8-p-wing) Bits 0-5 govern each arrow in turn and bit 6 is the P. $0200 to $02FF = DMA transfer to sprite memory.
#Super mario bros 3 gba rom europe code
$0100 to $01FF = CPU Stack - Set 160 to 80 to enable debug mode without having to use the Game Genie code $000F7 to $- = Controller status, buttons held down $000F5 to $- = Controller status, new buttons pressed this frame (each bit clears to zero after initial frame) $000EF to $- = Mario/Luigi status flag: 40 facing right, 00 facing left $000EE to $- = Mario/Luigi Character Sprite Displayed(gets set just before display) $000ED to $- = Current form (to set, use 0578): $000D0 to $? = Enemy Sprite vertical velocity (signed byte) $000CF to $- = Player vertical velocity (signed byte) $000BE to $? = Enemy Sprite horizontal velocity (signed byte) $000BD to $- = Player horizontal velocity (signed byte) Sprite disappears, death music plays and returns you to world map. $000B4 to $- = Player vertical position with 11 added. $000A3 to $? = Enemy Sprite vertical positions on screen low byte $000A2 to $- = Player vertical position in levels. $0009A to $? = Platform move direction index $00091 to $? = Enemy Sprite horizontal positions on screen low byte Changing may cause problems in Name Table. $00090 to $- = Player horizontal position. $00088 to $? = Enemy Sprite vertical positions on screen high byte $00087 to $- = Vertical position measured in units of 8 blocks wide Shifting back to the left occurs at 20, then A0, then 20, then A0. If multipaged, E0 shifts screen right, then 60, then D0, then 50. $00079 to $- = On map screen horizontal position. $00078 to $- = On map screen vertical position (see next RAM location description) $00077 to $- = Page counter on map screen $00076 to $? = Enemy Sprite horizontal positions on screen high byte Also horizontal position in levels measured in units of 8 blocks wide. $00075 to $- = On map screen vertical position. $00015 to $- = Increased by one every game cycle. used to adjust main character sprite vertical position