Super Mario Bros. 3
From NES Hacker Wiki
Revision as of 14:46, 15 April 2015 by Novazero (talk | contribs) (Added new Easy Cheats and Memory Addresses for All Power-Ups Can Fly, Move While Ducking, All Power-Ups Tanooki Abilities, Kuribo's Shoe, All Power-Ups Shoot Fireballs Except Hammer Mario, Shoot Fireballs While Crouching, Always Detected As Small For Gaps)
Super Mario Bros. 3 is the third and last installment of the Super Mario Bros. series for the NES. The game functions similarly to the original except is has several new power ups, an overworld map, and several different bosses.
Contents
Easy Cheats
Icon | Addr | Val | Cmp | Description |
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0736 | 63 | - | P1 Infinite Lives |
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0737 | 63 | - | P2 Infinite Lives |
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00ED | 01 | - | Have Super Mushroom |
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00ED | 02 | - | Have Fire Suit |
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00ED | 03 | - | Have Raccoon Suit |
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00ED | 04 | - | Have Frog Suit |
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00ED | 05 | - | Have Tanookie Suit |
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00ED | 06 | - | Have Hammer Suit |
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0553 | 09 | - | Invincible |
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03DD | 7F | - | P-Meter Always Full |
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056E | 3F | - | Fly Forever |
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ACE6 | 00 | 08 | All Power-Ups Can Fly |
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A250 | 00 | 17 | All Power-Ups Shoot Fireballs Except Hammer Mario |
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A956 | A0 | 0A | All Power-Ups Have Tanooki Abilities (Statue & Spin Attack) [1 of 2] |
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A957 | 0A | A8 | All Power-Ups Have Tanooki Abilities (Statue & Spin Attack) [2 of 2] |
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AFF5 | 8D | CE | Infinite Tanooki Statue Morph Time |
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A25F | 90 | D0 | Can Shoot Fireballs While Crouching |
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ACB4 | 01 | 05 | Moon Gravity |
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00F0 | 05 | - | Slow Fall Rate (Huge P-Jumps) |
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ACC5 | 00 | 01 | No Max Jump Height |
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AFBA | 4D | CE | Infinite Time |
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A72E | 04 | 0F | Move While Ducking |
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B4B1 | 26 | 06 | Always Detected As Small For Gaps |
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00ED | 00 | - | Always Small |
How do I use these? |
North America
Memory Addresses
0017 - Controller 1 Poll 0075 - Mario Y position on overworld 0079 - Mario X position on overworld 00A2 - Player Y Position 00CF - Affects jumping height 00E5 - Type of block player is standing on 00EC - Player sprite frame number 00ED - Suit in game 00 - Mario 01 - Super 02 - Fire 03 - Raccoon 04 - Frog 05 - Tanookie 06 - Hammer Bro 00EE - Player sprite frame offset 0102-01DF - Appears unused 0200-02FF - Sprite Data 031F-0321 - Time display characters 0376 - Pause Flag (00 - Running, 01 - Paused) 0380-03B9 - Screen updating 03DD - P-meter (7F - Full [P-Wings 1 of 2]) 03E8 - Item selector X position 03E9 - Item selector item position (0-5) 03F3 - Mario Icon on overworld 00 - Mario 01 - Super 02 - Fire 03 - Raccoon 04 - Frog 05 - Tanookie 06 - Hammer Bro 07 - Cloud 08 - P-Wing 0435 - Card Matching Game Misses Remaining 0552 - Invincibility Timeout after getting hit. 0553 - Star Power Invincibility Timer 056E - Flight Timer (3F - [P-Wings 2 of 2]) 0577 - Kuribo's Shoe (01 - Enabled, 00 - Disabled) 05EE - Time: 9xx 05EF - Time: x9x 05F0 - Time: xx9 05F1 - Time: 1/38ths 05F3 - Item selector flag (00 - Closed, 01 - Open) 0720 - Affected when item selection opens and closes. 0727 - World [Part 1 of 2] (00-07) 0736 - Lives - Mario 0737 - Lives - Luigi 073A - World [Part 2 of 2] (00-07) 0746 - Mario Suit on overworld 00 - Mario 01 - Super 02 - Fire 03 - Raccoon 04 - Frog 05 - Tanookie 06 - Hammer Bro 07DF - Item selector position ? 7D80-7D9B - Mario Items 00 - Nothing 01 - Mushroom 02 - Flower 03 - Leaf 04 - Frog Suit 05 - Tanookie Suit 06 - Hammer Bro Suit 07 - Cloud 08 - P-Wing 09 - Star 0A - Anchor 0B - Hammer 0C - Whistle 0D - Music Box 7D9C-7D9E - Mario's Cards (00 - None, 01 - Mushroom, 02 - Flower, 03 - Star) 7DA2 - Mario Coins A24B - D0 - All Power-Ups Shoot Fireballs except Hammer Mario (F0) A250 - 00 - All Power-Ups Shoot Fireballs except Hammer Mario (17) A25F - 90 - Can Shoot Fireballs While Crouching (D0) (will pop up for a moment) A72E - 04 - Move while ducking (0F) A956 - A0 - All Power-Ups have Tanooki abilities (Statue & Tail Spin Attack) [1 of 2] (0A) (Graphically glitchy) A957 - 0A - All Power-Ups have Tanooki abilities (Statue & Tail Spin Attack) [2 of 2] (A8) (Graphically glitchy) AB74 - Charge P-meter (00 - While standing still) ACE6 - 00 - All Power-Ups Can Fly (08) AE2B - F0 - Power-Up Debug Mode, Press Select To Change Current Power-Up Ability (D0) AE2C - 00 - Power-Up Debug Mode, Press Select To Change Current Power-Up Ability (2B) AFF5 - 8D - Infinite Statue Morph Time for Tanooki Mario (CE) B4B1 - 26 - Always detected as small (06) (fit under 1-block high gaps with power-ups)
Code
Jump Routine
ACB7:C9 E0 CMP #$E0 ; Upper jump rate. Set to #FF for higher jumps.
Time Processing
The routine for decreasing time. Located at $034FAD in the ROM.
AF9D:AD 0A 07 LDA $070A ; AFA0:F0 4E BEQ $AFF0 AFA2:C9 0F CMP #$0F AFA4:B0 4A BCS $AFF0 AFA6:AD F3 05 LDA $05F3 ; AFA9:29 7F AND #$7F AFAB:0D 8C 05 ORA $058C ; AFAE:D0 40 BNE $AFF0 AFB0:CE F1 05 DEC $05F1 ; Decrease Time: 1/38th. AFB3:10 3B BPL $AFF0 AFB5:A9 28 LDA #$28 ; Load A with #28 (1/38th of a second). AFB7:8D F1 05 STA $05F1 ; Store A into Time: 1/38th. AFBA:CE F0 05 DEC $05F0 ; Decrease Time: xx9 AFBD:10 1D BPL $AFDC AFBF:A9 09 LDA #$09 AFC1:8D F0 05 STA $05F0 ; Store A into Time: xx9 AFC4:CE EF 05 DEC $05EF ; Decrease Time: x9x AFC7:10 13 BPL $AFDC AFC9:8D EF 05 STA $05EF ; AFCC:CE EE 05 DEC $05EE ; Decrease Time: 9xx AFCF:10 0B BPL $AFDC AFD1:A9 00 LDA #$00 AFD3:8D EE 05 STA $05EE ; AFD6:8D EF 05 STA $05EF ; AFD9:8D F0 05 STA $05F0 ; Store A into Time: xx9 AFDC:AD EE 05 LDA $05EE ; AFDF:C9 01 CMP #$01 AFE1:D0 0D BNE $AFF0 AFE3:AD EF 05 LDA $05EF ; AFE6:0D F0 05 ORA $05F0 ; AFE9:D0 05 BNE $AFF0 AFEB:A9 40 LDA #$40 AFED:8D F4 04 STA $04F4 ; AFF0:A2 02 LDX #$02 AFF2:BD EE 05 LDA $05EE,X ; AFF5:09 F0 ORA #$F0 AFF7:9D 50 7F STA $7F50,X ; AFFA:CA DEX AFFB:10 F5 BPL $AFF2 AFFD:60 RTS
10400 - Code for switching suits and taking a hit.