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Super Mario Land disassembly (kaspermeerts/supermarioland)

Meerts, Kasper and Retro-Hax. 2022. “Super Mario Land disassembly (kaspermeerts/supermarioland).” Commit 618d00e.

Cite as
kaspermeerts' SML disassembly
Original
https://github.com/kaspermeerts/supermarioland
Pinned
kaspermeerts/supermarioland @ 618d00ed6c330928e106719533c6e294ae5d5726
Accessed
2026-10-21
Licence
none stated
Credit
Disassembly and comments by Kasper Meerts, with contributions from Retro-Hax.
Notes
Partial: the README estimates bank 0 at three quarters disassembled and banks 1–3 at a third to a half, the rest included from the ROM. It builds Super Mario Land (World) (Rev A).

Cited on

  • Super Mario Land

Claims (4)

A jump starts on the frame A goes down while Mario's jump status ($C207) is 0 and his on-ground flag ($C20A) is set. Unless Mario is running, the jump also sets the jump index $C208 to 2.bank3.asm L398–430bank3.asm L370–373Code
Measured in the game, a standing jump with A held moves Mario up nothing on the press frame, then 3, 3, and 2 px a frame to 24 px, then 1 px or 0 a frame to an apex of 33 px on frame 23. The fall retraces the rise in reverse, and he lands on frame 49.bank3.asm L398–430Verified
Letting go of A while Mario rises moves the jump index to $0F, near where the table's 1 px steps begin, unless the index is already at $0F or past it. Measured, a 1-frame tap reaches 10 px, 5 frames 19 px, 10 frames 29 px, and 15 frames or more the full 33.bank3.asm L384–389bank3.asm L338–348Verified
Measured, a running jump with A held rises 4, 4, 3, 3, then 2 px a frame and peaks at 41 px on frame 25, higher than the standing jump's 33.bank3.asm L417–422Verified
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