I incorporated a ton of addresses into my luascript, but I never made a list.
Here are some very basic ones:
http://tasvideos.org/GameResources/GBx/MarioAndLuigiSuperstarSaga.html#MemoryAddresses
EWRAM:
local Mario = {
Health = memory.read_u16_le(0x4866),
HealthMax = memory.read_u16_le(0x486A),
BP = memory.read_u16_le(0x486c),
BPMax = memory.read_u16_le(0x4870),
Pow = memory.read_u16_le(0x4874),
Def = memory.read_u16_le(0x487c),
Speed = memory.read_u16_le(0x4878),
Hige = memory.read_u16_le(0x4880),
Level = memory.read_s8(0x4888),
Experience = memory.read_u24_le(0x485c),
X = memory.read_u32_le(0x6c14),
Y = memory.read_u32_le(0x6c18),
Z = memory.read_u32_le(0x6c1C),
Altitude = memory.read_u32_le(0x6c20),
XBefore = memory.read_u32_le(0x6c3c),
YBefore = memory.read_u32_le(0x6c40),
ZBefore = memory.read_u32_le(0x6c44),
AltitudeBefore = memory.read_u32_le(0x6c48),
Mobility = memory.read_u8(0x6f59)
}
local Luigi = {
Health = memory.read_u16_le(0x48a2),
HealthMax = memory.read_u16_le(0x48a6),
BP = memory.read_u16_le(0x48a8),
BPMax = memory.read_u16_le(0x48ac),
Pow = memory.read_u16_le(0x48b0),
Def = memory.read_u16_le(0x48b8),
Speed = memory.read_u16_le(0x48b4),
Hige = memory.read_u16_le(0x48bc),
Level = memory.read_s8(0x48c4),
Experience = memory.read_u24_le(0x4898),
X = memory.read_u32_le(0x6fb0),
Y = memory.read_u32_le(0x6fb4),
Z = memory.read_u32_le(0x6fb8),
Altitude = memory.read_u32_le(0x6fbc),
XBefore = memory.read_u32_le(0x6fd8),
YBefore = memory.read_u32_le(0x6fdc),
ZBefore = memory.read_u32_le(0x6fe0),
AltitudeBefore = memory.read_u32_le(0x6fe4),
Mobility = memory.read_u8(0x72f5)
}
Maybe you can study my script for more
local AddressTableStats = {
[1]= {0,"Mario",0xFFB0B0B0},
[2]= {1,"Experience",0xFFFF8080,"EWRAM",0x485C,3,true,0,946405,1},
[3]= {1,"Level",0xFFFF8080,"EWRAM",0x4888,1,true,1,99,1},
[4]= {1,"HP",0xFFFF8080,"EWRAM",0x4866,2,true,nil,nil,nil},
[5]= {1,"HP-Max",0xFFFF8080,"EWRAM",0x486A,2,true,nil,nil,nil},
[6]= {1,"BP",0xFFFF8080,"EWRAM",0x486C,2,true,nil,nil,nil},
[7]= {1,"BP-Max",0xFFFF8080,"EWRAM",0x4870,2,true,nil,nil,nil},
[8]= {1,"Pow",0xFFFF8080,"EWRAM",0x4874,2,true,nil,nil,nil},
[9]= {1,"Def",0xFFFF8080,"EWRAM",0x487C,2,true,nil,nil,nil},
[10]= {1,"Speed",0xFFFF8080,"EWRAM",0x4878,2,true,nil,nil,nil},
[11]= {1,"Stache",0xFFFF8080,"EWRAM",0x4880,2,true,nil,nil,nil},
[12]= {1,"Base Max-HP",0xFFFF8080,"EWRAM",0x4868,2,true,nil,nil,nil},
[13]= {1,"Base Max-BP",0xFFFF8080,"EWRAM",0x486E,2,true,nil,nil,nil},
[14]= {1,"Base Pow",0xFFFF8080,"EWRAM",0x4872,2,true,nil,nil,nil},
[15]= {1,"Base Def",0xFFFF8080,"EWRAM",0x487C,2,true,nil,nil,nil},
[16]= {1,"Base Speed",0xFFFF8080,"EWRAM",0x4876,2,true,nil,nil,nil},
[17]= {1,"Base Stache",0xFFFF8080,"EWRAM",0x487E,2,true,nil,nil,nil},
[18]= {0,"Luigi",0xFFB0B0B0},
[19]= {1,"Experience",0xFF80FF80,"EWRAM",0x4898,3,true,0,946498,1},
[20]= {1,"Level",0xFF80FF80,"EWRAM",0x48C4,1,true,1,99,1},
[21]= {1,"HP",0xFF80FF80,"EWRAM",0x48A2,2,true,nil,nil,nil},
[22]= {1,"HP-Max",0xFF80FF80,"EWRAM",0x48A6,2,true,nil,nil,nil},
[23]= {1,"BP",0xFF80FF80,"EWRAM",0x48A8,2,true,nil,nil,nil},
[24]= {1,"BP-Max",0xFF80FF80,"EWRAM",0x48AC,2,true,nil,nil,nil},
[25]= {1,"Pow",0xFF80FF80,"EWRAM",0x48B0,2,true,nil,nil,nil},
[26]= {1,"Def",0xFF80FF80,"EWRAM",0x48B8,2,true,nil,nil,nil},
[27]= {1,"Speed",0xFF80FF80,"EWRAM",0x48B4,2,true,nil,nil,nil},
[28]= {1,"Stache",0xFF80FF80,"EWRAM",0x48BC,2,true,nil,nil,nil},
[29]= {1,"Base Max-HP",0xFF80FF80,"EWRAM",0x48A4,2,true,nil,nil,nil},
[30]= {1,"Base Max-BP",0xFF80FF80,"EWRAM",0x48AA,2,true,nil,nil,nil},
[31]= {1,"Base Pow",0xFF80FF80,"EWRAM",0x48AE,2,true,nil,nil,nil},
[32]= {1,"Base Def",0xFF80FF80,"EWRAM",0x48B6,2,true,nil,nil,nil},
[33]= {1,"Base Speed",0xFF80FF80,"EWRAM",0x48B2,2,true,nil,nil,nil},
[34]= {1,"Base Stache",0xFF80FF80,"EWRAM",0x48BA,2,true,nil,nil,nil}
}
Are you interested in editing the ROM itself, or editing values on the go?
Do you want to edit room layouts, graphics, text too?
I'm not particularly interested in making a list. I think my script serves already as a good editor especially in some cases where you can't be straightforward (such as A) when editing savegames, which requires adjusting the checksum, or B) when editing pants/badges, which requires taking into account your equips and the menu order or C) when editing overworld NPCs, which update each time you enter a new room).
Maybe you can find resources here:
http://s3.zetaboards.com/Lighthouse_of_Yoshi/forum/56810/