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Tip: Switch palace switches normally disappear if you replay the level. However, if you insert them as direct Map16 and use the hex-edit at 070B2 in the ROM map, you can replay the level without a problem.Not logged in.
ROM Addresses
The list currently contains 2742 addresses which is approximately 68.37% of the ROM. 2 addresses are waiting to be moderated.
Submit ROM Address - ROM Addresses Waiting To Be Moderated - Graphical ROM Map
AddressSNESLengthTypeDescription
00200$00:800039 bytes1This is the starting address of SMW. This takes care of basic initialization such as disabling IRQ, HDMA, DMA, clearing the SPC ports, enabling F-blank, disabling emulation mode, disabling decimal mode, initializing the direct page, and setting up the stack.
00227$00:802743 bytes1This is code is responsible for uploading the OAM clear routine to $7F8000. The uploaded routine is essentially an unrolled loop which stores #$F0 to all of the OAM mirror($0200) Y positions.
00252$00:805225 bytes1This is the main part of the SMW initialization routine. SPC engine upload, sample upload, OAM setup, windowing setup, and RAM clearing all happens here.
0026B$00:806B14 bytes1This is the main game loop of SMW. It is used to wait for V-blank to complete before executing the code of the next frame. One of the frame counters ($13) is also incremented here.
0030E$00:810E15 bytes21(JSR) OW Music uploader.
00334$00:813437 bytes21(JSR) Uploads level music bank.
00359$00:815917 bytes21(JSR) Credit music uploader.
00379$00:817949 bytes1Handles transfers to and from the SPC700 (I/O). Changing all values to [EA] (NOP) or jumping over the code effectively mutes all sound.
00493$00:82931 byte0How many scanlines the status bar uses during a regular level.
006D0$00:84D0258 bytes32Stripe image pointer table. Each 24-bit pointer here corresponds to a value of $12, but only multiples of 3 are used. (The first pointer is for value 00, the second is for value 03, the third for 06, etc.)
00850$00:8650119 bytes21This is the routine that polls the controller and updates $15, $16, $17, $18.
$0086A0 (x8A0) - Change to [9C A0 0D AD A0 0D A2 00] to cause both player 1 & 2 to be controlled by controller 1.
008DF$00:86DF27 bytes21Pointer subroutine: Jump to a 2-byte pointer, the position of the pointer used is "Position after the JSL + 1 + (A*2)". The subroutine should always be accessed by a JSL.
008FA$00:86FA36 bytes21Pointer subroutine: Jump to a 3-byte pointer, the position of the pointer used is "Position after the JSL + 1 + (A*3)". The subroutine should always be accessed by a JSL.
009AD$00:87AD617 bytes21This routine is the DMA routine in charge of updating layers one and two as needed. This is controlled by the addresses $1BE4 and $1CE6 when they are a non-zero value.
00C4E$00:8A4E43 bytes21Clear RAM subroutine. This is part of the reset routine, and it ends with an RTS.
00C79$00:8A7959 bytes1The routine that sets up certain VRAM-related registers in normal levels.
- $008A80: Default value for $2107 [23].
- $008A85: Default value for $2108 [33].
- $008A8A: Default value for $2109 [53].
- $008A8F: Default value for $210B [00].
- $008A94: Default value for $210C [04].
- $008AAB: Default value for $2130 [02], although it's actually stored to the mirror here (i.e. $44).
$210A is never set, since it is only ever used in Mode 0.
00E59$00:8C5940 bytes6Tile array for numbers in bonus star counter.
00E81$00:8C818 bytes6Top line of status bar (4 top tiles of item box.)
00E89$00:8C8956 bytes6Second line of status bar.
00EC1$00:8CC154 bytes6Third line of status bar.
00EF7$00:8CF78 bytes6Bottom line of the status bar (4 bottom tiles of the item box.)
00F8B$00:8D8B1 byte15Timer speed (USE WITH 102E)
00F90$00:8D9028 bytes0These four tables indicate the DMA settings and the source address to use for the status bar tiles (the ones that are uploaded at the very beginning of the level). The tables get stored in the order of $43x0-$43x6.
00FAC$00:8DAC59 bytes6The routine that draws the status bar onto the screen. It uses DMA to write the Layer 3 tiles to VRAM.
00FF5$00:8DF55 bytes6The tiles that make up Luigi's name in the status bar.
00FFA$00:8DFA4 bytes5Tilemap of reserve item. First byte is mushroom, second is flower, third is star, fourth is feather.
00FFE$00:8DFE4 bytes5YXPPCCCT of stars in the item box. It cycles between the four entries every second frame.
01002$00:8E024 bytes5YXPPCCCT data for reserve item. First byte is mushroom, second is flower, third is bypassed ($008DFF), fourth is feather.
01006$00:8E0620 bytes6Bonus star counter tilemap - 2 bytes for each number. Every first byte is for the upper tile, every second byte for the bottom tile.
0101A$00:8E1A480 bytes6The routine that updates the values of all the addresses used for the status bar ($0EF9-$0F2F).
$008E28 - Change this address to AD to disable the timer.
$008E2E - Timer speed (USE WITH F8B)
$008E5C - Time is Running Out SFX. Change from FF to 00 to stop the music from speeding up when time reaches 99.
$008E6B - [22 06 F6 00] Change to [EA EA EA EA] to not kill Mario when the timer reaches zero. The timer will count down normally and stop at zero, but Mario will not die
$008EDB - Change this and/or 01109 from 20 12 90 to EA EA EA to disable writing the score to the status bar when playing as Mario and/or Luigi, respectively. Useful if you want to place another counter in place of the score using Smallhacker's Status Bar Editor.
$008F2C - How many coins you need to get an 1up (USE WITH 01137)
$008F2F - [EE E4 18] Change to [EA EA EA] to not gain a life after collecting enough for one.
$008F37 - Number of coins to subtract from the counter when you gain enough for a 1up (Default: $64 (100). Change to [01] to create a coin wallet effect - use with x112F.
$008F41 - (Use with x1145) Maximum life limit, minus one. Warning: Changing this to anything higher than 0x7E (127 lives) will remove the life limit entirely! Also, if you have more than 99 lives, the life counter will appear slightly glitched.
$008F45 - (Use with x1141) Maximum life limit, minus one. Note that if you have more than 99 lives, the life counter will appear slightly glitched.
$008F62 - Number of bonus stars required to enter bonus game
$008F67 - [8D 25 14] Change to EA EA EA to disable entering bonus game when player has 100 bonus stars.
$008F6F - Amount of bonus stars that will be subtracted when 100 bonus stars are collected. Change to [01] to make 99 the maximum amount of bonus stars you can get - to create a bonus star wallet effect, use with x1167.
$008F7E - Writes coins to status bar. Changing to [EA EA EA EA EA EA] will disable the coins from being written to the status bar.
$008F95 - [09] The X position of the small bonus star counter in the status bar.
$008FC5 - [20 79 90] Change to EA EA EA to disable the item GFX in the status bar
$008FCE - Length of "LUIGI" text (Status bar)
$008FE7 - Tile used on the status bar when there's no Yoshi coin in that spot.
$008FED - Tile used on the status bar when there is a Yoshi coin in that spot.
01245$00:904512 bytes21Hexadecimal to Decimal conversion subroutine.
"A" now has decimal 1s digit of original "A".
"X" now has decimal 10s and possibly 100s digit of original "A".
(Note: It ends with an RTS. You can JSL to $00974C if you want, though.)
01253$00:90533 bytes6Change to EAEAEA to get rid of the small bonus stars. Use in conjunction with address $00:9068
01268$00:90683 bytes6Change to EAEAEA to get rid of the small bonus stars. Use in conjunction with address $00:9053
01279$00:907988 bytes6Subroutine that draws the power up item to the item box on the status bar during levels.
$0090AE is the X position of the Item Box item.
$0090B3 is the Y position of the Item Box item.
Note: Those two positions are only graphical. It won't change where the item drops from when select is pressed.
012D1$00:90D1104 bytes5Tile numbers for 'MARIO START' and various similar messages.
$0090EE is for the top half of Time Up.
$009122 is for the bottom half of Time Up.
01339$00:9139104 bytes5YXPPCCCT properties for 'MARIO START' and various similar messages.
Change $00913F from 30 to 34 and $009170 from F0 to F4 to fix the S in "Mario/Luigi Start".
$009156 is for the top half of 'TIME UP".
013AC$00:91AC1 byte0Number of coins needed to get an 1up from the green star block.
013DB$00:91DB1 byte1Change it to D0 to switch the "Mario/Luigi Start"
01529$00:932984 bytes916-bit game mode pointers. Indexed by $7E:0100.
01589$00:93894 bytes27X position of the "Nintendo Presents" tiles
0158D$00:938D4 bytes5"Nintendo Presents" logo tilemap
015A5$00:93A51 byte27Y position of "Nintendo Presents" logo
015B0$00:93B01 byte5YXPPCCCT properties for "Nintendo Presents".
015C1$00:93C11 byte14"Nintendo Presents" logo sound effect
015C6$00:93C61 byte15How long "Nintendo Presents" stays on the screen before disappearing.
015CB$00:93CB1 byte0Blinking Nintendo Presents (0F = 0 time, 1F = 1 time, 2F = 2 times, etc)
Also known as Nintendo Presents Brightness (Values use Brightness Register ($0DAE))
01636$00:94363 bytes0Change from [AD 33 14] to [4C 17 94] to disable the circle fade in from Title screen. Use in conjunction with address $009AAD.
0163B$00:943B1 byte0How fast the circle right before the titlescreen opens. Default value is 04. The higher the value, the faster it opens. Don't go beyond #$19.
01651$00:94517 bytes2Back area colours to use for each castle destruction scene (One byte per movie)
01659$00:94597 bytes2Castle palette for castle destruction movies. (One byte per movie)
016A1$00:94A11 byte11Music Bank that is used for the ending music.
0E = Overworld Music
48 = Level Music
59 = Ending Music
016B3$00:94B31 byte11Boss castle destruction sequence music #1
0170B$00:950B1 byte13DEBUG: Boss defeated scene select (30 = enable)
0175F$00:955F1 byte0GFX File loaded for Credits font
01786$00:95864 bytes28Which level to use for the Yoshi's House part in the credits. 'A9 28 A0 01'. Do not change A9 and A0. 28 is the low byte of the level (Note: Level number + 24), 01 is the high byte.
0188E$00:968E32 bytes1This is the beginning of the code that is executed for game mode 10 (the black period between faseout from the OW and Mario Start).
$0096A5 is which Layer 1 tile on the overworld will prevent the "Mario Start!" from appearing if the player is on it. (Default is $56, the Yoshi's House tile.)
Change $0096A6 to EA EA to make MARIO START! appear on the Yoshi's house OW tile number, or to 80 03 to make the MARIO START! never appear.
018AE$00:96AE158 bytes1This is the code that is executed by game mode 03 (Load title). Game mode 11 (Mario Start) also uses parts of this code. The shared parts starts at $0096D5.
$0096C4 is music Bank Used for the Title Screen. 0E = Overworld Music, 48 = Level Music, 59 = Ending Music.
$0096C7 is the title screen (level C7) music.
$0096CC is the title screen level number+$24.
$009724 is the intro screen (level C5) music.
Changing $009725 to "9C FB 1D" will allow you to change the music for the intro via Lunar Magic.
$009737 is the Bowser scene 1 music.
0194C$00:974C4 bytes21Calls the hex->dec subroutine and ends in an RTL.
01A0F$00:980F2 bytes2716-bit X position of Mario when he starts at the Iggy / Larry room. First byte = X lo, second byte = X hi (this byte is not recommended to change).
01C16$00:9A161 byte27Y lo position of Mario at the start of the Morton/Ludwig/Roy battle.
01C1F$00:9A1F47 bytes21Writes the Map16 data for Ludwig/Morton/Roy's boss battle room.
$009A40 is what tile the lava tiles in the Morton/Ludwig/Roy battles act like (by default: 05). Only Map16 page 00 is usable.
01CAD$00:9AAD3 bytes0Change from [A9 33 85] to [4C C0 9A] to disable the circle fade in from Title screen. Use in conjunction with address $009436.
01CB2$00:9AB21 byte0Change to [03] to make all layers appear at the same time during titlescreen load.
01CCB$00:9ACB76 bytes21The cursor routine used in file selection, player selection, and erase file.
$009AD3 - If you change this to EA EA EA, the cursor arrow will never be shown in front of the game-start menus. (It will still act as though it were there, though.)
$009AE4 - SFX that comes up when you select a game at the title screen.
$009AFA - SFX played when you change an option at the title screen and overworld menus.
01DC9$00:9BC974 bytes34Save Game function. (Load Game starts around 1EEF. Last byte used in SRAM seems to be $70:0358.)
The save routine is documented in depth here.
01E1F$00:9C1F69 bytes29Mario's movement data on Title Screen.
Format: xx yy xx yy xx yy [...] $FF
The XXs is the value to store to $15, except that the Select flag (#$20) is instead used to tell if the XY flag (#$40) should be masked away from $16 (if it's set, that bit is stored to $16 unchanged; if clear, that bit is masked away. All other bits are stored to $16.)
The YYs is how long to keep that value there. Setting an XX to $FF ends it.
01E6A$00:9C6A1 byte1Change to 80 to open save game menu without pressing a button or Title Screen Playing.
01E82$00:9C823 bytes1Change to [EA A9 00] to remove title screen movement. Title screen will not loop.
01E87$00:9C871 byte1Change D0 (BNE) to 80 (BRA) to never make the titlescreen loop.
01E9F$00:9C9F4 bytes1Change from 22 00 80 7F to EA EA EA EA to disable sprites from disappearing on the title screen when pressing a button (opening file select menu)
01EA9$00:9CA91 byte0Display following layers: ---o4321. o = sprite layer, 4 = layer 4 (unused), 3 = layer 3 (no effect however), 2 = layer 2, 1 = layer 1. Clear the corresponding bits for these layers to not make them display on file select screen load.
01EAD$00:9CAD3 bytes1Change '9C 9F 0D' to 'EA EA EA', and, if you happened to have a HDMA effect in the titlescreen, it will not be disabled when you go to the File Menu.
01EB1$00:9CB11 byte28Intro level number. Change to [00] and you will skip the intro screen (level C5). You'll warp to the OW immediately.
01ECB$00:9CCB3 bytes0SRAM starting addresses for each of the three save files, high byte.
01ECE$00:9CCE3 bytes0SRAM starting addresses for each of the three save files, low byte.
01ED7$00:9CD74 bytes5Y displacement for tiles in the first shared GFX routine ($019CF3).
01EDB$00:9CDB24 bytes5Properties for tiles in the first shared GFX routine ($019CF3). It's indexed by the value of $05 times 4.
01F6D$00:9D6D1 byte0How many exits you need to get the *96 icon.
01F71$00:9D711 byte0First tile of the *96 icon.
01F73$00:9D731 byte0Second tile of the *96 icon.
01F8B$00:9D8B1 byte2Palette for "number of levels beaten" in the Title Screen's Game Selection Menu (stored in YXPCCCTT format, but kind of screwy; value 30 seems to work well, though)
01FB5$00:9DB569 bytes21The subroutine that checks if a saved game file is blank or not. When this subroutine returns, if Z = 0, the file is a new one.
02025$00:9E251 byte0Amount of lives to start with.
02035$00:9E352 bytes1Set powerups at game start. ($19 = #$00, small Mario.)
0206C$00:9E6C1 byte0Number of options in the file select menu. $04 by default.
0206E$00:9E6E1 byte0Number of options in the 1/2 player select menu. $02 by default.
0212A$00:9F2A1 byte0Speed of Fade-ins and Fade-outs.
0212F$00:9F2F1 byte17Change from 01 to 0F to stop fadeout on entering level, new area, and back to submap. (Use with x2159)
02146$00:9F4656 bytes21Fading/mosaic routine.
Change $009F59 from D0 to 90 to eliminate all fadeouts. (use in conjunction with $009F2F). Mod note: I've heard that this one is buggy. Use on your own risk.
$009F67 controls which layers are affected by the mosaic effect.
Format: xxxx4321.
The numbers present the layer numbers to add mosaic on. So 1 = Layer 1, 2 = Layer 2, etc.
02188$00:9F8848 bytes6Layer 3 settings. The table is indexed by 3t + i, where t is the tileset number and i is the Layer 3 image setting (00 = variable tide, 01 = low tide, 02 = tileset-specific image). It is used by the routine at $009FB8. The actual format seems to be:
01 = variable-height tide
02 = fixed-height tide
80 = Layer 3 smashers/cage
81 = slow-auto-scrolling background (except in tilesets 1 and 3, where it will be a background that scrolls at half the rate Layer 1 does)
C0 = same as 80, except without the smasher palette
021B8$00:9FB8141 bytes21The main Layer 3 handling routine in levels.

- $009FDA: Starting Y position of the rising/lowering tide.
- $009FDF: Y position of the fixed-height tide.
- $009FF3: One of two tilesets for which the tileset-specific Layer 3 background will not auto-scroll. The other is at $009FF7.
- $009FF7: One of two tilesets for which the tileset-specific Layer 3 background will not auto-scroll. The other is at $009FF3.
- $00A00A: Pointer to the layer 3 crusher palette.
02245$00:A04538 bytes6The routine that sets the interaction of the Layer 3 tide tiles.

Both $00A04E and $00A04F are the low byte of the Map16 tile that the tides act like; nothing is stored to the high byte, so this is always on page 0.
0226B$00:A06B14 bytes2716-bit X-coordinates for each of the seven submaps. The main map has values of 0, and is overridden elsewhere.
02279$00:A07914 bytes2716-bit Y-coordinates for each of the seven submaps. The main map has values of 0, and is overridden elsewhere.
0229C$00:A09C1 byte15Timer to disable skipping the intro message (level C5).
The timer decreases every 4 frame.
022CC$00:A0CC3 bytes0Saves Mario/Luigi's powerups based on which one you are using for the level
022F9$00:A0F91 byte1Part of the routine that runs after dying with zero lives.

If # of levels beat is zero, then it will take you back to the intro screen, if levels beat is positive, it will take you back to the last place you saved on the OW and bring up the Continue/End dialog.

Change this byte to BRA ($80) to cause it to not send you to the intro screen and bring up the Continue/End dialog if you haven't saved for the first time. (In other words, it will take you back to Yoshi's House on an unedited overworld.)
02348$00:A1481 byte30GFX file for animated tiles (waterfalls etc) on the overworld.
023E3$00:A1E31 byte1Change to 0xEA to keep the game running when a message box is on the screen.
0241E$00:A21E1 byte29Button to press for Pause. (Checks $16)
0241F$00:A21F1 byte1Change from F0 (BEQ) to 80 (BRA) to disable pausing
0242D$00:A22D1 byte15Timer (in frames) that runs to prevent the pause flag from being flipped instantly. Change [3C] to another value to change the time it takes for Mario to pause/unpause.
0243E$00:A23E1 byte11Change to 12 and music will continue to play when you pause the game. Changing [11] to another value will alter the sound effect that occurs when pausing the game.
02448$00:A2481 byte13DEBUG: Advance frame / Slow motion (00 = enable)
02456$00:A2561 byte13DEBUG: Slow motion speed
0245B$00:A25B47 bytes29Code to handle leaving the level with Start+Select.

Change $00:A268 to 00 to always allow leaving the level.
Change $00:A273 to 00 to beat the level by doing that, not just leave it. Holding A or B will give the secret exit.
02500$00:A300144 bytes21The routine that handles the graphics that get DMA'd to the first five 16x16 tiles in SP1. It also write the necessary colors to the player's palette (colors 6-F).
$00A30A - Mario/Luigi Palette - Starting Index (Changing this will cause Mario/Luigi to flash when the screen fades out after beating a boss)
$00A320 - Mario/Luigi Palette - Amount of colours * 2
02590$00:A3901 byte1[C2] Change to 60 to disable all animations in levels. This includes colour 64.
Note: LM will still show the animations.
025DB$00:A3DB2 bytes17[00 08] For which VRAM address animation data will be broken up into two lines of two tiles instead of a single line of four tiles.
02600$00:A4002 bytes17[00 09] VRAM address of the second line of two animated tiles (value should be $00A3DB + 0x100).
0261A$00:A41A1 byte2[A9] Changing this to 60 will disable the flashing yellow color in levels, but not on the overworld.
0261B$00:A41B1 byte2Palette number to use for the flashing palette. Default value is $64
02629$00:A42912 bytes2Changing [B9 0C B6 8D 22 21 B9 0D B6 8D 22 21] to [80 0A EA EA EA EA EA EA EA EA EA EA] will disable the flash animation of colour #64. Make sure that the "View Animation" function in Lunar Magic is disabled.
WARNING: Will disable the animated colours on the OW too!
02639$00:A4391 byte0Change [F0] (BEQ) to [80] (BRA) to prevent various tiles in SP1 to be overwritten (which meant using ExGFX for them would have no effect). This does not affect tiles 00-09, 10-19 and 7F of SP1.
02714$00:A5141 byte2The first animated colour on the overworld. (Default: 6D.)
0271D$00:A51D1 byte2The second animated colour on the overworld. (Default: 7D.)
02957$00:A7571 byte0How far to offset the players position to the right when exiting a vertical pipe. Values above 0F aren't recommended.
0295F$00:A75F1 byte0How many frames to move Mario when exiting upward from a vertical pipe.
02963$00:A7631 byte0How many frames to move Mario when exiting downward from a vertical pipe while small.
02969$00:A7691 byte0How many frames to move Mario when exiting downward from a vertical pipe while with a powerup.
02A2E$00:A82E1 byte0GFX File loaded for "MARIO START!," "GAME OVER," etc.
02AC3$00:A8C3104 bytes1726x4 byte table, Sprite GFX list.
Normal levels can use 00-0F, but the following values have also been observed:
10: [00 00 00 08] Unused?
11: [10 0F 1C 1D] Overworld
12: [00 01 24 22] Morton, Roy, Ludwig
13: [00 01 25 22] Iggy, Larry, Reznor
14: [00 22 13 2D] Castle destruction sequence
15: [00 01 0F 22] Walking home during the credits
16: [00 26 2E 22] Yoshi's House during the credits
17: [21 0B 25 0A] Boss list from the credits
18: [00 0D 24 22] Bowser
19: [2C 30 2D 0E] THE END screen
02B2B$00:A92B60 bytes826x4 byte table, FG/BG GFX list.
Normal levels can use 00-0E, but cutscenes set this to higher values.
02B6F$00:A96F28 bytes8Submap Foreground Graphics
02BCD$00:A9CD1 byte0GFX file to use for Nintendo Presents logo
02C70$00:AA701 byte0GFX file to load special world graphics into
02C76$00:AA761 byte1Change from 10 to 80 to disable the Koopas from using different graphics after the special world is passed
02C79$00:AA791 byte5GFX File loaded for enemies after Special World is passed
02D43$00:AB431 byte10GFX File loaded for Mode 7 objects
02E06$00:AC062 bytes2Layer 3 Palettes Pointer
02E0B$00:AC0B2 bytes2Layer 3 Palettes Starting Index
02E10$00:AC102 bytes2Layer 3 Palettes X-Span -1
02E15$00:AC152 bytes2Layer 3 Palettes Y-Span -1
02E1D$00:AC1D2 bytes2Foreground/Sprite Palettes Pointer
02E22$00:AC222 bytes2Foreground/Sprite Palettes Starting Index
02E27$00:AC272 bytes2Foreground/Sprite Palettes X-Span -1
02E2C$00:AC2C2 bytes2Foreground/Sprite Palettes Y-Span -1
02E3C$00:AC3C2 bytes2Back Area Colours Pointer
02E42$00:AC422 bytes2Tileset Specific FG Palettes Pointer
02E59$00:AC592 bytes2Tileset Specific FG Palettes Starting Index
02E5E$00:AC5E2 bytes2Tileset Specific FG Palettes X-Span -1
02E63$00:AC632 bytes2Tileset Specific FG Palettes Y-Span -1
02E6B$00:AC6B2 bytes2Tileset Specific Sprite Palettes Pointer
02E82$00:AC822 bytes2Tileset Specific Sprite Palettes Starting Index
02E87$00:AC872 bytes2Tileset Specific Sprite Palettes X-Span -1
02E8C$00:AC8C2 bytes2Tileset Specific Sprite Palettes Y-Span -1
02E94$00:AC942 bytes2Layer 2 Background Palettes Pointer
02EAB$00:ACAB2 bytes2Layer 2 Background Palettes Starting Index
02EB0$00:ACB02 bytes2Layer 2 Background Palettes X-Span -1
02EB5$00:ACB52 bytes2Layer 2 Background Palettes Y-Span -1
02EBD$00:ACBD2 bytes2Layer 1 Berry Palettes Pointer
02EC2$00:ACC22 bytes2Layer 1 Berry Palettes Starting Index
02EC7$00:ACC72 bytes2Layer 1 Berry Palettes X-Span -1
02ECC$00:ACCC2 bytes2Layer 1 Berry Palettes Y-Span -1
02ED4$00:ACD42 bytes2Berry Sprite Palettes Pointer
02ED9$00:ACD92 bytes2Berry Sprite Palettes Starting Index
02EDE$00:ACDE2 bytes2Berry Sprite Palettes X-Span -1
02EE3$00:ACE32 bytes2Berry Sprite Palettes Y-Span -1
02F1E$00:AD1E7 bytes2Palette IDs to use for each submap
02F28$00:AD282 bytes2Overworld Map Layer 2 Palettes Pointer
02F30$00:AD302 bytes2Overworld Map Layer 2 Palettes Pointer (Special World Passed)
02F4D$00:AD4D2 bytes2Overworld Map Layer 2 Palettes Starting Index
02F52$00:AD522 bytes2Overworld Map Layer 2 Palettes X-Span -1
02F57$00:AD572 bytes2Overworld Map Layer 2 Palettes Y-Span -1
02F5F$00:AD5F2 bytes2Overworld Map Layer 1 Palettes Pointer
02F64$00:AD642 bytes2Overworld Map Layer 1 Palettes Starting Index
02F69$00:AD692 bytes2Overworld Map Layer 1 Palettes X-Span -1
02F6E$00:AD6E2 bytes2Overworld Map Layer 1 Palettes Y-Span -1
02F76$00:AD762 bytes2Overworld Map Sprite Palettes Pointer
02F7B$00:AD7B2 bytes2Overworld Map Sprite Palettes Starting Index
02F80$00:AD802 bytes2Overworld Map Sprite Palettes X-Span -1
02F85$00:AD852 bytes2Overworld Map Sprite Palettes Y-Span -1
02F8D$00:AD8D2 bytes2Overworld Map Layer 3 Palettes Pointer
02F92$00:AD922 bytes2Overworld Map Layer 3 Palettes Starting Index
02F97$00:AD972 bytes2Overworld Map Layer 3 Palettes X-Span -1
02F9C$00:AD9C2 bytes2Overworld Map Layer 3 Palettes Y-Span -1
02FA9$00:ADA92 bytes2Title Screen Layer 3 Palettes (Row 1) Pointer
02FAE$00:ADAE2 bytes2Title Screen Layer 3 Palettes (Row 1) Starting Index
02FB3$00:ADB32 bytes2Title Screen Layer 3 Palettes (Row 1) X-Span -1
02FB8$00:ADB82 bytes2Title Screen Layer 3 Palettes (Row 1) Y-Span -1
02FC0$00:ADC02 bytes2Title Screen Layer 3 Palettes (Row 2) Pointer
02FC5$00:ADC52 bytes2Title Screen Layer 3 Palettes (Row 2) Starting Index
02FCA$00:ADCA2 bytes2Title Screen Layer 3 Palettes (Row 2) X-Span -1
02FCF$00:ADCF2 bytes2Title Screen Layer 3 Palettes (Row 2) Y-Span -1
03016$00:AE161 byte0[02] Sprite Palette setting for Morton, Ludwig, Roy, Reznor, and Bowser battles
0301B$00:AE1B1 byte0[07] FG Palette setting for Morton, Ludwig, Roy, Reznor, and Bowser battles
03135$00:AF354 bytes1Change to 4C 91 B0 EA to completely disable the fade-out only when beating a level. (USE WITH $00:B091).
03139$00:AF391 byte1Change to 80 to completely disable the fade-out when beating a level. Warning: Boss fights including Reznor will glitch out and not send you back to the overworld when doing this.
031BA$00:AFBA3 bytes0Change from B9 F7 AE [LDA $AEF7,y] to A9 00 00 [LDA #$0000] to disable fading completely, even in boss levels. WARNING: When end level scorecard pops up in boss levels, mode 7 stuff will disappear due to the mode being changed to 1 so layer 3 stuff shows up.
03291$00:B09115 bytes19Unused data.
Change to AD C6 13 F0 FA A5 13 29 03 4C 39 AF to completely disable the fade-out only when beating a level. Does not apply to bosses (USE WITH $00:AF35).
032A0$00:B0A016 bytes2Shared background area colour. Back area colour 0 - 7
032B0$00:B0B024 bytes2BG Palette 0
032C8$00:B0C824 bytes2BG Palette 1
032E0$00:B0E024 bytes2BG Palette 2
032F8$00:B0F824 bytes2BG Palette 3
03310$00:B11024 bytes2BG Palette 4
03328$00:B12824 bytes2BG Palette 5
03340$00:B14024 bytes2BG Palette 6
03358$00:B15824 bytes2BG Palette 7
03370$00:B17016 bytes2Palette 0 colours 8-F in levels.
03380$00:B18016 bytes2Palette 1 colours 8-F in levels.
03390$00:B19012 bytes2Palette 2 colours 2-7, FG Palette 0, in levels.
0339C$00:B19C12 bytes2Palette 3 colours 2-7, FG Palette 0, in levels.
033A8$00:B1A812 bytes2Palette 2 colours 2-7, FG Palette 1, in levels.
033B4$00:B1B412 bytes2Palette 3 colours 2-7, FG Palette 1, in levels.
033C0$00:B1C012 bytes2Palette 2 colours 2-7, FG Palette 2, in levels.
033CC$00:B1CC12 bytes2Palette 3 colours 2-7, FG Palette 2, in levels.
033D8$00:B1D812 bytes2Palette 2 colours 2-7, FG Palette 3, in levels.
033E4$00:B1E412 bytes2Palette 3 colours 2-7, FG Palette 3, in levels.
033F0$00:B1F012 bytes2Palette 2 colours 2-7, FG Palette 4, in levels.
033FC$00:B1FC12 bytes2Palette 3 colours 2-7, FG Palette 4, in levels.
03408$00:B20812 bytes2Palette 2 colours 2-7, FG Palette 5, in levels.
03414$00:B21412 bytes2Palette 3 colours 2-7, FG Palette 5, in levels.
03420$00:B22012 bytes2Palette 2 colours 2-7, FG Palette 6, in levels.
0342C$00:B22C12 bytes2Palette 3 colours 2-7, FG Palette 6, in levels.
03438$00:B23812 bytes2Palette 2 colours 2-7, FG Palette 7, in levels.
03444$00:B24412 bytes2Palette 3 colours 2-7, FG Palette 7, in levels.
03450$00:B25012 bytes2Palette 4 colours 2-7 in levels.
0345C$00:B25C12 bytes2Palette 5 colours 2-7 in levels.
03468$00:B26812 bytes2Palette 6 colours 2-7 in levels. Colour 4 will be overwritten in levels, but not in boss rooms.
03474$00:B27412 bytes2Palette 7 colours 2-7 in levels.
03480$00:B28012 bytes2Palette 8 colours 2-5 in levels, the last four bytes (two colours) seem unused and are probably overwritten.
0348C$00:B28C12 bytes2Palette 9 colours 2-7 in levels.
03498$00:B29812 bytes2Ludwig palette, and palette A colours 2-7 in levels.
034A4$00:B2A412 bytes2Roy palette, and palette B colours 2-7 in levels.
034B0$00:B2B012 bytes2Palette C colours 2-7 in levels.
034BC$00:B2BC12 bytes2Morton palette, and palette D colours 2-7 in levels
034C8$00:B2C820 bytes2Mario Palette
034DC$00:B2DC20 bytes2Luigi palette. Colours 6-F of palette 8 while small, big, or caped Luigi.
034F0$00:B2F020 bytes2Fire Mario's palette
03504$00:B30420 bytes2Fire Luigi palette. Colours 6-F of palette 8 while fire Luigi.
03518$00:B31824 bytes2Sprite palette 0, loaded to palettes E and F.
03530$00:B33024 bytes2Sprite palette 1, loaded to palettes E and F.
03548$00:B34824 bytes2Sprite Palette 2, loaded to palettes E and F.
03560$00:B36024 bytes2Sprite palette 3, loaded to palettes E and F.
03578$00:B37824 bytes2Sprite palette 4, loaded to palettes E and F.
03590$00:B39024 bytes2Sprite palette 5, loaded to palettes E and F.
035A8$00:B3A824 bytes2Sprite palette 6, loaded to palettes E and F.
035C0$00:B3C024 bytes2Sprite palette 7, loaded to palettes E and F.
035D8$00:B3D814 bytes2YI Overworld Palette 4, Colours 1-7
035E6$00:B3E614 bytes2YI Overworld Palette 5, Colours 1-7
035F4$00:B3F414 bytes2YI Overworld Palette 6, Colours 1-7
03602$00:B40214 bytes2YI Overworld Palette 7, Colours 1-7
03610$00:B41014 bytes2Main Overworld Palette 4, Colours 1-7
0361E$00:B41E14 bytes2Main Overworld Palette 5, Colours 1-7
0362C$00:B42C14 bytes2Main Overworld Palette 6, Colours 1-7
0363A$00:B43A14 bytes2Main Overworld Palette 7, Colours 1-7
03648$00:B44814 bytes2Star World Overworld Palette 4, Colours 1-7
03656$00:B45614 bytes2Star World Overworld Palette 5, Colours 1-7
03664$00:B46414 bytes2Star World Overworld Palette 6, Colours 1-7
03672$00:B47214 bytes2Star World Overworld Palette 7, Colours 1-7
03680$00:B48014 bytes2Vanilla Dome/Bowser's Valley Overworld Palette 4, Colours 1-7
0368E$00:B48E14 bytes2Vanilla Dome/Bowser's Valley Overworld Palette 5, Colours 1-7
0369C$00:B49C14 bytes2Vanilla Dome/Bowser's Valley Overworld Palette 6, Colours 1-7
036AA$00:B4AA14 bytes2Vanilla Dome/Bowser's Valley Overworld Palette 7, Colours 1-7
036B8$00:B4B814 bytes2Forest of Illusion Overworld Palette 4, Colours 1-7
036C6$00:B4C614 bytes2Forest of Illusion Overworld Palette 5, Colours 1-7
036D4$00:B4D414 bytes2Forest of Illusion Overworld Palette 6, Colours 1-7
036E2$00:B4E214 bytes2Forest of Illusion Overworld Palette 7, Colours 1-7
036F0$00:B4F014 bytes2Special World Overworld Palette 4, Colours 1-7
036FE$00:B4FE14 bytes2Special World Overworld Palette 5, Colours 1-7
0370C$00:B50C14 bytes2Special World Overworld Palette 6, Colours 1-7
0371A$00:B51A14 bytes2Special World Overworld Palette 7, Colours 1-7
03752$00:B55214 bytes2Palette 5 colours 9-F.
03760$00:B56014 bytes2Palette 6 colours 9-F.
0376E$00:B56E14 bytes2Palette 7 colours 9-F.
037DE$00:B5DE16 bytes2Contains the colors for the flashing lightning in Valley of Bowser.
0380C$00:B60C16 bytes2Colours used in animation of Yoshi coin and yellow map spot
0381C$00:B61C16 bytes2Colours used in animation of red map spot
0385E$00:B65E14 bytes2Iggy/Larry Platform Palette
03874$00:B67414 bytes2Palettes 2 and 9, colours 9-F.
03882$00:B68214 bytes2Palettes 3 and A, colours 9-F.
03890$00:B69014 bytes2Palettes 4 and B, colours 9-F.
0389E$00:B69E112 bytes2Bowser palettes (8 palettes, 7 colours each)
0390E$00:B70E36 bytes2"The End" palettes (3 palettes, 6 colours each; order is Luigi, Mario, Princess)
03C4D$00:BA4D19 bytes19Unused data.
040B0$00:BEB0268 bytes21SMW's Map16-tile-generating routine. It uses values of $9C to determine which tile to generate, but these values are hardcoded. (See RAM address $9C.) This is the main part; $00BFBC runs the codes for each tile.
041BC$00:BFBC67 bytes21A subroutine used with $00BEB0; it runs different codes depending on the value of $9C. The pointers for the different values begin at $00BFC9. They go from 01 to 1B, although the actual codes are kind of weird...the pointers vary depending on which Map16 page the tile is on, whether or not item memory should be affected, and if there are special cases (such as the Yoshi coin, which generates two tiles simultaneously).
0420D$00:C00D86 bytes21The subroutine that sets item memory bits. It is called during the subroutine at $00BEB0 for values of $9C that utilize item memory.
0426B$00:C06B9 bytes0Tiles to generate on Map16 page 0, used for values 01-09 of $9C. Note that the first byte is unused.
04274$00:C07454 bytes21SMW's subroutine for generating tiles on Map16 page 0. $00C077 is an alternate entry point to this routine; if it is used instead, then the tile generation will not affect item memory.
042B2$00:C0B215 bytes0Tiles to generate on Map16 page 1, used for values 0A-17 of $9C.
042C1$00:C0C158 bytes1A portion of code used in SMW for generating tiles on Map16 page 1. $00C0C4 is an alternate entry point to this routine; if it is used instead, then the tile generation will not affect item memory.
042FB$00:C0FB177 bytes1The portion of code in SMW's Map16-tile-generating routine that changes the actual graphics of the tile. Both $00C074 and $00C0C1 use it (the former jumps to it, and it immediately follows the latter).
0449E$00:C29E72 bytes0BG Tiles/Palette for Flipped Gate (1)
044E6$00:C2E672 bytes0BG Tiles/Palette for Flipped Gate (2)
046AF$00:C4AF1 byte0If you change this byte from [02] to [01], the keyhole will activate the normal exit.
04726$00:C5261 byte11Music played when you have completed the Bonus Game.
04758$00:C5581 byte14POW Finishing Sound Effect.
04770$00:C5701 byte0[F0] Change to [80] to make the item not drop when the player presses Select.
04776$00:C5761 byte13DEBUG: Powerup select (F0 = enable)
04799$00:C59928 bytes9Pointer to Mario's animation routines. ($7E0071)
04B2C$00:C92C2 bytes0[F0 3D] Change to [EA EA] to prevent Mario walking after touching goal spheres or the goal tape.
04BA7$00:C9A77 bytes28The level numbers that triggers the seven castle destruction sequences. The first byte is for scene 1, the second is for scene 2, and so on.
04BAE$00:C9AE1 byte28One of the two level numbers that triggers the credits scene. The other is at $00CA13.
04BBD$00:C9BD1 byte11Goal point fade-out music
04BFE$00:C9FE3 bytes1[8D D5 0D] The code itself stores either 01 or 02 to $0DD5. Change to [EA EA EA] to make it possible to set the normal/secret exit info through $0DD5 via LevelASM, sprites, etc. (Note: To activate any exit at all, $0DD5 has to be explicitly set to 01 or 02. Leaving it as 00 will cause no exit to be activated at all, and values 03-FF should not be used.)
04C0C$00:CA0C1 byte28Translevel number of the level where defeating a boss will activate the secret exit.
04C12$00:CA122 bytes0[C9 31] Changing this to [80 11] will prevent any "boss defeated" scenes from ever being played.
$00CA13 is one of the two level numbers that triggers the credits scene. The other is at $00C9AE.
04C2C$00:CA2C1 byte0Set to 00 to disable midway points (they'll still make you big though)
04C31$00:CA3113 bytes33Set the "peace" pose for the player depending on whether he's on Yoshi or not.
04D0C$00:CB0C1 byte1Change from '8D' to '0C' to not make HDMA gradients act strangely at the end of the level (goal tape). Of course, you should still avoid using HDMA channel 7 if this is all you change.
04D12$00:CB12258 bytes0Opening window data.
$00CBA3 - Change 4B to 49 to fix a misplaced tile on the keyhole "iris in" effect.
04E84$00:CC841 byte13DEBUG: Free-roaming mode (F0 = enable)
04E85$00:CC851 byte13Change this to 00 and you'll activate free roaming mode (just like $00CC84)
04F4E$00:CD4E4 bytes1[AD 8F 14 0D] Change to [EA EA EA AD] to enable climbing while holding an item
04FA9$00:CDA94 bytes0Mario riding on Yoshi animations
04FC5$00:CDC51 byte0Animation frame for Mario crouching on Yoshi
04FF6$00:CDF6131 bytes33L & R scrolling routine.
Change $00CDFC from D0 to 80 to disable L & R scrolling.
$00CE40 is the Screen Scroll Sound Effect.
05099$00:CE998 bytes17Spin Jump frame table
(00 00 - Mario Standing - Small - Big)
(25 44 - Mario Back to Screen - Small - Big)
(00 00 - Same as first)
(0F 45 - Mario Facing Screen - Small - Big)

They are indexed by the frame counter.
050A1$00:CEA18 bytes3Spinjump direction table.
050A9$00:CEA98 bytes3Cape spin cape image table.

These are run while spin jumping with a cape or doing a spin attack. Only these four cape images ($02,$07,$06,$09) seem to work with cape contact, and will only work if RAM $14A6 is above zero.
050BE$00:CEBE1 byte7Amount of frames to show the cape at highest altitude frame. (After, for example, a spin-jump has been done.)
05142$00:CF421 byte7Power-up that can attack with both cape spin and spin jump
05175$00:CF751 byte3[3F] Mario shooting fireball on ground pose.
0517B$00:CF7B1 byte3[16] Mario shooting fireball in air pose.
05190$00:CF901 byte3[0F] Mario turning around while holding item pose.
051CA$00:CFCA1 byte29Which button to press to look up. (Look at Ram Address $7E:0015 for values).
051CB$00:CFCB1 byte7Change from [F0] to [80] to disable looking up.
051CE$00:CFCE1 byte3This is the player looking up pose, the default is #$03.
05234$00:D0348 bytes7Cape Collision X (Horizontal) Offsets: Two bytes for right and left, on ground and in air.

The first two sets are for when Mario is on the ground while spinning ($0C,$00- right; $F4,$FF left), and the second two are while he is in the air ($08,$00 - right; $F8,$FF - left)

The first byte in each set determines the position per pixel, the second sets whether it is in front or behind him ($FF is behind, $00 is in front) Use $FF-$80 for the behind byte($FF), and $00-$79 for the in front byte ($00)

This does not effect the image offsets.
0523C$00:D03C8 bytes7Cape Collision Y (Vertical) Offsets: 2 bytes for right and left, on ground and in air.

The first two sets are for when Mario is on the ground while spinning ($10,$00 - right; $10,$00 - left), and the second two are while he is in the air ($02,$00 - right; $02,$00 - left)

The first byte in each set determines the position per pixel, the second sets whether it is above him or below him ($FF is below his feet, $00 is from his feet up) Use $FF-$80 for the below byte ($FF), and $00-$79 for the above byte ($00)

This does not effect the image offsets.
05244$00:D04430 bytes7Routine that does the actual calculation for cape-interaction. Uses the two tables at $00:D034 and $00:D03C.
05262$00:D06231 bytes21Cape Swing routine.
$00:D065 controls which power-up the player needs to have to be able to cape spin.
Change $00:D067 to 00 to make mario cape spin in all forms.
$00:D077 controls how long Cape Spin lasts.
$00:D07C controls the cape spin sound effect to generate.
05281$00:D08145 bytes21Fireball throwing routine.
$00D082 is the power-up that can throw fireball
Change $00D084 to 00 to make Mario throw Fireballs in all forms.
Change $00D085 from A5 73 to A9 00 to enable shooting fireballs while ducking.
Change $00D087 from 0D 7A 18 to EA EA EA to enable shooting fireballs from Yoshi.
Change $00D08A to 80 do disable Fireball Shooting.
Change $00D093 from F0 to 80 to disable fireball shooting while spin jumping.
052B9$00:D0B91 byte3Mario death pose (uses RAM $13E0)
052D5$00:D0D53 bytes1Set 9C C1 0D to EA EA EA in order to not lose Yoshi on the OW when you fall down a pit when on top of Yoshi.
052D8$00:D0D83 bytes1ASM that handles losing lives. Change to [EA EA EA] to not lose a life after dying. Change to [80 03 EA] to always go to the Game Over screen when dying.
052DE$00:D0DE1 byte11Game Over music
052F1$00:D0F11 byte1ASM that handles the 'TIME UP!' message. Change 'D0' to '80' to disable it.
052F8$00:D0F810 bytes0Controls timer for TIME UP/GAME OVER message. Change $00D0F9 from C0 to 00 to remove the animation, and change $00D0FE from FF to whatever you want to shorten the timer (however, 00 is as long as FF; 01 is the shortest).
0531A$00:D11A1 byte1Change [85] to [60] and Mario will not flip X-wise when he dies.
0531D$00:D11D12 bytes3Mario Shrinking Animation poses (uses RAM $13E0).
05341$00:D1411 byte15How long flashing invincibility (when you get hit) lasts
05356$00:D1565 bytes1Change to EE E4 18 EA 64 to turn the Mushroom into a 1up, but it'll still play the animation
0538D$00:D18D6 bytes7Speed at which Mario enters/exits a pipe.
The first two bytes are horizontal speed when entering/exiting a horizontal pipe.
The next two bytes are both horizontal speed in vertical pipes, and vertical speed in horizontal pipes.
The last two are the vertical speed in vertical pipes.
053AE$00:D1AE1 byte0Animation frame for Mario entering horizontal pipe on Yoshi
0540A$00:D20A1 byte3Mario's pose for entering a vertical pipe (Default is 0F - facing screen)
05429$00:D2291 byte0Animation frame for Mario entering vertical pipe on Yoshi
05431$00:D2315 bytes17Change (A9 02 8D F9 13) to EA EA EA EA EA to remove Mario's priority when he's going down a pipe.
05455$00:D2551 byte14Mario emerge from vertical pipe Sound Effect.
054BD$00:D2BD16 bytes7Mario's jump height. The earlier ones are when Mario is moving slowly (or standing still); the latter is when he's moving faster. Even entries are normal jump, odd are spin.

Formula:
LDA $7B
BPL +
EOR #$FF
INC A
+
LSR #2
AND #$FE
TAX
LDA $140D
BEQ +
INX
+
LDA $00D2BD,x
STA $7D
05545$00:D3452 bytes7Mario 'acceleration' while walking and heading left
05547$00:D3472 bytes7Mario 'acceleration' while running and heading left(added to the value for walking)
05549$00:D3492 bytes7Mario 'acceleration' while walking and heading right
0554B$00:D34B2 bytes7Mario 'acceleration' while running and heading right(added to the value for walking)
057CA$00:D5CA30 bytes7How much Mario moves while on slopes, added to $7B. Values correspond to $7E:13E1 (slope type) divided by four. Every second byte is unused.
057E8$00:D5E81 byte7X speed of player as he's floating in water freely in a level where a Layer 3 tide is active. (Does not affect the speed given when the player manually moves around on his own horizontally.)
057EA$00:D5EA1 byte7X speed of player as he's floating in water AND standing on a platform (like the floating grassy platforms) in a level where a Layer 3 tide is active. (Does not affect the speed given when the player manually moves around on his own horizontally.)
05803$00:D6031 byte29Which button to press to duck. (axsptbrl). a = A/B, x = X/Y, s = Select, p = Pause, t = Top, b = Bottom, r = Right, l = Left.
05804$00:D6041 byte1Change from F0 (BEQ) to 80 (BRA) to disable ducking.
Note that setting $01EB16 to [EA EA A5 73] (NOP #2 : LDA $73) is a good idea if you're using this.
0581C$00:D61C2 bytes1Change from 30 12 to EA EA to disable jumping.
0583E$00:D63E1 byte1Change from 10 to 80 to disable Spin Jump.
05844$00:D6441 byte7[19] Change to [00] to allow Mario to spin jump while carrying an item. Because Mario spins so fast, the animation will not be smooth.
05845$00:D6451 byte1Change this from "1A" to "60" to disable spin jumping. Unlike 0583E (SNES $00:D63E) from "10" to "80", changing this address does not make the "A" button do the regular jump, but it disables spin jumping altogether. This way, you can use the "A" button for something else without it jumping automatically.

Note: Still allows you to spinjump out of the water and dismount Yoshi.
0584A$00:D64A1 byte0Spin Jump Sound, uses bank 1DFC.
0585E$00:D65E10 bytes1Mario jumping routine. (Sound effect + store to Mario Y speed.)
$00D65F is the Sound effect for Mario jumping. (05861) is the bank for the sound effect. By default it uses $1DFA, but you can make it use $1DFC by changing $00D661 to FC or $1DF9 by changing it to F9.
0586F$00:D66F1 byte7Change to 80 to disable Cape Flight and Jumping High while dashing. Interestingly enough, changing it to A9 will make Mario do a dash jump with every jump, even at a standstill, and will allow him to gain speed in the air.
05874$00:D6741 byte7[D0] Change to 80 to prevent the player from flying with a cape. The player will still be able to float, cape-spin, and jump higher when running but will never "take off".
05877$00:D6771 byte7Mario fly time
05907$00:D7071 byte3[0D] Mario's turning(skidding) pose
05917$00:D7171 byte1Change [50] to [80] to disable running and cause Mario to never run. The Y (or X) button will not cause Mario to run. This does not affect other uses of the Y button, like shooting fireballs or carrying sprites.
05918$00:D7181 byte7Change [1E] to [00] to cause Mario to always run, as if the Y button is always down. This does not affect other uses of the Y button, like shooting fireballs or carrying sprites. Also, Cape Mario will still need the Y button to fly.
059A5$00:D7A53 bytes7Gravity. The first byte is when not holding B (or A), the second is gravity when holding B/A, and the third is when riding on a winged Yoshi.
059AF$00:D7AF1 byte7Falling maximum speed (without button held)
059B0$00:D7B01 byte7Falling maximum speed with button held
059B9$00:D7B91 byte7The speed at which Mario falls with a cape. Set it lower to make him float slower, higher to float faster, and over D0 to enable unlimited jumping in midair with the cape.
059BA$00:D7BA1 byte7fly gain (added to y speed)
059CF$00:D7CF6 bytes7cape speed
05A05$00:D8051 byte7Power-up that can fly
05AEA$00:D8EA1 byte0power-up that can float (cape by default)
05B05$00:D9051 byte7change to 16 = Raccoon Mario (floating if you tap Y instead of holding it)
05B09$00:D9091 byte7Time until you stop floating after you have pressed B while while in the air with a cape.
05B98$00:D9981 byte1Change this from [F0] (BEQ) to [80] (BRA) so that when the player is carrying an item while swimming, his Y speed won't be affected (the player will sink normally). Also, if you change this to [D0] (BNE), the player will float if carrying nothing and sink if carrying an item.
05BD0$00:D9D01 byte7Maximum sinking speed of player when holding an item while swimming. When adjusting this value, it's recommended that it's equal to x5BD4. Format of RAM $7E007D.
05BD4$00:D9D41 byte7Maximum sinking speed of player when holding an item while swimming. When adjusting this value, it's recommended that it's equal to x5BD0. Format of RAM $7E007D.
05BD8$00:D9D81 byte7Maximum rising speed of player when holding an item while swimming. When adjusting this value, it's recommended that it's equal to x5BDC. Format of RAM $7E007D.
05BDC$00:D9DC1 byte7Maximum rising speed of player when holding an item while swimming. When adjusting this value, it's recommended that it's equal to x5BD8. Format of RAM $7E007D.
05C55$00:DA5584 bytes7Mario's horizontal water interaction routine.
To disable layer 3 tides moving him, set $00:DA6F (0x05C6F) and $00:DA58 (0x05C58) to 80 (BRA).
05C8E$00:DA8E1 byte3Shooting fireball while swimming pose. Default is #$18 (Swimming pose 3)
05CAA$00:DAAA1 byte14Sound effect that plays when you press the button to swim
05CB7$00:DAB71 byte7Vine climbing speed 1 (right and down)
05CB9$00:DAB91 byte7Vine climbing speed 2 (left and up)
05D9A$00:DB9A1 byte1[10] Change to 80 to disable jumping while climbing.
05DA6$00:DBA61 byte14Sound effect to play when jumping while climbing. The bank it stores to is located at $00DBA8 [$1DFA by default] and can be changed to $1DF9 or $1DFC.
05DB3$00:DBB31 byte14Sound effect played when Mario hits a net. (1DF9)
05E2D$00:DC2D75 bytes7Routine that copies the player's XY speeds over to the XY positions.
05E78$00:DC784 bytes0Number of animation frames to use for walking/running Mario, indexed by Mario's status.

Ex: db $01,$02,$02,$02 The first byte it for small Mario, next is Super (Big) Mario, then Cape Mario, and finally Fire Mario. $01 means 2 frames for small Mario and $02 means 3 frames for the others. Longer animations are possible, but that'd require moving stuff around in $13E0, which hasn't been researched yet.
05E7C$00:DC7C1 byte0Mario animation speed
05F4E$00:DD4E228 bytes3X positions of Mario's tiles in various poses, two bytes per tile.
05FDE$00:DDDE2 bytes3X offset of cape when climbing.
06032$00:DE32228 bytes3Y positions of Mario's tiles in various poses, two bytes per tile.
060C2$00:DEC22 bytes3Y offset of cape when climbing.
06116$00:DF164 bytes3Tileset to use for Mario, paged by status ($7E0019)
0611A$00:DF1A70 bytes9Tile expansion pointer table (Small Mario)
06160$00:DF60122 bytes9Tile expansion pointer table (Big Mario)
061DA$00:DFDA50 bytes3Tile expansion table (8x8 tiles in GFX00 used by Mario)
0620C$00:E00C192 bytes3Mario upper tile.
062CC$00:E0CC192 bytes3Mario lower tile.
0638C$00:E18C2 bytes2This is a two byte table used to index the player's palette based on the direction the player is facing.
0643A$00:E23A44 bytes3Cape tile map
06466$00:E26644 bytes3cape offsets
064D3$00:E2D31 byte13DEBUG: Infinite star (set to 00 to activate)
0650D$00:E30D1 byte0How many palettes to cycle through when Mario/Luigi is invincible, -1
0654F$00:E34F4 bytes0Change to EA EA EA EA (NOP #4) and all forms of Big Mario will not go into the ground a few pixels.
0655D$00:E35D3 bytes1Change to $EA,$EA,$EA (NOP #3) to cancel out Mario moving up and down one pixel while walking and running. This is useful if you are using more than three animation frames for walking/running, and thus can be worked into your GFX/tilemap accordingly.
06564$00:E3641 byte1Change to $80 (BRA) to disable Mario from being offset vertically by one pixel while running on the wall (using the purple triangles). This should be combined with $00E34F and $00E35D for the complete effect.
065AA$00:E3AA1 byte0Which animation frame value to start pulling tilemaps from the size-independent table
065FE$00:E3FE1 byte0power-up that shows the cape graphics
06C08$00:EA083 bytes1Change [20 29 F6] to [EA EA EA] (JSR $F629 to NOP NOP NOP) to prevent the player from getting killed when stuck in a block, such as a cement block. Instead, he will get thrown downwards.
06C82$00:EA821 byte7[10] Change to 80 to disable spin jumping from water
06C8E$00:EA8E1 byte14Mario spin-jump from water sound effect.
06C9C$00:EA9C1 byte3Mario's pose as he comes out of the water.
06CA0$00:EAA01 byte7How high Mario can jump out of the water.
06D79$00:EB792 bytes1Change to A9 00 to make Super/Fire/Cape Mario have a 16x16 interaction field (like Small Mario) or change it to A9 01 to have a 16x32 interaction field (like big Mario) (in conjunction with addresses $01B4C0 and $03B67C)
06E0D$00:EC0D1 byte29What button to press to activate a door. Format of $7E0015. (byetUDLR)
06E11$00:EC111 byte14Entering Door Sound Effect.
07069$00:EE692 bytes1Change to EA EA (NOP #2) if you want Small Mario to be able to break turn blocks with a spin jump. Alternatively, change this address to 80 18 (BRA $18) if you want turn blocks to not be breakable by spin jumps.
07079$00:EE791 byte20Controls which (page 1) tile activates the brown creating/eating block sprite when stood on. Note that a few tiles are handled before this and can not trigger this effect.
070B2$00:EEB21 byte20Change from 1E to 04 to make it possible to trigger already triggered switches, as opposed to them randomly becoming solid for no obvious reason.
070F8$00:EEF83 bytes1Change to [EA A9 00] to enable sliding while holding an item.
0725C$00:F05C36 bytes0Table for several Map16 blocks that handles which bounce block sprite is shown when the block is hit. Please see this thread and this thread for additional information.
07280$00:F08036 bytes0Table for several Map16 blocks that handles which powerup is spawned out of the block when it's hit.
072A4$00:F0A436 bytes0Table for several Map16 blocks that handles from which sides the block is activated, in ----btrl format. - = unknown, b = bottom, t = top, r = right, l = left.
072C8$00:F0C836 bytes0Table for several Map16 blocks that handles which block is spawned when another block has been hit. For example: ? block -> brown block.
07324$00:F1242 bytes1Change from D0 39 to EA EA to make Munchers (and other hurt blocks such as castle spikes) hurt Mario while riding Yoshi.
07376$00:F176131 bytes20Green Star Block code.
$00:F1E9 - FG/BG Tileset in which coin question blocks' behavior are changed for the 3-block 1up bonus game.
$00:F1EA - Change from F0 0D to EA EA to disable the 3-block 1up bonus game, allowing you to use coin question blocks in levels with the switch palace tileset (4), and freeing up the 5 bytes at RAM address $13F4 for custom use.
0741D$00:F21D1 byte23Sprite to generate out of the bonus block (the rows of ?-blocks) if all three of them were guessed right. Default: #$05 (1-Up). Other possible values include, but are not excluded to: #$00 = None; #$01 = Mushroom; #$02 = Fire Flower; #$03 = Star; #$04 = Feather.
07437$00:F2371 byte14Incorrect! Sound effect for the bonus 3 block minigame.
07453$00:F2531 byte0What the remaining blocks become when hitting the incorrect block in a bonus area
074BB$00:F2BB3 bytes1Change [99 3C 1F] to [EA EA EA] to make the 1up checkpoint work again when reentering a level
074CD$00:F2CD33 bytes20The code for the midway point tile (Map16 tile 38, not the extended object).
$00F2CE - What object you get after breaking midway point tape (default 02 - none).
$00F2E2 - Change to 0x80 to disable midway powerups (or EA EA to make them always make you big, even if you have a better powerup).
$00F2E5 - What powerup midway points give you.
$00F2E9 - What sound effect midway points play.
07516$00:F3161 byte0Change '0F' to the following, and the 3UP moon will add this to your life or score counter:

00 = Nothing at all
01 - 0C = Scores 10-8000.
0D = 1UP.
0E = 2UP.
0F = 3UP.
10 = 5UP (glitched).
11-FF = Best not to use.
07525$00:F3253 bytes1Replace '99 EE 1F' with 'EA EA EA' to make moons reappear when you re-enter a level after collecting them.
07532$00:F33269 bytes1The code that handles a Yoshi coin being collected.

$00F333 is the Map16 tile number of the top half of the coin.
$00F33C is the offset of the score sprite when the top half is collected, relative to the bottom half.
Changing $00F343 [EE 22 14] to [EA EA EA] will disable the Yoshi Coin counter in the status bar. Note that this will also stop them from respawining when you've got five of them.
$00F34A is the number of Yoshi coins that need to be collected to trigger the "collected all" flag.
Changing $00F354 [99 2F 1F] to [EA EA EA] will make the Yoshi coins reappear even after collecting all 5 (or more) of them.
$00F359 is the Yoshi coin sound.
$00F35E is how many regular coins a Dragon Coin gives you.
$00F364 is the value stored to $9C when the coin is collected.
07577$00:F37759 bytes21The subroutine that handles the score when you get a Yoshi coin.
Changing $00F37A [EE 20 14] to [EA EA EA] will stop the Yoshi Coin counter from increasing and giving you points and giving you a life after you collected enough for one.
075B2$00:F3B218 bytes21This subroutine gets an index to the "one bit per level" tables ($1F2F, $1F3C, $1FEE) depending on the overworld level number ($13BF). When it returns, Y holds the byte index to $1F2F and A holds the bit to check/set.
075E5$00:F3E54 bytes29Which button you have to be pushing in order to enter the 4 kinds of pipes. In order: End on right, end on left, end on bottom, end on top.
075ED$00:F3ED1 byte0[37] Offset of entering vertical pipes. Setting it to any other number than 36-38 will make the player incapable of entering.
0763A$00:F43A1 byte14Going Down Pipe Sound
077AD$00:F5AD2 bytes0Change to 80 03 (BRA $03) to make it so falling into a pit results in death even in Yoshi wings levels, or to 80 00 (BRA $00) to make it so falling into a pit will always activate the normal exit.
077B7$00:F5B779 bytes21Hurt Subroutine (JSL to it to hurt Mario).
$00:F5B9 : Change to F0 to make mario invincible. (Will not make him invincible to crushing objects, lava or pitfalls).
$00:F5C1-$00:F5C3: Change from 0D 93 14 to EA EA EA to make Mario die normally when touching an enemy/muncher even after getting the goal tape/sphere.
$00:F5D7: Change this to 80 to have Mario die when touched, regardless of powerup status.
$00:F5E3: This SFX plays when you get hit when flying.
$00:F5ED: Invincibility timer when hit while flying.
$00:F5F4: Mario shrinking SFX.
$00:F5F8-$00:F5FB: Set to EA EA EA EA to disable item box auto-falling when you get hurt.
$00:F5FC-$00:F5FF: Change the "A9 01 85 71" to "EA EA EA EA" to disable mario's shrinking animation when hit.
07806$00:F60635 bytes21Death Subroutine (JSL to it to kill Mario).
$00F607 controls the speed at which the player jumps up ($7E007D format).
$00F60B controls which music is played when Mario dies.
$00F619 can be changed from 0D 14 to 12 14 to make the screen not scroll when the player loses a life.
$00F61C controls the amount of time Mario stays on screen before dying.

*note that if Mario Falls into a hole, the rom will JSL to $00F60A to skip the death animation
078B3$00:F6B312 bytes0The maximum that the screen can scroll in either direction during L/R screen scrolling. Indexed by $13FF, but only the first and third bytes ever seem to be used.
0790E$00:F70E2 bytes27[00C0] Position at which the screen stops scroling vertically in horizontal levels. Change to #$00CF to make the lowest row in LM visible in-game.
07927$00:F7271 byte0Change #$00 to #$02 (value to be stored in $7E:0055 and $7E:0056) and you'll get a SMB1-like effect regarding screen-scrolling: it's impossible to go to the left, even with L/R-scrolling.
07A06$00:F8062 bytes27How high Mario must be in order to make the screen scroll vertically, when the scrolling mode is 'Vertical scroll at will', when Mario lands on a platform. 16-bit value, little endian.
The lower the value, the higher Mario must be in order to make the screen scroll vertically.
07A78$00:F8781 byte0Change from D0 to 80 to activate free vertical scrolling. This will bypass the routine that checks whether Mario is standing on solid ground or not (RAM address $72) and sets the scrolling flag accordingly. The camera follows Mario instead of waiting for him to land on something.
07B9C$00:F99C2 bytes27What 16-bit Y position on screen ($7E:0080) the player should have at the very minimum, before being killed in the Iggy/Larry battle room. Used to simulate lava tiles.
07BF5$00:F9F527 bytes19Unused data.
07C10$00:FA109 bytes21Unreachable, but can be JSL'ed to clear out the sprite status table.
07C46$00:FA461 byte0Time to shake ground when you hit the big switch in the switch palace. Default is 20.
07C4D$00:FA4D1 byte12Sprite that's spawned when hitting a switch palace. Note that it always uses slot 02.
07C80$00:FA8095 bytes34This will trigger the goal tape. Changing 0x07CBF from [06] to [0x] will change what state sprites to turn when triggered.
07D40$00:FB401 byte12Sprite that the Blue/Silver P-switch, Portable Spring Board, Throw Block Sprite and carryable stunned enemies will turn into when they reach the goal point.
07D50$00:FB501 byte12Sprite that the Key will turn into when it reaches the goal point.
07D53$00:FB535 bytes1Change to EA EA EA EA EA to prevent the 1UPs being spawned at the goal point. $00:FB54 controls the sprite number that Baby Yoshi (Green, Red, Yellow, Blue) will turn into when it reaches the goal point.
07D6F$00:FB6F1 byte23The Y speed of the sprite when you carry an item over the goal.
07D74$00:FB741 byte23The X speed of the sprite when you carry an item over the goal.
07D7E$00:FB7E1 byte14Sound for items given at goal point
07E17$00:FC171 byte0[02] Difference between point values of successive sprite coins spawned at the goal tape. The default is 02, so the point sequence will go 100, 400, 1000, 4000, etc.; you can change it to 01 to make the point values go 100, 200, 400, 800, etc. or to 00 to make it always stay at 100 no matter how many sprites get turned into coins.
07E7A$00:FC7A114 bytes21Used in SMW to initialize Yoshi when entering a level, or sublevel. JSLing to this will cause a Yoshi to spawn and Mario will be riding him, however the Yoshi will not transfer to sublevel or to the overworld. You must set $13C7 if you plan to manually JSL to this routine.
Changing $00FCCE to 0x80 will keep Yoshi from turning blue after grabbing a pair of Yoshi wings.
07EF6$00:FCF61 byte27X lo position of Iggy and Larry at the start of the boss battle.
07EFA$00:FCFA1 byte27X hi position of Iggy and Larry at the start of the boss battle.
07EFF$00:FCFF1 byte27Y lo position of Iggy and Larry at the start of the boss battle.
07F03$00:FD031 byte27Y hi position of Iggy and Larry at the start of the boss battle.
07F27$00:FD271 byte12Object that Mario "breathes" while underwater (small bubble)
07F5A$00:FD5A67 bytes21SMW's glitter trail subroutine, called when you collect a coin or Yoshi coin.
08017$00:FE171 byte12Object that Mario leaves when he jumps into water (small bubble)
0804A$00:FE4A73 bytes21routine to show little puff of smoke when mario turns around.
08094$00:FE941 byte7Initial fireball X speed facing left
08095$00:FE951 byte7Initial fireball X speed facing right
08096$00:FE961 byte27X-position of Mario's fireball (left)
08097$00:FE971 byte27X-position of Mario's fireball (right)
08098$00:FE981 byte27X-position of Mario's fireball when on Yoshi (left). Only relevant if you enable the debug code at $00D087
08099$00:FE991 byte27X-position of Mario's fireball when on Yoshi (right). Only relevant if you enable the debug code at $00D087
080A2$00:FEA21 byte27Y-Position for Mario's Fireballs (Left)
080A3$00:FEA31 byte27Y-Position for Mario's Fireballs (Right)
080A4$00:FEA41 byte27Y-position of Mario's fireball when on Yoshi (left). Only relevant if you enable the debug code at $00D087
080A5$00:FEA51 byte27Y-position of Mario's fireball when on Yoshi (right). Only relevant if you enable the debug code at $00D087
080B6$00:FEB61 byte14Fireball sound effect
080C0$00:FEC01 byte12Object Fire Mario shoots (must change $00FEA9 to 07 for some values to work)
080C5$00:FEC51 byte7Initial fireball Y speed
08193$00:FF9345 bytes19Empty (all FF) in a clean ROM.
Used by many patches (like fastrom), and the last byte becomes 42 when you lock the ROM.
081C0$00:FFC021 bytes0Internal rom name.
081D5$00:FFD51 byte0xxAAxxxB. If both A bits are set, FastROM. B is HiROM. x = unknown?
081D7$00:FFD71 byte0Size of ROM byte. Amount of kilobytes = 2^decimal value of $00FFD7.
081D8$00:FFD81 byte0SRAM size. Amount of kilobytes = 2^decimal value of $00FFD8. Default value is 01, which is 2kb. The limit is 07 which is 128kb.
081D9$00:FFD91 byte1Region Changer: Can change NTSC to PAL.
08208$01:80086 bytes36Subroutine that checks if a sprite is touching a wall. If bit is set, it's touching a wall.
0820E$01:800E6 bytes36Subroutine that is accessed by sprites to check if a sprite is touching the ground. If bit set, it's touching the ground.
0821A$01:801A8 bytes36The subroutine that updates a sprite's Y position without gravity.
08222$01:80228 bytes36The subroutine that updates a sprite's X position without gravity.
0822A$01:802A8 bytes36Subroutine that updates a sprite's X/Y position, including gravity.
08232$01:80328 bytes36Sprite<->sprite interaction subroutine
0823A$01:803A8 bytes36A subroutine that makes sprites interact with each other and with the player, essentially combining $018032 and $01A7DC.
08242$01:80428 bytes36SMW's generic sprite GFX subroutine. Not terribly useful for custom sprites.
08337$01:813726 bytes9Sprite status subroutine pointers. These are called based on the value of $14C8,x; valid values are 00-0C.
08351$01:81516 bytes23This is sprite status #$00, which is is called when a sprite is either dead or nonexistent. It also sets $161A,x to #$FF to prevent that sprite from being reloaded.
08372$01:817211 bytes33This is sprite status #$01, which will call the current sprite's init routine.
0837D$01:817D402 bytes9Pointers to sprite initialization routines. These are called based on the sprite number ($9E,x). Valid values are 00-C8; sprites C9 and above are considered different types of sprites and handled by other routines.
08527$01:83271 byte15[3F] How many frames until a Timed Lift (sprite BA) will fall if it starts at an odd X position. Default value is $3F, or about 1 second.
0852F$01:832F1 byte15[FF] How many frames until a Timed Lift (sprite BA) will fall if it starts at an even X position. Default value is $FF, or about 4 seconds.
08535$01:83354 bytes2Colours of Yoshi Eggs (Red, Blue, Yellow, Blue)
08540$01:83401 byte0How many types of Yoshi Eggs to allow, minus one
08557$01:83571 byte0Initial Y speed of diagonally moving sprites, i.e. stream of boo buddies and reflecting fireball (F0).
0856A$01:836A1 byte1Change to EA to make both wooden spikes move up or down depending on X&1 instead of sprite AC always moving down first.
08591$01:83911 byte14SFX played by the Banzai Bill
085A0$01:83A04 bytes12Sprites inside exploding turn block (Fish, Goomba, Shelless Green Koopa, Green Koopa)
085DB$01:83DB1 byte15Length of time before sprite #19's message box appears (don't set lower than 04)
08655$01:84551 byte0How many types of P-Switches to allow, minus one
08666$01:84662 bytes2Colours of P-Switches (Blue, Silver)
086A5$01:84A51 byte12Sprite spawned by killing Lakitu with cape or fireball (Lakitu Cloud)
086C6$01:84C64 bytes1Change to EA EA EA EA to make lakitu cloud never get spawned
0874C$01:854C1 byte0How many segments Pokey has when Mario is riding Yoshi. The amount of segments depends on these bits:
---x xxxx. If any of the x bits are set, a segment will be added. If none is set, the sprite won't appear. If any of the - bits is set, the sprite won't appear.
08753$01:85531 byte0How many segments Pokey has when Mario isn't riding Yoshi. The amount of segments depends on these bits:
---x xxxx. If any of the x bits are set, a segment will be added. If none is set, the sprite won't appear. If any of the - bits is set, the sprite won't appear.
0877A$01:857A8 bytes22Face Mario subroutine, usually used by sprites to initially face Mario's direction.
087CC$01:85CC402 bytes9Pointers to sprite main routines. These are called based on the sprite number ($9E,x). Valid values are 00-C8; sprites C9 and above are considered different types of sprites and handled by other routines.
08963$01:876338 bytes22Goal point sphere/boss killed code.
$018778 - If you change this to "20 23 CD" and change $01CD23 to "9E C8 14 CE C6 13 60", it will prevent the player from walking after touching a goal sphere in a horizontal level.
$018784 - Controls which music is played when it's collected.
08A98$01:889882 bytes22The yellow koopa's "Jump over shells" routine.
08BED$01:89ED1 byte5Tilemap of blue shell less koopa sliding out of shell
08CED$01:8AED1 byte23Change from D0 to 80 to make bob-ombs not stun themselves then explode on their own, like SMB3 and other games.
08CF5$01:8AF51 byte15How quickly Bob-omb explodes
08DCD$01:8BCD1 byte0What animation frame most regular sprites use when turning around
08E0D$01:8C0D1 byte12Sprite number to start adding wings to 2-tile high sprites
08E31$01:8C311 byte12Sprite that Spiny Egg turns into after touching the ground
08ED7$01:8CD71 byte0Time it takes for a Red Vertical Parakoopa to turn around after reaching it's maximum/mimimum Y speed. (08)
08FA2$01:8DA21 byte31Winged Goomba jump height (between 80-FF).
08FC7$01:8DC716 bytes5Goomba Wing alignment, X position. First 8 bytes are for the alignment when the goomba's hopping left, the other 8 when he's hopping into the right direction.
08FDF$01:8DDF2 bytes5Palette/GFX page/Priority/Flip of Goomba Wing Tiles
08FE1$01:8DE14 bytes5Sprite tilemap: Goomba Wings
08FE5$01:8DE54 bytes5Size of Goomba Wing tiles
0906E$01:8E6E4 bytes0Speed of piranha plant (in pipe, going up, staying up, going down).
09093$01:8E931 byte23YXPPCCCT properties of the stem of sprite 2A, the upside-down piranha plant. Change to $0A to make it use the first graphics page.
090CE$01:8ECE1 byte0Replace D0 with 80 to make the classic and upsidedown piranha plants keep coming out of the pipe even if Mario is near or on top of the sprite.
0918D$01:8F8D1 byte12Object Hopping Flame leaves behind
091C7$01:8FC78 bytes5Bullet Bill properties, YXPPCCCT.
- First byte: Right flying bullet bill
- Second byte: Left flying bullet bill
- Third byte: Vertically upwards flying bullet bill
- Fourth byte: Vertically downwards flying bullet bill
- Fifth byte: Diagonally flying bullet bill, lower left
- Sixth byte: Diagonally flying bullet bill, upper left
- Seventh byte: Diagonally flying bullet bill, upper right
- Eigth byte: Diagonally flying bullet bill, lower right
091CF$01:8FCF8 bytes5Which GFX frame to use (00 = regular bill, 01 = vertical bill, 02 = diagonal bill) for the Bullet Bills. Same order as x91C7.
091D7$01:8FD78 bytes31X speed of Bullet Bills. Same order as $018FC7.
091DF$01:8FDF8 bytes31Y speed of Bullet Bills. Same order as $018FC7.
092BA$01:90BA61 bytes31X positions of the sprite/object clippings.
Each clipping value uses four pairs of bytes (one from here, one from $01:90F7); they point to which pixels the sprite uses to interact with the two layers, relative to $D8/$E4/etc.
092F7$01:90F761 bytes31Y positions of the sprite/object clippings.
Each clipping value uses four pairs of bytes (one from $01:8EBA, one from here); they point to which pixels the sprite uses to interact with the two layers, relative to $D8/$E4/etc.
09338$01:91388 bytes34JSL for sprites interacting with objects. Actually calls routine at $019140.
09411$01:9211115 bytes33Sprite buoyancy routine. Called by the object interaction routine.
095EF$01:93EF22 bytes22The code that makes sprites move if placed on conveyor belts.
0981C$01:961C8 bytes12Sprites spawned by stomping Koopa Troopas (shelless Koopas)
09832$01:96321 byte14Bob-omb's explosion SFX
0983C$01:963C1 byte15Length of Bob-omb's explosion
09888$01:96881 byte0Which shell colour makes a shelless Koopa become invincible (00=Green; 01=Red; 02=Blue; 03=Yellow)
098C6$01:96C61 byte1Change from 1A to 04 to prevent shelless Koopas from hopping out of stunned shells (Use with $01AA15)
09968$01:97681 byte12[07] Which of the four Koopas generates a coin when stomped. Valid values are 04 (green), 05 (red), 06 (blue), and 07 (yellow). All others will make the coin never appear.
Alternatively, you can change the next two bytes ([D0 0A]) to [EA EA] to make all (shelled) Koopas spawn coins.
0997C$01:977C1 byte12Sprite that's spawned when a Yellow Koopa is stomped (Coin)
09A07$01:98071 byte0Default animation frame to use for the shell
09A0E$01:980E1 byte0Animation frame to use for the shell when Mario is turning around while holding it
09A3F$01:983F1 byte15Timing that enemies in a stunned state begin to shake
09A81$01:98811 byte5Koopa eye tiles when in shell (open)
09A89$01:98891 byte5Koopa eye tiles when in shell (closed)
09B13$01:99138 bytes1Start of sprite being kicked routine.
09B9F$01:999F1 byte14Hitting block with shell sound
09C22$01:9A224 bytes0Animation frame assignments for the shell
09C26$01:9A264 bytes0Flip of each animation frame
09C34$01:9A341 byte0How many animation frames the spinning shell has, -1
09D0B$01:9B0B1 byte5Tile used by squished Dino Torch
09D83$01:9B836 bytes5Standard Sprite Tile Table: Koopa tilemap
09D89$01:9B893 bytes5Standard Sprite Tile Table: Koopa shell tilemap
09D8C$01:9B8C7 bytes5Standard Sprite Tile Table: Shelless koopa tilemap (Fourth byte unused?)
09D93$01:9B937 bytes5Standard Sprite Tile Table: Blue shelless koopa tilemap (Fourth byte unused?)
09D9A$01:9B9A14 bytes5Standard Sprite Tile Table: Para-goomba tilemap
09DA8$01:9BA84 bytes5Standard Sprite Tile Table: Goomba tilemap
09DAC$01:9BAC14 bytes5Standard Sprite Tile Table: Para-bomb tilemap
09DBA$01:9BBA3 bytes5Standard Sprite Tile Table: Bob-omb tilemap
09DBD$01:9BBD12 bytes5Standard Sprite Tile Table: Piranha plant tilemap
09DC9$01:9BC91 byte5Standard Sprite Tile Table: Football tilemap
09DCA$01:9BCA4 bytes5Standard Sprite Tile Table: Bullet Bill tilemap (Horizontal, Vertical, Diagonal, Diagonal)
09DCE$01:9BCE3 bytes5Standard Sprite Tile Table: Spiny tilemap
09DD1$01:9BD18 bytes5Standard Sprite Tile Table: Spiny egg tilemap
09DDD$01:9BDD3 bytes5Standard Sprite Tile Table: Buzzy Beetle
09DE3$01:9BE33 bytes5Standard Sprite Tile Table: Buzzy Beetle Shell.
09DE6$01:9BE66 bytes5Spike Top tilemap
09DEC$01:9BEC2 bytes5Hopping Flame tilemap
09DEE$01:9BEE6 bytes5Lakitu tilemap (3 frames, 2 bytes each)
09DF6$01:9BF612 bytes5Magikoopa Tilemap
09E02$01:9C021 byte5Throw block sprite tilemap and turn block sprite with hidden enemies inside. (Both use the same byte)
09E03$01:9C0310 bytes5Climbing Koopa Tilemap
09E0D$01:9C0D4 bytes5Fish (Cheep Cheep) Tilemap (2 frames swimming, 2 frames flopping)
09E13$01:9C134 bytes5Thwimp Tilemap
09E1D$01:9C1D12 bytes5Portable Springboard Tilemap
09E2D$01:9C2D4 bytes5Bony Beetle tilemap
09E35$01:9C3516 bytes5Vertical Fireball (Podoboo) tilemap.
09E5A$01:9C5A2 bytes5Eerie tilemap
09E5C$01:9C5C9 bytes5Boo Ghost Tilemap
09E65$01:9C654 bytes5Rip Van Fish Tilemap
09E69$01:9C692 bytes5Vertical Dolphin Tilemap
09E6B$01:9C6B2 bytes5Diggin' Chuck's Rock Tilemap
09E6D$01:9C6D3 bytes5Monty Mole Tilemap
09E70$01:9C701 byte5Ledge-dwelling Mole's Dirt Tilemap (data shared with Goal Point Sphere's Tilemap)
09E71$01:9C718 bytes5Ground-dwelling Monty Mole's Dirt (2 Air tiles, 2 Dirt Tiles, 2 Air tiles, 2 Dirt Tiles)
09E79$01:9C794 bytes5Sumo Bros' Lightning Tilemap
09E7D$01:9C7D2 bytes5Ninji Tilemap
09E7F$01:9C7F84 bytes5Table containing a sprite's location in the Standard Sprite Tile Table.
09ED3$01:9CD34 bytes5X displacement for tiles in the first shared GFX routine ($019CF3).
09EF3$01:9CF3108 bytes35The first of the shared graphics subroutines. This one creates 4 8x8 tiles in a 16x16 block.
09F5F$01:9D5F177 bytes36The second of the shared graphics subroutines. This one creates 2 16x16 tiles in a 16x32 block, with the second one tile below the base position. It can also be called with a JSR to $019D67.
09FB6$01:9DB61 byte5Palette/GFX page of standard sprites (shared)
0A01C$01:9E1C4 bytes5Sprite tilemap: Paratroopa Wings
0A020$01:9E204 bytes5Palette/GFX page/Priority/Flip of Paratroopa Wing tiles
0A024$01:9E244 bytes5Size of Paratroopa Wing tiles
0A10D$01:9F0D78 bytes35The third of the shared graphics subroutines. This one creates a single 16x16 tile.
0A13C$01:9F3C1 byte5Palette/GFX page of standard sprites (shared)
0A15B$01:9F5B6 bytes27x-pos table of sprite being carried:
walking, turn from left to right, turn from right to left (two bytes each, indexed by Mario's direction)
0A16B$01:9F6B4 bytes31X-speed of the touched/kicked shell.
Value 1: left-speed, when touched (not kicking)
Value 2: right-speed, when touched
Value 3: left-speed, when kicked
Value 4: right-speed, when kicked.
This will also affect the shell of buzzy beetle! Setting the speed to 00 or FF will make the shells not spinning, giving unlimited score.
Original Values:
D2 2E CC 34
0A19B$01:9F9B46 bytes33First half of the routine that handles sprites being carried, though it's actually only the part that handles the P-balloon.
Any other sprite will branch to $019FE0
$019FA7 change to EA EA EA EA EA to the P-Balloon last forever.
$019FB0 is the time at which the deflatting animation starts. (default 30)
$019FC2 change 90 to 80 to make Mario keep the balloon effect even after taking hits or power-ups. (causes weird behaviour when dying)
0A1A7$01:9FA75 bytes1Change to [EA EA EA EA EA] to give the P-Balloon an infinite timer
0A2A7$01:A0A71 byte15Time to disable Bob-omb's interaction with Mario after being kicked
0A2AC$01:A0AC1 byte15Time to show Mario's "kicking" pose when a Bob-omb is kicked
0A319$01:A1191 byte27carried sprite Y-pos while picking up
0A3E1$01:A1E14 bytes1Changing [1A 1A 29 0F] to [EA EA EA EA] will disable the throw block sprites flashing.
0A3F0$01:A1F01 byte5Tile used by stunned Bob-omb
0A3FA$01:A1FA1 byte5Key tilemap
0A421$01:A2211 byte5POW (P-Switch) Tilemap
0A491$01:A2911 byte14Sound baby Yoshi makes when eating
0A4AD$01:A2AD2 bytes1Change to [80 06] to make Baby Yoshi instantly get big from everything, or change it to [80 45] to make Baby Yoshi treat powerups as any other sprite and require five of them to become big.
0A4BC$01:A2BC1 byte12Sprite that Baby Yoshi turns into
0A4C6$01:A2C61 byte14Yoshi's egg explodes sound
0A4FB$01:A2FB1 byte0Number of enemies Baby Yoshi must eat to grow
0A81E$01:A61E7 bytes14Sound effects to use for consecutive bounces on enemies. Begins with [13] (1st bounce) and ends with [19] (7th bounce).
0A85B$01:A65B1 byte14Koopa hit by shell sound
0A916$01:A7161 byte1Set to 60 to stop Blue Koopas from kicking shells
0A929$01:A7291 byte14Kicking shell sound
0A98D$01:A78D1 byte1Set to 80 to stop Blue Koopas from stopping shells
0A9D1$01:A7D11 byte12Enemy spawned from stomping horizontal green winged koopas
0A9D2$01:A7D21 byte12Enemy spawned from stomping bouncing green winged koopas
0A9D3$01:A7D31 byte12Enemy spawned from stomping vertical red winged koopas
0A9D4$01:A7D41 byte12Enemy spawned from stomping horizontal red winged koopas
0A9D5$01:A7D51 byte12Enemy spawned from stomping yellow winged koopas
0A9D9$01:A7D91 byte12Enemy spawned from stomping winged goombas
0A9DA$01:A7DA1 byte12Sprite spawned from Para-Goomba
0A9DB$01:A7DB1 byte12Sprite spawned from Para-Bomb
0A9DC$01:A7DC93 bytes34Subroutine that checks for contact between Mario and the sprite slot currently in X. If carry is set, Mario is touching the sprite.
0AAD3$01:A8D31 byte0Change from 0D to AD to prevent Mario from being able to jump on spikey enemies with the spin jump
0AB40$01:A9401 byte14Sound effect used when spinjumping an enemy or when Yoshi stomps on it.
0AB76$01:A9761 byte12Sprite that Super Koopa (sprite 73) becomes when stomped
0AB87$01:A9871 byte12Enemy spawned from stomping Dino-Rhino
0ABD9$01:A9D91 byte15Timer for displaying smashed shelless Koopas
0AC0E$01:AA0E1 byte0Change to 03 to prevent Bob-omb, Goomba, Mechakoopa's stun timers from being reset when kicked
0AC15$01:AA151 byte1Change from 02 to FF to prevent Koopas from spawning shelless Koopas when jumped on. (Use with $0196C6)
0AC29$01:AA291 byte15Stun timer for Goombas, Buzzy Beetles, Mechakoopas, Bob-ombs
0AC2E$01:AA2E1 byte0State of Koopa when stomped
0AC33$01:AA3315 bytes34Boost player subroutine. Boosts the player up a bit or a lot depending on whether A/B are being pressed.
0AC38$01:AA381 byte31How high Mario bounces when he jumps on an enemy (normal jump & spin jump)
0AC3E$01:AA3E1 byte31How high Mario bounces when he jumps on an enemy with button A pressed (normal jump & spin jump)
0AC5C$01:AA5C1 byte1Change from BEQ [F0] to BRA [80] and Mario will not be able to carry items by holding X or Y.
0ACA0$01:AAA01 byte0State of Koopa shell when kicked
0AD08$01:AB081 byte11Music played when a POW is pressed
0AD0D$01:AB0D1 byte15Time it takes for POW to disappear after jumping on it. Change to 00 to keep the POW after jumping on it.
0AD1B$01:AB1B1 byte15How long blue and silver P-Switches last
0AD20$01:AB201 byte15POW shaking screen timer.
0AD28$01:AB284 bytes0Change to EA EA EA EA to prevent on screen sprites from turning into silver coins when the silver POW is active (USE WITH $02A9A1)
0AD55$01:AB551 byte14Change to [80] to give enemies (inc. goomba) the SMAS stomp sound.
0AD63$01:AB631 byte0Value that determines what to give the player for bouncing on 8 or more enemies consecutively. Change to [07] to give the player 8000 points instead of a 1up for the consecutive jumps.
(See ROM Map address $02ACE5 for other values)
0AD6F$01:AB6F42 bytes22Display the white star effect (mostly used when spin-jumping on a spiked ennemy)
0AEF9$01:ACF955 bytes21Random number generation subroutine

output:
16bit result at $148D.
0B0E1$01:AEE11 byte0What face to use for Thwomp if Mario comes close (00 - Calm, 01 - Grumpy, 02 - Raging)
0B0EF$01:AEEF1 byte0What face to use for Thwomp Crashing down (00 - Calm, 01 - Grumpy, 02 - Raging)
0B113$01:AF131 byte15Thwomp shaking screen timer.
0B118$01:AF181 byte14Thwomp Sound Effect.
0B11D$01:AF1D1 byte15Thwomp Stalling Timer.
0B139$01:AF391 byte31Thwomp returning Y speed (between 80-90, C0, E0-FF) other values can give odd effects, so do not use any other bytes.
0B14A$01:AF4A5 bytes5Thwomp Tilemap
0B14F$01:AF4F5 bytes5YXPPCCCT - Thwomp Properties

Byte 01 - Top left
Byte 02 - Bottom left
Byte 03 - Top right
Byte 04 - Bottom Right
Byte 05 - Angry Thwomp Face
0B18D$01:AF8D1 byte5Angry Thwomp Face
0B1EA$01:AFEA1 byte31Thwimp jumping height (between 80-FF)
0B1F3$01:AFF31 byte31Thwimp jumping Right speed.
0B1F7$01:AFF71 byte31Thwimp jumping Left Speed.
0B1FD$01:AFFD1 byte14Thwimp Sound Effect.
0B202$01:B0021 byte15Thwimp stalling timer
0B2A1$01:B0A11 byte0Value to add for flopping Cheep-Cheep animations
0B2C4$01:B0C41 byte31How far cheep-cheeps will move (the greater the value, the longer the distance.)
0B30F$01:B10F1 byte0Change to 00 to switch the GFX pages used by the swimming and flopping Cheep-Cheeps
0B319$01:B1193 bytes5Replace 9D F6 15 with EA EA EA to make the fish (Cheep Cheep) tilemap use a single GFX page
0B32A$01:B12A36 bytes21This subroutine is what is used to kill stunned koopas and out of water fish. The following offsets may be of use:
$01B12B - How long to show the player kicked a sprite pose.
$01B130 - The sound effect to play (default #$03)
$01B132 - The sound effect channel (default $1DF9)
$01B13D - Y speed of the dying sprite (default #$E0)
$01B145 - Forces the player to face the killed sprite, change to NOP #2 (EA EA) to disable
0B34E$01:B14E44 bytes35Sprite based sparkle routine. Used by Magikoopa's magic and the goal sphere. The goal sphere calls $01:B152.
0B412$01:B2124 bytes31Table of X speeds for the floating spike ball (sprite A4). In order: Slow right, slow left, fast right, fast left.
0B42E$01:B22E5 bytes23The code that checks the sprite buoyancy to determine whether sprites 5C and 5E should float on water or be suspended in the air. You can change this to 80 03 xx xx xx (xx can by any byte) to make them always stay in air or to 80 06 xx xx xx to make them always float.
0B4C3$01:B2C314 bytes5For sprites 55-58 and 5B-5E, partly determines which tilemap to use. 00 -> wooden or checkerboard platform, 01 -> flying rock or grassy platform. The table offset is the sprite number minus 55, and the fifth and sixth bytes and the last four bytes are not used.
0B52B$01:B32B1 byte5Change to 80 to let sprite 63 use the wooden platform tilemap only.
However, the size will be still different, depending on the x-pos.
0B52E$01:B32E1 byte5Left Tile of Checkerboard Platform (sprites 55, 57, 5C and 63)
0B533$01:B3331 byte5Center Tile of Checkerboard Platform (sprites 55, 57, 5C and 63)
0B53E$01:B33E1 byte5Right Tile of Checkerboard Platform (sprites 55, 57, 5C and 63)
0B545$01:B3451 byte5Tilemap: Left edge of line guided wooden platform (Sprite 62)
0B54A$01:B34A1 byte5Tilemap: Center of line guided wooden platform (Sprite 62)
0B555$01:B3551 byte5Tilemap: Right edge of line guided wooden platform (Sprite 62)
0B572$01:B3721 byte5Tilemap: Right edge of line guided wooden platform (Sprite 62)
0B583$01:B3839 bytes5Grassy Orange Platform Tilemap (sprites 5D and 5E)
0B58C$01:B38C9 bytes5Flying Rock Platform Tilemap (Sprites 56 and 58)
0B62F$01:B42F1 byte5Edge of Flying Rock Platform (mirrored)
0B634$01:B4341 byte5Bottom edge of Rock Platform (mirrored)
0B63B$01:B43B1 byte5Edge of Grassy Orange Platform (mirrored)
0B640$01:B4401 byte5Bottom edge of Grassy Orange Platform (mirrored)
0B64F$01:B44F231 bytes22Invisible solid block subroutine. JSL to it in a sprite to make it solid.
$01B4C0 - Change to A0 00 to make Super/Fire/Cape Mario have a 16x16 interaction field (like Small Mario) or change to A0 01 to have a 16x32 intereaction field (like Big Mario) (in conjunction with addresses $00EB79 and $03B67C)
$01B4F3 - SFX that comes up when Mario hits the Message Block/Flying ?-Block sprite
0B755$01:B5551 byte31Speed of the horizontal platform that goes on forever (sprite 5E).
0B85A$01:B65A4 bytes5X displacement for each tile of the floating spike ball (sprite A4). In order: Top left, top right, bottom left, bottom right.
0B85E$01:B65E4 bytes5Y displacement for each tile of the floating spike ball (sprite A4). In order: Top left, top right, bottom left, bottom right.
0B862$01:B6624 bytes5Tile properties for each tile of the floating spike ball (sprite A4). In order: Top left, top right, bottom left, bottom right.
0B866$01:B66657 bytes22The GFX routine for the floating spike ball (sprite A4). $01B686 controls the first tile number used, and the second is always one 16x16 tile to the right of that.
0B89F$01:B69F2 bytes0Length of Turn Block Bridge (sprites 59 and 5A)
0B8A1$01:B6A12 bytes31X speed of Turn Block Bridge (sprites 59 and 5A)
0B8A3$01:B6A32 bytes0Time of Turn Block Bridge (sprites 59 and 5A)
0B97E$01:B77E1 byte5Tile used by Turn Block Bridge (sprites 59 and 5A)
0B990$01:B79014 bytes5Change to [09 xx 99 07 03 99 0B 03 99 0F 03 99 13 03] to change the palette used by the turn block bridge. ("xx" is the new palette value; 00 is the original.) This also prevents the last tile from being X-flipped.
0B9B3$01:B7B38 bytes22Finish OAM write caller subroutine (JSRs to the main one and ends in RTL).
0BB3C$01:B93C2 bytes31Climbing Net Koopa X speed (Right, Left)
0BCB7$01:BAB721 bytes5Gate Sprite Tilemap
0BDD3$01:BBD31 byte5Gate Sprite palette
0BE67$01:BC678 bytes0Change to EA EA EA EA EA EA EA EA and every Map16 block will change into sprites when touched by Magikoopa's Magic. (Not just turn blocks)
0BE7D$01:BC7D1 byte12What Magikoopa's magic transforms turn block into (1up)
0BE83$01:BC831 byte12What Magikoopa's magic transforms turn block into (Coin)
0BE89$01:BC891 byte12What Magikoopa's magic transforms turn block into (Thwimp)
0BE8F$01:BC8F1 byte12What Magikoopa's magic transforms turn block into (Yellow Koopa)
0BF83$01:BD831 byte5Magikoopa's Magic Tilemap (Circle)
0BF88$01:BD881 byte5Magikoopa's Magic Tilemap (Square)
0BF8D$01:BD8D1 byte5Magikoopa's Magic Tilemap (Triangle)
0C105$01:BF051 byte5Tile used by Magikoopa's Wand
0C129$01:BF291 byte14SFX played by Magikoopa
0C133$01:BF331 byte12The sprite that Magikoopa throws
0C16A$01:BF6A121 bytes35The aiming routine used by Magikoopas to aim their magic at (the upper tile of) the player. Input is the total speed (X + Y); output is Y speed in $00 and X speed in $01.
0C2BD$01:C0BD1 byte0[95] Change to A5 to stop the goal point bar from moving.
0C2F0$01:C0F01 byte11Goal tape end level music
0C30A$01:C10A1 byte14Goal tape breaking sound effect.
0C31B$01:C11B1 byte15How long the bonus star number stays on screen
0C358$01:C1581 byte5Goal Bar Tilemap
0C364$01:C1641 byte5Palette/priority/flip of Goal tape tiles
0C37A$01:C17A4 bytes0Change 22 CA F1 07 to EA EA EA EA to disable the digits made up of star tiles at the goal tape (which resemble the amount of bonus stars gathered)
0C39E$01:C19E1 byte5Tile for Growing Vine's Piranha head(1)
0C3A2$01:C1A21 byte5Tile for Growing Vine's Piranha head(2)
0C3AE$01:C1AE1 byte0Y speed of Growing Vine's growth
0C3E6$01:C1E61 byte0Tiles created from growing vine sprite
0C513$01:C3134 bytes12Sprites used by the changing item (Mushroom, Flower, Feather, Star)
0C53D$01:C33D1 byte12Sprite that the Changing Item is made from
0C545$01:C3454 bytes5Eaten berry palettes (unused, red, pink, green)
0C54C$01:C34C1 byte0Change to 00 and the Fire Flower won't flip back and forth
0C55F$01:C35F1 byte5Eaten berry tile
0C62C$01:C42C3 bytes1Set to EA EA EA to disable moving coin and star movement
0C710$01:C5104 bytes0item to put into item box when mushroom is touched. indexed by mario's status ($19)
0C714$01:C5144 bytes0item to put into item box when flower is touched. indexed by mario's status ($19)
0C718$01:C5184 bytes0item to put into item box when star is touched. indexed by mario's status ($19)
0C71C$01:C51C4 bytes0item to put into item box when cape is touched. indexed by mario's status ($19)
0C720$01:C5204 bytes0item to put into item box when 1up is touched. indexed by mario's status ($19)
0C724$01:C5244 bytes0action to take when mario touches a mushroom. indexed by mario's status ($19)

actions are:
(0-change to big, 1-don't change, 2-give star, 3-change to cape, 4-change to flower, 5-give 1up)
0C728$01:C5284 bytes0action to take when mario touches a flower. indexed by mario's status ($19)
0C72C$01:C52C4 bytes0action to take when mario touches a star. indexed by mario's status ($19)
0C730$01:C5304 bytes0action to take when mario touches a cape. indexed by mario's status ($19)
0C734$01:C5344 bytes0action to take when mario touches a 1up. indexed by mario's status ($19)
0C738$01:C53828 bytes1Handles what happens when the player touches a powerup. This routine will manage the item box as well. $01:C549 [0B] is the sound effect to play when touching a powerup.

Set $01:C545 to EA EA EA to disable the item box.
0C754$01:C55412 bytes9powerup routines (indexed by values from $01C524 - $01C537)
0C766$01:C5661 byte15Length of Mario's growing animation. Setting it higher than 2F may cause it to use different Mario tiles.
0C768$01:C5681 byte3Changing this to 99 will make Mario face the camera if he grows from a mushroom.
0C770$01:C5701 byte0How many points you get by getting a powerup.
00 = 200
01 = 400
02 = 800
03 = 1000
04 = 2000
05 = 4000
06 = 8000
07 and above = 1-up
FB = nothing
0C77B$01:C57B1 byte14Mario picking up a Mushroom or Flower Sound Effect.
0C780$01:C58018 bytes21Star Subroutine. JSL to it to give Mario star power. $01C581 controls how long stars last, $01C586 controls the music that is played during star power.
0C799$01:C5991 byte0What powerup feathers give you
0C79D$01:C59D1 byte14Sound Effect will make if you grabbed the feather. Change to 0C to make the sound effect like in SMB3.
0C7F8$01:C5F81 byte0What powerup flowers give you
0C809$01:C6095 bytes5Tilemap: Power-ups (Mushroom, Flower, Star, Feather, 1Up)
0C812$01:C6121 byte5Tile used by the P-Balloon
0C813$01:C6131 byte5Tile used by Flying Red Coin
0C814$01:C6141 byte5Tile used by Flying Yellow 1Up Mushroom
0C815$01:C6151 byte5Tile used by Flying Key?
0C816$01:C6164 bytes2The palettes the star sprite flashes through. 00 is palette 8, 02 is palette 9, 04 palette A, etc. YXPPCCCT format.
0C841$01:C64196 bytes22The GFX routine of the moving coin (sprite 21) and various other coin sprites, such as the directional coins.

- $01C641: 4 bytes, JSRs to the main routine and ends in RTL.
- $01C645: Start of the main GFX routine.
- $01C653: Tile used by the first frame. This is the 16x16 one.
- $01C667: Changing this to [80 07] will cause all 4 frames to use 2 tiles, and changing it to [D0 00] or [EA EA] will cause all 4 frames to use only 1 tile.
- $01C66A: Changing this to 00 will cause all 4 frames to be 8x8.
- $01C66D: Tiles used by the second, third, and fourth frames. These are all 8x8.
- $01C699: Changing this to 02 will cause all 4 frames to be 16x16.
0C9EA$01:C7EA1 byte5Tilemap: Swinging Platform's Chain 1 (Sprite 5F)
0C9EF$01:C7EF1 byte2Palette of chain link connected to platform
0CA71$01:C8711 byte5Tilemap: Swinging Platform's Chain 2 (Sprite 5F)
0CAC7$01:C8C71 byte5Tilemap: Swinging Platform's Chain 3 (Sprite 5F)
0CACC$01:C8CC1 byte2Palette of other chain links
0CAD3$01:C8D31 byte5Tilemap: Swinging Platform's Chain 4 (Sprite 5F)
0CAFB$01:C8FB1 byte2Palette of wooden platform
0CBBB$01:C9BB4 bytes5Tilemap: Brown Swinging Platform (Sprite 5F)
0CCCB$01:CACB85 bytes1Sprite rotation preparation routine. First JSR to this, then to $01CB20 and finally to $01CB53.
0CD20$01:CB2051 bytes1Routine for preparing the game's global rotation routine. First you can JSR to either $01CACB
for sprite rotation or to $01CCC7 for Mode 7 rotation (this step seems to be optional). Next you JSR to this to prepare the rotation and finally you JSR to $01CB53.
0CD53$01:CB53330 bytes1The game's global rotation routine. First you can JSR to either $01CACB
for sprite rotation or to $01CCC7 for Mode 7 rotation (this step seems to be optional). Next you JSR to $01CB20 to prepare the rotation and finally you JSR to this.
0CEC7$01:CCC735 bytes1Mode 7 rotation preparation routine. First JSR to this, then to $01CB20 and finally to $01CB53.
0CF1E$01:CD1E12 bytes19Unused ROM.
0CF4F$01:CD4F1 byte27Y lo starting position of Morton/Ludwig/Roy at the boss battle.
0CF7E$01:CD7E1 byte27X low position of Ludwig at the start of the boss battle.
0CF82$01:CD821 byte27X high position of Ludwig at the start of the boss battle.
0D03E$01:CE3E2 bytes1Change [64 7B] to [EA EA] in order to prevent Mario from slowing down when Ludwig appears.
0D0AE$01:CEAE2 bytes31Ludwig's shell speed
0D0B4$01:CEB42 bytes31Ludwig's horizontal jump distance
0D0CE$01:CECE1 byte15Counts how long to delay before Ludwig jumps out of his shell.
0D0D8$01:CED81 byte31Vertical height of Ludwig's jump (lower is shorter).
0D157$01:CF571 byte0Ludwig jump right type modifier
0D158$01:CF581 byte0Ludwig jump left type modifier
0D1CD$01:CFCD1 byte0Ludwig, Morton, and Roy's HP
0D1D1$01:CFD11 byte14Morton/Ludwig/Roy spiralling out sound effect.
0D24F$01:D04F1 byte11Music played after Morton/Ludwig/Roy is defeated
0D25A$01:D05A1 byte14What sound is played by Ludwig's fireball.
0D26F$01:D06F1 byte12Sprite spawned by Ludwig von Koopa
0D280$01:D0801 byte0Height of fireball spawned by Ludwig.
0D2B8$01:D0B81 byte0How long fireballs stay in Ludwig's mouth for.
0D2BE$01:D0BE1 byte31X Speed of Ludwig's Fireball (Right)
0D2BF$01:D0BF1 byte31Left speed of ludwig's fireballs (reversed)
0D322$01:D1221 byte31Morton and Roy's speed for first hit, left.
0D324$01:D1241 byte31Morton and Roy's speed for first hit, right.
0D326$01:D1261 byte31Morton and Roy's speed for second hit, left.
0D328$01:D1281 byte31Morton and Roy's speed for second hit, right.
0D32A$01:D12A1 byte31Morton and Roy's speed for third hit, left.
0D32C$01:D12C1 byte31Morton and Roy's speed for third hit, right.
0D32F$01:D12F1 byte31Morton and Roy's vertical speed for first hit, up.
0D331$01:D1311 byte31Morton and Roy's vertical speed for first hit, down.
0D333$01:D1331 byte31Morton and Roy's vertical speed for second hit, up.
0D335$01:D1351 byte31Morton and Roy's vertical speed for second hit, down.
0D337$01:D1371 byte31Morton and Roy's vertical speed for third hit, up.
0D339$01:D1391 byte31Morton and Roy's vertical speed for third hit, down.
0D439$01:D2392 bytes31How fast Morton and Roy rotate when they're crawling on a wall or ceiling. By default FC and 04. The closer to 00, the slower it gets. Do not exceed above a difference of 80 (that is, don't make the first value 01-7F, and don't make the second value 81-FF). Using 00 isn't recommended either.
0D46E$01:D26E1 byte31Falling speed of Morton and Roy
0D48C$01:D28C1 byte15How much the ground shakes after Morton/Roy hit the floor.
0D495$01:D2951 byte15How long Mario is stunned for after Morton/Roy hits ground.
0D49A$01:D29A1 byte14Morton/Roy landing sound effect.
0D49F$01:D29F1 byte15How long Morton/Roy stays put after landing on floor.
0D4D0$01:D2D01 byte0Timer determining how many frames to wait before being able to interact with Morton/Ludwig/Roy, after having interacted with it. (By default: 08)
0D4FA$01:D2FA1 byte0Y speed of Mario when he bounces off Morton/Roy (normal state) and Ludwig (always).
0D4FE$01:D2FE1 byte14Which sound to generate when stomping Ludwig when he's inside his shell, and Morton/Roy/Ludwig when they're vulnerable (a second sound effect is generated too here, see $01D3AC).
By default #$02.
0D51F$01:D31F1 byte14SFX Played when Mario hits Morton/Roy while on the ceiling, while falling, and after they have just landed.
0D530$01:D3301 byte7Mario's Y-Speed after jumping on Morton/Roy when they have just landed. Closer to 80 - highest.
0D535$01:D3351 byte14Sound effect played when Mario hits Morton/Roy when going up the wall.
0D543$01:D3431 byte0X speed of Mario when he bounces off Morton/Roy when they're crawling on the left side of the screen.
0D549$01:D3491 byte0X speed of Mario when he bounces off Morton/Roy when they're crawling on the right half of the screen.
0D54D$01:D34D1 byte0Y speed of Mario when he bounces off Morton/Roy in their unusual state (as in, crawling on walls, falling from ceiling).
0D57A$01:D37A1 byte0Horizontal scaling of Morton/Roy/Ludwig (Mode 7) just after they're hit. The higher the value, the thinner they are. Extreme values, such as 00 (biggest) or FF (smallest), are not recommended as they may or may not partially affect the gameplay. Keep the value near the original, if you change it.
By default: #$18.
0D583$01:D3831 byte0Vertical scaling of Morton/Roy/Ludwig (Mode 7) just after they had been hit. The bigger the value, the shorter the Koopa Kids become.
Do not change the value to #$00 - #$1F or #$80 - #$FF as it will mess up. If changing value, keep it near the original since it might affect the Koopa Kid's height afterwards, if the value was too extreme.
By default: #$28.
0D5A2$01:D3A21 byte15How long Morton/Roy/Ludwig recovers after Mario has hit him.
0D5AC$01:D3AC1 byte14Which sound to generate when stomping Morton/Roy/Ludwig when they're vulnerable (a second sound effect is generated too, see $01D2FE).
By default #$28.
0D5F8$01:D3F83 bytes0Change to EA EA EA to make Morton, Roy and Ludwig immune to fireballs
0D5FF$01:D3FF1 byte0How many fireballs it takes before Morton/Ludwig/Roy are killed.
Counts up to the stomping HP counter as well. By default: 0C.
0D646$01:D4464 bytes5Sprite tilemap: Ludwig Fireball
0D8D2$01:D6D26 bytes23The code that determines whether sprite 63 should be brown or checkered. Change to "A9 xx EA EA EA EA" to make the platform always brown or always checkered (if brown, xx = 00, if checkered, xx = 01).
$01D6D5 - change to 00 to make sprite 63 use the small wooden platform no matter which x-position. (to use with $01D6D7)
$01D6D7 - change to 00 to make sprite 63 use the small wooden platform no matter which x-position. (to use with $01D6D5)
0D8ED$01:D6ED3 bytes1Change to EA EA EA to make all line-guided sprites move at the same speed instead of the chainsaws, Grinder, and Fuzzy going twice as fast.
0D8F0$01:D6F023 bytes23Change to B5 E4 29 10 4A 4A 4A 4A 9D 7C 15 80 14 EA EA EA EA EA EA EA EA EA EA to fix certain line-guided sprites: instead of moving left on odd starting X positions and not showing up at all on even ones (actually, they are just shifted offscreen), they will instead move right on even starting X positions.
x$01D6FA - X position (low byte) of sprites 65, 66, 67 and 68. Change it to 0F to fix it's x position when it goes to the right. (USE WITH $01D701)
$01D701 - X position (high byte) of sprites 65, 66, 67 and 68. Change it to 00 to fix it's x position when it goes to the right. (USE WITH $01D6FA)
0D97D$01:D77D1 byte1Change from F0 to D0 to switch the speeds of the line-guided sprites. (Normally, the chainsaws, Grinder, and Fuzzy move fast, while the platforms and rope move slow.) Use with $01D7A1.
0D9A1$01:D7A11 byte1Change from F0 to D0 to switch the speeds of the line-guided sprites. (Normally, the chainsaws, Grinder, and Fuzzy move fast, while the platforms and rope move slow.) Use with $01D77D.
0DD96$01:DB964 bytes5X displacement for the Grinder tiles (the one that doesn't follow line guides).
0DD9A$01:DB9A4 bytes5[00 00 10 10] Y offset for the Grinder tiles (the one that doesn't follow line guides).
0DD9E$01:DB9E4 bytes5[03 43 83 C3] OAM properties for the Grinder tiles (the one that doesn't follow line guides).
0DDBF$01:DBBF1 byte5Tile used by Grinder (the one that doesn't follow line guides). Note that the sixth bit (#$02) should be cleared or it won't animate; the sixth bit of the frame counter is ORA'd to it.
0DDF5$01:DBF51 byte5Line-guided Fuzzball tilemap (Sprite 68)
0DE28$01:DC281 byte5Line-guided Grinder Tilemap
0DE47$01:DC474 bytes5Line-guided Rope's Motor Tilemap
0DE4C$01:DC4C8 bytes5Line-guided Rope's rope tilemap
0DEAC$01:DCAC1 byte5Line-Guided Rope Palette
0DFBD$01:DDBD1 byte12Sprite that the Bonus game is made from
0E0E3$01:DEE336 bytes5Sprite tilemap: Bonus Roulette
0E107$01:DF079 bytes5Palette info for the items in the bonus game sprite (0x82). The first three bytes are the palette for the Star. The next three are for the Mushroom, and the last three are for the Fire Flower. They're all expressed as even numbers where 00 = Lunar Magic palette 8, 02 = LM palette 9, and so on.
0E311$01:E1114 bytes5Change to EA EA EA EA to prevent Podoboo from having lava trail.
0E390$01:E1904 bytes5Sprite tilemap: Bowser Flame
0E3D1$01:E1D11 byte12Sprite that can unlock keyholes in its stunned status (Default is 80: Key)
0E3F9$01:E1F91 byte1[40] Change to [DE] to fix the problem where if there is more than one key on the screen, some of them won't activate the keyhole. Use with $01E20A and $01E20F.
0E40A$01:E20A1 byte1[2F] Change to [CD] to fix the problem where if there is more than one key on the screen, some of them won't activate the keyhole. Use with $01E1F8 and $01E20F.
0E40F$01:E20F1 byte1[2A] Change to [C8] to fix the problem where if there is more than one key on the screen, some of them won't activate the keyhole. Use with $01E1F8 and $01E20A.
0E411$01:E2111 byte15Keyhole shrinking timer.
0E416$01:E2161 byte11Keyhole music
0E451$01:E2511 byte5Top tile of keyhole
0E456$01:E2561 byte5Bottom tile of keyhole
0E45B$01:E25B1 byte5Keyhole palette/GFX page
0E492$01:E2921 byte27Y low position of 1UP from bonus game, to start out with.
0E497$01:E2971 byte27Y high position of 1UP sprite from bonus game, to start out with.
0E49C$01:E29C1 byte27X low position of 1UP sprite from bonus game, to start out with.
0E4A1$01:E2A11 byte27X high position of 1UP sprite from bonus game, to start out with.
0E4A6$01:E2A61 byte31Initial X speed of 1UP sprite from the bonus game.
0E4AB$01:E2AB1 byte31Initial Y speed of 1UP sprite from the bonus game.
0E4B0$01:E2B024 bytes19Unused data.
0E4FB$01:E2FB1 byte15[68] How long time Monty Mole waits in the ground until jumping out (for the YI submap)
0E4FD$01:E2FD1 byte0[01] At which submap Monty Mole has more delay until jumping out.
00 is the main OW
01 is Yoshi's Island
02 is Vanilla Dome
03 is Forest of Illusion
04 is Valley of Bowser
05 is Special World
06 is Star World
0E501$01:E3011 byte15[20] How long time Monty Mole waits in the ground until jumping out (for other areas than YI)
0E53C$01:E33C1 byte0Tile spawned by ledge-dwelling Monty Mole
0E56A$01:E36A1 byte5Attributes of Ledge-Dwelling Monty Mole
0E654$01:E4541 byte5Dry Bones and Bony Beetle crumble animation, frame 1
0E65E$01:E45E1 byte5Dry Bones and Bony Beetle crumble animation, frame 2
0E722$01:E52211 bytes1Code that makes sprite 32, the Dry Bones that stays on ledges, throw bones when the overworld level is 10D.

You can change $01E522 to [80 1E] to make sprite 32 never throw bones, or you can change $01E526 to [80 07] to make the sprite throw bones in all overworld levels. $01E52A is the overworld level in question; it follows the format of RAM address $13BF.
0E7F3$01:E5F31 byte14Dry Bones Crumble Sound Effect.
0E7FF$01:E5FF1 byte15Time it takes for Dry-Bones to come back to life.
0E891$01:E6911 byte31[10] Change to 80 to disable spin jumping from springboards
0E89F$01:E69F1 byte3Mario's pose after jumping high from the portable Springboard. (0A looks the best, 0B by default.)
0E8A3$01:E6A31 byte31How high Mario jumps when jumping from the P. Springboard. (80 highest, 00-FF lowest.
0E8AA$01:E6AA1 byte14Sound effect made by the portable springboard.
0E923$01:E7231 byte5Tile used by flattened POW Switch
0E929$01:E7291 byte5Tile used by flattened Shelless Koopa
0E933$01:E7331 byte5Tile to use for stomped goomba
0EB76$01:E9761 byte5Tile used by the face on Lakitu's Cloud
0EB7B$01:E97B1 byte5YXPPCCCT - Lakitu Cloud Properties (Priority/Palette/Flip/GFX Page)
0EB85$01:E9854 bytes5Cloud Tilemap
0EBDC$01:E9DC1 byte31Change to 74 to disable Lakitu vertical movement
0EC19$01:EA198 bytes22Wrapper for the subroutine at $01EA21 (changes the data bank and JSRs to it).
0EC21$01:EA2179 bytes22A subroutine for spawning a Spiny egg. This is used by both the normal and pipe-dwelling Lakitus, and it can be called via the wrapper at $01EA19.
$01EA32 is the sprite Lakitu throws.
$01EA36 is the sprite Lakitu throws when a silver P-switch is active.
$01EA69 is the palette of the sprite Lakitu throws when a silver P-Switch is active.
0ECA8$01:EAA81 byte0Yoshi's standing animation
0ECE7$01:EAE71 byte0Yoshi falling animation frame
0ECED$01:EAED1 byte0Yoshi jumping animation frame
0ECF6$01:EAF61 byte0Yoshi turning animation frame
0ED01$01:EB011 byte0Yoshi eating animation frame
0ED09$01:EB091 byte0Yoshi eating animation (while holding up)
0ED16$01:EB164 bytes1Change this to [EA EA A5 73] to fix an issue with Yoshi if you disable ducking.
0ED1D$01:EB1D1 byte0Yoshi crouching animation frame
0ED2D$01:EB2D1 byte0Yoshi waiting animation frame
0ED79$01:EB791 byte0Change to 00 to make Mario walk even when riding Yoshi
0EDBE$01:EBBE2 bytes31Speed Yoshi has when mario get's hit while riding him. (Format = Left, Right)

Left Value must be a value over 80, Right Value must be a value under 7F
0EDC2$01:EBC28 bytes0Growing animation sequence
0EE04$01:EC0472 bytes22The routine that makes Yoshi hatch.
$01EC2F - Change "3A" (DEC A) to "EA" (NOP) to make Yoshi's "Thank you for saving me" message appear on the main map, as opposed to the Yoshi's Island submap.
$01EC36 - Change from "D0" (BNE) to "80" (BRA) to disable the Yoshi rescue message.
$01EC3C is Yoshi's thank you message
0EEFE$01:ECFE1 byte0Yoshi's hopping height in idle state
0EF60$01:ED601 byte14Mario jumping on Yoshi sound
0EF6D$01:ED6D3 bytes1Change to [80 01 EA] to fix the glitch where you can hop off Yoshi to increase consecutive enemies stomped.
0EF9C$01:ED9C1 byte0[10] Change to [80] to disable jumping of Yoshi.
0EF9E$01:ED9E45 bytes33The routine that makes player leave Yoshi (by pressing A while on him).
0EFE4$01:EDE410 bytes27Y-position of Mario on Yoshi (1 byte for each frame; 10 bytes)
0EFEE$01:EDEE3 bytes0Riding Yoshi walking animation frames
0EFF1$01:EDF12 bytes27Base X-position of Yoshi (1st byte facing right; 2nd facing left)
0EFF8$01:EDF81 byte0Yoshi animation speed while running
0EFF9$01:EDF913 bytes5Yoshi's head tiles (points to table at 9E47-9E57)
0F006$01:EE0613 bytes5Yoshi's body tiles (points to table at 9E47-9E57)
0F013$01:EE1313 bytes27X-position of Yoshi's head (facing right)
0F020$01:EE2013 bytes27X-position of Yoshi's head (facing left)
0F047$01:EE4713 bytes27Base Y-position of Yoshi
0F054$01:EE5413 bytes27Y-position of Yoshi's head
0F28B$01:F08B1 byte5Tile used in Yoshi's throat as he swallows
0F297$01:F0971 byte5Sprite tilemap properties of Yoshi's swallowing tile (YXPPCCCT) [01]. Change to [00] to make that tile use SP1 or SP2.
0F2D4$01:F0D41 byte14Yoshi swallowing sound
0F2EF$01:F0EF1 byte0How many berries Yoshi needs to eat before he lays an egg containing a mushroom. (Default: 0A)
0F2F6$01:F0F61 byte12Which sprite is generated when 10 red berries are eaten (by default : 74 - mushroom)
0F307$01:F1071 byte15How many "10 seconds" the green berry adds to the timer when eaten by Yoshi. 00 wouldn't add anything, 01 adds 10, 02 adds 20 seconds and so on. Can glitch up the timer if set to anything higher than 0A.
0F31D$01:F11D1 byte0How many pink berries should be eaten before a coin game cloud appears. (By default: 02)
0F324$01:F1241 byte12Which sprite is generated when two pink berries are eaten (By default: 6A)
0F337$01:F13716 bytes0Which powers the different Yoshi color+shell color combinations gives. It's a 4x4 table, where the order is green, red, yellow, blue, the Koopa colors are on the horizontal axis and the Yoshi colors are on the vertical axis. Setting an #$01 bit enables ground pounding, #$02 enables flight. The other bits aren't used.
0F347$01:F1476 bytes0What ability each shell colour Yoshi (This table points to the table at xF337)
(In the order of: brown[unused], grey[unused], yellow, blue, red, green)
0F3AB$01:F1AB1 byte23Change from F0 to 80 to make Yoshi never swallow sprites held in his mouth (shells, keys, P-switches, etc).
0F46A$01:F26A9 bytes1Code that makes Yoshi spit out flames when he has the red shell in his mouth
$01F270 - Which shell colour can give Yoshi fire breath.
0F473$01:F2739 bytes1Code that makes Red Yoshi spit out flames no matter what shell colour is in his mouth
$01F279 - Which coloured Yoshi always gets fire breath
0F490$01:F2901 byte14Yoshi spit fire SFX
0F499$01:F2991 byte12The three objects Yoshi spits out after eating a red shell
0F50A$01:F30A1 byte0Change to 00 to keep Yoshi from sticking out his tongue
0F50F$01:F30F1 byte14Yoshi tongue sound. Uses $1DFC for sound effect.
0F519$01:F3191 byte31Speed at which Yoshi's tongue comes out.
0F51E$01:F31E1 byte0Length of Yoshi's tongue (about 2.5 blocks)
0F529$01:F3291 byte15Amount of time Yoshi's tongue stays at its maximum length
0F53C$01:F33C1 byte31Speed at which Yoshi's tongue retreats after being at maximum point.
0F560$01:F3603 bytes1The routine triggered when Yoshi eats a sprite. Starts by loading the sprite number and comparing it to a Koopa.
0F648$01:F4481 byte0X-shift of Yoshi's tongue segments
0F665$01:F4651 byte0How many tiles comprise Yoshi's tongue (doesn't change collision)
0F669$01:F4691 byte23OAM index of Yoshi's tongue. This is in the $0200 block, and it uses the next 4 slots after this as well.
0F688$01:F4881 byte5Tile used by the middle of Yoshi's Tongue
0F68C$01:F48C1 byte5Tile used by the end of Yoshi's Tongue
0F694$01:F4941 byte5Palette/Flip/Gfx page of Yoshi's Tongue
0F698$01:F4981 byte5Value to add to Pal/flip/etc. of Yoshi's tongue when facing right
0F6E8$01:F4E81 byte27Y position of sprite grabbed by Yoshi's tongue
0F7A2$01:F5A21 byte14SFX played when Yoshi tries to eat an inedible sprite with his tongue
0F7CD$01:F5CD1 byte12Sprite that Pokey is made from when swallowed
0F805$01:F6051 byte15Amount of time Yoshi's tongue stays out before he swallows an enemy
0F91E$01:F71E1 byte14Sound Effect when mario get's hit while riding yoshi.
0F920$01:F7202 bytes14What bank $01:F71E loads its SFX from. (Default is $1DFC)
0F92A$01:F72A1 byte7Y Speed Mario has when he gets hit while riding yoshi.
0F944$01:F7441 byte15How long invincibility lasts after yoshi runs away. 80 - longest, 00/FF - Shortest.
0F957$01:F7571 byte14Yoshi egg coming out of block sound
0F95D$01:F75D3 bytes5Which GFX page the Yoshi egg (sprite 2C) uses. The first two values are for when it is intact, and the third is for when it starts breaking.
0F961$01:F7613 bytes5Yoshi's Egg Tilemap (2 frames breaking, 1 frame unbroken)
0F982$01:F7821 byte12Sprite that hatches out of colored yoshi egg when Mario does not already have a yoshi.
0F989$01:F7891 byte12Sprite that hatches from sprite 2C (red/blue/yellow Yoshi egg) when Mario already has a Yoshi. (Default: 78 (1up))
0F994$01:F7941 byte5Yoshi's Egg Tilemap
0FA8C$01:F88C2 bytes31Horizontal speed of Eeries
0FA8E$01:F88E2 bytes0Vertical speed of Eerie (sprite 39)
0FB10$01:F9101 byte0Change from D0 to 80 to disable Boo from stopping when Mario looks at it.
0FB29$01:F9291 byte15Time taken for Boo to turn around.
0FC2F$01:FA2F3 bytes2Change to 09 xx EA to make all three frames of the Boo Block use the same palette, xx being the palette bits.

Note that changing this to 02 won't make any *noticeable* difference if you use the default palettes...the correct setting for palette F, used for the non-block frame, makes it use the EXACT same colors that are used in palette 9, for some reason.
0FC37$01:FA373 bytes5Boo Block Tilemap
0FC3A$01:FA3A3 bytes2Boo Block Palettes
0FC4E$01:FA4E4 bytes5Iggy/Larry ball tilemap
0FD2E$01:FB2E1 byte11Music played after Iggy/Larry is defeated
0FD61$01:FB611 byte14SFX that plays when you hit Iggy/Larry into the lava.
0FD95$01:FB951 byte15FD95 - How long it takes for Iggy/Larry to turn around.
0FDC2$01:FBC21 byte0Iggy/Larry's speed for walking towards center
0FDC6$01:FBC61 byte0Iggy/Larry's speed for walking towards center
0FDD2$01:FBD21 byte0Iggy/Larry's speed for walking towards center
0FDD6$01:FBD61 byte0Iggy/Larry's speed for walking towards center
0FE70$01:FC701 byte1The left bound of Iggy/Larry's movement. If Iggy/Larry crosses this left bound, he falls in the lava.
0FE74$01:FC741 byte1The right bound of Iggy/Larry's movement. If Iggy/Larry crosses this right bound, he falls in the lava.
0FEC6$01:FCC61 byte1How long Iggy/Larry is invincible after getting hit. Increase this value (preferably to 30) if you want to prevent the player from scoring combos.
0FF00$01:FD001 byte0Iggy/Larry's speed when stomped
0FF46$01:FD461 byte15Amount of time until Iggy/Larry stops gliding after being hit by a fireball.
0FFBD$01:FDBD1 byte12Sprite that Iggy/Larry throws
10083$01:FE8351 bytes5Sprite tilemap: Larry/Iggy
100BA$01:FEBA1 byte5Iggy Koopa's Palette/GFX page/Priority/Flip
100BB$01:FEBB1 byte5Larry Koopa's Palette/GFX page/Priority/Flip
10153$01:FF534 bytes5Sprite tilemap: Larry/Iggy shell
101BF$01:FFBF65 bytes19Unused data.
10208$02:8008106 bytes34"Drop Item From Box" Subroutine. JSL to it to make the current item fall from the box.
Change $028008 from DA to 6B to disable the item box drop routine.
$028013 is Item dropping from itembox sound effect, written to $7E1DFC. Default value is [0C].
$028042 is Sprite State to drop items from the item box as.
$028052 is the fixed X position of dropped item from item box.
$028060 is the fixed Y position of dropped item from item box.
10272$02:807210 bytes0Bob-omb explosion x spacing
1027C$02:807C10 bytes0Bob-omb explosion y spacing
10286$02:8086242 bytes22Explode Bomb Subroutine. JSL to it each frame to make your sprite explode, but remember to load $1540,x with the explosion timer and setting the data bank to 02 (or 82) first.
$02808E is Bob-omb explosion area
$028114 is Bob-omb's explosion GFX tile
If you change $02811E from 38 to 18 (i.e. change SEC to CLC), the Bob-omb explosion will use the first graphics page.
10426$02:822657 bytes5Ludwig BG Tiles
1045F$02:825F30 bytes5Morton/Roy BG Tiles
105FB$02:83FB5 bytes31Change all 4A bytes (LSR) to EA (NOP), to increase the speed of the walls in Morton/Roy's room when they're crashing down. The more EA bytes, the faster (twice as fast per EA) the walls will come down.
106BC$02:84BC84 bytes21Water Splash Subroutine
10728$02:8528103 bytes1Lava Splash Subroutine
$028540 is the objects to use for lava splash.
1078F$02:858F80 bytes21Star Sparkle GFX Subroutine (Doesn't make Mario invincible, but shows sparkles.)
$0285BA is where the Sprite/Block Star Sparkle GFX Subroutine starts (which is also used for Mario).
1082F$02:862F52 bytes22Throw block creation subroutine.
$02864E - Sprite number: Sprite that the Throw Block is made from.
$028656 - Throw Block timer. Change it to 00 and it stays forever.
10863$02:866392 bytes34Exploding block Subroutine
input:
A: If 0 it appear as a exploding brown block, else it appear as a flashing block
10880$02:86801 byte14Breaking Turn Blocks Sound Effect.
10886$02:86863 bytes0Change to EA EA EA to disable the Turn Block shattering animation (turn blocks disappear when spin jumped). Also affects sprite 4C.
108BF$02:86BF46 bytes21Yellow Yoshi earthquake subroutine.
1093A$02:873A4 bytes31Bounce sprite Y speed table, based on direction (or the value in $06 during the routine at $028752).
1093E$02:873E4 bytes31Bounce sprite X speed table, based on direction (or the value in $06 during the routine at $028752).
10952$02:8752299 bytes21A subroutine for spawning bounce sprites from blocks. It continues into the routine at $02887D.
Input:
$04 - bounce sprite number - 1
$05 - value to use in $02887D
$06 - speed index (see $02873A and $02873E)
$07 - value of $9C that the block will turn into

At 0x10989/$028789:
Block bounce sprite YXPPCCCT table, in the following order:
- Turn Block with item / ! Block
- Note Block
- ?-Block
- Unused Side Bounce Turn Block
- Glass Block
- ON/OFF Block
- Turn Block
10965$02:87651 byte0[05] Number of points awarded for breaking a turn block, divided by 10.
10A7D$02:887D36 bytes21Seems to be a subroutine for spawning stuff from blocks. What is spawned depends on the value of $05:

00 - nothing
01 - mushroom
02 - flower
03 - star
04 - cape
05 - 1-Up
06 - coin
07 - coin (sets multiple-coin-block timer)
08 - growing vine
09 - nothing?
0A - P-switch (blue/gray depending on block X position)
0B - key/wings/balloon/shell (depending on block X position)
0C - green Yoshi egg
0D - green Koopa shell (with stun timer set)
0E - changing item
0F - directional coins
10 - key (but a random blue shell-less Koopa also pops out)
11-FF - completely glitchy; best not to use

This subroutine can be used properly in a block, but the data bank must be 02 and the lower nybbles of $98 and $9A must be cleared. All values except 06 and 07 JSR to the main "spawn sprite from block" routine at $0288DC; values 06 and 07 JSR to the coin-spawning routine at $028A66.
10AA1$02:88A11 byte12Sprite that comes out of egg in block 126 (Yoshi)
10AA2$02:88A21 byte12Sprite that comes out of egg in block 126 if Yoshi is already present (1up)
10AA4$02:88A41 byte12Sprite that, when Yoshi is not present, comes out of blocks 117, 118, 11F, and 120 when small, and 16B regardless of status. (Mushroom)
10AA5$02:88A51 byte12Sprite that comes out of blocks 117 and 11F when big (Flower)
10AA6$02:88A61 byte12Sprite that comes out of blocks 119 and 121; also comes out of block 11A (certain X-positions only) and 122 (all X-positions) when invincible (Star)
10AA7$02:88A71 byte12Sprite that comes out of blocks 118 and 120 when big, and 16A regardless of status (Feather)
10AA8$02:88A81 byte12Sprite that comes out of block 11A (1up)
10AA8$02:88A81 byte12Sprite that comes out of block 11A, and block 12D if at least 30 coins have been collected. (1up)
10AAB$02:88AB1 byte12Sprite that comes out of block 11A(?) (Vine)
10AAD$02:88AD1 byte12Sprite that comes out of block 11D (POW)
10AAE$02:88AE1 byte12Sprite that comes out of block 125 (Balloon - if changed, it will produce the same sprite regardless of X position)
10AAF$02:88AF1 byte12Sprite that comes out of block 126 (Yoshi egg)
10AB0$02:88B01 byte12Sprite that comes out of blocks 127 and 128 (Green shell)
10AB1$02:88B11 byte12Sprite that comes out of block 12C (Changing Item)
10AB2$02:88B21 byte12Sprite that comes out of block 114 (Directional coins)
10AB5$02:88B51 byte12Sprite that, when Yoshi is present, comes out of blocks 117, 118, 11F, and 120 when small, and 16B regardless of status. (Mushroom)
10AB6$02:88B61 byte12Sprite that comes out of block 117 when big (Flower), when Yoshi is present.
10AB7$02:88B71 byte12Sprite that comes out of block 119 (Star), when Yoshi is present.
10AB8$02:88B81 byte12Sprite that comes out of block 118 when big (Feather), when Yoshi is present.
10AB9$02:88B91 byte12Sprite that comes out of block 11A (1up), when Yoshi is present.
10AB9$02:88B91 byte12Sprite that comes out of block 11A, and block 12D if at least 30 coins have been collected, when Yoshi is present. (1up)
10ABC$02:88BC1 byte12Sprite that comes out of block 11A(?) (Vine), when Yoshi is present.
10ABE$02:88BE1 byte12Sprite that comes out of block 11D (POW), when Yoshi is present.
10ABF$02:88BF1 byte12Sprite that comes out of block 125 (Balloon - if changed, it will produce the same sprite regardless of X position), if Yoshi is present.
10AC0$02:88C01 byte12Sprite that comes out of block 126 (Yoshi egg), if Yoshi is present.
10AC1$02:88C11 byte12Sprite that comes out of blocks 127 and 128 if Yoshi is present (Green shell)
10AC2$02:88C21 byte12Sprite that comes out of block 12C (Changing Item), if Yoshi is present.
10AC3$02:88C31 byte12Sprite that comes out of block 114 (Directional coins), if Yoshi is present.
10AC6$02:88C611 bytes0Sprite in block status ($7E14C8 - $7E14D3) table.
10B05$02:890598 bytes21The subroutine that generates a sprite from a block (tile 120 or 125, for example).
$02895F - Change from F0 to 80 to allow Directional Coins to reappear if you activate the block, then leave the area and come back.
10B68$02:89681 byte11Directional coins music.
10C03$02:8A034 bytes1If you change [F6 C2 F6 C2] to [EA EA EA EA], then tile 125 will spawn a flying red coin instead of Yoshi wings on X-coordinate (X&3 = $01).
10C08$02:8A082 bytes1[A9 FF] Change to [80 03] or [A9 00] to prevent the stun timer of the shell spawned from blocks 127 and 128 from ever being set. It will just spawn as a plain shell rather than a shell that will "wake up". (Or you can change the second byte to a different value to make the stun timer shorter.)
10C42$02:8A422 bytes5Colours of P-Switches (Blue, Silver) when spawned by tile 11D
10C44$02:8A4434 bytes21Subroutine for generating smoke when hitting a block.

You can use this in a custom block, but be sure to set up $98 and $9A accordingly.
10C66$02:8A6667 bytes21Subroutine for spawning the coin that comes out of a ? block (for example tile 124).

It can be used in a custom block, but the low nybbles of $98 and $9A must be cleared first. This subroutine ends with RTS, but it may be accessed with a JSL to $02889D.
10CB1$02:8AB1182 bytes211up handler routine.

$02:8AC9 is the number of frames to wait before awarding each extra life after the first, when a 2up or higher is obtained. (Note that reducing this may skip some of the 1up sound effects.)
$02:8ACE is the sound effect.
10D78$02:8B7812 bytes23OAM indexes for minor extended sprites.
10D84$02:8B848 bytes5Sprite mappings for Broken Bricks, Broken Turn blocks, and Broken Throw Blocks
10D8C$02:8B8C8 bytes5Broken Brick tile properties, YXPPCCCT format.
10D98$02:8B9824 bytes9Minor extended sprite pointer table, 2 bytes per sprite.
10DB4$02:8BB41 byte0Set to B9 to enable unused "Getting on Yoshi" dust animation
10E6A$02:8C6A4 bytes5Table of 4x4 tiles used for the unused "getting on Yoshi" smoke minor extended sprite.
10EAA$02:8CAA1 byte5Properties of the unused "getting on Yoshi" smoke minor extended sprite.
10EB8$02:8CB812 bytes5Reflecting Stream of Boo Buddies tilemap (Boos that follow the leader)
10EC4$02:8CC4126 bytes23The code for the minor extended sprites that make up the Boo stream.
$028D34 is palette and GFX page of the following Boos in the Boo stream. (If you use the default palettes, changing this to 03 won't have any effect, since the proper palette setting for the sprite (palette F) uses the same colors as palette 9.)
10F42$02:8D4213 bytes5Water Splash Tilemap
10FD7$02:8DD74 bytes5Tiles used by Rip Van Fish's Z's
11044$02:8E441 byte5Properties of Rip Van Fish's Z's. Set to 02 to make it use the first graphics page.
110B2$02:8EB21 byte5Tile of broken Yoshi egg piece
110BC$02:8EBC1 byte5Palette/GFX page of broken Yoshi egg piece
110CC$02:8ECC6 bytes5Star Mario's Sparkle Tiles
1110B$02:8F0B1 byte0Change to 00 to give Invincible Mario coin sparkles
1111A$02:8F1A1 byte5Palette of star sparkles
1112B$02:8F2B4 bytes5Lava splash tiles (1)
11176$02:8F761 byte5Lava splash palette/GFX page (1)
112C0$02:90C03 bytes1Decrements the timers used by spinning turn blocks to determine how long they should spin. Change to [EA EA EA] to make the last four turn blocks Mario has hit spin forever.
1137E$02:917E1 byte14Sound Effect from bouncing on a Note Block
113B9$02:91B91 byte0Tile spawned behind bouncing block sprite
113ED$02:91ED4 bytes23OAM indexes for block bounce sprites (in the $0200 block).
113F1$02:91F17 bytes5Block bounce sprite tiles

40 - Turn Block
6B - Note Block
2A - ?-Block
42 - Unused Side Bounce Turn Block (40)
EA - Glass Block
8A - ON/OFF Block
11547$02:93473 bytes1Change to [20 E2 FF], and change $02FFE2 from FF FF FF FF FF to A9 02 4C BA 91, to fix the glitch where placing a coin above a ? block or turn block will cause the coin to leave behind an invisible solid block if the block below is hit.
11556$02:935660 bytes21Code that creates a spinning coin sprite from a bounce sprite spawned by tile 2B. However, this never happens (tile 2B doesn't spawn a bounce sprite), so this subroutine seems to be unused. It is called at $02934A.
11644$02:94441 byte0If you change this from FF to 00 then you won't see the eyes blinking or the shell shake. However, do keep in mind that it will affect the Bob-ombs too. If you hit them with a cape or a block from underneath it won't explode.
11656$02:94561 byte0Score added for hitting an enemy from below or smacking an enemy with the cape

00 = Nothing at all
01 - 07 = Scores 200-8000.
08 = 1UP.
09 = 2UP.
0A = 3UP.
0B = 5UP (glitched).
0C-FB = Best not to use.
FC-FF = Scores 10-80
116C1$02:94C152 bytes21Cape Mario smashes ground subroutine.
118B8$02:96B84 bytes23OAM indexes for the smoke images (in the $0200 block).
118CB$02:96CB12 bytes9Pointer to the smoke images. ($7E:17F0 - $7E:17FB)
11B22$02:99225 bytes5Mario/Luigi's trail of smoke tilemap. It uses palette 8.
11BE9$02:99E94 bytes23OAM indexes for the spinning coins that come out of ? blocks. The next index after each of these is also used (the GFX routine will store to $0200,y and sometimes to $0204,y as well).
11BF1$02:99F1183 bytes22Main handling routine for the spinning coins that come out of ? blocks.
$029A4F is a fourth of the rolling coin tilemap. This tile is 16x16.
$029A54 is the properties of the rolling coin flying from question blocks.
$029A6E is three fourths of the tilemap of the rolling coin. These tiles are 8x8, but they're duplicated and placed above each other, making it 8x16.
11CAD$02:9AAD1 byte0How many points you receive for getting a coin out of a block.
11D2B$02:9B2B38 bytes9Extended sprite routines (hammer, fireball, etc.)
11D85$02:9B851 byte5palette/GFX page of volcano lotus' fireball
11D94$02:9B941 byte5first tile of volcano lotus' fireball
11D98$02:9B981 byte5second tile of volcano lotus' fireball
11E8F$02:9C8F1 byte5Spin jump star palette
11E94$02:9C941 byte5Spin jump star tile
11F30$02:9D301 byte5Tile used by Wiggler's Flower once it falls off his head
11F4B$02:9D4B1 byte5The sprite graphics tile used for the Smiley Coin that is dropped by the Coin Cloud Game.
11F50$02:9D501 byte5The YXPPCCCT properties for the tile used for the Smiley Coin in the Coin Cloud Game.
11F55$02:9D551 byte5Size of smiley face coin tiles (00=8x8; 02=16x16)
12066$02:9E661 byte5Tile used by the arm that lowers Torpedo Ted (hand closed)
1206A$02:9E6A1 byte5Tile used by the arm that lowers Torpedo Ted (hand open)
12082$02:9E824 bytes5Lava splash tiles (2)
120D5$02:9ED51 byte5Lava splash palette/GFX page (2)
1215C$02:9F5C1 byte5Tile number for the small bubble that Mario spawns when he is underwater.
1217A$02:9F7A1 byte5Yoshi's Fireball Frame 1 Tilemap
1217E$02:9F7E1 byte5Yoshi's Fireball Frame 2 Tilemap
1218B$02:9F8B1 byte5Yoshi fireball palette/GFX page
12199$02:9F998 bytes31Table for Mario fireball bounce speed. Change to all zeros to make straight fireballs not fly off of slopes at an angle. Use in conjunction with the fireball hit timer at $029FE4.
121AB$02:9FAB2 bytes23OAM indexes for the player's fireballs.
121D4$02:9FD41 byte31Initial Fireball Y Speed #2
121DB$02:9FDB1 byte1Change to 80 to make the player's fireballs go through objects.
121E4$02:9FE41 byte15Fireball hit timer. This increases each time a fireball hits an object or a sprite. Changing it to #$01 will fix the bug with straight fireballs where the second fireball will go through objects if the first one is hitting an object. Use in conjunction with the bounce speed table at $029F99.
12246$02:A0461 byte14Sound effect played when the players fireball touches an object. It is #$01 by default, and the sound effect is in bank $1DF9.
122FB$02:A0FB1 byte0Change to 0A to make other enemies die like Chargin' Chuck when hit by fireballs
122FC$02:A0FC1 byte0Set to BD for unlimited Chargin Chuck fire hp
12303$02:A1031 byte0Chargin Chuck fire hp
12307$02:A1071 byte14Sound effect to play when Chuck is killed by fireballs
1231D$02:A11D1 byte0Determines the number of points received for defeating a Chuck with fireballs (this also applies to any tweaked or custom sprites that have the "Takes 5 fireballs to kill" flag set). See $02ACE5 for a list of possible values.
12324$02:A12431 bytes1Code that turns a sprite into a coin after getting hit by a fireball
$02A125 is the sound effect to play when other enemies are killed by fireballs
$02A12A is the sprite fireballed enemies spawn
12353$02:A1538 bytes23OAM indexes for extended sprites.
1235B$02:A15B4 bytes5Fireball tile table
1235F$02:A15F4 bytes3Fireball tiles' palette/gfx page/priority/flip (May also affect the small flame left by Hopping Flame.)
12363$02:A1634 bytes5Reznor Fireball Tilemap
123A4$02:A1A4115 bytes228x8 fireball GFX subroutine. Is it also used as a base for various other extended sprites' graphics (they JSR to it and then change the tile numbers and properties).
12417$02:A2172 bytes5Small flame left by Hopping Flame Tilemap
1244C$02:A24C1 byte0Small flame's palette. It is added to the fireball's palette.
124A4$02:A2A41 byte5Tile used by Pitchin' Chuck's baseball once thrown
124B1$02:A2B11 byte5Palette/GFX Page of Baseball once thrown
124CC$02:A2CC1 byte5Dry Bones: frame 1 of thrown bone
124D0$02:A2D01 byte5Dry Bones: frame 2 of thrown bone
124DA$02:A2DA1 byte5Dry Bones: palette/gfx page of thrown bone
124DF$02:A2DF8 bytes5Hammer Tilemap (Also, the flip of Dry Bones' bone)
124E7$02:A2E78 bytes5Palette/GFX Page of Hammer
12547$02:A3474 bytes5Dust Cloud Tilemap
125F6$02:A3F6115 bytes22Extended sprite/player contact check and interaction subroutine.
126AE$02:A4AE5 bytes21The hurt Mario subroutine called by an extended sprite touching him.
126E9$02:A4E912 bytes27X-offsets for extended sprites $02-$0D's clipping. 12 bytes and they're in that order.
126F5$02:A4F512 bytes27Y-offsets for extended sprites $02-$0D's clipping. 12 bytes and they're in that order.
12701$02:A50112 bytes27Width for extended sprites $02-$0D's clipping. 12 bytes and they're in that order. Value may not exceed $7F. The clipping 'stretches' from the sprite's origin to the right.
1270D$02:A50D12 bytes27Height for extended sprites $02-$0D's clipping. 12 bytes and they're in that order. Value may not exceed $7F. The clipping 'stretches' from the sprite's origin to below.
1276E$02:A56E483 bytes22Object contact subroutine for the player's fireballs.
129D2$02:A7D237 bytes0Two sprites that are treated as "special" within the sprite header. The first list of sprites come first before the second.
129FC$02:A7FC482 bytes33The routine that loads sprites from the level data. Called every frame; $02A802 is also called a few times during level load.
12B88$02:A9881 byte1Change from 10 to 80 to disable the green and red koopa shells from becoming yellow and blue after the special world is passed
12B8B$02:A98B1 byte121st sprite to change after beating Special Zone (Green Koopa)
12B8F$02:A98F1 byte12What sprite Green Koopa becomes after beating Special World (Yellow Koopa)
12B91$02:A9911 byte122nd sprite to change after beating Special Zone (Red Koopa)
12B95$02:A9951 byte12What Red Koopa becomes after beating Special World (Blue Koopa)
12BA1$02:A9A11 byte0Change to 80 to prevent off screen sprites from turning into silver coins when the silver POW is active (USE WITH $01AB28)
12BB1$02:A9B11 byte12Sprite that all sprites change into when a silver POW is active. (Only works on offscreen sprites) Take note that the sprite will use the same palette as the silver coin that is normally spawned
12BC3$02:A9C31 byte2Palette to use for sprites changed by Silver P-Switch (offscreen sprites only)
12C0B$02:AA0B20 bytes27Position of all Boos in the reappearing ghosts generator, frame 1. Format: $xy.
12C1F$02:AA1F20 bytes27Position of all Boos in the reappearing ghosts generator, frame 2. Format: $xy.
12E18$02:AC181 byte0Change to 80 to fix the glitch where going through a pipe with a silver P-switch makes it act like a blue one.
12EE5$02:ACE510 bytes21The "give points" routine. It ends in RTL, but it JSLs to the main one. To use this properly, A should contain one of the following values:

00 = 100
01 = 200
02 = 400
03 = 800
04 = 1000
05 = 2000
06 = 4000
07 = 8000
08 = 1up
09 = 2up
0A = 3up
0B = 5up (may glitch)
12EEF$02:ACEF69 bytes22The main score sprite subroutine. Load a value into A and JSL to it to give the player points.

00 = ?
01 = 10
02 = 20
03 = 40
04 = 80
05 = 100
06 = 200
07 = 400
08 = 800
09 = 1000
0A = 2000
0B = 4000
0C = 8000
0D = 1up
0E = 2up
0F = 3up
10 = 5up (may glitch)
12F4D$02:AD4D21 bytes5Tiles used by Floating Point Notations, 1UPs, 2UPs, etc. 1st half.
12F63$02:AD6321 bytes5Tiles used by Floating Point Notations, 1UPs, 2UPs, etc. 2nd half
12F78$02:AD7816 bytes0Score added from score sprites, divided by 10 (low byte)
12F89$02:AD8916 bytes0Score added from score sprites, divided by 10 (high byte)
12F9A$02:AD9A1 byte0point rise speed
12F9E$02:AD9E6 bytes23OAM indexes for score sprites.
12FA4$02:ADA4389 bytes23The main routine for all score sprites. This handles graphics, giving lives/points/1-ups/coins, position updating, etc.
$02ADD9 is how many lives 1up Mushrooms give you.
$02ADDA is how many lives 2up gives you.
$02ADDB is how many lives 3up Moons give you.
$02ADDC is how many lives 5up gives you.
$02ADDD is how many coins you get from the (unused) x5, x10, x15, x20, and x25 coin sprites.
$02ADE2 is the attributes of 2up & 3up score sprites. The unused 5up sprites and coin sprites read past this table.
You can change $02AE03 to A9 xx EA to make 1up Mushrooms and 3up Moons give you xx lives.
130D9$02:AED91 byte23Score sprite and 1-UP text sprite YXPPCCCT. It is recommend you to change only priority and palette.
13152$02:AF521 byte12The sprite that the 3 platforms is made from
131BC$02:AFBC1 byte12Sprite that the 'group of 5 eerie' is made of
13244$02:B0441 byte14SFX played by bowser fireball generator. Change to 00 to disable.
1324E$02:B04E1 byte12Sprite spawned by bowser fireball generator
1327F$02:B07F1 byte0How often the Bullet Bill generator fires (sprite D5)
13289$02:B0891 byte14SFX played by bullet bill generator. Change to 00 to disable.
13294$02:B0941 byte12Sprite spawned by bullet bill generator
132E0$02:B0E01 byte14SFX played by Diagonal Bullet Bill generator. Change to 00 to disable.
1331C$02:B11C1 byte12Sprite spawned by Diagonal Bullet Bill generator
1335E$02:B15E1 byte0Frequency of fish jumping up with the flying fish generator (set more bits to decrease the frequency, e.g. $5F, $FF)
1336E$02:B16E1 byte12Sprite spawned by Jumping Fish generator
133CF$02:B1CF1 byte12Sprite spawned by Super koopa generator
1341A$02:B21A1 byte12Sprite spawned by bubble generator
1348E$02:B28E1 byte12Sprite spawned by Dolphin generator
134E9$02:B2E91 byte12Sprite spawned by eerie generator
135F1$02:B3F11 byte12Sprite spawned by Torpedo Ted generator
1362E$02:B42E1 byte12Object that appears before Torpedo Ted is spawned
1366C$02:B46C1 byte15How often Bullet Bill shooters fire
13695$02:B4952 bytes1Replace with 80 0A to make the Bullet Bill Shooter keep shooting even if Mario is standing next to the generator.
136A8$02:B4A81 byte14SFX played by Bullet Bill Shooter
136B2$02:B4B21 byte12Sprite Spawned by bullet bill shooter
1371A$02:B51A12 bytes22Updates a bounce sprite's Y position without gravity (actually just changes the sprite index and JSRs to $02B526).
13726$02:B52646 bytes22Updates a bounce sprite's X position without gravity.
13754$02:B55412 bytes22The subroutine that updates an extended sprite's X position (without gravity).
13760$02:B56046 bytes22The subroutine that updates an extended sprite's Y position (without gravity).
1378E$02:B58E46 bytes22The subroutine that updates the Y position of the spinning coin coming from a ? block.
137BC$02:B5BC12 bytes22The X speed subroutine for minor extended sprites. Actually just adds 12 to the sprite index and JSRs to the Y speed subroutine, just like the equivalent subroutine for normal sprites.
137C8$02:B5C836 bytes22The Y speed subroutine for minor extended sprites.
137EC$02:B5EC68 bytes19Unused data.
1385F$02:B65F4 bytes0X coordinates of Pokey animation
13863$02:B6632 bytes0Pokey's X speed (right, left)
1388D$02:B68D1 byte5Pokey's head after being eaten
13891$02:B6911 byte5Pokey's Body after being eaten
1398C$02:B78C1 byte5Pokey's Body Tilemap
1398D$02:B78D1 byte1Change to 90 and Pokey's head will be his body, and the other way round
13990$02:B7901 byte5Pokey's Head Tilemap
13995$02:B7951 byte5pokey's palette/gfx page
13AB8$02:B8B82 bytes23Max Speed Torpedo Ted can go. (Format = Right, Left)

The Left value must be over $7F while the Right value must be below $80.
13ABA$02:B8BA2 bytes23How fast Torpedo Ted gains speed/accelerates until he reaches max speed. (Format = Right, Left)

The Left value must be over $7F while the Right value must be below $80.
13ABF$02:B8BF1 byte23How many frames torpedo ted waits until he gains more speed.

(This value is AND'd with the frame counter)
13B2D$02:B92D1 byte5Tilemap: Torpedo Ted's face
13B37$02:B9371 byte5Tilemap: Torpedo Ted's Propeller Frame 1
13B3F$02:B93F1 byte5Tilemap: Torpedo Ted's Propeller Frame 2
13B43$02:B9431 byte5Tilemap: Torpedo Ted's Propeller Frame 3
13BA4$02:B9A425 bytes22This generates a Map16 tile at the position of the sprite currently being processed. It can be accessed with a JSL, and A should be set to the value of $9C you wish to use.
13BDA$02:B9DA1 byte12Sprite to use for those changed by Silver P-Switch (the ones that change while on the screen)
13BEF$02:B9EF1 byte2Palette to use for sprites changed by Silver P-Switch (on screen sprites only)
13CA8$02:BAA81 byte0Lowest tile # that acts as a berry with sticking out the tongue
13CAC$02:BAAC1 byte0Highest tile # that acts as a berry plus one with sticking out the tongue
13CC6$02:BAC61 byte12Sprite that the berries are made from when swallowed
13D03$02:BB031 byte0Tile spawned from eating a berry (using tongue). Corresponds to a value in $7E:009C.
13D17$02:BB174 bytes5Sprite tilemap: Yoshi Wings
13D1B$02:BB1B4 bytes5Palette/Gfx page/Priority/Flip of Yoshi Wing tiles
13D1F$02:BB1F4 bytes5Size of Yoshi Wing tiles
13E0E$02:BC0E6 bytes5Horizontal Dolphin Tilemap
1405E$02:BE5E4 bytes5Change from "C9 02 D0 17" to "C9 01 F0 17" to make Fuzzies/Sparkies to only use the latter's tilemap in the castle (01) sprite tileset, as opposed to using the sparky's tilemap in every sprite tileset apart from the mushroom (02).
1406B$02:BE6B1 byte5Ground-guided Fuzzball Tilemap
1407A$02:BE7A1 byte5Sparky Tilemap
14095$02:BE958 bytes5Hothead Tilemap
1410B$02:BF0B1 byte5Hothead's eyes frame 1
14112$02:BF121 byte5Hothead's eyes frame 2
14158$02:BF584 bytes5Urchin's Body Tilemap
141A3$02:BFA31 byte5Urchin's eyes frame 1
141A9$02:BFA91 byte5Urchin's eyes frame 2
142CF$02:C0CF87 bytes21(Unused) Z tile generation (Rip Van Fish Z tiles).
143A6$02:C1A61 byte12Sprite Diggin' Chuck unearths
1449F$02:C29F1 byte01st type of block Chargin' Chuck can smash through, -0x100 (Throw Block)
144A3$02:C2A31 byte02nd type of block Chuck can smash through, -0x100 (Turn Block)
144BE$02:C2BE1 byte0What top row of blocks become when Chuck smashes through them
144DB$02:C2DB1 byte0What bottom row of blocks become when Chuck smashes through them
14582$02:C3821 byte14Whistling Chuck Sound Effect.
145B3$02:C3B34 bytes23Timers for Pitchin' Chuck's throwing. This table is indexed by the initial sprite X position. The timers themselves are formatted thus: t = $3F + $20n, where t is the timer value and n is the number of baseballs thrown in a row. So the sprite will throw 2, 4, 6, or 5 baseballs depending on its X position. However, this applies only when it is on the ground; if it is in the air, then the timing is different.
14660$02:C4602 bytes0Starting X-coordinate of baseball when thrown by Chuck (facing right, facing left)
14664$02:C4642 bytes0X speed of baseball when thrown by Chuck (right, left)
1467A$02:C47A1 byte12Object that Pitchin' Chuck pitches
147AF$02:C5AF1 byte14SFX played by Splitin' Chuck
147C8$02:C5C81 byte12Sprite spawned by Splittin' Chuck
14908$02:C7081 byte14Running Chuck sound
149BE$02:C7BE1 byte0Determines the number of points received for defeating a Chuck by stomping or with a star. See $02ACE5 for a list of possible values.

[Note: That list at $02ACE5 needs to have FB = Nothing, FC = 10, FD = 20, FE = 40, and FF = 80 added to it.]
149E8$02:C7E81 byte0Set to BD for unlimited Chargin Chuck stomping hp
149EF$02:C7EF1 byte0Chargin Chuck stomping hp
149F7$02:C7F71 byte14Hitting Chuck sound
14A7E$02:C87E7 bytes5Sprite tilemap: Chuck Head(All)
14B8B$02:C98B51 bytes5Sprite tilemap: Chuck Body(All)
14C97$02:CA972 bytes5Clappin' Chuck's hand tiles (raised, clapping)
14CFA$02:CAFA2 bytes2[47 07] Change to 40 00 to be able to change the palette of Chargin' Chucks arm with Tweaker/etc. (USE WITH $02CB2E)
14D17$02:CB171 byte5Tile used by Chargin' Chuck's arm
14D2E$02:CB2E1 byte2[64] Change to 08 to be able to change the palette of Chargin' Chucks arm with Tweaker/etc.
(USE WITH $02CAFA)
14D7C$02:CB7C1 byte5Tile to use for the baseball when it's in Pitchin' Chuck's hand
14D81$02:CB811 byte2Palette/GFX page for baseball when it's in Pitchin' Chuck's hand
14D9B$02:CB9B3 bytes5Diggin' Chuck's Shoulder and Shovel Tiles
14EB1$02:CCB14 bytes0Unused cage wings: X offsets
14EB5$02:CCB54 bytes0Unused cage wings: Y offsets
14EFC$02:CCFC1 byte5Unused cage wings: Extended wing, top tile
14F00$02:CD001 byte5Unused cage wings: Closed wing, top tile
14F05$02:CD051 byte5Unused cage wings: Extended wing, bottom tile
14F09$02:CD091 byte5Unused cage wings: Closed wing, bottom tile
14F0E$02:CD0E1 byte5Unused cage wings: Attribute byte #1 (X flip, Y flip, priority, palette, MSB of tile num.)
14F1A$02:CD1A1 byte5Unused cage wings: Attribute byte #2 (size, MSB of X pos.)
14F55$02:CD554 bytes2YXPPCCCT data for the (flattened) switch palaces (level), indexed by type. Order is green, yellow, blue, red.
14F61$02:CD611 byte0Tile spawned from stepping on big ! switch
150E4$02:CEE41 byte0How many pieces make up the pea bouncer
1512C$02:CF2C1 byte5Tile of pea bouncer
15133$02:CF331 byte5Attributes of pea bouncer tile
151FE$02:CFFE5 bytes31Bounciness of each part of pea bouncer
153C3$02:D1C31 byte0Lowest tile # that acts as a berry without sticking out the tongue
153C7$02:D1C71 byte0Highest tile # that acts as a berry plus one without sticking out the tongue
15408$02:D2081 byte0Tile spawned from eating a berry (w/o using tongue). Corresponds to a value in $7E:009C.
15412$02:D2121 byte31[10] {+16} Horizontal speed limit when pressing Right from the Control Pad, when Mario uses the P-balloon or rides the Lakitu cloud.

The speed is a signed integer. Positive speeds (00..7F) go right. High speeds might cause glitches, like allowing Mario to fly inside solid blocks.
15413$02:D2131 byte31[F0] {-16} Horizontal speed limit when pressing Left from the Control Pad, when Mario uses the P-balloon or rides the Lakitu cloud.

The speed is a signed integer. Negative values (80..FF) go left.
15448$02:D2481 byte31[00] {0} Vertical speed when releasing Up and Down from the Control Pad, while Mario rides the Lakitu cloud.

This is a signed integer. Positive speeds (01..7F) go down. Negative speeds (80..FF) go up.

After using $02:D248, $02:D256 or $02:D25C, the game adds a slight, varying downward speed to the Lakitu cloud. So if you leave [00] in $02:D248, then the cloud will sink slightly while Mario rides the cloud.
15456$02:D2561 byte31[10] {+16} Vertical speed limit when pressing Down from the Control Pad, while Mario rides the Lakitu cloud.
1545C$02:D25C1 byte31[F0] {-16} Vertical speed limit when pressing Up from the Control Pad, while Mario rides the Lakitu cloud.
15460$02:D2601 byte31[F8] {-8} Vertical speed when releasing Up and Down from the Control Pad, while Mario uses the P-balloon. Change to [00] {0}, to prevent that Mario floats up gradually, so that Mario can float in place.
15468$02:D2681 byte31[F0] {-16} Vertical speed limit when pressing Up from the Control Pad, while Mario uses the P-balloon.
1546E$02:D26E1 byte31[08] {+8} Vertical speed limit when pressing Down from the Control Pad, while Mario uses the P-balloon.
1571E$02:D51E97 bytes19Unused data.
15799$02:D5991 byte0Horizontal speed of Banzai Bill
157A4$02:D5A416 bytes5X offsets of Banzai Bill's tiles.
157B4$02:D5B416 bytes5Y offsets of Banzai Bill's tiles.
157C4$02:D5C416 bytes5TTTTTTTT of Banzai Bill's tiles.
157D4$02:D5D416 bytes5YXPPCCCT of Banzai Bill's tiles.
15898$02:D6983 bytes1Change to EA EA EA to fix the problem where changing the tilemap of the Ball 'n' Chain freezes the game. (Use with addresses $02D6BB and $02D883.)
158BB$02:D6BB3 bytes1Change to EA EA EA to fix the problem where changing the tilemap of the Ball 'n' Chain freezes the game. (Use with addresses $02D698 and $02D883.)
159A4$02:D7A41 byte5Tilemap: Ball 'n' Chain's chainlink
159AA$02:D7AA1 byte5Tilemap: Chain used by platform (Sprites A3 and E0)
159BF$02:D7BF1 byte5Palette of chain (Ball 'n' Chain & rotating grey platform)
15A00$02:D8004 bytes5Tilemap: Ball 'n' Chain's Spiked Ball (Changing this will freeze the game! See fix at adresses $02D82C).
It's actually a routine which is used to waste time (6 NOPs + RTS) for the math registers, but Nintendo uses it for the tilemap, too. A typical example of executable tables.
15A2C$02:D82C2 bytes9Change from 00 D8 to E7 FF in order to move the location of Ball 'n' Chain's tilemap to address $02FFE7.
15A44$02:D8444 bytes5Wooden Platform on Chain Tilemap (Sprites A3 and E0)
15A63$02:D8631 byte5Palette of rotating grey platform
15A83$02:D8833 bytes1Change to EA EA EA to fix the problem where changing the tilemap of the Ball 'n' Chain freezes the game. (Use with addresses $02D698 and $02D6BB.)
15AA1$02:D8A18 bytes5Bubble Sprites Tile Table (2 animation frames with 2 bytes in them. Order: Goomba, Bob-Omb, Cheep-Cheep, Mushroom)
15AA9$02:D8A916 bytes5Palette/GFX Page Table of Sprites in bubbles (Order: Goomba, Bob-Omb, Cheep-Cheep, Mushroom)
15B19$02:D9191 byte14Bubble pop sound
15BA1$02:D9A14 bytes12Sprites spawned from Bubbles (Goomba, Bob-omb, Cheep-Cheep, Mushroom)
15BA5$02:D9A515 bytes5X Placement of Bubble Tiles, 3 animation frames, each 5 bytes
15BB4$02:D9B415 bytes5Y Placement of Bubble Tiles, 3 animation frames, each 5 bytes
15BC3$02:D9C35 bytes5Bubble Tile Table
15BC8$02:D9C85 bytes5Palette/GFX Page of Bubble Tiles
15BCD$02:D9CD5 bytes5Bubble Tile Size Table
15C60$02:DA604 bytes23[C9 02 D0 0A] (CMP #$02 BNE $0A) Change to [C9 08 B0 0A] (CMP #$08 BCS $0A) to fix the bug where hammer brothers will throw hammers if tossed into lava.
15C68$02:DA686 bytes0How often Amazing Flyin' Hammer Brother throws Hammer
15C94$02:DA943 bytes1Set to EA EA EA to make Amazing Flyin' Hammer Brothers stop turning around
15CC4$02:DAC41 byte12Extended Sprite thrown by Amazing Flyin' Hammer Brother
15CF1$02:DAF18 bytes5Sprite tilemap: Amazing Flyin' Hammer Brother
15D1F$02:DB1F1 byte2Amazing Flyin' Hammer Brothers palette (37 by default, change the sprite's palette by changing the second digit - "7" - to a number 0-F)
15DD7$02:DBD73 bytes1Set to EA EA EA to disable Amazing Flyin' Hammer Brothers platform vertical movement
15DDA$02:DBDA3 bytes1Set to EA EA EA to disable Amazing Flyin' Hammer Brothers platform horizontal movement
15E1F$02:DC1F8 bytes5Sprite tilemap: Amazing Flyin' Hammer Brother Platform
15E27$02:DC278 bytes5Palette/GFX Page of Amazing Flyin' Hammer Brother Platform
15F65$02:DD651 byte14SFX played by Sumo Brother
15F96$02:DD961 byte12Sprite spawned by Sumo Brother
1600E$02:DE0E8 bytes5Sumo Bros Tilemap (Head, Body Arms Up, Head, Body Arms Down)
1601A$02:DE1A4 bytes5Sumo Bros Tilemap (Head, Head, Body Stomp)
1601E$02:DE1E8 bytes5Sumo Bros Tilemap (Head, Head, Body Lift Leg, Head Head, Body Lift Leg)
16085$02:DE851 byte5Sumo Bros' palette/GFX page
160B6$02:DEB61 byte0Y speed of Sumo Bros' lightning bolt
16208$02:E0083 bytes5Volcano Lotus: Top Tiles
16212$02:E0121 byte5Volcano Lotus: Bottom
16256$02:E0561 byte5Palette/gfx page of Frame 3 of Volcano Lotus's top
1625A$02:E05A1 byte5Palette/gfx page of Frames 1 and 2 of Volcano Lotus's top
16291$02:E0911 byte12Extended Sprite used by Volcano Lotus
1630E$02:E10E1 byte2Palette of Jumping Piranha Plant leaves
163CE$02:E1CE1 byte12The 2 objects that the fire-shooting Piranha Plant spits
164D6$02:E2D61 byte0Tile spawned by Directional Coin sprite
16572$02:E37216 bytes5Large Green Bubble Tilemap
16720$02:E5204 bytes0Tiles left behind by mushroom scale platforms (in order of left platform sinking; rising, right platform rising; sinking)
16799$02:E5991 byte5Mushroom Scale Platform Tile (mirrored for right side)
1686A$02:E66A4 bytes5Ghost House Moving Hole Tilemap
168A8$02:E6A81 byte5Fishin' Lakitu's rod
168AD$02:E6AD1 byte5Tile used by Fishin' Lakitu's 1up bait
168B2$02:E6B21 byte5Fishing Pole's palette
168B7$02:E6B71 byte51up Bait Palette
16907$02:E7071 byte5Tile used by line on Fishin' Lakitu's rod
1690C$02:E70C1 byte5Fishing Line Palette
16A3E$02:E83E7 bytes0Tiles left behind by Growing/Shrinking Pipe (in order of left side rising; sinking, right side rising; sinking)
16B1A$02:E91A1 byte5Left tile from the Growing/shrinking pipe end
16B1F$02:E91F1 byte5Right tile from the Growing/shrinking pipe end
16B9B$02:E99B1 byte31Rising speed of Pipe Lakitu
16BE3$02:E9E31 byte31Sinking speed of Pipe Lakitu
16BE6$02:E9E66 bytes5Pipe-Dwelling Lakitu Tilemap
16C1B$02:EA1B1 byte5YXPPCCCT properties (Palette/GFX page/Properties) of Pipe Lakitu.
16CF2$02:EAF24 bytes1Change to EA EA EA EA to stop Super Koopas from spawning feathers. (In conjunction with $02EB19)
16CFE$02:EAFE1 byte12Sprite spawned by Super Koopa when stomped (feather)
16D19$02:EB194 bytes1Change to EA EA EA EA to prevent Super Koopas from spawning feathers (In conjuction with $02EAF2)
16E72$02:EC7228 bytes5Sprite tilemap: Super koopa
16E96$02:EC9636 bytes5YXPPCCCT data of Super Koopa.
Edit $02ECA9 from 00 to 01 and $02ECAD from 00" to 01 to fix garbage tiles when a stomped left-flying Super Koopa is falling down.
16F9F$02:ED9F1 byte12Sprite that the 'group of floating skulls' is made from
17004$02:EE041 byte5Floating Skull tile (frame 1)
17008$02:EE081 byte5Floating Skull tile (frame 2)
17062$02:EE621 byte31[0C] Speed of the floating skulls.
17116$02:EF161 byte31X-speed of the coin game cloud (When Yoshi eats two pink berries)
1712E$02:EF2E1 byte5What tile the coin game cloud uses
17149$02:EF491 byte5X-position of the face on the coin game cloud
17151$02:EF511 byte5Y-position of the coin game cloud face
17156$02:EF561 byte5Tile to use for the face of the cloud game.
1715B$02:EF5B1 byte5Cloud's face palette
17181$02:EF811 byte12Sprite that is generated when all of the Coin Game Cloud coins are collected
171BD$02:EFBD1 byte12Object that the Coin Game Cloud drops
17231$02:F0314 bytes31Wiggler speed. First 2 bytes: normal speed. Next 2: mad speed
1724D$02:F04D1 byte2The palette used by Wiggler when he is angry. (Default: 08.) YXPPCCCT.
17251$02:F0511 byte0Wiggler's Palette cycling sequence
00=Palette 00
02=Palettes 00,02
04=Palettes 00,04
06=Palettes 00,02,04,06
08=Palettes 00,08
0A=Palettes 00,02,08,0A
0C=Palettes 00,04,08,0C
0E=All palettes
17258$02:F0581 byte0Result of Wiggler's Palette change?
1730C$02:F10C4 bytes5Wiggler's Body Tilemap
1736E$02:F16E1 byte5Wiggler's Head
1739A$02:F19A1 byte0How many segments Wiggler has
173B1$02:F1B12 bytes9Pointer to use for X placement of Wiggler's angry eyes tile
173BE$02:F1BE1 byte5Wiggler's angry eyes tile
173DF$02:F1DF1 byte0X-coord of Wiggler's flower
173E4$02:F1E41 byte5Tile used by Wiggler's Flower (when on its head)
173EE$02:F1EE1 byte2Palette of Wiggler's flower
173F7$02:F1F71 byte0Size of Wiggler's flower/angry eyes tile
1746C$02:F26C1 byte14SFX that comes up when Mario stomps a Wiggler
174D3$02:F2D32 bytes0X placement of flower tile on Wiggler's head (1 byte facing right, 1 byte facing left)
174D5$02:F2D52 bytes0X placement of Wiggler's angry eyes tile (1 byte facing right, 1 byte facing left)
174E3$02:F2E31 byte12Object that falls off of Wiggler when stomped
175DB$02:F3DB5 bytes5Yoshi's House Birds Tilemap
175E0$02:F3E02 bytes5Flip of birds' tiles (right, left)
175E2$02:F3E24 bytes2Palettes of hopping birds
176AF$02:F4AF1 byte5Tile used by Smoke from Yoshi's House fireplace
176E7$02:F4E74 bytes5Tilemap of flame in Yoshi's House fireplace
176F3$02:F4F31 byte0X-coords of flame tiles
176FB$02:F4FB1 byte0Y-coord of flame top
17700$02:F5001 byte0Y-coord of flame bottom
17729$02:F5291 byte5Fireplace flame palette
17754$02:F5541 byte12Sprite spawned from the fireplace that the Side Exit Enable sprite uses
177BC$02:F5BC10 bytes5Ghost House Exit Door tilemap
17829$02:F6298 bytes5No Yoshi Signpost Tilemap
17921$02:F72132 bytes5Ghost House Doors Tilemap
17A25$02:F82518 bytes916-bit pointer to cluster sprites.
17B04$02:F9048 bytes5Sumo Bros' Flame Tilemap
17B8F$02:F98F1 byte5Sumo Bros' Flame palette/gfx page
17C0E$02:FA0E4 bytes5Sprite tilemap: Castle BG Flame
17C12$02:FA124 bytes5YXPPCCCT properties for the Castle BG Flame
17C84$02:FA8420 bytes27Ten 16bit values, telling where on the circle the Boo Ring ghosts are. #$0200 is 360°.
17C98$02:FA98291 bytes23The code for cluster sprite 04, the Boo from a Boo ring.
$02FB39 is radius of Boo rings along the X-axis.
$02FB5C is radius of Boo rings along the Y-axis.
17DBF$02:FBBF8 bytes5Boo Ring Tilemap (used by Sprites E2, E3, and generators E1 and E5)
17FB8$02:FDB84 bytes5Swooper Death Bat tilemap (change 4th byte to E8 to correct graphics)
1805E$02:FE5E1 byte5Tile to use for bonus game 1-ups.
18063$02:FE631 byte5Tile properties of bonus game 1-ups.
18071$02:FE7184 bytes22Cluster sprite/player interaction routine. This routine assumes that the cluster sprite is approximately 16x16.
18150$02:FF5020 bytes5OAM indexes of cluster sprites. Apparently can overwrite the coin sprites from blocks, sparkles, item box, and fireballs.
18164$02:FF648 bytes5OAM indexes of the 1-Ups from the bonus game.
18198$02:FF9811 bytes22"Update cluster sprite X position without gravity" subroutine.
181A3$02:FFA346 bytes22"Update cluster sprite Y position without gravity" subroutine.
181E2$02:FFE230 bytes19Empty on default. Can be used for various purposes.
18298$03:80981 byte15How long the fadeout is on the screen before it disappears. (Big Boo Boss)
1829D$03:809D1 byte11Music played after Big Boo Boss is defeated.
182CE$03:80CE1 byte15How long it takes for Big Boo Boss to appear. (Stalling)
182DB$03:80DB1 byte15How long it takes for Big Boo Boss to appear. (appearing stage)
182EA$03:80EA1 byte14Big Boo Boss appear sound effect.
183A2$03:81A21 byte0Big Boo Boss HP
183DF$03:81DF1 byte14Big Boo boss falling sound effect. (Big Boo beaten)
183F5$03:81F568 bytes21Big Boo's "Hit with sprite" subroutine. JSL every frame to it to have your boss have functionality with thrown items.
$038234 is the sound made by Big Boo Boss when it is hit.
18480$03:82801 byte5X position of big boo's eyes in the normal frame
18481$03:82811 byte5X position of big boo's mouth in the normal frame
18482$03:82822 bytes5X position of big boo's arms in normal frame
18484$03:828416 bytes5X Position of the 16 tiles of big boo's body in the normal frame
18494$03:82941 byte5X position of big boo's eyes in turning frame 1
18495$03:82951 byte5X position of big boo's mouth in turning frame 1
18496$03:82962 bytes5X position of big boo's arms in turning frame 1
18498$03:829816 bytes5X Position of the 16 tiles of big boo's body in turning frame 1
184A8$03:82A81 byte5X position of big boo's eyes in turning frame 2
184A9$03:82A91 byte5X position of big boo's mouth in turning frame 2
184AA$03:82AA2 bytes5X position of big boo's arms in turning frame 2
184AC$03:82AC16 bytes5X Position of the 16 tiles of big boo's body in turning frame 2
184BC$03:82BC2 bytes5X position of big boo's arms in the hiding frame
184BE$03:82BE1 byte5X position of Big boo's eyes in the hiding frame
184BF$03:82BF1 byte5X position of Big boo's mouth in the hiding frame
184C0$03:82C016 bytes5X position of the 16 body tiles of Big boo in the hiding frame
184D0$03:82D01 byte5Y position of Big boo's eyes in normal, turning 1 and turning 2 frames
184D1$03:82D11 byte5Y position of Big boo's mouth in normal, turning 1 and turning 2 frames
184D2$03:82D22 bytes5Y position of Big boo's arms in normal, turning 1 and turning 2 frames
184D4$03:82D416 bytes5Y position of the 16 tiles of Big boo's body in normal, turning 1 and turning 2 frames
184E4$03:82E42 bytes5Y position of big boo's arms in hiding frame
184E6$03:82E61 byte5Y position of big boo's eyes in hiding frame
184E7$03:82E71 byte5Y position of Big boo's mouth in hiding frame
184E8$03:82E816 bytes5Y position of the 16 tiles of big boo's body in hiding frame
184F8$03:82F880 bytes5Sprite Tilemap: Big Boo
18548$03:834880 bytes5The flip of each tile in the tilemap of Big Boo (00 is no flip, 40 is horizontal flip, 80 is vertical flip, C0 is horizontal + vertical flip)
1866A$03:846A1 byte31Max falling Y speed for the grey falling platform.
1866F$03:846F1 byte31How much the grey falling platform accelerates each frame.
1868E$03:848E4 bytes5Sprite tilemap: Falling Grey Platform
186AD$03:84AD1 byte5Falling Grey Platform's Palette
186DD$03:84DD1 byte5Tilemap: Blurp Frame 1
186E1$03:84E11 byte5Tilemap: Blurp Frame 2
1872D$03:852D2 bytes31Horizontal speed of the Porcu-Puffer fish
18780$03:85801 byte1Change 94 to 60 to make the Porcu-Puffer fish go in a straight line and also float on air.
18793$03:85938 bytes5Sprite tilemap: Porcu-Puffer
1888A$03:868A10 bytes5Sprite tilemap: Forest Secret Area Platform
18934$03:87343 bytes5Sprite tilemap: Sinking Lava Platform
1896E$03:876E1 byte31Mega Mole X speed (right)
1896F$03:876F1 byte31Mega Mole X speed (left)
18A26$03:88264 bytes0[22 B7 F5 00] Change to [EA EA EA EA] to make Mega Mole not hurt Mario.
18A37$03:88378 bytes5Sprite tilemap: Mega Mole
18A49$03:88493 bytes5Animation speed of Mega Mole. Change a 4A to EA to speed it up, and a EA to 4A to slow it down.
18A82$03:88821 byte5Palette to use for Mega Mole
18AA0$03:88A03 bytes5Swooper Bat Tilemap
18AFC$03:88FC1 byte31Initial vertical speed of Swooper bat. This affects how far down it goes from its starting position.
18B00$03:89001 byte14Swooper Sound Effect.
18B32$03:89323 bytes1Change to EA EA EA to disable Mega Mole animation
18B77$03:89771 byte12Sprite that the sliding koopa turns into after touching the ground
18B84$03:89841 byte5Tilemap of blue shellless koopa sliding down a hill
18B88$03:89881 byte5Tilemap of blue shellless koopa after sliding
18CDB$03:8ADB1 byte14SFX played by Bowser Statue
18CE5$03:8AE51 byte12Sprite spawned by Bowser statue
18D2E$03:8B2E6 bytes5Sprite tilemap: Bowser Statue(Both)
18F0C$03:8D0C6 bytes5Relative X position of the diagonal platform tiles (Carrot Top Lift). First half is used for sprite B7, second half is used for sprite B8.
18F12$03:8D126 bytes5Relative Y position of the diagonal platform tiles (Carrot Top Lift). First half is used for sprite B7, second half is used for sprite B8.
18F18$03:8D186 bytes5Sprite tilemap: Diagonal Platform (Carrot Top Lift). First half is used for sprite B7, second half is used for sprite B8.
18F1E$03:8D1E6 bytes5YXPPCCCT properties for the diagonal platform (Carrot Top Lift). First half is used for sprite B7, second half is used for sprite B8.
18F7E$03:8D7E1 byte14SFX that comes up when the Message comes out of the Message Block
18FB0$03:8DB01 byte5Message Box Tilemap
18FDB$03:8DDB1 byte0Change to 00 and the timed lift will never fall after it has hit 0.
18FEA$03:8DEA1 byte31Horizontal speed of the Timed Lift
19005$03:8E052 bytes5Sprite tilemap: Timed Platform
19008$03:8E083 bytes5[0B 4B 0B] Properties (Palette, gfx page, etc..) of the Timed Lift.
1900E$03:8E0E4 bytes5Tiles used by numbers in Timed Platform (1,2,3,4)
19071$03:8E714 bytes31Horizontal speed of the Grey Moving Castle Block.
19075$03:8E754 bytes15Time in position of the Grey Moving Castle Block.
190B0$03:8EB04 bytes5Sprite tilemap: Moving Grey Castle Brick
1910B$03:8F0B8 bytes5Sprite tilemap: Bowser Statue Fireball
1916D$03:8F6D8 bytes5Reflecting Stream of Boo Buddies tilemap (leader only)
19211$03:90111 byte5Reflecting Fireball Tilemap
19360$03:916010 bytes5Fishin' Boo Tilemap (cloud, face, rod, cloud, line)
19374$03:91744 bytes5Fishin' Boo's Flame Tilemap
1941C$03:921C1 byte5Falling Spike Tilemap
1945D$03:925D1 byte15Number of frames before a Falling Spike drops.
1946F$03:926F5 bytes0X speed of the Creating/Eating block
19474$03:92745 bytes0Y speed of the Creating/Eating block
19493$03:92931 byte5Tile used by the Creating/Eating block
194B9$03:92B91 byte14SFX played by the Creating/Eating block
19520$03:93201 byte20Which tile gets created by the brown creating block sprite. Does not affect the tile that the eating block sprite eats, or the tile that activates these two sprites when you stand on it. See this for a list of possible values.
1952D$03:932D1 byte20Which tile is created by the brown eating block sprite. Defaults to air; see this for a list of possible values.

Note that there is no RAM address that affects which tile this block will eat - it will go after ANY solid block that is next to it.
1958B$03:938B25 bytes22This generates a Map16 tile at the position of the sprite currently being processed. It is identical to the routine at $02B9A4, except that this one ends with RTS.
195A4$03:93A475 bytes0Path for creating brown blocks (sprite B1) in overworld submaps.
Format: One byte per command, XY, where X=number of times to go in direction Y. Y = 0,1,2,3 (Right, left, down, up). FF terminates the sprite.
195EF$03:93EF52 bytes0Path for creating brown blocks (sprite B1) on the main overworld. Same format as $03:93A4.
196BB$03:94BB10 bytes5Sprite tilemap: Wooden Castle Spike
196C5$03:94C510 bytes5Properties (palette, gfx page etc.) of the wooden spike.
The first 5 bytes for sprite AC the next 5 bytes for sprite AD. YXPPCCCT format.
19713$03:95132 bytes31Normal rex walking speed
19715$03:95152 bytes31Smushed rex walking speed
19742$03:95421 byte0Change to 00 to make all Rexes start small.
197B8$03:95B81 byte0Rex's HP
1983B$03:963B1 byte14SFX that comes up when Mario hits a Rex
1984C$03:964C12 bytes5Rex tile horizontal displacement table left (0C entries)
19858$03:965812 bytes5Rex tile horizontal displacement table right (0C entries)
19864$03:966412 bytes5Rex tile vertical displacement table (0C entries)
19870$03:967010 bytes5Sprite tilemap: Rex
1987C$03:967C1 byte5Rex tile settings left
1987D$03:967D1 byte5Rex tile settings right
19984$03:97844 bytes5Fishbone tail properties, YXPPCCCT. First two bytes are for the tail when the fishbone is heading into the right direction, the other two when heading into the left direction.
19988$03:97884 bytes5Tiles used by Fishbone's Tail
19999$03:97991 byte5Fishbone Tilemap, frame 1
1999D$03:979D1 byte5Fishbone Tilemap, frame 2
19A86$03:98864 bytes27reznor starting position low byte (4 byte table)
19A8A$03:988A4 bytes27reznor starting position high byte (4 byte table)
19A9F$03:989F4 bytes1[22 0C D7 03] Change to [EA EA EA EA] to stop the bridge in the Reznor battle from breaking.
19AA4$03:98A41 byte27X position of the Reznor's circle written to $2A and loaded at $0399B3. (Y position is left at whatever $2C is, and it is loaded at $0399D8)
19AC7$03:98C72 bytes1Change to [38 E9] to change rotation direction of the Reznor platform.
19AC9$03:98C92 bytes31Speed of Reznor rotation
19ACC$03:98CC2 bytes15Frames until Reznors spin cycle loops.
19AE7$03:98E71 byte11Music played after the Reznors are defeated
19B64$03:99641 byte23X-radius of Reznor's circle
19B87$03:99871 byte23Y-radius of Reznor's circle
19BEC$03:99EC1 byte1Change from F0 to 80 to make the Reznor platforms non-standable (fall-through) after Mario hits a Reznor from below
19CD2$03:9AD21 byte12Sprite that Reznor will turn into after being hit
19D04$03:9B041 byte14Sound effect made when Reznor spits a fireball.
19D09$03:9B091 byte12Object that Reznor spits
19D5D$03:9B5D12 bytes5Reznor tilemap (4 bytes regular reznor, 4 bytes shooting fireball, 4 bytes turning)
19D69$03:9B6912 bytes5Reznor palette map (4 bytes regular reznor, 4 bytes shooting fireball, 4 bytes turning)
19E1A$03:9C1A1 byte5tile for reznor platforms
19E22$03:9C221 byte5palette of reznor platforms
19EA4$03:9CA42 bytes31Dino Rhino X-Speed.
19EA6$03:9CA62 bytes31Dino Torch X-Speed.
19F56$03:9D561 byte14Dino Torch Fire Sound Effect.
19F61$03:9D611 byte1Change to 80 to make Dino-Torches only breathe fire horizontally
19F97$03:9D971 byte1Change to 80 and Dino-Torch's flame will have no effect on Mario.
19FFE$03:9DFE5 bytes5Dino-Torch flame tile horiz. displacement table (horizontal flame)
1A003$03:9E035 bytes5Dino-Torch flame tile horiz. displacement table (vertical flame)
1A008$03:9E085 bytes5Dino-Torch flame tile vert. displacement table (horizontal flame)
1A00D$03:9E0D5 bytes5Dino-Torch flame tile vert. displacement table (vertical flame)
1A012$03:9E1210 bytes5Dino-Torch flame tile table (2 animation frames, each 4 bytes w/an unused byte)
1A01C$03:9E1C5 bytes5Dino-Torch YXPPCCCT bytes.
1A021$03:9E214 bytes5Dino-Torch tile table (4 animation frames, each 1 byte)
1A025$03:9E258 bytes5Dino-Rhino tile horizontal displacement table
1A02D$03:9E2D4 bytes5Dino-Rhino tiles' palette/gfx page/priority/flip left
1A031$03:9E314 bytes5Dino-Rhino tiles' palette/gfx page/priority/flip right
1A035$03:9E354 bytes5Dino-Rhino tile vertical displacement table
1A039$03:9E3916 bytes5Dino-Rhino tile table (4 animation frames, each 4 bytes)
1A0F3$03:9EF31 byte0Which segment of Dino-Torch's flame is its body
1A10E$03:9F0E1 byte0Which segment of Dino Torch's flame doesn't flip
1A1FB$03:9FFB1 byte14Blargg Growl Sound Effect.
1A234$03:A0341 byte15Time it takes for Blargg to resurface. (eyes)
1A275$03:A0751 byte5Tile used by Blargg's Eyes Peeking out of Lava
1A291$03:A09110 bytes5Blargg Tilemap
1A29B$03:A09B1 byte5Blargg palette/gfx page, right
1A29C$03:A09C1 byte5Blargg palette/gfx page, left
1A2F9$03:A0F91 byte27Bowser's initial Y Pos
1A2FD$03:A0FD1 byte27Bowser's initial Y Pos high byte
1A302$03:A1021 byte27Bowser's initial X Pos
1A306$03:A1061 byte27Bowser's initial X Pos high byte
1A30B$03:A10B1 byte0Bowser hit count for first phase
1A5D9$03:A3D99 bytes5Tilemap: Clouds from Bowser's Clown Car
1A651$03:A4511 byte31Speed of Bowser's descent before battle.
1A692$03:A4922 bytes31X speed of Bowser's swoop in first part.
1A696$03:A4962 bytes31Y speed of Bowser's swoop in first part.
1A7B8$03:A5B81 byte15Amount of time between Bowser dropping Mechakoopas
1A800$03:A6001 byte15Timing of steel ball dropping
1A804$03:A6041 byte14Bowser dropping Ball sound
1A80F$03:A60F1 byte15Amount of time before Bowser drops Mechakoopas (after dropping the 2nd steel ball)
1A818$03:A6181 byte15Amount of time before Bowser drops 2nd steel ball
1A823$03:A6231 byte12Sprite Bowser Throws (Bowling Ball)
1A883$03:A6831 byte0Bowser hit count for final 2 phases
1A902$03:A7021 byte11Music played when Bowser flies away
1A9A8$03:A7A81 byte11Music played during Bowser's fireball phase
1A9B9$03:A7B91 byte27X Position Bowser returns to after fire attack.
1A9C2$03:A7C21 byte11Bowser scene 3 music
1A9CC$03:A7CC1 byte27Y Position Bowser returns to after fire attack.
1A9E0$03:A7E01 byte15Timing to start Bowser fireball attack
1A9F7$03:A7F71 byte14Bowser Battle primary flame sound
1A9FC$03:A7FC1 byte23Status of sprite spawned by Bowser's fireball attack
1AA01$03:A8011 byte12Sprite spawned by Bowser's fireball attack (fireballs falling from the sky). Default: 0x33.
1AA25$03:A8252 bytes23[F6 C2] By default, sets the sprite state for Bowser's Podoboo Rain to 01. Change to EA EA to change the sprite state back to 00 - useful if you want Bowser to spawn different falling sprites in between his regular attack rounds.
1AA41$03:A8418 bytes14Bowser Battle other flame sounds
1AA49$03:A8492 bytes11Music for the other Bowser Battle attack phases
1AA65$03:A8651 byte15Timing of Bowser stopping clown car in foreground
1AA6F$03:A86F1 byte15Timing of Peach throwing the mushroom
1AA7C$03:A87C1 byte15How soon Bowser starts moving again
1AA80$03:A8801 byte15Timing of Bowser coming out of clown car
1AA84$03:A8841 byte15Timing of music for next attack phase
1AAAF$03:A8AF1 byte15Timing of Peach crying for help sound
1AAB3$03:A8B31 byte14Peach crying for help sound
1AAE4$03:A8E41 byte14Peach Throwing Sound
1AAE9$03:A8E91 byte23Status of sprite spawned by Peach
1AAEE$03:A8EE1 byte12Sprite Princess Throws
1ABCE$03:A9CE80 bytes5Sprite tilemap: Princess Toadstool(Bowser Battle)
1AD17$03:AB172 bytes31X Speed of Bowser in second part.
1AD50$03:AB501 byte27Y Position Bowser hovers near in second part.
1AD62$03:AB622 bytes31X speed of bounce in Bowser's third part.
1AD76$03:AB761 byte31Y speed of bounce of Bowser's third part.
1AD8D$03:AB8D1 byte14Bowser's Clown Car bouncing sound
1ADF4$03:ABF41 byte14Bowser Defeated Sound
1AE53$03:AC531 byte14Peach appearing after battle sound
1AE63$03:AC6348 bytes22Routine that spawns Princess Peach from Bowser's clown car.
$03AC69 is the sprite ID Bowser spawns. Note that it will always use the 8th sprite slot.
$03AC7F is the starting Y-coordinate of this sprite.
1AE93$03:AC932 bytes27Y-coords of blushing Mario face tiles (Super, small)
1AE95$03:AC952 bytes3Blushing Mario Faces (Super, Small)
1AF07$03:AD071 byte3Palette of Mario's blushing tiles at the end of the game. YXPPCCCT format. Default: $31 (palette 8, second tile page, top priority)
1B231$03:B0311 byte12Sprite Bowser Throws (Mecha Koopa)
1B2B9$03:B0B91 byte14Mario bumped by Clown Car sound
1B32A$03:B12A1 byte14Bowser hurt sound
1B396$03:B1961 byte27Y position at which Bowser's bowling ball will stop falling. If you change this, you must change $03B19A to the same value.
1B39A$03:B19A1 byte27Y position to set Bowser's bowling ball to once it hits the "ground". If you change this, you must change $03B196 to the same value.
1B3A4$03:B1A41 byte14Bowser's Steel Ball hitting ground sound
1B3B2$03:B1B21 byte14Steel Ball bouncing sound
1B3ED$03:B1ED12 bytes5Sprite tilemap: Bowser's Steel Ball
1B50F$03:B30F4 bytes5Mechakoopa tile horizontal displacement table left
1B513$03:B3134 bytes5Mechakoopa tile horizontal displacement table right
1B517$03:B31724 bytes5Mechakoopa tile vertical displacement table (6 animation frames, each 4 bytes)
1B52F$03:B32F24 bytes5Mechakoopa tile table (6 animation frames, each 4 bytes)
1B547$03:B3474 bytes5Mechakoopa tiles' priority/flip left
1B54B$03:B34B4 bytes5Mechakoopa tiles' priority/flip right
1B54F$03:B34F4 bytes5Mechakoopa tile sizes (00= 8x8, 02= 16x16)
1B553$03:B3531 byte5Mechakoopa Palette/gfx page used when coming to, #1
1B554$03:B3541 byte5Mechakoopa Palette/gfx page used when coming to, #2
1B556$03:B3561 byte5Mechakoopa Regular palette/gfx page
1B560$03:B3601 byte5Mechakoopa Animation frame used when stunned
1B56A$03:B36A1 byte5Mechakoopa Animation frame used when kicked
1B5EF$03:B3EF1 byte5Mechakoopa Wind-up key horizontal displacement right
1B5F0$03:B3F01 byte5Mechakoopa Wind-up key horizontal displacement left
1B5F1$03:B3F11 byte5Mechakoopa Wind-up key palette/gfx page right
1B5F2$03:B3F21 byte5Mechakoopa Wind-up key palette/gfx page left
1B5F3$03:B3F34 bytes5Mechakoopa Wind-up key tile table (4 animation frames, each 1 byte)
1B643$03:B4434 bytes27Bowser Battle Item Box Frame: X position of each corner of the frame (in the order upper-left, upper-right, lower-left, lower-right)
1B647$03:B4474 bytes27Bowser Battle Item Box Frame: Y position of each corner of the frame (same order as above)
1B64B$03:B44B4 bytes5Bowser Battle Item Box Frame: Attributes for each corner of the frame (same order as above)
1B66E$03:B46E1 byte5Bowser Battle Item Box Frame: Tile to use for the frame (each corner uses the same 16x16 tile)
1B68C$03:B48C16 bytes0X-coordinates of 1st and 3rd rows of Bowser's castle roof
1B69C$03:B49C16 bytes0Y-coordinates of 1st and 3rd rows of castle roof
1B6B9$03:B4B91 byte0How many tiles to load for 2nd row group, -1
1B6C0$03:B4C01 byte0Y-coordinate of 2nd row of castle roof
1B6D1$03:B4D11 byte0Difference in X-coordinate for tiles in 2nd row
1B6D5$03:B4D51 byte5Tile of 2nd row of Bowser's castle roof
1B6DA$03:B4DA1 byte5Palette of 2nd row of Bowser's castle roof
1B6F3$03:B4F31 byte0How many tiles to load for 1st & 3rd row group, -1
1B70D$03:B50D1 byte5Tile of 3rd row of Bowser's castle roof
1B70F$03:B50F1 byte0How many tiles will use the address below
1B713$03:B5131 byte5Tile of 1st row of castle roof
1B718$03:B5181 byte5Palette of 1st and 3rd rows of Bowser's castle roof
1B747$03:B5471 byte5Tile of 3rd row of castle roof (copy. It is called for when Peach comes from Bowser's clown car )
1B749$03:B5491 byte0How many tiles will use the address below
1B74D$03:B54D1 byte5Tile of 1st row of castle roof (copy)
1B752$03:B5521 byte5Palette of 1st and 3rd rows of castle roof (copy)
1B76C$03:B56C60 bytes31X displacement of sprite clippings.
1B7A8$03:B5A860 bytes31Width of sprite clippings.
1B7E4$03:B5E460 bytes31Y displacement of sprite clippings.
1B820$03:B62060 bytes31Height of sprite clippings.
1B864$03:B66459 bytes21"Get player clipping" subroutine. Stores the clipping X displacement low byte to $00, the clipping X displacement high byte to $08, the clipping width to $02, the clipping Y displacement low byte to $01, the clipping Y displacement high byte to $09, and the clipping height to $03.
$03B673 - The width of Mario hitbox with sprites in pixels.
$03B67C - Change to A9 00 to make Super/Fire/Cape Mario have a 16x16 interaction field (like Small Mario)or change to A9 01 to have a 16x32 interaction field (like Big Mario)(in conjunction with addresses $00EB79 and $01B4C0)
1B89F$03:B69F70 bytes22"Get sprite clipping A" subroutine. Stores the clipping X displacement low byte to $04, the clipping X displacement high byte to $0A, the clipping width to $06, the clipping Y displacement low byte to $05, the clipping Y displacement high byte to $0B, and the clipping height to $07.
1B8E5$03:B6E570 bytes22"Get sprite clipping B" subroutine. Stores the clipping X displacement low byte to $00, the clipping X displacement high byte to $08, the clipping width to $02, the clipping Y displacement low byte to $01, the clipping Y displacement high byte to $09, and the clipping height to $03.
1B92B$03:B72B49 bytes22"Check for contact" subroutine. Uses the values in scratch RAM set by $03B69F and either $03B6E5 or $03B664 (or occasionally custom values) to determine whether two sprites, or a sprite and the player, are in contact. If the carry flag is set after calling this, they are in contact.
1BB02$03:B902128 bytes2Magikoopa palettes (8 palettes; 8 colours each, including transparent colour)
1BB82$03:B982128 bytes2Big Boo Boss palettes (in same layout as Magikoopa palettes)
1BC02$03:BA021,534 bytes19Filled with FF.
1C200$03:C00035 bytes22This generates a Map16 tile at the position of the sprite currently being processed plus 8 pixels left and 8 pixels down. It can be accessed with a JSL, and A should be set to the value of $9C you wish to use.
1C312$03:C1124 bytes0Speed of rotation of Iggy/Larry's platform
1C31A$03:C11A4 bytes0How far to Iggy/Larry's rotate platforms
1C364$03:C1641 byte0Time to stall Iggy/Larry's platform in between rotations
1C45B$03:C25B4 bytes5Chainsaw's Motor Tilemap
1C4BB$03:C2BB1 byte5Middle of Chainsaw
1C4C0$03:C2C01 byte5Top of Chainsaw
1C4EC$03:C2EC1 byte12Sprite spawned by the checkpoint block (1up)
1C519$03:C3191 byte12Sprite that the invisible mushroom is made from
1C53F$03:C33F1 byte31Y speed of mushroom after spawning from an invisible mushroom.
1C543$03:C3431 byte14Sound effect played when Mario discovers an invisible mushroom. The bank is stores to is located at $03:C345, default bank is $1DFC.
1C548$03:C3484 bytes31Ninji's vertical speed when jumping
1C575$03:C3751 byte0Time it takes Ninji to jump
1C5B3$03:C3B312 bytes5Dry Bones x-displacement table (Bone, Head, Body)
1C5BF$03:C3BF3 bytes5Dry Bones palette/gfx page (Facing right) (Bone, Head, Body)
1C5C2$03:C3C23 bytes5Dry Bones palette/gfx page (Facing left) (Bone, Head, Body)
1C5C5$03:C3C59 bytes5Dry Bones y-displacement table (Bone, Head, Body)
1C5CE$03:C3CE9 bytes5Dry Bones tile table
1C64E$03:C44E65 bytes22Dry Bones's bone-throwing subroutine. It can be JSL'd to.

$03C462 - [06] Extended sprite number to throw.
$03C46A - [10] Y offset of the bone relative to the Dry Bones's position.
$03C486 - [18] X speed of the bone when the Dry Bones is facing right.
$03C48A - [E8] X speed of the bone when the Dry Bones is facing left.
1C693$03:C4939 bytes5Sprite tilemap: Disco Ball
1C69C$03:C49C9 bytes5Spotlight / Disco Ball properties, YXPPCCCT.
1C775$03:C5751 byte23Spotlight sprite windowing update frequency. Default value is 03, which means the windowing is updated every 4 frames. Change to 00 to make it update every frame, giving it a smoother movement.
1CBB9$03:C9B940 bytes5Fireworks Tilemap
1CDAD$03:CBAD2 bytes27X-position of sprite spawned by Puntin' Chuck (facing right/left)
1CDAF$03:CBAF2 bytes31X-speed of sprite spawned by Puntin' Chuck, high byte (facing right/left)
1CDB1$03:CBB12 bytes31X-speed of sprite spawned by Puntin' Chuck, low byte (facing right/left)
1CDBA$03:CBBA1 byte12Sprite Puntin' Chuck kicks
1CDC6$03:CBC61 byte23Status of sprite spawned by Puntin' Chuck
1CDFE$03:CBFE1 byte31Y-speed of sprite spawned by Puntin' Chuck
1CFD5$03:CDD51 byte0Setting for Lemmy/Wendy's decoys. 00 - keep appearing after boss's defeat, 01 - interaction disabled, 02 - paralyzed, 03 - normal
1D001$03:CE011 byte15How long until Lemmy/Wendy and enemies energe from the pipes.
1D011$03:CE111 byte0Change to F0 to make Lemmy/Wendy and enemies immediately go back into the pipe when they have been hit. (will not play the correct! sound effect.)
1D01A$03:CE1A1 byte0Lemmy and Wendy's HP
1D025$03:CE251 byte14Lemmy/Wendy falling Sound Effect.
1D034$03:CE341 byte14Correct! Sound Effect.
1D047$03:CE471 byte14Incorrect sound effect for Lemmy/Wendy Battle.
1D07F$03:CE7F1 byte14Lemmy/Wendy falling in lava Sound Effect.
1D095$03:CE951 byte15How long the fadeout is on the screen before the Castle Destruction Sequence appears.
1D09A$03:CE9A1 byte11Music played after Lemmy/Wendy is defeated
1D0B8$03:CEB81 byte0Points you get for hitting Lemmy/Wendy or decoys. Default 02 - 400pts.
1D0C2$03:CEC21 byte14Hitting Lemmy/Wendy/enemies sound effect. (note: when hitting Lemmy/Wendy, 2 sound effects are played together.)
1D0CC$03:CECC1 byte14Sfx that plays when Lemmy/Wendy has been hit.
1D0D4$03:CED41 byte0Number of times minus one Lemmy/Wendy must be hit before other sprites in the room vanish.
1D0E1$03:CEE11 byte15How long Lemmy stalls after being hit.
1D1AF$03:CFAF1 byte5Change to 08 to fix the flip of Wendy's Bow (In conjunction with three other addresses)
1D1B5$03:CFB51 byte5Change to 08 to fix Wendy's Bow (In conjunction with three other addresses)
1D31A$03:D11A138 bytes5Sprite tilemap: Lemmy Koopa(and decoys)
1D3A4$03:D1A4138 bytes5Sprite tilemap: Wendy O. Koopa(and decoys).
$03D1D7 - Change to 1F 1E to fix Wendy's Bow (In conjunction with three other addresses)
$03D1DD - Change to 1E 1F to fix Wendy's Bow (In conjunction with three other addresses)
1D42E$03:D22E111 bytes5Lemmy Koopa's Palette/gfx page/priority/flip
1D4A0$03:D2A020 bytes5Lemmy Koopa's Decoys' Palette/gfx page/priority/flip
1D4B8$03:D2B8110 bytes5Wendy Koopa's Palette/gfx page/priority/flip
1D52A$03:D32A20 bytes5Wendy Koopa's Decoys' Palette/gfx page/priority/flip
1D8AC$03:D6AC84 bytes19Unused data.
1D91B$03:D71B1 byte0Number of Reznors killed before bridge begins breaking
1DBDE$03:D9DE480 bytes10Morton, Roy and Ludwig tilemap
1DDBE$03:DBBE432 bytes10Bowser tilemap
1DF6E$03:DD6E5 bytes9Low byte for the pointers to the SNES addresses for Morton, Roy, and Ludwig's palettes. The last two bytes are unused.
1DF73$03:DD735 bytes9High byte for the pointers to the SNES addresses for Morton, Roy, and Ludwig's palettes. The last two bytes are unused.
1DF78$03:DD785 bytes17Graphics files used for Morton, Roy, and Ludwig. The last two bytes are unused.
1DF8E$03:DD8E1 byte0Y position of the center of rotation for Reznor's wheel.
1DF92$03:DD921 byte0Size of Reznor's wheel. The closer to 00, the larger.
1E10A$03:DF0A1 byte0How many animation frames Clown Car's propeller has, -1
1E216$03:E0165 bytes1Lightning sound FX for Bowser battle. Change to EA EA EA EA EA to disable noise.
1E22D$03:E02D7 bytes0Code for loading BG flashes during Bowser battle. Change to EA EA EA EA EA EA EA to disable.
1E243$03:E0434 bytes9Pointer to Bowser's first palette
1E25C$03:E05C932 bytes19Unused data.
1E600$03:E4006,624 bytes11Credit music SPC data.
1FFE0$03:FDE0544 bytes19Unused data.
20286$04:808651 bytes21Seems to handle drawing the default water tiles on the overworld.
20421$04:822116 bytes30Max range for overworld scrolling when start is pressed. 16bit. Indexed by controller bits. Order: null, right, left, both (same as right), null, bottom, top, both (same as bottom)
2044B$04:824B1 byte13Change from 80 to F0, and pushing select on the OW will cycle through Yoshi colours.
2048D$04:828D2 bytes1Change to 80 06 to disable "Lives Exchanger" function.
20580$04:83801 byte0Change to 00 to disable looking around the overworld map
207AA$04:85AA1 byte18X placement of Mario
207B2$04:85B21 byte18Y placement of Mario
207BC$04:85BC1 byte18Mario's speed on the overworld (the one in the top-left). Since you don't actually move, it's only a graphical aspect. 0 is the lowest value possible - stand still. 1-3F speed up gradually. Other values aren't recommended and/or give the same effect.
207CF$04:85CF4 bytes18Change from 22 BD E2 00 to EA EA EA EA to remove Mario from the Overworld border
207E8$04:85E81 byte18Change this byte to [60] (RTS) to get rid of the 32x32 box that surrounds the Mario image.
207E9$04:85E91 byte18X placement of first row of tiles behind Mario
207ED$04:85ED1 byte18Y placement of tile group behind Mario
20803$04:86031 byte18Tile used for group behind Mario
20808$04:86081 byte18Attributes of group behind Mario
2081B$04:861B1 byte18X placement of second to fourth row of tiles behind Mario
20969$04:87693 bytes1Change to EA EA EA to keep the inactive player from appearing on the map
209B4$04:87B41 byte5Tile to use for both halves of Mario's halo on the overworld.
209BC$04:87BC1 byte5Properties of left half of Mario's halo on the overworld, in YXPPCCCT format.
209C1$04:87C11 byte5Properties of right half of Mario's halo on the overworld, in YXPPCCCT format.
209CB$04:87CB384 bytes5Overworld sprite tilemap (Mario/Luigi) (2 bytes per 8x8 tile)
20BDE$04:89DE384 bytes5Overworld sprite tilemap (More M/L, Yoshi)
Change $04:8A36 to [42 22 43 22 52 22 53 22] to fix a bug where Yoshi is partially red sometimes, no matter which color he really has.
2102E$04:8E2E1 byte11Change to 80 to fix the glitch that occurs when Mario defeats one of the Koopalings and the music on the Overworld "disappears". Also applies for Custom Music.
210EB$04:8EEB3 bytes1If you change this to EA EA EA, the background water tiles on the overworld will not show up.
210FA$04:8EFA1 byte0On which submap Mario should be walking upwards after the intro screen (walking to Yoshi's House).
21101$04:8F011 byte27On which X position Mario should be walking upwards after the intro screen (walking to Yoshi's House).

In other words, on this X-position, the intro march will be triggered at the beginning of the game.
21108$04:8F081 byte27On which Y position Mario should be walking upwards after the intro screen (walking to Yoshi's House). (To be used with $05B15C.)
2117F$04:8F7F8 bytes0The overworld tiles that trigger a save prompt. default is $58 (fortress), $59 (unrevealed fortress, not used in the original game because all tiles are revealed before you play them), $5D (castle), $63 (ghost house), $77,$79 (switch palaces), $7E (yellow dots from special world), $80 (Sunken Ship tile)
21193$04:8F931 byte1[6C] Changing this to [00] will cause all overworld tiles to show the save prompt when the corresponding level is beaten.
21194$04:8F9472 bytes21"Set up saving" routine. This copies a number of RAM addresses to the table at $1F49. You probably want to copy this to your patch (it contains lots of weirdness you don't want, so don't use the JSL to RTS trick).
21278$04:907810 bytes0The list of levels that have hard-coded paths. Each byte represents a level. The value 0xFF means to check for a particular overworld position instead of a level (for the pipe that Chocolate Island 2 leads to). Setting any of these levels to 0 will disable that hardcoded path.
21282$04:90824 bytes27The 16-bit X and Y position in the overworld that will be used for the hardcoded path from the pipe to Chocolate Island 2.
21286$04:908668 bytes0This is a list of all of the hardcoded paths, in the same order as the levels defined in $04:9078. The paths are a list of the Layer 1 tiles that Mario would encounter along the path if the path were not hardcoded. Each path ends in a level tile of some kind, which matches a visible level tile in the world.
212CA$04:90CA68 bytes0Hardcoded path information. For each tile in the list at $04:9086, there is a corresponding tile in this list. These tiles determine the facing of Mario while walking along that path.
$02: Down
$00: Up
$04: Left
$06: Right
2130E$04:910E18 bytes0Hardcoded path data. A list of offsets into the fields at $04:9086 and $04:90CA. This list corresponds to the list at $04:9078; this offset tells where the tile data for that level's hardcoded path begins.
21336$04:91361 byte0Change to F0 to make player warp to Star Road if Select is pressed at Yoshi's House
21371$04:91711 byte14Sound effect played when warping over a star road tile.
213B8$04:91B829 bytes0Loads Mario/Luigi's powerups, coins, Yoshies, and lives
213E1$04:91E11 byte11[80] Music to use when entering a level.
213E3$04:91E31 byte11[FB] Change to F9 or FC to use sound effect when entering a level.
2142E$04:922E1 byte0Change to 00 to make Mario stay in place after completing a level on the overworld (as opposing to moving to the next level)
21464$04:92641 byte0On the overworld, Mario always faces you after he moves onto a level tile. Change the 09 to a 00 to disable that. Mario will continue facing the last direction he was moving towards after he moves onto a level tile.
21491$04:92913 bytes13If you replace this with "4C AF 92" (JMP $92AF), it will enable to walk in unrevealed paths on the overworld.
(But it will not work correctly with star road warps)
21614$04:94142 bytes7Speed of Mario on the OW (Higher = faster). First byte is normal ground, second is stairs.
21616$04:94168 bytes30Max range for overworld scrolling when walking. 16bit. Order: left, top, right, bottom
21626$04:942610 bytes0List of layer 1 overworld tiles that allow mario to walk from one map to another ("exit level tiles" in lunar magic)
2185C$04:965C1 byte30Change to 80 (BRA) to make Mario stand on OW tiles 6A through 6D, instead of swimming through them.
2189F$04:969F6 bytes14Replace [A9 23 00 8D FC 1D] with [EA EA EA EA EA EA] to disable the "beep" when Mario moves onto a level tile.
21A85$04:988565 bytes33Calculator for the players overworld tile position. Before calling this function $00 must contain the 16 bit X position of the player, $02 must contain the 16 bit Y position of the player, and X must be 0 or 1 (luigi, mario). Additionally, A must be 16 bit.
21ACA$04:98CA1 byte30Initial Y speed of the player when walking up to Yoshi's house. Each frame, he moves up one pixel, and then he's moved down this many 256ths of a pixel. Since the default value for this is #$80, this means Mario moves up #$100-#$80=#$80 pixel 256ths, which is half a pixel.
21AF0$04:98F01 byte27At which Y position Mario should stop the intro march on the overworld (walking to Yoshi's house after start of new game). Default: $78.
21B64$04:9964170 bytes30A big bunch of tables for which exits on the overworld lead to where.

$049964 to $0499A9: Five bytes for each entry that describe where each exit is (the tile Mario enters). First two bytes are Y position ($1F19), then comes X position ($1F21), then finally the submap ($13C3).
$0499AA to $0499EF: Five bytes for each entry that describe where each exit leads (the tile Mario ends at). Same format as above.
$0499F0 to $049A0D: Two bytes for each entry, to additionally describe the target. First comes Y high divided by 16 ($1F21), then comes X high divided by 16 ($1F1F).

If an exit is not present at the exact listed position, Mario is not moved, and tries to exit from the same tile again.
21CC5$04:9AC5460 bytes6Level names.
It's almost raw tilemaps ready to be uploaded to VRAM (no YXPCCCTT), but if the highest bit is set, it gets cleared and it's the end of the area.
However, it's cut to small chunks. See $04A0FC (0x222FC) for how they're put together.
21F22$04:9D222 bytes27Position of OW level names. Increase/decrease by 1 to make it move up to the right/left, increase/decrease by 20 to make it move down/upwards.
Note that #$8B should be considered the low byte for the address, not #$50.
220A7$04:9EA7162 bytes0Two bytes per tile, starts at tile $01 and goes to $51.
First byte is X distance mario moves across tile
Second byte is Y distance mario moves across tile
The distance is based on walking right for a horizontal path
and walking down for a vertical path (see entry for $04:9F49)
22111$04:9F112 bytes30[FC F8] Change to [10 04] to allow overworld path tile 36 to be used as the missing water path tile. Must be combined with $049FB3, $04A020, and $04A04D.
22149$04:9F49162 bytes0Two bytes per tile, starts at tile $01 and goes to $51
If the two bytes are $01,$00 then the tile is a horizontal path
If they are $00,$01 then a vertical path.
No other values were used in game
It seems odd to use two bytes to do this, so it might be worth experimenting with other values
221B3$04:9FB32 bytes30[00 01] Change to [01 00] to allow overworld path tile 36 to be used as the missing water path tile. Must be combined with $049F11, $04A020, and $04A04D.
221EB$04:9FEB81 bytes0One byte per tile, starts at tile $01 and goes to $51
Mario pose while walking

0 - Mario Vertical
4 - Mario Horizontal
8 - Mario Swimming Vertical
C - Mario Swimming Horizontal
10 - Entering Level
14 - Climbing
18-FF - Unused

Only multiples of 4 seem to be used, using a value inbetween just seems to result in oddly animated versions of the normal values
22220$04:A0201 byte30[08] Change to [0C] to allow overworld path tile 36 to be used as the missing water path tile. Must be combined with $049F11, $049FB3, and $04A04D.
2224D$04:A04D1 byte30[36] Change to [87] to allow overworld path tile 36 to be used as the missing water path tile. Must be combined with $049F11, $049FB3, and $04A020.
222FC$04:A0FC186 bytes6How to put level names together.
Format: 16 bits/entry.
First byte contains the offsets to the second and third parts (lowest four bits there is third part, upper four bits there is second), while the second byte (except the highest bit, which is unused) contains the offset to the first part.
Note that those offsets aren't direct, they point to $049C91, $049CCF, or $049CED (note: those offsets are 16bit), which contains the real offsets to $049AC5.
223B6$04:A1B6586 bytes19Unused data
22600$04:A400307 bytes18Layer 3 Border Tile Data: The 95s, 96s, and 97s are the tiles used for the Mushrooms, Stars, and Fire Flowers (respectively). The overworld border's "filler" tiles (tile FE by default) are determined by bytes at: $04A404 (top rows overworld border); $04A40A (first column, left-hand side); $04A410 (second column, left-hand side); $04A416 (top right corner by map shadow); $04A41C (right-hand side column); $04A422 (bottom rows).
$04A530 is the x beside Mario and the Lives in the overword border. Change from 8F to FE to remove it.
22733$04:A5336,904 bytes0Overworld layer 2 data's tilemap data: Tile numbers.

Table is compressed in the LC_RLE2 format
2422B$04:C02B5,709 bytes0Overworld layer 2 data's tilemap data: Tile properties (YXPCCCTT).

Table is compressed in the LC_RLE2 format
25878$04:D67896 bytes30Which directions you go in after beating a level, indexed by level ID ($13BF).
Format: nnss----
nn = regular exit
ss = secret exit
---- = unknown (unused?)
00 is up, 01 is down, 10 is left, 11 is right.
25C1D$04:DA1D44 bytes30A 22-byte table of Layer 1 overworld tile numbers that change into other tiles, followed by a 22-byte table of the tile numbers that they become. Entries $09 [53->43], $0A [52->44], and $15 [54->23] correspond to tiles that are unused in the original SMW, so they could be changed to other tile numbers if need be.

(This is how things such as revealing level tiles work: tile numbers from the first list are transformed into the corresponding tiles from the second list when activated.)
25CBA$04:DABA53 bytes21Subroutine that decompresses LC_RLE2 data.
25DC8$04:DBC87 bytes11Music tracks used by the different submaps, indexed by submap ID ($1F11).
25F57$04:DD5754 bytes21Subroutine that decompresses LC_RLE1 data.
25F8D$04:DD8D1,484 bytes30A table used by layer 2 events. It contains 0x173 four byte entries. The first two bytes in each entry are for the source offset ($0C8000) (also decides size), the last two are for the target offset ($7F4000).
26559$04:E359242 bytes30Table that tells how many layer 2 tiles each event reveals and where in the table ($04DD8D) they start. This table contains 121 16-bit values; one for each event, and one to tell where $04DD8D ends.
26653$04:E453285 bytes21Routine that loads the overworld layer 2 events on game load and OW load after cutscenes (possibly at every OW load).
26777$04:E57716 bytes9Pointer to locations in the routine that runs events.
267D6$04:E5D616 bytes30Which event numbers will trigger castle/fortress/switch palace tile destruction sequences. Due to a coding error by Nintendo, the table is treated as 0x18 bytes long when it's really only 0x10 bytes.
267E6$04:E5E68 bytes30The overworld tiles that will allow triggering a save prompt when an event has already been cleared. Tile must also exist in the list at $04:8F7F.
267EE$04:E5EE82 bytes21Subroutine that runs events at level end.
26860$04:E6601 byte0Level that triggers overworld Earthquake sequence
26870$04:E6701 byte14Castle Destroyed (OW) Sound Effect.
26964$04:E7641 byte14SFX that makes the path appear (OW).
26CA8$04:EAA81 byte15Delay between laying down individual OW event tiles. Change from 40 to 00 for minimal delay.
26D41$04:EB411 byte0Determines which submap reveals its event tiles at a slower rate (Default value is 03: Forest of Illusion)
26D42$04:EB421 byte0Change from D0 to 80 to make the Forest of Illusion submap reveal its event tiles at the same speed as the other submaps
26EAB$04:ECAB1 byte14SFX that makes when the level tile appears.
2713E$04:EF3E834 bytes19Unused data.
27494$04:F2941 byte15How long until Switch Palace is destroyed.
274A1$04:F2A11 byte0No. of times the ! blocks are spawned on OW after switch palace.
274A5$04:F2A51 byte14[1C] Sound played by the switch palace blocks as they fly across the overworld (after pressing a switch).
274AA$04:F2AA1 byte0How many ! blocks are spawned on OW after switch palace.
2772B$04:F52B250 bytes0Main Lives Exchanger routine
$04F56F is X location of Mario on lives exchange
$04F570 is Y location of Mario on lives exchange
$04F575 is X location of Luigi on lives exchange
$04F576 is Y location of Luigi on lives exchange
$04F57B is the tile to use for Mario on lives exchange
$04F57C is Pal/flip/etc. of Mario on lives exchange
$04F581 is the tile to use for Luigi on lives exchange
$04F582 is Pal/flip/etc. of Luigi on lives exchange
27825$04:F62565 bytes0Overworld sprite data - controls 13 of the 16 slots of the overworld sprite tables (the first 3 of the 16 are reserved for clouds). One overworld sprite has 5 bytes:
Byte 1 - sprite number
Byte 2 - X-Pos, low
Byte 3 - X-Pos, high
Byte 4 - Y-Pos, low
Byte 5 - Y-Pos, high

Data is only read once, on titlescreen load. (Which also explains the bug that occurs with the titlescreen showing an unnecessary cloud tile.)
27866$04:F6666 bytes27X positions of the overworld ghost sprites, relative to their corresponding main map ghosts. Two bytes each. The small size of this table is why you can't have ghosts in any slot other than the last three.
2786C$04:F66C6 bytes27Y positions of the overworld ghost sprites, relative to their corresponding main map ghosts. Two bytes each. The small size of this table is why you can't have ghosts in any slot other than the last three.
27909$04:F7091 byte30Submaps on where to disable the thunder effect (originally used in Valley of Bowser).
#$80 - Main map
#$40 - Yoshi's Island
#$20 - Vanilla Dome
#$10 - Forest of Illusion
#$08 - Valley of Bowser
#$04 - Special World
#$02 - Star World
#$01 - Unused
Note that the bits in this address disables the thunder in this submap, so to disable it everywhere, #$FF is the correct value. This address affects both colors and sound.
27937$04:F7371 byte11Sound effect for the thunder in Valley of Bowser.
27944$04:F7441 byte15How long the lightning flash stays on screen (Bowser's Valley)
2794B$04:F74B35 bytes21Subroutine which is used for the flashing effect in Valley of Bowser.
$04F754 - Color which is animated by this routine. Can be changed to 00 to have an all round lightning effect (everything flashes).
27A29$04:F82910 bytes0Table which determines on which OW submaps sprites are disabled. myvfbswx format, where m = main, y = Yoshi's Island, v = Vanilla Dome, b = Valley of Bowser, s = Special World, w = Star World, x = not used.
27A5F$04:F85F22 bytes9Overworld sprite pointer table.
27C6D$04:FA6D1 byte0Flip to use when approaching overworld Cheep-Cheep from left
27C6F$04:FA6F1 byte5Base Palette/flip/etc. of overworld Cheep-Cheep
27C74$04:FA741 byte0Maximum height overworld Cheep-Cheep can jump
27C79$04:FA791 byte14Sound overworld Cheep-Cheep makes
27C7E$04:FA7E1 byte23No. of frames used by OW Cheep-Cheep's splash.
27CB2$04:FAB21 byte5Tile to use for overworld Cheep-Cheep (1)
27CB8$04:FAB81 byte5Tile to use for overworld Cheep-Cheep (2)
27CFB$04:FAFB1 byte5Tile to use for overworld Piranha Plant (1)
27D01$04:FB011 byte5Tile to use for overworld Piranha Plant (2)
27D03$04:FB031 byte5Palette/flip/etc. of overworld Piranha Plant
27D38$04:FB381 byte0X speed of overworld clouds
27D3D$04:FB3D1 byte0Y speed of overworld clouds
27D44$04:FB443 bytes0Change from 20 62 FE to EA EA EA to make the overworld clouds not show up (even if you use sprite slots for them).
27D65$04:FB651 byte5Pal/flip/etc. of overworld cloud (left half)
27D76$04:FB761 byte5Pal/flip/etc. of overworld cloud (right half)
27D79$04:FB791 byte5Tile to use for overworld clouds
27EC6$04:FCC61 byte5Tile to use for Yoshi's House smoke (1)
27ED3$04:FCD31 byte5Tile to use for Yoshi's House smoke (2)
27F2E$04:FD2E1 byte5Pal/flip/etc. of overworld Bowser (facing left)
27F35$04:FD351 byte5Pal/flip/etc. of overworld Bowser (facing right)
27F38$04:FD381 byte5Tile to use for overworld Bowser in clown car
27FA6$04:FDA61 byte5Pal/flip/etc. of overworld Boo (facing left)
27FAD$04:FDAD1 byte5Pal/flip/etc. of overworld Boo (facing right)
27FB0$04:FDB01 byte5Tile to use for overworld Boo
28090$04:FE9071 bytes22Overworld sprite speed routine.
281B1$04:FFB179 bytes19Unused data.
282D5$05:80D53 bytes1Handles pipe colours in horizontal levels. Change to:
EA - Pipes change colour every half-screen.
EAEA - Every 1/4 screen (every 2 pipes).
EAEAEA - Every pipe.
EAEA0A - Every half pipe (every pipe is 2-toned).
EAA9xx - All pipes are same colour (xx=00, 01, 02 or 04).
Must be combined with $05:87A4.

Warning: Does not have any effect on ROMs LM 1.7 has been used on.
283BB$05:81BB64 bytes0Map16 tileset-specific table. Each bit (from high to low) corresponds to one tile. When the game sets up tile pointers, if the bit is set, it writes and then increments (by 2) P1 (which is initialized to the value at $058000 + (Tileset * 2)), otherwise it writes and increments P2 (initialized to $(0D)8000).
284C8$05:82C8114 bytes21This routine is used within the level clear to set $7EC800-$7EFFFF to #$25.
2853A$05:833A114 bytes21This routine is used within the level clear to set $7FC800-$7FFFFF to #$00.
28617$05:841732 bytes0Table of Screen Mode values for each level mode. Stored to $5B.
28637$05:843732 bytes0Table of TM&TMW values for each level mode. Stored to $0D9D.
28657$05:845732 bytes0Table of TD&TSW values for each level mode. Stored to $0D9E.
28677$05:847732 bytes0Table of CGADSUB values for each level mode. Stored to $40.
28697$05:849732 bytes0Table of Fight Mode values for each level mode. Stored to $0D9B.
286B7$05:84B732 bytes0Table containing the default YXPPCCCT sprite tile settings for each level mode. Stored to $64.
It's used for determining whether or not layer priority should work in a level mode; the value #$30 means that it won't work, while #$20 means that it will.
286D7$05:84D74 bytes15Hundreds digits for the four time limits that can be specified in the level header. Default is $00, $02, $03, $04 for time limits of 0, 200, 300, and 400. Tens and ones digits are set to 0 at $05858A.
286DB$05:84DB1 byte11Level Music - Here We Go! [02] (change to any other value to change what music plays by default in grassland levels)
286DC$05:84DC1 byte11Level Music - Cave Drums [06] (change to any other value to change what music plays by default in cave levels)
286DD$05:84DD1 byte11Level Music - Piano [01] (change to any other value to change what music plays by default in rope/sky levels)
286DE$05:84DE1 byte11Level Music - Castle [08] (change to any other value to change what music plays by default in Castles and Fortresses)
286DF$05:84DF1 byte11Level Music - Ghost House [07] (change to any other value to change what music plays by default in Ghost Houses)
286E0$05:84E01 byte11Level Music - Water [03] (change to any other value to change what music plays by default in water levels)
286E1$05:84E11 byte11Level Music - Boss Battle [05] (change to any other value to change what music plays by default during boss battles)
286E2$05:84E21 byte11Level Music - Switch Palace [12] (change to any other value to change what music plays by default in Switch Palaces)
289A4$05:87A43 bytes1Same as $05:80D5. Both must be changed to the same values.
28C95$05:8A952 bytes27Until which Y position (default : #$01B0) all Map16 tiles' graphics should be updated.
28E85$05:8C851 byte20Which tileset's layer 2 always uses palettes 4-7, never 0-3. Default is 03 (Underground 1). To disable this effect, set it to anything invalid, like FF.
29019$05:8E19487 bytes19Filled with FF.
29200$05:9000135 bytes924-bit layer 3 pointer. 3 pointer addresses per FG/BG tileset (tilesets 0-E). First pointer for low and high tides, second pointer for low tide only, third pointer for tileset specific layer 3 (although technically, all layer 3 settings here can be tileset specific).
29287$05:9087525 bytes6Layer 3 cage tiles placement, stripe image format.
29494$05:9294693 bytes6Layer 3 crusher tiles placement, stripe image format.
29749$05:9549149 bytes6Layer 3 tide tiles placement, stripe image format.
297DE$05:95DE1,081 bytes6Layer 3 ghost house fog tiles placement, stripe image format.
29C17$05:9A17201 bytes6Layer 3 goldfish tiles placement, stripe image format.
29CE0$05:9AE01,857 bytes6Layer 3 castle windows tiles placement, stripe image format.
2A421$05:A221834 bytes6Layer 3 underground rocks tiles placement, stripe image format.
2A763$05:A56329 bytes19Unused data
2A780$05:A58016 bytes6VRAM positions for the different lines of the message boxes. Actually the first half of stripe images; the second half is the same for all of those. It's at $05B1F7.
2A790$05:A59023 bytes0Which levels have message boxes. Different values here corresponds to $13BF. If the highest bit (#$80) is set, it tells that message 2 is used for that level; if clear, message 1 is used.
Most likely not used when LM is done with the ROM.
2A7D9$05:A5D92,854 bytes6All the message box texts.
They're almost raw tilemaps (doesn't contain YXPCCCTT data) to be uploaded to VRAM, but setting the highest bit makes it add a newline too.
2B306$05:B1062 bytes0Time when to show text after expanding/shrinking the Message Box window.

1st byte determines when to show the message.
2nd byte determines how fast to hide the message.

Edited values can't be higher than the default hex values.
2B308$05:B1082 bytes0Expanding/Shrinking size of Message Box window.

Second digit of both bytes can't be other numbers than 0.
2B30A$05:B10A2 bytes0Expanding/Shrinking speed of Message Box window.
2B30C$05:B10C399 bytes34The subroutine that displays the message from a message box. It handles the windowing HDMA, the stripe image upload, and things such as teleporting to the overworld after the intro screen.

$05B129: [9C 9F 0D] Change to [EA EA EA] to prevent HDMA from getting disabled AFTER a message box has been displayed. Use with $05B296.
$05B15C: [8E] The Y position on which to start the march to Yoshi's House after the intro screen. To be used with $048F08.
$05B15D: [8D 19 1F] ASM code that stores the player's starting Y position to its RAM address, $1F19. Lunar Magic changes this to [EA EA EA] if you move the Mario OW sprite around, thus disabling the intro march (and its effects, such as storing '0' to the amount of levels cleared). If you want to undo this effect, change it back to [8D 19 1F].
$05B160: Side exit subroutine. It can be JSL'd to.
$05B189: [D0 CF] Change to [EA EA] to prevent the message that pops up in the intro screen from exiting the level. (It will act exactly the same as a message in any other level.)
$05B21D: [39] Tile properties of the Layer 3 tiles in message box messages in YXPCCCTT format. (Note: Lunar Magic ASM hacks render this address unused.)
$05B296: [8D] Change to [0C] to prevent HDMA from getting disabled WHILE a message box is being displayed. Use with $05B129.
2B49B$05:B29B64 bytes5This is the 8x8 tilemap data for the sprites used on the switch palace messages (dotted and '!' block). The first byte in each in the tile, the second byte is the YXPPCCCT data.
2B529$05:B32933 bytes21"Give coins" subroutine. If you JSL to it, it will give the player the number of coins equal to the value in A.
2B54A$05:B34A17 bytes21Subroutine that gives the player a single coin. It handles the green star block as well.
$05B34E is the sound this generates.
2B575$05:B375488 bytes6Title screen stripe image data (the part that appears right as the title screen loads up).
2B8FE$05:B6FE203 bytes6Tilemap of the erase file select dialog. ("ERASE MARIO A . . . EMPTY", etc.)
2B9C9$05:B7C9169 bytes6Tilemap of the file select dialog. ("MARIO A . . . EMPTY", etc.)
2BA72$05:B87285 bytes01 / 2 player game stripe image data.
2BB3B$05:B93B48 bytes17Destination VRAM addresses for animated tiles. There are 6 bytes, 3 16-bit addresses, for each of the 8 possible animation frames (index = (frame & 7) * 6), and their values get stored to $0D7C, $0D7E, and $0D80 during the animation handling routine. (The last 6 bytes are actually unused, since SMW never uses animation frame 7 for anything.)
2BB6B$05:B96B24 bytes17This table determines how a certain tile should vary its animation. 00 = always the same, 01 = change depending on $14AD, $14AE, or $14AF (P-switch timers and on/off switch), 02 = change depending on $1931 (FG/BG tileset number). It is indexed by the animation frame times 3, or (($14 & #$07) * 3), and each of the 8 possible animation frames uses one group of 3 bytes. Note that the last 6 bytes overlap with the table at $05B97D.
2BB7D$05:B97D15 bytes17Table that determines, for tile animations that can have one of two states, which address to use to determine the state (i.e. any animation for which its corresponding value in the table at $05B96B is 01). The address used is $14AD plus this value, so 00 = blue P-switch, 01 = gray P-switch, 02 = on/off switch. This table is only 15 bytes long rather than 24 because all of the 2-state animations are updated on animation frame 0, 1, 2, 3, or 4, never 5, 6, or 7. Note also that the last byte overlaps with the table at $05B98B.
2BB8B$05:B98B14 bytes0Table, indexed by FG/BG tileset. Determines which group of animated tiles to use for a certain tileset, such as conveyor belts, stars, lava, etc.
2BB99$05:B999416 bytes17Frame data for animated tiles. Each group of 8 bytes is one set of tile animation, and each pair of bytes is one frame. The numbers are offsets forming the lower two bytes of pointers to the table data at $7E7D00. (For instance, the first two bytes = 00 95 -> data at $7E9500.) There seems to be no discernable pattern to which tiles are uploaded where in VRAM, though.
2BD39$05:BB39109 bytes21The routine that handles tile animation. It reads the animation data from the table at $05B999 and, based on that and a few other factors (such as tileset and blue P-switch status), sets the pointers to the tile data in the table at RAM $7E0D76.
2BDA6$05:BBA690 bytes19Unused data.
2BE87$05:BC8730 bytes9Pointers to the scroll sprite main routines for Layer 1 scrolling.
2BEB8$05:BCB830 bytes9Pointers to the scroll sprite main routines for Layer 2 scrolling.
2BEF0$05:BCF030 bytes9Pointers to the scroll sprite init routines for Layer 1 scrolling.
2BF17$05:BD1730 bytes9Pointers to the scroll sprite init routines for Layer 2 scrolling.
2C0A6$05:BEA63 bytes1[9C 11 14] Change this to EA EA EA to make Layer 2 Sideways Scroll not disable horizontal scroll.
2C6F2$05:C4F26 bytes1Change from [85 22 A9 01 85 23] to [38 69 02 85 22 EA] in order to make the Layer 3 tides scroll to the right instead of the left. (Nothing is stored to the high byte of Layer 3 X position, however, so if you adjusted the tide to be asymmetrical, this may not give the wanted result.)

Only applies to the graphical part of the Layer 3 tide.
2C91B$05:C71B1 byte0Layer 2 on/off switch lower limit. The lower this number, the further down the screen layer 2 will go before stopping.
2C91D$05:C71D1 byte0Layer 2 on/off switch upper limit. The higher this number, the further up layer 2 will go before it will start descending again.
2C9BC$05:C7BC3 bytes0Change to A9 08 EA and the background will start scrolling fast with generator F4 without having to touch platform C1
2CDFF$05:CBFF8 bytes21Jumps to Level End Scorecard Subroutine
2CE16$05:CC1675 bytes6Start of course clear message tilemap.
$05CC1A (10 bytes) is 'MARIO' tiles and attributes used in the end-of-level scorecard
$05CC28 (12 bytes) is "COURSE" and attributes at end of level scorecard.
$05CC36 (10 bytes) is "CLEAR" and attributes at end of level scorecard.
2CE61$05:CC615 bytes0'LUIGI' letters used in the end-of-level scorecard (uses the same attributes as the MARIO letters)
2CE66$05:CC662 bytes0Change to 80 1C to prevent the player from getting a free 1UP at the goal if the tens digit of your bonus star counter and the tens and ones digits of your time are all the same
2CE85$05:CC851 byte0Change to 00 to disable "Course Clear" from appearing.
2CEC4$05:CCC41 byte0Number of LUIGI tiles to use in the end-of-level scorecard
2CF2C$05:CD2C1 byte15Time it takes for Bonus! to appear after hitting the goal tape.
2CF3F$05:CD3F35 bytes6Tilemap for the bonus star countdown in the end of level routine.
At 2CF5A, a second header starts for two tiles reserved for the top of the number of bonus stars received.
2CF62$05:CD6220 bytes6Table of tiles used to display the amount of bonus stars received in the end level routine.
Starts with top tile of 0, bottom tile of 0, top tile of 1, bottom tile of 1, etc. Notably, there's no header OR end byte.
2CF79$05:CD791 byte1Changing this byte to [80] will disable the bonus counter in the 'Course Clear' screen.
2CFD8$05:CDD81 byte1Changing this byte to [80] will disable the drumroll sound effect, and the Timer and score tallying at the 'Course Clear' screen.
2CFE4$05:CDE41 byte14Drum Roll (tallying points) Sound Effect.
2D07A$05:CE7A1 byte0Time Multiplier for every second (use with $05CE92) must be a multiple of 10.
2D092$05:CE921 byte0Time Multiplier for every second (use with $05CE7A) must be a multiple of 10.
2D11B$05:CF1B3 bytes1Change to EA EA EA and the player will receive no bonus stars at the end of the level.
2D149$05:CF491 byte14Drum Roll Finishing Sound Effect.
2D1EA$05:CFEA22 bytes19Empty.
2D200$05:D0001,536 bytes0Tile data for all Layer 1 overworld tiles, #$00-#$BF (but BF doesn't show up in LM no matter what you set it to). 8 bytes per 16x16 tile = 2 bytes per 8x8 tile. (TTTTTTTT YXPCCCTT.)
Order in which the pairs of bytes go inside a 16x16 tile: upper-left, bottom-left, upper-right, bottom-right.
2D808$05:D60896 bytes30Which events are triggered by which level. Indexed by level ID, aka $13BF.
2D868$05:D668160 bytes19Unused data.
2D908$05:D7088 bytes8Layer 1, 2 (FG,BG) Initial Position. FG values (4 bytes) are first. BG values (4 values) are last.
2D910$05:D71016 bytes8Vertical scroll settings for layer 2 background. The values in this table are for RAM $7E:1414. The index to this table is the %ssss from the %ssssyyyy in table ROM $05:F000.
2D920$05:D72016 bytes8Horizontal scroll settings for layer 2 background. The values in this table are for RAM $7E:1413. The index to this table is the %ssss from the %ssssyyyy in table ROM $05:F000.

The maximum %ssss in SMW is %0111, thus indexes %1000 through %1111 are unused and are available if you want to invent more scroll settings for layer 2.
2D930$05:D73016 bytes8Mario Y-Position (main and midway entrances)
2D940$05:D74016 bytes8Mario Y-Subscreen Positions (main and midway entrances)
2D950$05:D7508 bytes8Mario X-Positions (main and midway entrances). 8th byte unused?
2D958$05:D7588 bytes8Mario X-Subscreen Positions (main and midway entrances). 8th byte unused?
2D960$05:D7606 bytes0The tileset that each no-Yoshi intro intro is used with. Same order as $05D766 (0x2D966). The last one seems to be unused.
2D966$05:D76618 bytes9List of 6 pointers to the "Get off Yoshi" level intros. In order: Ghost House, Castle Entrance 1, No Yoshi Sign 1, No Yoshi Sign 2, No Yoshi Sign 3, Castle Entrance 2.
2D978$05:D77818 bytes9List of pointers to the Layer 2's for the "Get off Yoshi" intro levels. Same order as for 2D966
2D996$05:D796857 bytes21The main level data loading routine.
$05DAE5 is which level has the variable exits that changes depending on coins, timer, and yoshi coins. To disable the variable properties of this level, change $05DAE6 to 80.
$05DA19 is the start of the code for checking whether or not the level should use a No-Yoshi intro. Change to [4C D7 DA] to disable all No-Yoshi intros, including those for ghost houses and castles.
2DC1D$05:DA1D1 byte28Any level with a translevel number greater than or equal to this will use the "No Yoshi Sign 2" intro if the no-Yoshi intro is not disabled, regardless of tileset.
2DC4B$05:DA4B1 byte28One of five translevels that will use a dark-background castle intro if the level is set to tileset 1 and a no-Yoshi intro is enabled. This one is 31 (Front Door) by default.
2DC4F$05:DA4F1 byte28One of five translevels that will use a dark-background castle intro if the level is set to tileset 1 and a no-Yoshi intro is enabled. This one is 32 (Back Door) by default.
2DC53$05:DA531 byte28One of five translevels that will use a dark-background castle intro if the level is set to tileset 1 and a no-Yoshi intro is enabled. This one is 34 (#7 Larry's Castle) by default.
2DC57$05:DA571 byte28One of five translevels that will use a dark-background castle intro if the level is set to tileset 1 and a no-Yoshi intro is enabled. This one is 35 (Valley Fortress) by default.
2DC5B$05:DA5B1 byte28One of five translevels that will use a dark-background castle intro if the level is set to tileset 1 and a no-Yoshi intro is enabled. This one is 40 (#3 Lemmy's Castle) by default.
2DCEF$05:DAEF186 bytes21The routine that loads level data for the sublevels of the level with the variable screen exits (i.e. level 24, or Chocolate Island 2, in the original SMW).
2DDA9$05:DBA91 byte28Level number for bonus game after gaining 100 bonus stars from a goal tape.
2DDAA$05:DBAA1 byte28Level number for yoshi wings bonus stage.
2DDAC$05:DBAC29 bytes21The routine that handles setting the level to warp to when Yoshi gets the wings. (Level xC8.)
2DDB3$05:DBB31 byte0Change to 60 (RTS) to make it so Yoshi wings use the normal screen exit instead of forcing a warp to level C8/1C8. This allows you to use pipes/doors in Yoshi wings levels. However, bonus games still remain incompatible. (Make sure to add a screen exit on every screen a player could possibly collect Yoshi wings if you use this.)
2DDC9$05:DBC92 bytes27Position of lives counter on the overworld.
2DDF2$05:DBF21 byte18[8B] Change to 6B to remove the OW life counter on the OW. Use with $04A530.
2DE3A$05:DC3A12 bytes33Another Hexadecimal to Decimal convertion routine. There is no difference between this one and the one at $009045.
2DE46$05:DC46954 bytes19Filled with FF.
2E200$05:E0001,536 bytes9Level data pointer table (Layer 1)
2E800$05:E6001,536 bytes9Level data pointer table (Layer 2)
2EE00$05:EC001,024 bytes9Level data pointer table (Sprites)
2F200$05:F000512 bytes8Table for each level in ssssyyyy format. ssss = layer 2 scroll settings, yyyy = Y position (from LM's method 1).
2F400$05:F200512 bytes8Table for each level in ttaaaxxx format. tt = tide/tileset specific Layer 3 BG to use, aaa = Mario action to start the level out with, xxx = initial X position (one of which is not selectable by LM, X = 10).
2F600$05:F400512 bytes8Table for each level in mmmmffbb format. mmmm = screen for midway entrance, ff = FG initial position, bb = BG initial position.
2F800$05:F600512 bytes8Table for each level in iuveeeee format. i = disable No Yoshi Intro flag, u = unknown vertical level positioning flag, v = vertical level positioning flag, eeeee = screen # that the primary entrance is on.
2FA00$05:F800512 bytes8Part of the Secondary Entrance information; each byte is one of the secondary entrances. The byte is the low byte of the destination level number. The high bit (0x100 vs. 0x000) is stored in another table.
2FC00$05:FA00512 bytes8Part of the Secondary Entrance information; each byte is one of the secondary entrances. The low 4 bits are the Y position for Mario; offsets into a table at SNES addresses $05:D730 and $05:D740. The next two bits are the FG initial position, indexing into the table at SNES address $05:D708. The highest 2 bits are the BG initial position, indexing into the table at SNES address $05:D70C.
2FE00$05:FC00512 bytes8Part of the secondary level information. The low 5 bits are for the destination screen number. The high 3 bits are the X position for Mario; offsets into a table at SNES addresses $05:D750 and $05:D758.
30000$05:FE00512 bytes8Part of the Secondary Entrance data; each byte corresponds to an entrance. The lowest 3 bits are the Mario action. The next bit is the high bit of the secondary entrance's level number. The highest bit is set when the destination level should be slippery.
30200$06:800099 bytes8Level 012, 019, 01E, 025-092, 09C-0BC, 10C, 112, 124, 129, 12E, 12F, 131, 133, 137-192, 19C-1BA
30263$06:806390 bytes8Unused level: Ride Among the Clouds
302BD$06:80BD123 bytes8Unused level: Mushroom Scales
30338$06:8138282 bytes8Unused level: Boss Test
30452$06:82526 bytes8Level 09B, 19B
30458$06:82586 bytes8Level 095, 098-09A, 195, 198-19A
3045E$06:825E6 bytes8Level 096, 097, 196, 197
30464$06:8264135 bytes8Unused level: Lava Cave (Layer 2)
304EB$06:82EB177 bytes8Unused level: Lava Cave
3059C$06:839C15 bytes8Unused level: Twin Blocks
305AB$06:83AB342 bytes8Unused level: Beta level 01A.
You can change $06:8457 from 9C to 8D to fix the P-switch music repeating glitch when using custom music.
30701$06:850160 bytes8Unused level: Beta level 01A (Layer 2)
3073D$06:853D36 bytes8Unused level: Pipe 'n' Ground
30761$06:856142 bytes8Level 093, 194
3078B$06:858B42 bytes8Level 094, 193
307B5$06:85B578 bytes8Level 0C7
30803$06:860324 bytes8Level 0C5
3081B$06:861B6 bytes8Level 0C4, 0EB, 0F0, 0FB, 1DA, 1E6, 1E7, 1F9 (Layer 2)
30821$06:862121 bytes8Level 0EB, 0F0, 0FB, 1DA, 1E7, 1F9
30836$06:86366 bytes8Level 0CC, 0D5, 0D9, 0DF, 0E2, 0E5, 1DE
3083C$06:863C24 bytes8Level 0FF
30854$06:865433 bytes8Level 000, 100
30875$06:867518 bytes8Unused level: Ghost House Exit
30887$06:86876 bytes8Level 1EB, 1F6
3088D$06:868D67 bytes8Level 014
308D0$06:86D091 bytes8Level 11B
3092B$06:872B67 bytes8Level 121
3096E$06:876E64 bytes8Level 008
309AE$06:87AE69 bytes8Level 0CA
309F3$06:87F369 bytes8Level 1D8
30A38$06:883869 bytes8Level 1D7
30A7D$06:887D66 bytes8Level 0C9
30ABF$06:88BF30 bytes8Level 003
30ADD$06:88DD283 bytes8Level 105
30BF8$06:89F855 bytes8Level 1CB
30C2F$06:8A2F388 bytes8Level 106
30DB3$06:8BB343 bytes8Level 1CA
30DDE$06:8BDE655 bytes8Level 103
3106D$06:8E6D64 bytes8Level 1FD
310AD$06:8EAD230 bytes8Level 102
31193$06:8F9330 bytes8Level 1FF
311B1$06:8FB176 bytes8Level 1BE
311FD$06:8FFD370 bytes8Level 101
3136F$06:916F118 bytes8Level 1FC
313E5$06:91E5503 bytes8Level 015-017
315DC$06:93DC151 bytes8Level 0FD
31673$06:9473250 bytes8Level 0E3
3176D$06:956D192 bytes8Level 009 (Layer 2)
3182D$06:962D353 bytes8Level 009
3198E$06:978E121 bytes8Level 0E9
31A07$06:9807116 bytes8Level 004
31A7B$06:987B34 bytes8Level 0FA
31A9D$06:989D83 bytes8Level 0DE, 0F9
31AF0$06:98F095 bytes8Level 0FE
31B4F$06:994F18 bytes8Level 0C4
31B61$06:9961445 bytes8Level 005
31D1E$06:9B1E151 bytes8Level 0F4
31DB5$06:9BB5407 bytes8Level 006
31F4C$06:9D4C55 bytes8Level 0D2
31F83$06:9D8361 bytes8Level 0C3
31FC0$06:9DC0110 bytes8Level 007
3202E$06:9E2E145 bytes8Level 0E8
320BF$06:9EBF165 bytes8Level 0E7 (Layer 2)
32164$06:9F64313 bytes8Level 0E7
3229D$06:A09D151 bytes8Level 0E6
32334$06:A134316 bytes8Level 00A
32470$06:A270130 bytes8Level 0C2
324F2$06:A2F2130 bytes8Level 013, 0EC, 0EE
32574$06:A374172 bytes8Level 0ED, 0F2
32620$06:A42047 bytes8Level 0F1
3264F$06:A44F18 bytes8Level 0E4
32661$06:A461268 bytes8Level 10B
3276D$06:A56D76 bytes8Level 1C6
327B9$06:A5B971 bytes19Unused data
32800$06:A600745 bytes8Level 11A
32AE9$06:A8E985 bytes8Level 1EF
32B3E$06:A93E33 bytes8Level 1EF (Layer 2)
32B5F$06:A95F841 bytes8Level 118
32EA8$06:ACA897 bytes8Level 1C3
32F09$06:AD09271 bytes8Level 107, 1FB
33018$06:AE18101 bytes8Level 1EA
3307D$06:AE7D824 bytes8Level 10A
333B5$06:B1B5133 bytes8Level 1C2
3343A$06:B23A151 bytes8Level 1F7
334D1$06:B2D1337 bytes8Level 119
33622$06:B422190 bytes8Level 1F5
336E0$06:B4E0320 bytes8Level 11C
33820$06:B62070 bytes8Level 1F4
33866$06:B666229 bytes8Level 1F3
3394B$06:B74B162 bytes8Level 1F3 (Layer 2)
339ED$06:B7ED42 bytes8Level 1F2
33A17$06:B817495 bytes8Level 109
33C06$06:BA0645 bytes8Level 1F1
33C33$06:BA3354 bytes8Level 1F0
33C69$06:BA69352 bytes8Level 001
33DC9$06:BBC9106 bytes8Level 0D8
33E33$06:BC33187 bytes8Level 002
33EEE$06:BCEE33 bytes8Level 0CB
33F0F$06:BD0F167 bytes8Level 00B
33FB6$06:BDB6247 bytes8Level 0E0, 0E1
340AD$06:BEAD748 bytes8Level 00F
34399$06:C19943 bytes8Level 0BF
343C4$06:C1C4433 bytes8Level 010
34575$06:C37546 bytes8Level 0C1
345A3$06:C3A3203 bytes8Level 00E
3466E$06:C46E39 bytes8Level 00E (Layer 2)
34695$06:C495127 bytes8Level 0DC
34714$06:C51469 bytes8Level 0DC (Layer 2)
34759$06:C559403 bytes8Level 0DB
348EC$06:C6EC151 bytes8Level 0DA
34983$06:C783454 bytes8Level 011
34B49$06:C94927 bytes8Level 0C6
34B64$06:C9641,692 bytes19Filled with $FF.
35200$06:D000220 bytes8Level 00C
352DC$06:D0DC24 bytes8Level 0F3
352F4$06:D0F4226 bytes8Level 00D
353D6$06:D1D6100 bytes8Level 0DD
3543A$06:D23A465 bytes8Level 11E
3560B$06:D40B744 bytes8Level 120
358F3$06:D6F3545 bytes8Level 123
35B14$06:D91446 bytes8Level 1F8
35B42$06:D942151 bytes8Level 1BC
35BD9$06:D9D9229 bytes8Level 020
35CBE$06:DABE207 bytes8Level 11D, 1E8, 1E9
35D8D$06:DB8D837 bytes8Level 11D, 1E8, 1E9 (Layer 2)
360D2$06:DED2116 bytes8Level 1FA
36146$06:DF4621 bytes8Level 1E6
3615B$06:DF5B425 bytes8Level 11F
36304$06:E10436 bytes8Level 1DF
36328$06:E12891 bytes8Level 1C1
36383$06:E183135 bytes8Level 122
3640A$06:E20A253 bytes8Level 01F
36507$06:E307317 bytes8Level 0D6
36644$06:E444396 bytes8Level 022, 0D0, 0D1
367D0$06:E5D0414 bytes8Level 0F5, 0F6
3696E$06:E76E52 bytes8Level 0BE
369A2$06:E7A2115 bytes8Level 021
36A15$06:E815130 bytes8Level 0FC
36A97$06:E897238 bytes8Level 024
36B85$06:E985118 bytes8Level 0CF
36BFB$06:E9FB181 bytes8Chocolate Island 2 - Level 1
36CB0$06:EAB091 bytes8Chocolate Island 2 - Level 2
36D0B$06:EB0B103 bytes8Level 0CE
36D72$06:EB7276 bytes8Chocolate Island 2 - Level 3
36DBE$06:EBBE102 bytes8Chocolate Island 2 - Level 4
36E24$06:EC2490 bytes8Level 0CD
36E7E$06:EC7E75 bytes8Chocolate Island 2 - Level 5
36EC9$06:ECC9286 bytes8Level 023
36FE7$06:EDE779 bytes8Level 0D7
37036$06:EE36199 bytes8Level 01B
370FD$06:EEFD352 bytes8Level 0EF
3725D$06:F05D263 bytes8Level 117
37364$06:F164505 bytes8Level 1ED
3755D$06:F35D205 bytes8Level 1EC
3762A$06:F42A210 bytes8Level 1EC (Layer 2)
376FC$06:F4FC21 bytes8Level 1EE
37711$06:F51140 bytes8Level 1C0
37739$06:F5392,759 bytes19Filled with $FF.
38200$07:800024 bytes8Ghost house entrance
38218$07:80186 bytes8Empty level (header only). Used as layer 2 when no background is needed.
3821E$07:801E15 bytes8Castle entrance 1
3822D$07:802D33 bytes8Level 104
3824E$07:804E18 bytes8No Yoshi sign entrance 1
38260$07:806033 bytes8Unused level: Ghost House Exit
38281$07:808115 bytes8Unused level: Three bushes
38290$07:809015 bytes8Castle entrance 2
3829F$07:809F18 bytes8No Yoshi sign entrance 2
382B1$07:80B118 bytes8No Yoshi sign entrance 3
382C3$07:80C342 bytes8Level 108
382ED$07:80ED19 bytes19Empty
38300$07:81001,204 bytes8Level 01D
387B4$07:85B4303 bytes8Level 0EA
388E3$07:86E3488 bytes8Level 01C
38ACB$07:88CB106 bytes8Level 0C0
38B35$07:8935151 bytes8Level 0BD
38BCC$07:89CC337 bytes8Level 01A
38D1D$07:8B1D45 bytes8Level 01A (Layer 2)
38D4A$07:8B4A109 bytes8Level 0D4
38DB7$07:8BB751 bytes8Level 0D4 (Layer 2)
38DEA$07:8BEA42 bytes8Level 0D3
38E14$07:8C14178 bytes8Level 018
38EC6$07:8CC6229 bytes8Level 0F8
38FAB$07:8DAB249 bytes8Level 0F7
390A4$07:8EA4893 bytes8Level 116
39421$07:922118 bytes8Level 1E5
39433$07:9233151 bytes8Level 1E4
394CA$07:92CA178 bytes8Level 115
3957C$07:937C102 bytes8Level 115 (Layer 2)
395E2$07:93E2451 bytes8Level 1E3
397A5$07:95A575 bytes8Level 1E3 (Layer 2)
397F0$07:95F0366 bytes8Level 1E2
3995E$07:975E30 bytes8Level 1E2 (Layer 2)
3997C$07:977C135 bytes8Level 0C8
39A03$07:9803100 bytes8Level 114, 1D9
39A67$07:9867258 bytes8Level 1DD
39B69$07:9969109 bytes8Level 1DB, 1DC
39BD6$07:99D6235 bytes8Level 113
39CC1$07:9AC1151 bytes8Level 1BB
39D58$07:9B58556 bytes8Level 10F
39F84$07:9D8494 bytes8Level 1BF
39FE2$07:9DE2320 bytes8Level 110
3A122$07:9F22262 bytes8Level 1FE
3A228$07:A028268 bytes8Level 111
3A334$07:A13469 bytes8Level 111 (Layer 2)
3A379$07:A1791,159 bytes19Filled with $FF.
3A800$07:A600142 bytes8Level 10D
3A88E$07:A68E121 bytes8Level 1D4
3A907$07:A70794 bytes8Level 1D3
3A965$07:A765157 bytes8Level 1D2
3AA02$07:A80261 bytes8Level 1D1
3AA3F$07:A83F154 bytes8Level 1D0
3AAD9$07:A8D991 bytes8Level 1CF
3AB34$07:A93445 bytes8Level 1CF (Layer 2)
3AB61$07:A961130 bytes8Level 1CE
3ABE3$07:A9E351 bytes8Level 1CE (Layer 2)
3AC16$07:AA1697 bytes8Level 1CD
3AC77$07:AA7782 bytes8Level 1CC
3ACC9$07:AAC9304 bytes8Level 1BD
3ADF9$07:ABF9310 bytes8Level 10E
3AF2F$07:AD2F6 bytes8Level 1C7
3AF35$07:AD35481 bytes8Level 134
3B116$07:AF1615 bytes8Level 1D6
3B125$07:AF25169 bytes8Level 130
3B1CE$07:AFCE21 bytes8Level 1D5
3B1E3$07:AFE378 bytes8Level 132
3B231$07:B031243 bytes8Level 135
3B324$07:B124327 bytes8Level 136
3B46B$07:B26B347 bytes8Level 12A
3B5C6$07:B3C6168 bytes8Level 1C4, 1C5
3B66E$07:B46E210 bytes8Level 12B
3B740$07:B540829 bytes8Level 12C
3BA7D$07:B87D25 bytes8Level 1C9
3BA96$07:B896114 bytes8Level 1C8
3BB08$07:B908438 bytes8Level 12D
3BCBE$07:BABE339 bytes8Level 128
3BE11$07:BC11356 bytes8Level 127
3BF75$07:BD7521 bytes8Level 1E1
3BF8A$07:BD8A91 bytes8Level 1E0
3BFE5$07:BDE5384 bytes8Level 126
3C165$07:BF65705 bytes8Level 125
3C426$07:C226218 bytes19Filled with $FF
3C500$07:C30014 bytes8Unused level: Ride Among the Clouds (Sprites)
3C50E$07:C30E50 bytes8Unused level: Mushroom Scales (Sprites)
3C540$07:C3405 bytes8Level 09B, 19B (Sprites)
3C545$07:C3455 bytes8Level 09A, 19A (Sprites)
3C54A$07:C34A5 bytes8Level 099, 199 (Sprites)
3C54F$07:C34F5 bytes8Level 098, 198 (Sprites)
3C554$07:C3545 bytes8Level 097, 197 (Sprites)
3C559$07:C35914 bytes8Level 096, 196 (Sprites)
3C567$07:C36714 bytes8Level 095, 195 (Sprites)
3C575$07:C37538 bytes8Unused level: Lava Cave (Sprites)
3C59B$07:C39B14 bytes8Unused level: Twin Blocks (Sprites)
3C5A9$07:C3A950 bytes8Unused level: Beta level 01A (Sprites)
3C5DB$07:C3DB8 bytes8Level 093, 194 (Sprites)
3C5E3$07:C3E311 bytes8Level 094, 193 (Sprites)
3C5EE$07:C3EE2 bytes8Level 0BD, 0DA, 0E6, 0F4, 0FA, 0FD, 1BB, 1BC, 1C9, 1CB, 1E0, 1E4, 1F4, 1F7 (Sprites)
3C5F0$07:C3F05 bytes8Level 0C6, 0CB, 0F3, 0FF, 1D5, 1D6, 1E1, 1EE (Sprites)
3C5F5$07:C3F58 bytes8Level 0C4, 0F0, 0FB, 1DA, 1E6, 1F9 (Sprites)
3C5FD$07:C3FD5 bytes8Unused level: Goal 1 (Sprites)
3C602$07:C4025 bytes8Unused level: Goal 2 (Sprites)
3C607$07:C4075 bytes8Level 000, 100 (Sprites)
3C60C$07:C40C8 bytes8Level 0EB, 1E7 (Sprites)
3C614$07:C41414 bytes8Level 0D5, 0DF, 0E2, 1DE (Sprites)
3C622$07:C4225 bytes8Level 10D, 1D0 (Sprites)
3C627$07:C42726 bytes8Level 0C7 (Sprites)
3C641$07:C4415 bytes8Level 0C5 (Sprites)
3C646$07:C4465 bytes8Level 014 (Sprites)
3C64B$07:C44B5 bytes8Level 0CA (Sprites)
3C650$07:C45035 bytes8Level 11B (Sprites)
3C673$07:C4735 bytes8Level 1D8 (Sprites)
3C678$07:C47832 bytes8Level 121 (Sprites)
3C698$07:C4985 bytes8Level 1D7 (Sprites)
3C69D$07:C49D35 bytes8Level 008 (Sprites)
3C6C0$07:C4C05 bytes8Level 0C9 (Sprites)
3C6C5$07:C4C55 bytes8Level 003 (Sprites)
3C6CA$07:C4CA104 bytes8Level 105 (Sprites)
3C732$07:C53277 bytes8Level 106 (Sprites)
3C77F$07:C57F20 bytes8Level 1CA (Sprites)
3C793$07:C59392 bytes8Level 103 (Sprites)
3C7EF$07:C5EF5 bytes8Level 1FD (Sprites)
3C7F4$07:C5F4101 bytes8Level 102 (Sprites)
3C859$07:C6598 bytes8Level 1FF (Sprites)
3C861$07:C66114 bytes8Level 1BE (Sprites)
3C86F$07:C66F80 bytes8Level 101 (Sprites)
3C8BF$07:C6BF17 bytes8Level 1FC (Sprites)
3C8D0$07:C6D05 bytes8Level 1F6 (Sprites)
3C8D5$07:C6D5116 bytes8Level 015-017 (Sprites)
3C949$07:C7498 bytes8Level 0E3 (Sprites)
3C951$07:C75186 bytes8Level 009 (Sprites)
3C9A7$07:C7A714 bytes8Level 0E9 (Sprites)
3C9B5$07:C7B58 bytes8Level 004 (Sprites)
3C9BD$07:C7BD14 bytes8Level 0DE, 0F9 (Sprites)
3C9CB$07:C7CB14 bytes8Level 0FE (Sprites)
3C9D9$07:C7D9107 bytes8Level 005 (Sprites)
3CA44$07:C844137 bytes8Level 006 (Sprites)
3CACD$07:C8CD29 bytes8Level 0D2 (Sprites)
3CAEA$07:C8EA26 bytes8Level 0C3 (Sprites)
3CB04$07:C90417 bytes8Level 007 (Sprites)
3CB15$07:C91517 bytes8Level 0E8 (Sprites)
3CB26$07:C92629 bytes8Level 0E7 (Sprites)
3CB43$07:C9435 bytes8Level 0E5 (Sprites)
3CB48$07:C94898 bytes8Level 00A (Sprites)
3CBAA$07:C9AA32 bytes8Level 0C2 (Sprites)
3CBCA$07:C9CA17 bytes8Level 013, 0EC, 0EE (Sprites)
3CBDB$07:C9DB23 bytes8Level 0ED, 0F2 (Sprites)
3CBF2$07:C9F226 bytes8Level 0F1 (Sprites)
3CC0C$07:CA0C11 bytes8Level 0E4 (Sprites)
3CC17$07:CA1786 bytes8Level 10B (Sprites)
3CC6D$07:CA6D26 bytes8Level 1C6 (Sprites)
3CC87$07:CA87122 bytes8Level 11A (Sprites)
3CD01$07:CB0141 bytes8Level 1EF (Sprites)
3CD2A$07:CB2A155 bytes8Level 118 (Sprites)
3CDC5$07:CBC523 bytes8Level 1C3 (Sprites)
3CDDC$07:CBDC53 bytes8Level 107, 1FB (Sprites)
3CE11$07:CC1120 bytes8Level 1EA (Sprites)
3CE25$07:CC25149 bytes8Level 10A (Sprites)
3CEBA$07:CCBA26 bytes8Level 1C2 (Sprites)
3CED4$07:CCD4143 bytes8Level 119 (Sprites)
3CF63$07:CD635 bytes8Level 1F5 (Sprites)
3CF68$07:CD6844 bytes8Level 11C (Sprites)
3CF94$07:CD9444 bytes8Level 1F3 (Sprites)
3CFC0$07:CDC08 bytes8Level 1F2 (Sprites)
3CFC8$07:CDC868 bytes8Level 109 (Sprites)
3D00C$07:CE0C8 bytes8Level 1F1 (Sprites)
3D014$07:CE148 bytes8Level 1F0 (Sprites)
3D01C$07:CE1C158 bytes8Level 001 (Sprites)
3D0BA$07:CEBA5 bytes8Level 0D8 (Sprites)
3D0BF$07:CEBF71 bytes8Level 002 (Sprites)
3D106$07:CF0671 bytes8Level 00B (Sprites)
3D14D$07:CF4D98 bytes8Level 0E0, 0E1 (Sprites)
3D1AF$07:CFAF128 bytes8Level 00F (Sprites)
3D22F$07:D02F20 bytes8Level 0BF (Sprites)
3D243$07:D043140 bytes8Level 010 (Sprites)
3D2CF$07:D0CF8 bytes8Level 0C1 (Sprites)
3D2D7$07:D0D729 bytes8Level 00E (Sprites)
3D2F4$07:D0F429 bytes8Level 0DC (Sprites)
3D311$07:D11165 bytes8Level 0DB (Sprites)
3D352$07:D1525 bytes8Level 0D9 (Sprites)
3D357$07:D157158 bytes8Level 011 (Sprites)
3D3F5$07:D1F5101 bytes8Level 00C (Sprites)
3D45A$07:D25A170 bytes8Level 00D (Sprites)
3D504$07:D3048 bytes8Level 0DD (Sprites)
3D50C$07:D30C116 bytes8Level 11E (Sprites)
3D580$07:D380197 bytes8Level 120 (Sprites)
3D645$07:D445128 bytes8Level 123 (Sprites)
3D6C5$07:D4C58 bytes8Level 1F8 (Sprites)
3D6CD$07:D4CD80 bytes8Level 020 (Sprites)
3D71D$07:D51D5 bytes8Level 0CC (Sprites)
3D722$07:D52274 bytes8Level 11D, 1E8, 1E9 (Sprites)
3D76C$07:D56C11 bytes8Level 1FA (Sprites)
3D777$07:D57780 bytes8Level 11F (Sprites)
3D7C7$07:D5C78 bytes8Level 1DF (Sprites)
3D7CF$07:D5CF38 bytes8Level 1C1 (Sprites)
3D7F5$07:D5F583 bytes8Level 122 (Sprites)
3D848$07:D64832 bytes8Level 01F (Sprites)
3D868$07:D668113 bytes8Level 0D6 (Sprites)
3D8D9$07:D6D9104 bytes8Level 022, 0D0, 0D1, 0F5, 0F6 (Sprites)
3D941$07:D74111 bytes8Level 0BE (Sprites)
3D94C$07:D74C77 bytes8Level 021 (Sprites)
3D999$07:D79938 bytes8Level 0FC (Sprites)
3D9BF$07:D7BF38 bytes8Level 024 (Sprites)
3D9E5$07:D7E55 bytes8Level 0CF (Sprites)
3D9EA$07:D7EA59 bytes8Choco Island 2 (36BFB) (Sprites)
3DA25$07:D82538 bytes8Choco Island 2 (36CB0) (Sprites)
3DA4B$07:D84B35 bytes8Level 0CE (Sprites)
3DA6E$07:D86E26 bytes8Choco Island 2 (36D72) (Sprites)
3DA88$07:D88817 bytes8Choco Island 2 (36DBE) (Sprites)
3DA99$07:D8998 bytes8Level 0CD (Sprites)
3DAA1$07:D8A129 bytes8Choco Island 2 (36E7E) (Sprites)
3DABE$07:D8BE152 bytes8Level 023 (Sprites)
3DB56$07:D9568 bytes8Level 0D7 (Sprites)
3DB5E$07:D95E83 bytes8Level 01B (Sprites)
3DBB1$07:D9B162 bytes8Level 0EF (Sprites)
3DBEF$07:D9EF35 bytes8Level 117 (Sprites)
3DC12$07:DA1250 bytes8Level 1ED (Sprites)
3DC44$07:DA4459 bytes8Level 1EC (Sprites)
3DC7F$07:DA7F20 bytes8Level 1C0 (Sprites)
3DC93$07:DA9374 bytes8Level 01D (Sprites)
3DCDD$07:DADD50 bytes8Level 0EA (Sprites)
3DD0F$07:DB0F134 bytes8Level 01C (Sprites)
3DD95$07:DB9538 bytes8Level 0C0 (Sprites)
3DDBB$07:DBBB62 bytes8Level 01A (Sprites)
3DDF9$07:DBF941 bytes8Level 0D4 (Sprites)
3DE22$07:DC2211 bytes8Level 0D3 (Sprites)
3DE2D$07:DC2D14 bytes8Level 018 (Sprites)
3DE3B$07:DC3B38 bytes8Level 0F8 (Sprites)
3DE61$07:DC61179 bytes8Level 0F7 (Sprites)
3DF14$07:DD1498 bytes8Level 116 (Sprites)
3DF76$07:DD765 bytes8Level 1E5 (Sprites)
3DF7B$07:DD7B56 bytes8Level 115 (Sprites)
3DFB3$07:DDB35 bytes8Level 1E3 (Sprites)
3DFB8$07:DDB823 bytes8Level 1E2 (Sprites)
3DFCF$07:DDCF50 bytes8Level 0C8 (Sprites)
3E001$07:DE0114 bytes8Level 114, 1D9 (Sprites)
3E00F$07:DE0F44 bytes8Level 1DD (Sprites)
3E03B$07:DE3B20 bytes8Level 1DB, 1DC (Sprites)
3E04F$07:DE4F185 bytes8Level 113 (Sprites)
3E108$07:DF08140 bytes8Level 10F (Sprites)
3E194$07:DF9429 bytes8Level 1BF (Sprites)
3E1B1$07:DFB147 bytes8Level 110 (Sprites)
3E1E0$07:DFE068 bytes8Level 1FE (Sprites)
3E224$07:E02414 bytes8Level 1EB (Sprites)
3E232$07:E03253 bytes8Level 111 (Sprites)
3E267$07:E06738 bytes8Level 1D4 (Sprites)
3E28D$07:E08D56 bytes8Level 1D3 (Sprites)
3E2C5$07:E0C535 bytes8Level 1D2 (Sprites)
3E2E8$07:E0E844 bytes8Level 1D1 (Sprites)
3E314$07:E11429 bytes8Level 1CF (Sprites)
3E331$07:E13147 bytes8Level 1CE (Sprites)
3E360$07:E16035 bytes8Level 1CD (Sprites)
3E383$07:E18326 bytes8Level 1CC (Sprites)
3E39D$07:E19D35 bytes8Level 10E, 1BD (Sprites)
3E3C0$07:E1C05 bytes8Level 1C7 (Sprites)
3E3C5$07:E1C592 bytes8Level 134 (Sprites)
3E421$07:E221125 bytes8Level 130 (Sprites)
3E49E$07:E29E17 bytes8Level 132 (Sprites)
3E4AF$07:E2AF134 bytes8Level 135 (Sprites)
3E535$07:E335167 bytes8Level 136 (Sprites)
3E5DC$07:E3DC38 bytes8Level 12A (Sprites)
3E602$07:E40238 bytes8Level 1C4, 1C5 (Sprites)
3E628$07:E42862 bytes8Level 12B (Sprites)
3E666$07:E466134 bytes8Level 12C (Sprites)
3E6EC$07:E4EC5 bytes8Level 1C8 (Sprites)
3E6F1$07:E4F1131 bytes8Level 12D (Sprites)
3E774$07:E574107 bytes8Level 128 (Sprites)
3E7DF$07:E5DF113 bytes8Level 127 (Sprites)
3E850$07:E650164 bytes8Level 126 (Sprites)
3E8F4$07:E6F4101 bytes8Level 125 (Sprites)
3E959$07:E75920 bytes8Level 104 (Sprites)
3E96D$07:E76D2 bytes8Level 012, 019, 01E, 025-092, 09C-0BC, 10C, 112, 124, 129, 12E, 12F, 131, 133, 137-192, 19C-1BA (Sprites)
3E96F$07:E76F2,193 bytes19Unused data.
3F200$07:F000180 bytes23Table of sprite OAM indexes. It is indexed by the values in the table at $07F0B4 and used in the routine at $0180D2.
3F2B4$07:F0B420 bytes23Indexes to the table at $07F000. This table itself is indexed by the sprite memory setting plus the sprite index.
3F2C8$07:F0C8107 bytes0X-coordinates of bonus star numbers (FF terminates the string)
3F334$07:F134107 bytes0Y-coordinates of bonus star numbers (FF terminates the string)
3F3A0$07:F1A010 bytes9Relative pointers for each bonus star number formation's tilemap (0-9)
3F3AA$07:F1AA32 bytes0Table of bonus stars to receive at the goal. The table is x20 bytes long, and each byte corresponds to a four-pixel range, from the lowest to the highest point. (The values in this table are binary-coded decimal numbers, so e.g. if the table says x17 it means you will get 17 (decimal) stars at that level.)
3F41A$07:F21A1 byte5Tile used by Bonus Star formation
3F462$07:F2621 byte0If you get this many bonus stars at the goal, you will also be awarded a 3up (default 50)
3F463$07:F2631 byte0Change to 80 to disable getting a 3up when getting the above number of bonus stars
3F466$07:F2661 byte0Bonus for getting 50 bonus stars (3up)
3F46C$07:F26C201 bytes23Default values for $1656, various interaction-related flags, for the standard sprites.
$07F27B: Goomba 1656 value - change from 10 to 30 to make Goombas die when jumped on like the classic Goombas in SMB or SMB3.
$07F27C: Winged Goomba 1656 value - change from 10 to 30 to make Winged Goombas "die when jumped on" (when jumped on, they will "die" and spawn a regular Goomba, just like the Paragoombas in SMB3).
$07F306: Sumo Bros. 1656 value (object clipping/table offset, can be jumped on, dies when jumped on, hop in/kick shells, disappear in a cloud of smoke).
3F535$07:F335201 bytes23Default values for $1662, some death-related flags and the sprite clipping, for the standard sprites.
3F5FE$07:F3FE201 bytes23Default values for $166E, various flags to disable some stuff (like fireball death and layer 2 interaction) and palette/graphics page, for the standard sprites.
3F6C7$07:F4C7201 bytes23Default values for $167A, various misc flags, for the standard sprites.
Change $07F57D from 00 to 01 to fix the glitched tiles that appear when a reflecting fireball goes into lava and make it display the normal lava splash.
3F790$07:F590201 bytes23Default values for $1686, various misc flags, for the standard sprites.
3F859$07:F659201 bytes23Default values for $190F, various misc flags, for the standard sprites.
3F922$07:F722105 bytes21Zeros out the sprite tables. However, $15A0 (the horizontal off screen flag) is set to $01 instead of zero. This routine ends in an RTL.
3F98B$07:F78B21 bytes22The subroutine that loads the necessary bytes for some sprite tables. Actually just JSLs to $07F7A0 and sets $15F6,x.
3F9A0$07:F7A050 bytes22The subroutine that loads the six Tweaker bytes for a sprite when it is initialized.
3F9D2$07:F7D29 bytes22Resets most sprite tables and loads new values for some of them depending on the sprite number. Actually just JSLs to $07F722 and $07F78B.
3F9DB$07:F7DB512 bytes0SMW's trigonometry/sine/cosine value table. Note that these are 16-bit values, but most of the high bytes are 00.
3FBDB$07:F9DB536 bytes23Line-guided sprite speed table. These aren't speed values in the tradition sense: when using them, the low nybble of the sprite's X and Y position is cleared, and then it is offset a certain number of pixels depending on where it was before and which line guide it is on. The high nybble of each of these values determines how many pixels to move the sprite on the Y axis, and the low nybble determines how many pixels to move the sprite on the X axis. The pointers to these are at $07FBF3 and $07FC13.
3FDF3$07:FBF332 bytes9Low byte of pointer to line-guided sprite speed table, indexed by the Map16 tile number (76-95). The high bytes are at $07FC13, and the bank byte is 07.
3FE13$07:FC1332 bytes9High byte of pointer to line-guided sprite speed table, indexed by the Map16 tile number (76-95). The low bytes are at $07FBF3, and the bank byte is 07.
3FE33$07:FC334 bytes23X speeds for the 4 stars in the spin kill animation. Format: Upper left, upper right, bottom left, bottom right.
3FE37$07:FC374 bytes23Y speeds for the 4 stars in the spin kill animation. Format: Upper left, upper right, bottom left, bottom right.
3FE3B$07:FC3B85 bytes1Spin Jump Star GFX Subroutine
$07FC53 is 4 objects to use for spin jump stars
3FE90$07:FC90880 bytes19Unused data.
40200$08:8000130,317 bytes17Graphics (compressed)
5FF0D$0B:FD0D755 bytes19Empty space.
60200$0C:80003,328 bytes30Tiles for layer 2 events. The first 0x900 bytes are for 6x6 blocks of 8x8 tiles, the last 0x400 bytes are for 2x2 blocks of 8x8 tiles.
60F00$0C:8D001,642 bytes0Overworld layer 2 event data's tilemap data: Tile properties (YXPCCCTT).

(Layer 2 events are what you see on the right of the overworld editor, in those blue X area)

Table is compressed in the LC_RLE1 format.

[FF FF] marks the end of the compressed table.
615B6$0C:93B61 byte1Change to 0B to make Mario able to play the Yoshi's House level after the Yoshi's House scene of the credits gets over.
615C1$0C:93C114 bytes9Table indexed by $1928*2, which is used to indicate the cutscene number in the beginning of the credits (as in, castle = #$00, chocolate island BG = #$01, etc.). Points to BG image to use. All images are in bank $0C.
615CF$0C:93CF14 bytes0Table indexed by $1928*2. Is used to clear certain bits of the loaded BG tile out, specifically, but not necessarily, the properties byte (YXPCCCTT) of the BG tile.
Some BG images in the credits require bit 8 to be clear ($FEFF).
61647$0C:94471 byte11Music used for the first part of the Ending.
61767$0C:956796 bytes21The DMA routine for updating the backgrounds during the credits walking sequence.
617C7$0C:95C72,280 bytes6Credits text data.
620B1$0C:9EB1171 bytes21The subroutine that uploads the credits tilemap.
6216F$0C:9F6F2 bytes0Speed at which the Layer 2 background in the credits roll moves. [80] [FF]. It's actually a word address (#$FF80). Anything from #$8000-#$FFFF is left speed, anything from #$0001-#$7FFF is right speed.
62189$0C:9F892 bytes6How fast the credits scroll upwards. Word value. Default value is $0040 $0000-$7FFF is upward while $8000-$FFFF is downward.
(Note, when the credits end the situation will warp to Yoshi's House)
621E7$0C:9FE73 bytes27Princess's Y position on Yoshi during the staff roll, relative to absolute value #$85. Each byte represents a Y position.
621ED$0C:9FED2 bytes27Mario's absolute X position during the staff roll in the credits.
621F2$0C:9FF22 bytes27Mario's absolute Y position during the staff roll in the credits.
621F8$0C:9FF82 bytes1Mario's powerup status during the staff roll in the credits.
Change to A9 00 for Small Mario,
A9 01 for Big Mario,
A9 02 for Cape Mario,
A9 03 for Fiery Mario,
A5 19 to keep the same powerup after Bowser's Battle.
621FD$0C:9FFD1 byte7How fast Mario walks during the staff roll. Doesn't actually affect the walking speed, but his walking animation speed.
62205$0C:A0051 byte27X-position of Yoshi (Credits)
6220C$0C:A00C1 byte27Y-position of Yoshi (Credits)
6221E$0C:A01E1 byte27X-position of Peach (Credits)
62235$0C:A0351 byte27Y-position of eggs (Credits)
6228F$0C:A08F42 bytes5Yoshi's House decoration tiles (Ending)
622B9$0C:A0B942 bytes5Yoshi's House decoration palettes (Ending)
622EA$0C:A0EA1 byte27Y-position of Yoshi's House decorations (Ending)
6240B$0C:A20B1 byte3Which frame for Mario ($13E0) at the Yoshi House (credits), when he stops walking to the left.
6260C$0C:A40C1 byte11Music used for the second part of the ending. (Yoshi's House)
627C2$0C:A5C21 byte11Music used for the third part of the ending. (Thank You Music)
628FB$0C:A6FB1 byte27Y-position of Peach waving after eggs hatch (Ending)
62992$0C:A7921 byte0Direction Yoshi faces in Credits
629B0$0C:A7B01 byte0Change to 00 to make Yoshi invisible for the credits sequence
629D5$0C:A7D512 bytes5Red Yoshi Cheering Tiles (Ending)
629E1$0C:A7E112 bytes5Yellow Yoshi Cheering Tiles (Ending)
62A09$0C:A80912 bytes5Red Yoshi Cheering Palettes (Ending)
62A15$0C:A81512 bytes5Yellow Yoshi Cheering Palettes (ending)
62AD8$0C:A8D87 bytes5Palettes of Baby Yoshis (Ending)
62B06$0C:A9061 byte5Tile used by Eggs (Ending)
62B0B$0C:A90B1 byte5Palette of eggs (ending)
62B18$0C:A9181 byte5Tile used by Baby Yoshis (Ending)
62B3A$0C:A93A12 bytes5Red Yoshi Watching Tiles (Ending)
62B46$0C:A94612 bytes5Yellow Yoshi Watching Tiles (Ending)
62B52$0C:A95212 bytes0Red Yoshi Watching Palettes (Ending)
62B5E$0C:A95E12 bytes5Yellow Yoshi Watching Palettes (Ending)
62B6A$0C:A96A12 bytes0Red Yoshi Watching Tile X-coords (Ending)
62B76$0C:A97612 bytes0Yellow Yoshi Watching Tile X-coords (Ending)
62B82$0C:A98212 bytes0Red Yoshi Watching Tile Y-coords (Ending)
62B8E$0C:A98E12 bytes5Yellow Yoshi Watching Tile Y-coords (Ending)
62BF5$0C:A9F51 byte0Tile size of 8x8 tiles (Red/Yellow Yoshi watching)
62C0B$0C:AA0B6 bytes5Blue/Green Yoshi Tiles (Ending)
62C11$0C:AA112 bytes5Blue Yoshi Palettes (Ending)
62C13$0C:AA131 byte5Green Yoshi Palettes (Ending)
62C53$0C:AA53140 bytes5Mario, Luigi and Peach ending image tilemap
62DA4$0C:ABA47 bytes2Points to BG colour to use at the cutscenes in the beginning of the credits.
First value not used?
62E29$0C:AC2921 bytes8Ending sequence level data (Scene 1)
62E3E$0C:AC3E21 bytes8Ending sequence level data (Scene 2)
62E53$0C:AC5336 bytes8Ending sequence level data (Scene 3)
62E77$0C:AC7739 bytes8Ending sequence level data (Scene 4)
62E9E$0C:AC9E42 bytes8Ending sequence level data (Scene 5)
62EC8$0C:ACC818 bytes8Ending sequence level data (Scene 6)
62EDA$0C:ACDA21 bytes8Ending sequence level data (Scene 7)
62EEF$0C:ACEF21 bytes8Ending sequence level data (Scene 8)
62F04$0C:AD0427 bytes8Ending sequence level data (Scene 9)
62F1F$0C:AD1F18 bytes8Ending sequence level data (Scene 10)
62F31$0C:AD3112 bytes8Ending sequence level data (Scene 11)
62F3D$0C:AD3D20 bytes8Ending sequence level data (Scene 12)
62F52$0C:AD526 bytes8Ending sequence level data (Scene 13)
62F58$0C:AD5826 bytes9Ending sequence level data (Pointer table)
63111$0C:AF1169 bytes5Ending sequence sprites (Scene 5)
63156$0C:AF5692 bytes5Ending sequence sprites (Scene 6)
631B2$0C:AFB270 bytes5Ending sequence sprites (Scene 9)
631F8$0C:AFF853 bytes5Ending sequence sprites (Scene 12)
6322D$0C:B02D165 bytes5Ending sequence sprites (Scene 2)
632D2$0C:B0D297 bytes5Ending sequence sprites (Scene 3)
63333$0C:B133105 bytes5Ending sequence sprites (Scene 4)
6339C$0C:B19C113 bytes5Ending sequence sprites (Scene 7)
6340D$0C:B20D153 bytes5Ending sequence sprites (Scene 1)
634A6$0C:B2A6149 bytes5Ending sequence sprites (Scene 8)
6353B$0C:B33B105 bytes5Ending sequence sprites (Scene 10)
635A4$0C:B3A4105 bytes5Ending sequence sprites (Scene 11)
6360D$0C:B40D405 bytes5Ending sequence sprites (Scene 13)
6383A$0C:B63A52 bytes0The End text data, (with Mario, Peach and Luigi.)
6386E$0C:B66E402 bytes19Unused data.
63A00$0C:B800447 bytes0World 4 Castle Destruction Scene Layer 2 Tilemap
63BBF$0C:B9BF151 bytes0Castle Destruction Scene Layer 1 Tilemap (Castle)
63C56$0C:BA56355 bytes0World 3/7 Castle Destruction Scene Layer 2 Tilemap
63DB9$0C:BBB9329 bytes0World 6 Castle Destruction Scene Layer 2 Tilemap
63F02$0C:BD02387 bytes0World 1/2/5 Castle Destruction Scene Layer 2 Tilemap
64085$0C:BE85365 bytes6Castle destruction sequence 1 text.
641F2$0C:BFF2414 bytes6Castle destruction sequence 2 text.
64390$0C:C190361 bytes6Castle destruction sequence 3 text.
644F9$0C:C2F9422 bytes6Castle destruction sequence 4 text.
6469F$0C:C49F371 bytes6Castle destruction sequence 5 text.
64812$0C:C612424 bytes6Castle destruction sequence 6 text.
649BA$0C:C7BA404 bytes6Castle destruction sequence 7 text.
653A7$0C:D1A741 bytes0Castle Destruction Scene Layer 1 Tilemap (Destroyed castle)
65496$0C:D2961 byte14Bomb Explosion (Castle Destruction Sequence) Sound Effect.
654A0$0C:D2A01 byte15how long "BOMB" stays on castle destruction sequence. The highest possible value is 80, 81-FF will make the BOMB never appear.
654B3$0C:D2B31 byte14Castle Crumbling sound effect. (Castle Destruction Sequence)
654BE$0C:D2BE1 byte14Castle Launch (Castle Destruction Sequence #4) Sound Effect.
655E8$0C:D3E81 byte14Mario Hammering (Castle Destruction Sequence #3) sound effect.
657CF$0C:D5CF1 byte15Number of frames, divided by 4, to disable pressing a button to end the castle destruction scene after the text finishes appearing.
657D4$0C:D5D41 byte11Music to play after destruction of castle. (Castle Destruction Sequence)
659D9$0C:D7D91 byte14Castle Painting (Castle Destruction Sequence #6) Sound Effect.
65A6F$0C:D86F145 bytes19Unused data.
65B00$0C:D900441 bytes17Tilemap of the oblong hill background (the one that appears in, e.g., level 105), in LC_RLE1 format.
65CB9$0C:DAB9440 bytes17Tilemap of the underwater background (the one that appears in, e.g., level A), in LC_RLE1 format.
65E71$0C:DC71211 bytes17Tilemap of the cloud/mountain background (the one that appears in level 125), in LC_RLE1 format.
65F44$0C:DD44272 bytes17Tilemap of the cloud background (the one that appears in, e.g., level 1), in LC_RLE1 format.
66054$0C:DE54261 bytes17Tilemap of the shallow hills background (the one that appears in, e.g., level 15), in LC_RLE1 format.
66159$0C:DF59426 bytes17Tilemap of the "odd land formations with clouds" background (the one that appears in, e.g., level 102), in LC_RLE1 format.
66303$0C:E103879 bytes17Tilemap of the castle background with pillars (the one that appears in, e.g., level 1F), in LC_RLE1 format.
66672$0C:E472514 bytes17Tilemap of the large mountain background (the one that appears in, e.g., level 12B), in LC_RLE1 format.
66874$0C:E67416 bytes17Tilemap of the switch palace background (the one that appears in, e.g., level 14), in LC_RLE1 format.
66884$0C:E684316 bytes17Tilemap of the starry night background (the one that appears in, e.g., level 119), in LC_RLE1 format.
669C0$0C:E7C0302 bytes17Tilemap of the "pointy land formations" background (the one that appears in, e.g., level 23), in LC_RLE1 format.
66AEE$0C:E8EE16 bytes17Tilemap of the blank background (the one that appears in level F7), in LC_RLE1 format.
66AFE$0C:E8FE900 bytes17Tilemap of the underground background (the one that appears in, e.g., level 11A), in LC_RLE1 format.
66E82$0C:EC82766 bytes17Tilemap of the forest background (the one that appears in, e.g., level 106), in LC_RLE1 format.
67180$0C:EF80501 bytes17Tilemap of the ghost house background (the one that appears in, e.g., level 4), in LC_RLE1 format.
67375$0C:F175741 bytes17Tilemap of the sunken ship background (the one that appears in level F8), in LC_RLE1 format.
6765A$0C:F45A901 bytes17Tilemap of the castle background with windows (the one that appears in, e.g., level 7), in LC_RLE1 format.
679DF$0C:F7DF2,048 bytes0Layer 1 data on the overworld. Numbers are the same as in LM's "map16 editor".
The YI submap starts at $0CFBDE and is a simple format: One row of tiles at the time, 16 bytes for one line.
Level numbers are a little trickier, though:
Level numbers aren't anywhere in the rom. The loading routine assigns them when it runs. If you remove or add a level tile, you'll shift all of the levels after it. And the order of the tiles in the other submaps is even weirder, but if you look at the OW as 16x16 blocks and ignore submap borders, it'll start making sense.
681E1$0C:FFE131 bytes19Unused data
68200$0D:8000920 bytes17Graphic data for Map16 tiles 000-072. Shared by all tilesets. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
68598$0D:839856 bytes17Graphic data for Map16 tiles 100-106. Shared by all tilesets. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
685D0$0D:83D0528 bytes17Graphic data for Map16 tiles 111-152. Shared by all tilesets. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
687E0$0D:85E0688 bytes17Graphic data for Map16 tiles 16E-1C3. Shared by all tilesets. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
68A90$0D:889032 bytes17Graphic data for Map16 tiles 1C4-1C7. Used in every tileset, but not when using GFX header 0 or 7. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
68AB0$0D:88B0288 bytes17Graphic data for Map16 tiles 1C8-1EB. Shared by all tilesets. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
68BD0$0D:89D032 bytes17Graphic data for Map16 tiles 1EB-1EF. Used in every tileset, but not when using GFX header 0 or 7. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
68BF0$0D:89F0128 bytes17Graphic data for Map16 tiles 1F0-1FF. Shared by all tilesets. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
68C70$0D:8A7032 bytes17Graphic data for Map16 tiles 1C4-1C7. Only used in GFX header 0 and 7. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
68C90$0D:8A9032 bytes17Graphic data for Map16 tiles 1EC-1EF. Only used when using GFX header 0 or 7. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
68CB0$0D:8AB0192 bytes17Graphic data for the Map16 tiles used by multicolour pipes (besides the default green pipe). 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
68D70$0D:8B701,128 bytes17Graphic data for Map16 tiles 073-0FF. Used by tileset 0 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
691D8$0D:8FD880 bytes17Graphic data for Map16 tiles 107-110. Used by tileset 0 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
69228$0D:9028216 bytes17Graphic data for Map16 tiles 153-16D. Used by tileset 0 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
69300$0D:91004,096 bytes17Background Map16 tiles (pages 0x10 and 0x11 in LM) in TTTTTTTT YXPCCCTT format.
6A30F$0D:A10F768 bytes20Pointers to extended objects, 3 bytes per pointer, although the bank byte is always 0D. Extended objects 02-0F and 98-FF are unused, so they could be repointed (which is essentially what Extended Objects +14 and ObjecTool do).
6A60F$0D:A40F60 bytes20The routine that loads normal (i.e. not extended) objects. $0DA41E-$0DA44A (45 bytes) are the pointers to the main object routines for each tileset. (Even though not all objects are tileset-specific, SMW's code treats them as if they all were.)
6A655$0D:A455189 bytes20Pointers to normal (i.e. not extended) objects, for tilesets 0, 7, and C. Object 00 is not included (because normal object 00 is simply *all* extended objects); these pointers are for objects 01-3F.
6A748$0D:A54851 bytes20Map16 data for extended objects 10-40, low byte. They are in order of object number, but the 8th byte is unused (it would be used for object 17, but the final byte in the table is used instead). The high byte of the first 19 tiles is 00, while the high byte of the rest of the tiles is 01.
6A77B$0D:A57B210 bytes20Main creation code for extended objects 10-40. (Extended object 17 uses a different pointer, but it jumps to the same routine.)
6A84D$0D:A64D5 bytes20The start of the routine for extended object 17, the green star block. It loads a hardcoded index to the table at $0DA548.
6A8B1$0D:A6B19 bytes33A routine that backs up the low and high bytes of the Map16 data pointers. It stores $6B and $6C in $04 and $05.
6A8BA$0D:A6BA19 bytes33A routine that restores the low and high bytes of the Map16 pointers [$6B] and [$6E] from scratch RAM. Used in conjunction with $0DA6B1.
6A8CD$0D:A6CD4 bytes20Map16 data for the door and P-switch-activated door. In order: Top tile of normal door, top tile of P-switch door, bottom tile of normal door, bottom tile of P-switch door.
6A8D1$0D:A6D129 bytes20Main creation code for extended objects 47 and 48, the normal door and P-switch-activated door.

This is also the routine that unused extended objects 98-FF point to (they just pull garbage tiles).
6A8EE$0D:A6EE45 bytes0Map16 data for the big bush
6A91B$0D:A71B45 bytes20Main creation code for extended object 82 (the larger of the two big bushes).
$0DA71E is the width, minus one.
$0DA722 is the height, minus one.
$0DA732 is the pointer to Map16 tile array (only contains low bytes).
6A948$0D:A74824 bytes20Map16 data for the small bush
6A960$0D:A76045 bytes20Main creation code for extended object 83 (the smaller of the two big bushes).
$0DA763 is the width, minus one.
$0DA767 is the height, minus one.
$0DA777 is the pointer to Map16 tile array (only contains low bytes).
6A98D$0D:A78D33 bytes1Part of bush object decoding routine.
6A9E3$0D:A7E34 bytes20Goal Arrow sign: MAP16 tiles
6AAB4$0D:A8B415 bytes20Map16 data for objects 01-0E, low bytes of tile numbers. The last byte is actually used for tileset-specific object 31 when it forms ice-blue turn blocks.
6AAC3$0D:A8C3152 bytes20Main creation code for the objects that are made up of only one Map16 tile and can be extended both horizontally and vertically, i.e., objects 01-0E and tileset-specific object 31 when it forms ice-blue turn blocks.
6AB5B$0D:A95B34 bytes20The subroutine that enables most objects to go across screen boundaries in horizontal levels without glitching. (It doesn't work in vertical levels.) It also stores the value of A to [$6B],y. (Forgot to include that info before.)
6AB7D$0D:A97D21 bytes20The subroutine that allows objects to go across subscreen boundaries in horizontal levels without glitching.
6AC12$0D:AA1220 bytes20Map16 data for vertical pipe ends. There are four 5-byte tables here. The first two are for the top of a pipe (the last two bytes are unused), and the second two are for the bottom of a pipe (the first two bytes are unused).
6AC26$0D:AA26126 bytes20Main creation code for the vertical pipe objects.
$0DAA5A - The Map16 tile number (low byte) for the left side of the vertical pipe with no end.
$0DAA62 - The Map16 tile number (low byte) for the right side of the vertical pipe with no end.
$0DAA6C - The Map16 tile number (low byte) for the left side of all non-vertical pipes except the one without ends.
$0DAA74 - The Map16 tile number (low byte) for the right side of all non-vertical pipes except the one without ends.
6ACA4$0D:AAA416 bytes20Map16 data for the horizontal pipes. There are two tables here, each containing the low bytes of the tile numbers and both in order; the first two bytes of each table are for the left-facing non-exit-enabled pipe, the next two are for the left-facing exit-enabled pipe, the next two are for the right-facing non-exit-enabled pipe, and the last two are for the right-facing exit-enabled pipe.
6ACB4$0D:AAB489 bytes20Main creation code for the horizontal pipe objects.
6AD0D$0D:AB0D49 bytes20Main creation code for the Bullet Bill shooter object. $0DAB1A, $0DAB27, and $0DAB34 control which three Map16 tiles make up the object.
6AD3E$0D:AB3E48 bytes20Main creation code for the slope objects (object 12), minus the code for each individual slope. $0DAB50-$0DAB6D are the pointers to the individual slope objects.
6ADFD$0D:ABFD36 bytes20The routine that allows slopes to overlap with dirt tiles. It checks the Map16 tile below the current one for certain numbers and adds values to the current tile number to change it into the one with dirt behind it.
6B275$0D:B075123 bytes20Main creation code for object 13 (vine and edge objects).
6B3C8$0D:B1C874 bytes20Main creation code for objects 14 and 21, the normal ledge and wide ground ledge. They share most of their code, but the wide ledge begins at $0DB1C8, while the normal one begins at $0DB1D4.

$0DB1CE - Height of the wide ground ledge - 1. The top tile is 100, the rest is 03F.
6B412$0D:B21218 bytes20The Map16 tiles that make up the midway point and goal point objects. There are 6 3-byte tables here that are, in order: Top tiles of midway point, middle tiles of midway point, bottom tiles of midway point, top tiles of goal point, middle tiles of goal point, bottom tiles of goal point. You can change $0DB221 to 3A and $0DB223 to 3D to fix the glitched tiles at the bottom of the goal point. (They will just appear the same as the middle tiles.)
6B424$0D:B224166 bytes20Main creation code for the midway point/goal point object.
6B4CA$0D:B2CA108 bytes20Dragon coin creation main code.
$0DB328 - Map16 tile for the upper half of a Yoshi/Dragon Coin.
$0DB329 - Change to EAEA to make only the lower half of Yoshi/Dragon Coins appear.
$0DB332 - Map16 tile for the lower half of a Yoshi/Dragon Coin.
$0DB333 - Change to EAEA to make only the upper half of Yoshi/Dragon Coins appear.
6B536$0D:B336133 bytes20Main creation code for the purple coins. This is very similar to the code at $0DA8C3.
6B5BB$0D:B3BB1 byte20Rope: MAP16 block
6B5BC$0D:B3BC1 byte20Clouds: MAP16 block
6B5BD$0D:B3BD30 bytes20Main creation code for the rope and cloud objects.
6B5DB$0D:B3DB1 byte20Water with animated surface: MAP16 block (Top)
6B5DC$0D:B3DC1 byte20Water with normal surface: MAP16 block (Top)
6B5DD$0D:B3DD1 byte20Lava with animated surface: MAP16 block (Top)
6B5DE$0D:B3DE1 byte20Climbing net with top edge: MAP16 block (Top)
6B5DF$0D:B3DF1 byte20Water with animated surface: MAP16 block (Bottom)
6B5E0$0D:B3E01 byte20Water with normal surface: MAP16 block (Bottom)
6B5E1$0D:B3E11 byte20Lava with animated surface: MAP16 block (Bottom)
6B5E2$0D:B3E21 byte20Climbing net with top edge: MAP16 block (Bottom)
6B5E3$0D:B3E372 bytes20Main creation subroutine for objects 18-1B (water with and without animated surface, lava, climbimg net with top edge). It is also used as the default routine for unused objects 22-2D.
6B62B$0D:B42B1 byte20Donut bridge: MAP16 block (Top)
6B62C$0D:B42C1 byte20Donut bridge: MAP16 block (Bottom)
6B62D$0D:B42D52 bytes20Main creation code for the donut bridge (object 1C).
6B71F$0D:B51F40 bytes20Vertical pipe/bone/log object creation subroutine. $0DB52E, $0DB536, and $0DB543 determine which three Map16 tiles make up the object.
6B747$0D:B54734 bytes20Horizontal pipe/bone/log object creation subroutine. $0DB552, $0DB55A, and $0DB565 determine which three Map16 tiles make up the object.
6B783$0D:B58337 bytes20Main creation code for the yellow and green switch blocks.

$0DB583 - Start of the code for the green block.
$0DB587 - Map16 tiles (on page 1) for the filled-in blocks.
$0DB589 - Map16 tiles (on page 0) for the outline blocks.
$0DB58B - Start of the code for the yellow block.
$0DB592 - Change F0 to D0, to invert the Green and Yellow Switch Palace blocks (solid before the Switch Palce, passable afterwards).
6B7A8$0D:B5A815 bytes20Tiles the Bushes 1-5 is made up of, in order of Left-Middle-right (five bytes per part)
6B7B7$0D:B5B71 byte06A-Green Switch Palace Block after you beat its Palace (always Map16 page 1)
6B7B8$0D:B5B81 byte06B-Yellow Switch Palace Block after you beat its Palace (always Map16 page 1)
6B7B9$0D:B5B91 byte06A-Green Switch Palace Block after you beat its Palace (always Map16 page 0)
6B7BA$0D:B5BA1 byte06B-Yellow Switch Palace Block after you beat its Palace (always Map16 page 0)
6B92F$0D:B72F16 bytes20Map16 data for the diagonal pipe (low bytes only).
6B93F$0D:B73F107 bytes20Main creation code for the diagonal pipe object.
$0DB7A6 - The Map16 tile (on page 1) at the bottom of the diagonal pipe object. (Default: $EB.)
6B9AA$0D:B7AA185 bytes20Main creation code for the left-facing diagonal ledge.
6BA63$0D:B863179 bytes20Main creation code for the right-facing diagonal ledge.
6BB16$0D:B91676 bytes20Main creation code for the red and blue switch blocks. Note that the actual object number varies per tileset. (It was really dumb that Nintendo did that...oh well.)

$0DB916 - Start of the code for the blue block.
$0DB91A - Map16 tiles (on page 0) for the outline blocks.
$0DB91C - Map16 tiles (on page 1) for the filled-in blocks.
$0DB91E - Start of the code for the red block.
$0DB943 - Change F0 to D0 to invert the Blue and Red Switch Palace blocks.
6BC7C$0D:BA7C96 bytes20Forest treetop tilemap (repeated a few times)
6BD68$0D:BB68152 bytes19Unused data
6BE00$0D:BC001,128 bytes0Graphic data for Map16 tiles 073-0FF. Used by tileset 1 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
6C268$0D:C06880 bytes17Graphic data for Map16 tiles 107-110. Used by tileset 1 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
6C2B8$0D:C0B8216 bytes17Graphic data for Map16 tiles 153-16D. Used by tileset 1 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
6C39A$0D:C19A189 bytes20Pointers to normal (i.e. not extended) objects, for tileset 1. Object 00 is not included (because normal object 00 is simply *all* extended objects); these pointers are for objects 01-3F.
6C46B$0D:C26B126 bytes20Castle entrance: MAP16 blocks
6C66F$0D:C46F3 bytes20The three Map16 tiles that make up the left side of the large stone castle block (tileset-specific object 3C in tileset 1). These are low bytes; the tiles are on page 1.
6C672$0D:C4723 bytes20The three Map16 tiles that make up the middle columns of the large stone castle block (tileset-specific object 3C in tileset 1). These are low bytes; the tiles are on page 1.
6C675$0D:C4753 bytes20The three Map16 tiles that make up the right side of the large stone castle block (tileset-specific object 3C in tileset 1). These are low bytes; the tiles are on page 1.
6C678$0D:C47881 bytes20Main creation code for the large stone castle block (tileset-specific object 3C in tileset 1).
6C820$0D:C620480 bytes19Unused data.
6CA00$0D:C8001,128 bytes17Graphic data for Map16 tiles 073-0FF. Used by tileset 2 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
6CE68$0D:CC6880 bytes17Graphic data for Map16 tiles 107-110. Used by tileset 2 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
6CEB8$0D:CCB8216 bytes17Graphic data for Map16 tiles 153-16D. Used by tileset 2 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
6CF9A$0D:CD9A189 bytes20Pointers to normal (i.e. not extended) objects, for tilesets 2, 6, and 8. Object 00 is not included (because normal object 00 is simply *all* extended objects); these pointers are for objects 01-3F.
6D057$0D:CE5716 bytes20Map16 data for the large circular line guide pieces (low bytes only).
6D067$0D:CE6741 bytes20Main creation code for the large circular line guide pieces.
6D090$0D:CE904 bytes20Map16 data for the small circular line guide pieces (low bytes).
6D094$0D:CE9418 bytes20Main creation code for the small circular line guide pieces.
6D0BE$0D:CEBE2 bytes20Map16 data for the horizontal line guide end (extended object 55).
6D0C0$0D:CEC024 bytes20Main creation code for the horizontal line guide end (extended object 55).
6D0D8$0D:CED82 bytes20Map16 data for the vertical line guide end (extended object 56).
6D0DA$0D:CEDA22 bytes20Main creation code for the vertical line guide end (extended object 56).
6D482$0D:D282382 bytes19Unused data
6D600$0D:D4001,128 bytes17Graphic data for Map16 tiles 073-0FF. Used by tileset 3 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
6DA68$0D:D86880 bytes17Graphic data for Map16 tiles 107-110. Used by tileset 3 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
6DAB8$0D:D8B8216 bytes17Graphic data for Map16 tiles 153-16D. Used by tileset 3 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
6DB9A$0D:D99A189 bytes20Pointers to normal (i.e. not extended) objects, for tilesets 3, 9, A, B, and E. Object 00 is not included (because normal object 00 is simply *all* extended objects); these pointers are for objects 01-3F.
6DC9E$0D:DA9E4 bytes20Torpedo Ted Launcher: MAP16 tiles
6E386$0D:E186378 bytes19Unused data
6E500$0D:E3001,128 bytes17Graphic data for Map16 tiles 073-0FF. Used by tileset 4 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
6E968$0D:E76880 bytes17Graphic data for Map16 tiles 107-110. Used by tileset 4 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
6E9B8$0D:E7B8216 bytes17Graphic data for Map16 tiles 153-16D. Used by tileset 4 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
6EA9A$0D:E89A189 bytes20Pointers to normal (i.e. not extended) objects, for tilesets 4, 5, and D. Object 00 is not included (because normal object 00 is simply *all* extended objects); these pointers are for objects 01-3F.
6ECDE$0D:EADE140 bytes20Ghost House entrance: MAP16 blocks
6ED93$0D:EB93160 bytes20Tilemap of Yoshi's House. Change EB to D3 at $0DEB85, $0DEB89, $0DEBBE, $0DEBC6, $0DEBCC, $0DEBD0 and $0DEBDA to remove Berries from Yoshi's House, or to 45 to make them work without placing berry objects on top of them.
6EE7E$0D:EC7E4 bytes20Green Switch: MAP16 blocks
6EE82$0D:EC824 bytes20Yellow Switch: MAP16 blocks
6EE86$0D:EC864 bytes20Blue Switch: MAP16 blocks
6EE8A$0D:EC8A4 bytes20Red Switch: MAP16 blocks
6EE8E$0D:EC8E51 bytes20Main creation code for the four switch palace switches.
6F28A$0D:F08A630 bytes19Unused data.
6F5A0$0D:F3A026 bytes6FISHIN'LAKITU and attributes (sprite name)
6F5BE$0D:F3BE18 bytes6PARA-BOMB and attributes (sprite name)
6F5D4$0D:F3D422 bytes6PARA-GOOMBA and attributes (sprite name)
6F5EE$0D:F3EE12 bytes6LAKITU and attributes (sprite name)
6F5FE$0D:F3FE10 bytes6SPINY and attributes (sprite name)
6F60C$0D:F40C14 bytes6WIGGLER and attributes (sprite name)
6F61E$0D:F41E14 bytes6BOB-OMB and attributes (sprite name)
6F6A9$0D:F4A928 bytes6AMAZING FLYIN' and attributes (sprite name)
6F6C9$0D:F4C928 bytes6AMAZING FLYIN' HAMMER BROTHER and attributes (sprite name)
6F6E9$0D:F4E922 bytes6SUPER KOOPA and attributes (sprite name)
6F703$0D:F50316 bytes6CHARGIN' and attributes (sprite name)
6F717$0D:F51710 bytes6CHUCK and attributes (sprite name)
6F725$0D:F52548 bytes6Layer 3 JUMPING PIRHANA PLANT and attributes (sprite name)
6F755$0D:F55529 bytes6Layer 3 VOLCANO LOTUS and attributes (sprite name)
6F812$0D:F61228 bytes6Layer 3 SUMO BROTHER and attributes (sprite name)
6F82E$0D:F62E24 bytes6Layer 3 MONTY MOLE and attributes (sprite name)
6F846$0D:F64614 bytes6Layer 3 POKEY and attributes (sprite name)
6F854$0D:F65423 bytes6Layer 3 BULLET BILL and attributes (sprite name)
6F90B$0D:F70B10 bytes6Layer 3 REX and attributes (sprite name)
6F915$0D:F71522 bytes6Layer 3 MEGA MOLE and attributes (sprite name)
6F92B$0D:F72B23 bytes6Layer 3 BANZAI BILL and attributes (sprite name)
6F9FA$0D:F7FA24 bytes6Layer 3 DINO RHINO and attributes (sprite name)
6FA12$0D:F81224 bytes6Layer 3 DINO TORCH and attributes (sprite name)
6FA2A$0D:F82A13 bytes6Layer 3 KOOPAS and attributes (sprite name)
6FAA7$0D:F8A722 bytes6Layer 3 SPIKE TOP and attributes (sprite name)
6FABD$0D:F8BD20 bytes6Layer 3 SWOOPERS and attributes (sprite name)
6FAD1$0D:F8D128 bytes6Layer 3 BUZZY BEETLE and attributes (sprite name)
6FAED$0D:F8ED13 bytes6Layer 3 BLARGG and attributes (sprite name)
6FB5E$0D:F95E16 bytes6Layer 3 BLURPS and attributes (sprite name)
6FB6E$0D:F96E16 bytes6Layer 3 URCHIN and attributes (sprite name)
6FB7E$0D:F97E28 bytes6Layer 3 PORCU-PUFFER and attributes (sprite name)
6FB9A$0D:F99A26 bytes6Layer 3 TORPEDO TED and attributes (sprite name)
6FBB4$0D:F9B425 bytes6Layer 3 RIP VAN FISH and attributes (sprite name)
6FC37$0D:FA3730 bytes6Layer 3 "BOO" BUDDIES and attributes (sprite name)
6FC55$0D:FA5524 bytes6Layer 3 FISHIN' BOO and attributes (sprite name)
6FC6D$0D:FA6D30 bytes6Layer 3 THE BIG "BOO" and attributes (sprite name)
6FC8B$0D:FA8B13 bytes6Layer 3 EERIES and attributes (sprite name)
6FCFC$0D:FAFC24 bytes6Layer 3 LIL SPARKY and attributes (sprite name)
6FD14$0D:FB1426 bytes6Layer 3 BONY BEETLE and attributes (sprite name)
6FD2E$0D:FB2E22 bytes6Layer 3 DRY BONES and attributes (sprite name)
6FD44$0D:FB4416 bytes6Layer 3 THWOMP and attributes (sprite name)
6FD54$0D:FB5416 bytes6Layer 3 THWIMP and attributes (sprite name)
6FD64$0D:FB6415 bytes6Layer 3 HOTHEAD and attributes (sprite name)
6FE19$0D:FC1918 bytes6Layer 3 GRINDER and attributes (sprite name)
6FE2B$0D:FC2B28 bytes6Layer 3 BALL'N'CHAIN and attributes (sprite name)
6FE47$0D:FC4717 bytes6Layer 3 FISHBONE and attributes (sprite name)
6FEC8$0D:FCC813 bytes6Layer 3 REZNOR and attributes (sprite name)
6FF45$0D:FD4523 bytes6Layer 3 MECHAKOOPAS and attributes (sprite name)
6FF66$0D:FD6638 bytes6Layer 3 MORTON KOOPA JR and attributes (sprite name)
6FF8C$0D:FD8C24 bytes6Layer 3 ROY KOOPA and attributes (sprite name)
6FFA4$0D:FDA416 bytes6Layer 3 BOWSER and attributes (sprite name)
6FFB4$0D:FDB428 bytes6Layer 3 LEMMY KOOPA and attributes (sprite name)
6FFD0$0D:FDD032 bytes6Layer 3 WENDY O.KOOPA and attributes (sprite name)
6FFF0$0D:FDF026 bytes6Layer 3 IGGY KOOPA and attributes (sprite name)
7000A$0D:FE0A28 bytes6Layer 3 LARRY KOOPA and attributes (sprite name)
70026$0D:FE2635 bytes6Layer 3 LUDWIG VON KOOPA and attributes (sprite name)
7004F$0D:FE4F16 bytes6Layer 3 PUMPKIN and attributes (sprite name)
70063$0D:FE6316 bytes6Layer 3 PIDGIT and attributes (sprite name)
70077$0D:FE7725 bytes6Layer 3 MASK KOOPAS and attributes (sprite name)
7009F$0D:FE9F353 bytes19Unused data. Warning: the 0x12 FF bytes before this are NOT unused data (used in credits).
70F99$0E:8D992 bytes0SPC Main Volume. Default is $7F,$7F
70F9E$0E:8D9E1 byte0High byte of the address that the echo buffer will be placed at in audio ram. The low byte is ignored. Default is $60 = ($6000 in audio RAM)
70FB1$0E:8DB116 bytes0SPC FIR Filter.
x70FB1 - FIR Filter 1, like $F1 $XX $YY $00
x70FB9 - FIR Filter 2, like $F1 $XX $YY $01
71AC5$0E:98C51 byte11Special World overworld music - Change to 76 to start right at the beginning of the SMB theme, or 74 to include the short drum intro normally at the beginning of the loop.
772F0$0E:F0F03,856 bytes19Empty
78200$0F:800028,560 bytes11Instrument data.
7F190$0F:EF904,208 bytes19Empty

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