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Tip: Press F2 on the level editor to see sub-screen boundaries. This will help you avoid glitching Dragon Coins by putting them on the sub-screen boundaries.
ROM Addresses
The list currently contains 2719 addresses which is approximately 68.29% of the ROM. 5 addresses are waiting to be moderated.
Submit ROM Address - ROM Addresses Waiting To Be Moderated - Graphical ROM Map
Address AscendingSNESLengthTypeDescription
00000N/A512 bytesMisc.ROM header. The last byte (1FF) gets changed to 01 when you lock your hack.
00200$00:800039 bytesASMThis 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 bytesASMThis 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 bytesASMThis 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 bytesASMThis 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 bytesSubroutine (JSx FIXME)(JSR) OW Music uploader.
00334$00:813437 bytesSubroutine (JSx FIXME)(JSR) Uploads level music bank.
00359$00:815917 bytesSubroutine (JSx FIXME)(JSR) Credit music uploader.
00379$00:817949 bytesASMHandles 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 byteMisc.How many scanlines the status bar uses during a regular level.
006D0$00:84D0258 bytesStripe ImageStripe 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 bytesSubroutine (JSx FIXME)This 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 bytesSubroutine (JSx FIXME)Pointer 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 bytesSubroutine (JSx FIXME)Pointer 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 bytesSubroutine (JSx FIXME)This 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 bytesSubroutine (JSx FIXME)Clear RAM subroutine. This is part of the reset routine, and it ends with an RTS.
00C79$00:8A7959 bytesASMThe 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 bytesLayer 3Tile array for numbers in bonus star counter.
00E81$00:8C818 bytesLayer 3Top line of status bar (4 top tiles of item box.)
00E89$00:8C8956 bytesLayer 3Second line of status bar.
00EC1$00:8CC154 bytesLayer 3Third line of status bar.
00EF7$00:8CF78 bytesLayer 3Bottom line of the status bar (4 bottom tiles of the item box.)
00F8B$00:8D8B1 byteTimerTimer speed (USE WITH 102E)
00F90$00:8D9028 bytesMisc.These 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 bytesLayer 3The routine that draws the status bar onto the screen. It uses DMA to write the Layer 3 tiles to VRAM.
00FF5$00:8DF55 bytesLayer 3The tiles that make up Luigi's name in the status bar.
00FFA$00:8DFA4 bytesSprite tilemap relatedTilemap of reserve item. First byte is mushroom, second is flower, third is star, fourth is feather.
00FFE$00:8DFE4 bytesSprite tilemap relatedYXPPCCCT of stars in the item box. It cycles between the four entries every second frame.
01002$00:8E024 bytesSprite tilemap relatedYXPPCCCT data for reserve item. First byte is mushroom, second is flower, third is bypassed ($008DFF), fourth is feather.
01006$00:8E0620 bytesLayer 3Bonus 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 bytesLayer 3The routine that updates the values of all the addresses used for the status bar ($0EF9-$0F2F).
$008E28 / 0x01028 - Change this address to AD to disable the timer.
$008E2E / 0x0102E - Timer speed (USE WITH F8B)
$008E5C / 0x0105C - Time is Running Out SFX. Change from FF to 00 to stop the music from speeding up when time reaches 99.
$008E6B / 0x0106B - [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 / 0x010DB - 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 / 0x0112C - How many coins you need to get an 1up (USE WITH 01137)
$008F2F / 0x0112F - [EE E4 18] Change to [EA EA EA] to not gain a life after collecting enough for one.
$008F37 / 0x01137 - 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 / 0x01141 - (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 / 0x01145 - (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 / 0x01162 - Number of bonus stars required to enter bonus game
$008F67 / 0x01167 - [8D 25 14] Change to EA EA EA to disable entering bonus game when player has 100 bonus stars.
$008F6F / 0x0116F - 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 / 0x0117E - 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 / 0x01195 - [09] The X position of the small bonus star counter in the status bar.
$008FC5 / 0x011C5 - [20 79 90] Change to EA EA EA to disable the item GFX in the status bar
$008FCF / 0x011CF - Length of "LUIGI" text (Status bar)
$008FE7 / 0x011E7 - Tile used on the status bar when there's no Yoshi coin in that spot.
$008FED / 0x011ED - Tile used on the status bar when there is a Yoshi coin in that spot.
01245$00:904512 bytesSubroutine (JSx FIXME)Hexadecimal 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 bytesLayer 3Change to EAEAEA to get rid of the small bonus stars. Use in conjunction with address x01268
01268$00:90683 bytesLayer 3Change to EAEAEA to get rid of the small bonus stars. Use in conjunction with address x01253
01279$00:907988 bytesLayer 3Subroutine that draws the power up item to the item box on the status bar during levels.
$0090AE (0x012AE) is the X position of the Item Box item.
$0090B3 (0x012B3) 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 bytesSprite tilemap relatedTile numbers for 'MARIO START' and various similar messages.
0x012EE/$0090EE is for the top half of Time Up.
0x01322/$009122 is for the bottom half of Time Up.
01339$00:9139104 bytesSprite tilemap relatedYXPPCCCT properties for 'MARIO START' and various similar messages.
Change $00913F (0x0133F) from 30 to 34 and $009170 (0x01370) from F0 to F4 to fix the S in "Mario/Luigi Start".
0x01356 / $00:9156 is for the top half of 'TIME UP".
013AC$00:91AC1 byteMisc.Number of coins needed to get an 1up from the green star block.
013DB$00:91DB1 byteASMChange it to D0 to switch the "Mario/Luigi Start"
01529$00:932984 bytesPointer16-bit game mode pointers. Indexed by $7E:0100.
01589$00:93894 bytesCoordinateX position of the "Nintendo Presents" tiles
0158D$00:938D4 bytesSprite tilemap related"Nintendo Presents" logo tilemap
015A5$00:93A51 byteCoordinateY position of "Nintendo Presents" logo
015B0$00:93B01 byteSprite tilemap relatedYXPPCCCT properties for "Nintendo Presents".
015C1$00:93C11 byteSound effect"Nintendo Presents" logo sound effect
015C6$00:93C61 byteTimerHow long "Nintendo Presents" stays on the screen before disappearing.
015CB$00:93CB1 byteMisc.Blinking 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 bytesMisc.Change from [AD 33 14] to [4C 17 94] to disable the circle fade in from Title screen. Use in conjunction with address x01CAD.
0163B$00:943B1 byteMisc.How 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 bytesPaletteBack area colours to use for each castle destruction scene (One byte per movie)
01659$00:94597 bytesPaletteCastle palette for castle destruction movies. (One byte per movie)
016A1$00:94A11 byteMusicMusic Bank that is used for the ending music.
0E = Overworld Music
48 = Level Music
59 = Ending Music
016B3$00:94B31 byteMusicBoss castle destruction sequence music #1
0170B$00:950B1 byteDebugDEBUG: Boss defeated scene select (30 = enable)
0175F$00:955F1 byteMisc.GFX File loaded for Credits font
01786$00:95864 bytesLevel numberWhich 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 bytesASMThis 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 (0x018A5) 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 (0x018A6) 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 bytesASMThis 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 (0x018D5).
$0096C4 (0x018C4) is music Bank Used for the Title Screen. 0E = Overworld Music, 48 = Level Music, 59 = Ending Music.
$0096C7 (0x018C7) is the title screen (level C7) music.
$0096CC (0x018CC) is the title screen level number+$24.
$009724 (0x01924) is the intro screen (level C5) music.
Changing $009725 (0x01925) to "9C FB 1D" will allow you to change the music for the intro via Lunar Magic.
$009737 (0x01937) is the Bowser scene 1 music.
0194C$00:974C4 bytesSubroutine (JSx FIXME)Calls the hex->dec subroutine and ends in an RTL.
01A0F$00:980F2 bytesCoordinate16-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 byteCoordinateY lo position of Mario at the start of the Morton/Ludwig/Roy battle.
01C1F$00:9A1F47 bytesSubroutine (JSx FIXME)Writes the Map16 data for Ludwig/Morton/Roy's boss battle room.
$009A40 (01C40) 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 bytesMisc.Change from [A9 33 85] to [4C C0 9A] to disable the circle fade in from Title screen. Use in conjunction with address x01636.
01CB2$00:9AB21 byteMisc.Change to [03] to make all layers appear at the same time during titlescreen load.
01CCB$00:9ACB76 bytesSubroutine (JSx FIXME)The cursor routine used in file selection, player selection, and erase file.
$009AD3 (x1CD3) - 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 (x1CE4) - SFX that comes up when you select a game at the title screen.
$009AFA (x1CFA) - SFX played when you change an option at the title screen and overworld menus.
01DC9$00:9BC974 bytesSubroutine (JSL)Save 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 bytesControllerMario'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 byteASMChange to 80 to open save game menu without pressing a button or Title Screen Playing.
01E82$00:9C823 bytesASMChange to [EA A9 00] to remove title screen movement. Title screen will not loop.
01E87$00:9C871 byteASMChange D0 (BNE) to 80 (BRA) to never make the titlescreen loop.
01E9F$00:9C9F4 bytesASMChange 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 byteMisc.Display 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 bytesASMChange '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 byteLevel numberIntro level number. Change to [00] and you will skip the intro screen (level C5). You'll warp to the OW immediately.
01ECB$00:9CCB3 bytesMisc.SRAM starting addresses for each of the three save files, high byte.
01ECE$00:9CCE3 bytesMisc.SRAM starting addresses for each of the three save files, low byte.
01F6D$00:9D6D1 byteMisc.How many exits you need to get the *96 icon.
01F71$00:9D711 byteMisc.First tile of the *96 icon.
01F73$00:9D731 byteMisc.Second tile of the *96 icon.
01F8B$00:9D8B1 bytePalettePalette 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 bytesSubroutine (JSx FIXME)The 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 byteMisc.Amount of lives to start with.
02035$00:9E352 bytesASMSet powerups at game start. ($19 = #$00, small Mario.)
0206C$00:9E6C1 byteMisc.Number of options in the file select menu. $04 by default.
0206E$00:9E6E1 byteMisc.Number of options in the 1/2 player select menu. $02 by default.
0212A$00:9F2A1 byteMisc.Speed of Fade-ins and Fade-outs.
0212F$00:9F2F1 byteGraphicsChange from 01 to 0F to stop fadeout on entering level, new area, and back to submap. (Use with x2159)
02146$00:9F4656 bytesSubroutine (JSx FIXME)Fading/mosaic routine.
Change x2159 from D0 to 90 to eliminate all fadeouts. (use in conjunction with x212F). Mod note: I've heard that this one is buggy. Use on your own risk.
x2167 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 bytesLayer 3Layer 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 bytesSubroutine (JSx FIXME)The 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 bytesLayer 3The 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 bytesCoordinate16-bit X-coordinates for each of the seven submaps. The main map has values of 0, and is overridden elsewhere.
02279$00:A07914 bytesCoordinate16-bit Y-coordinates for each of the seven submaps. The main map has values of 0, and is overridden elsewhere.
0229C$00:A09C1 byteTimerTimer to disable skipping the intro message (level C5).
The timer decreases every 4 frame.
022CC$00:A0CC3 bytesMisc.Saves Mario/Luigi's powerups based on which one you are using for the level
022F9$00:A0F91 byteASMPart 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 byteOverworldGFX file for animated tiles (waterfalls etc) on the overworld.
023E3$00:A1E31 byteASMChange to 0xEA to keep the game running when a message box is on the screen.
0241E$00:A21E1 byteControllerButton to press for Pause. (Checks $16)
0241F$00:A21F1 byteASMChange from F0 (BEQ) to 80 (BRA) to disable pausing
0242D$00:A22D1 byteTimerTimer (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 byteMusicChange 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 byteDebugDEBUG: Advance frame / Slow motion (00 = enable)
02456$00:A2561 byteDebugDEBUG: Slow motion speed
0245B$00:A25B47 bytesControllerCode 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 bytesSubroutine (JSx FIXME)The 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).
x250A - Mario/Luigi Palette - Starting Index (Changing this will cause Mario/Luigi to flash when the screen fades out after beating a boss)
x2520 - Mario/Luigi Palette - Amount of colours * 2
02590$00:A3901 byteASM[C2] Change to 60 to disable all animations in levels. This includes colour 64.
Note: LM will still show the animations.
025DB$00:A3DB2 bytesGraphics[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 bytesGraphics[00 09] VRAM address of the second line of two animated tiles (value should be $00A3DB + 0x100).
0261A$00:A41A1 bytePalette[A9] Changing this to 60 will disable the flashing yellow color in levels, but not on the overworld.
0261B$00:A41B1 bytePalettePalette number to use for the flashing palette. Default value is $64
02629$00:A42912 bytesPaletteChanging [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 byteMisc.Change [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 bytePaletteThe first animated colour on the overworld. (Default: 6D.)
0271D$00:A51D1 bytePaletteThe second animated colour on the overworld. (Default: 7D.)
02A2E$00:A82E1 byteMisc.GFX File loaded for "MARIO START!," "GAME OVER," etc.
02AC3$00:A8C3104 bytesGraphics26x4 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 bytesLevel data26x4 byte table, FG/BG GFX list.
Normal levels can use 00-0E, but cutscenes set this to higher values.
02B6F$00:A96F28 bytesLevel dataSubmap Foreground Graphics
02BCD$00:A9CD1 byteMisc.GFX file to use for Nintendo Presents logo
02C70$00:AA701 byteMisc.GFX file to load special world graphics into
02C76$00:AA761 byteASMChange from 10 to 80 to disable the Koopas from using different graphics after the special world is passed
02C79$00:AA791 byteSprite tilemap relatedGFX File loaded for enemies after Special World is passed
02D43$00:AB431 byteMode7 tilemapGFX File loaded for Mode 7 objects
02E06$00:AC062 bytesPaletteLayer 3 Palettes Pointer
02E0B$00:AC0B2 bytesPaletteLayer 3 Palettes Starting Index
02E10$00:AC102 bytesPaletteLayer 3 Palettes X-Span -1
02E15$00:AC152 bytesPaletteLayer 3 Palettes Y-Span -1
02E1D$00:AC1D2 bytesPaletteForeground/Sprite Palettes Pointer
02E22$00:AC222 bytesPaletteForeground/Sprite Palettes Starting Index
02E27$00:AC272 bytesPaletteForeground/Sprite Palettes X-Span -1
02E2C$00:AC2C2 bytesPaletteForeground/Sprite Palettes Y-Span -1
02E3C$00:AC3C2 bytesPaletteBack Area Colours Pointer
02E42$00:AC422 bytesPaletteTileset Specific FG Palettes Pointer
02E59$00:AC592 bytesPaletteTileset Specific FG Palettes Starting Index
02E5E$00:AC5E2 bytesPaletteTileset Specific FG Palettes X-Span -1
02E63$00:AC632 bytesPaletteTileset Specific FG Palettes Y-Span -1
02E6B$00:AC6B2 bytesPaletteTileset Specific Sprite Palettes Pointer
02E82$00:AC822 bytesPaletteTileset Specific Sprite Palettes Starting Index
02E87$00:AC872 bytesPaletteTileset Specific Sprite Palettes X-Span -1
02E8C$00:AC8C2 bytesPaletteTileset Specific Sprite Palettes Y-Span -1
02E94$00:AC942 bytesPaletteLayer 2 Background Palettes Pointer
02EAB$00:ACAB2 bytesPaletteLayer 2 Background Palettes Starting Index
02EB0$00:ACB02 bytesPaletteLayer 2 Background Palettes X-Span -1
02EB5$00:ACB52 bytesPaletteLayer 2 Background Palettes Y-Span -1
02EBD$00:ACBD2 bytesPaletteLayer 1 Berry Palettes Pointer
02EC2$00:ACC22 bytesPaletteLayer 1 Berry Palettes Starting Index
02EC7$00:ACC72 bytesPaletteLayer 1 Berry Palettes X-Span -1
02ECC$00:ACCC2 bytesPaletteLayer 1 Berry Palettes Y-Span -1
02ED4$00:ACD42 bytesPaletteBerry Sprite Palettes Pointer
02ED9$00:ACD92 bytesPaletteBerry Sprite Palettes Starting Index
02EDE$00:ACDE2 bytesPaletteBerry Sprite Palettes X-Span -1
02EE3$00:ACE32 bytesPaletteBerry Sprite Palettes Y-Span -1
02F1E$00:AD1E7 bytesPalettePalette IDs to use for each submap
02F28$00:AD282 bytesPaletteOverworld Map Layer 2 Palettes Pointer
02F30$00:AD302 bytesPaletteOverworld Map Layer 2 Palettes Pointer (Special World Passed)
02F4D$00:AD4D2 bytesPaletteOverworld Map Layer 2 Palettes Starting Index
02F52$00:AD522 bytesPaletteOverworld Map Layer 2 Palettes X-Span -1
02F57$00:AD572 bytesPaletteOverworld Map Layer 2 Palettes Y-Span -1
02F5F$00:AD5F2 bytesPaletteOverworld Map Layer 1 Palettes Pointer
02F64$00:AD642 bytesPaletteOverworld Map Layer 1 Palettes Starting Index
02F69$00:AD692 bytesPaletteOverworld Map Layer 1 Palettes X-Span -1
02F6E$00:AD6E2 bytesPaletteOverworld Map Layer 1 Palettes Y-Span -1
02F76$00:AD762 bytesPaletteOverworld Map Sprite Palettes Pointer
02F7B$00:AD7B2 bytesPaletteOverworld Map Sprite Palettes Starting Index
02F80$00:AD802 bytesPaletteOverworld Map Sprite Palettes X-Span -1
02F85$00:AD852 bytesPaletteOverworld Map Sprite Palettes Y-Span -1
02F8D$00:AD8D2 bytesPaletteOverworld Map Layer 3 Palettes Pointer
02F92$00:AD922 bytesPaletteOverworld Map Layer 3 Palettes Starting Index
02F97$00:AD972 bytesPaletteOverworld Map Layer 3 Palettes X-Span -1
02F9C$00:AD9C2 bytesPaletteOverworld Map Layer 3 Palettes Y-Span -1
02FA9$00:ADA92 bytesPaletteTitle Screen Layer 3 Palettes (Row 1) Pointer
02FAE$00:ADAE2 bytesPaletteTitle Screen Layer 3 Palettes (Row 1) Starting Index
02FB3$00:ADB32 bytesPaletteTitle Screen Layer 3 Palettes (Row 1) X-Span -1
02FB8$00:ADB82 bytesPaletteTitle Screen Layer 3 Palettes (Row 1) Y-Span -1
02FC0$00:ADC02 bytesPaletteTitle Screen Layer 3 Palettes (Row 2) Pointer
02FC5$00:ADC52 bytesPaletteTitle Screen Layer 3 Palettes (Row 2) Starting Index
02FCA$00:ADCA2 bytesPaletteTitle Screen Layer 3 Palettes (Row 2) X-Span -1
02FCF$00:ADCF2 bytesPaletteTitle Screen Layer 3 Palettes (Row 2) Y-Span -1
03016$00:AE161 byteMisc.[02] Sprite Palette setting for Morton, Ludwig, Roy, Reznor, and Bowser battles
0301B$00:AE1B1 byteMisc.[07] FG Palette setting for Morton, Ludwig, Roy, Reznor, and Bowser battles
03135$00:AF354 bytesASMChange to 4C 91 B0 EA to completely disable the fade-out only when beating a level. (USE WITH 3291).
03139$00:AF391 byteASMChange 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 bytesMisc.Change 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 bytesEmptyUnused 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 3135).
032A0$00:B0A016 bytesPaletteShared background area colour. Back area colour 0 - 7
032B0$00:B0B024 bytesPaletteBG Palette 0
032C8$00:B0C824 bytesPaletteBG Palette 1
032E0$00:B0E024 bytesPaletteBG Palette 2
032F8$00:B0F824 bytesPaletteBG Palette 3
03310$00:B11024 bytesPaletteBG Palette 4
03328$00:B12824 bytesPaletteBG Palette 5
03340$00:B14024 bytesPaletteBG Palette 6
03358$00:B15824 bytesPaletteBG Palette 7
03370$00:B17016 bytesPalettePalette 0 colours 8-F in levels.
03380$00:B18016 bytesPalettePalette 1 colours 8-F in levels.
03390$00:B19012 bytesPalettePalette 2 colours 2-7, FG Palette 0, in levels.
0339C$00:B19C12 bytesPalettePalette 3 colours 2-7, FG Palette 0, in levels.
033A8$00:B1A812 bytesPalettePalette 2 colours 2-7, FG Palette 1, in levels.
033B4$00:B1B412 bytesPalettePalette 3 colours 2-7, FG Palette 1, in levels.
033C0$00:B1C012 bytesPalettePalette 2 colours 2-7, FG Palette 2, in levels.
033CC$00:B1CC12 bytesPalettePalette 3 colours 2-7, FG Palette 2, in levels.
033D8$00:B1D812 bytesPalettePalette 2 colours 2-7, FG Palette 3, in levels.
033E4$00:B1E412 bytesPalettePalette 3 colours 2-7, FG Palette 3, in levels.
033F0$00:B1F012 bytesPalettePalette 2 colours 2-7, FG Palette 4, in levels.
033FC$00:B1FC12 bytesPalettePalette 3 colours 2-7, FG Palette 4, in levels.
03408$00:B20812 bytesPalettePalette 2 colours 2-7, FG Palette 5, in levels.
03414$00:B21412 bytesPalettePalette 3 colours 2-7, FG Palette 5, in levels.
03420$00:B22012 bytesPalettePalette 2 colours 2-7, FG Palette 6, in levels.
0342C$00:B22C12 bytesPalettePalette 3 colours 2-7, FG Palette 6, in levels.
03438$00:B23812 bytesPalettePalette 2 colours 2-7, FG Palette 7, in levels.
03444$00:B24412 bytesPalettePalette 3 colours 2-7, FG Palette 7, in levels.
03450$00:B25012 bytesPalettePalette 4 colours 2-7 in levels.
0345C$00:B25C12 bytesPalettePalette 5 colours 2-7 in levels.
03468$00:B26812 bytesPalettePalette 6 colours 2-7 in levels. Colour 4 will be overwritten in levels, but not in boss rooms.
03474$00:B27412 bytesPalettePalette 7 colours 2-7 in levels.
03480$00:B28012 bytesPalettePalette 8 colours 2-5 in levels, the last four bytes (two colours) seem unused and are probably overwritten.
0348C$00:B28C12 bytesPalettePalette 9 colours 2-7 in levels.
03498$00:B29812 bytesPaletteLudwig palette, and palette A colours 2-7 in levels.
034A4$00:B2A412 bytesPaletteRoy palette, and palette B colours 2-7 in levels.
034B0$00:B2B012 bytesPalettePalette C colours 2-7 in levels.
034BC$00:B2BC12 bytesPaletteMorton palette, and palette D colours 2-7 in levels
034C8$00:B2C820 bytesPaletteMario Palette
034DC$00:B2DC20 bytesPaletteLuigi palette. Colours 6-F of palette 8 while small, big, or caped Luigi.
034F0$00:B2F020 bytesPaletteFire Mario's palette
03504$00:B30420 bytesPaletteFire Luigi palette. Colours 6-F of palette 8 while fire Luigi.
03518$00:B31824 bytesPaletteSprite palette 0, loaded to palettes E and F.
03530$00:B33024 bytesPaletteSprite palette 1, loaded to palettes E and F.
03548$00:B34824 bytesPaletteSprite Palette 2, loaded to palettes E and F.
03560$00:B36024 bytesPaletteSprite palette 3, loaded to palettes E and F.
03578$00:B37824 bytesPaletteSprite palette 4, loaded to palettes E and F.
03590$00:B39024 bytesPaletteSprite palette 5, loaded to palettes E and F.
035A8$00:B3A824 bytesPaletteSprite palette 6, loaded to palettes E and F.
035C0$00:B3C024 bytesPaletteSprite palette 7, loaded to palettes E and F.
035D8$00:B3D814 bytesPaletteYI Overworld Palette 4, Colours 1-7
035E6$00:B3E614 bytesPaletteYI Overworld Palette 5, Colours 1-7
035F4$00:B3F414 bytesPaletteYI Overworld Palette 6, Colours 1-7
03602$00:B40214 bytesPaletteYI Overworld Palette 7, Colours 1-7
03610$00:B41014 bytesPaletteMain Overworld Palette 4, Colours 1-7
0361E$00:B41E14 bytesPaletteMain Overworld Palette 5, Colours 1-7
0362C$00:B42C14 bytesPaletteMain Overworld Palette 6, Colours 1-7
0363A$00:B43A14 bytesPaletteMain Overworld Palette 7, Colours 1-7
03648$00:B44814 bytesPaletteStar World Overworld Palette 4, Colours 1-7
03656$00:B45614 bytesPaletteStar World Overworld Palette 5, Colours 1-7
03664$00:B46414 bytesPaletteStar World Overworld Palette 6, Colours 1-7
03672$00:B47214 bytesPaletteStar World Overworld Palette 7, Colours 1-7
03680$00:B48014 bytesPaletteVanilla Dome/Bowser's Valley Overworld Palette 4, Colours 1-7
0368E$00:B48E14 bytesPaletteVanilla Dome/Bowser's Valley Overworld Palette 5, Colours 1-7
0369C$00:B49C14 bytesPaletteVanilla Dome/Bowser's Valley Overworld Palette 6, Colours 1-7
036AA$00:B4AA14 bytesPaletteVanilla Dome/Bowser's Valley Overworld Palette 7, Colours 1-7
036B8$00:B4B814 bytesPaletteForest of Illusion Overworld Palette 4, Colours 1-7
036C6$00:B4C614 bytesPaletteForest of Illusion Overworld Palette 5, Colours 1-7
036D4$00:B4D414 bytesPaletteForest of Illusion Overworld Palette 6, Colours 1-7
036E2$00:B4E214 bytesPaletteForest of Illusion Overworld Palette 7, Colours 1-7
036F0$00:B4F014 bytesPaletteSpecial World Overworld Palette 4, Colours 1-7
036FE$00:B4FE14 bytesPaletteSpecial World Overworld Palette 5, Colours 1-7
0370C$00:B50C14 bytesPaletteSpecial World Overworld Palette 6, Colours 1-7
0371A$00:B51A14 bytesPaletteSpecial World Overworld Palette 7, Colours 1-7
03752$00:B55214 bytesPalettePalette 5 colours 9-F.
03760$00:B56014 bytesPalettePalette 6 colours 9-F.
0376E$00:B56E14 bytesPalettePalette 7 colours 9-F.
037DE$00:B5DE16 bytesPaletteContains the colors for the flashing lightning in Valley of Bowser.
0380C$00:B60C16 bytesPaletteColours used in animation of Yoshi coin and yellow map spot
0381C$00:B61C16 bytesPaletteColours used in animation of red map spot
0385E$00:B65E14 bytesPaletteIggy/Larry Platform Palette
03874$00:B67414 bytesPalettePalettes 2 and 9, colours 9-F.
03882$00:B68214 bytesPalettePalettes 3 and A, colours 9-F.
03890$00:B69014 bytesPalettePalettes 4 and B, colours 9-F.
0389E$00:B69E112 bytesPaletteBowser palettes (8 palettes, 7 colours each)
0390E$00:B70E36 bytesPalette"The End" palettes (3 palettes, 6 colours each; order is Luigi, Mario, Princess)
03C4D$00:BA4D19 bytesEmptyUnused data.
040B0$00:BEB0268 bytesSubroutine (JSx FIXME)SMW'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 bytesSubroutine (JSx FIXME)A 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 bytesSubroutine (JSx FIXME)The 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 bytesMisc.Tiles to generate on Map16 page 0, used for values 01-09 of $9C. Note that the first byte is unused.
04274$00:C07454 bytesSubroutine (JSx FIXME)SMW'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 bytesMisc.Tiles to generate on Map16 page 1, used for values 0A-17 of $9C.
042C1$00:C0C158 bytesASMA 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 bytesASMThe 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 bytesMisc.BG Tiles/Palette for Flipped Gate (1)
044E6$00:C2E672 bytesMisc.BG Tiles/Palette for Flipped Gate (2)
046AF$00:C4AF1 byteMisc.If you change this byte from [02] to [01], the keyhole will activate the normal exit.
04726$00:C5261 byteMusicMusic played when you have completed the Bonus Game.
04758$00:C5581 byteSound effectPOW Finishing Sound Effect.
04770$00:C5701 byteMisc.[F0] Change to [80] to make the item not drop when the player presses Select.
04776$00:C5761 byteDebugDEBUG: Powerup select (F0 = enable)
04799$00:C59928 bytesPointerPointer to Mario's animation routines. ($7E0071)
04B2C$00:C92C2 bytesMisc.[F0 3D] Change to [EA EA] to prevent Mario walking after touching goal spheres or the goal tape.
04BA7$00:C9A77 bytesLevel numberThe 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 byteLevel numberOne of the two level numbers that triggers the credits scene. The other is at $00CA13.
04BBD$00:C9BD1 byteMusicGoal point fade-out music
04BFE$00:C9FE3 bytesASM[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 byteLevel numberTranslevel number of the level where defeating a boss will activate the secret exit.
04C12$00:CA122 bytesMisc.[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 byteMisc.Set to 00 to disable midway points (they'll still make you big though)
04C31$00:CA3113 bytesSubroutine (JSR)Set the "peace" pose for the player depending on whether he's on Yoshi or not.
04D0C$00:CB0C1 byteASMChange 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 bytesMisc.Opening window data.
x4DA3 - Change 4B to 49 to fix a misplaced tile on the keyhole "iris in" effect.
04E84$00:CC841 byteDebugDEBUG: Free-roaming mode (F0 = enable)
04E85$00:CC851 byteDebugChange this to 00 and you'll activate free roaming mode (just like x4E84)
04FA9$00:CDA94 bytesMisc.Mario riding on Yoshi animations
04FC5$00:CDC51 byteMisc.Animation frame for Mario crouching on Yoshi
04FF6$00:CDF6131 bytesSubroutine (JSR)L & R scrolling routine.
Change $00CDFC (0x04FFC) from D0 to 80 to disable L & R scrolling.
$00CE40 (05040) is the Screen Scroll Sound Effect.
05099$00:CE998 bytesGraphicsSpin 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 bytesMario tilemapSpinjump direction table.
050A9$00:CEA98 bytesMario tilemapCape 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 byteMario physicsAmount of frames to show the cape at highest altitude frame. (After, for example, a spin-jump has been done.)
05142$00:CF421 byteMario physicsPower-up that can attack with both cape spin and spin jump
05175$00:CF751 byteMario tilemap[3F] Mario shooting fireball on ground pose.
0517B$00:CF7B1 byteMario tilemap[16] Mario shooting fireball in air pose.
05190$00:CF901 byteMario tilemap[0F] Mario turning around while holding item pose.
051CA$00:CFCA1 byteControllerWhich button to press to look up. (Look at Ram Address $7E:0015 for values).
051CB$00:CFCB1 byteMario physicsChange from [F0] to [80] to disable looking up.
051CE$00:CFCE1 byteMario tilemapThis is the player looking up pose, the default is #$03.
05234$00:D0348 bytesMario physicsCape 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 bytesMario physicsCape 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 bytesMario physicsRoutine that does the actual calculation for cape-interaction. Uses the two tables at x05234 and x0523C.
05262$00:D06231 bytesSubroutine (JSx FIXME)Cape Swing routine.
x5265 controls which power-up the player needs to have to be able to cape spin.
Change x5267 to 00 to make mario cape spin in all forms.
x5277 controls how long Cape Spin lasts.
x527C controls the cape spin sound effect to generate.
05281$00:D08145 bytesSubroutine (JSx FIXME)Fireball throwing routine.
$00D082 (05282) is the power-up that can throw fireball
Change $00D084 (05284) to 00 to make Mario throw Fireballs in all forms.
Change $00D085 (05285) from A5 73 to EA EA to enable shooting fireballs while ducking.
Change $00D087 (05287) from 0D 7A 18 to EA EA EA to enable shooting fireballs from Yoshi.
Change $00D08A (0528A) to 80 do disable Fireball Shooting.
Change $00D093 (05293) from F0 to 80 to disable fireball shooting while spin jumping.
052B9$00:D0B91 byteMario tilemapMario death pose (uses RAM $13E0)
052D5$00:D0D53 bytesASMSet 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 bytesASMASM 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 byteMusicGame Over music
052F1$00:D0F11 byteASMASM that handles the 'TIME UP!' message. Change 'D0' to '80' to disable it.
052F8$00:D0F810 bytesMisc.Controls 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 byteASMChange [85] to [60] and Mario will not flip X-wise when he dies.
0531D$00:D11D12 bytesMario tilemapMario Shrinking Animation poses (uses RAM $13E0). 0531D - 05328
05341$00:D1411 byteTimerHow long flashing invincibility (when you get hit) lasts
05356$00:D1565 bytesASMChange to EE E4 18 EA 64 to turn the Mushroom into a 1up, but it'll still play the animation
0538D$00:D18D6 bytesMario physicsSpeed 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 byteMisc.Animation frame for Mario entering horizontal pipe on Yoshi
0540A$00:D20A1 byteMario tilemapMario's pose for entering a vertical pipe (Default is 0F - facing screen)
05429$00:D2291 byteMisc.Animation frame for Mario entering vertical pipe on Yoshi
05431$00:D2315 bytesGraphicsChange (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 byteSound effectMario emerge from vertical pipe Sound Effect.
054BD$00:D2BD16 bytesMario physicsMario's jump height. The earlier ones are when Mario is moving slowly (or standing still); the latter is when he's moving faster.
05545$00:D3452 bytesMario physicsMario 'acceleration' while walking and heading left
05547$00:D3472 bytesMario physicsMario 'acceleration' while running and heading left(added to the value for walking)
05549$00:D3492 bytesMario physicsMario 'acceleration' while walking and heading right
0554B$00:D34B2 bytesMario physicsMario 'acceleration' while running and heading right(added to the value for walking)
057CA$00:D5CA30 bytesMario physicsHow 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 byteMario physicsX 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 byteMario physicsX 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 byteControllerWhich 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 byteASMChange from F0 (BEQ) to 80 (BRA) to disable ducking.
Note that setting $01EB16 (0x0ED16) to [EA EA A5 73] (NOP #2 : LDA $73) is a good idea if you're using this.
0581C$00:D61C2 bytesASMChange from 30 12 to EA EA to disable jumping.
0583E$00:D63E1 byteASMChange from 10 to 80 to disable Spin Jump.
05844$00:D6441 byteMario physics[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 byteASMChange 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 byteMisc.Spin Jump Sound, uses bank 1DFC.
0585E$00:D65E10 bytesASMMario jumping routine. (Sound effect + store to Mario Y speed.)
$00D65F (0585F) 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 (05861) to FC or $1DF9 by changing it to F9.
0586F$00:D66F1 byteMario physicsChange 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 byteMario physics[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 byteMario physicsMario fly time
05907$00:D7071 byteMario tilemap[0D] Mario's turning(skidding) pose
05917$00:D7171 byteASMChange [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 byteMario physicsChange [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 bytesMario physicsGravity. 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 byteMario physicsFalling maximum speed (without button held)
059B0$00:D7B01 byteMario physicsFalling maximum speed with button held
059B9$00:D7B91 byteMario physicsThe 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 byteMario physicsfly gain (added to y speed)
059CF$00:D7CF6 bytesMario physicscape speed
05A05$00:D8051 byteMario physicsPower-up that can fly
05AEA$00:D8EA1 byteMisc.power-up that can float (cape by default)
05B05$00:D9051 byteMario physicschange to 16 = Raccoon Mario (floating if you tap Y instead of holding it)
05B09$00:D9091 byteMario physicsTime until you stop floating after you have pressed B while while in the air with a cape.
05B98$00:D9981 byteASMChange 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 (as in, the player will sink normally).
05BD0$00:D9D01 byteMario physicsMaximum 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 byteMario physicsMaximum 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 byteMario physicsMaximum 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 byteMario physicsMaximum 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 bytesMario physicsMario'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 byteMario tilemapShooting fireball while swimming pose. Default is #$18 (Swimming pose 3)
05CAA$00:DAAA1 byteSound effectSound effect that plays when you press the button to swim
05CB7$00:DAB71 byteMario physicsVine climbing speed 1 (right and down)
05CB9$00:DAB91 byteMario physicsVine climbing speed 2 (left and up)
05D9A$00:DB9A1 byteASM[10] Change to 80 to disable jumping while climbing.
05DA6$00:DBA61 byteSound effectSound 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 byteSound effectSound effect played when Mario hits a net. (1DF9)
05E2D$00:DC2D75 bytesMario physicsRoutine that copies the player's XY speeds over to the XY positions.
05E78$00:DC784 bytesMisc.Number 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 byteMisc.Mario animation speed
05FDE$00:DDDE2 bytesMario tilemapX offset of cape when climbing.
060C2$00:DEC22 bytesMario tilemapY offset of cape when climbing.
06116$00:DF164 bytesMario tilemapTileset to use for Mario, paged by status ($7E0019)
0611A$00:DF1A70 bytesPointerTile expansion pointer table (Small Mario)
06160$00:DF60122 bytesPointerTile expansion pointer table (Big Mario)
061DA$00:DFDA50 bytesMario tilemapTile expansion table (8x8 tiles in GFX00 used by Mario)
0620C$00:E00C192 bytesMario tilemapMario upper tile.
062CC$00:E0CC192 bytesMario tilemapMario lower tile.
0638C$00:E18C2 bytesPaletteThis is a two byte table used to index the player's palette based on the direction the player is facing.
0643A$00:E23A44 bytesMario tilemapCape tile map
06466$00:E26644 bytesMario tilemapcape offsets
064D3$00:E2D31 byteDebugDEBUG: Infinite star (set to 00 to activate)
0650D$00:E30D1 byteMisc.How many palettes to cycle through when Mario/Luigi is invincible, -1
0654F$00:E34F4 bytesMisc.Change 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 bytesASMChange 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 byteASMChange 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 x0654F and x0655D for the complete effect.
065AA$00:E3AA1 byteMisc.Which animation frame value to start pulling tilemaps from the size-independent table
065FE$00:E3FE1 byteMisc.power-up that shows the cape graphics
06C08$00:EA083 bytesASMChange [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 byteMario physics[10] Change to 80 to disable spin jumping from water
06C8E$00:EA8E1 byteSound effectMario spin-jump from water sound effect.
06C9C$00:EA9C1 byteMario tilemapMario's pose as he comes out of the water.
06CA0$00:EAA01 byteMario physicsHow high Mario can jump out of the water.
06D79$00:EB792 bytesASMChange 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 xB6C0 and x1B87C)
06E0D$00:EC0D1 byteControllerWhat button to press to activate a door. Format of $7E0015. (axspudlr)
06E11$00:EC111 byteSound effectEntering Door Sound Effect.
07069$00:EE692 bytesASMChange 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 byteObjectsControls 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 byteObjectsChange 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 bytesASMChange to [EA A9 00] to enable sliding while holding an item.
0725C$00:F05C36 bytesMisc.Table 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 bytesMisc.Table for several Map16 blocks that handles which powerup is spawned out of the block when it's hit.
072A4$00:F0A436 bytesMisc.Table 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 bytesMisc.Table for several Map16 blocks that handles which block is spawned when another block has been hit. For example: ? block -> brown block.
07324$00:F1242 bytesASMChange 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 bytesObjectsGreen Star Block code.
x73E9 - FG/BG Tileset in which coin question blocks' behavior are changed for the 3-block 1up bonus game.
x73EA - 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 byteSprite Misc.Sprite 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 byteSound effectIncorrect! Sound effect for the bonus 3 block minigame.
07453$00:F2531 byteMisc.What the remaining blocks become when hitting the incorrect block in a bonus area
074BB$00:F2BB3 bytesASMChange [99 3C 1F] to [EA EA EA] to make the 1up checkpoint work again when reentering a level
074CD$00:F2CD33 bytesObjectsThe code for the midway point tile (Map16 tile 38, not the extended object).
$00F2CE (x74CE) - What object you get after breaking midway point tape (default 02 - none).
$00F2E2 (x74E2) - 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 (x74E5) - What powerup midway points give you.
$00F2E9 (x74E9) - What sound effect midway points play.
07516$00:F3161 byteMisc.Change '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 bytesASMReplace '99 EE 1F' with 'EA EA EA' to make moons reappear when you re-enter a level after collecting them.
07532$00:F33269 bytesASMThe code that handles a Yoshi coin being collected.

$00F333 (0x07533) is the Map16 tile number of the top half of the coin.
$00F33C (0x0753C) is the offset of the score sprite when the top half is collected, relative to the bottom half.
Changing $00F343 (0x07543) [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 (0x0754A) is the number of Yoshi coins that need to be collected to trigger the "collected all" flag.
Changing $00F354 (0x07554) [99 2F 1F] to [EA EA EA] will make the Yoshi coins reappear even after collecting all 5 (or more) of them.
$00F359 (0x07559) is the Yoshi coin sound.
$00F35E (0x0755E) is how many regular coins a Dragon Coin gives you.
$00F364 (0x07564) is the value stored to $9C when the coin is collected.
07577$00:F37759 bytesSubroutine (JSx FIXME)The subroutine that handles the score when you get a Yoshi coin.
Changing $00F37A (0x0757A) [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 bytesSubroutine (JSx FIXME)This 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 bytesControllerWhich 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 byteMisc.[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 byteSound effectGoing Down Pipe Sound
077AD$00:F5AD2 bytesMisc.Change 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 bytesSubroutine (JSx FIXME)Hurt Subroutine (JSL to it to hurt Mario).
x77B9 : Change to F0 to make mario invincible. (Will not make him invincible to crushing objects, lava or pitfalls).
x77C1-x77C3: 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.
x77D7: Change this to 80 to have Mario die when touched, regardless of powerup status.
x77E3: This SFX plays when you get hit when flying.
x77ED: Invincibility timer when hit while flying.
x77F4: Mario shrinking SFX.
x77F8-x77FB: Set to EA EA EA EA to disable item box auto-falling when you get hurt.
x77FC-x77FF: Change the "A9 01 85 71" to "EA EA EA EA" to disable mario's shrinking animation when hit.
07806$00:F60635 bytesSubroutine (JSx FIXME)Death Subroutine (JSL to it to kill Mario).
$00F607 (0x07807) controls the speed at which the player jumps up ($7E007D format).
$00F60B (0x0780B) controls which music is played when Mario dies.
$00F619 (0x07819) can be changed from 0D 14 to 12 14 to make the screen not scroll when the player loses a life.
$00F61C (0x0781C) 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 bytesMisc.The 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.
07927$00:F7271 byteMisc.Change #$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 bytesCoordinateHow 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 byteMisc.Change 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 bytesCoordinateWhat 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 bytesEmptyUnused data.
07C10$00:FA109 bytesSubroutine (JSx FIXME)Unreachable, but can be JSL'ed to clear out the sprite status table.
07C46$00:FA461 byteMisc.Time to shake ground when you hit the big switch in the switch palace. Default is 20.
07C4D$00:FA4D1 byteSprite numberSprite that's spawned when hitting a switch palace. Note that it always uses slot 02.
07C80$00:FA8095 bytesSubroutine (JSL)This will trigger the goal tape. Changing 0x07CBF from [06] to [0x] will change what state sprites to turn when triggered.
07D40$00:FB401 byteSprite numberSprite 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 byteSprite numberSprite that the Key will turn into when it reaches the goal point.
07D53$00:FB535 bytesASMChange to EA EA EA EA EA to prevent the 1UPs being spawned at the goal point. x7D54 controls the sprite number that Baby Yoshi (Green, Red, Yellow, Blue) will turn into when it reaches the goal point.
07D6F$00:FB6F1 byteSprite Misc.The Y speed of the sprite when you carry an item over the goal.
07D74$00:FB741 byteSprite Misc.The X speed of the sprite when you carry an item over the goal.
07D7E$00:FB7E1 byteSound effectSound for items given at goal point
07E17$00:FC171 byteMisc.[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 bytesSubroutine (JSx FIXME)Used 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 (0x07ECE) to 0x80 will keep Yoshi from turning blue after grabbing a pair of Yoshi wings.
07EF6$00:FCF61 byteCoordinateX lo position of Iggy and Larry at the start of the boss battle.
07EFA$00:FCFA1 byteCoordinateX hi position of Iggy and Larry at the start of the boss battle.
07EFF$00:FCFF1 byteCoordinateY lo position of Iggy and Larry at the start of the boss battle.
07F03$00:FD031 byteCoordinateY hi position of Iggy and Larry at the start of the boss battle.
07F27$00:FD271 byteSprite numberObject that Mario "breathes" while underwater (small bubble)
07F5A$00:FD5A67 bytesSubroutine (JSx FIXME)SMW's glitter trail subroutine, called when you collect a coin or Yoshi coin.
08017$00:FE171 byteSprite numberObject that Mario leaves when he jumps into water (small bubble)
0804A$00:FE4A73 bytesSubroutine (JSx FIXME)routine to show little puff of smoke when mario turns around.
08094$00:FE941 byteMario physicsInitial fireball X speed facing left
08095$00:FE951 byteMario physicsInitial fireball X speed facing right
08096$00:FE961 byteCoordinateX-position of Mario's fireball (left)
08097$00:FE971 byteCoordinateX-position of Mario's fireball (right)
08098$00:FE981 byteCoordinateX-position of Mario's fireball when on Yoshi (left). Only relevant if you enable the debug code at $00D087 (x5287)
08099$00:FE991 byteCoordinateX-position of Mario's fireball when on Yoshi (right). Only relevant if you enable the debug code at $00D087 (x5287)
080A2$00:FEA21 byteCoordinateY-Position for Mario's Fireballs (Left)
080A3$00:FEA31 byteCoordinateY-Position for Mario's Fireballs (Right)
080A4$00:FEA41 byteCoordinateY-position of Mario's fireball when on Yoshi (left). Only relevant if you enable the debug code at $00D087 (x5287)
080A5$00:FEA51 byteCoordinateY-position of Mario's fireball when on Yoshi (right). Only relevant if you enable the debug code at $00D087 (x5287)
080B6$00:FEB61 byteSound effectFireball sound effect
080C0$00:FEC01 byteSprite numberObject Fire Mario shoots (must change 80A9 to 07 for some values to work)
080C5$00:FEC51 byteMario physicsInitial fireball Y speed
08193$00:FF9345 bytesEmptyEmpty (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 bytesMisc.Internal rom name.
081D5$00:FFD51 byteMisc.xxAAxxxB. If both A bits are set, FastROM. B is HiROM. x = unknown?
081D7$00:FFD71 byteMisc.Size of ROM byte. Amount of kilobytes = 2^decimal value of x81D7.
081D8$00:FFD81 byteMisc.SRAM size. Amount of kilobytes = 2^decimal value of x81D8. Default value is 01, which is 2kb. The limit is 07 which is 128kb.
081D9$00:FFD91 byteASMRegion Changer: Can change NTSC to PAL.
08208$01:80086 bytesSprite SubroutineSubroutine that checks if a sprite is touching a wall. If bit is set, it's touching a wall.
0820E$01:800E6 bytesSprite SubroutineSubroutine 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 bytesSprite SubroutineThe subroutine that updates a sprite's Y position without gravity.
08222$01:80228 bytesSprite SubroutineThe subroutine that updates a sprite's X position without gravity.
0822A$01:802A8 bytesSprite SubroutineSubroutine that updates a sprite's position, usually after writing to the X/Y speed of a sprite. Is accessed by a JSL.
08232$01:80328 bytesSubroutine (JSx FIXME)Sprite<->sprite interaction subroutine
0823A$01:803A8 bytesSprite SubroutineA subroutine that makes sprites interact with each other and with the player, essentially combining $018032 and $01A7DC.
08242$01:80428 bytesSprite SubroutineSMW's generic sprite GFX subroutine. Not terribly useful for custom sprites.
08337$01:813726 bytesPointersprite status handler. calls different routines based on 14C8,x (0-C)
08351$01:81516 bytesSprite Misc.This is sprite state #$00. This is the sprite dead state, it also marks $161A as #$FF to prevent the sprite from being reloaded.
08372$01:817211 bytesSubroutine (JSR)This is sprite status #$03. Sprites wit that status call this routine which will run the init routine of the current sprite.
0837D$01:817D402 bytesPointersprite initialization routines
08527$01:83271 byteTimerHow long until the Timed Lift falls down ($3F = 1 second)
0852F$01:832F1 byteTimerHow long until the Timed Lift falls down ($FF = 4 seconds)
08535$01:83354 bytesPaletteColours of Yoshi Eggs (Red, Blue, Yellow, Blue)
08540$01:83401 byteMisc.How many types of Yoshi Eggs to allow, minus one
08557$01:83571 byteMisc.Initial Y speed of diagonally moving sprites, i.e. stream of boo buddies and reflecting fireball (F0).
0856A$01:836A1 byteASMChange 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 byteSound effectSFX played by the Banzai Bill
085A0$01:83A04 bytesSprite numberSprites inside exploding turn block (Fish, Goomba, Shelless Green Koopa, Green Koopa)
085DB$01:83DB1 byteTimerLength of time before sprite #19's message box appears (don't set lower than 04)
08655$01:84551 byteMisc.How many types of P-Switches to allow, minus one
08666$01:84662 bytesPaletteColours of P-Switches (Blue, Silver)
086A5$01:84A51 byteSprite numberSprite spawned by killing Lakitu with cape or fireball (Lakitu Cloud)
086C6$01:84C64 bytesASMChange to EA EA EA EA to make lakitu cloud never get spawned
0874C$01:854C1 byteMisc.How 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 byteMisc.How 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 bytesSprite SubroutineFace Mario subroutine, usually used by sprites to initially face Mario's direction.
087CC$01:85CC402 bytesPointerSprite ASM Pointer Table
08963$01:876338 bytesSprite SubroutineGoal point sphere/boss killed code.
x8978 - If you change this to "20 23 CD" and use the hex edit at $01CD23 (xCF23), it will prevent the player from walking after touching a goal sphere in a horizontal level.
x8984 - Controls which music is played when it's collected.
08A98$01:889882 bytesSprite SubroutineThe yellow koopa's "Jump over shells" routine.
08BED$01:89ED1 byteSprite tilemap relatedTilemap of blue shell less koopa sliding out of shell
08CED$01:8AED1 byteSprite Misc.Change from D0 to 80 to make bob-ombs not stun themselves then explode on their own, like SMB3 and other games.
08CF5$01:8AF51 byteTimerHow quickly Bob-omb explodes
08DCD$01:8BCD1 byteMisc.What animation frame most regular sprites use when turning around
08E0D$01:8C0D1 byteSprite numberSprite number to start adding wings to 2-tile high sprites
08E31$01:8C311 byteSprite numberSprite that Spiny Egg turns into after touching the ground
08ED7$01:8CD71 byteMisc.Time it takes for a Red Vertical Parakoopa to turn around after reaching it's maximum/mimimum Y speed. (08)
08FA2$01:8DA21 byteSprite physicsWinged Goomba jump height (between 80-FF).
08FC7$01:8DC716 bytesSprite tilemap relatedGoomba 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 bytesSprite tilemap relatedPalette/GFX page/Priority/Flip of Goomba Wing Tiles
08FE1$01:8DE14 bytesSprite tilemap relatedSprite tilemap: Goomba Wings
08FE5$01:8DE54 bytesSprite tilemap relatedSize of Goomba Wing tiles
0906E$01:8E6E4 bytesMisc.Speed of piranha plant (in pipe, going up, staying up, going down).
09093$01:8E931 byteSprite Misc.YXPPCCCT 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 byteMisc.Replace 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 byteSprite numberObject Hopping Flame leaves behind
091C7$01:8FC78 bytesSprite tilemap relatedBullet 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 bytesSprite tilemap relatedWhich GFX frame to use (00 = regular bill, 01 = vertical bill, 02 = diagonal bill) for the Bullet Bills. Same order as x91C7.
091D7$01:8FD78 bytesSprite physicsX speed of Bullet Bills. Same order as x91C7.
091DF$01:8FDF8 bytesSprite physicsY speed of Bullet Bills. Same order as x91C7.
092BA$01:90BA61 bytesSprite physicsX 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 bytesSprite physicsY 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 bytesSubroutine (JSL)JSL for sprites interacting with objects. Actually calls routine at $019140.
09411$01:9211115 bytesSubroutine (JSR)Sprite buoyancy routine. Called by the object interaction routine.
095EF$01:93EF22 bytesSprite SubroutineThe code that makes sprites move if placed on conveyor belts.
0981C$01:961C8 bytesSprite numberSprites spawned by stomping Koopa Trooopas (shelless Koopas)
09832$01:96321 byteSound effectBob-omb's explosion SFX
0983C$01:963C1 byteTimerLength of Bob-omb's explosion
09888$01:96881 byteMisc.Which shell colour makes a shelless Koopa become invincible (00=Green; 01=Red; 02=Blue; 03=Yellow)
098C6$01:96C61 byteASMChange from 1A to 04 to prevent shelless Koopas from hopping out of stunned shells (Use with AC15)
09968$01:97681 byteSprite number[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 byteSprite numberSprite that's spawned when a Yellow Koopa is stomped (Coin)
09A07$01:98071 byteMisc.Default animation frame to use for the shell
09A0E$01:980E1 byteMisc.Animation frame to use for the shell when Mario is turning around while holding it
09A3F$01:983F1 byteTimerTiming that enemies in a stunned state begin to shake
09A81$01:98811 byteSprite tilemap relatedKoopa eye tiles when in shell (open)
09A89$01:98891 byteSprite tilemap relatedKoopa eye tiles when in shell (closed)
09B13$01:99138 bytesASMStart of sprite being kicked routine.
09B9F$01:999F1 byteSound effectHitting block with shell sound
09C22$01:9A224 bytesMisc.Animation frame assignments for the shell
09C26$01:9A264 bytesMisc.Flip of each animation frame
09C34$01:9A341 byteMisc.How many animation frames the spinning shell has, -1
09D0B$01:9B0B1 byteSprite tilemap relatedTile used by squished Dino Torch
09D83$01:9B836 bytesSprite tilemap relatedStandard Sprite Tile Table: Koopa tilemap
09D89$01:9B893 bytesSprite tilemap relatedStandard Sprite Tile Table: Koopa shell tilemap
09D8C$01:9B8C7 bytesSprite tilemap relatedStandard Sprite Tile Table: Shelless koopa tilemap (Fourth byte unused?)
09D93$01:9B937 bytesSprite tilemap relatedStandard Sprite Tile Table: Blue shelless koopa tilemap (Fourth byte unused?)
09D9A$01:9B9A14 bytesSprite tilemap relatedStandard Sprite Tile Table: Para-goomba tilemap
09DA8$01:9BA84 bytesSprite tilemap relatedStandard Sprite Tile Table: Goomba tilemap
09DAC$01:9BAC14 bytesSprite tilemap relatedStandard Sprite Tile Table: Para-bomb tilemap
09DBA$01:9BBA3 bytesSprite tilemap relatedStandard Sprite Tile Table: Bob-omb tilemap
09DBD$01:9BBD12 bytesSprite tilemap relatedStandard Sprite Tile Table: Piranha plant tilemap
09DC9$01:9BC91 byteSprite tilemap relatedStandard Sprite Tile Table: Football tilemap
09DCA$01:9BCA4 bytesSprite tilemap relatedStandard Sprite Tile Table: Bullet Bill tilemap (Horizontal, Vertical, Diagonal, Diagonal)
09DCE$01:9BCE3 bytesSprite tilemap relatedStandard Sprite Tile Table: Spiny tilemap
09DD1$01:9BD18 bytesSprite tilemap relatedStandard Sprite Tile Table: Spiny egg tilemap
09DDD$01:9BDD3 bytesSprite tilemap relatedStandard Sprite Tile Table: Buzzy Beetle
09DE3$01:9BE33 bytesSprite tilemap relatedStandard Sprite Tile Table: Buzzy Beetle Shell.
09DE6$01:9BE66 bytesSprite tilemap relatedSpike Top tilemap
09DEC$01:9BEC2 bytesSprite tilemap relatedHopping Flame tilemap
09DEE$01:9BEE6 bytesSprite tilemap relatedLakitu tilemap (3 frames, 2 bytes each)
09DF6$01:9BF612 bytesSprite tilemap relatedMagikoopa Tilemap
09E02$01:9C021 byteSprite tilemap relatedThrow block sprite tilemap and turn block sprite with hidden enemies inside. (Both use the same byte)
09E03$01:9C0310 bytesSprite tilemap relatedClimbing Koopa Tilemap
09E0D$01:9C0D4 bytesSprite tilemap relatedFish (Cheep Cheep) Tilemap (2 frames swimming, 2 frames flopping)
09E13$01:9C134 bytesSprite tilemap relatedThwimp Tilemap
09E1D$01:9C1D12 bytesSprite tilemap relatedPortable Springboard Tilemap
09E2D$01:9C2D4 bytesSprite tilemap relatedBony Beetle tilemap
09E35$01:9C3516 bytesSprite tilemap relatedVertical Fireball (Podoboo) tilemap.
09E5A$01:9C5A2 bytesSprite tilemap relatedEerie tilemap
09E5C$01:9C5C9 bytesSprite tilemap relatedBoo Ghost Tilemap
09E65$01:9C654 bytesSprite tilemap relatedRip Van Fish Tilemap
09E69$01:9C692 bytesSprite tilemap relatedVertical Dolphin Tilemap
09E6B$01:9C6B2 bytesSprite tilemap relatedDiggin' Chuck's Rock Tilemap
09E6D$01:9C6D3 bytesSprite tilemap relatedMonty Mole Tilemap
09E70$01:9C701 byteSprite tilemap relatedLedge-dwelling Mole's Dirt Tilemap (data shared with Goal Point Sphere's Tilemap)
09E71$01:9C718 bytesSprite tilemap relatedGround-dwelling Monty Mole's Dirt (2 Air tiles, 2 Dirt Tiles, 2 Air tiles, 2 Dirt Tiles)
09E79$01:9C794 bytesSprite tilemap relatedSumo Bros' Lightning Tilemap
09E7D$01:9C7D2 bytesSprite tilemap relatedNinji Tilemap
09E7F$01:9C7F199 bytesSprite tilemap relatedTable containing a sprite's location in the Standard Sprite Tile Table.
x9ED3 - X position of the general sprite tilemap.
x9ED7 - Y position of the general sprite tilemap.
x9EDB - Properties of the general sprite tilemap.
09FB6$01:9DB61 byteSprite tilemap relatedPalette/Gfx page of standard sprites (shared)
0A01C$01:9E1C4 bytesSprite tilemap relatedSprite tilemap: Paratroopa Wings
0A020$01:9E204 bytesSprite tilemap relatedPalette/Gfx page/Priority/Flip of Paratroopa Wing tiles
0A024$01:9E244 bytesSprite tilemap relatedSize of Paratroopa Wing tiles
0A13C$01:9F3C1 byteSprite tilemap relatedPalette/Gfx page of standard sprites (shared)
0A15B$01:9F5B6 bytesCoordinatex-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 bytesSprite physicsX-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 bytesSubroutine (JSR)First 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 (0x0A1E0)
$019FA7 (0x0A1A7) change to EA EA EA EA EA to the P-Balloon last forever.
$019FB0 (0x0A1B0) is the time at which the deflatting animation starts. (default 30)
$019FC2 (0x0A1C2) 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 bytesASMChange to [EA EA EA EA EA] to give the P-Balloon an infinite timer
0A2A7$01:A0A71 byteTimerTime to disable Bob-omb's interaction with Mario after being kicked
0A2AC$01:A0AC1 byteTimerTime to show Mario's "kicking" pose when a Bob-omb is kicked
0A319$01:A1191 byteCoordinatecarried sprite Y-pos while picking up
0A3E1$01:A1E14 bytesASMChanging [1A 1A 29 0F] to [EA EA EA EA] will disable the throw block sprites flashing.
0A3F0$01:A1F01 byteSprite tilemap relatedTile used by stunned Bob-omb
0A3FA$01:A1FA1 byteSprite tilemap relatedKey tilemap
0A421$01:A2211 byteSprite tilemap relatedPOW (P-Switch) Tilemap
0A491$01:A2911 byteSound effectSound baby Yoshi makes when eating
0A4AD$01:A2AD2 bytesASMChange 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 byteSprite numberSprite that Baby Yoshi turns into
0A4C6$01:A2C61 byteSound effectYoshi's egg explodes sound
0A4FB$01:A2FB1 byteMisc.Number of enemies Baby Yoshi must eat to grow
0A81E$01:A61E7 bytesSound effectSound effects to use for consecutive bounces on enemies. Begins with [13] (1st bounce) and ends with [19] (7th bounce).
0A85B$01:A65B1 byteSound effectKoopa hit by shell sound
0A916$01:A7161 byteASMSet to 60 to stop Blue Koopas from kicking shells
0A929$01:A7291 byteSound effectKicking shell sound
0A98D$01:A78D1 byteASMSet to 80 to stop Blue Koopas from stopping shells
0A9D1$01:A7D11 byteSprite numberEnemy spawned from stomping horizontal green winged koopas
0A9D2$01:A7D21 byteSprite numberEnemy spawned from stomping bouncing green winged koopas
0A9D3$01:A7D31 byteSprite numberEnemy spawned from stomping vertical red winged koopas
0A9D4$01:A7D41 byteSprite numberEnemy spawned from stomping horizontal red winged koopas
0A9D5$01:A7D51 byteSprite numberEnemy spawned from stomping yellow winged koopas
0A9D9$01:A7D91 byteSprite numberEnemy spawned from stomping winged goombas
0A9DA$01:A7DA1 byteSprite numberSprite spawned from Para-Goomba
0A9DB$01:A7DB1 byteSprite numberSprite spawned from Para-Bomb
0A9DC$01:A7DC93 bytesSubroutine (JSL)Subroutine 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 byteMisc.Change from 0D to AD to prevent Mario from being able to jump on spikey enemies with the spin jump
0AB40$01:A9401 byteSound effectSound effect used when spinjumping an enemy or when Yoshi stomps on it.
0AB76$01:A9761 byteSprite numberSprite that Super Koopa (sprite 73) becomes when stomped
0AB87$01:A9871 byteSprite numberEnemy spawned from stomping Dino-Rhino
0ABD9$01:A9D91 byteTimerTimer for displaying smashed shelless Koopas
0AC0E$01:AA0E1 byteMisc.Change to 03 to prevent Bob-omb, Goomba, Mechakoopa's stun timers from being reset when kicked
0AC15$01:AA151 byteASMChange from 02 to FF to prevent Koopas from spawning shelless Koopas when jumped on. (Use with 98C6)
0AC29$01:AA291 byteTimerStun timer for Goombas, Buzzy Beetles, Mechakoopas, Bob-ombs
0AC2E$01:AA2E1 byteMisc.State of Koopa when stomped
0AC33$01:AA3315 bytesSubroutine (JSL)Boost player subroutine. Boosts the player up a bit or a lot depending on whether A/B are being pressed.
0AC38$01:AA381 byteSprite physicsHow high Mario bounces when he jumps on an enemy (normal jump & spin jump)
0AC3E$01:AA3E1 byteSprite physicsHow high Mario bounces when he jumps on an enemy with button A pressed (normal jump & spin jump)
0AC5C$01:AA5C1 byteASMChange from BEQ [F0] to BRA [80] and Mario will not be able to carry items by holding X or Y.
0ACA0$01:AAA01 byteMisc.State of Koopa shell when kicked
0AD08$01:AB081 byteMusicMusic played when a POW is pressed
0AD0D$01:AB0D1 byteTimerTime it takes for POW to disappear after jumping on it. Change to 00 to keep the POW after jumping on it.
0AD1B$01:AB1B1 byteTimerHow long blue and silver P-Switches last
0AD20$01:AB201 byteTimerPOW shaking screen timer.
0AD28$01:AB284 bytesMisc.Change to EA EA EA EA to prevent on screen sprites from turning into silver coins when the silver POW is active (USE WITH 12BA1)
0AD55$01:AB551 byteSound effectChange to [80] to give enemies (inc. goomba) the SMAS stomp sound.
0AD63$01:AB631 byteMisc.Value 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 0x12EE5 for other values)
0AD6F$01:AB6F42 bytesSprite SubroutineDisplay the white star effect (mostly used when spin-jumping on a spiked ennemy)
0AEF9$01:ACF955 bytesSubroutine (JSx FIXME)Random number generation subroutine

output:
16bit result at $148D.
0B0E1$01:AEE11 byteMisc.What face to use for Thwomp if Mario comes close (00 - Calm, 01 - Grumpy, 02 - Raging)
0B0EF$01:AEEF1 byteMisc.What face to use for Thwomp Crashing down (00 - Calm, 01 - Grumpy, 02 - Raging)
0B113$01:AF131 byteTimerThwomp shaking screen timer.
0B118$01:AF181 byteSound effectThwomp Sound Effect.
0B11D$01:AF1D1 byteTimerThwomp Stalling Timer.
0B139$01:AF391 byteSprite physicsThwomp 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 bytesSprite tilemap relatedThwomp Tilemap
0B14F$01:AF4F5 bytesSprite tilemap relatedYXPPCCCT - 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 byteSprite tilemap relatedAngry Thwomp Face
0B1EA$01:AFEA1 byteSprite physicsThwimp jumping height (between 80-FF)
0B1F3$01:AFF31 byteSprite physicsThwimp jumping Right speed.
0B1F7$01:AFF71 byteSprite physicsThwimp jumping Left Speed.
0B1FD$01:AFFD1 byteSound effectThwimp Sound Effect.
0B202$01:B0021 byteTimerThwimp stalling timer
0B2A1$01:B0A11 byteMisc.Value to add for flopping Cheep-Cheep animations
0B2C4$01:B0C41 byteSprite physicsHow far cheep-cheeps will move (the greater the value, the longer the distance.)
0B30F$01:B10F1 byteMisc.Change to 00 to switch the GFX pages used by the swimming and flopping Cheep-Cheeps
0B319$01:B1193 bytesSprite tilemap relatedReplace 9D F6 15 with EA EA EA to make the fish (Cheep Cheep) tilemap use a single GFX page
0B32A$01:B12A36 bytesSubroutine (JSx FIXME)This 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 bytesSprite SubroutineSprite based sparkle routine. Used by Magikoopa's magic and the goal sphere. The goal sphere calls $01:B152.

JSR routine.
0B412$01:B2124 bytesSprite physicsTable of X speeds for the floating spike ball (sprite A4). In order: Slow right, slow left, fast right, fast left.
0B42E$01:B22E5 bytesSprite Misc.The 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 bytesSprite tilemap relatedFor 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 byteSprite tilemap relatedChange 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 byteSprite tilemap relatedLeft Tile of Checkerboard Platform (sprites 55, 57, 5C and 63)
0B533$01:B3331 byteSprite tilemap relatedCenter Tile of Checkerboard Platform (sprites 55, 57, 5C and 63)
0B53E$01:B33E1 byteSprite tilemap relatedRight Tile of Checkerboard Platform (sprites 55, 57, 5C and 63)
0B545$01:B3451 byteSprite tilemap relatedTilemap: Left edge of line guided wooden platform (Sprite 62)
0B54A$01:B34A1 byteSprite tilemap relatedTilemap: Center of line guided wooden platform (Sprite 62)
0B555$01:B3551 byteSprite tilemap relatedTilemap: Right edge of line guided wooden platform (Sprite 62)
0B572$01:B3721 byteSprite tilemap relatedTilemap: Right edge of line guided wooden platform (Sprite 62)
0B583$01:B3839 bytesSprite tilemap relatedGrassy Orange Platform Tilemap (sprites 5D and 5E)
0B58C$01:B38C9 bytesSprite tilemap relatedFlying Rock Platform Tilemap (Sprites 56 and 58)
0B62F$01:B42F1 byteSprite tilemap relatedEdge of Flying Rock Platform (mirrored)
0B634$01:B4341 byteSprite tilemap relatedBottom edge of Rock Platform (mirrored)
0B63B$01:B43B1 byteSprite tilemap relatedEdge of Grassy Orange Platform (mirrored)
0B640$01:B4401 byteSprite tilemap relatedBottom edge of Grassy Orange Platform (mirrored)
0B64F$01:B44F231 bytesSprite SubroutineInvisible solid block subroutine. JSL to it in a sprite to make it solid.
xB6C0 - 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 x6D79 and x1B87C)
xB6F3 - SFX that comes up when Mario hits the Message Block/Flying ?-Block sprite
0B755$01:B5551 byteSprite physicsSpeed of the horizontal platform that goes on forever (sprite 5E).
0B85A$01:B65A4 bytesSprite tilemap relatedX displacement for each tile of the floating spike ball (sprite A4). In order: Top left, top right, bottom left, bottom right.
0B85E$01:B65E4 bytesSprite tilemap relatedY displacement for each tile of the floating spike ball (sprite A4). In order: Top left, top right, bottom left, bottom right.
0B862$01:B6624 bytesSprite tilemap relatedTile properties for each tile of the floating spike ball (sprite A4). In order: Top left, top right, bottom left, bottom right.
0B866$01:B66657 bytesSprite SubroutineThe GFX routine for the floating spike ball (sprite A4). $01B686/xB886 controls the first tile number used, and the second is always one 16x16 tile to the right of that.
0B89F$01:B69F2 bytesMisc.Length of Turn Block Bridge (sprites 59 and 5A)
0B8A1$01:B6A12 bytesSprite physicsX speed of Turn Block Bridge (sprites 59 and 5A)
0B8A3$01:B6A32 bytesMisc.Time of Turn Block Bridge (sprites 59 and 5A)
0B97E$01:B77E1 byteSprite tilemap relatedTile used by Turn Block Bridge (sprites 59 and 5A)
0B990$01:B79014 bytesSprite tilemap relatedChange 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 bytesSprite SubroutineFinish OAM write caller subroutine (JSRs to the main one and ends in RTL).
0BB3C$01:B93C2 bytesSprite physicsClimbing Net Koopa X speed (Right, Left)
0BCB7$01:BAB721 bytesSprite tilemap relatedGate Sprite Tilemap
0BDD3$01:BBD31 byteSprite tilemap relatedGate Sprite palette
0BE67$01:BC678 bytesMisc.Change 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 byteSprite numberWhat Magikoopa's magic transforms turn block into (1up)
0BE83$01:BC831 byteSprite numberWhat Magikoopa's magic transforms turn block into (Coin)
0BE89$01:BC891 byteSprite numberWhat Magikoopa's magic transforms turn block into (Thwimp)
0BE8F$01:BC8F1 byteSprite numberWhat Magikoopa's magic transforms turn block into (Yellow Koopa)
0BF83$01:BD831 byteSprite tilemap relatedMagikoopa's Magic Tilemap (Circle)
0BF88$01:BD881 byteSprite tilemap relatedMagikoopa's Magic Tilemap (Square)
0BF8D$01:BD8D1 byteSprite tilemap relatedMagikoopa's Magic Tilemap (Triangle)
0C105$01:BF051 byteSprite tilemap relatedTile used by Magikoopa's Wand
0C129$01:BF291 byteSound effectSFX played by Magikoopa
0C133$01:BF331 byteSprite numberThe sprite that Magikoopa throws
0C2BD$01:C0BD1 byteMisc.[95] Change to A5 to stop the goal point bar from moving.
0C2F0$01:C0F01 byteMusicGoal tape end level music
0C30A$01:C10A1 byteSound effectGoal tape breaking sound effect.
0C31B$01:C11B1 byteTimerHow long the bonus star number stays on screen
0C358$01:C1581 byteSprite tilemap relatedGoal Bar Tilemap
0C364$01:C1641 byteSprite tilemap relatedPalette/priority/flip of Goal tape tiles
0C37A$01:C17A4 bytesMisc.Change 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 byteSprite tilemap relatedTile for Growing Vine's Piranha head(1)
0C3A2$01:C1A21 byteSprite tilemap relatedTile for Growing Vine's Piranha head(2)
0C3AE$01:C1AE1 byteMisc.Y speed of Growing Vine's growth
0C3E6$01:C1E61 byteMisc.Tiles created from growing vine sprite
0C513$01:C3134 bytesSprite numberSprites used by the changing item (Mushroom, Flower, Feather, Star)
0C53D$01:C33D1 byteSprite numberSprite that the Changing Item is made from
0C545$01:C3454 bytesSprite tilemap relatedEaten berry palettes (unused, red, pink, green)
0C54C$01:C34C1 byteMisc.Change to 00 and the Fire Flower won't flip back and forth
0C55F$01:C35F1 byteSprite tilemap relatedEaten berry tile
0C62C$01:C42C3 bytesASMSet to EA EA EA to disable moving coin and star movement
0C710$01:C5104 bytesMisc.item to put into item box when mushroom is touched. indexed by mario's status ($19)
0C714$01:C5144 bytesMisc.item to put into item box when flower is touched. indexed by mario's status ($19)
0C718$01:C5184 bytesMisc.item to put into item box when star is touched. indexed by mario's status ($19)
0C71C$01:C51C4 bytesMisc.item to put into item box when cape is touched. indexed by mario's status ($19)
0C720$01:C5204 bytesMisc.item to put into item box when 1up is touched. indexed by mario's status ($19)
0C724$01:C5244 bytesMisc.action 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 bytesMisc.action to take when mario touches a flower. indexed by mario's status ($19)
0C72C$01:C52C4 bytesMisc.action to take when mario touches a star. indexed by mario's status ($19)
0C730$01:C5304 bytesMisc.action to take when mario touches a cape. indexed by mario's status ($19)
0C734$01:C5344 bytesMisc.action to take when mario touches a 1up. indexed by mario's status ($19)
0C738$01:C53828 bytesASMHandles what happens when the player touches a powerup. This routine will manage the item box as well. 0x0C749 ($01:C549) [0B] is the sound effect to play when touching a powerup.

Set 0x0C745 ($01:C545) to EA EA EA to disable the item box.
0C754$01:C55412 bytesPointerpowerup routines (indexed by values from 0C724 - 0C737)
0C766$01:C5661 byteTimerLength of Mario's growing animation. Setting it higher than 2F may cause it to use different Mario tiles.
0C768$01:C5681 byteMario tilemapChanging this to 99 will make Mario face the camera if he grows from a mushroom.
0C770$01:C5701 byteMisc.How 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 byteSound effectMario picking up a Mushroom or Flower Sound Effect.
0C780$01:C58018 bytesSubroutine (JSx FIXME)Star Subroutine. JSL to it to give Mario star power. xC781 controls how long stars last, xC786 controls the music that is played during star power.
0C799$01:C5991 byteMisc.What powerup feathers give you
0C79D$01:C59D1 byteSound effectSound Effect will make if you grabbed the feather. Change to 0C to make the sound effect like in SMB3.
0C7F8$01:C5F81 byteMisc.What powerup flowers give you
0C809$01:C6095 bytesSprite tilemap relatedTilemap: Power-ups (Mushroom, Flower, Star, Feather, 1Up)
0C812$01:C6121 byteSprite tilemap relatedTile used by the P-Balloon
0C813$01:C6131 byteSprite tilemap relatedTile used by Flying Red Coin
0C814$01:C6141 byteSprite tilemap relatedTile used by Flying Yellow 1Up Mushroom
0C815$01:C6151 byteSprite tilemap relatedTile used by Flying Key?
0C816$01:C6164 bytesPaletteThe palettes the star sprite flashes through. 00 is palette 8, 02 is palette 9, 04 palette A, etc. YXPPCCCT format.
0C841$01:C64196 bytesSprite SubroutineThe 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 byteSprite tilemap relatedTilemap: Swinging Platform's Chain 1 (Sprite 5F)
0C9EF$01:C7EF1 bytePalettePalette of chain link connected to platform
0CA71$01:C8711 byteSprite tilemap relatedTilemap: Swinging Platform's Chain 2 (Sprite 5F)
0CAC7$01:C8C71 byteSprite tilemap relatedTilemap: Swinging Platform's Chain 3 (Sprite 5F)
0CACC$01:C8CC1 bytePalettePalette of other chain links
0CAD3$01:C8D31 byteSprite tilemap relatedTilemap: Swinging Platform's Chain 4 (Sprite 5F)
0CAFB$01:C8FB1 bytePalettePalette of wooden platform
0CBBB$01:C9BB4 bytesSprite tilemap relatedTilemap: Brown Swinging Platform (Sprite 5F)
0CCCB$01:CACB85 bytesASMSprite rotation preparation routine. First JSR to this, then to $01CB20 and finally to $01CB53.
0CD20$01:CB2051 bytesASMRoutine 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 bytesASMThe 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 bytesASMMode 7 rotation preparation routine. First JSR to this, then to $01CB20 and finally to $01CB53.
0CF1E$01:CD1E12 bytesEmptyUnused ROM, but at xCF23 you can change this to "9E C8 14 CE C6 13 60", and when combined with the hex edit at $018778 (x8978), it will prevent the player from walking after touching a goal sphere in a horizontal level.
0CF4F$01:CD4F1 byteCoordinateY lo starting position of Morton/Ludwig/Roy at the boss battle.
0CF7E$01:CD7E1 byteCoordinateX low position of Ludwig at the start of the boss battle.
0CF82$01:CD821 byteCoordinateX high position of Ludwig at the start of the boss battle.
0D03E$01:CE3E2 bytesASMChange [64 7B] to [EA EA] in order to prevent Mario from slowing down when Ludwig appears.
0D0AE$01:CEAE2 bytesSprite physicsLudwig's shell speed
0D0B4$01:CEB42 bytesSprite physicsLudwig's horizontal jump distance
0D0CE$01:CECE1 byteTimerCounts how long to delay before Ludwig jumps out of his shell.
0D0D8$01:CED81 byteSprite physicsVertical height of Ludwig's jump (lower is shorter).
0D157$01:CF571 byteMisc.Ludwig jump right type modifier
0D158$01:CF581 byteMisc.Ludwig jump left type modifier
0D1CD$01:CFCD1 byteMisc.Ludwig, Morton, and Roy's HP
0D1D1$01:CFD11 byteSound effectMorton/Ludwig/Roy spiralling out sound effect.
0D24F$01:D04F1 byteMusicMusic played after Morton/Ludwig/Roy is defeated
0D25A$01:D05A1 byteSound effectWhat sound is played by Ludwig's fireball.
0D26F$01:D06F1 byteSprite numberSprite spawned by Ludwig von Koopa
0D280$01:D0801 byteMisc.Height of fireball spawned by Ludwig.
0D2B8$01:D0B81 byteMisc.How long fireballs stay in Ludwig's mouth for.
0D2BE$01:D0BE1 byteSprite physicsX Speed of Ludwig's Fireball (Right)
0D2BF$01:D0BF1 byteSprite physicsLeft speed of ludwig's fireballs (reversed)
0D322$01:D1221 byteSprite physicsMorton and Roy's speed for first hit, left.
0D324$01:D1241 byteSprite physicsMorton and Roy's speed for first hit, right.
0D326$01:D1261 byteSprite physicsMorton and Roy's speed for second hit, left.
0D328$01:D1281 byteSprite physicsMorton and Roy's speed for second hit, right.
0D32A$01:D12A1 byteSprite physicsMorton and Roy's speed for third hit, left.
0D32C$01:D12C1 byteSprite physicsMorton and Roy's speed for third hit, right.
0D32F$01:D12F1 byteSprite physicsMorton and Roy's vertical speed for first hit, up.
0D331$01:D1311 byteSprite physicsMorton and Roy's vertical speed for first hit, down.
0D333$01:D1331 byteSprite physicsMorton and Roy's vertical speed for second hit, up.
0D335$01:D1351 byteSprite physicsMorton and Roy's vertical speed for second hit, down.
0D337$01:D1371 byteSprite physicsMorton and Roy's vertical speed for third hit, up.
0D339$01:D1391 byteSprite physicsMorton and Roy's vertical speed for third hit, down.
0D439$01:D2392 bytesSprite physicsHow 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 byteSprite physicsFalling speed of Morton and Roy
0D48C$01:D28C1 byteTimerHow much the ground shakes after Morton/Roy hit the floor.
0D495$01:D2951 byteTimerHow long Mario is stunned for after Morton/Roy hits ground.
0D49A$01:D29A1 byteSound effectMorton/Roy landing sound effect.
0D49F$01:D29F1 byteTimerHow long Morton/Roy stays put after landing on floor.
0D4D0$01:D2D01 byteMisc.Timer 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 byteMisc.Y speed of Mario when he bounces off Morton/Roy (normal state) and Ludwig (always).
0D4FE$01:D2FE1 byteSound effectWhich 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 xD5AC).
By default #$02.
0D51F$01:D31F1 byteSound effectSFX Played when Mario hits Morton/Roy while on the ceiling, while falling, and after they have just landed.
0D530$01:D3301 byteMario physicsMario's Y-Speed after jumping on Morton/Roy when they have just landed. Closer to 80 - highest.
0D535$01:D3351 byteSound effectSound effect played when Mario hits Morton/Roy when going up the wall.
0D543$01:D3431 byteMisc.X speed of Mario when he bounces off Morton/Roy when they're crawling on the left side of the screen.
0D549$01:D3491 byteMisc.X speed of Mario when he bounces off Morton/Roy when they're crawling on the right half of the screen.
0D54D$01:D34D1 byteMisc.Y speed of Mario when he bounces off Morton/Roy in their unusual state (as in, crawling on walls, falling from ceiling).
0D57A$01:D37A1 byteMisc.Horizontal 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 byteMisc.Vertical 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 byteTimerHow long Morton/Roy/Ludwig recovers after Mario has hit him.
0D5AC$01:D3AC1 byteSound effectWhich sound to generate when stomping Morton/Roy/Ludwig when they're vulnerable (a second sound effect is generated too, see xD4FE).
By default #$28.
0D5F8$01:D3F83 bytesMisc.Change to EA EA EA to make Morton, Roy and Ludwig immune to fireballs
0D5FF$01:D3FF1 byteMisc.How 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 bytesSprite tilemap relatedSprite tilemap: Ludwig Fireball
0D8D2$01:D6D26 bytesSprite Misc.The 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).
xD8D5 - change to 00 to make sprite 63 use the small wooden platform no matter which x-position. (to use with xD8D7)
xD8D7 - change to 00 to make sprite 63 use the small wooden platform no matter which x-position. (to use with xD8D5)
0D8ED$01:D6ED3 bytesASMChange 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 bytesSprite Misc.Change 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.
xD8FA - 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 D901)
xD901 - 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 D8FA)
0D97D$01:D77D1 byteASMChange 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 byteASMChange 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 bytesSprite tilemap relatedX displacement for the Grinder tiles (the one that doesn't follow line guides).
0DD9A$01:DB9A4 bytesSprite tilemap related[00 00 10 10] Y offset for the Grinder tiles (the one that doesn't follow line guides).
0DD9E$01:DB9E4 bytesSprite tilemap related[03 43 83 C3] OAM properties for the Grinder tiles (the one that doesn't follow line guides).
0DDBF$01:DBBF1 byteSprite tilemap relatedTile 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 byteSprite tilemap relatedLine-guided Fuzzball tilemap (Sprite 68)
0DE28$01:DC281 byteSprite tilemap relatedLine-guided Grinder Tilemap
0DE47$01:DC474 bytesSprite tilemap relatedLine-guided Rope's Motor Tilemap
0DE4C$01:DC4C8 bytesSprite tilemap relatedLine-guided Rope's rope tilemap
0DEAC$01:DCAC1 byteSprite tilemap relatedLine-Guided Rope Palette
0DFBD$01:DDBD1 byteSprite numberSprite that the Bonus game is made from
0E0E3$01:DEE336 bytesSprite tilemap relatedSprite tilemap: Bonus Roulette
0E107$01:DF079 bytesSprite tilemap relatedPalette 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 bytesSprite tilemap relatedChange to EA EA EA EA to prevent Podoboo from having lava trail.
0E390$01:E1904 bytesSprite tilemap relatedSprite tilemap: Bowser Flame
0E3D1$01:E1D11 byteSprite numberSprite that can unlock keyholes in its stunned status (Default is 80: Key)
0E3F9$01:E1F91 byteASM[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 byteASM[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 byteASM[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 byteTimerKeyhole shrinking timer.
0E416$01:E2161 byteMusicKeyhole music
0E451$01:E2511 byteSprite tilemap relatedTop tile of keyhole
0E456$01:E2561 byteSprite tilemap relatedBottom tile of keyhole
0E45B$01:E25B1 byteSprite tilemap relatedKeyhole palette/GFX page
0E492$01:E2921 byteCoordinateY low position of 1UP from bonus game, to start out with.
0E497$01:E2971 byteCoordinateY high position of 1UP sprite from bonus game, to start out with.
0E49C$01:E29C1 byteCoordinateX low position of 1UP sprite from bonus game, to start out with.
0E4A1$01:E2A11 byteCoordinateX high position of 1UP sprite from bonus game, to start out with.
0E4A6$01:E2A61 byteSprite physicsInitial X speed of 1UP sprite from the bonus game.
0E4AB$01:E2AB1 byteSprite physicsInitial Y speed of 1UP sprite from the bonus game.
0E4B0$01:E2B024 bytesEmptyUnused data.
0E4FB$01:E2FB1 byteTimer[68] How long time Monty Mole waits in the ground until jumping out (for the YI submap)
0E4FD$01:E2FD1 byteMisc.[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 byteTimer[20] How long time Monty Mole waits in the ground until jumping out (for other areas than YI)
0E53C$01:E33C1 byteMisc.Tile spawned by ledge-dwelling Monty Mole
0E56A$01:E36A1 byteSprite tilemap relatedAttributes of Ledge-Dwelling Monty Mole
0E654$01:E4541 byteSprite tilemap relatedDry Bones and Bony Beetle crumble animation, frame 1
0E65E$01:E45E1 byteSprite tilemap relatedDry Bones and Bony Beetle crumble animation, frame 2
0E722$01:E52211 bytesASMCode 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 byteSound effectDry Bones Crumble Sound Effect.
0E7FF$01:E5FF1 byteTimerTime it takes for Dry-Bones to come back to life.
0E891$01:E6911 byteSprite physics[10] Change to 80 to disable spin jumping from springboards
0E89F$01:E69F1 byteMario tilemapMario's pose after jumping high from the portable Springboard. (0A looks the best, 0B by default.)
0E8A3$01:E6A31 byteSprite physicsHow high Mario jumps when jumping from the P. Springboard. (80 highest, 00-FF lowest.
0E8AA$01:E6AA1 byteSound effectSound effect made by the portable springboard.
0E923$01:E7231 byteSprite tilemap relatedTile used by flattened POW Switch
0E929$01:E7291 byteSprite tilemap relatedTile used by flattened Shelless Koopa
0E933$01:E7331 byteSprite tilemap relatedTile to use for stomped goomba
0EB76$01:E9761 byteSprite tilemap relatedTile used by the face on Lakitu's Cloud
0EB7B$01:E97B1 byteSprite tilemap relatedYXPPCCCT - Lakitu Cloud Properties (Priority/Palette/Flip/GFX Page)
0EB85$01:E9854 bytesSprite tilemap relatedCloud Tilemap
0EBDC$01:E9DC1 byteSprite physicsChange to 74 to disable Lakitu vertical movement
0EC19$01:EA198 bytesSprite SubroutineWrapper for the subroutine at $01EA21 (changes the data bank and JSRs to it).
0EC21$01:EA2179 bytesSprite SubroutineA 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 (0x0EC32) is the sprite Lakitu throws.
$01EA36 (0x0EC36) is the sprite Lakitu throws when a silver P-switch is active.
$01EA69 (0x0EC69) is the palette of the sprite Lakitu throws when a silver P-Switch is active.
0ECA8$01:EAA81 byteMisc.Yoshi's standing animation
0ECE7$01:EAE71 byteMisc.Yoshi falling animation frame
0ECED$01:EAED1 byteMisc.Yoshi jumping animation frame
0ECF6$01:EAF61 byteMisc.Yoshi turning animation frame
0ED01$01:EB011 byteMisc.Yoshi eating animation frame
0ED09$01:EB091 byteMisc.Yoshi eating animation (while holding up)
0ED16$01:EB164 bytesASMChange this to [EA EA A5 73] to fix an issue with Yoshi if you disable ducking.
0ED1D$01:EB1D1 byteMisc.Yoshi crouching animation frame
0ED2D$01:EB2D1 byteMisc.Yoshi waiting animation frame
0ED79$01:EB791 byteMisc.Change to 00 to make Mario walk even when riding Yoshi
0EDBE$01:EBBE2 bytesSprite physicsSpeed 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 bytesMisc.Growing animation sequence
0EE04$01:EC0472 bytesSprite SubroutineThe routine that makes Yoshi hatch.
$01EC2F (0EE2F) - 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 (0EE36) - Change from "D0" (BNE) to "80" (BRA) to disable the Yoshi rescue message.
$01EC3C (0EE3C) is Yoshi's thank you message
0EEFE$01:ECFE1 byteMisc.Yoshi's hopping height in idle state
0EF60$01:ED601 byteSound effectMario jumping on Yoshi sound
0EF6D$01:ED6D3 bytesASMChange to [80 01 EA] to fix the glitch where you can hop off Yoshi to increase consecutive enemies stomped.
0EF9C$01:ED9C1 byteMisc.[10] Change to [80] to disable jumping of Yoshi.
0EF9E$01:ED9E45 bytesSubroutine (JSR)The routine that makes player leave Yoshi (by pressing A while on him).

It ends with a RTS.
0EFE4$01:EDE410 bytesCoordinateY-position of Mario on Yoshi (1 byte for each frame; 10 bytes)
0EFEE$01:EDEE3 bytesMisc.Riding Yoshi walking animation frames
0EFF1$01:EDF12 bytesCoordinateBase X-position of Yoshi (1st byte facing right; 2nd facing left)
0EFF8$01:EDF81 byteMisc.Yoshi animation speed while running
0EFF9$01:EDF913 bytesSprite tilemap relatedYoshi's head tiles (points to table at 9E47-9E57)
0F006$01:EE0613 bytesSprite tilemap relatedYoshi's body tiles (points to table at 9E47-9E57)
0F013$01:EE1313 bytesCoordinateX-position of Yoshi's head (facing right)
0F020$01:EE2013 bytesCoordinateX-position of Yoshi's head (facing left)
0F047$01:EE4713 bytesCoordinateBase Y-position of Yoshi
0F054$01:EE5413 bytesCoordinateY-position of Yoshi's head
0F28B$01:F08B1 byteSprite tilemap relatedTile used in Yoshi's throat as he swallows
0F297$01:F0971 byteSprite tilemap relatedSprite tilemap properties of Yoshi's swallowing tile (YXPPCCCT) [01]. Change to [00] to make that tile use SP1 or SP2.
0F2D4$01:F0D41 byteSound effectYoshi swallowing sound
0F2EF$01:F0EF1 byteMisc.How many berries Yoshi needs to eat before he lays an egg containing a mushroom. (Default: 0A)
0F2F6$01:F0F61 byteSprite numberWhich sprite is generated when 10 red berries are eaten (by default : 74 - mushroom)
0F307$01:F1071 byteTimerHow 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 byteMisc.How many pink berries should be eaten before a coin game cloud appears. (By default: 02)
0F324$01:F1241 byteSprite numberWhich sprite is generated when two pink berries are eaten (By default: 6A)
0F337$01:F13716 bytesMisc.Which 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 bytesMisc.What 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 byteSprite Misc.Change from F0 to 80 to make Yoshi never swallow sprites held in his mouth (shells, keys, P-switches, etc).
0F46A$01:F26A9 bytesASMCode that makes Yoshi spit out flames when he has the red shell in his mouth
xF470 - Which shell colour can give Yoshi fire breath.
0F473$01:F2739 bytesASMCode that makes Red Yoshi spit out flames no matter what shell colour is in his mouth
xF479 - Which coloured Yoshi always gets fire breath
0F490$01:F2901 byteSound effectYoshi spit fire SFX
0F499$01:F2991 byteSprite numberThe three objects Yoshi spits out after eating a red shell
0F50A$01:F30A1 byteMisc.Change to 00 to keep Yoshi from sticking out his tongue
0F50F$01:F30F1 byteSound effectYoshi tongue sound. Uses $1DFC for sound effect.
0F519$01:F3191 byteSprite physicsSpeed at which Yoshi's tongue comes out.
0F51E$01:F31E1 byteMisc.Length of Yoshi's tongue (about 2.5 blocks)
0F529$01:F3291 byteTimerAmount of time Yoshi's tongue stays at its maximum length
0F53C$01:F33C1 byteSprite physicsSpeed at which Yoshi's tongue retreats after being at maximum point.
0F560$01:F3603 bytesASMThe routine triggered when Yoshi eats a sprite. Starts by loading the sprite number and comparing it to a Koopa.
0F648$01:F4481 byteMisc.X-shift of Yoshi's tongue segments
0F665$01:F4651 byteMisc.How many tiles comprise Yoshi's tongue (doesn't change collision)
0F669$01:F4691 byteSprite Misc.OAM 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 byteSprite tilemap relatedTile used by the middle of Yoshi's Tongue
0F68C$01:F48C1 byteSprite tilemap relatedTile used by the end of Yoshi's Tongue
0F694$01:F4941 byteSprite tilemap relatedPalette/Flip/Gfx page of Yoshi's Tongue
0F698$01:F4981 byteSprite tilemap relatedValue to add to Pal/flip/etc. of Yoshi's tongue when facing right
0F6E8$01:F4E81 byteCoordinateY position of sprite grabbed by Yoshi's tongue
0F7A2$01:F5A21 byteSound effectSFX played when Yoshi tries to eat an inedible sprite with his tongue
0F7CD$01:F5CD1 byteSprite numberSprite that Pokey is made from when swallowed
0F805$01:F6051 byteTimerAmount of time Yoshi's tongue stays out before he swallows an enemy
0F91E$01:F71E1 byteSound effectSound Effect when mario get's hit while riding yoshi.
0F920$01:F7202 bytesSound effectWhat Bank xF91E loads it's SFX from. (Default is $1DFC)
0F92A$01:F72A1 byteMario physicsY Speed Mario has when he gets hit while riding yoshi.
0F944$01:F7441 byteTimerHow long invincibility lasts after yoshi runs away. 80 - longest, 00/FF - Shortest.
0F957$01:F7571 byteSound effectYoshi egg coming out of block sound
0F95D$01:F75D3 bytesSprite tilemap relatedWhich 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 bytesSprite tilemap relatedYoshi's Egg Tilemap (2 frames breaking, 1 frame unbroken)
0F982$01:F7821 byteSprite numberSprite that hatches out of colored yoshi egg when Mario does not already have a yoshi.
0F989$01:F7891 byteSprite numberSprite that hatches from sprite 2C (red/blue/yellow Yoshi egg) when Mario already has a Yoshi. (Default: 78 (1up))
0F994$01:F7941 byteSprite tilemap relatedYoshi's Egg Tilemap
0FA8C$01:F88C2 bytesSprite physicsHorizontal speed of Eeries
0FA8E$01:F88E2 bytesMisc.Vertical speed of Eerie (sprite 39)
0FB10$01:F9101 byteMisc.Change from D0 to 80 to disable Boo from stopping when Mario looks at it.
0FB29$01:F9291 byteTimerTime taken for Boo to turn around.
0FC2F$01:FA2F3 bytesPaletteChange 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 bytesSprite tilemap relatedBoo Block Tilemap
0FC3A$01:FA3A3 bytesPaletteBoo Block Palettes
0FC4E$01:FA4E4 bytesSprite tilemap relatedIggy/Larry ball tilemap
0FD2E$01:FB2E1 byteMusicMusic played after Iggy/Larry is defeated
0FD61$01:FB611 byteSound effectSFX that plays when you hit Iggy/Larry into the lava.
0FD95$01:FB951 byteTimerFD95 - How long it takes for Iggy/Larry to turn around.
0FDC2$01:FBC21 byteMisc.Iggy/Larry's speed for walking towards center
0FDC6$01:FBC61 byteMisc.Iggy/Larry's speed for walking towards center
0FDD2$01:FBD21 byteMisc.Iggy/Larry's speed for walking towards center
0FDD6$01:FBD61 byteMisc.Iggy/Larry's speed for walking towards center
0FE70$01:FC701 byteASMThe left bound of Iggy/Larry's movement. If Iggy/Larry crosses this left bound, he falls in the lava.
0FE74$01:FC741 byteASMThe right bound of Iggy/Larry's movement. If Iggy/Larry crosses this right bound, he falls in the lava.
0FEC6$01:FCC61 byteASMHow 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 byteMisc.Iggy/Larry's speed when stomped
0FF46$01:FD461 byteTimerAmount of time until Iggy/Larry stops gliding after being hit by a fireball.
0FFBD$01:FDBD1 byteSprite numberSprite that Iggy/Larry throws
10083$01:FE8351 bytesSprite tilemap relatedSprite tilemap: Larry/Iggy
100BA$01:FEBA1 byteSprite tilemap relatedIggy Koopa's Palette/GFX page/Priority/Flip
100BB$01:FEBB1 byteSprite tilemap relatedLarry Koopa's Palette/GFX page/Priority/Flip
10153$01:FF534 bytesSprite tilemap relatedSprite tilemap: Larry/Iggy shell
101BF$01:FFBF65 bytesEmptyUnused data.
10208$02:8008106 bytesSubroutine (JSx FIXME)"Drop Item From Box" Subroutine. JSL to it to make the current item fall from the box.
Change $028008 (10208) from DA to 6B to disable the item box drop routine.
$028013 (10213) is Item dropping from itembox sound effect, written to $7E1DFC. Default value is [0C].
$028042 (10242) is Sprite State to drop items from the item box as.
$028052 (10252) is the fixed X position of dropped item from item box.
$028060 (10260) is the fixed Y position of dropped item from item box.
10272$02:807210 bytesMisc.Bob-omb explosion x spacing
1027C$02:807C10 bytesMisc.Bob-omb explosion y spacing
10286$02:8086242 bytesSprite SubroutineExplode 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 (1028E) is Bob-omb explosion area
$028114 (10314) is Bob-omb's explosion GFX tile
If you change $02811E (1031E) from 38 to 18 (i.e. change SEC to CLC), the Bob-omb explosion will use the first graphics page.
10426$02:822657 bytesSprite tilemap relatedLudwig BG Tiles
1045F$02:825F30 bytesSprite tilemap relatedMorton/Roy BG Tiles
105FB$02:83FB5 bytesSprite physicsChange 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 bytesSubroutine (JSx FIXME)Water Splash Subroutine
10728$02:8528103 bytesASMLava Splash Subroutine
$028540 (10740) is Objects to use for lava splash
1078F$02:858F80 bytesSubroutine (JSx FIXME)Star Sparkle GFX Subroutine (Doesn't make Mario invincible, but shows sparkles.) $0285BA (107BA) is where the Sprite/Block Star Sparkle GFX Subroutine starts (which is also used for Mario).
1082F$02:862F52 bytesSprite SubroutineThrow block creation subroutine.
$02864E (1084E) - Sprite number: Sprite that the Throw Block is made from.
$028656 (10856) - Throw Block timer. Change it to 00 so it stays forever.
10863$02:866392 bytesSubroutine (JSL)Exploding block Subroutine
input:
A: If 0 it appear as a exploding brown block, else it appear as a flashing block
10880$02:86801 byteSound effectBreaking Turn Blocks Sound Effect.
10886$02:86863 bytesMisc.Change to EA EA EA to disable the Turn Block shattering animation (turn blocks disappear when spin jumped). Also affects sprite 4C.
108BF$02:86BF46 bytesSubroutine (JSx FIXME)Yellow Yoshi earthquake subroutine.
1093A$02:873A4 bytesSprite physicsBounce sprite Y speed table, based on direction (or the value in $06 during the routine at $028752).
1093E$02:873E4 bytesSprite physicsBounce sprite X speed table, based on direction (or the value in $06 during the routine at $028752).
10952$02:8752299 bytesSubroutine (JSx FIXME)A 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 byteMisc.[05] Number of points awarded for breaking a turn block, divided by 10.
10A7D$02:887D36 bytesSubroutine (JSx FIXME)Seems 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 byteSprite numberSprite that comes out of egg in block 126 (Yoshi)
10AA2$02:88A21 byteSprite numberSprite that comes out of egg in block 126 if Yoshi is already present (1up)
10AA4$02:88A41 byteSprite numberSprite 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 byteSprite numberSprite that comes out of blocks 117 and 11F when big (Flower)
10AA6$02:88A61 byteSprite numberSprite 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 byteSprite numberSprite that comes out of blocks 118 and 120 when big, and 16A regardless of status (Feather)
10AA8$02:88A81 byteSprite numberSprite that comes out of block 11A (1up)
10AA8$02:88A81 byteSprite numberSprite that comes out of block 11A, and block 12D if at least 30 coins have been collected. (1up)
10AAB$02:88AB1 byteSprite numberSprite that comes out of block 11A(?) (Vine)
10AAD$02:88AD1 byteSprite numberSprite that comes out of block 11D (POW)
10AAE$02:88AE1 byteSprite numberSprite that comes out of block 125 (Balloon - if changed, it will produce the same sprite regardless of X position)
10AAF$02:88AF1 byteSprite numberSprite that comes out of block 126 (Yoshi egg)
10AB0$02:88B01 byteSprite numberSprite that comes out of blocks 127 and 128 (Green shell)
10AB1$02:88B11 byteSprite numberSprite that comes out of block 12C (Changing Item)
10AB2$02:88B21 byteSprite numberSprite that comes out of block 114 (Directional coins)
10AB5$02:88B51 byteSprite numberSprite 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 byteSprite numberSprite that comes out of block 117 when big (Flower), when Yoshi is present.
10AB7$02:88B71 byteSprite numberSprite that comes out of block 119 (Star), when Yoshi is present.
10AB8$02:88B81 byteSprite numberSprite that comes out of block 118 when big (Feather), when Yoshi is present.
10AB9$02:88B91 byteSprite numberSprite that comes out of block 11A (1up), when Yoshi is present.
10AB9$02:88B91 byteSprite numberSprite 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 byteSprite numberSprite that comes out of block 11A(?) (Vine), when Yoshi is present.
10ABE$02:88BE1 byteSprite numberSprite that comes out of block 11D (POW), when Yoshi is present.
10ABF$02:88BF1 byteSprite numberSprite 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 byteSprite numberSprite that comes out of block 126 (Yoshi egg), if Yoshi is present.
10AC1$02:88C11 byteSprite numberSprite that comes out of blocks 127 and 128 if Yoshi is present (Green shell)
10AC2$02:88C21 byteSprite numberSprite that comes out of block 12C (Changing Item), if Yoshi is present.
10AC3$02:88C31 byteSprite numberSprite that comes out of block 114 (Directional coins), if Yoshi is present.
10AC6$02:88C611 bytesMisc.Sprite in block status ($7E14C8 - $7E14D3) table.
10B05$02:890598 bytesSubroutine (JSx FIXME)The subroutine that generates a sprite from a block (tile 120 or 125, for example).
$02895F (10B5F) - 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 byteMusicDirectional coins music.
10C03$02:8A034 bytesASMIf 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 bytesASM[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 bytesSprite tilemap relatedColours of P-Switches (Blue, Silver) when spawned by tile 11D
10C44$02:8A4434 bytesSubroutine (JSx FIXME)Subroutine 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 bytesSubroutine (JSx FIXME)Subroutine 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 bytesSubroutine (JSx FIXME)1up handler routine. 0x10CCE ($02:8ACE) is the sound effect.

0x10CC9 ($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.)
10D78$02:8B7812 bytesSprite Misc.OAM indexes for minor extended sprites.
10D84$02:8B848 bytesSprite tilemap relatedSprite mappings for Broken Bricks, Broken Turn blocks, and Broken Throw Blocks
10D8C$02:8B8C8 bytesSprite tilemap relatedBroken Brick tile properties, YXPPCCCT format.
10D98$02:8B9824 bytesPointerMinor extended sprite pointer table, 2 bytes per sprite.
10DB4$02:8BB41 byteMisc.Set to B9 to enable unused "Getting on Yoshi" dust animation
10E6A$02:8C6A4 bytesSprite tilemap relatedTable of 4x4 tiles used for the unused "getting on Yoshi" smoke minor extended sprite.
10EAA$02:8CAA1 byteSprite tilemap relatedProperties of the unused "getting on Yoshi" smoke minor extended sprite.
10EB8$02:8CB812 bytesSprite tilemap relatedReflecting Stream of Boo Buddies tilemap (Boos that follow the leader)
10EC4$02:8CC4126 bytesSprite Misc.The 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 bytesSprite tilemap relatedWater Splash Tilemap
10FD7$02:8DD74 bytesSprite tilemap relatedTiles used by Rip Van Fish's Z's
11044$02:8E441 byteSprite tilemap relatedProperties of Rip Van Fish's Z's. Set to 02 to make it use the first graphics page.
110B2$02:8EB21 byteSprite tilemap relatedTile of broken Yoshi egg piece
110BC$02:8EBC1 byteSprite tilemap relatedPalette/GFX page of broken Yoshi egg piece
110CC$02:8ECC6 bytesSprite tilemap relatedStar Mario's Sparkle Tiles
1110B$02:8F0B1 byteMisc.Change to 00 to give Invincible Mario coin sparkles
1111A$02:8F1A1 byteSprite tilemap relatedPalette of star sparkles
1112B$02:8F2B4 bytesSprite tilemap relatedLava splash tiles (1)
11176$02:8F761 byteSprite tilemap relatedLava splash palette/GFX page (1)
112C0$02:90C03 bytesASMDecrements 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 byteSound effectSound Effect from bouncing on a Note Block
113B9$02:91B91 byteMisc.Tile spawned behind bouncing block sprite
113ED$02:91ED4 bytesSprite Misc.OAM indexes for block bounce sprites (in the $0200 block).
113F1$02:91F17 bytesSprite tilemap relatedBlock 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 bytesASMChange to [20 E2 FF] 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. (USE WITH 181E2)
11556$02:935660 bytesSubroutine (JSx FIXME)Code 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 byteMisc.If 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 byteMisc.Score 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 bytesSubroutine (JSx FIXME)Cape Mario smashes ground subroutine.
118B8$02:96B84 bytesSprite Misc.OAM indexes for the smoke images (in the $0200 block).
118CB$02:96CB12 bytesPointerPointer to the smoke images. ($7E:17F0 - $7E:17FB)
11B22$02:99225 bytesSprite tilemap relatedMario/Luigi's trail of smoke tilemap. It uses palette 8.
11BE9$02:99E94 bytesSprite Misc.OAM 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 bytesSprite SubroutineMain handling routine for the spinning coins that come out of ? blocks.
$029A4F (0x11C4F) is a fourth of the rolling coin tilemap. This tile is 16x16.
$029A54 (0x11C54) is the properties of the rolling coin flying from question blocks.
$029A6E (0x11C6E) 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 byteMisc.How many points you receive for getting a coin out of a block.
11D2B$02:9B2B38 bytesPointerExtended sprite routines (hammer, fireball, etc.)
11D85$02:9B851 byteSprite tilemap relatedpalette/GFX page of volcano lotus' fireball
11D94$02:9B941 byteSprite tilemap relatedfirst tile of volcano lotus' fireball
11D98$02:9B981 byteSprite tilemap relatedsecond tile of volcano lotus' fireball
11E8F$02:9C8F1 byteSprite tilemap relatedSpin jump star palette
11E94$02:9C941 byteSprite tilemap relatedSpin jump star tile
11F30$02:9D301 byteSprite tilemap relatedTile used by Wiggler's Flower once it falls off his head
11F4B$02:9D4B1 byteSprite tilemap relatedThe sprite graphics tile used for the Smiley Coin that is dropped by the Coin Cloud Game.
11F50$02:9D501 byteSprite tilemap relatedThe YXPPCCCT properties for the tile used for the Smiley Coin in the Coin Cloud Game.
11F55$02:9D551 byteSprite tilemap relatedSize of smiley face coin tiles (00=8x8; 02=16x16)
12066$02:9E661 byteSprite tilemap relatedTile used by the arm that lowers Torpedo Ted (hand closed)
1206A$02:9E6A1 byteSprite tilemap relatedTile used by the arm that lowers Torpedo Ted (hand open)
12082$02:9E824 bytesSprite tilemap relatedLava splash tiles (2)
120D5$02:9ED51 byteSprite tilemap relatedLava splash palette/GFX page (2)
1215C$02:9F5C1 byteSprite tilemap relatedTile number for the small bubble that Mario spawns when he is underwater.
1217A$02:9F7A1 byteSprite tilemap relatedYoshi's Fireball Frame 1 Tilemap
1217E$02:9F7E1 byteSprite tilemap relatedYoshi's Fireball Frame 2 Tilemap
1218B$02:9F8B1 byteSprite tilemap relatedYoshi fireball palette/GFX page
12199$02:9F998 bytesSprite physicsTable 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 (PC $0121E4)]
121AB$02:9FAB2 bytesSprite Misc.OAM indexes for the player's fireballs.
121D4$02:9FD41 byteSprite physicsInitial Fireball Y Speed #2
121DB$02:9FDB1 byteASMChange to 80 to make the player's fireballs go through objects.
121E4$02:9FE41 byteTimerFireball 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 (PC $012199).
12246$02:A0461 byteSound effectSound 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 byteMisc.Change to 0A to make other enemies die like Chargin' Chuck when hit by fireballs
122FC$02:A0FC1 byteMisc.Set to BD for unlimited Chargin Chuck fire hp
12303$02:A1031 byteMisc.Chargin Chuck fire hp
12307$02:A1071 byteSound effectSound effect to play when Chuck is killed by fireballs
1231D$02:A11D1 byteMisc.Determines 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 (0x12EE5) for a list of possible values.
12324$02:A12431 bytesASMCode that turns a sprite into a coin after getting hit by a fireball
$02A125 (12325) is the sound effect to play when other enemies are killed by fireballs
$02A12A (1232A) is the sprite fireballed enemies spawn
12353$02:A1538 bytesSprite Misc.OAM indexes for extended sprites.
1235B$02:A15B4 bytesSprite tilemap relatedFireball tile table
1235F$02:A15F4 bytesMario tilemapFireball tiles' palette/gfx page/priority/flip (May also affect the small flame left by Hopping Flame.)
12363$02:A1634 bytesSprite tilemap relatedReznor Fireball Tilemap
123A4$02:A1A4115 bytesSprite Subroutine8x8 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 bytesSprite tilemap relatedSmall flame left by Hopping Flame Tilemap
1244C$02:A24C1 byteMisc.Small flame's palette. It is added to the fireball's palette.
124A4$02:A2A41 byteSprite tilemap relatedTile used by Pitchin' Chuck's baseball once thrown
124B1$02:A2B11 byteSprite tilemap relatedPalette/GFX Page of Baseball once thrown
124CC$02:A2CC1 byteSprite tilemap relatedDry Bones: frame 1 of thrown bone
124D0$02:A2D01 byteSprite tilemap relatedDry Bones: frame 2 of thrown bone
124DA$02:A2DA1 byteSprite tilemap relatedDry Bones: palette/gfx page of thrown bone
124DF$02:A2DF8 bytesSprite tilemap relatedHammer Tilemap (Also, the flip of Dry Bones' bone)
124E7$02:A2E78 bytesSprite tilemap relatedPalette/GFX Page of Hammer
12547$02:A3474 bytesSprite tilemap relatedDust Cloud Tilemap
125F6$02:A3F6115 bytesSprite SubroutineExtended sprite/player contact check and interaction subroutine.
126AE$02:A4AE5 bytesSubroutine (JSx FIXME)The hurt Mario subroutine called by an extended sprite touching him.
126E9$02:A4E912 bytesCoordinateX-offsets for extended sprites $02-$0D's clipping. 12 bytes and they're in that order.
126F5$02:A4F512 bytesCoordinateY-offsets for extended sprites $02-$0D's clipping. 12 bytes and they're in that order.
12701$02:A50112 bytesCoordinateWidth 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 bytesCoordinateHeight 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 bytesSprite SubroutineObject contact subroutine for the player's fireballs.
129D2$02:A7D237 bytesMisc.Two sprites that are treated as "special" within the sprite header. The first list of sprites come first before the second.
129FC$02:A7FC482 bytesSubroutine (JSR)The routine that loads sprites from the level data. Called every frame; $02A802 is also called a few times during level load.
12B88$02:A9881 byteASMChange 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 byteSprite number1st sprite to change after beating Special Zone (Green Koopa)
12B8F$02:A98F1 byteSprite numberWhat sprite Green Koopa becomes after beating Special World (Yellow Koopa)
12B91$02:A9911 byteSprite number2nd sprite to change after beating Special Zone (Red Koopa)
12B95$02:A9951 byteSprite numberWhat Red Koopa becomes after beating Special World (Blue Koopa)
12BA1$02:A9A11 byteMisc.Change to 80 to prevent off screen sprites from turning into silver coins when the silver POW is active (USE WITH 0AD28)
12BB1$02:A9B11 byteSprite numberSprite 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 bytePalettePalette to use for sprites changed by Silver P-Switch (offscreen sprites only)
12C0B$02:AA0B20 bytesCoordinatePosition of all Boos in the reappearing ghosts generator, frame 1. Format: $xy.
12C1F$02:AA1F20 bytesCoordinatePosition of all Boos in the reappearing ghosts generator, frame 2. Format: $xy.
12E18$02:AC181 byteMisc.Change 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 bytesSubroutine (JSx FIXME)The "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 bytesSprite SubroutineThe 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 bytesSprite tilemap relatedTiles used by Floating Point Notations, 1UPs, 2UPs, etc. 1st half.
12F63$02:AD6321 bytesSprite tilemap relatedTiles used by Floating Point Notations, 1UPs, 2UPs, etc. 2nd half
12F78$02:AD7816 bytesMisc.Score added from score sprites, divided by 10 (low byte)
12F89$02:AD8916 bytesMisc.Score added from score sprites, divided by 10 (high byte)
12F9A$02:AD9A1 byteMisc.point rise speed
12F9E$02:AD9E6 bytesSprite Misc.OAM indexes for score sprites.
12FA4$02:ADA4389 bytesSprite Misc.The 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 byteSprite Misc.Score sprite and 1-UP text sprite YXPPCCCT. It is recommend you to change only priority and palette.
13152$02:AF521 byteSprite numberThe sprite that the 3 platforms is made from
131BC$02:AFBC1 byteSprite numberSprite that the 'group of 5 eerie' is made of
13244$02:B0441 byteSound effectSFX played by bowser fireball generator. Change to 00 to disable.
1324E$02:B04E1 byteSprite numberSprite spawned by bowser fireball generator
1327F$02:B07F1 byteMisc.How often the Bullet Bill generator fires (sprite D5)
13289$02:B0891 byteSound effectSFX played by bullet bill generator. Change to 00 to disable.
13294$02:B0941 byteSprite numberSprite spawned by bullet bill generator
132E0$02:B0E01 byteSound effectSFX played by Diagonal Bullet Bill generator. Change to 00 to disable.
1331C$02:B11C1 byteSprite numberSprite spawned by Diagonal Bullet Bill generator
1335E$02:B15E1 byteMisc.Frequency of fish jumping up with the flying fish generator (set more bits to decrease the frequency, e.g. $5F, $FF)
1336E$02:B16E1 byteSprite numberSprite spawned by Jumping Fish generator
133CF$02:B1CF1 byteSprite numberSprite spawned by Super koopa generator
1341A$02:B21A1 byteSprite numberSprite spawned by bubble generator
1348E$02:B28E1 byteSprite numberSprite spawned by Dolphin generator
134E9$02:B2E91 byteSprite numberSprite spawned by eerie generator
135F1$02:B3F11 byteSprite numberSprite spawned by Torpedo Ted generator
1362E$02:B42E1 byteSprite numberObject that appears before Torpedo Ted is spawned
1366C$02:B46C1 byteTimerHow often Bullet Bill shooters fire
13695$02:B4952 bytesASMReplace with 80 0A to make the Bullet Bill Shooter keep shooting even if Mario is standing next to the generator.
136A8$02:B4A81 byteSound effectSFX played by Bullet Bill Shooter
136B2$02:B4B21 byteSprite numberSprite Spawned by bullet bill shooter
1371A$02:B51A12 bytesSprite SubroutineUpdates a bounce sprite's Y position without gravity (actually just changes the sprite index and JSRs to $02B526).
13726$02:B52646 bytesSprite SubroutineUpdates a bounce sprite's X position without gravity.
13754$02:B55412 bytesSprite SubroutineThe subroutine that updates an extended sprite's X position (without gravity).
13760$02:B56046 bytesSprite SubroutineThe subroutine that updates an extended sprite's Y position (without gravity).
1378E$02:B58E46 bytesSprite SubroutineThe subroutine that updates the Y position of the spinning coin coming from a ? block.
137BC$02:B5BC12 bytesSprite SubroutineThe 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 bytesSprite SubroutineThe Y speed subroutine for minor extended sprites.
137EC$02:B5EC68 bytesEmptyUnused data.
1385F$02:B65F4 bytesMisc.X coordinates of Pokey animation
13863$02:B6632 bytesMisc.Pokey's X speed (right, left)
1388D$02:B68D1 byteSprite tilemap relatedPokey's head after being eaten
13891$02:B6911 byteSprite tilemap relatedPokey's Body after being eaten
1398C$02:B78C1 byteSprite tilemap relatedPokey's Body Tilemap
1398D$02:B78D1 byteASMChange to 90 and Pokey's head will be his body, and the other way round
13990$02:B7901 byteSprite tilemap relatedPokey's Head Tilemap
13995$02:B7951 byteSprite tilemap relatedpokey's palette/gfx page
13AB8$02:B8B82 bytesSprite Misc.Max 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 bytesSprite Misc.How 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 byteSprite Misc.How many frames torpedo ted waits until he gains more speed.

(This value is AND'd with the frame counter)
13B2D$02:B92D1 byteSprite tilemap relatedTilemap: Torpedo Ted's face
13B37$02:B9371 byteSprite tilemap relatedTilemap: Torpedo Ted's Propeller Frame 1
13B3F$02:B93F1 byteSprite tilemap relatedTilemap: Torpedo Ted's Propeller Frame 2
13B43$02:B9431 byteSprite tilemap relatedTilemap: Torpedo Ted's Propeller Frame 3
13BA4$02:B9A425 bytesSprite SubroutineThis 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 byteSprite numberSprite to use for those changed by Silver P-Switch (the ones that change while on the screen)
13BEF$02:B9EF1 bytePalettePalette to use for sprites changed by Silver P-Switch (on screen sprites only)
13CA8$02:BAA81 byteMisc.Lowest tile # that acts as a berry with sticking out the tongue
13CAC$02:BAAC1 byteMisc.Highest tile # that acts as a berry plus one with sticking out the tongue
13CC6$02:BAC61 byteSprite numberSprite that the berries are made from when swallowed
13D03$02:BB031 byteMisc.Tile spawned from eating a berry (using tongue). Corresponds to a value in $7E:009C.
13D17$02:BB174 bytesSprite tilemap relatedSprite tilemap: Yoshi Wings
13D1B$02:BB1B4 bytesSprite tilemap relatedPalette/Gfx page/Priority/Flip of Yoshi Wing tiles
13D1F$02:BB1F4 bytesSprite tilemap relatedSize of Yoshi Wing tiles
13E0E$02:BC0E6 bytesSprite tilemap relatedHorizontal Dolphin Tilemap
1405E$02:BE5E4 bytesSprite tilemap relatedChange 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 byteSprite tilemap relatedGround-guided Fuzzball Tilemap
1407A$02:BE7A1 byteSprite tilemap relatedSparky Tilemap
14095$02:BE958 bytesSprite tilemap relatedHothead Tilemap
1410B$02:BF0B1 byteSprite tilemap relatedHothead's eyes frame 1
14112$02:BF121 byteSprite tilemap relatedHothead's eyes frame 2
14158$02:BF584 bytesSprite tilemap relatedUrchin's Body Tilemap
141A3$02:BFA31 byteSprite tilemap relatedUrchin's eyes frame 1
141A9$02:BFA91 byteSprite tilemap relatedUrchin's eyes frame 2
142CF$02:C0CF87 bytesSubroutine (JSx FIXME)(Unused) Z tile generation (Rip Van Fish Z tiles).
143A6$02:C1A61 byteSprite numberSprite Diggin' Chuck unearths
1449F$02:C29F1 byteMisc.1st type of block Chargin' Chuck can smash through, -0x100 (Throw Block)
144A3$02:C2A31 byteMisc.2nd type of block Chuck can smash through, -0x100 (Turn Block)
144BE$02:C2BE1 byteMisc.What top row of blocks become when Chuck smashes through them
144DB$02:C2DB1 byteMisc.What bottom row of blocks become when Chuck smashes through them
14582$02:C3821 byteSound effectWhistling Chuck Sound Effect.
145B3$02:C3B34 bytesSprite Misc.Timers 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 bytesMisc.Starting X-coordinate of baseball when thrown by Chuck (facing right, facing left)
14664$02:C4642 bytesMisc.X speed of baseball when thrown by Chuck (right, left)
1467A$02:C47A1 byteSprite numberObject that Pitchin' Chuck pitches
147AF$02:C5AF1 byteSound effectSFX played by Splitin' Chuck
147C8$02:C5C81 byteSprite numberSprite spawned by Splittin' Chuck
14908$02:C7081 byteSound effectRunning Chuck sound
149BE$02:C7BE1 byteMisc.Determines the number of points received for defeating a Chuck by stomping or with a star. See $02ACE5 (0x12EE5) for a list of possible values.

[Note: That list at $02ACE5/0x12EE5 needs to have FB = Nothing, FC = 10, FD = 20, FE = 40, and FF = 80 added to it.]
149E8$02:C7E81 byteMisc.Set to BD for unlimited Chargin Chuck stomping hp
149EF$02:C7EF1 byteMisc.Chargin Chuck stomping hp
149F7$02:C7F71 byteSound effectHitting Chuck sound
14A7E$02:C87E7 bytesSprite tilemap relatedSprite tilemap: Chuck Head(All)
14B8B$02:C98B51 bytesSprite tilemap relatedSprite tilemap: Chuck Body(All)
14C97$02:CA972 bytesSprite tilemap relatedClappin' Chuck's hand tiles (raised, clapping)
14CFA$02:CAFA2 bytesPalette[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 byteSprite tilemap relatedTile used by Chargin' Chuck's arm
14D2E$02:CB2E1 bytePalette[64] Change to 08 to be able to change the palette of Chargin' Chucks arm with Tweaker/etc.
(USE WITH $02CAFA)
14D7C$02:CB7C1 byteSprite tilemap relatedTile to use for the baseball when it's in Pitchin' Chuck's hand
14D81$02:CB811 bytePalettePalette/GFX page for baseball when it's in Pitchin' Chuck's hand
14D9B$02:CB9B3 bytesSprite tilemap relatedDiggin' Chuck's Shoulder and Shovel Tiles
14EB1$02:CCB14 bytesMisc.Unused cage wings: X offsets
14EB5$02:CCB54 bytesMisc.Unused cage wings: Y offsets
14EFC$02:CCFC1 byteSprite tilemap relatedUnused cage wings: Extended wing, top tile
14F00$02:CD001 byteSprite tilemap relatedUnused cage wings: Closed wing, top tile
14F05$02:CD051 byteSprite tilemap relatedUnused cage wings: Extended wing, bottom tile
14F09$02:CD091 byteSprite tilemap relatedUnused cage wings: Closed wing, bottom tile
14F0E$02:CD0E1 byteSprite tilemap relatedUnused cage wings: Attribute byte #1 (X flip, Y flip, priority, palette, MSB of tile num.)
14F1A$02:CD1A1 byteSprite tilemap relatedUnused cage wings: Attribute byte #2 (size, MSB of X pos.)
14F55$02:CD554 bytesPaletteYXPPCCCT data for the (flattened) switch palaces (level), indexed by type. Order is green, yellow, blue, red.
14F61$02:CD611 byteMisc.Tile spawned from stepping on big ! switch
150E4$02:CEE41 byteMisc.How many pieces make up the pea bouncer
1512C$02:CF2C1 byteSprite tilemap relatedTile of pea bouncer
15133$02:CF331 byteSprite tilemap relatedAttributes of pea bouncer tile
151FE$02:CFFE5 bytesSprite physicsBounciness of each part of pea bouncer
153C3$02:D1C31 byteMisc.Lowest tile # that acts as a berry without sticking out the tongue
153C7$02:D1C71 byteMisc.Highest tile # that acts as a berry plus one without sticking out the tongue
15408$02:D2081 byteMisc.Tile spawned from eating a berry (w/o using tongue). Corresponds to a value in $7E:009C.
15412$02:D2121 byteSprite physics[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 byteSprite physics[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 byteSprite physics[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 byteSprite physics[10] {+16} Vertical speed limit when pressing Down from the Control Pad, while Mario rides the Lakitu cloud.
1545C$02:D25C1 byteSprite physics[F0] {-16} Vertical speed limit when pressing Up from the Control Pad, while Mario rides the Lakitu cloud.
15460$02:D2601 byteSprite physics[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 byteSprite physics[F0] {-16} Vertical speed limit when pressing Up from the Control Pad, while Mario uses the P-balloon.
1546E$02:D26E1 byteSprite physics[08] {+8} Vertical speed limit when pressing Down from the Control Pad, while Mario uses the P-balloon.
1571E$02:D51E97 bytesEmptyUnused data.
15799$02:D5991 byteMisc.Horizontal speed of Banzai Bill
157A4$02:D5A416 bytesSprite tilemap relatedX offsets of Banzai Bill's tiles.
157B4$02:D5B416 bytesSprite tilemap relatedY offsets of Banzai Bill's tiles.
157C4$02:D5C416 bytesSprite tilemap relatedTTTTTTTT of Banzai Bill's tiles.
157D4$02:D5D416 bytesSprite tilemap relatedYXPPCCCT of Banzai Bill's tiles.
15898$02:D6983 bytesASMChange to EA EA EA to fix the problem where changing the tilemap of the Ball 'n' Chain freezes the game. (Use with addresses 0x158BB/$02D6BB and 0x15A83/$02D883.)
158BB$02:D6BB3 bytesASMChange to EA EA EA to fix the problem where changing the tilemap of the Ball 'n' Chain freezes the game. (Use with addresses 0x15898/$02D698 and 0x15A83/$02D883.)
159A4$02:D7A41 byteSprite tilemap relatedTilemap: Ball 'n' Chain's chainlink
159AA$02:D7AA1 byteSprite tilemap relatedTilemap: Chain used by platform (Sprites A3 and E0)
159BF$02:D7BF1 byteSprite tilemap relatedPalette of chain (Ball 'n' Chain & rotating grey platform)
15A00$02:D8004 bytesSprite tilemap relatedTilemap: Ball 'n' Chain's Spiked Ball (Changing this will freeze the game! See fix at adresses 15A2C and 181E2).
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 bytesPointerChange from 00 D8 to E2 FF in order to move the location of Ball 'n' Chain's tilemap to address 181E2.
15A44$02:D8444 bytesSprite tilemap relatedWooden Platform on Chain Tilemap (Sprites A3 and E0)
15A63$02:D8631 byteSprite tilemap relatedPalette of rotating grey platform
15A83$02:D8833 bytesASMChange to EA EA EA to fix the problem where changing the tilemap of the Ball 'n' Chain freezes the game. (Use with addresses 0x15898/$02D698 and 0x158BB/$02D6BB.)
15AA1$02:D8A18 bytesSprite tilemap relatedBubble Sprites Tile Table (2 animation frames with 2 bytes in them. Order: Goomba, Bob-Omb, Cheep-Cheep, Mushroom)
15AA9$02:D8A916 bytesSprite tilemap relatedPalette/GFX Page Table of Sprites in bubbles (Order: Goomba, Bob-Omb, Cheep-Cheep, Mushroom)
15B19$02:D9191 byteSound effectBubble pop sound
15BA1$02:D9A14 bytesSprite numberSprites spawned from Bubbles (Goomba, Bob-omb, Cheep-Cheep, Mushroom)
15BA5$02:D9A515 bytesSprite tilemap relatedX Placement of Bubble Tiles, 3 animation frames, each 5 bytes
15BB4$02:D9B415 bytesSprite tilemap relatedY Placement of Bubble Tiles, 3 animation frames, each 5 bytes
15BC3$02:D9C35 bytesSprite tilemap relatedBubble Tile Table
15BC8$02:D9C85 bytesSprite tilemap relatedPalette/GFX Page of Bubble Tiles
15BCD$02:D9CD5 bytesSprite tilemap relatedBubble Tile Size Table
15C60$02:DA604 bytesSprite Misc.[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 bytesMisc.How often Amazing Flyin' Hammer Brother throws Hammer
15C94$02:DA943 bytesASMSet to EA EA EA to make Amazing Flyin' Hammer Brothers stop turning around
15CC4$02:DAC41 byteSprite numberExtended Sprite thrown by Amazing Flyin' Hammer Brother
15CF1$02:DAF18 bytesSprite tilemap relatedSprite tilemap: Amazing Flyin' Hammer Brother
15D1F$02:DB1F1 bytePaletteAmazing 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 bytesASMSet to EA EA EA to disable Amazing Flyin' Hammer Brothers platform vertical movement
15DDA$02:DBDA3 bytesASMSet to EA EA EA to disable Amazing Flyin' Hammer Brothers platform horizontal movement
15E1F$02:DC1F8 bytesSprite tilemap relatedSprite tilemap: Amazing Flyin' Hammer Brother Platform
15E27$02:DC278 bytesSprite tilemap relatedPalette/GFX Page of Amazing Flyin' Hammer Brother Platform
15F65$02:DD651 byteSound effectSFX played by Sumo Brother
15F96$02:DD961 byteSprite numberSprite spawned by Sumo Brother
1600E$02:DE0E8 bytesSprite tilemap relatedSumo Bros Tilemap (Head, Body Arms Up, Head, Body Arms Down)
1601A$02:DE1A4 bytesSprite tilemap relatedSumo Bros Tilemap (Head, Head, Body Stomp)
1601E$02:DE1E8 bytesSprite tilemap relatedSumo Bros Tilemap (Head, Head, Body Lift Leg, Head Head, Body Lift Leg)
16085$02:DE851 byteSprite tilemap relatedSumo Bros' palette/GFX page
160B6$02:DEB61 byteMisc.Y speed of Sumo Bros' lightning bolt
16208$02:E0083 bytesSprite tilemap relatedVolcano Lotus: Top Tiles
16212$02:E0121 byteSprite tilemap relatedVolcano Lotus: Bottom
16256$02:E0561 byteSprite tilemap relatedPalette/gfx page of Frame 3 of Volcano Lotus's top
1625A$02:E05A1 byteSprite tilemap relatedPalette/gfx page of Frames 1 and 2 of Volcano Lotus's top
16291$02:E0911 byteSprite numberExtended Sprite used by Volcano Lotus
1630E$02:E10E1 bytePalettePalette of Jumping Piranha Plant leaves
163CE$02:E1CE1 byteSprite numberThe 2 objects that the fire-shooting Piranha Plant spits
164D6$02:E2D61 byteMisc.Tile spawned by Directional Coin sprite
16572$02:E37216 bytesSprite tilemap relatedLarge Green Bubble Tilemap
16720$02:E5204 bytesMisc.Tiles left behind by mushroom scale platforms (in order of left platform sinking; rising, right platform rising; sinking)
16799$02:E5991 byteSprite tilemap relatedMushroom Scale Platform Tile (mirrored for right side)
1686A$02:E66A4 bytesSprite tilemap relatedGhost House Moving Hole Tilemap
168A8$02:E6A81 byteSprite tilemap relatedFishin' Lakitu's rod
168AD$02:E6AD1 byteSprite tilemap relatedTile used by Fishin' Lakitu's 1up bait
168B2$02:E6B21 byteSprite tilemap relatedFishing Pole's palette
168B7$02:E6B71 byteSprite tilemap related1up Bait Palette
16907$02:E7071 byteSprite tilemap relatedTile used by line on Fishin' Lakitu's rod
1690C$02:E70C1 byteSprite tilemap relatedFishing Line Palette
16A3E$02:E83E7 bytesMisc.Tiles left behind by Growing/Shrinking Pipe (in order of left side rising; sinking, right side rising; sinking)
16B1A$02:E91A1 byteSprite tilemap relatedLeft tile from the Growing/shrinking pipe end
16B1F$02:E91F1 byteSprite tilemap relatedRight tile from the Growing/shrinking pipe end
16B9B$02:E99B1 byteSprite physicsRising speed of Pipe Lakitu
16BE3$02:E9E31 byteSprite physicsSinking speed of Pipe Lakitu
16BE6$02:E9E66 bytesSprite tilemap relatedPipe-Dwelling Lakitu Tilemap
16C1B$02:EA1B1 byteSprite tilemap relatedYXPPCCCT properties (Palette/GFX page/Properties) of Pipe Lakitu.
16CF2$02:EAF24 bytesASMChange to EA EA EA EA to stop Super Koopas from spawning feathers. (In conjunction with address 16D19)
16CFE$02:EAFE1 byteSprite numberSprite spawned by Super Koopa when stomped (feather)
16D19$02:EB194 bytesASMChange to EA EA EA EA to prevent Super Koopas from spawning feathers (In conjuction with address 16CF2)
16E72$02:EC7228 bytesSprite tilemap relatedSprite tilemap: Super koopa
16E96$02:EC9636 bytesSprite tilemap relatedYXPPCCCT data of Super Koopa.
Edit "x016EA9" from "00" to "01" and "x016EAD" from "00" to "01" to fix garbage tiles when a stomped left-flying Super Koopa is falling down.
16F9F$02:ED9F1 byteSprite numberSprite that the 'group of floating skulls' is made from
17004$02:EE041 byteSprite tilemap relatedFloating Skull tile (frame 1)
17008$02:EE081 byteSprite tilemap relatedFloating Skull tile (frame 2)
17062$02:EE621 byteSprite physics[0C] Speed of the floating skulls.
17116$02:EF161 byteSprite physicsX-speed of the coin game cloud (When Yoshi eats two pink berries)
1712E$02:EF2E1 byteSprite tilemap relatedWhat tile the coin game cloud uses
17149$02:EF491 byteSprite tilemap relatedX-position of the face on the coin game cloud
17151$02:EF511 byteSprite tilemap relatedY-position of the coin game cloud face
17156$02:EF561 byteSprite tilemap relatedTile to use for the face of the cloud game.
1715B$02:EF5B1 byteSprite tilemap relatedCloud's face palette
17181$02:EF811 byteSprite numberSprite that is generated when all of the Coin Game Cloud coins are collected
171BD$02:EFBD1 byteSprite numberObject that the Coin Game Cloud drops
17231$02:F0314 bytesSprite physicsWiggler speed. First 2 bytes: normal speed. Next 2: mad speed
1724D$02:F04D1 bytePaletteThe palette used by Wiggler when he is angry. (Default: 08.) YXPPCCCT.
17251$02:F0511 byteMisc.Wiggler'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 byteMisc.Result of Wiggler's Palette change?
1730C$02:F10C4 bytesSprite tilemap relatedWiggler's Body Tilemap
1736E$02:F16E1 byteSprite tilemap relatedWiggler's Head
1739A$02:F19A1 byteMisc.How many segments Wiggler has
173B1$02:F1B12 bytesPointerPointer to use for X placement of Wiggler's angry eyes tile
173BE$02:F1BE1 byteSprite tilemap relatedWiggler's angry eyes tile
173DF$02:F1DF1 byteMisc.X-coord of Wiggler's flower
173E4$02:F1E41 byteSprite tilemap relatedTile used by Wiggler's Flower (when on its head)
173EE$02:F1EE1 bytePalettePalette of Wiggler's flower
173F7$02:F1F71 byteMisc.Size of Wiggler's flower/angry eyes tile
1746C$02:F26C1 byteSound effectSFX that comes up when Mario stomps a Wiggler
174D3$02:F2D32 bytesMisc.X placement of flower tile on Wiggler's head (1 byte facing right, 1 byte facing left)
174D5$02:F2D52 bytesMisc.X placement of Wiggler's angry eyes tile (1 byte facing right, 1 byte facing left)
174E3$02:F2E31 byteSprite numberObject that falls off of Wiggler when stomped
175DB$02:F3DB5 bytesSprite tilemap relatedYoshi's House Birds Tilemap
175E0$02:F3E02 bytesSprite tilemap relatedFlip of birds' tiles (right, left)
175E2$02:F3E24 bytesPalettePalettes of hopping birds
176AF$02:F4AF1 byteSprite tilemap relatedTile used by Smoke from Yoshi's House fireplace
176E7$02:F4E74 bytesSprite tilemap relatedTilemap of flame in Yoshi's House fireplace
176F3$02:F4F31 byteMisc.X-coords of flame tiles
176FB$02:F4FB1 byteMisc.Y-coord of flame top
17700$02:F5001 byteMisc.Y-coord of flame bottom
17729$02:F5291 byteSprite tilemap relatedFireplace flame palette
17754$02:F5541 byteSprite numberSprite spawned from the fireplace that the Side Exit Enable sprite uses
177BC$02:F5BC10 bytesSprite tilemap relatedGhost House Exit Door tilemap
17829$02:F6298 bytesSprite tilemap relatedNo Yoshi Signpost Tilemap
17921$02:F72132 bytesSprite tilemap relatedGhost House Doors Tilemap
17A25$02:F82518 bytesPointer16-bit pointer to cluster sprites.
17B04$02:F9048 bytesSprite tilemap relatedSumo Bros' Flame Tilemap
17B8F$02:F98F1 byteSprite tilemap relatedSumo Bros' Flame palette/gfx page
17C0E$02:FA0E4 bytesSprite tilemap relatedSprite tilemap: Castle BG Flame
17C84$02:FA8420 bytesCoordinateTen 16bit values, telling where on the circle the Boo Ring ghosts are. #$0200 is 360°.
17C98$02:FA98291 bytesSprite Misc.The code for cluster sprite 04, the Boo from a Boo ring.
$02:FB39 (0x17D39) is radius of Boo rings along the X-axis.
$02:FB5C (0x17D5C) is radius of Boo rings along the Y-axis.
17DBF$02:FBBF8 bytesSprite tilemap relatedBoo Ring Tilemap (used by Sprites E2, E3, and generators E1 and E5)
17FB8$02:FDB84 bytesSprite tilemap relatedSwooper Death Bat tilemap (change 4th byte to E8 to correct graphics)
1805E$02:FE5E1 byteSprite tilemap relatedTile to use for bonus game 1-ups.
18063$02:FE631 byteSprite tilemap relatedTile properties of bonus game 1-ups.
18071$02:FE7184 bytesSprite SubroutineCluster sprite/player interaction routine. This routine assumes that the cluster sprite is approximately 16x16.
18150$02:FF5020 bytesSprite tilemap relatedOAM indexes of cluster sprites. Apparently can overwrite the coin sprites from blocks, sparkles, item box, and fireballs.
18164$02:FF648 bytesSprite tilemap relatedOAM indexes of the 1-Ups from the bonus game.
18198$02:FF9811 bytesSprite Subroutine"Update cluster sprite X position without gravity" subroutine.
181A3$02:FFA346 bytesSprite Subroutine"Update cluster sprite Y position without gravity" subroutine.
181E2$02:FFE230 bytesEmptyEmpty on default.
Use the edit at 11547 and change this 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; or you can place Ball 'n' Chain's tilemap here then change the pointer at 15A2C.
18298$03:80981 byteTimerHow long the fadeout is on the screen before it disappears. (Big Boo Boss)
1829D$03:809D1 byteMusicMusic played after Big Boo Boss is defeated.
182CE$03:80CE1 byteTimerHow long it takes for Big Boo Boss to appear. (Stalling)
182DB$03:80DB1 byteTimerHow long it takes for Big Boo Boss to appear. (appearing stage)
182EA$03:80EA1 byteSound effectBig Boo Boss appear sound effect.
183A2$03:81A21 byteMisc.Big Boo Boss HP
183DF$03:81DF1 byteSound effectBig Boo boss falling sound effect. (Big Boo beaten)
183F5$03:81F568 bytesSubroutine (JSx FIXME)Big Boo's "Hit with sprite" subroutine. JSL every frame to it to have your boss have functionality with thrown items.
$038234 (18434) is the sound made by Big Boo Boss when it is hit.
18480$03:82801 byteSprite tilemap relatedX position of big boo's eyes in the normal frame
18481$03:82811 byteSprite tilemap relatedX position of big boo's mouth in the normal frame
18482$03:82822 bytesSprite tilemap relatedX position of big boo's arms in normal frame
18484$03:828416 bytesSprite tilemap relatedX Position of the 16 tiles of big boo's body in the normal frame
18494$03:82941 byteSprite tilemap relatedX position of big boo's eyes in turning frame 1
18495$03:82951 byteSprite tilemap relatedX position of big boo's mouth in turning frame 1
18496$03:82962 bytesSprite tilemap relatedX position of big boo's arms in turning frame 1
18498$03:829816 bytesSprite tilemap relatedX Position of the 16 tiles of big boo's body in turning frame 1
184A8$03:82A81 byteSprite tilemap relatedX position of big boo's eyes in turning frame 2
184A9$03:82A91 byteSprite tilemap relatedX position of big boo's mouth in turning frame 2
184AA$03:82AA2 bytesSprite tilemap relatedX position of big boo's arms in turning frame 2
184AC$03:82AC16 bytesSprite tilemap relatedX Position of the 16 tiles of big boo's body in turning frame 2
184BC$03:82BC2 bytesSprite tilemap relatedX position of big boo's arms in the hiding frame
184BE$03:82BE1 byteSprite tilemap relatedX position of Big boo's eyes in the hiding frame
184BF$03:82BF1 byteSprite tilemap relatedX position of Big boo's mouth in the hiding frame
184C0$03:82C016 bytesSprite tilemap relatedX position of the 16 body tiles of Big boo in the hiding frame
184D0$03:82D01 byteSprite tilemap relatedY position of Big boo's eyes in normal, turning 1 and turning 2 frames
184D1$03:82D11 byteSprite tilemap relatedY position of Big boo's mouth in normal, turning 1 and turning 2 frames
184D2$03:82D22 bytesSprite tilemap relatedY position of Big boo's arms in normal, turning 1 and turning 2 frames
184D4$03:82D416 bytesSprite tilemap relatedY position of the 16 tiles of Big boo's body in normal, turning 1 and turning 2 frames
184E4$03:82E42 bytesSprite tilemap relatedY position of big boo's arms in hiding frame
184E6$03:82E61 byteSprite tilemap relatedY position of big boo's eyes in hiding frame
184E7$03:82E71 byteSprite tilemap relatedY position of Big boo's mouth in hiding frame
184E8$03:82E816 bytesSprite tilemap relatedY position of the 16 tiles of big boo's body in hiding frame
184F8$03:82F880 bytesSprite tilemap relatedSprite Tilemap: Big Boo
18548$03:834880 bytesSprite tilemap relatedThe 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 byteSprite physicsMax falling Y speed for the grey falling platform.
1866F$03:846F1 byteSprite physicsHow much the grey falling platform accelerates each frame.
1868E$03:848E4 bytesSprite tilemap relatedSprite tilemap: Falling Grey Platform
186AD$03:84AD1 byteSprite tilemap relatedFalling Grey Platform's Palette
186DD$03:84DD1 byteSprite tilemap relatedTilemap: Blurp Frame 1
186E1$03:84E11 byteSprite tilemap relatedTilemap: Blurp Frame 2
1872D$03:852D2 bytesSprite physicsHorizontal speed of the Porcu-Puffer fish
18780$03:85801 byteASMChange 94 to 60 to make the Porcu-Puffer fish go in a straight line and also float on air.
18793$03:85938 bytesSprite tilemap relatedSprite tilemap: Porcu-Puffer
1888A$03:868A10 bytesSprite tilemap relatedSprite tilemap: Forest Secret Area Platform
18934$03:87343 bytesSprite tilemap relatedSprite tilemap: Sinking Lava Platform
1896E$03:876E1 byteSprite physicsMega Mole X speed (right)
1896F$03:876F1 byteSprite physicsMega Mole X speed (left)
18A26$03:88264 bytesMisc.[22 B7 F5 00] Change to [EA EA EA EA] to make Mega Mole not hurt Mario.
18A37$03:88378 bytesSprite tilemap relatedSprite tilemap: Mega Mole
18A49$03:88493 bytesSprite tilemap relatedAnimation 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 byteSprite tilemap relatedPalette to use for Mega Mole
18AA0$03:88A03 bytesSprite tilemap relatedSwooper Bat Tilemap
18AFC$03:88FC1 byteSprite physicsInitial vertical speed of Swooper bat. This affects how far down it goes from its starting position.
18B00$03:89001 byteSound effectSwooper Sound Effect.
18B32$03:89323 bytesASMChange to EA EA EA to disable Mega Mole animation
18B77$03:89771 byteSprite numberSprite that the sliding koopa turns into after touching the ground
18B84$03:89841 byteSprite tilemap relatedTilemap of blue shellless koopa sliding down a hill
18B88$03:89881 byteSprite tilemap relatedTilemap of blue shellless koopa after sliding
18CDB$03:8ADB1 byteSound effectSFX played by Bowser Statue
18CE5$03:8AE51 byteSprite numberSprite spawned by Bowser statue
18D2E$03:8B2E6 bytesSprite tilemap relatedSprite tilemap: Bowser Statue(Both)
18F0C$03:8D0C6 bytesSprite tilemap relatedRelative 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 bytesSprite tilemap relatedRelative 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 bytesSprite tilemap relatedSprite tilemap: Diagonal Platform (Carrot Top Lift). First half is used for sprite B7, second half is used for sprite B8.
18F1E$03:8D1E6 bytesSprite tilemap relatedYXPPCCCT 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 byteSound effectSFX that comes up when the Message comes out of the Message Block
18FB0$03:8DB01 byteSprite tilemap relatedMessage Box Tilemap
18FDB$03:8DDB1 byteMisc.Change to 00 and the timed lift will never fall after it has hit 0.
18FEA$03:8DEA1 byteSprite physicsHorizontal speed of the Timed Lift
19005$03:8E052 bytesSprite tilemap relatedSprite tilemap: Timed Platform
19008$03:8E083 bytesSprite tilemap related[0B 4B 0B] Properties (Palette, gfx page, etc..) of the Timed Lift.
1900E$03:8E0E4 bytesSprite tilemap relatedTiles used by numbers in Timed Platform (1,2,3,4)
19071$03:8E714 bytesSprite physicsHorizontal speed of the Grey Moving Castle Block.
19075$03:8E754 bytesTimerTime in position of the Grey Moving Castle Block.
190B0$03:8EB04 bytesSprite tilemap relatedSprite tilemap: Moving Grey Castle Brick
1910B$03:8F0B8 bytesSprite tilemap relatedSprite tilemap: Bowser Statue Fireball
1916D$03:8F6D8 bytesSprite tilemap relatedReflecting Stream of Boo Buddies tilemap (leader only)
19211$03:90111 byteSprite tilemap relatedReflecting Fireball Tilemap
19360$03:91609 bytesSprite tilemap relatedFishin' Boo Tilemap (cloud, face, rod, cloud, line)
19374$03:91744 bytesSprite tilemap relatedFishin' Boo's Flame Tilemap
1941C$03:921C1 byteSprite tilemap relatedFalling Spike Tilemap
1945D$03:925D1 byteTimerNumber of frames before a Falling Spike drops.
1946F$03:926F5 bytesMisc.X speed of the Creating/Eating block
19474$03:92745 bytesMisc.Y speed of the Creating/Eating block
19493$03:92931 byteSprite tilemap relatedTile used by the Creating/Eating block
194B9$03:92B91 byteSound effectSFX played by the Creating/Eating block
19520$03:93201 byteObjectsWhich 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 byteObjectsWhich 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 bytesSprite SubroutineThis 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$03:93A474 bytesMisc.Path 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$03:93EF51 bytesMisc.Path for creating brown blocks (sprite B1) on the main overworld. Same format as $03:93A4.
196BB$03:94BB10 bytesSprite tilemap relatedSprite tilemap: Wooden Castle Spike
196C5$03:94C510 bytesSprite tilemap relatedProperties (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 bytesSprite physicsNormal rex walking speed
19715$03:95152 bytesSprite physicsSmushed rex walking speed
19742$03:95421 byteMisc.Change to 00 to make all Rexes start small.
197B8$03:95B81 byteMisc.Rex's HP
1983B$03:963B1 byteSound effectSFX that comes up when Mario hits a Rex
1984C$03:964C12 bytesSprite tilemap relatedRex tile horizontal displacement table left (0C entries)
19858$03:965812 bytesSprite tilemap relatedRex tile horizontal displacement table right (0C entries)
19864$03:966412 bytesSprite tilemap relatedRex tile vertical displacement table (0C entries)
19870$03:967010 bytesSprite tilemap relatedSprite tilemap: Rex
1987C$03:967C1 byteSprite tilemap relatedRex tile settings left
1987D$03:967D1 byteSprite tilemap relatedRex tile settings right
19984$03:97844 bytesSprite tilemap relatedFishbone 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 bytesSprite tilemap relatedTiles used by Fishbone's Tail
19999$03:97991 byteSprite tilemap relatedFishbone Tilemap, frame 1
1999D$03:979D1 byteSprite tilemap relatedFishbone Tilemap, frame 2
19A86$03:98864 bytesCoordinatereznor starting position low byte (4 byte table)
19A8A$03:988A4 bytesCoordinatereznor starting position high byte (4 byte table)
19A9F$03:989F4 bytesASM[22 0C D7 03] Change to [EA EA EA EA] to stop the bridge in the Reznor battle from breaking.
19AA4$03:98A41 byteCoordinateX 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 bytesASMChange to [38 E9] to change rotation direction of the Reznor platform.
19AC9$03:98C92 bytesSprite physicsSpeed of Reznor rotation
19ACC$03:98CC2 bytesTimerFrames until Reznors spin cycle loops.
19AE7$03:98E71 byteMusicMusic played after the Reznors are defeated
19B64$03:99641 byteSprite Misc.X-radius of Reznor's circle
19B87$03:99871 byteSprite Misc.Y-radius of Reznor's circle
19BEC$03:99EC1 byteASMChange from F0 to 80 to make the Reznor platforms non-standable (fall-through) after Mario hits a Reznor from below
19CD2$03:9AD21 byteSprite numberSprite that Reznor will turn into after being hit
19D04$03:9B041 byteSound effectSound effect made when Reznor spits a fireball.
19D09$03:9B091 byteSprite numberObject that Reznor spits
19D5D$03:9B5D12 bytesSprite tilemap relatedReznor tilemap (4 bytes regular reznor, 4 bytes shooting fireball, 4 bytes turning)
19D69$03:9B6912 bytesSprite tilemap relatedReznor palette map (4 bytes regular reznor, 4 bytes shooting fireball, 4 bytes turning)
19E1A$03:9C1A1 byteSprite tilemap relatedtile for reznor platforms
19E22$03:9C221 byteSprite tilemap relatedpalette of reznor platforms
19F56$03:9D561 byteSound effectDino Torch Fire Sound Effect.
19F61$03:9D611 byteASMChange to 80 to make Dino-Torches only breathe fire horizontally
19F97$03:9D971 byteASMChange to 80 and Dino-Torch's flame will have no effect on Mario.
19FFE$03:9DFE5 bytesSprite tilemap relatedDino-Torch flame tile horiz. displacement table (horizontal flame)
1A003$03:9E035 bytesSprite tilemap relatedDino-Torch flame tile horiz. displacement table (vertical flame)
1A008$03:9E085 bytesSprite tilemap relatedDino-Torch flame tile vert. displacement table (horizontal flame)
1A00D$03:9E0D5 bytesSprite tilemap relatedDino-Torch flame tile vert. displacement table (vertical flame)
1A012$03:9E128 bytesSprite tilemap relatedDino-Torch flame tile table (2 animation frames, each 4 bytes w/an unused byte)
1A01C$03:9E1C5 bytesSprite tilemap relatedDino-Torch YXPPCCCT bytes.
1A021$03:9E214 bytesSprite tilemap relatedDino-Torch tile table (4 animation frames, each 1 byte)
1A025$03:9E258 bytesSprite tilemap relatedDino-Rhino tile horizontal displacement table
1A02D$03:9E2D4 bytesSprite tilemap relatedDino-Rhino tiles' palette/gfx page/priority/flip left
1A031$03:9E314 bytesSprite tilemap relatedDino-Rhino tiles' palette/gfx page/priority/flip right
1A035$03:9E354 bytesSprite tilemap relatedDino-Rhino tile vertical displacement table
1A039$03:9E3916 bytesSprite tilemap relatedDino-Rhino tile table (4 animation frames, each 4 bytes)
1A0F3$03:9EF31 byteMisc.Which segment of Dino-Torch's flame is its body
1A10E$03:9F0E1 byteMisc.Which segment of Dino Torch's flame doesn't flip
1A1FB$03:9FFB1 byteSound effectBlargg Growl Sound Effect.
1A234$03:A0341 byteTimerTime it takes for Blargg to resurface. (eyes)
1A275$03:A0751 byteSprite tilemap relatedTile used by Blargg's Eyes Peeking out of Lava
1A291$03:A09110 bytesSprite tilemap relatedBlargg Tilemap
1A29B$03:A09B1 byteSprite tilemap relatedBlargg palette/gfx page, right
1A29C$03:A09C1 byteSprite tilemap relatedBlargg palette/gfx page, left
1A2F9$03:A0F91 byteCoordinateBowser's initial Y Pos
1A2FD$03:A0FD1 byteCoordinateBowser's initial Y Pos high byte
1A302$03:A1021 byteCoordinateBowser's initial X Pos
1A306$03:A1061 byteCoordinateBowser's initial X Pos high byte
1A30B$03:A10B1 byteMisc.Bowser hit count for first phase
1A5D9$03:A3D99 bytesSprite tilemap relatedTilemap: Clouds from Bowser's Clown Car
1A651$03:A4511 byteSprite physicsSpeed of Bowser's descent before battle.
1A692$03:A4922 bytesSprite physicsX speed of Bowser's swoop in first part.
1A696$03:A4962 bytesSprite physicsY speed of Bowser's swoop in first part.
1A7B8$03:A5B81 byteTimerAmount of time between Bowser dropping Mechakoopas
1A800$03:A6001 byteTimerTiming of steel ball dropping
1A804$03:A6041 byteSound effectBowser dropping Ball sound
1A80F$03:A60F1 byteTimerAmount of time before Bowser drops Mechakoopas (after dropping the 2nd steel ball)
1A818$03:A6181 byteTimerAmount of time before Bowser drops 2nd steel ball
1A823$03:A6231 byteSprite numberSprite Bowser Throws (Bowling Ball)
1A883$03:A6831 byteMisc.Bowser hit count for final 2 phases
1A902$03:A7021 byteMusicMusic played when Bowser flies away
1A9A8$03:A7A81 byteMusicMusic played during Bowser's fireball phase
1A9B9$03:A7B91 byteCoordinateX Position Bowser returns to after fire attack.
1A9C2$03:A7C21 byteMusicBowser scene 3 music
1A9CC$03:A7CC1 byteCoordinateY Position Bowser returns to after fire attack.
1A9E0$03:A7E01 byteTimerTiming to start Bowser fireball attack
1A9F7$03:A7F71 byteSound effectBowser Battle primary flame sound
1A9FC$03:A7FC1 byteSprite Misc.Status of sprite spawned by Bowser's fireball attack
1AA01$03:A8011 byteSprite numberSprite spawned by Bowser's fireball attack (fireballs falling from the sky). Default: 0x33.
1AA25$03:A8252 bytesSprite Misc.[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 bytesSound effectBowser Battle other flame sounds
1AA49$03:A8492 bytesMusicMusic for the other Bowser Battle attack phases
1AA65$03:A8651 byteTimerTiming of Bowser stopping clown car in foreground
1AA6F$03:A86F1 byteTimerTiming of Peach throwing the mushroom
1AA7C$03:A87C1 byteTimerHow soon Bowser starts moving again
1AA80$03:A8801 byteTimerTiming of Bowser coming out of clown car
1AA84$03:A8841 byteTimerTiming of music for next attack phase
1AAAF$03:A8AF1 byteTimerTiming of Peach crying for help sound
1AAB3$03:A8B31 byteSound effectPeach crying for help sound
1AAE4$03:A8E41 byteSound effectPeach Throwing Sound
1AAE9$03:A8E91 byteSprite Misc.Status of sprite spawned by Peach
1AAEE$03:A8EE1 byteSprite numberSprite Princess Throws
1ABCE$03:A9CE80 bytesSprite tilemap relatedSprite tilemap: Princess Toadstool(Bowser Battle)
1AD17$03:AB172 bytesSprite physicsX Speed of Bowser in second part.
1AD50$03:AB501 byteCoordinateY Position Bowser hovers near in second part.
1AD62$03:AB622 bytesSprite physicsX speed of bounce in Bowser's third part.
1AD76$03:AB761 byteSprite physicsY speed of bounce of Bowser's third part.
1AD8D$03:AB8D1 byteSound effectBowser's Clown Car bouncing sound
1ADF4$03:ABF41 byteSound effectBowser Defeated Sound
1AE53$03:AC531 byteSound effectPeach appearing after battle sound
1AE63$03:AC6348 bytesSprite SubroutineRoutine that spawns Princess Peach from Bowser's clown car.
$03AC69 (0x1AE69) is the sprite ID Bowser spawns. Note that it will always use the 8th sprite slot.
$03AC7F (0x1AE7F) is the starting Y-coordinate of this sprite.
1AE93$03:AC932 bytesCoordinateY-coords of blushing Mario face tiles (Super, small)
1AE95$03:AC952 bytesMario tilemapBlushing Mario Faces (Super, Small)
1AF07$03:AD071 byteMario tilemapPalette 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 byteSprite numberSprite Bowser Throws (Mecha Koopa)
1B2B9$03:B0B91 byteSound effectMario bumped by Clown Car sound
1B32A$03:B12A1 byteSound effectBowser hurt sound
1B396$03:B1961 byteCoordinateY 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 byteCoordinateY 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 byteSound effectBowser's Steel Ball hitting ground sound
1B3B2$03:B1B21 byteSound effectSteel Ball bouncing sound
1B3ED$03:B1ED6 bytesSprite tilemap relatedSprite tilemap: Bowser's Steel Ball
1B50F$03:B30F4 bytesSprite tilemap relatedMechakoopa tile horizontal displacement table left
1B513$03:B3134 bytesSprite tilemap relatedMechakoopa tile horizontal displacement table right
1B517$03:B31724 bytesSprite tilemap relatedMechakoopa tile vertical displacement table (6 animation frames, each 4 bytes)
1B52F$03:B32F24 bytesSprite tilemap relatedMechakoopa tile table (6 animation frames, each 4 bytes)
1B547$03:B3474 bytesSprite tilemap relatedMechakoopa tiles' priority/flip left
1B54B$03:B34B4 bytesSprite tilemap relatedMechakoopa tiles' priority/flip right
1B54F$03:B34F4 bytesSprite tilemap relatedMechakoopa tile sizes (00= 8x8, 02= 16x16)
1B553$03:B3531 byteSprite tilemap relatedMechakoopa Palette/gfx page used when coming to, #1
1B554$03:B3541 byteSprite tilemap relatedMechakoopa Palette/gfx page used when coming to, #2
1B556$03:B3561 byteSprite tilemap relatedMechakoopa Regular palette/gfx page
1B560$03:B3601 byteSprite tilemap relatedMechakoopa Animation frame used when stunned
1B56A$03:B36A1 byteSprite tilemap relatedMechakoopa Animation frame used when kicked
1B5EF$03:B3EF1 byteSprite tilemap relatedMechakoopa Wind-up key horizontal displacement right
1B5F0$03:B3F01 byteSprite tilemap relatedMechakoopa Wind-up key horizontal displacement left
1B5F1$03:B3F11 byteSprite tilemap relatedMechakoopa Wind-up key palette/gfx page right
1B5F2$03:B3F21 byteSprite tilemap relatedMechakoopa Wind-up key palette/gfx page left
1B5F3$03:B3F34 bytesSprite tilemap relatedMechakoopa Wind-up key tile table (4 animation frames, each 1 byte)
1B643$03:B4434 bytesCoordinateBowser 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 bytesCoordinateBowser Battle Item Box Frame: Y position of each corner of the frame (same order as above)
1B64B$03:B44B4 bytesSprite tilemap relatedBowser Battle Item Box Frame: Attributes for each corner of the frame (same order as above)
1B66E$03:B46E1 byteSprite tilemap relatedBowser Battle Item Box Frame: Tile to use for the frame (each corner uses the same 16x16 tile)
1B68C$03:B48C16 bytesMisc.X-coordinates of 1st and 3rd rows of Bowser's castle roof
1B69C$03:B49C16 bytesMisc.Y-coordinates of 1st and 3rd rows of castle roof
1B6B9$03:B4B91 byteMisc.How many tiles to load for 2nd row group, -1
1B6C0$03:B4C01 byteMisc.Y-coordinate of 2nd row of castle roof
1B6D1$03:B4D11 byteMisc.Difference in X-coordinate for tiles in 2nd row
1B6D5$03:B4D51 byteSprite tilemap relatedTile of 2nd row of Bowser's castle roof
1B6DA$03:B4DA1 byteSprite tilemap relatedPalette of 2nd row of Bowser's castle roof
1B6F3$03:B4F31 byteMisc.How many tiles to load for 1st & 3rd row group, -1
1B70D$03:B50D1 byteSprite tilemap relatedTile of 3rd row of Bowser's castle roof
1B70F$03:B50F1 byteMisc.How many tiles will use the address below
1B713$03:B5131 byteSprite tilemap relatedTile of 1st row of castle roof
1B718$03:B5181 byteSprite tilemap relatedPalette of 1st and 3rd rows of Bowser's castle roof
1B747$03:B5471 byteSprite tilemap relatedTile of 3rd row of castle roof (copy. It is called for when Peach comes from Bowser's clown car )
1B749$03:B5491 byteMisc.How many tiles will use the address below
1B74D$03:B54D1 byteSprite tilemap relatedTile of 1st row of castle roof (copy)
1B752$03:B5521 byteSprite tilemap relatedPalette of 1st and 3rd rows of castle roof (copy)
1B76C$03:B56C60 bytesSprite physicsX displacement of sprite clippings.
1B7A8$03:B5A860 bytesSprite physicsWidth of sprite clippings.
1B7E4$03:B5E460 bytesSprite physicsY displacement of sprite clippings.
1B820$03:B62060 bytesSprite physicsHeight of sprite clippings.
1B864$03:B66459 bytesSubroutine (JSx FIXME)"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 (1B873) - The width of Mario hitbox with sprites in pixels.
$03B67C (1B87C) - 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 x6D79 and xB6C0)
1B89F$03:B69F70 bytesSprite Subroutine"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 bytesSprite Subroutine"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 bytesSprite Subroutine"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 bytesPaletteMagikoopa palettes (8 palettes; 8 colours each, including transparent colour)
1BB82$03:B982128 bytesPaletteBig Boo Boss palettes (in same layout as Magikoopa palettes)
1BC02$03:BA021,534 bytesEmptyFilled with FF.
1C200$03:C00035 bytesSprite SubroutineThis 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 bytesMisc.Speed of rotation of Iggy/Larry's platform
1C31A$03:C11A4 bytesMisc.How far to Iggy/Larry's rotate platforms
1C364$03:C1641 byteMisc.Time to stall Iggy/Larry's platform in between rotations
1C45B$03:C25B4 bytesSprite tilemap relatedChainsaw's Motor Tilemap
1C4BB$03:C2BB1 byteSprite tilemap relatedMiddle of Chainsaw
1C4C0$03:C2C01 byteSprite tilemap relatedTop of Chainsaw
1C4EC$03:C2EC1 byteSprite numberSprite spawned by the checkpoint block (1up)
1C519$03:C3191 byteSprite numberSprite that the invisible mushroom is made from
1C53F$03:C33F1 byteSprite physicsY speed of mushroom after spawning from an invisible mushroom.
1C543$03:C3431 byteSound effectSound effect played when Mario discovers an invisible mushroom. The bank is stores to is located at 1C545 ($03:C345), default bank is $1DFC.
1C548$03:C3484 bytesSprite physicsNinji's vertical speed when jumping
1C575$03:C3751 byteMisc.Time it takes Ninji to jump
1C5B3$03:C3B312 bytesSprite tilemap relatedDry Bones x-displacement table (Bone, Head, Body)
1C5BF$03:C3BF3 bytesSprite tilemap relatedDry Bones palette/gfx page (Facing right) (Bone, Head, Body)
1C5C2$03:C3C23 bytesSprite tilemap relatedDry Bones palette/gfx page (Facing left) (Bone, Head, Body)
1C5C5$03:C3C59 bytesSprite tilemap relatedDry Bones y-displacement table (Bone, Head, Body)
1C5CE$03:C3CE9 bytesSprite tilemap relatedDry Bones tile table
1C64E$03:C44E65 bytesSprite SubroutineDry 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 bytesSprite tilemap relatedSprite tilemap: Disco Ball
1C69C$03:C49C9 bytesSprite tilemap relatedSpotlight / Disco Ball properties, YXPPCCCT.
1C775$03:C5751 byteSprite Misc.Spotlight 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 bytesSprite tilemap relatedFireworks Tilemap
1CDAD$03:CBAD2 bytesCoordinateX-position of sprite spawned by Puntin' Chuck (facing right/left)
1CDAF$03:CBAF2 bytesSprite physicsX-speed of sprite spawned by Puntin' Chuck, high byte (facing right/left)
1CDB1$03:CBB12 bytesSprite physicsX-speed of sprite spawned by Puntin' Chuck, low byte (facing right/left)
1CDBA$03:CBBA1 byteSprite numberSprite Puntin' Chuck kicks
1CDC6$03:CBC61 byteSprite Misc.Status of sprite spawned by Puntin' Chuck
1CDFE$03:CBFE1 byteSprite physicsY-speed of sprite spawned by Puntin' Chuck
1CFD5$03:CDD51 byteMisc.Setting for Lemmy/Wendy's decoys. 00 - keep appearing after boss's defeat, 01 - interaction disabled, 02 - paralyzed, 03 - normal
1D001$03:CE011 byteTimerHow long until Lemmy/Wendy and enemies energe from the pipes.
1D011$03:CE111 byteMisc.Change 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 byteMisc.Lemmy and Wendy's HP
1D025$03:CE251 byteSound effectLemmy/Wendy falling Sound Effect.
1D034$03:CE341 byteSound effectCorrect! Sound Effect.
1D047$03:CE471 byteSound effectIncorrect sound effect for Lemmy/Wendy Battle.
1D07F$03:CE7F1 byteSound effectLemmy/Wendy falling in lava Sound Effect.
1D095$03:CE951 byteTimerHow long the fadeout is on the screen before the Castle Destruction Sequence appears.
1D09A$03:CE9A1 byteMusicMusic played after Lemmy/Wendy is defeated
1D0B8$03:CEB81 byteMisc.Points you get for hitting Lemmy/Wendy or decoys. Default 02 - 400pts.
1D0C2$03:CEC21 byteSound effectHitting Lemmy/Wendy/enemies sound effect. (note: when hitting Lemmy/Wendy, 2 sound effects are played together.)
1D0CC$03:CECC1 byteSound effectSfx that plays when Lemmy/Wendy has been hit.
1D0D4$03:CED41 byteMisc.Number of times minus one Lemmy/Wendy must be hit before other sprites in the room vanish.
1D0E1$03:CEE11 byteTimerHow long Lemmy stalls after being hit.
1D1AF$03:CFAF1 byteSprite tilemap relatedChange to 08 to fix the flip of Wendy's Bow (In conjunction with three other addresses)
1D1B5$03:CFB51 byteSprite tilemap relatedChange to 08 to fix Wendy's Bow (In conjunction with three other addresses)
1D31A$03:D11A138 bytesSprite tilemap relatedSprite tilemap: Lemmy Koopa(and decoys)
1D3A4$03:D1A4138 bytesSprite tilemap relatedSprite tilemap: Wendy O. Koopa(and decoys).
$03D1D7 (1D3D7) - Change to 1F 1E to fix Wendy's Bow (In conjunction with three other addresses)
$03D1DD (1D3DD) - Change to 1E 1F to fix Wendy's Bow (In conjunction with three other addresses)
1D42E$03:D22E111 bytesSprite tilemap relatedLemmy Koopa's Palette/gfx page/priority/flip
1D4A0$03:D2A020 bytesSprite tilemap relatedLemmy Koopa's Decoys' Palette/gfx page/priority/flip
1D4B8$03:D2B8110 bytesSprite tilemap relatedWendy Koopa's Palette/gfx page/priority/flip
1D52A$03:D32A20 bytesSprite tilemap relatedWendy Koopa's Decoys' Palette/gfx page/priority/flip
1D8AC$03:D6AC84 bytesEmptyUnused data.
1D91B$03:D71B1 byteMisc.Number of Reznors killed before bridge begins breaking
1DBDE$03:D9DE480 bytesMode7 tilemapMorton, Roy and Ludwig tilemap
1DDBE$03:DBBE432 bytesMode7 tilemapBowser tilemap
1DF6E$03:DD6E5 bytesPointerLow byte for the pointers to the SNES addresses for Morton, Roy, and Ludwig's palettes. The last two bytes are unused.
1DF73$03:DD735 bytesPointerHigh byte for the pointers to the SNES addresses for Morton, Roy, and Ludwig's palettes. The last two bytes are unused.
1DF78$03:DD785 bytesGraphicsGraphics files used for Morton, Roy, and Ludwig. The last two bytes are unused.
1E10A$03:DF0A1 byteMisc.How many animation frames Clown Car's propeller has, -1
1E216$03:E0165 bytesASMLightning sound FX for Bowser battle. Change to EA EA EA EA EA to disable noise.
1E22D$03:E02D7 bytesMisc.Code for loading BG flashes during Bowser battle. Change to EA EA EA EA EA EA EA to disable.
1E243$03:E0434 bytesPointerPointer to Bowser's first palette
1E25C$03:E05C932 bytesEmptyUnused data.
1E600$03:E4006,624 bytesMusicCredit music SPC data.
1FFE0$03:FDE0544 bytesEmptyUnused data.
20286$04:808651 bytesSubroutine (JSx FIXME)Seems to handle drawing the default water tiles on the overworld.
2044B$04:824B1 byteDebugChange from 80 to F0, and pushing select on the OW will cycle through Yoshi colours.
2048D$04:828D2 bytesASMChange to 80 06 to disable "Lives Exchanger" function.
20580$04:83801 byteMisc.Change to 00 to disable looking around the overworld map
207AA$04:85AA1 byteOverworld borderX placement of Mario
207B2$04:85B21 byteOverworld borderY placement of Mario
207BC$04:85BC1 byteOverworld borderMario'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 bytesOverworld borderChange from 22 BD E2 00 to EA EA EA EA to remove Mario from the Overworld border
207E8$04:85E81 byteOverworld borderChange this byte to [60] (RTS) to get rid of the 32x32 box that surrounds the Mario image.
207E9$04:85E91 byteOverworld borderX placement of first row of tiles behind Mario
207ED$04:85ED1 byteOverworld borderY placement of tile group behind Mario
20803$04:86031 byteOverworld borderTile used for group behind Mario
20808$04:86081 byteOverworld borderAttributes of group behind Mario
2081B$04:861B1 byteOverworld borderX placement of second to fourth row of tiles behind Mario
20969$04:87693 bytesASMChange to EA EA EA to keep the inactive player from appearing on the map
209B4$04:87B41 byteSprite tilemap relatedTile to use for both halves of Mario's halo on the overworld.
209BC$04:87BC1 byteSprite tilemap relatedProperties of left half of Mario's halo on the overworld, in YXPPCCCT format.
209C1$04:87C11 byteSprite tilemap relatedProperties of right half of Mario's halo on the overworld, in YXPPCCCT format.
209CB$04:87CB384 bytesSprite tilemap relatedOverworld sprite tilemap (Mario/Luigi) (2 bytes per 8x8 tile)
20BDE$04:89DE384 bytesSprite tilemap relatedOverworld sprite tilemap (More M/L, Yoshi)
Change $04:8A36 (0x20C36) 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 byteMusicChange 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 bytesASMIf you change this to EA EA EA, the background water tiles on the overworld will not show up.
210FA$04:8EFA1 byteMisc.On which submap Mario should be walking upwards after the intro screen (walking to Yoshi's House).
21101$04:8F011 byteCoordinateOn 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 byteCoordinateOn which Y position Mario should be walking upwards after the intro screen (walking to Yoshi's House). (To be used with PC x2B35C / SNES $05B15C.)
2117F$04:8F7F8 bytesMisc.The 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 byteASM[6C] Changing this to [00] will cause all overworld tiles to show the save prompt when the corresponding level is beaten.
21194$04:8F9472 bytesSubroutine (JSx FIXME)"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 bytesMisc.The 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 bytesCoordinateThe 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 bytesMisc.This 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 bytesMisc.Hardcoded 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 bytesMisc.Hardcoded 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 byteMisc.Change to F0 to make player warp to Star Road if Select is pressed at Yoshi's House
21371$04:91711 byteSound effectSound effect played when warping over a star road tile.
213B8$04:91B829 bytesMisc.Loads Mario/Luigi's powerups, coins, Yoshies, and lives
213E1$04:91E11 byteMusic[80] Music to use when entering a level.
213E3$04:91E31 byteMusic[FB] Change to f9 or fc to use sound effect when entering a level.
2142E$04:922E1 byteMisc.Change 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 byteMisc.On 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 bytesDebugIf 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 bytesMario physicsSpeed of Mario on the OW (Higher = faster). First byte is normal ground, second is stairs.
21626$04:942610 bytesMisc.List of layer 1 overworld tiles that allow mario to walk from one map to another ("exit level tiles" in lunar magic)
2185C$04:965C1 byteOverworldChange to 80 (BRA) to make Mario stand on OW tiles 6A through 6D, instead of swimming through them.
2189F$04:969F6 bytesSound effectReplace [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 bytesSubroutine (JSR)Calculator 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 byteOverworldInitial 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 byteCoordinateAt 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 bytesOverworldA 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 bytesLayer 3Level 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 bytesCoordinatePosition 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 bytesMisc.Two 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 next entry)
22111$04:9F112 bytesOverworld[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 bytesMisc.Two 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 bytesOverworld[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 bytesMisc.One 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 byteOverworld[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 byteOverworld[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 bytesLayer 3How 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 bytesEmptyUnused data
22600$04:A400307 bytesOverworld borderLayer 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: x22604 (top rows overworld border); x2260A (first column, left-hand side); x22610 (second column, left-hand side); x22616 (top right corner by map shadow); x2261C (right-hand side column); x22622 (bottom rows).
x22730 is the x beside Mario and the Lives in the overword border. Change from 8F to FE to remove it.
22733$04:A5336,904 bytesMisc.Overworld layer 2 data's tilemap data: Tile numbers.

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

Table is compressed in the LC_RLE2 format
25878$04:D67896 bytesOverworldWhich 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 bytesMisc.22 bytes of layer 1 tiles, followed by 22 bytes of other layer 1 tiles to turn the first set into. this is how "future layer 1 tiles" work - tiles from the first list (most of which are blank) are transformed into tiles on the second list (level tiles and such).
25CBA$04:DABA53 bytesSubroutine (JSx FIXME)Subroutine that decompresses LC_RLE2 data.
25DC8$04:DBC87 bytesMusicMusic tracks used by the different submaps, indexed by submap ID ($1F11).
25F57$04:DD5754 bytesSubroutine (JSx FIXME)Subroutine that decompresses LC_RLE1 data.
25F8D$04:DD8D1,484 bytesOverworldA 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 bytesOverworldTable 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 bytesSubroutine (JSx FIXME)Routine that loads the overworld layer 2 events on game load and OW load after cutscenes (possibly at every OW load).
26777$04:E57716 bytesPointerPointer to locations in the routine that runs events.
267D6$04:E5D616 bytesOverworldWhich 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 bytesOverworldThe 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 bytesSubroutine (JSx FIXME)Subroutine that runs events at level end.
26860$04:E6601 byteMisc.Level that triggers overworld Earthquake sequence
26870$04:E6701 byteSound effectCastle Destroyed (OW) Sound Effect.
26964$04:E7641 byteSound effectSFX that makes the path appear (OW).
26CA8$04:EAA81 byteTimerDelay between laying down individual OW event tiles. Change from 40 to 00 for minimal delay.
26D41$04:EB411 byteMisc.Determines which submap reveals its event tiles at a slower rate (Default value is 03: Forest of Illusion)
26D42$04:EB421 byteMisc.Change 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 byteSound effectSFX that makes when the level tile appears.
2713E$04:EF3E834 bytesEmptyUnused data.
27494$04:F2941 byteTimerHow long until Switch Palace is destroyed.
274A1$04:F2A11 byteMisc.No. of times the ! blocks are spawned on OW after switch palace.
274A5$04:F2A51 byteSound effect[1C] Sound played by the switch palace blocks as they fly across the overworld (after pressing a switch).
274AA$04:F2AA1 byteMisc.How many ! blocks are spawned on OW after switch palace.
2772B$04:F52B250 bytesMisc.Main Lives Exchanger routine
$04F56F (2776F) is X location of Mario on lives exchange
$04F570 (27770) is Y location of Mario on lives exchange
$04F575 (27775) is X location of Luigi on lives exchange
$04F576 (27776) is Y location of Luigi on lives exchange
$04F57B (2777B) is Tile to use for Mario on lives exchange
$04F57C (2777C) is Pal/flip/etc. of Mario on lives exchange
$04F581 (27781) is Tile to use for Luigi on lives exchange
$04F582 (27782) is Pal/flip/etc. of Luigi on lives exchange
27825$04:F62565 bytesMisc.Overworld 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 bytesCoordinateX 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 bytesCoordinateY 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 byteOverworldSubmaps 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 byteMusicSound effect for the thunder in Valley of Bowser.
27944$04:F7441 byteTimerHow long the lightning flash stays on screen (Bowser's Valley)
2794B$04:F74B35 bytesSubroutine (JSx FIXME)Subroutine which is used for the flashing effect in Valley of Bowser.
$04F754 (0x27954) - Color which is animated by this routine. Can be changed to 00 to have an all round lightning effect (everything flashes).
27A29$04:F82910 bytesMisc.Table 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.
27C6D$04:FA6D1 byteMisc.Flip to use when approaching overworld Cheep-Cheep from left
27C6F$04:FA6F1 byteSprite tilemap relatedBase Palette/flip/etc. of overworld Cheep-Cheep
27C74$04:FA741 byteMisc.Maximum height overworld Cheep-Cheep can jump
27C79$04:FA791 byteSound effectSound overworld Cheep-Cheep makes
27C7E$04:FA7E1 byteSprite Misc.No. of frames used by OW Cheep-Cheep's splash.
27CB2$04:FAB21 byteSprite tilemap relatedTile to use for overworld Cheep-Cheep (1)
27CB8$04:FAB81 byteSprite tilemap relatedTile to use for overworld Cheep-Cheep (2)
27CFB$04:FAFB1 byteSprite tilemap relatedTile to use for overworld Piranha Plant (1)
27D01$04:FB011 byteSprite tilemap relatedTile to use for overworld Piranha Plant (2)
27D03$04:FB031 byteSprite tilemap relatedPalette/flip/etc. of overworld Piranha Plant
27D38$04:FB381 byteMisc.X speed of overworld clouds
27D3D$04:FB3D1 byteMisc.Y speed of overworld clouds
27D44$04:FB443 bytesMisc.Change 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 byteSprite tilemap relatedPal/flip/etc. of overworld cloud (left half)
27D76$04:FB761 byteSprite tilemap relatedPal/flip/etc. of overworld cloud (right half)
27D79$04:FB791 byteSprite tilemap relatedTile to use for overworld clouds
27EC6$04:FCC61 byteSprite tilemap relatedTile to use for Yoshi's House smoke (1)
27ED3$04:FCD31 byteSprite tilemap relatedTile to use for Yoshi's House smoke (2)
27F2E$04:FD2E1 byteSprite tilemap relatedPal/flip/etc. of overworld Bowser (facing left)
27F35$04:FD351 byteSprite tilemap relatedPal/flip/etc. of overworld Bowser (facing right)
27F38$04:FD381 byteSprite tilemap relatedTile to use for overworld Bowser in clown car
27FA6$04:FDA61 byteSprite tilemap relatedPal/flip/etc. of overworld Boo (facing left)
27FAD$04:FDAD1 byteSprite tilemap relatedPal/flip/etc. of overworld Boo (facing right)
27FB0$04:FDB01 byteSprite tilemap relatedTile to use for overworld Boo
28090$04:FE9071 bytesSprite SubroutineOverworld sprite speed routine.
281B1$04:FFB179 bytesEmptyUnused data.
282D5$05:80D53 bytesASMHandles 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 bytesMisc.Map16 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 bytesSubroutine (JSx FIXME)This routine is used within the level clear to set $7EC800-$7EFFFF to #$25.
2853A$05:833A114 bytesSubroutine (JSx FIXME)This routine is used within the level clear to set $7FC800-$7FFFFF to #$00.
28617$05:841732 bytesMisc.Table of Screen Mode values for each level mode. Stored to $5B.
28637$05:843732 bytesMisc.Table of TM&TMW values for each level mode. Stored to $0D9D.
28657$05:845732 bytesMisc.Table of TD&TSW values for each level mode. Stored to $0D9E.
28677$05:847732 bytesMisc.Table of CGADSUB values for each level mode. Stored to $40.
28697$05:849732 bytesMisc.Table of Fight Mode values for each level mode. Stored to $0D9B.
286B7$05:84B732 bytesMisc.Table 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 bytesTimerHundreds 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 byteMusicLevel Music - Here We Go! [02] (change to any other value to change what music plays by default in grassland levels)
286DC$05:84DC1 byteMusicLevel Music - Cave Drums [06] (change to any other value to change what music plays by default in cave levels)
286DD$05:84DD1 byteMusicLevel Music - Piano [01] (change to any other value to change what music plays by default in rope/sky levels)
286DE$05:84DE1 byteMusicLevel Music - Castle [08] (change to any other value to change what music plays by default in Castles and Fortresses)
286DF$05:84DF1 byteMusicLevel Music - Ghost House [07] (change to any other value to change what music plays by default in Ghost Houses)
286E0$05:84E01 byteMusicLevel Music - Water [03] (change to any other value to change what music plays by default in water levels)
286E1$05:84E11 byteMusicLevel Music - Boss Battle [05] (change to any other value to change what music plays by default during boss battles)
286E2$05:84E21 byteMusicLevel Music - Switch Palace [12] (change to any other value to change what music plays by default in Switch Palaces)
289A4$05:87A43 bytesASMSame as $05:80D5. Both must be changed to the same values.
28C95$05:8A952 bytesCoordinateUntil which Y position (default : #$01B0) all Map16 tiles' graphics should be updated.
28E85$05:8C851 byteObjectsWhich 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 bytesEmptyFilled with FF.
29200$05:9000135 bytesPointer24-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 bytesLayer 3Layer 3 cage tiles placement, stripe image format.
29494$05:9294693 bytesLayer 3Layer 3 crusher tiles placement, stripe image format.
29749$05:9549149 bytesLayer 3Layer 3 tide tiles placement, stripe image format.
297DE$05:95DE1,081 bytesLayer 3Layer 3 ghost house fog tiles placement, stripe image format.
29C17$05:9A17201 bytesLayer 3Layer 3 goldfish tiles placement, stripe image format.
29CE0$05:9AE01,857 bytesLayer 3Layer 3 castle windows tiles placement, stripe image format.
2A421$05:A221834 bytesLayer 3Layer 3 underground rocks tiles placement, stripe image format.
2A763$05:A56329 bytesEmptyUnused data
2A780$05:A58016 bytesLayer 3VRAM 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 (0x2B3F7).
2A790$05:A59023 bytesMisc.Which 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 bytesLayer 3All 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 bytesMisc.Time 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 bytesMisc.Expanding/Shrinking size of Message Box window.

Second digit of both bytes can't be other numbers than 0.
2B30A$05:B10A2 bytesMisc.Expanding/Shrinking speed of Message Box window.
2B30C$05:B10C399 bytesSubroutine (JSx FIXME)The 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/x2B329: [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/x2B35C: [8E] The Y position on which to start the march to Yoshi's House after the intro screen. To be used with $048F08/x21108.
$05B15D/x2B35D: [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/x2B360: Side exit subroutine. It can be JSL'd to.
$05B189/x2B389: [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/x2B41D: [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/x2B496: [8D] Change to [0C] to prevent HDMA from getting disabled WHILE a message box is being displayed. Use with $05B129.
2B49B$05:B29B64 bytesSprite tilemap relatedThis 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 bytesSubroutine (JSx FIXME)"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 bytesSubroutine (JSx FIXME)Subroutine that gives the player a single coin. It handles the green star block as well.
$05B34E (0x2B54E) is the sound this generates.
2B575$05:B375488 bytesLayer 3Title screen stripe image data (the part that appears right as the title screen loads up).
2B8FE$05:B6FE203 bytesLayer 3Tilemap of the erase file select dialog. ("ERASE MARIO A . . . EMPTY", etc.)
2B9C9$05:B7C9169 bytesLayer 3Tilemap of the file select dialog. ("MARIO A . . . EMPTY", etc.)
2BA72$05:B87285 bytesMisc.1 / 2 player game stripe image data.
2BB3B$05:B93B48 bytesGraphicsDestination 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 bytesGraphicsThis 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 bytesGraphicsTable 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 bytesMisc.Table, 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 bytesGraphicsFrame 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 bytesSubroutine (JSx FIXME)The 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 bytesEmptyUnused data.
2BE87$05:BC8730 bytesPointerPointers to the scroll sprite main routines for Layer 1 scrolling.
2BEB8$05:BCB830 bytesPointerPointers to the scroll sprite main routines for Layer 2 scrolling.
2BEF0$05:BCF030 bytesPointerPointers to the scroll sprite init routines for Layer 1 scrolling.
2BF17$05:BD1730 bytesPointerPointers to the scroll sprite init routines for Layer 2 scrolling.
2C0A6$05:BEA63 bytesASM[9C 11 14] Change this to EA EA EA to make Layer 2 Sideways Scroll not disable horizontal scroll.
2C6F2$05:C4F26 bytesASMChange 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 byteMisc.Layer 2 on/off switch lower limit. The lower this number, the further down the screen layer 2 will go before stopping.
2C91D$05:C71D1 byteMisc.Layer 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 bytesMisc.Change to A9 08 EA and the background will start scrolling fast with generator F4 without having to touch platform C1
2CDFF$05:CBFF8 bytesSubroutine (JSx FIXME)Jumps to Level End Scorecard Subroutine
2CE16$05:CC1675 bytesLayer 3Start of course clear message tilemap.
$05CC1A (2CE1A) (10 bytes) is 'MARIO' tiles and attributes used in the end-of-level scorecard
$05CC28 (2CE28) (12 bytes) is "COURSE" and attributes at end of level scorecard.
$05CC36 (2CE36) (10 bytes) is "CLEAR" and attributes at end of level scorecard.
2CE61$05:CC615 bytesMisc.'LUIGI' letters used in the end-of-level scorecard (uses the same attributes as the MARIO letters)
2CE66$05:CC662 bytesMisc.Change 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 byteMisc.Change to 00 to disable "Course Clear" from appearing.
2CEC4$05:CCC41 byteMisc.Number of LUIGI tiles to use in the end-of-level scorecard
2CF2C$05:CD2C1 byteTimerTime it takes for Bonus! to appear after hitting the goal tape.
2CF3F$05:CD3F35 bytesLayer 3Tilemap 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 bytesLayer 3Table 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 byteASMChanging this byte to [80] will disable the bonus counter in the 'Course Clear' screen.
2CFD8$05:CDD81 byteASMChanging this byte to [80] will disable the drumroll sound effect, and the Timer and score tallying at the 'Course Clear' screen.
2CFE4$05:CDE41 byteSound effectDrum Roll (tallying points) Sound Effect.
2D07A$05:CE7A1 byteMisc.Time Multiplier for every second (use with 2D092) must be a multiple of 10.
2D092$05:CE921 byteMisc.Time Multiplier for every second (use with 2D07A) must be a multiple of 10.
2D11B$05:CF1B3 bytesASMChange to EA EA EA and the player will receive no bonus stars at the end of the level.
2D149$05:CF491 byteSound effectDrum Roll Finishing Sound Effect.
2D1EA$05:CFEA22 bytesEmptyEmpty.
2D200$05:D0001,536 bytesMisc.Tile 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 bytesOverworldWhich events are triggered by which level. Indexed by level ID, aka $13BF.
2D868$05:D668160 bytesEmptyUnused data.
2D908$05:D7088 bytesLevel dataLayer 1, 2 (FG,BG) Initial Position. FG values (4 bytes) are first. BG values (4 values) are last.
2D910$05:D71016 bytesLevel dataVertical 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 bytesLevel dataHorizontal 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 bytesLevel dataMario Y-Position (main and midway entrances)
2D940$05:D74016 bytesLevel dataMario Y-Subscreen Positions (main and midway entrances)
2D950$05:D7508 bytesLevel dataMario X-Positions (main and midway entrances). 8th byte unused?
2D958$05:D7588 bytesLevel dataMario X-Subscreen Positions (main and midway entrances). 8th byte unused?
2D960$05:D7606 bytesMisc.The 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 bytesPointerList 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 bytesPointerList of pointers to the Layer 2's for the "Get off Yoshi" intro levels. Same order as for 2D966
2D996$05:D796857 bytesSubroutine (JSx FIXME)The 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 byteLevel numberAny 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 byteLevel numberOne 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 byteLevel numberOne 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 byteLevel numberOne 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 byteLevel numberOne 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 byteLevel numberOne 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 bytesSubroutine (JSx FIXME)The 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 byteLevel numberLevel number for bonus game after gaining 100 bonus stars from a goal tape.
2DDAA$05:DBAA1 byteLevel numberLevel number for yoshi wings bonus stage.
2DDAC$05:DBAC29 bytesSubroutine (JSx FIXME)The routine that handles setting the level to warp to when Yoshi gets the wings. (Level xC8.)
2DDB3$05:DBB31 byteMisc.Change 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 bytesCoordinatePosition of lives counter on the overworld.
2DDF2$05:DBF21 byteOverworld border[8B] Change to 6B to remove the OW life counter on the OW. Use with $04A530 (0x22730).
2DE46$05:DC46954 bytesEmptyFilled with FF.
2E200$05:E0001,536 bytesPointerLevel data pointer table (Layer 1)
2E800$05:E6001,536 bytesPointerLevel data pointer table (Layer 2)
2EE00$05:EC001,024 bytesPointerLevel data pointer table (Sprites)
2F200$05:F000512 bytesLevel dataTable for each level in ssssyyyy format. ssss = layer 2 scroll settings, yyyy = Y position (from LM's method 1).
2F400$05:F200512 bytesLevel dataTable 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 bytesLevel dataTable for each level in mmmmffbb format. mmmm = screen for midway entrance, ff = FG initial position, bb = BG initial position.
2F800$05:F600512 bytesLevel dataTable 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 bytesLevel dataPart 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 bytesLevel dataPart 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 bytesLevel dataPart 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 bytesLevel dataPart 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 bytesLevel dataLevel 012, 019, 01E, 025-092, 09C-0BC, 10C, 112, 124, 129, 12E, 12F, 131, 133, 137-192, 19C-1BA
30263$06:806390 bytesLevel dataUnused level: Ride Among the Clouds
302BD$06:80BD123 bytesLevel dataUnused level: Mushroom Scales
30338$06:8138282 bytesLevel dataUnused level: Boss Test
30452$06:82526 bytesLevel dataLevel 09B, 19B
30458$06:82586 bytesLevel dataLevel 095, 098-09A, 195, 198-19A
3045E$06:825E6 bytesLevel dataLevel 096, 097, 196, 197
30464$06:8264135 bytesLevel dataUnused level: Lava Cave (Layer 2)
304EB$06:82EB177 bytesLevel dataUnused level: Lava Cave
3059C$06:839C15 bytesLevel dataUnused level: Twin Blocks
305AB$06:83AB342 bytesLevel dataUnused level: Beta level 01A.
You can change 0x30657/$06:8457 from 9C to 8D to fix the P-switch music repeating glitch when using custom music.
30701$06:850160 bytesLevel dataUnused level: Beta level 01A (Layer 2)
3073D$06:853D36 bytesLevel dataUnused level: Pipe 'n' Ground
30761$06:856142 bytesLevel dataLevel 093, 194
3078B$06:858B42 bytesLevel dataLevel 094, 193
307B5$06:85B578 bytesLevel dataLevel 0C7
30803$06:860324 bytesLevel dataLevel 0C5
3081B$06:861B6 bytesLevel dataLevel 0C4, 0EB, 0F0, 0FB, 1DA, 1E6, 1E7, 1F9 (Layer 2)
30821$06:862121 bytesLevel dataLevel 0EB, 0F0, 0FB, 1DA, 1E7, 1F9
30836$06:86366 bytesLevel dataLevel 0CC, 0D5, 0D9, 0DF, 0E2, 0E5, 1DE
3083C$06:863C24 bytesLevel dataLevel 0FF
30854$06:865433 bytesLevel dataLevel 000, 100
30875$06:867518 bytesLevel dataUnused level: Ghost House Exit
30887$06:86876 bytesLevel dataLevel 1EB, 1F6
3088D$06:868D67 bytesLevel dataLevel 014
308D0$06:86D091 bytesLevel dataLevel 11B
3092B$06:872B67 bytesLevel dataLevel 121
3096E$06:876E64 bytesLevel dataLevel 008
309AE$06:87AE69 bytesLevel dataLevel 0CA
309F3$06:87F369 bytesLevel dataLevel 1D8
30A38$06:883869 bytesLevel dataLevel 1D7
30A7D$06:887D66 bytesLevel dataLevel 0C9
30ABF$06:88BF30 bytesLevel dataLevel 003
30ADD$06:88DD283 bytesLevel dataLevel 105
30BF8$06:89F855 bytesLevel dataLevel 1CB
30C2F$06:8A2F388 bytesLevel dataLevel 106
30DB3$06:8BB343 bytesLevel dataLevel 1CA
30DDE$06:8BDE655 bytesLevel dataLevel 103
3106D$06:8E6D64 bytesLevel dataLevel 1FD
310AD$06:8EAD230 bytesLevel dataLevel 102
31193$06:8F9330 bytesLevel dataLevel 1FF
311B1$06:8FB176 bytesLevel dataLevel 1BE
311FD$06:8FFD370 bytesLevel dataLevel 101
3136F$06:916F118 bytesLevel dataLevel 1FC
313E5$06:91E5503 bytesLevel dataLevel 015-017
315DC$06:93DC151 bytesLevel dataLevel 0FD
31673$06:9473250 bytesLevel dataLevel 0E3
3176D$06:956D192 bytesLevel dataLevel 009 (Layer 2)
3182D$06:962D353 bytesLevel dataLevel 009
3198E$06:978E121 bytesLevel dataLevel 0E9
31A07$06:9807116 bytesLevel dataLevel 004
31A7B$06:987B34 bytesLevel dataLevel 0FA
31A9D$06:989D83 bytesLevel dataLevel 0DE, 0F9
31AF0$06:98F095 bytesLevel dataLevel 0FE
31B4F$06:994F18 bytesLevel dataLevel 0C4
31B61$06:9961445 bytesLevel dataLevel 005
31D1E$06:9B1E151 bytesLevel dataLevel 0F4
31DB5$06:9BB5407 bytesLevel dataLevel 006
31F4C$06:9D4C55 bytesLevel dataLevel 0D2
31F83$06:9D8361 bytesLevel dataLevel 0C3
31FC0$06:9DC0110 bytesLevel dataLevel 007
3202E$06:9E2E145 bytesLevel dataLevel 0E8
320BF$06:9EBF165 bytesLevel dataLevel 0E7 (Layer 2)
32164$06:9F64313 bytesLevel dataLevel 0E7
3229D$06:A09D151 bytesLevel dataLevel 0E6
32334$06:A134316 bytesLevel dataLevel 00A
32470$06:A270130 bytesLevel dataLevel 0C2
324F2$06:A2F2130 bytesLevel dataLevel 013, 0EC, 0EE
32574$06:A374172 bytesLevel dataLevel 0ED, 0F2
32620$06:A42047 bytesLevel dataLevel 0F1
3264F$06:A44F18 bytesLevel dataLevel 0E4
32661$06:A461268 bytesLevel dataLevel 10B
3276D$06:A56D76 bytesLevel dataLevel 1C6
327B9$06:A5B971 bytesEmptyUnused data
32800$06:A600745 bytesLevel dataLevel 11A
32AE9$06:A8E985 bytesLevel dataLevel 1EF
32B3E$06:A93E33 bytesLevel dataLevel 1EF (Layer 2)
32B5F$06:A95F841 bytesLevel dataLevel 118
32EA8$06:ACA897 bytesLevel dataLevel 1C3
32F09$06:AD09271 bytesLevel dataLevel 107, 1FB
33018$06:AE18101 bytesLevel dataLevel 1EA
3307D$06:AE7D824 bytesLevel dataLevel 10A
333B5$06:B1B5133 bytesLevel dataLevel 1C2
3343A$06:B23A151 bytesLevel dataLevel 1F7
334D1$06:B2D1337 bytesLevel dataLevel 119
33622$06:B422190 bytesLevel dataLevel 1F5
336E0$06:B4E0320 bytesLevel dataLevel 11C
33820$06:B62070 bytesLevel dataLevel 1F4
33866$06:B666229 bytesLevel dataLevel 1F3
3394B$06:B74B162 bytesLevel dataLevel 1F3 (Layer 2)
339ED$06:B7ED42 bytesLevel dataLevel 1F2
33A17$06:B817495 bytesLevel dataLevel 109
33C06$06:BA0645 bytesLevel dataLevel 1F1
33C33$06:BA3354 bytesLevel dataLevel 1F0
33C69$06:BA69352 bytesLevel dataLevel 001
33DC9$06:BBC9106 bytesLevel dataLevel 0D8
33E33$06:BC33187 bytesLevel dataLevel 002
33EEE$06:BCEE33 bytesLevel dataLevel 0CB
33F0F$06:BD0F167 bytesLevel dataLevel 00B
33FB6$06:BDB6247 bytesLevel dataLevel 0E0, 0E1
340AD$06:BEAD748 bytesLevel dataLevel 00F
34399$06:C19943 bytesLevel dataLevel 0BF
343C4$06:C1C4433 bytesLevel dataLevel 010
34575$06:C37546 bytesLevel dataLevel 0C1
345A3$06:C3A3203 bytesLevel dataLevel 00E
3466E$06:C46E39 bytesLevel dataLevel 00E (Layer 2)
34695$06:C495127 bytesLevel dataLevel 0DC
34714$06:C51469 bytesLevel dataLevel 0DC (Layer 2)
34759$06:C559403 bytesLevel dataLevel 0DB
348EC$06:C6EC151 bytesLevel dataLevel 0DA
34983$06:C783454 bytesLevel dataLevel 011
34B49$06:C94927 bytesLevel dataLevel 0C6
34B64$06:C9641,692 bytesEmptyFilled with $FF.
35200$06:D000220 bytesLevel dataLevel 00C
352DC$06:D0DC24 bytesLevel dataLevel 0F3
352F4$06:D0F4226 bytesLevel dataLevel 00D
353D6$06:D1D6100 bytesLevel dataLevel 0DD
3543A$06:D23A465 bytesLevel dataLevel 11E
3560B$06:D40B744 bytesLevel dataLevel 120
358F3$06:D6F3545 bytesLevel dataLevel 123
35B14$06:D91446 bytesLevel dataLevel 1F8
35B42$06:D942151 bytesLevel dataLevel 1BC
35BD9$06:D9D9229 bytesLevel dataLevel 020
35CBE$06:DABE207 bytesLevel dataLevel 11D, 1E8, 1E9
35D8D$06:DB8D837 bytesLevel dataLevel 11D, 1E8, 1E9 (Layer 2)
360D2$06:DED2116 bytesLevel dataLevel 1FA
36146$06:DF4621 bytesLevel dataLevel 1E6
3615B$06:DF5B425 bytesLevel dataLevel 11F
36304$06:E10436 bytesLevel dataLevel 1DF
36328$06:E12891 bytesLevel dataLevel 1C1
36383$06:E183135 bytesLevel dataLevel 122
3640A$06:E20A253 bytesLevel dataLevel 01F
36507$06:E307317 bytesLevel dataLevel 0D6
36644$06:E444396 bytesLevel dataLevel 022, 0D0, 0D1
367D0$06:E5D0414 bytesLevel dataLevel 0F5, 0F6
3696E$06:E76E52 bytesLevel dataLevel 0BE
369A2$06:E7A2115 bytesLevel dataLevel 021
36A15$06:E815130 bytesLevel dataLevel 0FC
36A97$06:E897238 bytesLevel dataLevel 024
36B85$06:E985118 bytesLevel dataLevel 0CF
36BFB$06:E9FB181 bytesLevel dataChocolate Island 2 - Level 1
36CB0$06:EAB091 bytesLevel dataChocolate Island 2 - Level 2
36D0B$06:EB0B103 bytesLevel dataLevel 0CE
36D72$06:EB7276 bytesLevel dataChocolate Island 2 - Level 3
36DBE$06:EBBE102 bytesLevel dataChocolate Island 2 - Level 4
36E24$06:EC2490 bytesLevel dataLevel 0CD
36E7E$06:EC7E75 bytesLevel dataChocolate Island 2 - Level 5
36EC9$06:ECC9286 bytesLevel dataLevel 023
36FE7$06:EDE779 bytesLevel dataLevel 0D7
37036$06:EE36199 bytesLevel dataLevel 01B
370FD$06:EEFD352 bytesLevel dataLevel 0EF
3725D$06:F05D263 bytesLevel dataLevel 117
37364$06:F164505 bytesLevel dataLevel 1ED
3755D$06:F35D205 bytesLevel dataLevel 1EC
3762A$06:F42A210 bytesLevel dataLevel 1EC (Layer 2)
376FC$06:F4FC21 bytesLevel dataLevel 1EE
37711$06:F51140 bytesLevel dataLevel 1C0
37739$06:F5392,759 bytesEmptyFilled with $FF.
38200$07:800024 bytesLevel dataGhost house entrance
38218$07:80186 bytesLevel dataEmpty level (header only). Used as layer 2 when no background is needed.
3821E$07:801E15 bytesLevel dataCastle entrance 1
3822D$07:802D33 bytesLevel dataLevel 104
3824E$07:804E18 bytesLevel dataNo Yoshi sign entrance 1
38260$07:806033 bytesLevel dataUnused level: Ghost House Exit
38281$07:808115 bytesLevel dataUnused level: Three bushes
38290$07:809015 bytesLevel dataCastle entrance 2
3829F$07:809F18 bytesLevel dataNo Yoshi sign entrance 2
382B1$07:80B118 bytesLevel dataNo Yoshi sign entrance 3
382C3$07:80C342 bytesLevel dataLevel 108
382ED$07:80ED19 bytesEmptyEmpty
38300$07:81001,204 bytesLevel dataLevel 01D
387B4$07:85B4303 bytesLevel dataLevel 0EA
388E3$07:86E3488 bytesLevel dataLevel 01C
38ACB$07:88CB106 bytesLevel dataLevel 0C0
38B35$07:8935151 bytesLevel dataLevel 0BD
38BCC$07:89CC337 bytesLevel dataLevel 01A
38D1D$07:8B1D45 bytesLevel dataLevel 01A (Layer 2)
38D4A$07:8B4A109 bytesLevel dataLevel 0D4
38DB7$07:8BB751 bytesLevel dataLevel 0D4 (Layer 2)
38DEA$07:8BEA42 bytesLevel dataLevel 0D3
38E14$07:8C14178 bytesLevel dataLevel 018
38EC6$07:8CC6229 bytesLevel dataLevel 0F8
38FAB$07:8DAB249 bytesLevel dataLevel 0F7
390A4$07:8EA4893 bytesLevel dataLevel 116
39421$07:922118 bytesLevel dataLevel 1E5
39433$07:9233151 bytesLevel dataLevel 1E4
394CA$07:92CA178 bytesLevel dataLevel 115
3957C$07:937C102 bytesLevel dataLevel 115 (Layer 2)
395E2$07:93E2451 bytesLevel dataLevel 1E3
397A5$07:95A575 bytesLevel dataLevel 1E3 (Layer 2)
397F0$07:95F0366 bytesLevel dataLevel 1E2
3995E$07:975E30 bytesLevel dataLevel 1E2 (Layer 2)
3997C$07:977C135 bytesLevel dataLevel 0C8
39A03$07:9803100 bytesLevel dataLevel 114, 1D9
39A67$07:9867258 bytesLevel dataLevel 1DD
39B69$07:9969109 bytesLevel dataLevel 1DB, 1DC
39BD6$07:99D6235 bytesLevel dataLevel 113
39CC1$07:9AC1151 bytesLevel dataLevel 1BB
39D58$07:9B58556 bytesLevel dataLevel 10F
39F84$07:9D8494 bytesLevel dataLevel 1BF
39FE2$07:9DE2320 bytesLevel dataLevel 110
3A122$07:9F22262 bytesLevel dataLevel 1FE
3A228$07:A028268 bytesLevel dataLevel 111
3A334$07:A13469 bytesLevel dataLevel 111 (Layer 2)
3A379$07:A1791,159 bytesEmptyFilled with $FF.
3A800$07:A600142 bytesLevel dataLevel 10D
3A88E$07:A68E121 bytesLevel dataLevel 1D4
3A907$07:A70794 bytesLevel dataLevel 1D3
3A965$07:A765157 bytesLevel dataLevel 1D2
3AA02$07:A80261 bytesLevel dataLevel 1D1
3AA3F$07:A83F154 bytesLevel dataLevel 1D0
3AAD9$07:A8D991 bytesLevel dataLevel 1CF
3AB34$07:A93445 bytesLevel dataLevel 1CF (Layer 2)
3AB61$07:A961130 bytesLevel dataLevel 1CE
3ABE3$07:A9E351 bytesLevel dataLevel 1CE (Layer 2)
3AC16$07:AA1697 bytesLevel dataLevel 1CD
3AC77$07:AA7782 bytesLevel dataLevel 1CC
3ACC9$07:AAC9304 bytesLevel dataLevel 1BD
3ADF9$07:ABF9310 bytesLevel dataLevel 10E
3AF2F$07:AD2F6 bytesLevel dataLevel 1C7
3AF35$07:AD35481 bytesLevel dataLevel 134
3B116$07:AF1615 bytesLevel dataLevel 1D6
3B125$07:AF25169 bytesLevel dataLevel 130
3B1CE$07:AFCE21 bytesLevel dataLevel 1D5
3B1E3$07:AFE378 bytesLevel dataLevel 132
3B231$07:B031243 bytesLevel dataLevel 135
3B324$07:B124327 bytesLevel dataLevel 136
3B46B$07:B26B347 bytesLevel dataLevel 12A
3B5C6$07:B3C6168 bytesLevel dataLevel 1C4, 1C5
3B66E$07:B46E210 bytesLevel dataLevel 12B
3B740$07:B540829 bytesLevel dataLevel 12C
3BA7D$07:B87D25 bytesLevel dataLevel 1C9
3BA96$07:B896114 bytesLevel dataLevel 1C8
3BB08$07:B908438 bytesLevel dataLevel 12D
3BCBE$07:BABE339 bytesLevel dataLevel 128
3BE11$07:BC11356 bytesLevel dataLevel 127
3BF75$07:BD7521 bytesLevel dataLevel 1E1
3BF8A$07:BD8A91 bytesLevel dataLevel 1E0
3BFE5$07:BDE5384 bytesLevel dataLevel 126
3C165$07:BF65705 bytesLevel dataLevel 125
3C426$07:C226218 bytesEmptyFilled with $FF
3C500$07:C30014 bytesLevel dataUnused level: Ride Among the Clouds (Sprites)
3C50E$07:C30E50 bytesLevel dataUnused level: Mushroom Scales (Sprites)
3C540$07:C3405 bytesLevel dataLevel 09B, 19B (Sprites)
3C545$07:C3455 bytesLevel dataLevel 09A, 19A (Sprites)
3C54A$07:C34A5 bytesLevel dataLevel 099, 199 (Sprites)
3C54F$07:C34F5 bytesLevel dataLevel 098, 198 (Sprites)
3C554$07:C3545 bytesLevel dataLevel 097, 197 (Sprites)
3C559$07:C35914 bytesLevel dataLevel 096, 196 (Sprites)
3C567$07:C36714 bytesLevel dataLevel 095, 195 (Sprites)
3C575$07:C37538 bytesLevel dataUnused level: Lava Cave (Sprites)
3C59B$07:C39B14 bytesLevel dataUnused level: Twin Blocks (Sprites)
3C5A9$07:C3A950 bytesLevel dataUnused level: Beta level 01A (Sprites)
3C5DB$07:C3DB8 bytesLevel dataLevel 093, 194 (Sprites)
3C5E3$07:C3E311 bytesLevel dataLevel 094, 193 (Sprites)
3C5EE$07:C3EE2 bytesLevel dataLevel 0BD, 0DA, 0E6, 0F4, 0FA, 0FD, 1BB, 1BC, 1C9, 1CB, 1E0, 1E4, 1F4, 1F7 (Sprites)
3C5F0$07:C3F05 bytesLevel dataLevel 0C6, 0CB, 0F3, 0FF, 1D5, 1D6, 1E1, 1EE (Sprites)
3C5F5$07:C3F58 bytesLevel dataLevel 0C4, 0F0, 0FB, 1DA, 1E6, 1F9 (Sprites)
3C5FD$07:C3FD5 bytesLevel dataUnused level: Goal 1 (Sprites)
3C602$07:C4025 bytesLevel dataUnused level: Goal 2 (Sprites)
3C607$07:C4075 bytesLevel dataLevel 000, 100 (Sprites)
3C60C$07:C40C8 bytesLevel dataLevel 0EB, 1E7 (Sprites)
3C614$07:C41414 bytesLevel dataLevel 0D5, 0DF, 0E2, 1DE (Sprites)
3C622$07:C4225 bytesLevel dataLevel 10D, 1D0 (Sprites)
3C627$07:C42726 bytesLevel dataLevel 0C7 (Sprites)
3C641$07:C4415 bytesLevel dataLevel 0C5 (Sprites)
3C646$07:C4465 bytesLevel dataLevel 014 (Sprites)
3C64B$07:C44B5 bytesLevel dataLevel 0CA (Sprites)
3C650$07:C45035 bytesLevel dataLevel 11B (Sprites)
3C673$07:C4735 bytesLevel dataLevel 1D8 (Sprites)
3C678$07:C47832 bytesLevel dataLevel 121 (Sprites)
3C698$07:C4985 bytesLevel dataLevel 1D7 (Sprites)
3C69D$07:C49D35 bytesLevel dataLevel 008 (Sprites)
3C6C0$07:C4C05 bytesLevel dataLevel 0C9 (Sprites)
3C6C5$07:C4C55 bytesLevel dataLevel 003 (Sprites)
3C6CA$07:C4CA104 bytesLevel dataLevel 105 (Sprites)
3C732$07:C53277 bytesLevel dataLevel 106 (Sprites)
3C77F$07:C57F20 bytesLevel dataLevel 1CA (Sprites)
3C793$07:C59392 bytesLevel dataLevel 103 (Sprites)
3C7EF$07:C5EF5 bytesLevel dataLevel 1FD (Sprites)
3C7F4$07:C5F4101 bytesLevel dataLevel 102 (Sprites)
3C859$07:C6598 bytesLevel dataLevel 1FF (Sprites)
3C861$07:C66114 bytesLevel dataLevel 1BE (Sprites)
3C86F$07:C66F80 bytesLevel dataLevel 101 (Sprites)
3C8BF$07:C6BF17 bytesLevel dataLevel 1FC (Sprites)
3C8D0$07:C6D05 bytesLevel dataLevel 1F6 (Sprites)
3C8D5$07:C6D5116 bytesLevel dataLevel 015-017 (Sprites)
3C949$07:C7498 bytesLevel dataLevel 0E3 (Sprites)
3C951$07:C75186 bytesLevel dataLevel 009 (Sprites)
3C9A7$07:C7A714 bytesLevel dataLevel 0E9 (Sprites)
3C9B5$07:C7B58 bytesLevel dataLevel 004 (Sprites)
3C9BD$07:C7BD14 bytesLevel dataLevel 0DE, 0F9 (Sprites)
3C9CB$07:C7CB14 bytesLevel dataLevel 0FE (Sprites)
3C9D9$07:C7D9107 bytesLevel dataLevel 005 (Sprites)
3CA44$07:C844137 bytesLevel dataLevel 006 (Sprites)
3CACD$07:C8CD29 bytesLevel dataLevel 0D2 (Sprites)
3CAEA$07:C8EA26 bytesLevel dataLevel 0C3 (Sprites)
3CB04$07:C90417 bytesLevel dataLevel 007 (Sprites)
3CB15$07:C91517 bytesLevel dataLevel 0E8 (Sprites)
3CB26$07:C92629 bytesLevel dataLevel 0E7 (Sprites)
3CB43$07:C9435 bytesLevel dataLevel 0E5 (Sprites)
3CB48$07:C94898 bytesLevel dataLevel 00A (Sprites)
3CBAA$07:C9AA32 bytesLevel dataLevel 0C2 (Sprites)
3CBCA$07:C9CA17 bytesLevel dataLevel 013, 0EC, 0EE (Sprites)
3CBDB$07:C9DB23 bytesLevel dataLevel 0ED, 0F2 (Sprites)
3CBF2$07:C9F226 bytesLevel dataLevel 0F1 (Sprites)
3CC0C$07:CA0C11 bytesLevel dataLevel 0E4 (Sprites)
3CC17$07:CA1786 bytesLevel dataLevel 10B (Sprites)
3CC6D$07:CA6D26 bytesLevel dataLevel 1C6 (Sprites)
3CC87$07:CA87122 bytesLevel dataLevel 11A (Sprites)
3CD01$07:CB0141 bytesLevel dataLevel 1EF (Sprites)
3CD2A$07:CB2A155 bytesLevel dataLevel 118 (Sprites)
3CDC5$07:CBC523 bytesLevel dataLevel 1C3 (Sprites)
3CDDC$07:CBDC53 bytesLevel dataLevel 107, 1FB (Sprites)
3CE11$07:CC1120 bytesLevel dataLevel 1EA (Sprites)
3CE25$07:CC25149 bytesLevel dataLevel 10A (Sprites)
3CEBA$07:CCBA26 bytesLevel dataLevel 1C2 (Sprites)
3CED4$07:CCD4143 bytesLevel dataLevel 119 (Sprites)
3CF63$07:CD635 bytesLevel dataLevel 1F5 (Sprites)
3CF68$07:CD6844 bytesLevel dataLevel 11C (Sprites)
3CF94$07:CD9444 bytesLevel dataLevel 1F3 (Sprites)
3CFC0$07:CDC08 bytesLevel dataLevel 1F2 (Sprites)
3CFC8$07:CDC868 bytesLevel dataLevel 109 (Sprites)
3D00C$07:CE0C8 bytesLevel dataLevel 1F1 (Sprites)
3D014$07:CE148 bytesLevel dataLevel 1F0 (Sprites)
3D01C$07:CE1C158 bytesLevel dataLevel 001 (Sprites)
3D0BA$07:CEBA5 bytesLevel dataLevel 0D8 (Sprites)
3D0BF$07:CEBF71 bytesLevel dataLevel 002 (Sprites)
3D106$07:CF0671 bytesLevel dataLevel 00B (Sprites)
3D14D$07:CF4D98 bytesLevel dataLevel 0E0, 0E1 (Sprites)
3D1AF$07:CFAF128 bytesLevel dataLevel 00F (Sprites)
3D22F$07:D02F20 bytesLevel dataLevel 0BF (Sprites)
3D243$07:D043140 bytesLevel dataLevel 010 (Sprites)
3D2CF$07:D0CF8 bytesLevel dataLevel 0C1 (Sprites)
3D2D7$07:D0D729 bytesLevel dataLevel 00E (Sprites)
3D2F4$07:D0F429 bytesLevel dataLevel 0DC (Sprites)
3D311$07:D11165 bytesLevel dataLevel 0DB (Sprites)
3D352$07:D1525 bytesLevel dataLevel 0D9 (Sprites)
3D357$07:D157158 bytesLevel dataLevel 011 (Sprites)
3D3F5$07:D1F5101 bytesLevel dataLevel 00C (Sprites)
3D45A$07:D25A170 bytesLevel dataLevel 00D (Sprites)
3D504$07:D3048 bytesLevel dataLevel 0DD (Sprites)
3D50C$07:D30C116 bytesLevel dataLevel 11E (Sprites)
3D580$07:D380197 bytesLevel dataLevel 120 (Sprites)
3D645$07:D445128 bytesLevel dataLevel 123 (Sprites)
3D6C5$07:D4C58 bytesLevel dataLevel 1F8 (Sprites)
3D6CD$07:D4CD80 bytesLevel dataLevel 020 (Sprites)
3D71D$07:D51D5 bytesLevel dataLevel 0CC (Sprites)
3D722$07:D52274 bytesLevel dataLevel 11D, 1E8, 1E9 (Sprites)
3D76C$07:D56C11 bytesLevel dataLevel 1FA (Sprites)
3D777$07:D57780 bytesLevel dataLevel 11F (Sprites)
3D7C7$07:D5C78 bytesLevel dataLevel 1DF (Sprites)
3D7CF$07:D5CF38 bytesLevel dataLevel 1C1 (Sprites)
3D7F5$07:D5F583 bytesLevel dataLevel 122 (Sprites)
3D848$07:D64832 bytesLevel dataLevel 01F (Sprites)
3D868$07:D668113 bytesLevel dataLevel 0D6 (Sprites)
3D8D9$07:D6D9104 bytesLevel dataLevel 022, 0D0, 0D1, 0F5, 0F6 (Sprites)
3D941$07:D74111 bytesLevel dataLevel 0BE (Sprites)
3D94C$07:D74C77 bytesLevel dataLevel 021 (Sprites)
3D999$07:D79938 bytesLevel dataLevel 0FC (Sprites)
3D9BF$07:D7BF38 bytesLevel dataLevel 024 (Sprites)
3D9E5$07:D7E55 bytesLevel dataLevel 0CF (Sprites)
3D9EA$07:D7EA59 bytesLevel dataChoco Island 2 (36BFB) (Sprites)
3DA25$07:D82538 bytesLevel dataChoco Island 2 (36CB0) (Sprites)
3DA4B$07:D84B35 bytesLevel dataLevel 0CE (Sprites)
3DA6E$07:D86E26 bytesLevel dataChoco Island 2 (36D72) (Sprites)
3DA88$07:D88817 bytesLevel dataChoco Island 2 (36DBE) (Sprites)
3DA99$07:D8998 bytesLevel dataLevel 0CD (Sprites)
3DAA1$07:D8A129 bytesLevel dataChoco Island 2 (36E7E) (Sprites)
3DABE$07:D8BE152 bytesLevel dataLevel 023 (Sprites)
3DB56$07:D9568 bytesLevel dataLevel 0D7 (Sprites)
3DB5E$07:D95E83 bytesLevel dataLevel 01B (Sprites)
3DBB1$07:D9B162 bytesLevel dataLevel 0EF (Sprites)
3DBEF$07:D9EF35 bytesLevel dataLevel 117 (Sprites)
3DC12$07:DA1250 bytesLevel dataLevel 1ED (Sprites)
3DC44$07:DA4459 bytesLevel dataLevel 1EC (Sprites)
3DC7F$07:DA7F20 bytesLevel dataLevel 1C0 (Sprites)
3DC93$07:DA9374 bytesLevel dataLevel 01D (Sprites)
3DCDD$07:DADD50 bytesLevel dataLevel 0EA (Sprites)
3DD0F$07:DB0F134 bytesLevel dataLevel 01C (Sprites)
3DD95$07:DB9538 bytesLevel dataLevel 0C0 (Sprites)
3DDBB$07:DBBB62 bytesLevel dataLevel 01A (Sprites)
3DDF9$07:DBF941 bytesLevel dataLevel 0D4 (Sprites)
3DE22$07:DC2211 bytesLevel dataLevel 0D3 (Sprites)
3DE2D$07:DC2D14 bytesLevel dataLevel 018 (Sprites)
3DE3B$07:DC3B38 bytesLevel dataLevel 0F8 (Sprites)
3DE61$07:DC61179 bytesLevel dataLevel 0F7 (Sprites)
3DF14$07:DD1498 bytesLevel dataLevel 116 (Sprites)
3DF76$07:DD765 bytesLevel dataLevel 1E5 (Sprites)
3DF7B$07:DD7B56 bytesLevel dataLevel 115 (Sprites)
3DFB3$07:DDB35 bytesLevel dataLevel 1E3 (Sprites)
3DFB8$07:DDB823 bytesLevel dataLevel 1E2 (Sprites)
3DFCF$07:DDCF50 bytesLevel dataLevel 0C8 (Sprites)
3E001$07:DE0114 bytesLevel dataLevel 114, 1D9 (Sprites)
3E00F$07:DE0F44 bytesLevel dataLevel 1DD (Sprites)
3E03B$07:DE3B20 bytesLevel dataLevel 1DB, 1DC (Sprites)
3E04F$07:DE4F185 bytesLevel dataLevel 113 (Sprites)
3E108$07:DF08140 bytesLevel dataLevel 10F (Sprites)
3E194$07:DF9429 bytesLevel dataLevel 1BF (Sprites)
3E1B1$07:DFB147 bytesLevel dataLevel 110 (Sprites)
3E1E0$07:DFE068 bytesLevel dataLevel 1FE (Sprites)
3E224$07:E02414 bytesLevel dataLevel 1EB (Sprites)
3E232$07:E03253 bytesLevel dataLevel 111 (Sprites)
3E267$07:E06738 bytesLevel dataLevel 1D4 (Sprites)
3E28D$07:E08D56 bytesLevel dataLevel 1D3 (Sprites)
3E2C5$07:E0C535 bytesLevel dataLevel 1D2 (Sprites)
3E2E8$07:E0E844 bytesLevel dataLevel 1D1 (Sprites)
3E314$07:E11429 bytesLevel dataLevel 1CF (Sprites)
3E331$07:E13147 bytesLevel dataLevel 1CE (Sprites)
3E360$07:E16035 bytesLevel dataLevel 1CD (Sprites)
3E383$07:E18326 bytesLevel dataLevel 1CC (Sprites)
3E39D$07:E19D35 bytesLevel dataLevel 10E, 1BD (Sprites)
3E3C0$07:E1C05 bytesLevel dataLevel 1C7 (Sprites)
3E3C5$07:E1C592 bytesLevel dataLevel 134 (Sprites)
3E421$07:E221125 bytesLevel dataLevel 130 (Sprites)
3E49E$07:E29E17 bytesLevel dataLevel 132 (Sprites)
3E4AF$07:E2AF134 bytesLevel dataLevel 135 (Sprites)
3E535$07:E335167 bytesLevel dataLevel 136 (Sprites)
3E5DC$07:E3DC38 bytesLevel dataLevel 12A (Sprites)
3E602$07:E40238 bytesLevel dataLevel 1C4, 1C5 (Sprites)
3E628$07:E42862 bytesLevel dataLevel 12B (Sprites)
3E666$07:E466134 bytesLevel dataLevel 12C (Sprites)
3E6EC$07:E4EC5 bytesLevel dataLevel 1C8 (Sprites)
3E6F1$07:E4F1131 bytesLevel dataLevel 12D (Sprites)
3E774$07:E574107 bytesLevel dataLevel 128 (Sprites)
3E7DF$07:E5DF113 bytesLevel dataLevel 127 (Sprites)
3E850$07:E650164 bytesLevel dataLevel 126 (Sprites)
3E8F4$07:E6F4101 bytesLevel dataLevel 125 (Sprites)
3E959$07:E75920 bytesLevel dataLevel 104 (Sprites)
3E96D$07:E76D2 bytesLevel dataLevel 012, 019, 01E, 025-092, 09C-0BC, 10C, 112, 124, 129, 12E, 12F, 131, 133, 137-192, 19C-1BA (Sprites)
3E96F$07:E76F2,193 bytesEmptyUnused data.
3F200$07:F000180 bytesSprite Misc.Table 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 bytesSprite Misc.Indexes to the table at $07F000. This table itself is indexed by the sprite memory setting plus the sprite index.
3F2C8$07:F0C8107 bytesMisc.X-coordinates of bonus star numbers (FF terminates the string)
3F334$07:F134107 bytesMisc.Y-coordinates of bonus star numbers (FF terminates the string)
3F3A0$07:F1A010 bytesPointerRelative pointers for each bonus star number formation's tilemap (0-9)
3F3AA$07:F1AA32 bytesMisc.Table 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 byteSprite tilemap relatedTile used by Bonus Star formation
3F462$07:F2621 byteMisc.If you get this many bonus stars at the goal, you will also be awarded a 3up (default 50)
3F463$07:F2631 byteMisc.Change to 80 to disable getting a 3up when getting the above number of bonus stars
3F466$07:F2661 byteMisc.Bonus for getting 50 bonus stars (3up)
3F46C$07:F26C201 bytesSprite Misc.Default values for $1656, various interaction-related flags, for the standard sprites.
x3F47B: Goomba 1656 value - change from 10 to 30 to make Goombas die when jumped on like the classic Goombas in SMB or SMB3.
x3F47C: 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).
x3F506: 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 bytesSprite Misc.Default values for $1662, some death-related flags and the sprite clipping, for the standard sprites.
3F5FE$07:F3FE201 bytesSprite Misc.Default 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 bytesSprite Misc.Default values for $167A, various misc flags, for the standard sprites.
Change $07F57D (0x3F77D) 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 bytesSprite Misc.Default values for $1686, various misc flags, for the standard sprites.
3F859$07:F659201 bytesSprite Misc.Default values for $190F, various misc flags, for the standard sprites.
3F922$07:F722105 bytesSubroutine (JSx FIXME)Zeros 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 bytesSprite SubroutineThe subroutine that loads the necessary bytes for some sprite tables. Actually just JSLs to $07F7A0 and sets $15F6,x.
3F9A0$07:F7A050 bytesSprite SubroutineThe subroutine that loads the six Tweaker bytes for a sprite when it is initialized.
3F9D2$07:F7D29 bytesSprite SubroutineResets 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 bytesMisc.SMW's trigonometry/sine/cosine value table. Note that these are 16-bit values, but most of the high bytes are 00.
3FBDB$07:F9DB536 bytesSprite Misc.Line-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 bytesPointerLow 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 bytesPointerHigh 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 bytesSprite Misc.X speeds for the 4 stars in the spin kill animation. Format: Upper left, upper right, bottom left, bottom right.
3FE37$07:FC374 bytesSprite Misc.Y speeds for the 4 stars in the spin kill animation. Format: Upper left, upper right, bottom left, bottom right.
3FE3B$07:FC3B85 bytesASMSpin Jump Star GFX Subroutine
$07FC53 (3FE53) is 4 objects to use for spin jump stars
3FE90$07:FC90880 bytesEmptyUnused data.
40200$08:8000130,317 bytesGraphicsGraphics (compressed)
5FF0D$0B:FD0D755 bytesEmptyEmpty space.
60200$0C:80003,328 bytesOverworldTiles 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 bytesMisc.Overworld 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 byteASMChange 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 bytesPointerTable 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 bytesMisc.Table 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 byteMusicMusic used for the first part of the Ending.
61767$0C:956796 bytesSubroutine (JSx FIXME)The DMA routine for updating the backgrounds during the credits walking sequence.
617C7$0C:95C72,280 bytesLayer 3Credits text data.
620B1$0C:9EB1171 bytesSubroutine (JSx FIXME)The subroutine that uploads the credits tilemap.
6216F$0C:9F6F2 bytesMisc.Speed at which the Layer 2 background in the credits roll moves. [80] [FF]. It's actually a word address (#$FF80). Anything from #$8000-#$FFFF is left speed, anything from #$0001-#$7FFF is right speed.
62189$0C:9F892 bytesLayer 3How 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 bytesCoordinatePrincess's Y position on Yoshi during the staff roll, relative to absolute value #$85. Each byte represents a Y position.
621ED$0C:9FED2 bytesCoordinateMario's absolute X position during the staff roll in the credits.
621F2$0C:9FF22 bytesCoordinateMario's absolute Y position during the staff roll in the credits.
621F8$0C:9FF82 bytesASMMario'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 byteMario physicsHow fast Mario walks during the staff roll. Doesn't actually affect the walking speed, but his walking animation speed.
62205$0C:A0051 byteCoordinateX-position of Yoshi (Credits)
6220C$0C:A00C1 byteCoordinateY-position of Yoshi (Credits)
6221E$0C:A01E1 byteCoordinateX-position of Peach (Credits)
62235$0C:A0351 byteCoordinateY-position of eggs (Credits)
6228F$0C:A08F42 bytesSprite tilemap relatedYoshi's House decoration tiles (Ending)
622B9$0C:A0B942 bytesSprite tilemap relatedYoshi's House decoration palettes (Ending)
622EA$0C:A0EA1 byteCoordinateY-position of Yoshi's House decorations (Ending)
6240B$0C:A20B1 byteMario tilemapWhich frame for Mario ($13E0) at the Yoshi House (credits), when he stops walking to the left.
6260C$0C:A40C1 byteMusicMusic used for the second part of the ending. (Yoshi's House)
627C2$0C:A5C21 byteMusicMusic used for the third part of the ending. (Thank You Music)
628FB$0C:A6FB1 byteCoordinateY-position of Peach waving after eggs hatch (Ending)
62992$0C:A7921 byteMisc.Direction Yoshi faces in Credits
629B0$0C:A7B01 byteMisc.Change to 00 to make Yoshi invisible for the credits sequence
629D5$0C:A7D512 bytesSprite tilemap relatedRed Yoshi Cheering Tiles (Ending)
629E1$0C:A7E112 bytesSprite tilemap relatedYellow Yoshi Cheering Tiles (Ending)
62A09$0C:A80912 bytesSprite tilemap relatedRed Yoshi Cheering Palettes (Ending)
62A15$0C:A81512 bytesSprite tilemap relatedYellow Yoshi Cheering Palettes (ending)
62AD8$0C:A8D87 bytesSprite tilemap relatedPalettes of Baby Yoshis (Ending)
62B06$0C:A9061 byteSprite tilemap relatedTile used by Eggs (Ending)
62B0B$0C:A90B1 byteSprite tilemap relatedPalette of eggs (ending)
62B18$0C:A9181 byteSprite tilemap relatedTile used by Baby Yoshis (Ending)
62B3A$0C:A93A12 bytesSprite tilemap relatedRed Yoshi Watching Tiles (Ending)
62B46$0C:A94612 bytesSprite tilemap relatedYellow Yoshi Watching Tiles (Ending)
62B52$0C:A95212 bytesMisc.Red Yoshi Watching Palettes (Ending)
62B5E$0C:A95E12 bytesSprite tilemap relatedYellow Yoshi Watching Palettes (Ending)
62B6A$0C:A96A12 bytesMisc.Red Yoshi Watching Tile X-coords (Ending)
62B76$0C:A97612 bytesMisc.Yellow Yoshi Watching Tile X-coords (Ending)
62B82$0C:A98212 bytesMisc.Red Yoshi Watching Tile Y-coords (Ending)
62B8E$0C:A98E12 bytesSprite tilemap relatedYellow Yoshi Watching Tile Y-coords (Ending)
62BF5$0C:A9F51 byteMisc.Tile size of 8x8 tiles (Red/Yellow Yoshi watching)
62C0B$0C:AA0B6 bytesSprite tilemap relatedBlue/Green Yoshi Tiles (Ending)
62C11$0C:AA112 bytesSprite tilemap relatedBlue Yoshi Palettes (Ending)
62C13$0C:AA131 byteSprite tilemap relatedGreen Yoshi Palettes (Ending)
62C53$0C:AA53140 bytesSprite tilemap relatedMario, Luigi and Peach ending image tilemap
62DA4$0C:ABA47 bytesPalettePoints to BG colour to use at the cutscenes in the beginning of the credits.
First value not used?
62E29$0C:AC2921 bytesLevel dataEnding sequence level data (Scene 1)
62E3E$0C:AC3E21 bytesLevel dataEnding sequence level data (Scene 2)
62E53$0C:AC5336 bytesLevel dataEnding sequence level data (Scene 3)
62E77$0C:AC7739 bytesLevel dataEnding sequence level data (Scene 4)
62E9E$0C:AC9E42 bytesLevel dataEnding sequence level data (Scene 5)
62EC8$0C:ACC818 bytesLevel dataEnding sequence level data (Scene 6)
62EDA$0C:ACDA21 bytesLevel dataEnding sequence level data (Scene 7)
62EEF$0C:ACEF21 bytesLevel dataEnding sequence level data (Scene 8)
62F04$0C:AD0427 bytesLevel dataEnding sequence level data (Scene 9)
62F1F$0C:AD1F18 bytesLevel dataEnding sequence level data (Scene 10)
62F31$0C:AD3112 bytesLevel dataEnding sequence level data (Scene 11)
62F3D$0C:AD3D20 bytesLevel dataEnding sequence level data (Scene 12)
62F52$0C:AD526 bytesLevel dataEnding sequence level data (Scene 13)
62F58$0C:AD5826 bytesPointerEnding sequence level data (Pointer table)
63111$0C:AF1169 bytesSprite tilemap relatedEnding sequence sprites (Scene 5)
63156$0C:AF5692 bytesSprite tilemap relatedEnding sequence sprites (Scene 6)
631B2$0C:AFB270 bytesSprite tilemap relatedEnding sequence sprites (Scene 9)
631F8$0C:AFF853 bytesSprite tilemap relatedEnding sequence sprites (Scene 12)
6322D$0C:B02D165 bytesSprite tilemap relatedEnding sequence sprites (Scene 2)
632D2$0C:B0D297 bytesSprite tilemap relatedEnding sequence sprites (Scene 3)
63333$0C:B133105 bytesSprite tilemap relatedEnding sequence sprites (Scene 4)
6339C$0C:B19C113 bytesSprite tilemap relatedEnding sequence sprites (Scene 7)
6340D$0C:B20D153 bytesSprite tilemap relatedEnding sequence sprites (Scene 1)
634A6$0C:B2A6149 bytesSprite tilemap relatedEnding sequence sprites (Scene 8)
6353B$0C:B33B105 bytesSprite tilemap relatedEnding sequence sprites (Scene 10)
635A4$0C:B3A4105 bytesSprite tilemap relatedEnding sequence sprites (Scene 11)
6360D$0C:B40D405 bytesSprite tilemap relatedEnding sequence sprites (Scene 13)
6383A$0C:B63A52 bytesMisc.The End text data, (with Mario, Peach and Luigi.)
6386E$0C:B66E402 bytesEmptyUnused data.
63A00$0C:B800447 bytesMisc.World 4 Castle Destruction Scene Layer 2 Tilemap
63BBF$0C:B9BF151 bytesMisc.Castle Destruction Scene Layer 1 Tilemap (Castle)
63C56$0C:BA56355 bytesMisc.World 3/7 Castle Destruction Scene Layer 2 Tilemap
63DB9$0C:BBB9329 bytesMisc.World 6 Castle Destruction Scene Layer 2 Tilemap
63F02$0C:BD02387 bytesMisc.World 1/2/5 Castle Destruction Scene Layer 2 Tilemap
64085$0C:BE85365 bytesLayer 3Castle destruction sequence 1 text.
641F2$0C:BFF2414 bytesLayer 3Castle destruction sequence 2 text.
64390$0C:C190361 bytesLayer 3Castle destruction sequence 3 text.
644F9$0C:C2F9422 bytesLayer 3Castle destruction sequence 4 text.
6469F$0C:C49F371 bytesLayer 3Castle destruction sequence 5 text.
64812$0C:C612424 bytesLayer 3Castle destruction sequence 6 text.
649BA$0C:C7BA404 bytesLayer 3Castle destruction sequence 7 text.
653A7$0C:D1A741 bytesMisc.Castle Destruction Scene Layer 1 Tilemap (Destroyed castle)
65496$0C:D2961 byteSound effectBomb Explosion (Castle Destruction Sequence) Sound Effect.
654A0$0C:D2A01 byteTimerhow long "BOMB" stays on castle destruction sequence. The highest possible value is 80, 81-FF will make the BOMB never appear.
654B3$0C:D2B31 byteSound effectCastle Crumbling sound effect. (Castle Destruction Sequence)
654BE$0C:D2BE1 byteSound effectCastle Launch (Castle Destruction Sequence #4) Sound Effect.
655E8$0C:D3E81 byteSound effectMario Hammering (Castle Destruction Sequence #3) sound effect.
657CF$0C:D5CF1 byteTimerNumber of frames, divided by 4, to disable pressing a button to end the castle destruction scene after the text finishes appearing.
657D4$0C:D5D41 byteMusicMusic to play after destruction of castle. (Castle Destruction Sequence)
659D9$0C:D7D91 byteSound effectCastle Painting (Castle Destruction Sequence #6) Sound Effect.
65A6F$0C:D86F145 bytesEmptyUnused data.
65B00$0C:D900441 bytesGraphicsTilemap of the oblong hill background (the one that appears in, e.g., level 105), in LC_RLE1 format.
65CB9$0C:DAB9440 bytesGraphicsTilemap of the underwater background (the one that appears in, e.g., level A), in LC_RLE1 format.
65E71$0C:DC71211 bytesGraphicsTilemap of the cloud/mountain background (the one that appears in level 125), in LC_RLE1 format.
65F44$0C:DD44272 bytesGraphicsTilemap of the cloud background (the one that appears in, e.g., level 1), in LC_RLE1 format.
66054$0C:DE54261 bytesGraphicsTilemap of the shallow hills background (the one that appears in, e.g., level 15), in LC_RLE1 format.
66159$0C:DF59426 bytesGraphicsTilemap of the "odd land formations with clouds" background (the one that appears in, e.g., level 102), in LC_RLE1 format.
66303$0C:E103879 bytesGraphicsTilemap of the castle background with pillars (the one that appears in, e.g., level 1F), in LC_RLE1 format.
66672$0C:E472514 bytesGraphicsTilemap of the large mountain background (the one that appears in, e.g., level 12B), in LC_RLE1 format.
66874$0C:E67416 bytesGraphicsTilemap of the switch palace background (the one that appears in, e.g., level 14), in LC_RLE1 format.
66884$0C:E684316 bytesGraphicsTilemap of the starry night background (the one that appears in, e.g., level 119), in LC_RLE1 format.
669C0$0C:E7C0302 bytesGraphicsTilemap of the "pointy land formations" background (the one that appears in, e.g., level 23), in LC_RLE1 format.
66AEE$0C:E8EE16 bytesGraphicsTilemap of the blank background (the one that appears in level F7), in LC_RLE1 format.
66AFE$0C:E8FE900 bytesGraphicsTilemap of the underground background (the one that appears in, e.g., level 11A), in LC_RLE1 format.
66E82$0C:EC82766 bytesGraphicsTilemap of the forest background (the one that appears in, e.g., level 106), in LC_RLE1 format.
67180$0C:EF80501 bytesGraphicsTilemap of the ghost house background (the one that appears in, e.g., level 4), in LC_RLE1 format.
67375$0C:F175741 bytesGraphicsTilemap of the sunken ship background (the one that appears in level F8), in LC_RLE1 format.
6765A$0C:F45A901 bytesGraphicsTilemap of the castle background with windows (the one that appears in, e.g., level 7), in LC_RLE1 format.
679DF$0C:F7DF2,048 bytesMisc.Layer 1 data on the overworld. Numbers are the same as in LM's "map16 editor".
The YI submap starts at $0CFBDE (67DDE) 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 bytesEmptyUnused data
68200$0D:8000920 bytesGraphicsGraphic 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 bytesGraphicsGraphic 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 bytesGraphicsGraphic 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 bytesGraphicsGraphic 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 bytesGraphicsGraphic 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 bytesGraphicsGraphic 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 bytesGraphicsGraphic 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 bytesGraphicsGraphic 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 bytesGraphicsGraphic 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 bytesGraphicsGraphic 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 bytesGraphicsGraphic 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 bytesGraphicsGraphic 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 bytesGraphicsGraphic 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 bytesGraphicsGraphic 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 bytesGraphicsBackground Map16 tiles (pages 0x10 and 0x11 in LM) in TTTTTTTT YXPCCCTT format.
6A30F$0D:A10F768 bytesObjectsPointers 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 bytesObjectsThe 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 bytesObjectsPointers 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 bytesObjectsMap16 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 bytesObjectsMain creation code for extended objects 10-40. (Extended object 17 uses a different pointer, but it jumps to the same routine.)
6A84D$0D:A64D5 bytesObjectsThe 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 bytesSubroutine (JSR)A 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 bytesSubroutine (JSR)A 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 bytesObjectsMap16 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 bytesObjectsMain 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 bytesMisc.Map16 data for the big bush
6A91B$0D:A71B45 bytesObjectsMain creation code for extended object 82 (the larger of the two big bushes).
$0DA71E (0x6A91E) is the width, minus one.
$0DA722 (0x6A922) is the height, minus one.
$0DA732 (0x6A932) is the pointer to Map16 tile array (only contains low bytes).
6A948$0D:A74824 bytesObjectsMap16 data for the small bush
6A960$0D:A76045 bytesObjectsMain creation code for extended object 83 (the smaller of the two big bushes).
$0DA763 (0x6A963) is the width, minus one.
$0DA767 (0x6A967) is the height, minus one.
$0DA777 (0x6A977) is the pointer to Map16 tile array (only contains low bytes).
6A98D$0D:A78D33 bytesASMPart of bush object decoding routine.
6A9E3$0D:A7E34 bytesObjectsGoal Arrow sign: MAP16 tiles
6AAB4$0D:A8B415 bytesObjectsMap16 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 bytesObjectsMain 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 bytesObjectsThe 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 bytesObjectsThe subroutine that allows objects to go across subscreen boundaries in horizontal levels without glitching.
6AC12$0D:AA1220 bytesObjectsMap16 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 bytesObjectsMain creation code for the vertical pipe objects.
x6AC5A - The Map16 tile number (low byte) for the left side of the vertical pipe with no end.
x6AC62 - The Map16 tile number (low byte) for the right side of the vertical pipe with no end.
x6AC6C - The Map16 tile number (low byte) for the left side of all non-vertical pipes except the one without ends.
x6AC74 - The Map16 tile number (low byte) for the right side of all non-vertical pipes except the one without ends.
6ACA4$0D:AAA416 bytesObjectsMap16 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 bytesObjectsMain creation code for the horizontal pipe objects.
6AD0D$0D:AB0D49 bytesObjectsMain creation code for the Bullet Bill shooter object. $0DAB1A (x6AD1A), $0DAB27 (x6AD27), and $0DAB34 (x6AD34) control which three Map16 tiles make up the object.
6AD3E$0D:AB3E48 bytesObjectsMain 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 bytesObjectsThe 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 bytesObjectsMain creation code for object 13 (vine and edge objects).
6B3C8$0D:B1C874 bytesObjectsMain 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.

x6B3CE - Height of the wide ground ledge - 1. The top tile is 100, the rest is 03F.
6B412$0D:B21218 bytesObjectsThe 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 (x6B421) to 3A and $0DB223 (x6B423) 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 bytesObjectsMain creation code for the midway point/goal point object.
6B4CA$0D:B2CA108 bytesObjectsDragon coin creation main code.
$0DB328 (6B528) - Map16 tile for the upper half of a Yoshi/Dragon Coin.
$0DB329 (6B529) - Change to EAEA to make only the lower half of Yoshi/Dragon Coins appear.
$0DB332 (6B532) - Map16 tile for the lower half of a Yoshi/Dragon Coin.
$0DB333 (6B533) - Change to EAEA to make only the upper half of Yoshi/Dragon Coins appear.
6B536$0D:B336133 bytesObjectsMain creation code for the purple coins. This is very similar to the code at $0DA8C3.
6B5BB$0D:B3BB1 byteObjectsRope: MAP16 block
6B5BC$0D:B3BC1 byteObjectsClouds: MAP16 block
6B5BD$0D:B3BD30 bytesObjectsMain creation code for the rope and cloud objects.
6B5DB$0D:B3DB1 byteObjectsWater with animated surface: MAP16 block (Top)
6B5DC$0D:B3DC1 byteObjectsWater with normal surface: MAP16 block (Top)
6B5DD$0D:B3DD1 byteObjectsLava with animated surface: MAP16 block (Top)
6B5DE$0D:B3DE1 byteObjectsClimbing net with top edge: MAP16 block (Top)
6B5DF$0D:B3DF1 byteObjectsWater with animated surface: MAP16 block (Bottom)
6B5E0$0D:B3E01 byteObjectsWater with normal surface: MAP16 block (Bottom)
6B5E1$0D:B3E11 byteObjectsLava with animated surface: MAP16 block (Bottom)
6B5E2$0D:B3E21 byteObjectsClimbing net with top edge: MAP16 block (Bottom)
6B5E3$0D:B3E372 bytesObjectsMain 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 byteObjectsDonut bridge: MAP16 block (Top)
6B62C$0D:B42C1 byteObjectsDonut bridge: MAP16 block (Bottom)
6B62D$0D:B42D52 bytesObjectsMain creation code for the donut bridge (object 1C).
6B71F$0D:B51F40 bytesObjectsVertical pipe/bone/log object creation subroutine. $0DB52E (x6B72E), $0DB536 (x6B736), and $0DB543 (x6B743) determine which three Map16 tiles make up the object.
6B747$0D:B54734 bytesObjectsHorizontal pipe/bone/log object creation subroutine. $0DB552 (x6B752), $0DB55A (x6B75A), and $0DB565 (x6B765) determine which three Map16 tiles make up the object.
6B783$0D:B58337 bytesObjectsMain 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 bytesObjectsTiles the Bushes 1-5 is made up of, in order of Left-Middle-right (five bytes per part)
6B7B7$0D:B5B71 byteMisc.6A-Green Switch Palace Block after you beat its Palace (always Map16 page 1)
6B7B8$0D:B5B81 byteMisc.6B-Yellow Switch Palace Block after you beat its Palace (always Map16 page 1)
6B7B9$0D:B5B91 byteMisc.6A-Green Switch Palace Block after you beat its Palace (always Map16 page 0)
6B7BA$0D:B5BA1 byteMisc.6B-Yellow Switch Palace Block after you beat its Palace (always Map16 page 0)
6B92F$0D:B72F16 bytesObjectsMap16 data for the diagonal pipe (low bytes only).
6B93F$0D:B73F107 bytesObjectsMain creation code for the diagonal pipe object.
$0DB7A6 (6B9A6) - The Map16 tile (on page 1) at the bottom of the diagonal pipe object. (Default: $EB.)
6B9AA$0D:B7AA185 bytesObjectsMain creation code for the left-facing diagonal ledge.
6BA63$0D:B863179 bytesObjectsMain creation code for the right-facing diagonal ledge.
6BB16$0D:B91676 bytesObjectsMain 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 bytesObjectsForest treetop tilemap (repeated a few times)
6BD68$0D:BB68152 bytesEmptyUnused data
6BE00$0D:BC001,128 bytesMisc.Graphic 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 bytesGraphicsGraphic 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 bytesGraphicsGraphic 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 bytesObjectsPointers 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 bytesObjectsCastle entrance: MAP16 blocks
6C66F$0D:C46F3 bytesObjectsThe 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 bytesObjectsThe 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 bytesObjectsThe 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 bytesObjectsMain creation code for the large stone castle block (tileset-specific object 3C in tileset 1).
6C820$0D:C620480 bytesEmptyUnused data.
6CA00$0D:C8001,128 bytesGraphicsGraphic 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 bytesGraphicsGraphic 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 bytesGraphicsGraphic 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 bytesObjectsPointers 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 bytesObjectsMap16 data for the large circular line guide pieces (low bytes only).
6D067$0D:CE6741 bytesObjectsMain creation code for the large circular line guide pieces.
6D090$0D:CE904 bytesObjectsMap16 data for the small circular line guide pieces (low bytes).
6D094$0D:CE9418 bytesObjectsMain creation code for the small circular line guide pieces.
6D0BE$0D:CEBE2 bytesObjectsMap16 data for the horizontal line guide end (extended object 55).
6D0C0$0D:CEC024 bytesObjectsMain creation code for the horizontal line guide end (extended object 55).
6D0D8$0D:CED82 bytesObjectsMap16 data for the vertical line guide end (extended object 56).
6D0DA$0D:CEDA22 bytesObjectsMain creation code for the vertical line guide end (extended object 56).
6D482$0D:D282382 bytesEmptyUnused data
6D600$0D:D4001,128 bytesGraphicsGraphic 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 bytesGraphicsGraphic 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 bytesGraphicsGraphic 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 bytesObjectsPointers 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 bytesObjectsTorpedo Ted Launcher: MAP16 tiles
6E386$0D:E186378 bytesEmptyUnused data
6E500$0D:E3001,128 bytesGraphicsGraphic 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 bytesGraphicsGraphic 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 bytesGraphicsGraphic 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 bytesObjectsPointers 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 bytesObjectsGhost House entrance: MAP16 blocks
6ED93$0D:EB93160 bytesObjectsTilemap of Yoshi's House. Change EB to D3 at x6ED85, x6ED89, x6EDBE, x6EDC6, x6EDCC, x6EDD0 and x6EDDA 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 bytesObjectsGreen Switch: MAP16 blocks
6EE82$0D:EC824 bytesObjectsYellow Switch: MAP16 blocks
6EE86$0D:EC864 bytesObjectsBlue Switch: MAP16 blocks
6EE8A$0D:EC8A4 bytesObjectsRed Switch: MAP16 blocks
6EE8E$0D:EC8E51 bytesObjectsMain creation code for the four switch palace switches.
6F28A$0D:F08A630 bytesEmptyUnused data.
6F5A0$0D:F3A026 bytesLayer 3FISHIN'LAKITU and attributes (sprite name)
6F5BE$0D:F3BE18 bytesLayer 3PARA-BOMB and attributes (sprite name)
6F5D4$0D:F3D422 bytesLayer 3PARA-GOOMBA and attributes (sprite name)
6F5EE$0D:F3EE12 bytesLayer 3LAKITU and attributes (sprite name)
6F5FE$0D:F3FE10 bytesLayer 3SPINY and attributes (sprite name)
6F60C$0D:F40C14 bytesLayer 3WIGGLER and attributes (sprite name)
6F61E$0D:F41E14 bytesLayer 3BOB-OMB and attributes (sprite name)
6F6A9$0D:F4A928 bytesLayer 3AMAZING FLYIN' and attributes (sprite name)
6F6C9$0D:F4C928 bytesLayer 3AMAZING FLYIN' HAMMER BROTHER and attributes (sprite name)
6F6E9$0D:F4E922 bytesLayer 3SUPER KOOPA and attributes (sprite name)
6F703$0D:F50316 bytesLayer 3CHARGIN' and attributes (sprite name)
6F717$0D:F51710 bytesLayer 3CHUCK and attributes (sprite name)
6F725$0D:F52548 bytesLayer 3Layer 3 JUMPING PIRHANA PLANT and attributes (sprite name)
6F755$0D:F55529 bytesLayer 3Layer 3 VOLCANO LOTUS and attributes (sprite name)
6F812$0D:F61228 bytesLayer 3Layer 3 SUMO BROTHER and attributes (sprite name)
6F82E$0D:F62E24 bytesLayer 3Layer 3 MONTY MOLE and attributes (sprite name)
6F846$0D:F64614 bytesLayer 3Layer 3 POKEY and attributes (sprite name)
6F854$0D:F65423 bytesLayer 3Layer 3 BULLET BILL and attributes (sprite name)
6F90B$0D:F70B10 bytesLayer 3Layer 3 REX and attributes (sprite name)
6F915$0D:F71522 bytesLayer 3Layer 3 MEGA MOLE and attributes (sprite name)
6F92B$0D:F72B23 bytesLayer 3Layer 3 BANZAI BILL and attributes (sprite name)
6F9FA$0D:F7FA24 bytesLayer 3Layer 3 DINO RHINO and attributes (sprite name)
6FA12$0D:F81224 bytesLayer 3Layer 3 DINO TORCH and attributes (sprite name)
6FA2A$0D:F82A13 bytesLayer 3Layer 3 KOOPAS and attributes (sprite name)
6FAA7$0D:F8A722 bytesLayer 3Layer 3 SPIKE TOP and attributes (sprite name)
6FABD$0D:F8BD20 bytesLayer 3Layer 3 SWOOPERS and attributes (sprite name)
6FAD1$0D:F8D128 bytesLayer 3Layer 3 BUZZY BEETLE and attributes (sprite name)
6FAED$0D:F8ED13 bytesLayer 3Layer 3 BLARGG and attributes (sprite name)
6FB5E$0D:F95E16 bytesLayer 3Layer 3 BLURPS and attributes (sprite name)
6FB6E$0D:F96E16 bytesLayer 3Layer 3 URCHIN and attributes (sprite name)
6FB7E$0D:F97E28 bytesLayer 3Layer 3 PORCU-PUFFER and attributes (sprite name)
6FB9A$0D:F99A26 bytesLayer 3Layer 3 TORPEDO TED and attributes (sprite name)
6FBB4$0D:F9B425 bytesLayer 3Layer 3 RIP VAN FISH and attributes (sprite name)
6FC37$0D:FA3730 bytesLayer 3Layer 3 "BOO" BUDDIES and attributes (sprite name)
6FC55$0D:FA5524 bytesLayer 3Layer 3 FISHIN' BOO and attributes (sprite name)
6FC6D$0D:FA6D30 bytesLayer 3Layer 3 THE BIG "BOO" and attributes (sprite name)
6FC8B$0D:FA8B13 bytesLayer 3Layer 3 EERIES and attributes (sprite name)
6FCFC$0D:FAFC24 bytesLayer 3Layer 3 LIL SPARKY and attributes (sprite name)
6FD14$0D:FB1426 bytesLayer 3Layer 3 BONY BEETLE and attributes (sprite name)
6FD2E$0D:FB2E22 bytesLayer 3Layer 3 DRY BONES and attributes (sprite name)
6FD44$0D:FB4416 bytesLayer 3Layer 3 THWOMP and attributes (sprite name)
6FD54$0D:FB5416 bytesLayer 3Layer 3 THWIMP and attributes (sprite name)
6FD64$0D:FB6415 bytesLayer 3Layer 3 HOTHEAD and attributes (sprite name)
6FE19$0D:FC1918 bytesLayer 3Layer 3 GRINDER and attributes (sprite name)
6FE2B$0D:FC2B28 bytesLayer 3Layer 3 BALL'N'CHAIN and attributes (sprite name)
6FE47$0D:FC4717 bytesLayer 3Layer 3 FISHBONE and attributes (sprite name)
6FEC8$0D:FCC813 bytesLayer 3Layer 3 REZNOR and attributes (sprite name)
6FF45$0D:FD4523 bytesLayer 3Layer 3 MECHAKOOPAS and attributes (sprite name)
6FF66$0D:FD6638 bytesLayer 3Layer 3 MORTON KOOPA JR and attributes (sprite name)
6FF8C$0D:FD8C24 bytesLayer 3Layer 3 ROY KOOPA and attributes (sprite name)
6FFA4$0D:FDA416 bytesLayer 3Layer 3 BOWSER and attributes (sprite name)
6FFB4$0D:FDB428 bytesLayer 3Layer 3 LEMMY KOOPA and attributes (sprite name)
6FFD0$0D:FDD032 bytesLayer 3Layer 3 WENDY O.KOOPA and attributes (sprite name)
6FFF0$0D:FDF026 bytesLayer 3Layer 3 IGGY KOOPA and attributes (sprite name)
7000A$0D:FE0A28 bytesLayer 3Layer 3 LARRY KOOPA and attributes (sprite name)
70026$0D:FE2635 bytesLayer 3Layer 3 LUDWIG VON KOOPA and attributes (sprite name)
7004F$0D:FE4F16 bytesLayer 3Layer 3 PUMPKIN and attributes (sprite name)
70063$0D:FE6316 bytesLayer 3Layer 3 PIDGIT and attributes (sprite name)
70077$0D:FE7725 bytesLayer 3Layer 3 MASK KOOPAS and attributes (sprite name)
7009F$0D:FE9F353 bytesEmptyUnused data. Warning: the 0x12 FF bytes before this are NOT unused data (used in credits).
70F99$0E:8D992 bytesMisc.SPC Main Volume. Default is $7F,$7F
70F9E$0E:8D9E1 byteMisc.High 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 bytesMisc.SPC FIR Filter.
x70FB1 - FIR Filter 1, like $F1 $XX $YY $00
x70FB9 - FIR Filter 2, like $F1 $XX $YY $01
71AC5$0E:98C51 byteMusicSpecial 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 bytesEmptyEmpty
78200$0F:800028,560 bytesMusicInstrument data.
7F190$0F:EF904,208 bytesEmptyEmpty

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