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| ROM Addresses Waiting To Be Moderated |
| The list currently contains 4 addresses. | |
| Submit ROM Address |
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Address  | SNES | Length | Type | Description | Submitted By |
| 05C55 | $00:DA55 | 84 bytes | Mario physics | (Part of?) Mario's water interaction routine.
To disable layer 3 tides moving him, set $00:DA6F (0x05C6F) and $00:DA58 (0x05C58) to 80 (BRA). | Alcaro |
| 21B64 | $04:9964 | 170 bytes | Overworld | A 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. | Alcaro |
| 25878 | $04:D678 | 96 bytes | Overworld | Which 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. | Alcaro |
| 3F62A | $07:F42A | 1 byte | Sprite tilemap related | YXPPCCCT of green Yoshi's Egg as it bounces out of ?-block | Ragey |
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