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Tip: When determining a time limit, remember that players won't be as familiar with the level as you are. If you normally complete the level with the timer around 100, others might run out of time on their first try.Not logged in.
SMAS ROM Map
Displaying 471 addresses. (approximately 58.45% complete) Show waiting addresses (9) - Submit address
Address Length Type Description
$0082CE 10 bytes Pointers [Other] NMI routine pointers based on each game, 2 bytes for each pointer. 1st pointer = Game Select, 2nd = SMB1, 3rd = SMB:TLL, 4th = SMB2, 5th = SMB3
$008362 10 bytes Pointers [Other] IRQ routine pointers based on each game, 2 bytes for each pointer. 1st pointer = Game Select, 2nd = SMB1, 3rd = SMB:TLL, 4th = SMB2, 5th = SMB3
$008C1E 1 byte Flag [Other] Change 00 to 01 to enable debug mode for all games.
$009307 192 bytes VRAM Tilemap (Text) [Other] Error message tilemap: Tile, properties, tile, etc. Text says "THIS GAME PAK IS NOT DESIGINED FOR YOUR SUPER FAMICOM OR SUPER NES. NINTENDO CO.,LTD.". This error message triggers when your SNES is PAL.
$009383 2 bytes Palette [Other] First color of the "pirated" message. Palette $00, color $0C.
$009389 2 bytes Palette [Other] Second color of the "pirated" message. Palette $00, color $0D.
$00938F 2 bytes Palette [Other] Third color of the "pirated" message. Palette $00, color $0E.
$009395 2 bytes Palette [Other] Fourth color of the "pirated" message. Palette $00, color $0F.
$0093C7 322 bytes Routine [Other] "Incompatible SNES" message routine
$0093EC 2 bytes Palette [Other] First color of the "not compatible" message. Palette $00, color $0C.
$0093F2 2 bytes Palette [Other] Second color of the "not compatible" message. Palette $00, color $0D.
$0093F8 2 bytes Palette [Other] Third color of the "not compatible" message. Palette $00, color $0E.
$0093FE 2 bytes Palette [Other] Fourth color of the "not compatible" message. Palette $00, color $0F.
$009509 312 bytes VRAM Tilemap (Text) [Other] "Serious crime" pirated message. Format is the same as the "Not Compatible" message.
$009641 190 bytes Routine [Other] Pirated ROM message routine.
$00965A 1 byte Music [Other] Which music to play at the "Pirated" message. Default value fades out the music.
$009780 514 bytes HDMA [Other] Used in "peach saved" sequence at the end of SMB1 and SMB:TLL for the windowing HDMA circle which expands. Format = unknown. TODO: Figure out the format
$009C8D 1 byte Timer [Other] Nintendo presents blink time. The higher the number, the sooner the logo will blink. Max number is $7F, min number is $01. Other numbers won't make it blink at all
$009C91 1 byte Sound Effect [Other] Nintendo presents blink SFX. Caution: Uses other samples than the games themselves, so -some- SFX might sound glitched such as $03.
$009FAB 70 bytes Pointers [Hall screen] "Triangle fading" graphics offsets when fading into the game select menu, used to create the nifty effect. Bank is hardcoded at #$02
$00A017 20 bytes OAM Tile Number [Other] Nintendo presents logo tilemap (16x16 tiles)
$00A02F 1 byte OAM Tile Y Position [Other] Nintendo presents logo Y position.
$00A033 1 byte OAM Tile X Position [Other] Nintendo presents logo X position
$00A052 1 byte OAM Tile Size [Other] Nintendo presents logo tile sizes. $02 = 16x16, $00 = 8x8
$00A072 4 bytes Timer [Other] Nintendo presents logo blinks duration. Change to [00 00 00 00] to make the logo keep its blinking color after the blink.
$00A076 48 bytes Palette [Other] Nintendo presents logo blinking colors. Format is currently unknown? TODO: Figure out the color
$00A1A7 161 bytes OAM Tilemap [Hall screen] "SUPER MARIO ALL*STARS" OAM tilemap on the hall screen. Format: XX YY TT PP. XX = Xpos, YY = Ypos, TT = Tile, PP = properties. These tiles are 16x16. A value of $FF as XX marks the end of the table.
$00A248 125 bytes OAM Tilemap [Hall screen] "SUPER MARIO ALL*STARS" OAM tilemap on the hall screen. Format: XX YY TT PP. XX = Xpos, YY = Ypos, TT = Tile, PP = properties. These tiles are 8x8. A value of $FF as XX marks the end of the table.
$00A521 1 byte Sound Effect [Game select screen] SFX to play when you're moving the cursor |> over file A/B/C/D screen
$00A60E 1 byte Sound Effect [Game select screen] SFX to play when you can't decrease world number in a file A/B/C/D select screen
$00A9B1 14 bytes VRAM Tilemap [Game select screen] Tilemap in selected game's file select. Tilemap of "FILE" and the entire thin line below it (which includes the bottom part of "NEW"). Table is for ALL the 4 "FILE" sections. Format: Tile, properties. $FFFF ends the table
$00A9C7 34 bytes VRAM Tilemap [Game select screen] Tilemap in selected game's file select. Tilemap of the small controller in the bottom-left corner. Format: Tile, properties. Tilemap is for controller -only-, text around it is excluded.
$00BE08 30 bytes Palette [Hall screen] Palette of the shining ALL*STARS logo. The final 8 colors should be the same color to make the logo stay decent after the flash.
$00BE26 474 bytes Empty [Other] Empty, unused space.
$00C083 32 bytes Palette [Super Mario Bros.: The Lost Levels] Palette of Mario and Princess during the princess rescued sequence.
$00C0A3 32 bytes Palette [Super Mario Bros.: The Lost Levels] Palette of Luigi and Princess during the princess rescued sequence.
$00C12E 164 bytes Stripe Image (Text) [Super Mario Bros.: The Lost Levels] "Thank you Mario! The kingdom is saved! Now try a more difficult quest..." text. Encoded in stripe image
$00C1D2 178 bytes Stripe Image (Text) [Super Mario Bros.: The Lost Levels] "Thank you Mario for restoring peace to our kingdom. Hurrah to our hero, Mario!" text. Encoded in stripe image
$00C284 164 bytes Stripe Image (Text) [Super Mario Bros.: The Lost Levels] "Thank you Luigi! The kingdom is saved! Now try a more difficult quest..." text. Encoded in stripe image
$00C328 178 bytes Stripe Image (Text) [Super Mario Bros.: The Lost Levels] "Thank you Luigi for restoring peace to our kingdom. Hurrah to our hero, Luigi!" text. Encoded in stripe image
$00E5C4 6652 bytes Empty [Other] Empty, unused space.
$018000 32768 bytes Graphics [Hall screen] Hall screen graphics with those characters and all (NOT animation). 8bpp
$028000 4096 bytes Graphics [Other] The Nintendo Presents (Mario head) + the " 1993 Nintendo" text for the hall screen graphics
$02A000 8192 bytes Graphics [Hall screen] Graphics of the fancy Super Mario All-Stars text as well as the " 1993 Nintendo" text.
$02F000 4096 bytes VRAM Tilemap [Game select screen] Game select menu tilemap. Format: Tile, properties. Keep in mind that the first 448 bytes affects the "SELECT GAME" area which does NOT scroll when you are scrolling through the games!
$0386E6 48 bytes Routine [Super Mario Bros. 1] Reset highscore (access by B+A+L+R on title screen)
$03896B 1 byte Music [Super Mario Bros. 1] Princess got rescued music.
$039440 1736 bytes Map16 [Super Mario Bros. 1] Map16 data of FG? Partial? Format: $upperleft,$property,$bottomleft,$property,$upperright,$property,$bottomright,$property. TODO: Confirm this address
$039B08 21 bytes Routine [Super Mario Bros. 1] ExecutePtrShort routine.
$039BBC 168 bytes Routine [Super Mario Bros. 1] Stripe image uploader. $00-$02: Pointer to stripe image.

Format of stripe image:
VVVVVVVV VVVVVVVV DRLLLLLL LLLLLLLL <data bytes>

V = VRAM
D = Stripe image direction. 1 = vertical, 0 = horizontal
R = RLE flag
L = Length of data
$039D4A 37 bytes Empty [Other] Empty, unused space.
$03A7C9 94 bytes Pointers [Super Mario Bros. 1] Pointers to level object generation routines (pipes, springboards, etc.)
$03AB26 4 bytes Map16 Tile [Super Mario Bros. 1] Coin map16 tile, depending on $7E005C

In this order: Underwater coin, regular coin, underground coin, castle coin
$03AB5A 4 bytes Map16 Tile [Super Mario Bros. 1] Stone block map16 tile, depending on $7E005C

In this order: Coral stone, normal stone, underground stone, castle dark brick
$03AB5E 5 bytes Map16 Tile [Super Mario Bros. 1] Level brick map16, depending on RAM $7E005C

In this order: Underwater coral, normal bricks, underground bricks, castle bricks, smiling cloud tiles
$03B1B5 1 byte Music [Super Mario Bros. 1] Mario died music (when you fall in a pit).
$03B6AC 1 byte Sound Effect [Super Mario Bros. 1] Fireball throwing sound effect.
$03B6E4 2 bytes X Speed [Super Mario Bros. 1] Fireball X-speed (right, left).
$03B6FE 1 byte X Position [Super Mario Bros. 1] Fireball creation X-position, relative to the player's X-position.
$03B71B 1 byte Y Speed [Super Mario Bros. 1] Fireball initial Y-speed.
$03B953 1 byte Music [Super Mario Bros. 1] Goal at flagpole music.
$03BA2F 1 byte Sprites [Super Mario Bros. 1] How long the vine at the start of a (bonus) level grows at most.
$03BA30 1 byte Sprites [Super Mario Bros. 1] How long the vine from item boxes grows at most.
$03C970 4 bytes Y Position [Super Mario Bros. 1] Bowser's fireball Y positions on the screen (fireball generator).
$03D4F0 1 byte Music [Super Mario Bros. 1] Goal music when you defeat (any) Bowser
$03D6B3 1 byte World [Super Mario Bros. 1] At which world the "real" Bowser battle music plays.
$03D6B7 1 byte Music [Super Mario Bros. 1] "Real" Bowser music.
$03D6BB 1 byte Music [Super Mario Bros. 1] "Fake" Bowser music.
$03DC62 15 bytes Empty [Other] Empty, unused space
$03DCCD 8 bytes Sprite Number [Super Mario Bros. 1] Sprite to generate when you kill Bowser with fireballs. In this order: Goomba, Green Koopa, Red Koopa, Spiny, Lakitu, Blooper, Hammer Bros., Bowser
$03DE13 1 byte Timer [Super Mario Bros. 1] How long the star power lasts.
$03DE18 1 byte Music [Super Mario Bros. 1] Star power music.
$03E51D 1 byte X Position [Super Mario Bros. 1] Player's X position while sliding down the flagpole, relative to the flagpole position. $00-$7F is the left side, $80-$FF is the right side.
$03EBD9 55 bytes Empty [Other] Empty, unused space
$03FFDE 34 bytes Empty [Other] Empty, unused space
$04825E 34 bytes HDMA [Super Mario Bros. 1] HDMA Gradient enable routine, to be JSLed to. Used during level loading.

Input:
A = Which HDMA gradient to display.
$00 - Regular
$01 - Starry night
$02 - Underwater
$03 - A bright cyan/white gradient.
$048ED6 48 bytes Map16 Tilemap [Super Mario Bros. 1] Small castle/top part of big castle object MAP16 tilemap.
$048F06 62 bytes Map16 Tilemap [Super Mario Bros. 1] Bottom part of big castle object MAP16 tilemap.
$049172 12 bytes Map16 Tilemap [Super Mario Bros. 1] World X-2 go to the surface pipe object map16 tilemap. Consult image 1 for the layout.
$049679 32 bytes Palette [Super Mario Bros. 1] Bonus room Luigi background palette
$04991D 32 bytes Palette [Super Mario Bros. 1] Luigi Palette
$04993D 32 bytes Palette [Super Mario Bros. 1] Fire Mario Palette
$04995D 32 bytes Palette [Super Mario Bros. 1] Fire Luigi Palette
$0499FD 32 bytes Palette [Super Mario Bros. 1] Mario Palette
$04BE89 237 bytes Empty [Other] Empty, unused space.
$04C1D8 39 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 1-4 and 6-4
$04C1FF 25 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 4-4
$04C218 47 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 2-4
$04C247 44 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 3-4
$04C272 21 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 7-4
$04C287 58 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 8-4
$04C2C1 37 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 3-3
$04C2E6 29 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 8-3
$04C303 14 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 4-1
$04C311 39 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 6-2
$04C338 49 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 3-1
$04C369 30 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 1-1
$04C387 29 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 1-3 and 5-3
$04C3A4 21 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 2-3 and 7-3
$04C3B9 43 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 2-1
$04C3E4 44 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 5-1
$04C408 9 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of Sky Bonus Area (Day)
$04C411 37 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 4-3
$04C436 35 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 6-3
$04C459 9 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 6-1
$04C462 1 byte Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 4-2's Warpzone
$04C463 58 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 8-1
$04C49D 43 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 5-2
$04C4C8 46 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 8-2
$04C4F6 28 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 7-1
$04C512 9 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of Sky Bonus Area (Night)
$04C51B 37 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 3-2
$04C540 45 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 1-2
$04C56D 47 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 4-2
$04C59B 45 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of Underground Bonus Area
$04C5C8 17 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of Underwater Bonus Area
$04C5D9 26 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 2-2 and 7-2
$04C603 20 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 8-4 Underwater
$04C617 187 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 1-4 and 6-4
$04C6D2 296 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 4-4
$04C7FA 222 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 2-4 and 5-4
$04C8D8 252 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 3-4
$04C9D4 301 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 7-4
$04CB01 266 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 8-4
$04CC0B 105 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 3-3
$04CC74 79 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 8-3
$04CCC3 88 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 4-1
$04CD1B 149 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 6-2
$04CDB0 127 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 3-1
$04CE2F 107 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 1-1
$04CE9A 87 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 1-3 and 5-3
$04CEF1 137 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 2-3 and 7-3
$04CF7A 109 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 2-1
$04CFE7 10 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of Pipe Entrance
$04CFF1 68 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 5-1
$04D035 21 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of Sky Bonus Area (Day)
$04D04A 113 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 4-3
$04D0BB 109 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 6-3
$04D128 123 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 6-1
$04D1A3 50 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 4-2's Warpzone
$04D1D5 152 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 8-1
$04D26D 126 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 5-2
$04D2EB 128 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 8-2
$04D36B 95 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 7-1
$04D3CA 43 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of Sky Bonus Area (Night)
$04D3F5 56 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 3-2
$04D42D 165 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 1-2
$04D4D2 164 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 4-2
$04D576 146 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of Underground Bonus Area
$04D608 105 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of Underwater Bonus Area
$04D671 156 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 2-2 and 7-2
$04D70D 105 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 8-4 Underwater
$04D776 138 bytes Empty [Other] Empty, unused space.
$04D813 1 byte Frequency [Super Mario Bros. 1] The amount frames of delay of playing the "Mario is turning" sound repeatedly
$04D883 32 bytes Palette [Super Mario Bros. 1] Mario palette of "Princess kisses player" sequence
$04D8A3 32 bytes Palette [Super Mario Bros. 1] Luigi palette of "Princess kisses player" sequence
$04D92E 164 bytes Stripe Image (Text) [Super Mario Bros. 1] "Thank you Mario! The kingdom is saved! Now try a more difficult quest..." text. Encoded in stripe image
$04D9D2 178 bytes Stripe Image (Text) [Super Mario Bros. 1] "Thank you Mario for restoring peace to our kingdom. Hurrah to our hero, Mario!" text. Encoded in stripe image
$04DA84 164 bytes Stripe Image (Text) [Super Mario Bros. 1] "Thank you Luigi! The kingdom is saved! Now try a more difficult quest..." text. Encoded in stripe image
$04DB28 178 bytes Stripe Image (Text) [Super Mario Bros. 1] "Thank you Luigi for restoring peace to our kingdom. Hurrah to our hero, Luigi!" text. Encoded in stripe image
$04FD86 2 bytes VRAM Tilemap (Text) [Super Mario Bros. 1] Properties byte of character, then the character "P" of "PUSH START" (after saving the princess).
$04FD8B 2 bytes VRAM Tilemap (Text) [Super Mario Bros. 1] Properties byte of character, then the character "U" of "PUSH START" (after saving the princess).
$04FD90 2 bytes VRAM Tilemap (Text) [Super Mario Bros. 1] Properties byte of character, then the character "S" of "PUSH START" (after saving the princess).
$04FD95 2 bytes VRAM Tilemap (Text) [Super Mario Bros. 1] Properties byte of character, then the character "H" of "PUSH START" (after saving the princess).
$04FD9A 2 bytes VRAM Tilemap (Text) [Super Mario Bros. 1] Properties byte of character, then the character " " of "PUSH START" (after saving the princess).
$04FD9F 2 bytes VRAM Tilemap (Text) [Super Mario Bros. 1] Properties byte of character, then the character "S" of "PUSH START" (after saving the princess).
$04FDA4 2 bytes VRAM Tilemap (Text) [Super Mario Bros. 1] Properties byte of character, then the character "T" of "PUSH START" (after saving the princess).
$04FDA9 2 bytes VRAM Tilemap (Text) [Super Mario Bros. 1] Properties byte of character, then the character "A" of "PUSH START" (after saving the princess).
$04FDAE 2 bytes VRAM Tilemap (Text) [Super Mario Bros. 1] Properties byte of character, then the character "R" of "PUSH START" (after saving the princess).
$04FDB3 2 bytes VRAM Tilemap (Text) [Super Mario Bros. 1] Properties byte of character, then the character "T" of "PUSH START" (after saving the princess).
$04FDBF 1 byte Sound Effect [Super Mario Bros. 1] "Push start" SFX at princess rescued sequence
$04FDEF 529 bytes Empty [Other] Empty, unused space.
$05D60A 6 bytes OAM Tile Number [Super Mario Bros. 1] Tile number of the lava splash of when podoboo lands in lava, each tile corresponds to a frame.
$05E762 50 bytes DMA [Super Mario Bros. 1] Graphics bank bytes used in DMA. Every 2nd byte are unused.

The graphics associated with this address and the next 4 addresses are as following:

Address - VRAM - Size
$000000 - $0000 - $1000 ; $00 - Unused
$08E000 - $2000 - $1000 ; $01 - Mario bonus background
$06A000 - $2000 - $2000 ; $02 - Hills background & SUPER MARIO BROS. title screen banner
$098000 - $2000 - $1000 ; $03 - Underground background
$09A000 - $2000 - $2000 ; $04 - Castle background & foreground
$089800 - $2C00 - $0800 ; $05 - Tall slim hills background
$09A000 - $2000 - $2000 ; $06 - Castle background & foreground
$06A000 - $2000 - $1000 ; $07 - Hills background
$088000 - $2000 - $1000 ; $08 - Underwater background & foreground
$06A000 - $2000 - $2000 ; $09 - Hills background & SUPER MARIO BROS. title screen banner
$08D000 - $3400 - $2000 ; $0A - Game over screen & Mario bonus room background
$09E000 - $2C00 - $0800 ; $0B - Starry night background
$08A000 - $2800 - $1000 ; $0C - Bowser's Castle background (outside) & princess cage
$089000 - $2C00 - $0800 ; $0D - Mushrooms background
$08B000 - $2C00 - $0800 ; $0E - Waterfall background
$099000 - $2000 - $1000 ; $0F - Underwater ruins background
$08B800 - $2C00 - $1000 ; $10 - Goomba pillars background & snow foreground
$09D000 - $3000 - $1000 ; $11 - Underground foreground
$08C000 - $3000 - $1000 ; $12 - Snow foreground
$09E800 - $2000 - $0800 ; $13 - Bowser's Castle background, part 1
$09F000 - $2800 - $0800 ; $14 - Bowser's Castle background, part 2
$09F800 - $2C00 - $0800 ; $15 - Game Over and Time Up text
$09E000 - $2C00 - $0800 ; $16 - Starry night background
$09C000 - $3000 - $1000 ; $17 - Grass foreground
$08F000 - $2000 - $1000 ; $18 - Luigi bonus background
$05E794 50 bytes DMA [Super Mario Bros. 1] Graphics addresses low and high bytes used in DMA.
$05E7C6 50 bytes DMA [Super Mario Bros. 1] Graphics VRAM addresses used in DMA.
$05E7F8 50 bytes DMA [Super Mario Bros. 1] Graphics DMA size.
$05EE66 4506 bytes Empty [Other] Empty, unused space.
$068000 49152 bytes Graphics [Super Mario Bros. 1] Super Mario Bros. 1 & The Lost Levels graphics.
$07FC00 160 bytes SPC-700 [Other] Block of SPC data.

As with all blocks of SPC data, the data starts with a 2-word header:
$009C - The size of the SPC data block
$3D00 - The destination of the SPC-700 data block within ARAM.

TODO: Figure out what SPC data this is.
$07FCA0 28 bytes SPC-700 [Other] Block of SPC data.

As with all blocks of SPC data, the data starts with a 2-word header:
$0018 - The size of the SPC data block
$3EE8 - The destination of the SPC-700 data block within ARAM.

TODO: Figure out what SPC data this is.
$07FCC0 832 bytes SPC-700 [Other] Part 1 of the entire SMAS SPC-700 engine (ASM)

As with all blocks of SPC data, the data starts with a 2-word header:
$210F - The size of the SPC data block
$0500 - The destination of the SPC-700 data block within ARAM.


$088000 98304 bytes Graphics [Super Mario Bros. 1] Super Mario Bros. 1 & The Lost Levels graphics.
$0B8000 116 bytes SPC-700 [Hall screen] Pointers to sample data (points to ARAM) for the piano in the hall screen and game select music
$0CD000 10240 bytes Graphics [Super Mario Bros. 3] Super Mario Bros. 3 credits graphics (?)
$0CF800 2048 bytes Graphics [Super Mario Bros. 1] Super Mario Bros. 1 & The Lost Levels layer 3 graphics.
$0D977C 163 bytes Routine [Super Mario Bros.: The Lost Levels] Stripe image uploader. $00-$02: Pointer to stripe image.

Format of stripe image:
VVVVVVVV VVVVVVVV DRLLLLLL LLLLLLLL <data bytes>

V = VRAM
D = Stripe image direction. 1 = vertical, 0 = horizontal
R = RLE flag
L = Length of data
$108000 32768 bytes Graphics [Super Mario Bros.: The Lost Levels] The Lost Levels graphics and animated graphics.
$1187EF 1 byte Music [Super Mario Bros. 2] Which music is used in the potion rooms.
$118FB2 1 byte Level Data [Super Mario Bros. 2] After which level the credits are triggered.
$1198BF 193 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$119D4D 3 bytes X Speed [Super Mario Bros. 2] Player X speed when climbing. (First value = pressing no button, second value = pressing right, third value = pressing left)
$11ACF0 11 bytes Pointers [Super Mario Bros. 2] Low byte of pointer to Layer 1 Map16 tilemap in RAM, per screen.
$11ACFB 11 bytes Pointers [Super Mario Bros. 2] Middle byte of pointer to Layer 1 Map16 tilemap in RAM, per screen.
$11AD06 11 bytes Pointers [Super Mario Bros. 2] High byte of pointer to Layer 1 Map16 tilemap in RAM, per screen.
$11AF64 4 bytes Pointers [Super Mario Bros. 2] Low byte of pointer to Layer 1 Map16 tilemap data, page 0. Indexed per $40 tiles.
$11AF68 4 bytes Pointers [Super Mario Bros. 2] High byte of pointer to Layer 1 Map16 tilemap data, page 0. Indexed per $40 tiles.
$11AF6C 2040 bytes Map16 [Super Mario Bros. 2] Layer 1 Map16 tilemap data, page 0.
$11BA39 200 bytes Music [Super Mario Bros. 2] Music table for all rooms.
$11BC9C 32 bytes Palette [Super Mario Bros. 2] Mario's palette - 16 colours.
$11BCBC 32 bytes Palette [Super Mario Bros. 2] Peach's palette - 16 colours.
$11BCDC 32 bytes Palette [Super Mario Bros. 2] Toad's palette - 16 colours.
$11BCFC 32 bytes Palette [Super Mario Bros. 2] Luigi's palette - 16 colours.
$11C3D0 81 bytes Pointers [Super Mario Bros. 2] Pointer to various images used in the game, such as the character select screen, starry BG, etc.
$11CBB4 8 bytes Level Data [Super Mario Bros. 2] Starting room for each world. Also used to calculate how many levels one world must have.
$11CDF1 3 bytes Y Speed [Super Mario Bros. 2] Player Y speed when climbing. (First value = pressing no button, second value = pressing down, third value = pressing up)
$11D152 200 bytes HDMA [Super Mario Bros. 2] Table indexed by room number. Determines which HDMA BG should be used for which room.
$11D2AD 210 bytes Pointers [Super Mario Bros. 2] Low byte of pointer to level data (objects + level header). Indexed by room number.
$11D37F 210 bytes Pointers [Super Mario Bros. 2] High byte of pointer to level data (objects + level header). Indexed by room number.
$11D451 8796 bytes Level Data (Objects) [Super Mario Bros. 2] Object data + level headers.
$11F6AE 13 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$11F6BB 21 bytes Pointers [Super Mario Bros. 2] High byte of pointer to high byte of room pointers of sprite data, indexed by level number.
$11F6D0 21 bytes Pointers [Super Mario Bros. 2] Low byte of pointer to high byte of room pointers of sprite data, indexed by level number.
$11F6E5 21 bytes Pointers [Super Mario Bros. 2] High byte of pointer to low byte of room pointers of sprite data, indexed by level number.
$11F6FA 21 bytes Pointers [Super Mario Bros. 2] Low byte of pointer to low byte of room pointers of sprite data, indexed by level number.
$11F70F 420 bytes Pointers [Super Mario Bros. 2] High and low bytes of pointers to sprite data, indexed by room number of level.
$11F8B3 2349 bytes Level Data (Sprite) [Super Mario Bros. 2] Sprite data.
$1281E0 32 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$128230 1 byte Miscellaneous [Super Mario Bros. 2] Player state to change into when getting hurt. (Default: 08, changing size.) Change to 00 to actually never shrink.
$12823F 18 bytes Pointers [Super Mario Bros. 2] Pointer to various player animations, from $50.
$128343 1 byte Player [Super Mario Bros. 2] While climbing, this button needs to be pressed in order to animate (flipping direction) the player. 00 - neither of the two, 01 - down, 02 - up.
$128386 1 byte Frequency [Super Mario Bros. 2] Amount of frames to wait until direction is flipped and climbing sound is generated, when climbing.
$128390 1 byte Sound Effect [Super Mario Bros. 2] Sound effect when player is climbing.
$1283BA 1 byte Player [Super Mario Bros. 2] On which height of the screen the player should be put at when he enters a jar room. 00 = bottom, 02 = top, 05 = middle.
$1283E4 1 byte Sound Effect [Super Mario Bros. 2] Sound effect that is used when the player goes out of a jar.
$12843D 1 byte X Speed [Super Mario Bros. 2] X-speed of player when entering Hawkmouth.
$128441 1 byte Direction [Super Mario Bros. 2] Player's direction when entering Hawkmouth.
$128758 1 byte Map16 Tile [Super Mario Bros. 2] What map16 block to spawn after grabbing any item (except sprites)
$128887 1 byte Counter [Super Mario Bros. 2] Amount of cherries necessary to get a star.
$128891 1 byte Sound Effect [Super Mario Bros. 2] Which sound effect to generate when cherry is collected. (Bank = $1DE3.)
$1288A0 1 byte Map16 Tile [Super Mario Bros. 2] Which 16x16 tile to spawn for the cherry object when collected
$128907 1 byte Timer [Super Mario Bros. 2] How long it lasts until the sand digging sprite tile has vanished.
$12890B 1 byte Sprites [Super Mario Bros. 2] Sprite state for digging up a sand tile
$12898D 1 byte Map16 [Super Mario Bros. 2] Which 16x16 tile should act like a warp jar. (6F of page 0)
$1289A8 1 byte Sound Effect [Super Mario Bros. 2] Which sound effect to generate when the player is going down a jar.
$1289AD 1 byte Player [Super Mario Bros. 2] X-speed of player when entering jar.
$1289B1 1 byte Player [Super Mario Bros. 2] In which state the player sould go when going down a jar. (Default: 04.)
$129112 1 byte Timer [Super Mario Bros. 2] Amount of time you remain in the dark potion room.
$1292E7 1 byte Timer [Super Mario Bros. 2] Amount of time it takes for one line of text to load (Story).
$1293DD 7 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$129444 1 byte Timer [Super Mario Bros. 2] Amount of frames the 'pulling fairies out of jar' cutscene is going to take.
$129448 1 byte Player [Super Mario Bros. 2] Direction the player is going to face during the 'pulling fairies out of jar' cutscene. 00 = left, 01 = right.
$1294B7 1 byte Music [Super Mario Bros. 2] Which song to play with the credits. (Default: 0E.)
$129A3E 66 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$129B74 1 byte Sound Effect [Super Mario Bros. 2] Falling SFX which plays when you enter 1-1
$129CE7 25 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$129F56 20 bytes Pointers [Super Mario Bros. 2] 16-bit pointer for sprite statuses. ($51,x.)
$12A0EC 142 bytes Pointers [Super Mario Bros. 2] 16-bit pointer to sprite data, init routine.
$12A246 1 byte Music [Super Mario Bros. 2] Which music to play for defeating a boss. (Default: 0B)
$12A38C 1 byte Sprite Number [Super Mario Bros. 2] Which sprite should have different properties when flattened. (Default: POW, sprite 3A.)
$12A390 1 byte OAM Tile Properties [Super Mario Bros. 2] YXPPCCCT byte of flat POW sprite. (Default: 22)
$12A4B3 4 bytes OAM Tilemap [Super Mario Bros. 2] Tilemap of the "BOMB" sprite
$12A4B7 4 bytes OAM Tile X Position [Super Mario Bros. 2] XDisp of the "BOMB" sprite
$12A4BB 4 bytes OAM Tile Y Position [Super Mario Bros. 2] YDisp of the "BOMB" sprite
$12A506 1 byte OAM Tilemap [Super Mario Bros. 2] Part of what indicates the YXPPCCCT properties the "BOMB" tiles use (= palette, graphics page, etc.). This one relies on the frame counter, meaning that this byte controls the animation of the "BOMB" sprite. With #$06 it scrolls through pal 8-B only, with #$0E through 8-F, with #$02 through 8-9. Other combinations are possible, but do know what you are doing.
$12A508 1 byte OAM Tilemap [Super Mario Bros. 2] Other part of what indicates the YXPPCCCT properties the "BOMB" tiles use. This one, by default, adds priority to the sprite tiles.
$12A516 1 byte OAM Tilemap [Super Mario Bros. 2] Size of "BOMB" tiles (default: 02, 16x16. 00 = 8x8. Other values not recommended.) Accounts for all four tiles.
$12A8B7 1 byte Y Speed [Super Mario Bros. 2] Y speed of dissolving sand sprite.
$12A8BE 1 byte OAM Tilemap [Super Mario Bros. 2] Tile number of dissolving sand sprite for the first 16 frames.
$12A8C2 1 byte Timer [Super Mario Bros. 2] How many frames are still left before the 'almost completely dissolved' sand tile.
$12A8D7 1 byte OAM Tile Number [Super Mario Bros. 2] Tile number of dissolving sand sprite for the last 16 frames.
$12AB3D 142 bytes Pointers [Super Mario Bros. 2] 16-bit pointer to sprite data, main routine.
$12AE12 1 byte Y Speed [Super Mario Bros. 2] Y speed of star.
$12AE16 1 byte X Speed [Super Mario Bros. 2] X speed of star, first 128 frames.
$12AE1F 1 byte X Speed [Super Mario Bros. 2] X speed of star, other 128 frames.
$12AE67 1 byte Sprite Number [Super Mario Bros. 2] Sprite spawned by Bob-omb generator.
$12AE9F 1 byte Sound Effect [Super Mario Bros. 2] Sound effect generated when Hawkmouth opens his mouth.
$12AF15 1 byte Player [Super Mario Bros. 2] In which state the player should go when entering Hawkmouth. (Default: 06.)
$12AF19 1 byte Player [Super Mario Bros. 2] Amount of frames to make the player walking when entering Hawkmouth.
$12AF1D 1 byte Y Speed [Super Mario Bros. 2] Y-speed of player when entering Hawkmouth.
$12AF21 1 byte Music [Super Mario Bros. 2] Music to play when entering Hawkmouth. (Default: 80, fading away.)
$12AF29 1 byte Sound Effect [Super Mario Bros. 2] Entering Hawkmouth sound effect.
$12B0CB 1 byte X Speed [Super Mario Bros. 2] X-speed (left) of Heart.
$12B0D3 1 byte X Speed [Super Mario Bros. 2] X-speed (right) of Heart.
$12B0D7 1 byte Y Speed [Super Mario Bros. 2] Y-speed of Heart.
$12B100 1 byte OAM Tile Number [Super Mario Bros. 2] Upper tile of heart.
$12B105 1 byte OAM Tile Number [Super Mario Bros. 2] Lower tile of heart.
$12B111 1 byte OAM Tile Properties [Super Mario Bros. 2] YXPPCCCT data for the heart tiles.
$12B122 1 byte OAM Tile Size [Super Mario Bros. 2] Size of tiles of hearts. #$00 = 8x8, #$02 = 16x16.
$12B244 1 byte Sprite Number [Super Mario Bros. 2] Which sprite should add a life to the player's total and set the '1UP collected flag'. (1UP.)
$12B259 1 byte Sound Effect [Super Mario Bros. 2] Sound effect generated when 1UP is collected.
$12B289 1 byte Music [Super Mario Bros. 2] Music to play when a crystal ball is collected.
$12B28E 1 byte Timer [Super Mario Bros. 2] Amount of time to wait before Hawkmouth opens his mouth fully after crystal ball has been collected.
$12B293 1 byte Timer [Super Mario Bros. 2] Amount of time to wait before music is changed back to the original again after crystal ball has been collected.
$12B2B6 1 byte Music [Super Mario Bros. 2] Music to play when a mushroom is collected.
$12B2C5 1 byte Y Speed [Super Mario Bros. 2] Y speed of 1-Up mushroom when collected.
$12B2CE 1 byte Timer [Super Mario Bros. 2] Amount of time to freeze sprite when stopwatch is collected. (#$FF)
$12B4CD 1 byte Sprite Number [Super Mario Bros. 2] Sprite spawned by Albatoss with Bob-Omb.
$12B58C 1 byte Sprite Number [Super Mario Bros. 2] If this sprite is carried, Phanto comes alive. Use in conjunction with $12:B390/0x9B590
$12B590 1 byte Sprite Number [Super Mario Bros. 2] If this sprite is carried, Phanto comes alive. Value = sprite number + 1. Use in conjunction with $12:B38C/0x9B58C.
$12B885 1 byte Y Speed [Super Mario Bros. 2] Y speed of bullet spawned by Snifits.
$12B889 1 byte Sprite Number [Super Mario Bros. 2] Sprite spawned by Snifits. (Bullet.)
$12B977 1 byte Sprite Number [Super Mario Bros. 2] Which sprite number should behave like a POW sprite when thrown on the ground (default: 3A, POW). The only other sprite that can be affected by this is the mushroom block.
$12B97B 1 byte Timer [Super Mario Bros. 2] How long to shake screen and kill all sprites which are on screen when a POW has been thrown.
$12B980 1 byte Sound Effect [Super Mario Bros. 2] Sound effect for POW being thrown on ground.
$12B985 1 byte Sprites [Super Mario Bros. 2] Sprite state for flattened POW generating two puffs of smoke. (Default: 08)
$12B98C 1 byte Y Speed [Super Mario Bros. 2] Minimum Y speed at which the mushroom block will start bouncing if hitting the ground.
$12B9A9 1 byte Y Speed [Super Mario Bros. 2] Y speed of mushroom block when bouncing off the ground for one time.
$12C460 16 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$12C7E2 1 byte Speed [Super Mario Bros. 2] X and Y speed of Pidgit's carpet, when spawned.
$12C7E8 1 byte Sprite Number [Super Mario Bros. 2] Sprite spawned when Pidgit is picked up. (Carpet.)
$12C80D 1 byte Timer [Super Mario Bros. 2] Amount of time carpet stays active after being spawned.
$12CEE7 1 byte Y Speed [Super Mario Bros. 2] How fast the Cobrat in sand jumps up.
$12CEF0 1 byte Y Speed [Super Mario Bros. 2] Rising speed of Cobrat in sand (while in sand).
$12CEF9 1 byte Y Speed [Super Mario Bros. 2] Sinking speed of Cobrat in sand (while in sand).
$12DF75 27 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$12E2E3 1 byte Sprite Number [Super Mario Bros. 2] Which sprite should be touched to obtain star power. (Star.)
$12E2E7 1 byte Timer [Super Mario Bros. 2] How long until the star timer runs out.
$12E2F1 1 byte Sprites [Super Mario Bros. 2] In which sprite state the star goes after being collected. (00, non-existant.)
$12E399 1 byte Sprite Number [Super Mario Bros. 2] Which sprite should spawn a carpet when picked up. (Pidgit.)
$12E657 9 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$12E665 26 bytes Pointers [Super Mario Bros. 2] 16-bit pointer to the code that uploads objects 30-FF.
$1381F2 14 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$138200 14 bytes Pointers [Super Mario Bros. 2] 16-bit pointer to graphics for tiles 140-17F. Indexed by world number*2.
$13820E 7 bytes Pointers [Super Mario Bros. 2] Bank byte of pointer to graphics for tiles 140-17F. Indexed by world number.
$138215 14 bytes Pointers [Super Mario Bros. 2] 16-bit pointer for tiles 180-1BF. Indexed by world number*2.
$138223 7 bytes Pointers [Super Mario Bros. 2] Bank byte of pointer for tiles 180-1BF. Indexed by world number.
$13822A 14 bytes Pointers [Super Mario Bros. 2] 16-bit pointer to boss graphics. Indexed by world number*2.
$138238 14 bytes Pointers [Super Mario Bros. 2] 16-bit pointer to tiles 00-7F of the FG/BG slots (not the animated ones). Indexed by world number*2.
$138246 7 bytes Pointers [Super Mario Bros. 2] Bank byte of pointer to tiles 00-7F of the FG/BG slots (not the animated ones). Indexed by world number.
$13824D 14 bytes Pointers [Super Mario Bros. 2] 16-bit pointer to tiles C0-FF of the FG/BG slots. Indexed by world number*2.
$13825B 7 bytes Pointers [Super Mario Bros. 2] Bank byte of pointer to tiles C0-FF of the FG/BG slots. Indexed by world number.
$13832A 200 bytes Pointers [Super Mario Bros. 2] High byte of pointer to tiles 140-17F of the FG/BG slots. Indexed by room number.
$1383F2 200 bytes Pointers [Super Mario Bros. 2] High byte of pointer to tiles 180-1BF of the FG/BG slots. Indexed by room number.
$1384BA 200 bytes Pointers [Super Mario Bros. 2] High byte of pointer to tiles 1C0-1FF of the FG/BG slots. Indexed by room number.
$138582 200 bytes Pointers [Super Mario Bros. 2] Bank byte of pointer to tiles 140-17F of the FG/BG slots. Indexed by room number.
$13864A 200 bytes Pointers [Super Mario Bros. 2] Bank byte of pointer to tiles 180-1BF of the FG/BG slots. Indexed by room number.
$138712 200 bytes Pointers [Super Mario Bros. 2] Bank byte of pointer to tiles 1C0-1FF of the FG/BG slots. Indexed by room number.
$1387DA 351 bytes Routine [Super Mario Bros. 2] Subroutine that loads tiles C0-FF of the FG/BG slots.
$13893D 60 bytes Routine [Super Mario Bros. 2] Subroutine that loads tiles 200-27F of the FG/BG slots.
$1389C7 1 byte Pointers [Super Mario Bros. 2] Bank byte of pointer to boss graphics.
$1394B3 77 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$139FE7 25 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$13DD67 153 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$13DEE8 14 bytes Palette [Super Mario Bros. 2] BG colour of the 'World x-x' screen, per world. SNES RGB values.
$13E2EC 1 byte Music [Super Mario Bros. 2] Which music to play when the player has star power.
$13E736 458 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$13F13F 193 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$13F698 104 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$13FA6B 149 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$13FEA1 863 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$14C200 512 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$14CF45 11 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$14E045 27 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$14E8AC 4 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$14EF42 30 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$14F67E 130 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$14F84A 28 bytes Routine [Super Mario Bros. 2] Clears the entire Layer 3 tilemap.
$14FA27 217 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$14FBF0 169 bytes Routine [Super Mario Bros. 2] Clears all OAM subroutine.
$14FD7E 98 bytes HDMA [Super Mario Bros. 2] Scanline counts and RAM pointer table for the red colours.
$14FDE0 98 bytes HDMA [Super Mario Bros. 2] Scanline counts and RAM pointer table for the green colours.
$14FE42 98 bytes HDMA [Super Mario Bros. 2] Scanline counts and RAM pointer table for the blue colours.
$14FEA4 64 bytes HDMA [Super Mario Bros. 2] Red colours for the four HDMA gradients.
$14FEE4 64 bytes HDMA [Super Mario Bros. 2] Green colours for the four HDMA gradients.
$14FF24 64 bytes HDMA [Super Mario Bros. 2] Blue colours for the four HDMA gradients.
$14FF64 668 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$158682 126 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$158A20 224 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$158B00 40 bytes Pointers [Super Mario Bros. 2] Index to another pointer. Holds the value that determines which cloud background (Layer 3) will be used.
$158B28 20 bytes Pointers [Super Mario Bros. 2] 16-bit pointer to the various cloud images.
$158B3C 2095 bytes VRAM Tilemap [Super Mario Bros. 2] Layer 3 cloud images.
$15936B 200 bytes Map16 [Super Mario Bros. 2] Which set of Map16 tiles to use for Layer 3. (00 or 01)
$159437 208 bytes Map16 [Super Mario Bros. 2] Tilemap of Layer 3 Map16 tiles 00-19, cloud tiles.
$159507 64 bytes Map16 [Super Mario Bros. 2] Tilemap of Layer 3 Map16 tiles 1A-22, light beam tiles.
$159571 10 bytes Pointers [Super Mario Bros. 2] 16-bit pointer to five different sets of Layer 3 stars.
$15957B 121 bytes Pointers [Super Mario Bros. 2] Five different sets of Layer 3 stars, each with a varying position and number of Layer 3 stars that are uploaded on screen.
$1595F4 12 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$15A5F3 13 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$15A6C8 6 bytes Pointers [Super Mario Bros. 2] Pointer to the Layer 1 Map16 tile data of page 1, indexed by every $40 tiles (page 1 is not complete).
$15CDD0 1072 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$15D542 3262 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$15E20F 577 bytes VRAM Tilemap [Super Mario Bros. 2] Border of the 'Super Mario Bros. 2' screen.
$15E450 463 bytes VRAM Tilemap [Super Mario Bros. 2] 'Super Mario Bros. 2' and '©1988-1992 Nintendo'.
$15E861 640 bytes VRAM Tilemap (Text) [Super Mario Bros. 2] Story text.
$15EA3F 17 bytes Pointers [Super Mario Bros. 2] High byte of 16-bit pointer that points to the 'Story' text. Indexed by line number.
$15EA50 17 bytes Pointers [Super Mario Bros. 2] Low byte of 16-bit pointer that points to the 'Story' text. Indexed by line number.
$15EE57 681 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$15F100 21 bytes Pointers [Super Mario Bros. 2] 24-bit pointer to the miniature levels' tilemap data. (At the world x-x screen.)
$15F115 400 bytes VRAM Tilemap [Super Mario Bros. 2] Miniature level for worlds 1, 3 and 5.
$15F2A5 400 bytes VRAM Tilemap [Super Mario Bros. 2] Miniature level for worlds 2 and 6.
$15F435 400 bytes VRAM Tilemap [Super Mario Bros. 2] Miniature level for world 4.
$15F5C5 400 bytes VRAM Tilemap [Super Mario Bros. 2] Miniature level for world 7.
$168000 157696 bytes Graphics [Super Mario Bros. 2] Super Mario Bros. 2 graphics.
$16814E 178 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$1B8000 114688 bytes Graphics [Super Mario Bros. 2] Super Mario Bros. 2 graphics.
$1EC000 16384 bytes Graphics [Super Mario Bros. 1] Super Mario Bros. 1 Toad, sack and Princess graphics.
$2080A8 1 byte Music [Super Mario Bros. 3] Music of the title screen.
$208270 1 byte World [Super Mario Bros. 3] In which world the overworld spotlight should be enabled. World 8 by default.
$208276 1 byte Overworld [Super Mario Bros. 3] In which submap the overworld spotlight should be enabled. Submap #3 by default.
$2082E9 1 byte World [Super Mario Bros. 3] World number where to display the "WELCOME TO WARP ZONE" text.
$20832D 13 bytes World [Super Mario Bros. 3] Code which checks if you're in World 5's cloud submap so it can play the cloud overworld music.
$2085C0 1 byte Sound Effect [Super Mario Bros. 3] Enter level sound effect on the overworld.

It is also the *second* sound effect which plays after you get pulled into a level by the hand in world 8's 2nd submap.
$2085C5 1 byte Music [Super Mario Bros. 3] Music to play when entering level. By default it's fadeout ($80).
$20863A 38 bytes Overworld [Super Mario Bros. 3] Code which checks on which tiles "Player Start" should be shown at the start of the level.

It won't show on N-Spades, Mushroom House tiles and Pipe tiles. However, it does show on pipe tiles in world 5's cloud map.
$208C22 1 byte Music [Super Mario Bros. 3] Spade/N-Spade music (0D)
$208D80 1 byte Timer [Super Mario Bros. 3] P-Switch duration.
$2091E1 1 byte Music [Super Mario Bros. 3] Game Over music (0A)
$20CACB 90 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Princess Peach ending text
$20FB1F 27 bytes Routine [Super Mario Bros. 3] 16-bit pointer jump routine. SMB3's equivalent to $0086DF in SMW. Input: 8-bit pointer number in A.
$219813 60 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Spade Line up Text
$21984F 72 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] N-Spade "Flip over the cards" text
$219A1C 18 bytes Objects [Super Mario Bros. 3] N-Spade Cards. 00 = Mushroom, 01 = Fire Flower, 02 = Star, 03 = 1-up, 04 = 10 coins, 05 = 20 coins. Anything beyond that is glitched. Layout goes from top-left to bottom-right.

These cards are eventually shuffled by the routine at $239FE6.
$21BE1C 70 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Mushroom House "Pick a Box" Text
$21BE62 70 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Mushroom House Warp Whistle "One toot" Text. Used in 1-3.
$21BEA8 70 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Blue Mushroom House "Shop of strange and wonderful things" text
$21CA0B 9 bytes Music [Super Mario Bros. 3] Overworld music, from world 1 to world 9.
$21CE46 12 bytes Level Data [Super Mario Bros. 3] List of music to be used with the levels. In this order: Grassland, Cave, Underwater, Castle, Boss Fight, Doomship, Hammer Bros, Mushroom House (overworld bank), Athletic, Doomship "Help" Castle, Coin Heaven, Overworld Warp Pipe (overworld bank)
$21F185 132 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] King Restored Text
$21F209 132 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] King Restored Text (Frog suit version)
$21F28D 132 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] King Restored Text (Tanooki suit version)
$21F311 132 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] King Restored Text (Hammer suit version)
$21F493 75 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Princess letter 1 text
$21F4DE 84 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Princess letter 2 text
$21F532 54 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Princess letter 3 text
$21F568 81 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Princess letter 4 text
$21F5B9 92 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Princess letter 5 text
$21F615 99 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Princess letter 6 text
$21F678 99 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Bowser letter text (2nd part of the message without the first 2 lines)
$21F6E7 158 bytes VRAM Tilemap [Super Mario Bros. 3] VRAM tilemap of Layer 2 Bowser in World 7 beaten's letter. A group of $FF,$FF means "get to the next line" of the tilemap.
$21F785 12 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Greetings letter text used in the Princess letters
$21F791 84 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Enclosed Jewel letter text used in the Princess letters
$21F7E5 12 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Bowser Kidnapped start letter text, used in Bowser's letter in world 7
$21F7F1 68 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Bowser finish letter text ("ha ha ha... king of the koopa"), used by Bowser's letter after world 7 is beaten
$21FAD9 132 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] King Transformed Text
$21FB5D 132 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Hurry Hurry! Retrieve the magic wand! text
$228BF2 8 bytes VRAM Tilemap [Super Mario Bros. 3] Default template for statusbar.

Top row's left corner of statusbar's first portion

For an explanation of the format of the table, please consult $29E8AB.
$228BFA 6 bytes VRAM Tilemap [Super Mario Bros. 3] Default template for statusbar.

Top row of statusbar's first portion

For an explanation of the format of the table, please consult $29E8AB.
$228C00 28 bytes VRAM Tilemap [Super Mario Bros. 3] Default template for statusbar.

Top row's right corner of statusbar's first portion, top row of 3 card columns

For an explanation of the format of the table, please consult $29E8AB.
$228C1C 68 bytes VRAM Tilemap [Super Mario Bros. 3] Default template for statusbar.

Row 2 of statusbar: "WORLD", empty P-meter, coins (initialized to 66 for some reason), 3 card columns.

For an explanation of the format of the table, please consult $29E8AB.
$228C60 68 bytes VRAM Tilemap [Super Mario Bros. 3] Default template for statusbar.

Row 3 of statusbar: "x" (from Mx or Lx), score initialized to 0000000, time initialized to 000, 3 card columns.

For an explanation of the format of the table, please consult $29E8AB.
$228CA4 68 bytes VRAM Tilemap [Super Mario Bros. 3] Default template for statusbar.

Bottom row's left corner of statusbar's first portion.

For an explanation of the format of the table, please consult $29E8AB.
$228CAC 6 bytes VRAM Tilemap [Super Mario Bros. 3] Default template for statusbar.

Bottom row of statusbar's first portion.

For an explanation of the format of the table, please consult $29E8AB.
$228CB2 28 bytes VRAM Tilemap [Super Mario Bros. 3] Default template for statusbar.

Bottom row's right corner of statusbar's first portion, bottom row of 3 card columns.

For an explanation of the format of the table, please consult $29E8AB.
$228CCE 6 bytes VRAM Tilemap [Super Mario Bros. 3] Default template for statusbar.

Fills the invisible rows beyond the statusbar with blank tiles.

For an explanation of the format of the table, please consult $29E8AB.
$228CD4 6 bytes VRAM Tilemap [Super Mario Bros. 3] Default template for statusbar.

Fills the invisible rows beyond the statusbar with blank tiles.

For an explanation of the format of the table, please consult $29E8AB.
$228CDA 1 byte VRAM Tilemap [Super Mario Bros. 3] Default template for statusbar.

$FF, which marks the end of the statusbar template table.
$228F07 32 bytes VRAM Tilemap (Text) [Super mario Bros. 3] Upper half of the "COURSE CLEAR!" text, processed by the routine at $29E8AB
$228F27 32 bytes VRAM Tilemap (Text) [Super mario Bros. 3] Lower half of the "COURSE CLEAR!" text, processed by the routine at $29E8AB
$22CDD9 1 byte Sprites [Super Mario Bros. 3] How many times the Chain Chomp must tug on its chain before it breaks free.
$23C407 1 byte Sound Effect [Super Mario Bros. 3] What sound effect to play when you run in max speed
$23D53B 1 byte Music [Super Mario Bros. 3] P-Switch music
$27A547 1 byte Music [Super Mario Bros. 3] Death music (09)
$27D365 1 byte Music [Super Mario Bros. 3] Doomship wand obtained music (0B)
$288000 540 bytes Pointers [Super Mario Bros. 3] Sprite init routine pointers. These are for all the normal sprites, so there are a total of 180 or 0xB4.
$28821C 540 bytes Pointers [Super Mario Bros. 3] Sprite main routine pointers. These are for all the normal sprites, so there are a total of 180 or 0xB4.
$288D52 1 byte Music [Super Mario Bros. 3] What music to play when you get the star
$289AD2 1 byte Music [Super Mario Bros. 3] Player falling from doomship music (0F)
$28CE20 1 byte Music [Super Mario Bros. 3] Course Clear music (0C)
$28CE2C 1 byte Sound Effect [Super Mario Bros. 3] Course Clear card sound effect (05)
$28CE44 1 byte Music [Super Mario Bros. 3] Course Clear 1-up music (07) (when the three cards don't match)
$28CE5D 1 byte Music [Super Mario Bros. 3] Course Clear 3 in a row music (0B)
$28CE62 1 byte Sound Effect [Super Mario Bros. 3] Course Clear 3 in a row sound effect (29)
$28D712 1 byte Music [Super Mario Bros. 3] Boom Boom beaten music (0B)
$28D919 1 byte Music [Super Mario Bros. 3] What music to play when you face Boom-Boom
$29A9E6 1 byte Sound Effect [Super Mario Bros. 3] World 8 hand pulling sound effect (43)
$29C383 1 byte Music [Super Mario Bros. 3] Princess letter music (18)
$29DE97 1 byte Music [Super Mario Bros. 3] Warp Whistle jingle (0B)
$29E8AB 168 bytes Routine [Super Mario Bros. 3] Upload multiple VRAM tilemaps tables (which is one huge "Tilemaps Block") to VRAM routine (JSL).

Input: $36-38 = 24-bit pointer to Tilemaps Block
VRAM tilemap tables have two 2-byte headers, followed by the VRAM tilemap itself

Header format: %AAAA AAAA, %AAAA AAAA, %CFSS SSSS, %SSSS SSSS

A = VRAM Address/2 (BIG Endian) (so VRAM $0800 is $04,$00 in header).
A value of $8000 or higher = end of table. Generally $FF as the first byte is enough.

C = Bit 0 for $2115. Upload VRAM tiles per 1 tile or per 32 tile in VRAM

F = Fixed DMA. When DMA is fixed, size is increased by 1, because each byte becomes a word, and you can't have a half word. This mode is used to "fill" a tilemap with a single tile.

S = DMA Size - 1 (Big Endian). So transferring 4 bytes would be $00,$03
$2B8000 32768 bytes Graphics [Game select screen] 8bpp graphics of the game select screen and its components - part 1
$2C8000 32768 bytes Graphics [Game select screen] 8bpp graphics of the game select screen and its components - part 2. Final $1800 bytes are probably unused. TODO: Probably or not?
$2D8000 65536 bytes Graphics [Super Mario Bros. 3] Super Mario Bros. 3 player and certain background graphics.
$2F8000 20480 bytes Graphics [Super Mario Bros. 2] Super Mario Bros. 2 player graphics.
$2FD000 12288 bytes Graphics [Super Mario Bros. 1] Super Mario Bros. 1 & The Lost Levels princess rescued portrait graphics.
$308000 276480 bytes Graphics [Super Mario Bros. 3] Super Mario Bros. 3 graphics.
$38C000 81920 bytes Graphics [Super Mario Bros. 3] Super Mario Bros. 3 graphics.
$3B8000 3625 bytes SPC-700 [Other] Part 2 of the entire SMAS SPC-700 engine (ASM)
$3B9DCF 1154 bytes SPC-700 [Hall screen] Music data of the Hall screen music and the game select menu music.
$3C8000 2048 bytes VRAM Tilemap [Hall screen] Default BG1 tilemap of the 'hall screen' (without animation and all). Data MVN'd to RAM $7F:0000
$3D8000 98304 bytes Graphics [Super Mario Bros. 3] Super Mario Bros. 3 graphics.
$3DCC00 5120 bytes Graphics [Hall screen] Most of the animated graphics of hall screen.

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