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SMW Memory Map
Displaying 458 out of 2958 addresses. Show Waiting Addresses
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ROM Address Length Type Description Details
$07CDC0 8 bytes Level data Level 1F2 (Sprites)
$07CDC8 68 bytes Level data Level 109 (Sprites)
$07CE0C 8 bytes Level data Level 1F1 (Sprites)
$07CE14 8 bytes Level data Level 1F0 (Sprites)
$07CE1C 158 bytes Level data Level 001 (Sprites)
$07CEBA 5 bytes Level data Level 0D8 (Sprites)
$07CEBF 71 bytes Level data Level 002 (Sprites)
$07CF06 71 bytes Level data Level 00B (Sprites)
$07CF4D 98 bytes Level data Level 0E0, 0E1 (Sprites)
$07CFAF 128 bytes Level data Level 00F (Sprites)
$07D02F 20 bytes Level data Level 0BF (Sprites)
$07D043 140 bytes Level data Level 010 (Sprites)
$07D0CF 8 bytes Level data Level 0C1 (Sprites)
$07D0D7 29 bytes Level data Level 00E (Sprites)
$07D0F4 29 bytes Level data Level 0DC (Sprites)
$07D111 65 bytes Level data Level 0DB (Sprites)
$07D152 5 bytes Level data Level 0D9 (Sprites)
$07D157 158 bytes Level data Level 011 (Sprites)
$07D1F5 101 bytes Level data Level 00C (Sprites)
$07D25A 170 bytes Level data Level 00D (Sprites)
$07D304 8 bytes Level data Level 0DD (Sprites)
$07D30C 116 bytes Level data Level 11E (Sprites)
$07D380 197 bytes Level data Level 120 (Sprites)
$07D445 128 bytes Level data Level 123 (Sprites)
$07D4C5 8 bytes Level data Level 1F8 (Sprites)
$07D4CD 80 bytes Level data Level 020 (Sprites)
$07D51D 5 bytes Level data Level 0CC (Sprites)
$07D522 74 bytes Level data Level 11D, 1E8, 1E9 (Sprites)
$07D56C 11 bytes Level data Level 1FA (Sprites)
$07D577 80 bytes Level data Level 11F (Sprites)
$07D5C7 8 bytes Level data Level 1DF (Sprites)
$07D5CF 38 bytes Level data Level 1C1 (Sprites)
$07D5F5 83 bytes Level data Level 122 (Sprites)
$07D648 32 bytes Level data Level 01F (Sprites)
$07D668 113 bytes Level data Level 0D6 (Sprites)
$07D6D9 104 bytes Level data Level 022, 0D0, 0D1, 0F5, 0F6 (Sprites)
$07D741 11 bytes Level data Level 0BE (Sprites)
$07D74C 77 bytes Level data Level 021 (Sprites)
$07D799 38 bytes Level data Level 0FC (Sprites)
$07D7BF 38 bytes Level data Level 024 (Sprites)
$07D7E5 5 bytes Level data Level 0CF (Sprites)
$07D7EA 59 bytes Level data Choco Island 2 (36BFB) (Sprites)
$07D825 38 bytes Level data Choco Island 2 (36CB0) (Sprites)
$07D84B 35 bytes Level data Level 0CE (Sprites)
$07D86E 26 bytes Level data Choco Island 2 (36D72) (Sprites)
$07D888 17 bytes Level data Choco Island 2 (36DBE) (Sprites)
$07D899 8 bytes Level data Level 0CD (Sprites)
$07D8A1 29 bytes Level data Choco Island 2 (36E7E) (Sprites)
$07D8BE 152 bytes Level data Level 023 (Sprites)
$07D956 8 bytes Level data Level 0D7 (Sprites)
$07D95E 83 bytes Level data Level 01B (Sprites)
$07D9B1 62 bytes Level data Level 0EF (Sprites)
$07D9EF 35 bytes Level data Level 117 (Sprites)
$07DA12 50 bytes Level data Level 1ED (Sprites)
$07DA44 59 bytes Level data Level 1EC (Sprites)
$07DA7F 20 bytes Level data Level 1C0 (Sprites)
$07DA93 74 bytes Level data Level 01D (Sprites)
$07DADD 50 bytes Level data Level 0EA (Sprites)
$07DB0F 134 bytes Level data Level 01C (Sprites)
$07DB95 38 bytes Level data Level 0C0 (Sprites)
$07DBBB 62 bytes Level data Level 01A (Sprites)
$07DBF9 41 bytes Level data Level 0D4 (Sprites)
$07DC22 11 bytes Level data Level 0D3 (Sprites)
$07DC2D 14 bytes Level data Level 018 (Sprites)
$07DC3B 38 bytes Level data Level 0F8 (Sprites)
$07DC61 179 bytes Level data Level 0F7 (Sprites)
$07DD14 98 bytes Level data Level 116 (Sprites)
$07DD76 5 bytes Level data Level 1E5 (Sprites)
$07DD7B 56 bytes Level data Level 115 (Sprites)
$07DDB3 5 bytes Level data Level 1E3 (Sprites)
$07DDB8 23 bytes Level data Level 1E2 (Sprites)
$07DDCF 50 bytes Level data Level 0C8 (Sprites)
$07DE01 14 bytes Level data Level 114, 1D9 (Sprites)
$07DE0F 44 bytes Level data Level 1DD (Sprites)
$07DE3B 20 bytes Level data Level 1DB, 1DC (Sprites)
$07DE4F 185 bytes Level data Level 113 (Sprites)
$07DF08 140 bytes Level data Level 10F (Sprites)
$07DF94 29 bytes Level data Level 1BF (Sprites)
$07DFB1 47 bytes Level data Level 110 (Sprites)
$07DFE0 68 bytes Level data Level 1FE (Sprites)
$07E024 14 bytes Level data Level 1EB (Sprites)
$07E032 53 bytes Level data Level 111 (Sprites)
$07E067 38 bytes Level data Level 1D4 (Sprites)
$07E08D 56 bytes Level data Level 1D3 (Sprites)
$07E0C5 35 bytes Level data Level 1D2 (Sprites)
$07E0E8 44 bytes Level data Level 1D1 (Sprites)
$07E114 29 bytes Level data Level 1CF (Sprites)
$07E131 47 bytes Level data Level 1CE (Sprites)
$07E160 35 bytes Level data Level 1CD (Sprites)
$07E183 26 bytes Level data Level 1CC (Sprites)
$07E19D 35 bytes Level data Level 10E, 1BD (Sprites)
$07E1C0 5 bytes Level data Level 1C7 (Sprites)
$07E1C5 92 bytes Level data Level 134 (Sprites)
$07E221 125 bytes Level data Level 130 (Sprites)
$07E29E 17 bytes Level data Level 132 (Sprites)
$07E2AF 134 bytes Level data Level 135 (Sprites)
$07E335 167 bytes Level data Level 136 (Sprites)
$07E3DC 38 bytes Level data Level 12A (Sprites)
$07E402 38 bytes Level data Level 1C4, 1C5 (Sprites)
$07E428 62 bytes Level data Level 12B (Sprites)
$07E466 134 bytes Level data Level 12C (Sprites)
$07E4EC 5 bytes Level data Level 1C8 (Sprites)
$07E4F1 131 bytes Level data Level 12D (Sprites)
$07E574 107 bytes Level data Level 128 (Sprites)
$07E5DF 113 bytes Level data Level 127 (Sprites)
$07E650 164 bytes Level data Level 126 (Sprites)
$07E6F4 101 bytes Level data Level 125 (Sprites)
$07E759 20 bytes Level data Level 104 (Sprites)
$07E76D 2 bytes Level data Level 012, 019, 01E, 025-092, 09C-0BC, 10C, 112, 124, 129, 12E, 12F, 131, 133, 137-192, 19C-1BA (Sprites)
$07E76F 2193 bytes Empty Unused data.
$07F000 180 bytes Sprite Misc. Table of sprite OAM indexes. It is indexed by the values in the table at $07F0B4 and used in the routine at $0180D2.
$07F0B4 20 bytes Sprite Misc. Indexes to the table at $07F000. This table itself is indexed by the sprite memory setting plus the sprite index.
$07F0C8 107 bytes Misc. X-coordinates of bonus star numbers (FF terminates the string)
$07F134 107 bytes Misc. Y-coordinates of bonus star numbers (FF terminates the string)
$07F1A0 10 bytes Pointer Relative pointers for each bonus star number formation's tilemap (0-9)
$07F1AA 32 bytes Misc. 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.)
$07F21A 1 byte Sprite tilemap related Tile used by Bonus Star formation
$07F24E 4 bytes Sprite tilemap related Tiles used by Bonus Star formation when the screen fades out
$07F262 1 byte Misc. If you get this many bonus stars at the goal, you will also be awarded a 3up (default 50)
$07F263 1 byte Misc. Change to 80 to disable getting a 3up when getting the above number of bonus stars
$07F266 1 byte Misc. Bonus for getting 50 bonus stars (3up)
$07F26C 201 bytes Sprite Misc. Default values for $1656, various interaction-related flags, for the standard sprites.
$07F27B: Goomba 1656 value - change from 10 to 30 to make Goombas die when jumped on like the classic Goombas in SMB or SMB3.
$07F27C: Winged Goomba 1656 value - change from 10 to 30 to make Winged Goombas "die when jumped on" (when jumped on, they will "die" and spawn a regular Goomba, just like the Paragoombas in SMB3).
$07F306: Sumo Bros. 1656 value (object clipping/table offset, can be jumped on, dies when jumped on, hop in/kick shells, disappear in a cloud of smoke).
$07F335 201 bytes Sprite Misc. Default values for $1662, some death-related flags and the sprite clipping, for the standard sprites.
$07F3FE 201 bytes Sprite 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.
$07F4C7 201 bytes Sprite Misc. Default values for $167A, various misc flags, for the standard sprites.
Change $07F57D from 00 to 01 to fix the glitched tiles that appear when a reflecting fireball goes into lava and make it display the normal lava splash.
$07F590 201 bytes Sprite Misc. Default values for $1686, various misc flags, for the standard sprites.
$07F659 201 bytes Sprite Misc. Default values for $190F, various misc flags, for the standard sprites.

Change $07F69C from 05 to 25 to fix the Dolphin tails showing up when they're vertically off-screen.
$07F722 105 bytes Sprite subroutine (JSL) Zeros out the sprite tables. However, $15A0 (the horizontal off screen flag) is set to $01 instead of zero.
$07F78B 21 bytes Sprite subroutine (JSL) The subroutine that loads the necessary bytes for some sprite tables. Actually just JSLs to $07F7A0 and sets $15F6,x.
$07F7A0 50 bytes Sprite subroutine (JSL) The subroutine that loads the six Tweaker bytes for a sprite when it is initialized.
$07F7D2 9 bytes Sprite subroutine (JSL) Resets most sprite tables and loads new values for some of them depending on the sprite number. Actually just JSLs to $07F722 and $07F78B.
$07F7DB 512 bytes Misc. SMW's trigonometry/sine/cosine value table. Note that these are 16-bit values, but most of the high bytes are 00. Also note that this only is half a circle, and that a values for a degree are not in units out of 360 for a full circle, rather, 0-255 for a half-circle.
$07F9DB 536 bytes Sprite 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.
$07FBF3 32 bytes Pointer Low 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.
$07FC13 32 bytes Pointer High 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.
$07FC33 4 bytes Sprite Misc. X speeds for the 4 stars in the spin kill animation. Format: Upper left, upper right, bottom left, bottom right.
$07FC37 4 bytes Sprite Misc. Y speeds for the 4 stars in the spin kill animation. Format: Upper left, upper right, bottom left, bottom right.
$07FC3B 85 bytes ASM Spin Jump Star GFX Subroutine
$07FC53 is 4 objects to use for spin jump stars
$07FC90 880 bytes Empty Unused data.
$088000 130317 bytes Graphics Graphics (compressed)
$0BFD0D 755 bytes Empty Empty space.
$0C8000 3328 bytes Overworld Tiles 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.
$0C8D00 1642 bytes Misc. 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.
$0C93B6 1 byte ASM Change to 0B to make Mario able to play the Yoshi's House level after the Yoshi's House scene of the credits gets over.
$0C93C1 14 bytes Pointer Table 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.
$0C93CF 14 bytes Misc. 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).
$0C9447 1 byte Music Music used for the first part of the Ending.
$0C9567 96 bytes Subroutine (JSL) The DMA routine for updating the backgrounds during the credits walking sequence.
$0C95C7 2280 bytes Layer 3 Credits text data.
$0C9EB1 171 bytes Subroutine (JSR) The subroutine that uploads the credits tilemap.
$0C9F6F 2 bytes Misc. Speed at which the Layer 2 background in the credits roll moves. [80] [FF]. It's actually a word address (#$FF80). Anything from #$8000-#$FFFF is left speed, anything from #$0001-#$7FFF is right speed.
$0C9F89 2 bytes Layer 3 How 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)
$0C9FE7 3 bytes Coordinate Princess's Y position on Yoshi during the staff roll, relative to absolute value #$85. Each byte represents a Y position.
$0C9FED 2 bytes Coordinate Mario's absolute X position during the staff roll in the credits.
$0C9FF2 2 bytes Coordinate Mario's absolute Y position during the staff roll in the credits.
$0C9FF8 2 bytes ASM Mario'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.
$0C9FFD 1 byte Mario physics How fast Mario walks during the staff roll. Doesn't actually affect the walking speed, but his walking animation speed.
$0CA005 1 byte Coordinate X-position of Yoshi (Credits)
$0CA00C 1 byte Coordinate Y-position of Yoshi (Credits)
$0CA01E 1 byte Coordinate X-position of Peach (Credits)
$0CA035 1 byte Coordinate Y-position of eggs (Credits)
$0CA08F 42 bytes Sprite tilemap related Yoshi's House decoration tiles (Ending)
$0CA0B9 42 bytes Sprite tilemap related Yoshi's House decoration palettes (Ending)
$0CA0EA 1 byte Coordinate Y-position of Yoshi's House decorations (Ending)
$0CA136 16 bytes Sprite tilemap related "THANK YOU!" text tiles (Yoshi’s House).
$0CA149 2 bytes Sprite Misc. Y position of the right half of the "THANK YOU!" text after it finishes scrolling in.
Its Y position as it scrolls is located at $0CA687. (Yoshi's House)
$0CA17B 2 bytes Sprite Misc. Y position of the left half of the "THANK YOU!" text. (Yoshi's House)
$0CA18E 1 byte Sprite tilemap related "THANK YOU!" text palette (Yoshi’s House)
$0CA20B 1 byte Mario tilemap Which frame for Mario ($13E0) at the Yoshi House (credits), when he stops walking to the left.
$0CA40C 1 byte Music Music used for the second part of the ending. (Yoshi's House)
$0CA5C2 1 byte Music Music used for the third part of the ending. (Thank You Music)
$0CA662 1 byte Sprite Misc. Acceleration of the "THANK YOU!" text. Setting above 04 will usually cause the text to bounce due to its speed being signed. (Yoshi's House)
$0CA687 1 byte Sprite Misc. Y position of the right half of the "THANK YOU!" text as it scrolls in.
Its Y position after it finishes scrolling is at $0CA687. (Yoshi's House)
$0CA6C5 1 byte Mario tilemap Mario's pose ($13E0) after the Yoshis start jumping. (Yoshi's House)
$0CA6F0 1 byte Coordinate X offset of Peach from Mario after the eggs hatch. (Yoshi's House)
$0CA6FB 1 byte Coordinate Y-position of Peach waving after eggs hatch (Ending)
$0CA792 1 byte Misc. Direction Yoshi faces in Credits
$0CA7B0 1 byte Misc. Change to 00 to make Yoshi invisible for the credits sequence
$0CA7D5 12 bytes Sprite tilemap related Red Yoshi Cheering Tiles (Ending)
$0CA7E1 12 bytes Sprite tilemap related Yellow Yoshi Cheering Tiles (Ending)
$0CA809 12 bytes Sprite tilemap related Red Yoshi Cheering Palettes (Ending)
$0CA815 12 bytes Sprite tilemap related Yellow Yoshi Cheering Palettes (ending)
$0CA8D8 7 bytes Sprite tilemap related Palettes of Baby Yoshis (Ending)
$0CA906 1 byte Sprite tilemap related Tile used by Eggs (Ending)
$0CA90B 1 byte Sprite tilemap related Palette of eggs (ending)
$0CA918 1 byte Sprite tilemap related Tile used by Baby Yoshis (Ending)
$0CA93A 12 bytes Sprite tilemap related Red Yoshi Watching Tiles (Ending)
$0CA946 12 bytes Sprite tilemap related Yellow Yoshi Watching Tiles (Ending)
$0CA952 12 bytes Misc. Red Yoshi Watching Palettes (Ending)
$0CA95E 12 bytes Sprite tilemap related Yellow Yoshi Watching Palettes (Ending)
$0CA96A 12 bytes Misc. Red Yoshi Watching Tile X-coords (Ending)
$0CA976 12 bytes Misc. Yellow Yoshi Watching Tile X-coords (Ending)
$0CA982 12 bytes Misc. Red Yoshi Watching Tile Y-coords (Ending)
$0CA98E 12 bytes Sprite tilemap related Yellow Yoshi Watching Tile Y-coords (Ending)
$0CA9F5 1 byte Misc. Tile size of 8x8 tiles (Red/Yellow Yoshi watching)
$0CAA0B 6 bytes Sprite tilemap related Blue/Green Yoshi Tiles (Ending)
$0CAA11 2 bytes Sprite tilemap related Blue Yoshi Palettes (Ending)
$0CAA13 1 byte Sprite tilemap related Green Yoshi Palettes (Ending)
$0CAA53 140 bytes Sprite tilemap related Mario, Luigi and Peach ending image tilemap
$0CABA4 7 bytes Palette Points to BG colour to use at the cutscenes in the beginning of the credits.
First value not used?
$0CAC29 21 bytes Level data Ending sequence level data (Scene 1)
$0CAC3E 21 bytes Level data Ending sequence level data (Scene 2)
$0CAC53 36 bytes Level data Ending sequence level data (Scene 3)
$0CAC77 39 bytes Level data Ending sequence level data (Scene 4)
$0CAC9E 42 bytes Level data Ending sequence level data (Scene 5)
$0CACC8 18 bytes Level data Ending sequence level data (Scene 6)
$0CACDA 21 bytes Level data Ending sequence level data (Scene 7)
$0CACEF 21 bytes Level data Ending sequence level data (Scene 8)
$0CAD04 27 bytes Level data Ending sequence level data (Scene 9)
$0CAD1F 18 bytes Level data Ending sequence level data (Scene 10)
$0CAD31 12 bytes Level data Ending sequence level data (Scene 11)
$0CAD3D 20 bytes Level data Ending sequence level data (Scene 12)
$0CAD52 6 bytes Level data Ending sequence level data (Scene 13)
$0CAD58 26 bytes Pointer Ending sequence level data (Pointer table)
$0CAF11 69 bytes Sprite tilemap related Ending sequence sprites (Scene 5)
$0CAF56 92 bytes Sprite tilemap related Ending sequence sprites (Scene 6)
$0CAFB2 70 bytes Sprite tilemap related Ending sequence sprites (Scene 9)
$0CAFF8 53 bytes Sprite tilemap related Ending sequence sprites (Scene 12)
$0CB02D 165 bytes Sprite tilemap related Ending sequence sprites (Scene 2)
$0CB0D2 97 bytes Sprite tilemap related Ending sequence sprites (Scene 3)
$0CB133 105 bytes Sprite tilemap related Ending sequence sprites (Scene 4)
$0CB19C 113 bytes Sprite tilemap related Ending sequence sprites (Scene 7)
$0CB20D 153 bytes Sprite tilemap related Ending sequence sprites (Scene 1)
$0CB2A6 149 bytes Sprite tilemap related Ending sequence sprites (Scene 8)
$0CB33B 105 bytes Sprite tilemap related Ending sequence sprites (Scene 10)
$0CB3A4 105 bytes Sprite tilemap related Ending sequence sprites (Scene 11)
$0CB40D 405 bytes Sprite tilemap related Ending sequence sprites (Scene 13)
$0CB63A 53 bytes Misc. The End text data, (with Mario, Peach and Luigi.)
$0CB66F 401 bytes Empty Unused data. Used by GPS as pointers for the shared routines. Note that some versions of GPS incorrectly start at $0CB66E instead.
$0CB800 447 bytes Misc. World 4 Castle Destruction Scene Layer 2 Tilemap
$0CB9BF 151 bytes Misc. Castle Destruction Scene Layer 1 Tilemap (Castle)
$0CBA56 355 bytes Misc. World 3/7 Castle Destruction Scene Layer 2 Tilemap
$0CBBB9 329 bytes Misc. World 6 Castle Destruction Scene Layer 2 Tilemap
$0CBD02 387 bytes Misc. World 1/2/5 Castle Destruction Scene Layer 2 Tilemap
$0CBE85 365 bytes Layer 3 Castle destruction sequence 1 text.
$0CBFF2 414 bytes Layer 3 Castle destruction sequence 2 text.
$0CC190 361 bytes Layer 3 Castle destruction sequence 3 text.
$0CC2F9 422 bytes Layer 3 Castle destruction sequence 4 text.
$0CC49F 371 bytes Layer 3 Castle destruction sequence 5 text.
$0CC612 424 bytes Layer 3 Castle destruction sequence 6 text.
$0CC7BA 404 bytes Layer 3 Castle destruction sequence 7 text.
$0CCA83 12 bytes Sprite tilemap related Positions and tilemap for the castle destruction scene's "Thank you!" text bubble.

Almost in the standard OAM format (xxxxxxxx yyyyyyyy tttttttt YXPPCCCT), except the YXPPCCCT is actually formatted as "YX-SCCCT", where the S bit is the size (8x8 or 16s16); the PP bits are always set to 10.
$0CD1A7 41 bytes Misc. Castle Destruction Scene Layer 1 Tilemap (Destroyed castle)
$0CD296 1 byte Sound effect Bomb Explosion (Castle Destruction Sequence) Sound Effect.
$0CD2A0 1 byte Timer how long "BOMB" stays on castle destruction sequence. The highest possible value is 80, 81-FF will make the BOMB never appear.
$0CD2B3 1 byte Sound effect Castle Crumbling sound effect. (Castle Destruction Sequence)
$0CD2BE 1 byte Sound effect Castle Launch (Castle Destruction Sequence #4) Sound Effect.
$0CD3E8 1 byte Sound effect Mario Hammering (Castle Destruction Sequence #3) sound effect.
$0CD5CF 1 byte Timer Number of frames, divided by 4, to disable pressing a button to end the castle destruction scene after the text finishes appearing.
$0CD5D4 1 byte Music Music to play after destruction of castle. (Castle Destruction Sequence)
$0CD7D9 1 byte Sound effect Castle Painting (Castle Destruction Sequence #6) Sound Effect.
$0CD86F 145 bytes Empty Unused data.
$0CD900 441 bytes Overworld border Tilemap of the oblong hill background (the one that appears in, e.g., level 105), in LC_RLE1 format.
$0CDAB9 440 bytes Overworld border Tilemap of the underwater background (the one that appears in, e.g., level A), in LC_RLE1 format.
$0CDC71 211 bytes Overworld border Tilemap of the cloud/mountain background (the one that appears in level 125), in LC_RLE1 format.
$0CDD44 272 bytes Overworld border Tilemap of the cloud background (the one that appears in, e.g., level 1), in LC_RLE1 format.
$0CDE54 261 bytes Overworld border Tilemap of the shallow hills background (the one that appears in, e.g., level 15), in LC_RLE1 format.
$0CDF59 426 bytes Overworld border Tilemap of the "odd land formations with clouds" background (the one that appears in, e.g., level 102), in LC_RLE1 format.
$0CE103 879 bytes Overworld border Tilemap of the castle background with pillars (the one that appears in, e.g., level 1F), in LC_RLE1 format.
$0CE472 514 bytes Overworld border Tilemap of the large mountain background (the one that appears in, e.g., level 12B), in LC_RLE1 format.
$0CE674 16 bytes Overworld border Tilemap of the switch palace background (the one that appears in, e.g., level 14), in LC_RLE1 format.
$0CE684 316 bytes Overworld border Tilemap of the starry night background (the one that appears in, e.g., level 119), in LC_RLE1 format.
$0CE7C0 302 bytes Overworld border Tilemap of the "pointy land formations" background (the one that appears in, e.g., level 23), in LC_RLE1 format.
$0CE8EE 16 bytes Overworld border Tilemap of the blank background (the one that appears in level F7), in LC_RLE1 format.
$0CE8FE 900 bytes Overworld border Tilemap of the underground background (the one that appears in, e.g., level 11A), in LC_RLE1 format.
$0CEC82 766 bytes Overworld border Tilemap of the forest background (the one that appears in, e.g., level 106), in LC_RLE1 format.
$0CEF80 501 bytes Overworld border Tilemap of the ghost house background (the one that appears in, e.g., level 4), in LC_RLE1 format.
$0CF175 741 bytes Overworld border Tilemap of the sunken ship background (the one that appears in level F8), in LC_RLE1 format.
$0CF45A 901 bytes Overworld border Tilemap of the castle background with windows (the one that appears in, e.g., level 7), in LC_RLE1 format.
$0CF7DF 2048 bytes Misc. Layer 1 data on the overworld. Numbers are the same as in LM's "map16 editor".
The YI submap starts at $0CFBDE and is a simple format: One row of tiles at the time, 16 bytes for one line.
Level numbers are a little trickier, though:
Level numbers aren't anywhere in the rom. The loading routine assigns them when it runs. If you remove or add a level tile, you'll shift all of the levels after it. And the order of the tiles in the other submaps is even weirder, but if you look at the OW as 16x16 blocks and ignore submap borders, it'll start making sense.
$0CFFE1 31 bytes Empty Unused data
$0D8000 920 bytes Graphics Graphic 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.
$0D8398 56 bytes Graphics Graphic 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.
$0D83D0 528 bytes Graphics Graphic 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.
$0D85E0 688 bytes Graphics Graphic 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.
$0D8890 32 bytes Graphics Graphic 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.
$0D88B0 288 bytes Graphics Graphic 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.
$0D89D0 32 bytes Graphics Graphic data for Map16 tiles 1EC-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.
$0D89F0 128 bytes Graphics Graphic 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.
$0D8A70 32 bytes Graphics Graphic 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.
$0D8A90 32 bytes Graphics Graphic 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.
$0D8AB0 192 bytes Graphics Graphic 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.
$0D8B70 1128 bytes Graphics Graphic 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.
$0D8FD8 80 bytes Graphics Graphic 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.
$0D9028 216 bytes Graphics Graphic 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.
$0D9100 4096 bytes Graphics Background Map16 tiles (pages 0x80 and 0x81 in LM) in TTTTTTTT YXPCCCTT format.
$0DA10F 768 bytes Objects Pointers 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).
$0DA40F 60 bytes Objects The 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.)
$0DA455 189 bytes Objects Pointers 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.
$0DA548 51 bytes Objects Map16 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.
$0DA57B 210 bytes Objects Main creation code for extended objects 10-40. (Extended object 17 uses a different pointer, but it jumps to the same routine.)
$0DA64D 5 bytes Objects The start of the routine for extended object 17, the green star block. It loads a hardcoded index to the table at $0DA548.
$0DA6B1 9 bytes Subroutine (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.
$0DA6BA 19 bytes Subroutine (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.
$0DA6CD 4 bytes Objects Map16 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.
$0DA6D1 29 bytes Objects Main 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).
$0DA6EE 45 bytes Misc. Map16 data for the big bush
$0DA71B 45 bytes Objects Main creation code for extended object 82 (the larger of the two big bushes).
$0DA71E is the width, minus one.
$0DA722 is the height, minus one.
$0DA732 is the pointer to Map16 tile array (only contains low bytes).
$0DA748 24 bytes Objects Map16 data for the small bush
$0DA760 45 bytes Objects Main creation code for extended object 83 (the smaller of the two big bushes).
$0DA763 is the width, minus one.
$0DA767 is the height, minus one.
$0DA777 is the pointer to Map16 tile array (only contains low bytes).
$0DA78D 33 bytes ASM Part of bush object decoding routine.
$0DA7E3 4 bytes Objects Goal Arrow sign: MAP16 tiles
$0DA8A6 8 bytes ASM Bitmasking table. Contains the values $80,$40,$20,$10,$08,$04,$02,$01
So masking can be simply done by AND.l $0DA8A6,x
$0DA8B4 15 bytes Objects Map16 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.
$0DA8C3 152 bytes Objects Main 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.
$0DA95B 34 bytes Objects The 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.)
$0DA97D 21 bytes Objects The subroutine that allows objects to go across subscreen boundaries in horizontal levels without glitching.
$0DAA12 20 bytes Objects Map16 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).
$0DAA26 126 bytes Objects Main creation code for the vertical pipe objects.
$0DAA5A - The Map16 tile number (low byte) for the left side of the vertical pipe with no end.
$0DAA62 - The Map16 tile number (low byte) for the right side of the vertical pipe with no end.
$0DAA6C - The Map16 tile number (low byte) for the left side of all non-vertical pipes except the one without ends.
$0DAA74 - The Map16 tile number (low byte) for the right side of all non-vertical pipes except the one without ends.
$0DAAA4 16 bytes Objects Map16 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.
$0DAAB4 89 bytes Objects Main creation code for the horizontal pipe objects.
$0DAB0D 49 bytes Objects Main creation code for the Bullet Bill shooter object. $0DAB1A, $0DAB27, and $0DAB34 control which three Map16 tiles make up the object.
$0DAB3E 48 bytes Objects Main 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.
$0DABFD 36 bytes Objects The 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.
$0DB075 123 bytes Objects Main creation code for object 13 (vine and edge objects).
$0DB1C8 74 bytes Objects Main creation code for objects 14 and 21, the normal ledge and wide ground ledge. They share most of their code, but the wide ledge begins at $0DB1C8, while the normal one begins at $0DB1D4.

$0DB1CE - Height of the wide ground ledge - 1. The top tile is 100, the rest is 03F.
$0DB212 18 bytes Objects The Map16 tiles that make up the midway point and goal point objects. There are 6 3-byte tables here that are, in order: Top tiles of midway point, middle tiles of midway point, bottom tiles of midway point, top tiles of goal point, middle tiles of goal point, bottom tiles of goal point. You can change $0DB221 to 3A and $0DB223 to 3D to fix the glitched tiles at the bottom of the goal point. (They will just appear the same as the middle tiles.)
$0DB224 166 bytes Objects Main creation code for the midway point/goal point object.
$0DB2CA 108 bytes Objects Dragon Coin creation routine.
$0DB2DF - Change to 00 to prevent Dragon Coins from vanishing when at least 5 have been collected.
$0DB328 - Map16 tile for the upper half of a Yoshi/Dragon Coin.
$0DB329 - Change to EA EA to make only the lower half of Yoshi/Dragon Coins appear.
$0DB332 - Map16 tile for the lower half of a Yoshi/Dragon Coin.
$0DB333 - Change to EA EA to make only the upper half of Yoshi/Dragon Coins appear.
$0DB336 133 bytes Objects Main creation code for the purple coins. This is very similar to the code at $0DA8C3.
$0DB3BB 1 byte Objects Rope: MAP16 block
$0DB3BC 1 byte Objects Clouds: MAP16 block
$0DB3BD 30 bytes Objects Main creation code for the rope and cloud objects.
$0DB3DB 1 byte Objects Water with animated surface: MAP16 block (Top)
$0DB3DC 1 byte Objects Water with normal surface: MAP16 block (Top)
$0DB3DD 1 byte Objects Lava with animated surface: MAP16 block (Top)
$0DB3DE 1 byte Objects Climbing net with top edge: MAP16 block (Top)
$0DB3DF 1 byte Objects Water with animated surface: MAP16 block (Bottom)
$0DB3E0 1 byte Objects Water with normal surface: MAP16 block (Bottom)
$0DB3E1 1 byte Objects Lava with animated surface: MAP16 block (Bottom)
$0DB3E2 1 byte Objects Climbing net with top edge: MAP16 block (Bottom)
$0DB3E3 72 bytes Objects Main creation subroutine for objects 18-1B (water with and without animated surface, lava, climbing net with top edge). It is also used as the default routine for unused objects 22-2D.
$0DB42B 1 byte Objects Donut bridge: MAP16 block (Top)
$0DB42C 1 byte Objects Donut bridge: MAP16 block (Bottom)
$0DB42D 52 bytes Objects Main creation code for the donut bridge (object 1C).
$0DB51F 40 bytes Objects Vertical pipe/bone/log object creation subroutine. $0DB52E, $0DB536, and $0DB543 determine which three Map16 tiles make up the object.
$0DB547 34 bytes Objects Horizontal pipe/bone/log object creation subroutine. $0DB552, $0DB55A, and $0DB565 determine which three Map16 tiles make up the object.
$0DB583 37 bytes Objects Main 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).
$0DB5A8 15 bytes Objects Tiles the Bushes 1-5 is made up of, in order of Left-Middle-right (five bytes per part)
$0DB5B7 1 byte Misc. 6A-Green Switch Palace Block after you beat its Palace (always Map16 page 1)
$0DB5B8 1 byte Misc. 6B-Yellow Switch Palace Block after you beat its Palace (always Map16 page 1)
$0DB5B9 1 byte Misc. 6A-Green Switch Palace Block after you beat its Palace (always Map16 page 0)
$0DB5BA 1 byte Misc. 6B-Yellow Switch Palace Block after you beat its Palace (always Map16 page 0)
$0DB72F 16 bytes Objects Map16 data for the diagonal pipe (low bytes only).
$0DB73F 107 bytes Objects Main creation code for the diagonal pipe object.
$0DB7A6 - The Map16 tile (on page 1) at the bottom of the diagonal pipe object. (Default: $EB.)
$0DB7AA 185 bytes Objects Main creation code for the left-facing diagonal ledge.
$0DB863 179 bytes Objects Main creation code for the right-facing diagonal ledge.
$0DB916 76 bytes Objects Main 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.
$0DBA7C 96 bytes Objects Forest treetop tilemap (repeated a few times)
$0DBB68 152 bytes Empty Unused data
$0DBC00 1128 bytes Graphics 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.
$0DC068 80 bytes Graphics Graphic 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.
$0DC0B8 216 bytes Graphics Graphic 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.
$0DC19A 189 bytes Objects Pointers 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.
$0DC26B 126 bytes Objects Castle entrance: MAP16 blocks
$0DC46F 3 bytes Objects The 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.
$0DC472 3 bytes Objects The 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.
$0DC475 3 bytes Objects The 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.
$0DC478 81 bytes Objects Main creation code for the large stone castle block (tileset-specific object 3C in tileset 1).
$0DC620 480 bytes Empty Unused data.
$0DC800 1128 bytes Graphics Graphic 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.
$0DCC68 80 bytes Graphics Graphic 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.
$0DCCB8 216 bytes Graphics Graphic 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.
$0DCD9A 189 bytes Objects Pointers 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.
$0DCE57 16 bytes Objects Map16 data for the large circular line guide pieces (low bytes only).
$0DCE67 41 bytes Objects Main creation code for the large circular line guide pieces.
$0DCE90 4 bytes Objects Map16 data for the small circular line guide pieces (low bytes).
$0DCE94 18 bytes Objects Main creation code for the small circular line guide pieces.
$0DCEBE 2 bytes Objects Map16 data for the horizontal line guide end (extended object 55).
$0DCEC0 24 bytes Objects Main creation code for the horizontal line guide end (extended object 55).
$0DCED8 2 bytes Objects Map16 data for the vertical line guide end (extended object 56).
$0DCEDA 22 bytes Objects Main creation code for the vertical line guide end (extended object 56).
$0DD282 382 bytes Empty Unused data
$0DD400 1128 bytes Graphics Graphic 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.
$0DD868 80 bytes Graphics Graphic 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.
$0DD8B8 216 bytes Graphics Graphic 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.
$0DD99A 189 bytes Objects Pointers 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.
$0DDA9E 4 bytes Objects Torpedo Ted Launcher: MAP16 tiles
$0DE186 378 bytes Empty Unused data
$0DE300 1128 bytes Graphics Graphic 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.
$0DE768 80 bytes Graphics Graphic 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.
$0DE7B8 216 bytes Graphics Graphic 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.
$0DE89A 189 bytes Objects Pointers 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.
$0DEADE 140 bytes Objects Ghost House entrance: MAP16 blocks
$0DEB93 160 bytes Objects Tilemap of Yoshi's House. Change EB to D3 at $0DEB85, $0DEB89, $0DEBBE, $0DEBC6, $0DEBCC, $0DEBD0 and $0DEBDA to remove Berries from Yoshi's House, or to 45 to make them work without placing berry objects on top of them.
$0DEC7E 4 bytes Objects Green Switch: MAP16 blocks
$0DEC82 4 bytes Objects Yellow Switch: MAP16 blocks
$0DEC86 4 bytes Objects Blue Switch: MAP16 blocks
$0DEC8A 4 bytes Objects Red Switch: MAP16 blocks
$0DEC8E 51 bytes Objects Main creation code for the four switch palace switches.
$0DF08A 630 bytes Empty Unused data.
$0DF3A0 26 bytes Layer 3 FISHIN'LAKITU and attributes (sprite name)
$0DF3BE 18 bytes Layer 3 PARA-BOMB and attributes (sprite name)
$0DF3D4 22 bytes Layer 3 PARA-GOOMBA and attributes (sprite name)
$0DF3EE 12 bytes Layer 3 LAKITU and attributes (sprite name)
$0DF3FE 10 bytes Layer 3 SPINY and attributes (sprite name)
$0DF40C 14 bytes Layer 3 WIGGLER and attributes (sprite name)
$0DF41E 14 bytes Layer 3 BOB-OMB and attributes (sprite name)
$0DF4A9 28 bytes Layer 3 AMAZING FLYIN' and attributes (sprite name)
$0DF4C9 28 bytes Layer 3 AMAZING FLYIN' HAMMER BROTHER and attributes (sprite name)
$0DF4E9 22 bytes Layer 3 SUPER KOOPA and attributes (sprite name)
$0DF503 16 bytes Layer 3 CHARGIN' and attributes (sprite name)
$0DF517 10 bytes Layer 3 CHUCK and attributes (sprite name)
$0DF525 48 bytes Layer 3 Layer 3 JUMPING PIRHANA PLANT and attributes (sprite name)
$0DF555 29 bytes Layer 3 Layer 3 VOLCANO LOTUS and attributes (sprite name)
$0DF612 28 bytes Layer 3 Layer 3 SUMO BROTHER and attributes (sprite name)
$0DF62E 24 bytes Layer 3 Layer 3 MONTY MOLE and attributes (sprite name)
$0DF646 14 bytes Layer 3 Layer 3 POKEY and attributes (sprite name)
$0DF654 23 bytes Layer 3 Layer 3 BULLET BILL and attributes (sprite name)
$0DF70B 10 bytes Layer 3 Layer 3 REX and attributes (sprite name)
$0DF715 22 bytes Layer 3 Layer 3 MEGA MOLE and attributes (sprite name)
$0DF72B 23 bytes Layer 3 Layer 3 BANZAI BILL and attributes (sprite name)
$0DF7FA 24 bytes Layer 3 Layer 3 DINO RHINO and attributes (sprite name)
$0DF812 24 bytes Layer 3 Layer 3 DINO TORCH and attributes (sprite name)
$0DF82A 13 bytes Layer 3 Layer 3 KOOPAS and attributes (sprite name)
$0DF8A7 22 bytes Layer 3 Layer 3 SPIKE TOP and attributes (sprite name)
$0DF8BD 20 bytes Layer 3 Layer 3 SWOOPERS and attributes (sprite name)
$0DF8D1 28 bytes Layer 3 Layer 3 BUZZY BEETLE and attributes (sprite name)
$0DF8ED 13 bytes Layer 3 Layer 3 BLARGG and attributes (sprite name)
$0DF95E 16 bytes Layer 3 Layer 3 BLURPS and attributes (sprite name)
$0DF96E 16 bytes Layer 3 Layer 3 URCHIN and attributes (sprite name)
$0DF97E 28 bytes Layer 3 Layer 3 PORCU-PUFFER and attributes (sprite name)
$0DF99A 26 bytes Layer 3 Layer 3 TORPEDO TED and attributes (sprite name)
$0DF9B4 25 bytes Layer 3 Layer 3 RIP VAN FISH and attributes (sprite name)
$0DFA37 30 bytes Layer 3 Layer 3 "BOO" BUDDIES and attributes (sprite name)
$0DFA55 24 bytes Layer 3 Layer 3 FISHIN' BOO and attributes (sprite name)
$0DFA6D 30 bytes Layer 3 Layer 3 THE BIG "BOO" and attributes (sprite name)
$0DFA8B 13 bytes Layer 3 Layer 3 EERIES and attributes (sprite name)
$0DFAFC 24 bytes Layer 3 Layer 3 LIL SPARKY and attributes (sprite name)
$0DFB14 26 bytes Layer 3 Layer 3 BONY BEETLE and attributes (sprite name)
$0DFB2E 22 bytes Layer 3 Layer 3 DRY BONES and attributes (sprite name)
$0DFB44 16 bytes Layer 3 Layer 3 THWOMP and attributes (sprite name)
$0DFB54 16 bytes Layer 3 Layer 3 THWIMP and attributes (sprite name)
$0DFB64 15 bytes Layer 3 Layer 3 HOTHEAD and attributes (sprite name)
$0DFC19 18 bytes Layer 3 Layer 3 GRINDER and attributes (sprite name)
$0DFC2B 28 bytes Layer 3 Layer 3 BALL'N'CHAIN and attributes (sprite name)
$0DFC47 17 bytes Layer 3 Layer 3 FISHBONE and attributes (sprite name)
$0DFCC8 13 bytes Layer 3 Layer 3 REZNOR and attributes (sprite name)
$0DFD45 23 bytes Layer 3 Layer 3 MECHAKOOPAS and attributes (sprite name)
$0DFD66 38 bytes Layer 3 Layer 3 MORTON KOOPA JR and attributes (sprite name)
$0DFD8C 24 bytes Layer 3 Layer 3 ROY KOOPA and attributes (sprite name)
$0DFDA4 16 bytes Layer 3 Layer 3 BOWSER and attributes (sprite name)
$0DFDB4 28 bytes Layer 3 Layer 3 LEMMY KOOPA and attributes (sprite name)
$0DFDD0 32 bytes Layer 3 Layer 3 WENDY O.KOOPA and attributes (sprite name)
$0DFDF0 26 bytes Layer 3 Layer 3 IGGY KOOPA and attributes (sprite name)
$0DFE0A 28 bytes Layer 3 Layer 3 LARRY KOOPA and attributes (sprite name)
$0DFE26 35 bytes Layer 3 Layer 3 LUDWIG VON KOOPA and attributes (sprite name)
$0DFE4F 16 bytes Layer 3 Layer 3 PUMPKIN and attributes (sprite name)
$0DFE63 16 bytes Layer 3 Layer 3 PIDGIT and attributes (sprite name)
$0DFE77 25 bytes Layer 3 Layer 3 MASK KOOPAS and attributes (sprite name)
$0DFE9F 353 bytes Empty Unused data. Warning: the 0x12 FF bytes before this are NOT unused data (used in credits).
$0E8D99 2 bytes Misc. SPC Main Volume. Default is $7F,$7F
$0E8D9E 1 byte Misc. 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)
$0E8DB1 16 bytes Misc. SPC FIR Filter.
x70FB1 - FIR Filter 1, like $F1 $XX $YY $00
x70FB9 - FIR Filter 2, like $F1 $XX $YY $01
$0E98C5 1 byte Music Special 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.
$0EF0F0 3856 bytes Empty Empty
$0F8000 28560 bytes Music Instrument data.
$0FEF90 4208 bytes Empty Empty
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