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ROM Address Length Type Description Details
$02B42E 1 byte Sprite number Object that appears before Torpedo Ted is spawned
$02B46C 1 byte Timer How often Bullet Bill shooters fire
$02B495 2 bytes ASM Replace with 80 0A to make the Bullet Bill Shooter keep shooting even if Mario is standing next to the generator.
$02B4A8 1 byte Sound effect SFX played by Bullet Bill Shooter
$02B4B2 1 byte Sprite number Sprite Spawned by bullet bill shooter
$02B51A 12 bytes Sprite subroutine (JSR) Updates a bounce sprite's Y position without gravity (actually just changes the sprite index and JSRs to $02B526).
$02B526 46 bytes Sprite subroutine (JSR) Updates a bounce sprite's X position without gravity.
$02B554 12 bytes Sprite subroutine (JSR) The subroutine that updates an extended sprite's X position (without gravity).
$02B560 46 bytes Sprite subroutine (JSR) The subroutine that updates an extended sprite's Y position (without gravity).
$02B58E 46 bytes Sprite subroutine (JSR) The subroutine that updates the Y position of the spinning coin coming from a ? block.
$02B5BC 12 bytes Sprite subroutine (JSR) The X speed subroutine for minor extended sprites. Actually just adds 12 to the sprite index and JSRs to the Y speed subroutine, just like the equivalent subroutine for normal sprites.
$02B5C8 36 bytes Sprite subroutine (JSR) The Y speed subroutine for minor extended sprites.
$02B5EC 68 bytes Empty Unused data.
$02B65F 4 bytes Misc. X coordinates of Pokey animation
$02B663 2 bytes Misc. Pokey's X speed (right, left)
$02B68D 1 byte Sprite tilemap related Pokey's head after being eaten
$02B691 1 byte Sprite tilemap related Pokey's Body after being eaten
$02B78C 1 byte Sprite tilemap related Pokey's Body Tilemap
$02B78D 1 byte ASM Change to 90 and Pokey's head will be his body, and the other way round
$02B790 1 byte Sprite tilemap related Pokey's Head Tilemap
$02B795 1 byte Sprite tilemap related pokey's palette/gfx page
$02B8B8 2 bytes Sprite Misc. Max Speed Torpedo Ted can go. (Format = Right, Left)

The Left value must be over $7F while the Right value must be below $80.
$02B8BA 2 bytes Sprite Misc. How fast Torpedo Ted gains speed/accelerates until he reaches max speed. (Format = Right, Left)

The Left value must be over $7F while the Right value must be below $80.
$02B8BF 1 byte Sprite Misc. How many frames torpedo ted waits until he gains more speed.

(This value is AND'd with the frame counter)
$02B92D 1 byte Sprite tilemap related Tilemap: Torpedo Ted's face
$02B937 1 byte Sprite tilemap related Tilemap: Torpedo Ted's Propeller Frame 1
$02B93F 1 byte Sprite tilemap related Tilemap: Torpedo Ted's Propeller Frame 2
$02B943 1 byte Sprite tilemap related Tilemap: Torpedo Ted's Propeller Frame 3
$02B9A4 25 bytes Sprite subroutine (JSL) This generates a Map16 tile at the position of the sprite currently being processed. It can be accessed with a JSL, and A should be set to the value of $9C you wish to use.
$02B9BD 28 bytes Subroutine (JSL) A subroutine that turns all sprites on screen into silver coins. Called when pressing a silver P switch.
$02B9DA 1 byte Sprite number Sprite to use for those changed by Silver P-Switch (the ones that change while on the screen)
$02B9EF 1 byte Palette Palette to use for sprites changed by Silver P-Switch (on screen sprites only)
$02BAA8 1 byte Misc. Lowest tile # that acts as a berry with sticking out the tongue
$02BAAC 1 byte Misc. Highest tile # that acts as a berry plus one with sticking out the tongue
$02BAC6 1 byte Sprite number Sprite that the berries are made from when swallowed
$02BB03 1 byte Misc. Tile spawned from eating a berry (using tongue). Corresponds to a value in $7E:009C.
$02BB17 4 bytes Sprite tilemap related Sprite tilemap: Yoshi Wings
$02BB1B 4 bytes Sprite tilemap related Palette/Gfx page/Priority/Flip of Yoshi Wing tiles
$02BB1F 4 bytes Sprite tilemap related Size of Yoshi Wing tiles
$02BC0E 6 bytes Sprite tilemap related Horizontal Dolphin Tilemap
$02BDA7 12 bytes Sprite Misc. Code that handles erasing Spike Tops that go offscreen vertically. Set to [80 0A] (BRA $0A) to disable this behavior, however keep in mind that this means the sprites will be able to walk around the underside of your level.
$02BE5E 4 bytes Sprite tilemap related Change from "C9 02 D0 17" to "C9 01 F0 17" to make Fuzzies/Sparkies to only use the latter's tilemap in the castle (01) sprite tileset, as opposed to using the sparky's tilemap in every sprite tileset apart from the mushroom (02).
$02BE6B 1 byte Sprite tilemap related Ground-guided Fuzzball Tilemap
$02BE7A 1 byte Sprite tilemap related Sparky Tilemap
$02BE95 8 bytes Sprite tilemap related Hothead Tilemap
$02BF0B 1 byte Sprite tilemap related Hothead's eyes frame 1
$02BF12 1 byte Sprite tilemap related Hothead's eyes frame 2
$02BF53 5 bytes Sprite tilemap related Urchin YXPPCCCT properties, eyes and body. Order: Eyes, upper left body part, upper right, lower left, lower right.
$02BF58 4 bytes Sprite tilemap related Urchin's Body Tilemap
$02BFA3 1 byte Sprite tilemap related Urchin's eyes frame 1
Pages: « 1 225 26 27 28 2959 60 » Per Page: 25 50 75 100 150 500 All

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