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ROM Address Length Type Description Details
$02C0CF 87 bytes Subroutine (JSL) (Unused) Z tile generation (Rip Van Fish Z tiles).
$02C0D9 77 bytes Sprite subroutine (JSL) Rip Van Fish Z tiles generation routine
$02C1A6 1 byte Sprite number Sprite Diggin' Chuck unearths
$02C29F 1 byte Misc. 1st type of block Chargin' Chuck can smash through, -0x100 (Throw Block)
$02C2A3 1 byte Misc. 2nd type of block Chuck can smash through, -0x100 (Turn Block)
$02C2BE 1 byte Misc. What top row of blocks become when Chuck smashes through them
$02C2DB 1 byte Misc. What bottom row of blocks become when Chuck smashes through them
$02C382 1 byte Sound effect Whistling Chuck Sound Effect.
$02C3B3 4 bytes Sprite Misc. Timers for Pitchin' Chuck's throwing. This table is indexed by the initial sprite X position. The timers themselves are formatted thus: t = $3F + $20n, where t is the timer value and n is the number of baseballs thrown in a row. So the sprite will throw 2, 4, 6, or 5 baseballs depending on its X position. However, this applies only when it is on the ground; if it is in the air, then the timing is different.
$02C460 2 bytes Misc. Starting X-coordinate of baseball when thrown by Chuck (facing right, facing left)
$02C464 2 bytes Misc. X speed of baseball when thrown by Chuck (right, left)
$02C47A 1 byte Sprite number Object that Pitchin' Chuck pitches
$02C5AF 1 byte Sound effect SFX played by Splitin' Chuck
$02C5C8 1 byte Sprite number Sprite spawned by Splittin' Chuck
$02C708 1 byte Sound effect Running Chuck sound
$02C7BE 1 byte Misc. Determines the number of points received for defeating a Chuck by stomping or with a star. See $02ACE5 for a list of possible values.

[Note: That list at $02ACE5 needs to have FB = Nothing, FC = 10, FD = 20, FE = 40, and FF = 80 added to it.]
$02C7E2 6 bytes ASM change from [B5 C2 C9 03 F0 27] to [EA EA EA EA EA EA] to remove the stomp immunity chucks get briefly when taking a stomp.
$02C7E8 1 byte Misc. Set to BD for unlimited Chargin Chuck stomping hp
$02C7EF 1 byte Misc. Chargin Chuck stomping hp
$02C7F7 1 byte Sound effect Hitting Chuck sound
$02C87E 7 bytes Sprite tilemap related Sprite tilemap: Chuck Head(All)
$02C98B 51 bytes Sprite tilemap related Sprite tilemap: Chuck Body(All)
$02CA97 2 bytes Sprite tilemap related Clappin' Chuck's hand tiles (raised, clapping)
$02CAFA 2 bytes Palette [47 07] Change to 40 00 to be able to change the palette of Chargin' Chucks arm with Tweaker/etc. (USE WITH $02CB2E)
$02CB17 1 byte Sprite tilemap related Tile used by Chargin' Chuck's arm
$02CB2E 1 byte Palette [64] Change to 08 to be able to change the palette of Chargin' Chucks arm with Tweaker/etc.
(USE WITH $02CAFA)
$02CB7C 1 byte Sprite tilemap related Tile to use for the baseball when it's in Pitchin' Chuck's hand
$02CB81 1 byte Palette Palette/GFX page for baseball when it's in Pitchin' Chuck's hand
$02CB91 1 byte Sprite tilemap related Change from [04] to [0C] to fix a tilemap error in part of the Diggin' Chuck's dig animation that gives him a dislocated shoulder while facing left.
$02CB9B 3 bytes Sprite tilemap related Diggin' Chuck's Shoulder and Shovel Tiles
$02CCB1 4 bytes Misc. Unused cage wings: X offsets
$02CCB5 4 bytes Misc. Unused cage wings: Y offsets
$02CCFC 1 byte Sprite tilemap related Unused cage wings: Extended wing, top tile
$02CD00 1 byte Sprite tilemap related Unused cage wings: Closed wing, top tile
$02CD05 1 byte Sprite tilemap related Unused cage wings: Extended wing, bottom tile
$02CD09 1 byte Sprite tilemap related Unused cage wings: Closed wing, bottom tile
$02CD0E 1 byte Sprite tilemap related Unused cage wings: Attribute byte #1 (X flip, Y flip, priority, palette, MSB of tile num.)
$02CD1A 1 byte Sprite tilemap related Unused cage wings: Attribute byte #2 (size, MSB of X pos.)
$02CD55 4 bytes Palette YXPPCCCT data for the (flattened) switch palaces (level), indexed by type. Order is green, yellow, blue, red.
$02CD61 1 byte Misc. Tile spawned from stepping on big ! switch
$02CEE4 1 byte Misc. How many pieces make up the pea bouncer
$02CF2C 1 byte Sprite tilemap related Tile of pea bouncer
$02CF33 1 byte Sprite tilemap related Attributes of pea bouncer tile
$02CFFE 5 bytes Sprite physics Bounciness of each part of pea bouncer
$02D1C3 1 byte Misc. Lowest tile # that acts as a berry without sticking out the tongue
$02D1C7 1 byte Misc. Highest tile # that acts as a berry plus one without sticking out the tongue
$02D208 1 byte Misc. Tile spawned from eating a berry (w/o using tongue). Corresponds to a value in $7E:009C.
$02D212 1 byte Sprite physics [10] {+16} Horizontal speed limit when pressing Right from the Control Pad, when Mario uses the P-balloon or rides the Lakitu cloud.

The speed is a signed integer. Positive speeds (00..7F) go right. High speeds might cause glitches, like allowing Mario to fly inside solid blocks.
$02D213 1 byte Sprite physics [F0] {-16} Horizontal speed limit when pressing Left from the Control Pad, when Mario uses the P-balloon or rides the Lakitu cloud.

The speed is a signed integer. Negative values (80..FF) go left.
$02D248 1 byte Sprite physics [00] {0} Vertical speed when releasing Up and Down from the Control Pad, while Mario rides the Lakitu cloud.

This is a signed integer. Positive speeds (01..7F) go down. Negative speeds (80..FF) go up.

After using $02:D248, $02:D256 or $02:D25C, the game adds a slight, varying downward speed to the Lakitu cloud. So if you leave [00] in $02:D248, then the cloud will sink slightly while Mario rides the cloud.
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