$0091AC
|
1 byte |
Misc. |
Number of coins needed to get an 1up from the green star block. |
$0091DB
|
1 byte |
ASM |
Change it to D0 to switch the "Mario/Luigi Start" |
$0092AE
|
2 bytes |
Misc. |
The scanline × 2 of the solid lava colour in the Iggy/Larry boss battle.
Change it to $A8,$01 (dw $01A8) to have it begin just where the sprite lava tiles end. |
$009329
|
84 bytes |
Pointer |
16-bit game mode pointers. Indexed by $7E:0100. |
$009389
|
4 bytes |
Coordinate |
X position of the "Nintendo Presents" tiles |
$00938D
|
4 bytes |
Sprite tilemap related |
"Nintendo Presents" logo tilemap |
$0093A5
|
1 byte |
Coordinate |
Y position of "Nintendo Presents" logo |
$0093B0
|
1 byte |
Sprite tilemap related |
YXPPCCCT properties for "Nintendo Presents". |
$0093C1
|
1 byte |
Sound effect |
"Nintendo Presents" logo sound effect |
$0093C6
|
1 byte |
Timer |
How long "Nintendo Presents" stays on the screen before disappearing. |
$0093CB
|
1 byte |
Misc. |
Blinking Nintendo Presents (0F = 0 time, 1F = 1 time, 2F = 2 times, etc)
Also known as Nintendo Presents Brightness (Values use Brightness Register ($0DAE)) |
$009436
|
3 bytes |
Misc. |
Change from [AD 33 14] to [4C 17 94] to disable the circle fade in from Title screen. Use in conjunction with address $009AAD. |
$00943B
|
1 byte |
Misc. |
How fast the circle right before the titlescreen opens. Default value is 04. The higher the value, the faster it opens. Don't go beyond #$19. |
$009451
|
7 bytes |
Palette |
Back area colours to use for each castle destruction scene (One byte per movie) |
$009459
|
7 bytes |
Palette |
Palette row (in the range 00-07) used by the castle in each castle destruction scene. 1 byte per scene. |
$009461
|
7 bytes |
Stripe Image |
Stripe image (index to pointers at $0084D0) to load as the background for each castle destruction scene. |
$0094A1
|
1 byte |
Music |
Music Bank that is used for the ending music.
0E = Overworld Music
48 = Level Music
59 = Ending Music |
$0094B3
|
1 byte |
Music |
Boss castle destruction sequence music #1 |
$00950B
|
1 byte |
Debug |
DEBUG: Boss defeated scene select (30 = enable) |
$00955F
|
1 byte |
Misc. |
GFX File loaded for Credits font |
$009586
|
4 bytes |
Level number |
Which level to use for the Yoshi's House part in the credits. 'A9 28 A0 01'. Do not change A9 and A0. 28 is the low byte of the level (Note: Level number + 24), 01 is the high byte. |
$00968E
|
32 bytes |
ASM |
This is the beginning of the code that is executed for game mode 10 (the black period between fadeout from the OW and Mario Start).
$0096A5 is which Layer 1 tile on the overworld will prevent the "Mario Start!" from appearing if the player is on it. (Default is $56, the Yoshi's House tile.)
Change $0096A6 to EA EA to make MARIO START! appear on the Yoshi's house OW tile number, or to 80 03 to make the MARIO START! never appear. |
$0096AE
|
158 bytes |
ASM |
This is the code that is executed by game mode 03 (Load title). Game mode 11 (Mario Start) also uses parts of this code. The shared parts starts at $0096D5.
- $0096C4: music bank used for the Title Screen. 0E = Overworld Music, 48 = Level Music, 59 = Ending Music.
- $0096C7: title screen (level C7) music.
- $0096CC: title screen level number + $24.
- $009724: intro screen (level C5) music.
- $009725: changing it to [9C FB 1D] will allow you to change the music for the intro via Lunar Magic.
- $009737: Bowser scene 1 music. |
$00974C
|
4 bytes |
Subroutine (JSL) |
Calls the hexadecimal to decimal subroutine (in short HexToDec) to convert a hexadecimal value into a decimal string at $009045 and ends in an RTL.
Input:
-A (8-bit value).
Output:
-A: 1s digit (repeated subtraction remainder (“modulo”) once A < 10)
-X: 10s digit (the “quotient” of A divided by 10) |
$00980F
|
2 bytes |
Coordinate |
16-bit X position of Mario when he starts at the Iggy / Larry room. First byte = X lo, second byte = X hi (this byte is not recommended to change). |
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