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SMW Memory Map
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ROM Address Length Type Description Details
$02D8A9 16 bytes Sprite tilemap related Palette/GFX Page Table of Sprites in bubbles (Order: Goomba, Bob-Omb, Cheep-Cheep, Mushroom)
$02D919 1 byte Sound effect Bubble pop sound
$02D9A1 4 bytes Sprite number Sprites spawned from Bubbles (Goomba, Bob-omb, Cheep-Cheep, Mushroom)
$02D9A5 15 bytes Sprite tilemap related X Placement of Bubble Tiles, 3 animation frames, each 5 bytes
$02D9B4 15 bytes Sprite tilemap related Y Placement of Bubble Tiles, 3 animation frames, each 5 bytes
$02D9C3 5 bytes Sprite tilemap related Bubble Tile Table
$02D9C8 5 bytes Sprite tilemap related Palette/GFX Page of Bubble Tiles
$02D9CD 5 bytes Sprite tilemap related Bubble Tile Size Table
$02DA60 4 bytes Sprite Misc. [C9 02 D0 0A] (CMP #$02 BNE $0A) Change to [C9 08 B0 0A] (CMP #$08 BCS $0A) to fix the bug where hammer brothers will throw hammers if tossed into lava.
$02DA67 7 bytes Misc. How often Amazing Flyin' Hammer Brother throws hammers on each submap.
$02DA8E 1 byte Sprite Misc. Submap in which the Hammer Bro. throws hammers half as fast. By default: 00 (main map).
$02DA94 3 bytes ASM Set to EA EA EA to make Amazing Flyin' Hammer Brothers stop turning around.
$02DAC4 1 byte Sprite number Extended Sprite thrown by Amazing Flyin' Hammer Brother
$02DAF1 8 bytes Sprite tilemap related Sprite tilemap: Amazing Flyin' Hammer Brother
$02DB1F 1 byte Palette Amazing Flyin' Hammer Brothers palette (37 by default, change the sprite's palette by changing the second digit - "7" - to a number 0-F)
$02DBD7 3 bytes ASM Set to EA EA EA to disable Amazing Flyin' Hammer Brothers platform vertical movement
$02DBDA 3 bytes ASM Set to EA EA EA to disable Amazing Flyin' Hammer Brothers platform horizontal movement
$02DC1F 8 bytes Sprite tilemap related Sprite tilemap: Amazing Flyin' Hammer Brother Platform
$02DC27 8 bytes Sprite tilemap related Palette/GFX Page of Amazing Flyin' Hammer Brother Platform
$02DD65 1 byte Sound effect SFX played by Sumo Brother
$02DD96 1 byte Sprite number Sprite spawned by Sumo Brother
$02DE0E 8 bytes Sprite tilemap related Sumo Bros Tilemap (Head, Body Arms Up, Head, Body Arms Down)
$02DE1A 4 bytes Sprite tilemap related Sumo Bros Tilemap (Head, Head, Body Stomp)
$02DE1E 8 bytes Sprite tilemap related Sumo Bros Tilemap (Head, Head, Body Lift Leg, Head Head, Body Lift Leg)
$02DE85 1 byte Sprite tilemap related Sumo Bros' palette/GFX page
$02DEB6 1 byte Misc. Y speed of Sumo Bros' lightning bolt
$02E008 3 bytes Sprite tilemap related Volcano Lotus: Top Tiles
$02E012 1 byte Sprite tilemap related Volcano Lotus: Bottom
$02E056 1 byte Sprite tilemap related Palette/gfx page of Frame 3 of Volcano Lotus's top
$02E05A 1 byte Sprite tilemap related Palette/gfx page of Frames 1 and 2 of Volcano Lotus's top
$02E091 1 byte Sprite number Extended Sprite used by Volcano Lotus
$02E10E 1 byte Palette Palette of Jumping Piranha Plant leaves
$02E1CE 1 byte Sprite number The 2 objects that the fire-shooting Piranha Plant spits
$02E2D6 1 byte Misc. Tile spawned by Directional Coin sprite
$02E372 16 bytes Sprite tilemap related Large Green Bubble Tilemap
$02E520 4 bytes Misc. Tiles left behind by mushroom scale platforms (in order of left platform sinking; rising, right platform rising; sinking)
$02E599 1 byte Sprite tilemap related Mushroom Scale Platform Tile (mirrored for right side)
$02E5C7 1 byte Sprite physics Rightward speed of the moving Ghost House hole.
$02E5D0 1 byte Sprite physics Leftward speed of the moving Ghost House hole.
$02E66A 4 bytes Sprite tilemap related Ghost House Moving Hole Tilemap
$02E6A8 1 byte Sprite tilemap related Fishin' Lakitu's rod
$02E6AD 1 byte Sprite tilemap related Tile used by Fishin' Lakitu's 1up bait
$02E6B2 1 byte Sprite tilemap related Fishing Pole's palette
$02E6B7 1 byte Sprite tilemap related 1up Bait Palette
$02E707 1 byte Sprite tilemap related Tile used by line on Fishin' Lakitu's rod
$02E70C 1 byte Sprite tilemap related Fishing Line Palette
$02E83D 8 bytes Misc. Tiles left behind by the left (first 4 bytes) and the right (next 4 bytes) side of the Growing/Shrinking Pipe, in the format of $7E009C. The order of the bytes corresponds to the pipe waiting at the bottom, growing, waiting at the top, and shrinking.
$02E91A 1 byte Sprite tilemap related Left tile from the Growing/shrinking pipe end
$02E91F 1 byte Sprite tilemap related Right tile from the Growing/shrinking pipe end
$02E99B 1 byte Sprite physics Rising speed of Pipe Lakitu
$02E9E3 1 byte Sprite physics Sinking speed of Pipe Lakitu
$02E9E6 6 bytes Sprite tilemap related Pipe-Dwelling Lakitu Tilemap
$02EA1B 1 byte Sprite tilemap related YXPPCCCT properties (Palette/GFX page/Properties) of Pipe Lakitu.
$02EAF2 4 bytes ASM Change to EA EA EA EA to stop Super Koopas from spawning feathers. (In conjunction with $02EB19)
$02EAFE 1 byte Sprite number Sprite spawned by Super Koopa when stomped (feather)
$02EB19 4 bytes ASM Change to EA EA EA EA to prevent Super Koopas from spawning feathers (In conjuction with $02EAF2)
$02EC72 28 bytes Sprite tilemap related Sprite tilemap: Super koopa
$02EC96 36 bytes Sprite tilemap related Partial data for the YXPPCCCT of Super Koopa. Bit 1 is used to determine whether the tile is part of the Koopa (0) or cape (1). If it is a cape tile, then the CCC bits should not be used; edit $02ED39 and $02ED40 instead.

Edit both $02ECA9 and $02ECAD from 00 to 01 to fix garbage tiles when a stomped left-flying Super Koopa is falling down.
$02ED39 2 bytes Palette Partial data for the YXPPCCCT of the flashing Super Koopa's cape. Specifically, these are the CCC bits (palette).
$02ED40 1 byte Palette Partial data of the YXPPCCCT for the red/yellow Super Koopa's cape. Specificially, these are the CCC bits (palette) of the yellow cape; the red cape comes from this times 2.
$02ED9F 1 byte Sprite number Sprite that the 'group of floating skulls' is made from
$02EE04 1 byte Sprite tilemap related Floating Skull tile (frame 1)
$02EE08 1 byte Sprite tilemap related Floating Skull tile (frame 2)
$02EE62 1 byte Sprite physics [0C] Speed of the floating skulls.
$02EF16 1 byte Sprite physics X-speed of the coin game cloud (When Yoshi eats two pink berries)
$02EF2E 1 byte Sprite tilemap related What tile the coin game cloud uses
$02EF49 1 byte Sprite tilemap related X-position of the face on the coin game cloud
$02EF51 1 byte Sprite tilemap related Y-position of the coin game cloud face
$02EF56 1 byte Sprite tilemap related Tile to use for the face of the cloud game.
$02EF5B 1 byte Sprite tilemap related Cloud's face palette
$02EF81 1 byte Sprite number Sprite that is generated when all of the Coin Game Cloud coins are collected
$02EFBD 1 byte Sprite number Object that the Coin Game Cloud drops
$02F031 4 bytes Sprite physics Wiggler speed. First 2 bytes: normal speed. Next 2: mad speed
$02F04D 1 byte Palette The palette used by Wiggler when he is angry. (Default: 08.) YXPPCCCT.
$02F051 1 byte Misc. Wiggler's Palette cycling sequence
00=Palette 00
02=Palettes 00,02
04=Palettes 00,04
06=Palettes 00,02,04,06
08=Palettes 00,08
0A=Palettes 00,02,08,0A
0C=Palettes 00,04,08,0C
0E=All palettes
$02F058 1 byte Misc. Result of Wiggler's Palette change?
$02F10C 4 bytes Sprite tilemap related Wiggler's Body Tilemap
$02F16E 1 byte Sprite tilemap related Wiggler's Head
$02F19A 1 byte Misc. How many segments Wiggler has
$02F1B1 2 bytes Pointer Pointer to use for X placement of Wiggler's angry eyes tile
$02F1BE 1 byte Sprite tilemap related Wiggler's angry eyes tile
$02F1DF 1 byte Misc. X-coord of Wiggler's flower
$02F1E4 1 byte Sprite tilemap related Tile used by Wiggler's Flower (when on its head)
$02F1EE 1 byte Palette Palette of Wiggler's flower
$02F1F7 1 byte Misc. Size of Wiggler's flower/angry eyes tile
$02F26C 1 byte Sound effect SFX that comes up when Mario stomps a Wiggler
$02F2D3 2 bytes Misc. X placement of flower tile on Wiggler's head (1 byte facing right, 1 byte facing left)
$02F2D5 2 bytes Misc. X placement of Wiggler's angry eyes tile (1 byte facing right, 1 byte facing left)
$02F2E3 1 byte Sprite number Object that falls off of Wiggler when stomped
$02F354 1 byte Sprite physics Y position that Yoshi's House birds (sprite 8A) fall to after hopping. This should be set to 8 pixels above the height of the platform the birds "stand" on.
$02F3DB 5 bytes Sprite tilemap related Yoshi's House Birds Tilemap
$02F3E0 2 bytes Sprite tilemap related Flip of birds' tiles (right, left)
$02F3E2 4 bytes Palette Palettes of hopping birds
$02F427 1 byte Sprite tilemap related [$00] The sprite size of the birds on Yoshi's House.

Format:
- $00 = 8x8
- $02 = 16x16
$02F4AF 1 byte Sprite tilemap related Tile used by Smoke from Yoshi's House fireplace
$02F4E7 4 bytes Sprite tilemap related Tilemap of flame in Yoshi's House fireplace
$02F4F3 1 byte Misc. X-coords of flame tiles
$02F4FB 1 byte Misc. Y-coord of flame top
$02F500 1 byte Misc. Y-coord of flame bottom
$02F529 1 byte Sprite tilemap related Fireplace flame palette
$02F554 1 byte Sprite number Sprite spawned from the fireplace that the Side Exit Enable sprite uses
$02F5BC 10 bytes Sprite tilemap related Ghost House Exit Door tilemap
$02F629 8 bytes Sprite tilemap related No Yoshi Signpost Tilemap
$02F721 32 bytes Sprite tilemap related Ghost House Doors Tilemap
$02F825 18 bytes Pointer 16-bit pointer to cluster sprites.
$02F904 8 bytes Sprite tilemap related Sumo Bros' Flame Tilemap
$02F98F 1 byte Sprite tilemap related Sumo Bros' Flame palette/gfx page
$02FA0E 4 bytes Sprite tilemap related Sprite tilemap: Castle BG Flame
$02FA12 4 bytes Sprite tilemap related YXPPCCCT properties for the Castle BG Flame
$02FA84 20 bytes Coordinate Ten 16bit values, telling where on the circle the Boo Ring ghosts are. #$0200 is 360°.
$02FA98 291 bytes Sprite Misc. The code for cluster sprite 04, the Boo from a Boo ring.
$02FB39 is radius of Boo rings along the X-axis.
$02FB5C is radius of Boo rings along the Y-axis.
$02FBBF 8 bytes Sprite tilemap related Boo Ring Tilemap (used by Sprites E2, E3, and generators E1 and E5)
$02FDB8 4 bytes Sprite tilemap related Swooper Death Bat tilemap (change 4th byte to E8 to correct graphics)
$02FE5E 1 byte Sprite tilemap related Tile to use for bonus game 1-ups.
$02FE63 1 byte Sprite tilemap related Tile properties of bonus game 1-ups.
$02FE71 84 bytes Sprite subroutine (JSR) Cluster sprite/player interaction routine. This routine assumes that the cluster sprite is approximately 16x16.
$02FF50 20 bytes Sprite tilemap related OAM indexes of cluster sprites. Apparently can overwrite the coin sprites from blocks, sparkles, item box, and fireballs.
$02FF64 8 bytes Sprite tilemap related OAM indexes of the 1-Ups from the bonus game.
$02FF98 11 bytes Sprite subroutine (JSR) "Update cluster sprite X position without gravity" subroutine.
$02FFA3 46 bytes Sprite subroutine (JSR) "Update cluster sprite Y position without gravity" subroutine.
$02FFE2 30 bytes Empty Empty on default. Can be used for various purposes.
$038098 1 byte Timer How long the fadeout is on the screen before it disappears. (Big Boo Boss)
$03809D 1 byte Music Music played after Big Boo Boss is defeated.
$0380CE 1 byte Timer How long it takes for Big Boo Boss to appear. (Stalling)
$0380DB 1 byte Timer How long it takes for Big Boo Boss to appear. (appearing stage)
$0380EA 1 byte Sound effect Big Boo Boss appear sound effect.
$0381A2 1 byte Misc. Big Boo Boss HP
$0381DF 1 byte Sound effect Big Boo boss falling sound effect. (Big Boo beaten)
$0381F5 68 bytes Subroutine (JSR) Big Boo's "Hit with sprite" subroutine. JSR every frame to it to have your boss have functionality with thrown items.
$038234 is the sound made by Big Boo Boss when it is hit.
$038280 1 byte Sprite tilemap related X position of big boo's eyes in the normal frame
$038281 1 byte Sprite tilemap related X position of big boo's mouth in the normal frame
$038282 2 bytes Sprite tilemap related X position of big boo's arms in normal frame
$038284 16 bytes Sprite tilemap related X Position of the 16 tiles of big boo's body in the normal frame
$038294 1 byte Sprite tilemap related X position of big boo's eyes in turning frame 1
$038295 1 byte Sprite tilemap related X position of big boo's mouth in turning frame 1
$038296 2 bytes Sprite tilemap related X position of big boo's arms in turning frame 1
$038298 16 bytes Sprite tilemap related X Position of the 16 tiles of big boo's body in turning frame 1
$0382A8 1 byte Sprite tilemap related X position of big boo's eyes in turning frame 2
$0382A9 1 byte Sprite tilemap related X position of big boo's mouth in turning frame 2
$0382AA 2 bytes Sprite tilemap related X position of big boo's arms in turning frame 2
$0382AC 16 bytes Sprite tilemap related X Position of the 16 tiles of big boo's body in turning frame 2
$0382BC 2 bytes Sprite tilemap related X position of big boo's arms in the hiding frame
$0382BE 1 byte Sprite tilemap related X position of Big boo's eyes in the hiding frame
$0382BF 1 byte Sprite tilemap related X position of Big boo's mouth in the hiding frame
$0382C0 16 bytes Sprite tilemap related X position of the 16 body tiles of Big boo in the hiding frame
$0382D0 1 byte Sprite tilemap related Y position of Big boo's eyes in normal, turning 1 and turning 2 frames
$0382D1 1 byte Sprite tilemap related Y position of Big boo's mouth in normal, turning 1 and turning 2 frames
$0382D2 2 bytes Sprite tilemap related Y position of Big boo's arms in normal, turning 1 and turning 2 frames
$0382D4 16 bytes Sprite tilemap related Y position of the 16 tiles of Big boo's body in normal, turning 1 and turning 2 frames
$0382E4 2 bytes Sprite tilemap related Y position of big boo's arms in hiding frame
$0382E6 1 byte Sprite tilemap related Y position of big boo's eyes in hiding frame
$0382E7 1 byte Sprite tilemap related Y position of Big boo's mouth in hiding frame
$0382E8 16 bytes Sprite tilemap related Y position of the 16 tiles of big boo's body in hiding frame
$0382F8 80 bytes Sprite tilemap related Sprite Tilemap: Big Boo
$038348 80 bytes Sprite tilemap related The flip of each tile in the tilemap of Big Boo (00 is no flip, 40 is horizontal flip, 80 is vertical flip, C0 is horizontal + vertical flip)
$03846A 1 byte Sprite physics Max falling Y speed for the grey falling platform.
$03846F 1 byte Sprite physics How much the grey falling platform accelerates each frame.
$03848E 4 bytes Sprite tilemap related Sprite tilemap: Falling Grey Platform
$0384AD 1 byte Sprite tilemap related Falling Grey Platform's Palette
$0384DD 1 byte Sprite tilemap related Tilemap: Blurp Frame 1
$0384E1 1 byte Sprite tilemap related Tilemap: Blurp Frame 2
$03852D 2 bytes Sprite physics Horizontal speed of the Porcu-Puffer fish
$038580 1 byte ASM Change 94 to 60 to make the Porcu-Puffer fish go in a straight line and also float on air.
$038593 8 bytes Sprite tilemap related Sprite tilemap: Porcu-Puffer
$0385F4 2 bytes Sprite physics [08 F8] Y speeds of the Flying grey turnblocks (Sprite C1). First entry is downwards speed, second entry is upwards speed. Setting the upwards speed faster than $D8 ($28 as absolute value) is prone to causing Mario to clip through the turnblocks when jumping.

Keep in mind that if the turnblocks are set to go up first, these speeds are inverted.
$03866F 1 byte ASM Change C8 to 60 to fix a bug where sprite C1 (Flying Grey Turnblocks) corrupts $1602 if sprite slot 0 is occupied and only one sprite C1 is present.
$03868A 10 bytes Sprite tilemap related Sprite tilemap: Forest Secret Area Platform
$038734 3 bytes Sprite tilemap related Sprite tilemap: Sinking Lava Platform
$03876E 1 byte Sprite physics Mega Mole X speed (right)
$03876F 1 byte Sprite physics Mega Mole X speed (left)
$0387E3 1 byte Sprite physics [$D8] Y offset between Mario and a Mega Mole at which the sprite will hurt Mario rather than making him stand on it. Change to higher values to make it less likely for Mario to clip through the sprite and take damage when he's riding a mole and it has an upwards speed. Using $DC seems to fix this for Y speeds up $B0, using $DE seems to fix it for Y speeds up to $90 and using $DF seems to fix it for any upwards speed.
Note that this will also make the sprite's hitbox a bit more forgiving (less likely to hurt Mario).
Also be aware that it's still possible to clip into a Mega Mole if Mario has upwards speed, due to the code at $0387E6 (it's required to allow Mario to jump off of the Mega Mole).
$038826 4 bytes Misc. [22 B7 F5 00] Change to [EA EA EA EA] to make Mega Mole not hurt Mario.
$038837 8 bytes Sprite tilemap related Sprite tilemap: Mega Mole
$038849 3 bytes Sprite tilemap related Animation speed of Mega Mole. Change a 4A to EA to speed it up, and a EA to 4A to slow it down.
$038882 1 byte Sprite tilemap related Palette to use for Mega Mole
$0388A0 3 bytes Sprite tilemap related Swooper Bat Tilemap
$0388FC 1 byte Sprite physics Initial vertical speed of Swooper bat. This affects how far down it goes from its starting position.
$038900 1 byte Sound effect Swooper Sound Effect.
$038932 3 bytes ASM Change to EA EA EA to disable Mega Mole animation
$038977 1 byte Sprite number Sprite that the sliding koopa turns into after touching the ground
$038984 1 byte Sprite tilemap related Tilemap of blue shellless koopa sliding down a hill
$038988 1 byte Sprite tilemap related Tilemap of blue shellless koopa after sliding
$038ADB 1 byte Sound effect SFX played by Bowser Statue
$038AE5 1 byte Sprite number Sprite spawned by Bowser statue
$038B2E 6 bytes Sprite tilemap related Sprite tilemap: Bowser Statue(Both)
$038B37 6 bytes Palette Bowser Statue Properties. This will get or'd with the sprite's palette, which means it has the most effect on the jumping Bowser statue.
$038D0C 6 bytes Sprite tilemap related Relative X position of the diagonal platform tiles (Carrot Top Lift). First half is used for sprite B7, second half is used for sprite B8.
$038D12 6 bytes Sprite tilemap related Relative Y position of the diagonal platform tiles (Carrot Top Lift). First half is used for sprite B7, second half is used for sprite B8.
$038D18 6 bytes Sprite tilemap related Sprite tilemap: Diagonal Platform (Carrot Top Lift). First half is used for sprite B7, second half is used for sprite B8.
$038D1E 6 bytes Sprite tilemap related YXPPCCCT properties for the diagonal platform (Carrot Top Lift). First half is used for sprite B7, second half is used for sprite B8.
$038D7E 1 byte Sound effect SFX that comes up when the Message comes out of the Message Block
$038DB0 1 byte Sprite tilemap related Message Box Tilemap
$038DDB 1 byte Misc. Change to 00 and the timed lift will never fall after it has hit 0.
$038DEA 1 byte Sprite physics Horizontal speed of the Timed Lift
$038E05 2 bytes Sprite tilemap related Sprite tilemap: Timed Platform
$038E08 3 bytes Sprite tilemap related [0B 4B 0B] Properties (Palette, gfx page, etc..) of the Timed Lift.
$038E0E 4 bytes Sprite tilemap related Tiles used by numbers in Timed Platform (1,2,3,4)
$038E71 4 bytes Sprite physics Horizontal speed of the Grey Moving Castle Block.
$038E75 4 bytes Timer Time in position of the Grey Moving Castle Block.
$038EB0 4 bytes Sprite tilemap related Sprite tilemap: Moving Grey Castle Brick
$038ED3 1 byte Sprite tilemap related YXPPCCCT properties for the moving gray castle block.
$038EEA 2 bytes Sprite physics X speeds for the Bowser Statue fireball. Ordered right, left.
$038F0B 8 bytes Sprite tilemap related Sprite tilemap: Bowser Statue Fireball
$038F13 8 bytes Sprite tilemap related The YXPPCCCT properties of the Bowser Statue Fireball.
$038F6D 8 bytes Sprite tilemap related Reflecting Stream of Boo Buddies tilemap (leader only)
$038FFB 1 byte Sprite Misc. Controls the two palettes that the diagonal Podoboo flashes with. Take the first palette you pick, subtract 8, and multiply by 2 to get a valid value for this. The second palette will then be that value times 2.

For instance, the original value here is 4 (palette A), which times two is 8, and converting that back into a palette (divide by 2, add 8) gives you palette C. So the Podoboo flashes between palette A and C.
$039011 1 byte Sprite tilemap related Reflecting Fireball Tilemap
$039160 10 bytes Sprite tilemap related Fishin' Boo Tilemap (cloud, face, rod, cloud, line)
$039174 4 bytes Sprite tilemap related Fishin' Boo's Flame Tilemap
$03921C 1 byte Sprite tilemap related Falling Spike Tilemap
$03925D 1 byte Timer Number of frames before a Falling Spike drops.
$03926F 5 bytes Misc. X speed of the Creating/Eating block
$039274 5 bytes Misc. Y speed of the Creating/Eating block
$039293 1 byte Sprite tilemap related Tile used by the Creating/Eating block
$0392B9 1 byte Sound effect SFX played by the Creating/Eating block
$039320 1 byte Objects Which tile gets created by the brown creating block sprite. Does not affect the tile that the eating block sprite eats, or the tile that activates these two sprites when you stand on it. See this for a list of possible values.
$03932D 1 byte Objects Which tile is created by the brown eating block sprite. Defaults to air; see this for a list of possible values.

Note that there is no RAM address that affects which tile this block will eat - it will go after ANY solid block that is next to it.
$03938B 25 bytes Sprite subroutine (JSR) This generates a Map16 tile at the position of the sprite currently being processed. It is identical to the routine at $02B9A4, except that this one ends with RTS.
$0393A4 75 bytes Misc. Path for creating brown blocks (sprite B1) in overworld submaps.
Format: One byte per command, XY, where X=number of times to go in direction Y. Y = 0,1,2,3 (Right, left, down, up). FF terminates the sprite.
$0393EF 52 bytes Misc. Path for creating brown blocks (sprite B1) on the main overworld. Same format as $03:93A4.
$0394BB 10 bytes Sprite tilemap related Sprite tilemap: Wooden Castle Spike
$0394C5 10 bytes Sprite tilemap related Properties (palette, gfx page etc.) of the wooden spike.
The first 5 bytes for sprite AC the next 5 bytes for sprite AD. YXPPCCCT format.
$039513 2 bytes Sprite physics Normal rex walking speed
$039515 2 bytes Sprite physics Smushed rex walking speed
$039542 1 byte Misc. Change to 00 to make all Rexes start small.
$0395B8 1 byte Misc. Rex's HP
$03963B 1 byte Sound effect SFX that comes up when Mario hits a Rex
$03964C 12 bytes Sprite tilemap related Rex tile horizontal displacement table left (0C entries)
$039658 12 bytes Sprite tilemap related Rex tile horizontal displacement table right (0C entries)
$039664 12 bytes Sprite tilemap related Rex tile vertical displacement table (0C entries)
$039670 10 bytes Sprite tilemap related Sprite tilemap: Rex
$03967C 1 byte Sprite tilemap related Rex tile settings left
$03967D 1 byte Sprite tilemap related Rex tile settings right
$039784 4 bytes Sprite tilemap related Fishbone tail properties, YXPPCCCT. First two bytes are for the tail when the fishbone is heading into the right direction, the other two when heading into the left direction.
$039788 4 bytes Sprite tilemap related Tiles used by Fishbone's Tail
$039799 1 byte Sprite tilemap related Fishbone Tilemap, frame 1
$03979D 1 byte Sprite tilemap related Fishbone Tilemap, frame 2
$039886 4 bytes Coordinate reznor starting position low byte (4 byte table)
$03988A 4 bytes Coordinate reznor starting position high byte (4 byte table)
$03989F 4 bytes ASM [22 0C D7 03] Change to [EA EA EA EA] to stop the bridge in the Reznor battle from breaking.
$0398A4 1 byte Coordinate X position of the Reznor's circle written to $2A and loaded at $0399B3. (Y position is left at whatever $2C is, and it is loaded at $0399D8)
$0398C7 2 bytes ASM Change to [38 E9] to change rotation direction of the Reznor platform.
$0398C9 2 bytes Sprite physics Speed of Reznor rotation
$0398CC 2 bytes Timer Frames until Reznors spin cycle loops.
$0398E7 1 byte Music Music played after the Reznors are defeated
$0398FA 1 byte Sprite Misc. How many Reznors to hit to trigger level completion.
Note: it must be 4 or less.
$039964 1 byte Sprite Misc. X-radius of Reznor's circle
$039987 1 byte Sprite Misc. Y-radius of Reznor's circle
$0399EE 1 byte ASM Change from 22 to AF to make the Reznor platforms non-standable (fall-through) after Mario hits a Reznor from below.
$039A04 7 bytes Sprite Misc. Change to [D0 0A A9 xx 9D] to alter the rate at which Reznor shoots fireballs. (xx is the speed: $00 is the original value, and $DF seems to be the fastest value that will work correctly.)
$039AD2 1 byte Sprite number Sprite that Reznor will turn into after being hit
$039B04 1 byte Sound effect Sound effect made when Reznor spits a fireball.
$039B09 1 byte Sprite number Object that Reznor spits
$039B5D 12 bytes Sprite tilemap related Reznor tilemap (4 bytes regular reznor, 4 bytes shooting fireball, 4 bytes turning)
$039B69 12 bytes Sprite tilemap related Reznor palette map (4 bytes regular reznor, 4 bytes shooting fireball, 4 bytes turning)
$039C1A 1 byte Sprite tilemap related tile for reznor platforms
$039C22 1 byte Sprite tilemap related palette of reznor platforms
$039CA4 2 bytes Sprite physics Dino Rhino X-Speed.
$039CA6 2 bytes Sprite physics Dino Torch X-Speed.
$039D56 1 byte Sound effect Dino Torch Fire Sound Effect.
$039D61 1 byte ASM Change to 80 to make Dino-Torches only breathe fire horizontally
$039D97 1 byte ASM Change to 80 and Dino-Torch's flame will have no effect on Mario.
$039D9E 24 bytes Sprite Misc. Dino Torch's Flame Clipping tables.
- $039D9E: Clipping X offset (low byte).
- $039DA2: Clipping X offset (high byte).
- $039DA6: Clipping Width.
- $039DAA: Clipping Y offset (low byte).
- $039DAE: Clipping Y offset (high byte).
- $039DB2: Clipping Height.

Each table has 4 bytes, and it uses the following format:
- 1st byte: Horizontal Flame Facing Left
- 2nd byte: Vertical Flame Facing Left
- 3rd byte: Horizontal Flame Facing Right
- 4th byte: Vertical Flame Facing Right
$039DFE 5 bytes Sprite tilemap related Dino-Torch flame tile horiz. displacement table (horizontal flame)
$039E03 5 bytes Sprite tilemap related Dino-Torch flame tile horiz. displacement table (vertical flame)
$039E08 5 bytes Sprite tilemap related Dino-Torch flame tile vert. displacement table (horizontal flame)
$039E0D 5 bytes Sprite tilemap related Dino-Torch flame tile vert. displacement table (vertical flame)
$039E12 10 bytes Sprite tilemap related Dino-Torch flame tile table (2 animation frames, each 4 bytes w/an unused byte)
$039E1C 5 bytes Sprite tilemap related Dino-Torch YXPPCCCT bytes.
$039E21 4 bytes Sprite tilemap related Dino-Torch tile table (4 animation frames, each 1 byte)
$039E25 8 bytes Sprite tilemap related Dino-Rhino tile horizontal displacement table
$039E2D 4 bytes Sprite tilemap related Dino-Rhino tiles' palette/gfx page/priority/flip left
$039E31 4 bytes Sprite tilemap related Dino-Rhino tiles' palette/gfx page/priority/flip right
$039E35 4 bytes Sprite tilemap related Dino-Rhino tile vertical displacement table
$039E39 16 bytes Sprite tilemap related Dino-Rhino tile table (4 animation frames, each 4 bytes)
$039EF3 1 byte Misc. Which segment of Dino-Torch's flame is its body
$039F0E 1 byte Misc. Which segment of Dino Torch's flame doesn't flip
$039FFB 1 byte Sound effect Blargg Growl Sound Effect.
$03A034 1 byte Timer Time it takes for Blargg to resurface. (eyes)
$03A075 1 byte Sprite tilemap related Tile used by Blargg's Eyes Peeking out of Lava
$03A091 10 bytes Sprite tilemap related Blargg Tilemap
$03A09B 1 byte Sprite tilemap related Blargg palette/gfx page, right
$03A09C 1 byte Sprite tilemap related Blargg palette/gfx page, left
$03A0F9 1 byte Coordinate Bowser's initial Y Pos
$03A0FD 1 byte Coordinate Bowser's initial Y Pos high byte
$03A102 1 byte Coordinate Bowser's initial X Pos
$03A106 1 byte Coordinate Bowser's initial X Pos high byte
$03A10B 1 byte Misc. Bowser hit count for first phase
$03A3D9 9 bytes Sprite tilemap related Tilemap: Clouds from Bowser's Clown Car
$03A451 1 byte Sprite physics Speed of Bowser's descent before battle.
$03A48B 1 byte Timer Delay before Bowser first throws Mechakoopas at the start of the battle. Default is $78.
$03A492 2 bytes Sprite physics X speed of Bowser's swoop in first part.
$03A496 2 bytes Sprite physics Y speed of Bowser's swoop in first part.
$03A506 1 byte Sprite Misc. Phase where Bowser drops steel balls. 07 = phase 1, 08 = phase 2, 09 = phase 3. Default is $08.

Change to [07 90 11] (org $03A505 : CMP #$07 : BCC $11) to make Bowser drop steel balls in all 3 phases.
$03A510 1 byte Sprite Misc. Number of steel balls Bowser drops, plus one. Use with $03A614. Default is $03.
$03A5B8 1 byte Timer Amount of time between Bowser dropping Mechakoopas
$03A600 1 byte Timer Timing of steel ball dropping
$03A604 1 byte Sound effect Bowser dropping Ball sound
$03A60F 1 byte Timer Amount of time before Bowser drops Mechakoopas (after dropping the 2nd steel ball)
$03A614 1 byte Sprite Misc. Number of steel balls Bowser drops. Use with $03A510. Default is $02.
$03A618 1 byte Timer Amount of time before Bowser drops 2nd steel ball
$03A623 1 byte Sprite number Sprite Bowser Throws (Bowling Ball)
$03A672 1 byte Timer Delay after Bowser's hit with a Mechakoopa, before his next attack. Default is $50.
$03A683 1 byte Misc. Bowser hit count for final 2 phases
$03A702 1 byte Music Music played when Bowser flies away
$03A71F 2 bytes Sprite physics Bowser's X acceleration as he swoops out before the fireball phase. First is while shrinking, second is while growing. Default is $01,$FF.
$03A725 2 bytes Sprite physics Bowser's Y acceleration as he swoops out before the fireball phase. First is while shrinking, second is while growing. Default is $FF,$01.
$03A729 2 bytes Sprite Misc. Bowser's shrink/grow speed (change in $38 and $39) as he swoops out before the fireball phase. First is while shrinking, second is while growing. Default is $01,$FF.
$03A79A 1 byte Timer Duration of Bowser's fireball phase. Default is $80.
$03A7A8 1 byte Music Music played during Bowser's fireball phase
$03A7B9 1 byte Coordinate X Position Bowser returns to after fire attack.
$03A7C2 1 byte Music Bowser scene 3 music
$03A7CC 1 byte Coordinate Y Position Bowser returns to after fire attack.
$03A7E0 1 byte Timer Timing to start Bowser fireball attack
$03A7E0 1 byte Timer Time when Bowser's fireballs start spawning, counting down from the value at $03A79A. Default is $60.
$03A7F7 1 byte Sound effect Bowser Battle primary flame sound
$03A7FC 1 byte Sprite Misc. Status of sprite spawned by Bowser's fireball attack
$03A801 1 byte Sprite number Sprite spawned by Bowser's fireball attack (fireballs falling from the sky). Default: 0x33.
$03A80E 1 byte Sprite Misc. Horizontal distance between Bowser's consecutive fireballs. Default is $20.
$03A825 2 bytes Sprite Misc. [F6 C2] By default, sets the sprite state for Bowser's Podoboo Rain to 01. Change to EA EA to change the sprite state back to 00 - useful if you want Bowser to spawn different falling sprites in between his regular attack rounds.
$03A841 8 bytes Sound effect Bowser Battle other flame sounds
$03A849 2 bytes Music Music for the other Bowser Battle attack phases
$03A865 1 byte Timer Timing of Bowser stopping clown car in foreground
$03A86F 1 byte Timer Timing of Peach throwing the mushroom
$03A87C 1 byte Timer How soon Bowser starts moving again
$03A880 1 byte Timer Timing of Bowser coming out of clown car
$03A884 1 byte Timer Timing of music for next attack phase
$03A8AF 1 byte Timer Timing of Peach crying for help sound
$03A8B3 1 byte Sound effect Peach crying for help sound
$03A8E4 1 byte Sound effect Peach Throwing Sound
$03A8E9 1 byte Sprite Misc. Status of sprite spawned by Peach
$03A8EE 1 byte Sprite number Sprite Princess Throws
$03A9CE 80 bytes Sprite tilemap related Sprite tilemap: Princess Toadstool(Bowser Battle)
$03AB15 2 bytes Sprite physics Bowser's X acceleration (right/left) during phase 2.
$03AB17 2 bytes Sprite physics Bowser's maximum X speed (right/left) during phase 2.
$03AB19 2 bytes Sprite physics Bowser's Y acceleration (down/up) during phase 2.
$03AB1B 2 bytes Sprite physics Bowser's maximum Y speed (down/up) during phase 2.
$03AB50 1 byte Coordinate Y Position Bowser hovers near in second part.
$03AB62 2 bytes Sprite physics X speed of bounce in Bowser's third part.
$03AB76 1 byte Sprite physics Bowser's Y acceleration when bouncing during phase 3.
$03AB89 1 byte Sprite physics Bowser's Y speed after bouncing off the ground, during phase 3.
$03AB8D 1 byte Sound effect Bowser's Clown Car bouncing sound
$03ABF4 1 byte Sound effect Bowser Defeated Sound
$03AC33 1 byte Sprite physics Rotation speed of Bowser as he flies away after Peach has been released.
$03AC53 1 byte Sound effect Peach appearing after battle sound
$03AC63 48 bytes Sprite subroutine (JSR) Routine that spawns Princess Peach from Bowser's clown car.
$03AC69 is the sprite ID Bowser spawns. Note that it will always use the 8th sprite slot.
$03AC7F is the starting Y-coordinate of this sprite.
$03AC93 2 bytes Coordinate Y-coords of blushing Mario face tiles (Super, small)
$03AC95 2 bytes Mario tilemap Blushing Mario Faces (Super, Small)
$03AD07 1 byte Mario tilemap Palette of Mario's blushing tiles at the end of the game. YXPPCCCT format. Default: $31 (palette 8, second tile page, top priority)
$03B031 1 byte Sprite number Sprite Bowser Throws (Mecha Koopa)
$03B0B9 1 byte Sound effect Mario bumped by Clown Car sound
$03B12A 1 byte Sound effect Bowser hurt sound
$03B161 2 bytes Sprite physics Bowling ball's X speed. (Default: Right: $10, Left: $F0)
$03B181 1 byte Sprite physics Bowling Ball Y acceleration. [Default: $03]
$03B187 1 byte Sprite physics Bowling Ball maximum falling Y speed. [Default: $40]
$03B196 1 byte Coordinate Y position at which Bowser's bowling ball will stop falling. If you change this, you must change $03B19A to the same value.
$03B19A 1 byte Coordinate Y position to set Bowser's bowling ball to once it hits the "ground". If you change this, you must change $03B196 to the same value.
$03B1A4 1 byte Sound effect Bowser's Steel Ball hitting ground sound
$03B1A4 1 byte Sound effect Bowling Ball hard-bounce sound effect. [Default: $25]
$03B1B2 1 byte Sound effect Steel Ball bouncing sound
$03B1B2 1 byte Sound effect Bowling Ball soft-bounce sound effect. [Default: $01]
$03B1ED 12 bytes Sprite tilemap related Sprite tilemap: Bowser's Steel Ball
$03B30F 4 bytes Sprite tilemap related Mechakoopa tile horizontal displacement table left
$03B313 4 bytes Sprite tilemap related Mechakoopa tile horizontal displacement table right
$03B317 24 bytes Sprite tilemap related Mechakoopa tile vertical displacement table (6 animation frames, each 4 bytes)
$03B32F 24 bytes Sprite tilemap related Mechakoopa tile table (6 animation frames, each 4 bytes)
$03B347 4 bytes Sprite tilemap related Mechakoopa tiles' priority/flip left
$03B34B 4 bytes Sprite tilemap related Mechakoopa tiles' priority/flip right
$03B34F 4 bytes Sprite tilemap related Mechakoopa tile sizes (00= 8x8, 02= 16x16)
$03B353 1 byte Sprite tilemap related Mechakoopa Palette/gfx page used when coming to, #1
$03B354 1 byte Sprite tilemap related Mechakoopa Palette/gfx page used when coming to, #2
$03B356 1 byte Sprite tilemap related Mechakoopa Regular palette/gfx page
$03B360 1 byte Sprite tilemap related Mechakoopa Animation frame used when stunned
$03B36A 1 byte Sprite tilemap related Mechakoopa Animation frame used when kicked
$03B3EF 1 byte Sprite tilemap related Mechakoopa Wind-up key horizontal displacement right
$03B3F0 1 byte Sprite tilemap related Mechakoopa Wind-up key horizontal displacement left
$03B3F1 1 byte Sprite tilemap related Mechakoopa Wind-up key palette/gfx page right
$03B3F2 1 byte Sprite tilemap related Mechakoopa Wind-up key palette/gfx page left
$03B3F3 4 bytes Sprite tilemap related Mechakoopa Wind-up key tile table (4 animation frames, each 1 byte)
$03B443 4 bytes Coordinate Bowser Battle Item Box Frame: X position of each corner of the frame (in the order upper-left, upper-right, lower-left, lower-right)
$03B447 4 bytes Coordinate Bowser Battle Item Box Frame: Y position of each corner of the frame (same order as above)
$03B44B 4 bytes Sprite tilemap related Bowser Battle Item Box Frame: Attributes for each corner of the frame (same order as above)
$03B46E 1 byte Sprite tilemap related Bowser Battle Item Box Frame: Tile to use for the frame (each corner uses the same 16x16 tile)
$03B48C 16 bytes Misc. X-coordinates of 1st and 3rd rows of Bowser's castle roof
$03B49C 16 bytes Misc. Y-coordinates of 1st and 3rd rows of castle roof
$03B4B9 1 byte Misc. How many tiles to load for 2nd row group, -1
$03B4C0 1 byte Misc. Y-coordinate of 2nd row of castle roof
$03B4D1 1 byte Misc. Difference in X-coordinate for tiles in 2nd row
$03B4D5 1 byte Sprite tilemap related Tile of 2nd row of Bowser's castle roof
$03B4DA 1 byte Sprite tilemap related Palette of 2nd row of Bowser's castle roof
$03B4F3 1 byte Misc. How many tiles to load for 1st & 3rd row group, -1
$03B50D 1 byte Sprite tilemap related Tile of 3rd row of Bowser's castle roof
$03B50F 1 byte Misc. How many tiles will use the address below
$03B513 1 byte Sprite tilemap related Tile of 1st row of castle roof
$03B518 1 byte Sprite tilemap related Palette of 1st and 3rd rows of Bowser's castle roof
$03B547 1 byte Sprite tilemap related Tile of 3rd row of castle roof (copy. It is called for when Peach comes from Bowser's clown car )
$03B549 1 byte Misc. How many tiles will use the address below
$03B54D 1 byte Sprite tilemap related Tile of 1st row of castle roof (copy)
$03B552 1 byte Sprite tilemap related Palette of 1st and 3rd rows of castle roof (copy)
$03B56C 60 bytes Sprite physics X displacement of sprite clippings.
$03B5A8 60 bytes Sprite physics Width of sprite clippings.
$03B5E4 60 bytes Sprite physics Y displacement of sprite clippings.
$03B620 60 bytes Sprite physics Height of sprite clippings.
$03B664 59 bytes Subroutine (JSL) "Get player clipping" subroutine. Stores the clipping X displacement low byte to $00, the clipping X displacement high byte to $08, the clipping width to $02, the clipping Y displacement low byte to $01, the clipping Y displacement high byte to $09, and the clipping height to $03.
$03B673 - The width of Mario hitbox with sprites in pixels.
$03B67C - Change to A9 00 to make Super/Fire/Cape Mario have a 16x16 interaction field (like Small Mario)or change to A9 01 to have a 16x32 interaction field (like Big Mario)(in conjunction with addresses $00EB79 and $01B4C0)
$03B69F 70 bytes Sprite subroutine (JSL) "Get sprite clipping A" subroutine. Stores the clipping X displacement low byte to $04, the clipping X displacement high byte to $0A, the clipping width to $06, the clipping Y displacement low byte to $05, the clipping Y displacement high byte to $0B, and the clipping height to $07.
$03B6E5 70 bytes Sprite subroutine (JSL) "Get sprite clipping B" subroutine. Stores the clipping X displacement low byte to $00, the clipping X displacement high byte to $08, the clipping width to $02, the clipping Y displacement low byte to $01, the clipping Y displacement high byte to $09, and the clipping height to $03.
$03B72B 49 bytes Sprite subroutine (JSL) "Check for contact" collision subroutine. Uses the values in scratch RAM set by $03B69F and either $03B6E5 or $03B664 (or occasionally custom values) to determine whether two sprites, or a sprite and the player, are in contact. If the carry flag is set after calling this, they are in contact.

It functions using the axis-aligned bounding box (AABB), it first checks if they are #$80 pixels apart, if they are, then the subroutine ends with carry clear, otherwise it then checks the total distance of their widths or height against their difference of their XY position, and if within range, carry is set.
Input values and destroyed values
$03B902 128 bytes Palette Magikoopa palettes (8 palettes; 8 colours each, including transparent colour)
$03B982 128 bytes Palette Big Boo Boss palettes (in same layout as Magikoopa palettes)
$03BA02 1534 bytes Empty Filled with $FF.

Modified by Lunar Magic:
- $03BB90: Start of Lunar Magic's modified Message Box routine.
- $03BC0B: Pointer to message locations. Note that this changes every time you use LM to edit the messages.
- $03BC7F: Table of the first 2 bytes of the stripe header for message boxes.
- $03BE80: Table of offsets to find the correct message. Indexed by ($13BF * 2 + ($1426 - 1)) * 2
- $03BCDC: (LM 3.00+) Routine (ends in RTL) that computes the current screen number Mario is in and puts it in X (required to use for the new horizontal level modes).
$03C000 35 bytes Sprite subroutine (JSL) This generates a Map16 tile at the position of the sprite currently being processed plus 8 pixels left and 8 pixels down. It can be accessed with a JSL, and A should be set to the value of $9C you wish to use.
$03C03C 2 bytes Sprite Misc. Change to [$80,$1E] to make Baby Yoshi instantly grow when eating something, regardless if it's a powerup or not.
Change to [$80,$5D] to make Baby Yoshi never grow instantly when eating something, even if it's a powerup. It will count as one sprite eaten instead.
If changing this, you also need to apply the hex edit at $01A295 for it to work properly.
$03C0B2 4 bytes Sprite tilemap related The tile numbers to use for the animated lava sprite tiles in Iggy/Larry's room. Default values are $68, $6A, $6C and $6E.
$03C0B6 16 bytes Sprite tilemap related The animation offsets for the animated lava sprite tiles in Iggy/Larry's room (e.g. if you set all of them to the same value, they would all display the same tile at once).
Strangely, some of them are #$04, despite nothing using that bit.
$03C0CD 69 bytes Subroutine (JSL) The subroutine that displays the animated lava sprite tiles in Iggy/Larry's room (as well as calling his platform tilting routine, not included).

It makes use of 4 bytes at $03C0B2 and 16 bytes at $03C0B6, respectively for determining the tile numbers to use and their animation offset.

If you want to disable it for some reason, you can just put an RTL there.
$03C112 4 bytes Misc. Speed of rotation of Iggy/Larry's platform
$03C11A 4 bytes Misc. How far to Iggy/Larry's rotate platforms
$03C11E 88 bytes Subroutine (JSR) The subroutine that takes care of tilting Iggy/Larry's Mode 7 platform.

It makes use of 4 bytes at $03C112, 4 bytes at $03C11A and 1 byte at $03C164, respectively for determining the tilting speeds, maximum angles and time to elapse between each tilt.
It also uses RAM adresses $1905, $1906 and $1907, respectively for the total number of tilts made, the timer between each tilt and the phase counter (See these for more details).

If you want to disable it for some reason, you can just put an RTS there.
$03C164 1 byte Misc. Time to stall Iggy/Larry's platform in between rotations
$03C25B 4 bytes Sprite tilemap related Chainsaw's Motor Tilemap
$03C2BB 1 byte Sprite tilemap related Middle of Chainsaw
$03C2C0 1 byte Sprite tilemap related Top of Chainsaw
$03C2EC 1 byte Sprite number Sprite spawned by the checkpoint block (1up)
$03C319 1 byte Sprite number Sprite that the invisible mushroom is made from
$03C33F 1 byte Sprite physics Y speed of mushroom after spawning from an invisible mushroom.
$03C343 1 byte Sound effect Sound effect played when Mario discovers an invisible mushroom. The bank is stores to is located at $03:C345, default bank is $1DFC.
$03C348 4 bytes Sprite physics Ninji's vertical speed when jumping
$03C36A 1 byte Misc. Change from 04 to 0C to fix a bug where Ninjis can clip through ceilings.
$03C375 1 byte Misc. Time it takes Ninji to jump
$03C3B3 12 bytes Sprite tilemap related Dry Bones x-displacement table (Bone, Head, Body)
$03C3BF 3 bytes Sprite tilemap related Dry Bones palette/gfx page (Facing right) (Bone, Head, Body)
$03C3C2 3 bytes Sprite tilemap related Dry Bones palette/gfx page (Facing left) (Bone, Head, Body)
$03C3C5 9 bytes Sprite tilemap related Dry Bones y-displacement table (Bone, Head, Body)
$03C3CE 9 bytes Sprite tilemap related Dry Bones tile table
$03C44E 65 bytes Sprite subroutine (JSL) Dry Bones's bone-throwing subroutine. It can be JSL'd to.

$03C462 - [06] Extended sprite number to throw.
$03C46A - [10] Y offset of the bone relative to the Dry Bones's position.
$03C486 - [18] X speed of the bone when the Dry Bones is facing right.
$03C48A - [E8] X speed of the bone when the Dry Bones is facing left.
$03C493 9 bytes Sprite tilemap related Sprite tilemap: Disco Ball
$03C49C 9 bytes Sprite tilemap related Spotlight / Disco Ball properties, YXPPCCCT.
$03C575 1 byte Sprite Misc. Spotlight sprite windowing update frequency. Default value is 03, which means the windowing is updated every 4 frames. Change to 00 to make it update every frame, giving it a smoother movement.
$03C9B9 40 bytes Sprite tilemap related Fireworks Tilemap
$03CBAD 2 bytes Coordinate X-position of sprite spawned by Puntin' Chuck (facing right/left)
$03CBAF 2 bytes Sprite physics X-speed of sprite spawned by Puntin' Chuck, high byte (facing right/left)
$03CBB1 2 bytes Sprite physics X-speed of sprite spawned by Puntin' Chuck, low byte (facing right/left)
$03CBBA 1 byte Sprite number Sprite Puntin' Chuck kicks
$03CBC6 1 byte Sprite Misc. Status of sprite spawned by Puntin' Chuck
$03CBFE 1 byte Sprite physics Y-speed of sprite spawned by Puntin' Chuck
$03CC14 36 bytes Sprite subroutine (JSR) Subroutine for the Lemmy Koopa and Wendy O. Koopa boss fights.

Jumps to a graphics subroutine, then if the sprite is dead or the lock sprites flag is set, returns. Otherwise, loads the current fight phase from table $151C, then executes the pointer subroutine.
$03CC29 14 bytes Pointer Pointers to the various phase routines of the Lemmy Koopa and Wendy O. Koopa boss fights.

[8A CC] Phase 0: In pipe
[21 CD] Phase 1: Rising
[C7 CD] Phase 2: Out of pipe
[EF CD] Phase 3: Descending
[0E CE] Phase 4: Hit
[5A CE] Phase 5: Falling
[89 CE] Phase 6: Sinking in lava
$03CC38 7 bytes Sprite Misc. Possible X positions for Lemmy/Wendy and their decoys.
$03CC40 7 bytes Sprite Misc. Possible Y positions for Lemmy and his decoys.
$03CC48 8 bytes Sprite Misc. Number of frames Wendy and Lemmy take to emerge from their pipes, indexed by the animation they are performing.
$03CC50 1 byte Sprite Misc. Number of frames that Wendy/Lemmy's dummies take to rise out of their pipes.
$03CC5A 48 bytes Sprite Misc. Indexes to $03CC38 / $03CC40 to choose from for each RNG value (00-0F). The first set of 16 bytes is used for Wendy/Lemmy, the second set is the corresponding value for the first dummy, and the third set is the corresponding value for the second dummy.
$03CC8A 86 bytes Sprite subroutine (JSR) Subroutine that runs for Lemmy Koopa and Wendy O. Koopa's "in pipe" phase. This routine handles several of the Lemmy/Wendy fight behaviours:
- Calls the RNG routine to determine at what X positions (pipes) Lemmy/Wendy and their dummies appear out of.
- Sets their Y positions depending on the pipe they appear from. Always #$50 if the boss is Wendy, otherwise, loads Y positions from a table corresponding to the heights of Lemmy's pipes.
- Jumps to the routines that initialize the sprite tables.
- Calls the RNG routine to determine Lemmy/Wendy's emerged animation pointer, and animation frame when coming out of a pipe.
- Sets the phase timer for Lemmy/Wendy's next phase. Timer value depends on their current animation.
- Increments the current phase table.
$03CCB7 1 byte Sprite Misc. Initial Y position of Wendy and her decoys.
$03CD21 22 bytes Sprite subroutine (JSR) Subroutine that runs for Lemmy Koopa and Wendy O. Koopa's "rising" phase.

Updates Lemmy/Wendy's Y speed and position when rising out of pipes. When the phase timer for this phase reaches 0, the routine sets the phase timer for the next phase, and increments the current phase table.
$03CD27 1 byte Timer Amount of time Lemmy/Wendy remain vulnerable before retreating into their pipes. However, their animations will become glitched if this is set higher than its initial value of 0x40.
$03CD37 144 bytes Sprite Misc. Animation frame data for Lemmy Koopa and Wendy O. Koopa when out of a pipe. Indexed by a combination of the emerged animation pointer and the current phase timer.
$03CDC7 19 bytes Subroutine (JSR) Subroutine that runs for Lemmy Koopa and Wendy O. Koopa's "out of pipe" phase.

Jumps to a subroutine that checks if Mario has jumped on Lemmy/Wendy/dummy. If he hasn't, the routine checks if the current phase timer is 0. If it is, the the routine sets the phase timer for the next phase and increments the current phase table. If the phase timer is not 0, the routine jumps to a subroutine that handles Lemmy/Wendy's animations.
$03CDD5 1 byte Misc. Setting for Lemmy/Wendy's decoys. 00 - keep appearing after boss's defeat, 01 - interaction disabled, 02 - paralyzed, 03 - normal
$03CDDA 21 bytes Sprite subroutine (JSR) Subroutine that handles Lemmy Koopa and Wendy O. Koopa's animations when out of a pipe.

The accumulator contains the current phase timer when the routine is called, and is right‐shifted twice then stored to $00. The emerged animation pointer is loaded, left‐shifted four times, ORA'd with $00, and moved to the Y register to serve as an index for which animation frame to use.
$03CDEF 31 bytes Sprite subroutine (JSR) Subroutine that runs for Lemmy Koopa and Wendy O. Koopa's "descending" phase.

Updates Lemmy/Wendy's Y speed and position when the phase timer isn't 0. When the timer reaches 0, this routine clears the dummy sprite slots, sets the phase timer and resets the Lemmy/Wendy phase to 0 (in pipe).
$03CE01 1 byte Timer How long until Lemmy/Wendy and enemies energe from the pipes.
$03CE06 1 byte Misc. Lemmy/Wendy/decoy speed when retreating into a pipe.
$03CE0E 72 bytes Sprite subroutine (JSR) Subroutine for Lemmy Koopa and Wendy O. Koopa's "hit" phase.

If the phase timer is 0, this routine will increment the "hit counter" table, check if it's at 3, and if so, will zero Lemmy/Wendy's Y speed, play the falling SFX and increment the current phase table to "falling". If the "hit counter" table is not at 3, the routine will jump to code that sets the phase timer and sets the current phase to "descending".

If the phase timer is not 0, this routine will check whether the sprite hit was Lemmy/Wendy or a dummy, play the appropriate SFX for hitting them, and set the appropriate animation frames.
$03CE11 1 byte Misc. Change to F0 to make Lemmy/Wendy and enemies immediately go back into the pipe when they have been hit. (will not play the correct! sound effect.)
$03CE1A 1 byte Misc. Lemmy and Wendy's HP
$03CE25 1 byte Sound effect Lemmy/Wendy falling Sound Effect.
$03CE34 1 byte Sound effect Correct! Sound Effect.
$03CE47 1 byte Sound effect Incorrect sound effect for Lemmy/Wendy Battle.
$03CE56 4 bytes Sprite Misc. Animation frames for the Lemmy/Wendy dummies when hit by Mario. Indexed by the phase timer.
$03CE5A 47 bytes Sprite subroutine (JSR) Subroutine for Lemmy Koopa and Wendy O. Koopa's "falling" phase.

Updates Lemmy/Wendy's Y speed and position - Accelerates their falling speed until it reaches approximately #$40. When their Y low position reaches #$85, the routine spawns lava extended sprites, plays the "falling in lava" SFX, sets the phase timer, and sets the current phase to "sinking in lava". The routine then branches to part of the "hit" phase subroutine that sets Lemmy/Wendy's animation frames.
$03CE71 1 byte Misc. Y-position where Lemmy/Wendy lands in the lava after being defeated.
$03CE7F 1 byte Sound effect Lemmy/Wendy falling in lava Sound Effect.
$03CE80 2 bytes Misc. Change to [80 05] to disable the lava splash and sound effect when Lemmy/Wendy fall into lava.
$03CE89 30 bytes Sprite subroutine (JSR) Subroutine that runs when Lemmy Koopa or Wendy O. Koopa are sinking in lava. Ends the level (boss fight) when their phase timer is 0, otherwise, updates their Y speed and position.
$03CE95 1 byte Timer How long the fadeout is on the screen before the Castle Destruction Sequence appears.
$03CE9A 1 byte Music Music played after Lemmy/Wendy is defeated
$03CEA7 75 bytes Subroutine (JSR) Contact routine for the Lemmy Koopa and Wendy O. Koopa boss fights.

Runs the Mario-Sprite interaction routine, and if contact is made with Lemmy, Wendy or one of the dummies, will hurt Mario if his Y speed is negative or less than #$10. For other speeds, the routine calls the subroutines to give Mario points and boost him up, and plays the contact SFX (also the enemy hurt SFX if the sprite hit was Lemmy/Wendy). Also sets the phase timer, and increments the current phase of the fight to "hit". If the hit counter is at 2, this routine is also responsible for killing most sprites on screen (via JSL $03A6C8).
$03CEB0 1 byte Misc. Minimum speed Mario needs to be falling to stomp Lemmy/Wendy/decoys. Set to 01 to prevent Mario from getting unexpectedly damaged when trying to stomp them underwater. 00 causes Lemmy/Wendy/decoys to be always stomped on contact with Mario.
$03CEB8 1 byte Misc. Points you get for hitting Lemmy/Wendy or decoys. Default 02 - 400pts.
$03CEC2 1 byte Sound effect Hitting Lemmy/Wendy/enemies sound effect. (note: when hitting Lemmy/Wendy, 2 sound effects are played together.)
$03CECC 1 byte Sound effect Sfx that plays when Lemmy/Wendy has been hit.
$03CED0 3 bytes ASM [BD 34 15] Change to [80 09] (BRA $09) to make sprites on screen never die when stomping Lemmy Koopa or Wendy O. Koopa, regardless of their hit points.
$03CED4 1 byte Misc. Number of times minus one Lemmy/Wendy must be hit before other sprites in the room vanish.
$03CEE1 1 byte Timer How long Lemmy stalls after being hit.
$03CEF2 138 bytes Sprite tilemap related X offsets for Lemmy Koopa's graphic tiles, indexed by $03D456,x + $02. $02 contains the current animation frame value x 6.

The value from this table is added to $00 (in accumulator), which contains the sprite's X position relative to the screen border. The resultant value is written to $0300,y.
$03CF7C 138 bytes Sprite tilemap related X offsets for Wendy O. Koopa's graphic tiles, indexed by $03D46D,x + $02. $02 contains the current animation frame value x 6.

The value from this table is added to $00 (in accumulator), which contains the sprite's X position relative to the screen border. The resultant value is written to $0300,y.
$03CFAF 1 byte Sprite tilemap related Change to 08 to fix the flip of Wendy's Bow (In conjunction with three other addresses)
$03CFB5 1 byte Sprite tilemap related Change to 08 to fix Wendy's Bow (In conjunction with three other addresses)
$03D006 138 bytes Sprite tilemap related Y offsets for Lemmy Koopa's graphic tiles, indexed by $03D456,x + $02. $02 contains the current animation frame value x 6.

The value from this table is added to $01 (in accumulator), which contains the sprite's Y position relative to the screen border. The resultant value is written to $0301,y.
$03D090 138 bytes Sprite tilemap related Y offsets for Wendy O. Koopa's graphic tiles, indexed by $03D46D,x + $02. $02 contains the current animation frame value x 6.

The value from this table is added to $01 (in accumulator), which contains the sprite's Y position relative to the screen border. The resultant value is written to $0301,y.
$03D11A 138 bytes Sprite tilemap related Sprite tilemap: Lemmy Koopa(and decoys)
$03D1A4 138 bytes Sprite tilemap related Sprite tilemap: Wendy O. Koopa(and decoys).
$03D1D7 - Change to 1F 1E to fix Wendy's Bow (In conjunction with three other addresses)
$03D1DD - Change to 1E 1F to fix Wendy's Bow (In conjunction with three other addresses)
$03D22E 111 bytes Sprite tilemap related Lemmy Koopa's Palette/gfx page/priority/flip
$03D22E 138 bytes Sprite tilemap related Lemmy Koopa's tile properties (YXPPCCCT), indexed by $03D456,x + $02. $02 contains the current animation frame value x 6.

ORA'd with #$10 before being written to $0303,y.
$03D2A0 20 bytes Sprite tilemap related Lemmy Koopa's Decoys' Palette/gfx page/priority/flip
$03D2B8 110 bytes Sprite tilemap related Wendy Koopa's Palette/gfx page/priority/flip
$03D2B8 138 bytes Sprite tilemap related Wendy O. Koopa's tile properties (YXPPCCCT), indexed by $03D46D,x + $02. $02 contains the current animation frame value x 6.

ORA'd with #$10 before being written to $0303,y.
$03D32A 20 bytes Sprite tilemap related Wendy Koopa's Decoys' Palette/gfx page/priority/flip
$03D342 138 bytes Sprite tilemap related Lemmy Koopa's tile sizes, indexed by $03D456,x + $02. $02 contains the current animation frame value x 6.
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