$02D5D4
|
16 bytes |
Sprite tilemap related |
YXPPCCCT of Banzai Bill's tiles. |
$02D7A4
|
1 byte |
Sprite tilemap related |
Tilemap: Ball 'n' Chain's chainlink |
$02D7AA
|
1 byte |
Sprite tilemap related |
Tilemap: Chain used by platform (Sprites A3 and E0) |
$02D7BF
|
1 byte |
Sprite tilemap related |
Palette of chain (Ball 'n' Chain & rotating grey platform) |
$02D800
|
4 bytes |
Sprite tilemap related |
Tilemap: Ball 'n' Chain's Spiked Ball (Changing this will freeze the game!)
It's actually a routine which is used to waste time (6 NOPs + RTS) for the math registers, but Nintendo uses it for the tilemap, too. A typical example of executable tables. |
$02D807
|
4 bytes |
Sprite tilemap related |
X Offsets of Ball n' Chain's Ball tiles.
Format:
- Top Left ($F8)
- Top Right ($08)
- Bottom Left ($F8)
- Bottom Right ($08) |
$02D80B
|
4 bytes |
Sprite tilemap related |
Y Offsets of Ball n' Chain's Ball tiles.
Format:
- Top Left ($F8)
- Top Right ($F8)
- Bottom Left ($08)
- Bottom Right ($08) |
$02D80F
|
4 bytes |
Sprite tilemap related |
Ball n' Chain's Ball YXPPCCCT Properties.
Format:
- Top Left ($33)
- Top Right ($73)
- Bottom Left ($B3)
- Bottom Right ($F3) |
$02D82C
|
2 bytes |
Pointer |
Change from 00 D8 to E7 FF in order to move the location of Ball 'n' Chain's tilemap to address $02FFE7. |
$02D844
|
4 bytes |
Sprite tilemap related |
Wooden Platform on Chain Tilemap (Sprites A3 and E0) |
$02D863
|
1 byte |
Sprite tilemap related |
Palette of rotating grey platform |
$02D8A1
|
8 bytes |
Sprite tilemap related |
Bubble Sprites Tile Table (2 animation frames with 2 bytes in them. Order: Goomba, Bob-Omb, Cheep-Cheep, Mushroom) |
$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 |
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