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Tip: Try not to place secret exits at the very end of levels-- the player will basically have to go through the same level twice.Not logged in.
SMAS ROM Map
Displaying 471 addresses. (approximately 58.45% complete) Show waiting addresses (9) - Submit address
Address Length Type Description
$0082CE 10 bytes Pointers [Other] NMI routine pointers based on each game, 2 bytes for each pointer. 1st pointer = Game Select, 2nd = SMB1, 3rd = SMB:TLL, 4th = SMB2, 5th = SMB3
$008362 10 bytes Pointers [Other] IRQ routine pointers based on each game, 2 bytes for each pointer. 1st pointer = Game Select, 2nd = SMB1, 3rd = SMB:TLL, 4th = SMB2, 5th = SMB3
$008C1E 1 byte Flag [Other] Change 00 to 01 to enable debug mode for all games.
$009307 192 bytes VRAM Tilemap (Text) [Other] Error message tilemap: Tile, properties, tile, etc. Text says "THIS GAME PAK IS NOT DESIGINED FOR YOUR SUPER FAMICOM OR SUPER NES. NINTENDO CO.,LTD.". This error message triggers when your SNES is PAL.
$009383 2 bytes Palette [Other] First color of the "pirated" message. Palette $00, color $0C.
$009389 2 bytes Palette [Other] Second color of the "pirated" message. Palette $00, color $0D.
$00938F 2 bytes Palette [Other] Third color of the "pirated" message. Palette $00, color $0E.
$009395 2 bytes Palette [Other] Fourth color of the "pirated" message. Palette $00, color $0F.
$0093C7 322 bytes Routine [Other] "Incompatible SNES" message routine
$0093EC 2 bytes Palette [Other] First color of the "not compatible" message. Palette $00, color $0C.
$0093F2 2 bytes Palette [Other] Second color of the "not compatible" message. Palette $00, color $0D.
$0093F8 2 bytes Palette [Other] Third color of the "not compatible" message. Palette $00, color $0E.
$0093FE 2 bytes Palette [Other] Fourth color of the "not compatible" message. Palette $00, color $0F.
$009509 312 bytes VRAM Tilemap (Text) [Other] "Serious crime" pirated message. Format is the same as the "Not Compatible" message.
$009641 190 bytes Routine [Other] Pirated ROM message routine.
$00965A 1 byte Music [Other] Which music to play at the "Pirated" message. Default value fades out the music.
$009780 514 bytes HDMA [Other] Used in "peach saved" sequence at the end of SMB1 and SMB:TLL for the windowing HDMA circle which expands. Format = unknown. TODO: Figure out the format
$009C8D 1 byte Timer [Other] Nintendo presents blink time. The higher the number, the sooner the logo will blink. Max number is $7F, min number is $01. Other numbers won't make it blink at all
$009C91 1 byte Sound Effect [Other] Nintendo presents blink SFX. Caution: Uses other samples than the games themselves, so -some- SFX might sound glitched such as $03.
$009FAB 70 bytes Pointers [Hall screen] "Triangle fading" graphics offsets when fading into the game select menu, used to create the nifty effect. Bank is hardcoded at #$02
$00A017 20 bytes OAM Tile Number [Other] Nintendo presents logo tilemap (16x16 tiles)
$00A02F 1 byte OAM Tile Y Position [Other] Nintendo presents logo Y position.
$00A033 1 byte OAM Tile X Position [Other] Nintendo presents logo X position
$00A052 1 byte OAM Tile Size [Other] Nintendo presents logo tile sizes. $02 = 16x16, $00 = 8x8
$00A072 4 bytes Timer [Other] Nintendo presents logo blinks duration. Change to [00 00 00 00] to make the logo keep its blinking color after the blink.
$00A076 48 bytes Palette [Other] Nintendo presents logo blinking colors. Format is currently unknown? TODO: Figure out the color
$00A1A7 161 bytes OAM Tilemap [Hall screen] "SUPER MARIO ALL*STARS" OAM tilemap on the hall screen. Format: XX YY TT PP. XX = Xpos, YY = Ypos, TT = Tile, PP = properties. These tiles are 16x16. A value of $FF as XX marks the end of the table.
$00A248 125 bytes OAM Tilemap [Hall screen] "SUPER MARIO ALL*STARS" OAM tilemap on the hall screen. Format: XX YY TT PP. XX = Xpos, YY = Ypos, TT = Tile, PP = properties. These tiles are 8x8. A value of $FF as XX marks the end of the table.
$00A521 1 byte Sound Effect [Game select screen] SFX to play when you're moving the cursor |> over file A/B/C/D screen
$00A60E 1 byte Sound Effect [Game select screen] SFX to play when you can't decrease world number in a file A/B/C/D select screen
$00A9B1 14 bytes VRAM Tilemap [Game select screen] Tilemap in selected game's file select. Tilemap of "FILE" and the entire thin line below it (which includes the bottom part of "NEW"). Table is for ALL the 4 "FILE" sections. Format: Tile, properties. $FFFF ends the table
$00A9C7 34 bytes VRAM Tilemap [Game select screen] Tilemap in selected game's file select. Tilemap of the small controller in the bottom-left corner. Format: Tile, properties. Tilemap is for controller -only-, text around it is excluded.
$00BE08 30 bytes Palette [Hall screen] Palette of the shining ALL*STARS logo. The final 8 colors should be the same color to make the logo stay decent after the flash.
$00BE26 474 bytes Empty [Other] Empty, unused space.
$00C083 32 bytes Palette [Super Mario Bros.: The Lost Levels] Palette of Mario and Princess during the princess rescued sequence.
$00C0A3 32 bytes Palette [Super Mario Bros.: The Lost Levels] Palette of Luigi and Princess during the princess rescued sequence.
$00C12E 164 bytes Stripe Image (Text) [Super Mario Bros.: The Lost Levels] "Thank you Mario! The kingdom is saved! Now try a more difficult quest..." text. Encoded in stripe image
$00C1D2 178 bytes Stripe Image (Text) [Super Mario Bros.: The Lost Levels] "Thank you Mario for restoring peace to our kingdom. Hurrah to our hero, Mario!" text. Encoded in stripe image
$00C284 164 bytes Stripe Image (Text) [Super Mario Bros.: The Lost Levels] "Thank you Luigi! The kingdom is saved! Now try a more difficult quest..." text. Encoded in stripe image
$00C328 178 bytes Stripe Image (Text) [Super Mario Bros.: The Lost Levels] "Thank you Luigi for restoring peace to our kingdom. Hurrah to our hero, Luigi!" text. Encoded in stripe image
$00E5C4 6652 bytes Empty [Other] Empty, unused space.
$018000 32768 bytes Graphics [Hall screen] Hall screen graphics with those characters and all (NOT animation). 8bpp
$028000 4096 bytes Graphics [Other] The Nintendo Presents (Mario head) + the " 1993 Nintendo" text for the hall screen graphics
$02A000 8192 bytes Graphics [Hall screen] Graphics of the fancy Super Mario All-Stars text as well as the " 1993 Nintendo" text.
$02F000 4096 bytes VRAM Tilemap [Game select screen] Game select menu tilemap. Format: Tile, properties. Keep in mind that the first 448 bytes affects the "SELECT GAME" area which does NOT scroll when you are scrolling through the games!
$0386E6 48 bytes Routine [Super Mario Bros. 1] Reset highscore (access by B+A+L+R on title screen)
$03896B 1 byte Music [Super Mario Bros. 1] Princess got rescued music.
$039440 1736 bytes Map16 [Super Mario Bros. 1] Map16 data of FG? Partial? Format: $upperleft,$property,$bottomleft,$property,$upperright,$property,$bottomright,$property. TODO: Confirm this address
$039B08 21 bytes Routine [Super Mario Bros. 1] ExecutePtrShort routine.
$039BBC 168 bytes Routine [Super Mario Bros. 1] Stripe image uploader. $00-$02: Pointer to stripe image.

Format of stripe image:
VVVVVVVV VVVVVVVV DRLLLLLL LLLLLLLL <data bytes>

V = VRAM
D = Stripe image direction. 1 = vertical, 0 = horizontal
R = RLE flag
L = Length of data
$039D4A 37 bytes Empty [Other] Empty, unused space.
$03A7C9 94 bytes Pointers [Super Mario Bros. 1] Pointers to level object generation routines (pipes, springboards, etc.)
$03AB26 4 bytes Map16 Tile [Super Mario Bros. 1] Coin map16 tile, depending on $7E005C

In this order: Underwater coin, regular coin, underground coin, castle coin
$03AB5A 4 bytes Map16 Tile [Super Mario Bros. 1] Stone block map16 tile, depending on $7E005C

In this order: Coral stone, normal stone, underground stone, castle dark brick
$03AB5E 5 bytes Map16 Tile [Super Mario Bros. 1] Level brick map16, depending on RAM $7E005C

In this order: Underwater coral, normal bricks, underground bricks, castle bricks, smiling cloud tiles
$03B1B5 1 byte Music [Super Mario Bros. 1] Mario died music (when you fall in a pit).
$03B6AC 1 byte Sound Effect [Super Mario Bros. 1] Fireball throwing sound effect.
$03B6E4 2 bytes X Speed [Super Mario Bros. 1] Fireball X-speed (right, left).
$03B6FE 1 byte X Position [Super Mario Bros. 1] Fireball creation X-position, relative to the player's X-position.
$03B71B 1 byte Y Speed [Super Mario Bros. 1] Fireball initial Y-speed.
$03B953 1 byte Music [Super Mario Bros. 1] Goal at flagpole music.
$03BA2F 1 byte Sprites [Super Mario Bros. 1] How long the vine at the start of a (bonus) level grows at most.
$03BA30 1 byte Sprites [Super Mario Bros. 1] How long the vine from item boxes grows at most.
$03C970 4 bytes Y Position [Super Mario Bros. 1] Bowser's fireball Y positions on the screen (fireball generator).
$03D4F0 1 byte Music [Super Mario Bros. 1] Goal music when you defeat (any) Bowser
$03D6B3 1 byte World [Super Mario Bros. 1] At which world the "real" Bowser battle music plays.
$03D6B7 1 byte Music [Super Mario Bros. 1] "Real" Bowser music.
$03D6BB 1 byte Music [Super Mario Bros. 1] "Fake" Bowser music.
$03DC62 15 bytes Empty [Other] Empty, unused space
$03DCCD 8 bytes Sprite Number [Super Mario Bros. 1] Sprite to generate when you kill Bowser with fireballs. In this order: Goomba, Green Koopa, Red Koopa, Spiny, Lakitu, Blooper, Hammer Bros., Bowser
$03DE13 1 byte Timer [Super Mario Bros. 1] How long the star power lasts.
$03DE18 1 byte Music [Super Mario Bros. 1] Star power music.
$03E51D 1 byte X Position [Super Mario Bros. 1] Player's X position while sliding down the flagpole, relative to the flagpole position. $00-$7F is the left side, $80-$FF is the right side.
$03EBD9 55 bytes Empty [Other] Empty, unused space
$03FFDE 34 bytes Empty [Other] Empty, unused space
$04825E 34 bytes HDMA [Super Mario Bros. 1] HDMA Gradient enable routine, to be JSLed to. Used during level loading.

Input:
A = Which HDMA gradient to display.
$00 - Regular
$01 - Starry night
$02 - Underwater
$03 - A bright cyan/white gradient.
$048ED6 48 bytes Map16 Tilemap [Super Mario Bros. 1] Small castle/top part of big castle object MAP16 tilemap.
$048F06 62 bytes Map16 Tilemap [Super Mario Bros. 1] Bottom part of big castle object MAP16 tilemap.
$049172 12 bytes Map16 Tilemap [Super Mario Bros. 1] World X-2 go to the surface pipe object map16 tilemap. Consult image 1 for the layout.
$049679 32 bytes Palette [Super Mario Bros. 1] Bonus room Luigi background palette
$04991D 32 bytes Palette [Super Mario Bros. 1] Luigi Palette
$04993D 32 bytes Palette [Super Mario Bros. 1] Fire Mario Palette
$04995D 32 bytes Palette [Super Mario Bros. 1] Fire Luigi Palette
$0499FD 32 bytes Palette [Super Mario Bros. 1] Mario Palette
$04BE89 237 bytes Empty [Other] Empty, unused space.
$04C1D8 39 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 1-4 and 6-4
$04C1FF 25 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 4-4
$04C218 47 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 2-4
$04C247 44 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 3-4
$04C272 21 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 7-4
$04C287 58 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 8-4
$04C2C1 37 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 3-3
$04C2E6 29 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 8-3
$04C303 14 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 4-1
$04C311 39 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 6-2
$04C338 49 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 3-1
$04C369 30 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 1-1
$04C387 29 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 1-3 and 5-3
$04C3A4 21 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 2-3 and 7-3
$04C3B9 43 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 2-1
$04C3E4 44 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 5-1
$04C408 9 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of Sky Bonus Area (Day)
$04C411 37 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 4-3
$04C436 35 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 6-3
$04C459 9 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 6-1
$04C462 1 byte Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 4-2's Warpzone
$04C463 58 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 8-1
$04C49D 43 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 5-2
$04C4C8 46 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 8-2
$04C4F6 28 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 7-1
$04C512 9 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of Sky Bonus Area (Night)
$04C51B 37 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 3-2
$04C540 45 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 1-2
$04C56D 47 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 4-2
$04C59B 45 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of Underground Bonus Area
$04C5C8 17 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of Underwater Bonus Area
$04C5D9 26 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 2-2 and 7-2
$04C603 20 bytes Level Data (Sprite) [Super Mario Bros. 1] Sprite data of 8-4 Underwater
$04C617 187 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 1-4 and 6-4
$04C6D2 296 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 4-4
$04C7FA 222 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 2-4 and 5-4
$04C8D8 252 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 3-4
$04C9D4 301 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 7-4
$04CB01 266 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 8-4
$04CC0B 105 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 3-3
$04CC74 79 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 8-3
$04CCC3 88 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 4-1
$04CD1B 149 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 6-2
$04CDB0 127 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 3-1
$04CE2F 107 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 1-1
$04CE9A 87 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 1-3 and 5-3
$04CEF1 137 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 2-3 and 7-3
$04CF7A 109 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 2-1
$04CFE7 10 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of Pipe Entrance
$04CFF1 68 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 5-1
$04D035 21 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of Sky Bonus Area (Day)
$04D04A 113 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 4-3
$04D0BB 109 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 6-3
$04D128 123 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 6-1
$04D1A3 50 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 4-2's Warpzone
$04D1D5 152 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 8-1
$04D26D 126 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 5-2
$04D2EB 128 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 8-2
$04D36B 95 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 7-1
$04D3CA 43 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of Sky Bonus Area (Night)
$04D3F5 56 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 3-2
$04D42D 165 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 1-2
$04D4D2 164 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 4-2
$04D576 146 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of Underground Bonus Area
$04D608 105 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of Underwater Bonus Area
$04D671 156 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 2-2 and 7-2
$04D70D 105 bytes Level Data (Objects) [Super Mario Bros. 1] 2-byte header and object data of 8-4 Underwater
$04D776 138 bytes Empty [Other] Empty, unused space.
$04D813 1 byte Frequency [Super Mario Bros. 1] The amount frames of delay of playing the "Mario is turning" sound repeatedly
$04D883 32 bytes Palette [Super Mario Bros. 1] Mario palette of "Princess kisses player" sequence
$04D8A3 32 bytes Palette [Super Mario Bros. 1] Luigi palette of "Princess kisses player" sequence
$04D92E 164 bytes Stripe Image (Text) [Super Mario Bros. 1] "Thank you Mario! The kingdom is saved! Now try a more difficult quest..." text. Encoded in stripe image
$04D9D2 178 bytes Stripe Image (Text) [Super Mario Bros. 1] "Thank you Mario for restoring peace to our kingdom. Hurrah to our hero, Mario!" text. Encoded in stripe image
$04DA84 164 bytes Stripe Image (Text) [Super Mario Bros. 1] "Thank you Luigi! The kingdom is saved! Now try a more difficult quest..." text. Encoded in stripe image
$04DB28 178 bytes Stripe Image (Text) [Super Mario Bros. 1] "Thank you Luigi for restoring peace to our kingdom. Hurrah to our hero, Luigi!" text. Encoded in stripe image
$04FD86 2 bytes VRAM Tilemap (Text) [Super Mario Bros. 1] Properties byte of character, then the character "P" of "PUSH START" (after saving the princess).
$04FD8B 2 bytes VRAM Tilemap (Text) [Super Mario Bros. 1] Properties byte of character, then the character "U" of "PUSH START" (after saving the princess).
$04FD90 2 bytes VRAM Tilemap (Text) [Super Mario Bros. 1] Properties byte of character, then the character "S" of "PUSH START" (after saving the princess).
$04FD95 2 bytes VRAM Tilemap (Text) [Super Mario Bros. 1] Properties byte of character, then the character "H" of "PUSH START" (after saving the princess).
$04FD9A 2 bytes VRAM Tilemap (Text) [Super Mario Bros. 1] Properties byte of character, then the character " " of "PUSH START" (after saving the princess).
$04FD9F 2 bytes VRAM Tilemap (Text) [Super Mario Bros. 1] Properties byte of character, then the character "S" of "PUSH START" (after saving the princess).
$04FDA4 2 bytes VRAM Tilemap (Text) [Super Mario Bros. 1] Properties byte of character, then the character "T" of "PUSH START" (after saving the princess).
$04FDA9 2 bytes VRAM Tilemap (Text) [Super Mario Bros. 1] Properties byte of character, then the character "A" of "PUSH START" (after saving the princess).
$04FDAE 2 bytes VRAM Tilemap (Text) [Super Mario Bros. 1] Properties byte of character, then the character "R" of "PUSH START" (after saving the princess).
$04FDB3 2 bytes VRAM Tilemap (Text) [Super Mario Bros. 1] Properties byte of character, then the character "T" of "PUSH START" (after saving the princess).
$04FDBF 1 byte Sound Effect [Super Mario Bros. 1] "Push start" SFX at princess rescued sequence
$04FDEF 529 bytes Empty [Other] Empty, unused space.
$05D60A 6 bytes OAM Tile Number [Super Mario Bros. 1] Tile number of the lava splash of when podoboo lands in lava, each tile corresponds to a frame.
$05E762 50 bytes DMA [Super Mario Bros. 1] Graphics bank bytes used in DMA. Every 2nd byte are unused.

The graphics associated with this address and the next 4 addresses are as following:

Address - VRAM - Size
$000000 - $0000 - $1000 ; $00 - Unused
$08E000 - $2000 - $1000 ; $01 - Mario bonus background
$06A000 - $2000 - $2000 ; $02 - Hills background & SUPER MARIO BROS. title screen banner
$098000 - $2000 - $1000 ; $03 - Underground background
$09A000 - $2000 - $2000 ; $04 - Castle background & foreground
$089800 - $2C00 - $0800 ; $05 - Tall slim hills background
$09A000 - $2000 - $2000 ; $06 - Castle background & foreground
$06A000 - $2000 - $1000 ; $07 - Hills background
$088000 - $2000 - $1000 ; $08 - Underwater background & foreground
$06A000 - $2000 - $2000 ; $09 - Hills background & SUPER MARIO BROS. title screen banner
$08D000 - $3400 - $2000 ; $0A - Game over screen & Mario bonus room background
$09E000 - $2C00 - $0800 ; $0B - Starry night background
$08A000 - $2800 - $1000 ; $0C - Bowser's Castle background (outside) & princess cage
$089000 - $2C00 - $0800 ; $0D - Mushrooms background
$08B000 - $2C00 - $0800 ; $0E - Waterfall background
$099000 - $2000 - $1000 ; $0F - Underwater ruins background
$08B800 - $2C00 - $1000 ; $10 - Goomba pillars background & snow foreground
$09D000 - $3000 - $1000 ; $11 - Underground foreground
$08C000 - $3000 - $1000 ; $12 - Snow foreground
$09E800 - $2000 - $0800 ; $13 - Bowser's Castle background, part 1
$09F000 - $2800 - $0800 ; $14 - Bowser's Castle background, part 2
$09F800 - $2C00 - $0800 ; $15 - Game Over and Time Up text
$09E000 - $2C00 - $0800 ; $16 - Starry night background
$09C000 - $3000 - $1000 ; $17 - Grass foreground
$08F000 - $2000 - $1000 ; $18 - Luigi bonus background
$05E794 50 bytes DMA [Super Mario Bros. 1] Graphics addresses low and high bytes used in DMA.
$05E7C6 50 bytes DMA [Super Mario Bros. 1] Graphics VRAM addresses used in DMA.
$05E7F8 50 bytes DMA [Super Mario Bros. 1] Graphics DMA size.
$05EE66 4506 bytes Empty [Other] Empty, unused space.
$068000 49152 bytes Graphics [Super Mario Bros. 1] Super Mario Bros. 1 & The Lost Levels graphics.
$07FC00 160 bytes SPC-700 [Other] Block of SPC data.

As with all blocks of SPC data, the data starts with a 2-word header:
$009C - The size of the SPC data block
$3D00 - The destination of the SPC-700 data block within ARAM.

TODO: Figure out what SPC data this is.
$07FCA0 28 bytes SPC-700 [Other] Block of SPC data.

As with all blocks of SPC data, the data starts with a 2-word header:
$0018 - The size of the SPC data block
$3EE8 - The destination of the SPC-700 data block within ARAM.

TODO: Figure out what SPC data this is.
$07FCC0 832 bytes SPC-700 [Other] Part 1 of the entire SMAS SPC-700 engine (ASM)

As with all blocks of SPC data, the data starts with a 2-word header:
$210F - The size of the SPC data block
$0500 - The destination of the SPC-700 data block within ARAM.


$088000 98304 bytes Graphics [Super Mario Bros. 1] Super Mario Bros. 1 & The Lost Levels graphics.
$0B8000 116 bytes SPC-700 [Hall screen] Pointers to sample data (points to ARAM) for the piano in the hall screen and game select music
$0CD000 10240 bytes Graphics [Super Mario Bros. 3] Super Mario Bros. 3 credits graphics (?)
$0CF800 2048 bytes Graphics [Super Mario Bros. 1] Super Mario Bros. 1 & The Lost Levels layer 3 graphics.
$0D977C 163 bytes Routine [Super Mario Bros.: The Lost Levels] Stripe image uploader. $00-$02: Pointer to stripe image.

Format of stripe image:
VVVVVVVV VVVVVVVV DRLLLLLL LLLLLLLL <data bytes>

V = VRAM
D = Stripe image direction. 1 = vertical, 0 = horizontal
R = RLE flag
L = Length of data
$108000 32768 bytes Graphics [Super Mario Bros.: The Lost Levels] The Lost Levels graphics and animated graphics.
$1187EF 1 byte Music [Super Mario Bros. 2] Which music is used in the potion rooms.
$118FB2 1 byte Level Data [Super Mario Bros. 2] After which level the credits are triggered.
$1198BF 193 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$119D4D 3 bytes X Speed [Super Mario Bros. 2] Player X speed when climbing. (First value = pressing no button, second value = pressing right, third value = pressing left)
$11ACF0 11 bytes Pointers [Super Mario Bros. 2] Low byte of pointer to Layer 1 Map16 tilemap in RAM, per screen.
$11ACFB 11 bytes Pointers [Super Mario Bros. 2] Middle byte of pointer to Layer 1 Map16 tilemap in RAM, per screen.
$11AD06 11 bytes Pointers [Super Mario Bros. 2] High byte of pointer to Layer 1 Map16 tilemap in RAM, per screen.
$11AF64 4 bytes Pointers [Super Mario Bros. 2] Low byte of pointer to Layer 1 Map16 tilemap data, page 0. Indexed per $40 tiles.
$11AF68 4 bytes Pointers [Super Mario Bros. 2] High byte of pointer to Layer 1 Map16 tilemap data, page 0. Indexed per $40 tiles.
$11AF6C 2040 bytes Map16 [Super Mario Bros. 2] Layer 1 Map16 tilemap data, page 0.
$11BA39 200 bytes Music [Super Mario Bros. 2] Music table for all rooms.
$11BC9C 32 bytes Palette [Super Mario Bros. 2] Mario's palette - 16 colours.
$11BCBC 32 bytes Palette [Super Mario Bros. 2] Peach's palette - 16 colours.
$11BCDC 32 bytes Palette [Super Mario Bros. 2] Toad's palette - 16 colours.
$11BCFC 32 bytes Palette [Super Mario Bros. 2] Luigi's palette - 16 colours.
$11C3D0 81 bytes Pointers [Super Mario Bros. 2] Pointer to various images used in the game, such as the character select screen, starry BG, etc.
$11CBB4 8 bytes Level Data [Super Mario Bros. 2] Starting room for each world. Also used to calculate how many levels one world must have.
$11CDF1 3 bytes Y Speed [Super Mario Bros. 2] Player Y speed when climbing. (First value = pressing no button, second value = pressing down, third value = pressing up)
$11D152 200 bytes HDMA [Super Mario Bros. 2] Table indexed by room number. Determines which HDMA BG should be used for which room.
$11D2AD 210 bytes Pointers [Super Mario Bros. 2] Low byte of pointer to level data (objects + level header). Indexed by room number.
$11D37F 210 bytes Pointers [Super Mario Bros. 2] High byte of pointer to level data (objects + level header). Indexed by room number.
$11D451 8796 bytes Level Data (Objects) [Super Mario Bros. 2] Object data + level headers.
$11F6AE 13 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$11F6BB 21 bytes Pointers [Super Mario Bros. 2] High byte of pointer to high byte of room pointers of sprite data, indexed by level number.
$11F6D0 21 bytes Pointers [Super Mario Bros. 2] Low byte of pointer to high byte of room pointers of sprite data, indexed by level number.
$11F6E5 21 bytes Pointers [Super Mario Bros. 2] High byte of pointer to low byte of room pointers of sprite data, indexed by level number.
$11F6FA 21 bytes Pointers [Super Mario Bros. 2] Low byte of pointer to low byte of room pointers of sprite data, indexed by level number.
$11F70F 420 bytes Pointers [Super Mario Bros. 2] High and low bytes of pointers to sprite data, indexed by room number of level.
$11F8B3 2349 bytes Level Data (Sprite) [Super Mario Bros. 2] Sprite data.
$1281E0 32 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$128230 1 byte Miscellaneous [Super Mario Bros. 2] Player state to change into when getting hurt. (Default: 08, changing size.) Change to 00 to actually never shrink.
$12823F 18 bytes Pointers [Super Mario Bros. 2] Pointer to various player animations, from $50.
$128343 1 byte Player [Super Mario Bros. 2] While climbing, this button needs to be pressed in order to animate (flipping direction) the player. 00 - neither of the two, 01 - down, 02 - up.
$128386 1 byte Frequency [Super Mario Bros. 2] Amount of frames to wait until direction is flipped and climbing sound is generated, when climbing.
$128390 1 byte Sound Effect [Super Mario Bros. 2] Sound effect when player is climbing.
$1283BA 1 byte Player [Super Mario Bros. 2] On which height of the screen the player should be put at when he enters a jar room. 00 = bottom, 02 = top, 05 = middle.
$1283E4 1 byte Sound Effect [Super Mario Bros. 2] Sound effect that is used when the player goes out of a jar.
$12843D 1 byte X Speed [Super Mario Bros. 2] X-speed of player when entering Hawkmouth.
$128441 1 byte Direction [Super Mario Bros. 2] Player's direction when entering Hawkmouth.
$128758 1 byte Map16 Tile [Super Mario Bros. 2] What map16 block to spawn after grabbing any item (except sprites)
$128887 1 byte Counter [Super Mario Bros. 2] Amount of cherries necessary to get a star.
$128891 1 byte Sound Effect [Super Mario Bros. 2] Which sound effect to generate when cherry is collected. (Bank = $1DE3.)
$1288A0 1 byte Map16 Tile [Super Mario Bros. 2] Which 16x16 tile to spawn for the cherry object when collected
$128907 1 byte Timer [Super Mario Bros. 2] How long it lasts until the sand digging sprite tile has vanished.
$12890B 1 byte Sprites [Super Mario Bros. 2] Sprite state for digging up a sand tile
$12898D 1 byte Map16 [Super Mario Bros. 2] Which 16x16 tile should act like a warp jar. (6F of page 0)
$1289A8 1 byte Sound Effect [Super Mario Bros. 2] Which sound effect to generate when the player is going down a jar.
$1289AD 1 byte Player [Super Mario Bros. 2] X-speed of player when entering jar.
$1289B1 1 byte Player [Super Mario Bros. 2] In which state the player sould go when going down a jar. (Default: 04.)
$129112 1 byte Timer [Super Mario Bros. 2] Amount of time you remain in the dark potion room.
$1292E7 1 byte Timer [Super Mario Bros. 2] Amount of time it takes for one line of text to load (Story).
$1293DD 7 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$129444 1 byte Timer [Super Mario Bros. 2] Amount of frames the 'pulling fairies out of jar' cutscene is going to take.
$129448 1 byte Player [Super Mario Bros. 2] Direction the player is going to face during the 'pulling fairies out of jar' cutscene. 00 = left, 01 = right.
$1294B7 1 byte Music [Super Mario Bros. 2] Which song to play with the credits. (Default: 0E.)
$129A3E 66 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$129B74 1 byte Sound Effect [Super Mario Bros. 2] Falling SFX which plays when you enter 1-1
$129CE7 25 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$129F56 20 bytes Pointers [Super Mario Bros. 2] 16-bit pointer for sprite statuses. ($51,x.)
$12A0EC 142 bytes Pointers [Super Mario Bros. 2] 16-bit pointer to sprite data, init routine.
$12A246 1 byte Music [Super Mario Bros. 2] Which music to play for defeating a boss. (Default: 0B)
$12A38C 1 byte Sprite Number [Super Mario Bros. 2] Which sprite should have different properties when flattened. (Default: POW, sprite 3A.)
$12A390 1 byte OAM Tile Properties [Super Mario Bros. 2] YXPPCCCT byte of flat POW sprite. (Default: 22)
$12A4B3 4 bytes OAM Tilemap [Super Mario Bros. 2] Tilemap of the "BOMB" sprite
$12A4B7 4 bytes OAM Tile X Position [Super Mario Bros. 2] XDisp of the "BOMB" sprite
$12A4BB 4 bytes OAM Tile Y Position [Super Mario Bros. 2] YDisp of the "BOMB" sprite
$12A506 1 byte OAM Tilemap [Super Mario Bros. 2] Part of what indicates the YXPPCCCT properties the "BOMB" tiles use (= palette, graphics page, etc.). This one relies on the frame counter, meaning that this byte controls the animation of the "BOMB" sprite. With #$06 it scrolls through pal 8-B only, with #$0E through 8-F, with #$02 through 8-9. Other combinations are possible, but do know what you are doing.
$12A508 1 byte OAM Tilemap [Super Mario Bros. 2] Other part of what indicates the YXPPCCCT properties the "BOMB" tiles use. This one, by default, adds priority to the sprite tiles.
$12A516 1 byte OAM Tilemap [Super Mario Bros. 2] Size of "BOMB" tiles (default: 02, 16x16. 00 = 8x8. Other values not recommended.) Accounts for all four tiles.
$12A8B7 1 byte Y Speed [Super Mario Bros. 2] Y speed of dissolving sand sprite.
$12A8BE 1 byte OAM Tilemap [Super Mario Bros. 2] Tile number of dissolving sand sprite for the first 16 frames.
$12A8C2 1 byte Timer [Super Mario Bros. 2] How many frames are still left before the 'almost completely dissolved' sand tile.
$12A8D7 1 byte OAM Tile Number [Super Mario Bros. 2] Tile number of dissolving sand sprite for the last 16 frames.
$12AB3D 142 bytes Pointers [Super Mario Bros. 2] 16-bit pointer to sprite data, main routine.
$12AE12 1 byte Y Speed [Super Mario Bros. 2] Y speed of star.
$12AE16 1 byte X Speed [Super Mario Bros. 2] X speed of star, first 128 frames.
$12AE1F 1 byte X Speed [Super Mario Bros. 2] X speed of star, other 128 frames.
$12AE67 1 byte Sprite Number [Super Mario Bros. 2] Sprite spawned by Bob-omb generator.
$12AE9F 1 byte Sound Effect [Super Mario Bros. 2] Sound effect generated when Hawkmouth opens his mouth.
$12AF15 1 byte Player [Super Mario Bros. 2] In which state the player should go when entering Hawkmouth. (Default: 06.)
$12AF19 1 byte Player [Super Mario Bros. 2] Amount of frames to make the player walking when entering Hawkmouth.
$12AF1D 1 byte Y Speed [Super Mario Bros. 2] Y-speed of player when entering Hawkmouth.
$12AF21 1 byte Music [Super Mario Bros. 2] Music to play when entering Hawkmouth. (Default: 80, fading away.)
$12AF29 1 byte Sound Effect [Super Mario Bros. 2] Entering Hawkmouth sound effect.
$12B0CB 1 byte X Speed [Super Mario Bros. 2] X-speed (left) of Heart.
$12B0D3 1 byte X Speed [Super Mario Bros. 2] X-speed (right) of Heart.
$12B0D7 1 byte Y Speed [Super Mario Bros. 2] Y-speed of Heart.
$12B100 1 byte OAM Tile Number [Super Mario Bros. 2] Upper tile of heart.
$12B105 1 byte OAM Tile Number [Super Mario Bros. 2] Lower tile of heart.
$12B111 1 byte OAM Tile Properties [Super Mario Bros. 2] YXPPCCCT data for the heart tiles.
$12B122 1 byte OAM Tile Size [Super Mario Bros. 2] Size of tiles of hearts. #$00 = 8x8, #$02 = 16x16.
$12B244 1 byte Sprite Number [Super Mario Bros. 2] Which sprite should add a life to the player's total and set the '1UP collected flag'. (1UP.)
$12B259 1 byte Sound Effect [Super Mario Bros. 2] Sound effect generated when 1UP is collected.
$12B289 1 byte Music [Super Mario Bros. 2] Music to play when a crystal ball is collected.
$12B28E 1 byte Timer [Super Mario Bros. 2] Amount of time to wait before Hawkmouth opens his mouth fully after crystal ball has been collected.
$12B293 1 byte Timer [Super Mario Bros. 2] Amount of time to wait before music is changed back to the original again after crystal ball has been collected.
$12B2B6 1 byte Music [Super Mario Bros. 2] Music to play when a mushroom is collected.
$12B2C5 1 byte Y Speed [Super Mario Bros. 2] Y speed of 1-Up mushroom when collected.
$12B2CE 1 byte Timer [Super Mario Bros. 2] Amount of time to freeze sprite when stopwatch is collected. (#$FF)
$12B4CD 1 byte Sprite Number [Super Mario Bros. 2] Sprite spawned by Albatoss with Bob-Omb.
$12B58C 1 byte Sprite Number [Super Mario Bros. 2] If this sprite is carried, Phanto comes alive. Use in conjunction with $12:B390/0x9B590
$12B590 1 byte Sprite Number [Super Mario Bros. 2] If this sprite is carried, Phanto comes alive. Value = sprite number + 1. Use in conjunction with $12:B38C/0x9B58C.
$12B885 1 byte Y Speed [Super Mario Bros. 2] Y speed of bullet spawned by Snifits.
$12B889 1 byte Sprite Number [Super Mario Bros. 2] Sprite spawned by Snifits. (Bullet.)
$12B977 1 byte Sprite Number [Super Mario Bros. 2] Which sprite number should behave like a POW sprite when thrown on the ground (default: 3A, POW). The only other sprite that can be affected by this is the mushroom block.
$12B97B 1 byte Timer [Super Mario Bros. 2] How long to shake screen and kill all sprites which are on screen when a POW has been thrown.
$12B980 1 byte Sound Effect [Super Mario Bros. 2] Sound effect for POW being thrown on ground.
$12B985 1 byte Sprites [Super Mario Bros. 2] Sprite state for flattened POW generating two puffs of smoke. (Default: 08)
$12B98C 1 byte Y Speed [Super Mario Bros. 2] Minimum Y speed at which the mushroom block will start bouncing if hitting the ground.
$12B9A9 1 byte Y Speed [Super Mario Bros. 2] Y speed of mushroom block when bouncing off the ground for one time.
$12C460 16 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$12C7E2 1 byte Speed [Super Mario Bros. 2] X and Y speed of Pidgit's carpet, when spawned.
$12C7E8 1 byte Sprite Number [Super Mario Bros. 2] Sprite spawned when Pidgit is picked up. (Carpet.)
$12C80D 1 byte Timer [Super Mario Bros. 2] Amount of time carpet stays active after being spawned.
$12CEE7 1 byte Y Speed [Super Mario Bros. 2] How fast the Cobrat in sand jumps up.
$12CEF0 1 byte Y Speed [Super Mario Bros. 2] Rising speed of Cobrat in sand (while in sand).
$12CEF9 1 byte Y Speed [Super Mario Bros. 2] Sinking speed of Cobrat in sand (while in sand).
$12DF75 27 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$12E2E3 1 byte Sprite Number [Super Mario Bros. 2] Which sprite should be touched to obtain star power. (Star.)
$12E2E7 1 byte Timer [Super Mario Bros. 2] How long until the star timer runs out.
$12E2F1 1 byte Sprites [Super Mario Bros. 2] In which sprite state the star goes after being collected. (00, non-existant.)
$12E399 1 byte Sprite Number [Super Mario Bros. 2] Which sprite should spawn a carpet when picked up. (Pidgit.)
$12E657 9 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$12E665 26 bytes Pointers [Super Mario Bros. 2] 16-bit pointer to the code that uploads objects 30-FF.
$1381F2 14 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$138200 14 bytes Pointers [Super Mario Bros. 2] 16-bit pointer to graphics for tiles 140-17F. Indexed by world number*2.
$13820E 7 bytes Pointers [Super Mario Bros. 2] Bank byte of pointer to graphics for tiles 140-17F. Indexed by world number.
$138215 14 bytes Pointers [Super Mario Bros. 2] 16-bit pointer for tiles 180-1BF. Indexed by world number*2.
$138223 7 bytes Pointers [Super Mario Bros. 2] Bank byte of pointer for tiles 180-1BF. Indexed by world number.
$13822A 14 bytes Pointers [Super Mario Bros. 2] 16-bit pointer to boss graphics. Indexed by world number*2.
$138238 14 bytes Pointers [Super Mario Bros. 2] 16-bit pointer to tiles 00-7F of the FG/BG slots (not the animated ones). Indexed by world number*2.
$138246 7 bytes Pointers [Super Mario Bros. 2] Bank byte of pointer to tiles 00-7F of the FG/BG slots (not the animated ones). Indexed by world number.
$13824D 14 bytes Pointers [Super Mario Bros. 2] 16-bit pointer to tiles C0-FF of the FG/BG slots. Indexed by world number*2.
$13825B 7 bytes Pointers [Super Mario Bros. 2] Bank byte of pointer to tiles C0-FF of the FG/BG slots. Indexed by world number.
$13832A 200 bytes Pointers [Super Mario Bros. 2] High byte of pointer to tiles 140-17F of the FG/BG slots. Indexed by room number.
$1383F2 200 bytes Pointers [Super Mario Bros. 2] High byte of pointer to tiles 180-1BF of the FG/BG slots. Indexed by room number.
$1384BA 200 bytes Pointers [Super Mario Bros. 2] High byte of pointer to tiles 1C0-1FF of the FG/BG slots. Indexed by room number.
$138582 200 bytes Pointers [Super Mario Bros. 2] Bank byte of pointer to tiles 140-17F of the FG/BG slots. Indexed by room number.
$13864A 200 bytes Pointers [Super Mario Bros. 2] Bank byte of pointer to tiles 180-1BF of the FG/BG slots. Indexed by room number.
$138712 200 bytes Pointers [Super Mario Bros. 2] Bank byte of pointer to tiles 1C0-1FF of the FG/BG slots. Indexed by room number.
$1387DA 351 bytes Routine [Super Mario Bros. 2] Subroutine that loads tiles C0-FF of the FG/BG slots.
$13893D 60 bytes Routine [Super Mario Bros. 2] Subroutine that loads tiles 200-27F of the FG/BG slots.
$1389C7 1 byte Pointers [Super Mario Bros. 2] Bank byte of pointer to boss graphics.
$1394B3 77 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$139FE7 25 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$13DD67 153 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$13DEE8 14 bytes Palette [Super Mario Bros. 2] BG colour of the 'World x-x' screen, per world. SNES RGB values.
$13E2EC 1 byte Music [Super Mario Bros. 2] Which music to play when the player has star power.
$13E736 458 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$13F13F 193 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$13F698 104 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$13FA6B 149 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$13FEA1 863 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$14C200 512 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$14CF45 11 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$14E045 27 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$14E8AC 4 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$14EF42 30 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$14F67E 130 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$14F84A 28 bytes Routine [Super Mario Bros. 2] Clears the entire Layer 3 tilemap.
$14FA27 217 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$14FBF0 169 bytes Routine [Super Mario Bros. 2] Clears all OAM subroutine.
$14FD7E 98 bytes HDMA [Super Mario Bros. 2] Scanline counts and RAM pointer table for the red colours.
$14FDE0 98 bytes HDMA [Super Mario Bros. 2] Scanline counts and RAM pointer table for the green colours.
$14FE42 98 bytes HDMA [Super Mario Bros. 2] Scanline counts and RAM pointer table for the blue colours.
$14FEA4 64 bytes HDMA [Super Mario Bros. 2] Red colours for the four HDMA gradients.
$14FEE4 64 bytes HDMA [Super Mario Bros. 2] Green colours for the four HDMA gradients.
$14FF24 64 bytes HDMA [Super Mario Bros. 2] Blue colours for the four HDMA gradients.
$14FF64 668 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$158682 126 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$158A20 224 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$158B00 40 bytes Pointers [Super Mario Bros. 2] Index to another pointer. Holds the value that determines which cloud background (Layer 3) will be used.
$158B28 20 bytes Pointers [Super Mario Bros. 2] 16-bit pointer to the various cloud images.
$158B3C 2095 bytes VRAM Tilemap [Super Mario Bros. 2] Layer 3 cloud images.
$15936B 200 bytes Map16 [Super Mario Bros. 2] Which set of Map16 tiles to use for Layer 3. (00 or 01)
$159437 208 bytes Map16 [Super Mario Bros. 2] Tilemap of Layer 3 Map16 tiles 00-19, cloud tiles.
$159507 64 bytes Map16 [Super Mario Bros. 2] Tilemap of Layer 3 Map16 tiles 1A-22, light beam tiles.
$159571 10 bytes Pointers [Super Mario Bros. 2] 16-bit pointer to five different sets of Layer 3 stars.
$15957B 121 bytes Pointers [Super Mario Bros. 2] Five different sets of Layer 3 stars, each with a varying position and number of Layer 3 stars that are uploaded on screen.
$1595F4 12 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$15A5F3 13 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$15A6C8 6 bytes Pointers [Super Mario Bros. 2] Pointer to the Layer 1 Map16 tile data of page 1, indexed by every $40 tiles (page 1 is not complete).
$15CDD0 1072 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$15D542 3262 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$15E20F 577 bytes VRAM Tilemap [Super Mario Bros. 2] Border of the 'Super Mario Bros. 2' screen.
$15E450 463 bytes VRAM Tilemap [Super Mario Bros. 2] 'Super Mario Bros. 2' and '©1988-1992 Nintendo'.
$15E861 640 bytes VRAM Tilemap (Text) [Super Mario Bros. 2] Story text.
$15EA3F 17 bytes Pointers [Super Mario Bros. 2] High byte of 16-bit pointer that points to the 'Story' text. Indexed by line number.
$15EA50 17 bytes Pointers [Super Mario Bros. 2] Low byte of 16-bit pointer that points to the 'Story' text. Indexed by line number.
$15EE57 681 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$15F100 21 bytes Pointers [Super Mario Bros. 2] 24-bit pointer to the miniature levels' tilemap data. (At the world x-x screen.)
$15F115 400 bytes VRAM Tilemap [Super Mario Bros. 2] Miniature level for worlds 1, 3 and 5.
$15F2A5 400 bytes VRAM Tilemap [Super Mario Bros. 2] Miniature level for worlds 2 and 6.
$15F435 400 bytes VRAM Tilemap [Super Mario Bros. 2] Miniature level for world 4.
$15F5C5 400 bytes VRAM Tilemap [Super Mario Bros. 2] Miniature level for world 7.
$168000 157696 bytes Graphics [Super Mario Bros. 2] Super Mario Bros. 2 graphics.
$16814E 178 bytes Empty [Super Mario Bros. 2] Filled with $FF.
$1B8000 114688 bytes Graphics [Super Mario Bros. 2] Super Mario Bros. 2 graphics.
$1EC000 16384 bytes Graphics [Super Mario Bros. 1] Super Mario Bros. 1 Toad, sack and Princess graphics.
$2080A8 1 byte Music [Super Mario Bros. 3] Music of the title screen.
$208270 1 byte World [Super Mario Bros. 3] In which world the overworld spotlight should be enabled. World 8 by default.
$208276 1 byte Overworld [Super Mario Bros. 3] In which submap the overworld spotlight should be enabled. Submap #3 by default.
$2082E9 1 byte World [Super Mario Bros. 3] World number where to display the "WELCOME TO WARP ZONE" text.
$20832D 13 bytes World [Super Mario Bros. 3] Code which checks if you're in World 5's cloud submap so it can play the cloud overworld music.
$2085C0 1 byte Sound Effect [Super Mario Bros. 3] Enter level sound effect on the overworld.

It is also the *second* sound effect which plays after you get pulled into a level by the hand in world 8's 2nd submap.
$2085C5 1 byte Music [Super Mario Bros. 3] Music to play when entering level. By default it's fadeout ($80).
$20863A 38 bytes Overworld [Super Mario Bros. 3] Code which checks on which tiles "Player Start" should be shown at the start of the level.

It won't show on N-Spades, Mushroom House tiles and Pipe tiles. However, it does show on pipe tiles in world 5's cloud map.
$208C22 1 byte Music [Super Mario Bros. 3] Spade/N-Spade music (0D)
$208D80 1 byte Timer [Super Mario Bros. 3] P-Switch duration.
$2091E1 1 byte Music [Super Mario Bros. 3] Game Over music (0A)
$20CACB 90 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Princess Peach ending text
$20FB1F 27 bytes Routine [Super Mario Bros. 3] 16-bit pointer jump routine. SMB3's equivalent to $0086DF in SMW. Input: 8-bit pointer number in A.
$219813 60 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Spade Line up Text
$21984F 72 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] N-Spade "Flip over the cards" text
$219A1C 18 bytes Objects [Super Mario Bros. 3] N-Spade Cards. 00 = Mushroom, 01 = Fire Flower, 02 = Star, 03 = 1-up, 04 = 10 coins, 05 = 20 coins. Anything beyond that is glitched. Layout goes from top-left to bottom-right.

These cards are eventually shuffled by the routine at $239FE6.
$21BE1C 70 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Mushroom House "Pick a Box" Text
$21BE62 70 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Mushroom House Warp Whistle "One toot" Text. Used in 1-3.
$21BEA8 70 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Blue Mushroom House "Shop of strange and wonderful things" text
$21CA0B 9 bytes Music [Super Mario Bros. 3] Overworld music, from world 1 to world 9.
$21CE46 12 bytes Level Data [Super Mario Bros. 3] List of music to be used with the levels. In this order: Grassland, Cave, Underwater, Castle, Boss Fight, Doomship, Hammer Bros, Mushroom House (overworld bank), Athletic, Doomship "Help" Castle, Coin Heaven, Overworld Warp Pipe (overworld bank)
$21F185 132 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] King Restored Text
$21F209 132 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] King Restored Text (Frog suit version)
$21F28D 132 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] King Restored Text (Tanooki suit version)
$21F311 132 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] King Restored Text (Hammer suit version)
$21F493 75 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Princess letter 1 text
$21F4DE 84 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Princess letter 2 text
$21F532 54 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Princess letter 3 text
$21F568 81 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Princess letter 4 text
$21F5B9 92 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Princess letter 5 text
$21F615 99 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Princess letter 6 text
$21F678 99 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Bowser letter text (2nd part of the message without the first 2 lines)
$21F6E7 158 bytes VRAM Tilemap [Super Mario Bros. 3] VRAM tilemap of Layer 2 Bowser in World 7 beaten's letter. A group of $FF,$FF means "get to the next line" of the tilemap.
$21F785 12 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Greetings letter text used in the Princess letters
$21F791 84 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Enclosed Jewel letter text used in the Princess letters
$21F7E5 12 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Bowser Kidnapped start letter text, used in Bowser's letter in world 7
$21F7F1 68 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Bowser finish letter text ("ha ha ha... king of the koopa"), used by Bowser's letter after world 7 is beaten
$21FAD9 132 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] King Transformed Text
$21FB5D 132 bytes VRAM Tilemap (Text) [Super Mario Bros. 3] Hurry Hurry! Retrieve the magic wand! text
$228BF2 8 bytes VRAM Tilemap [Super Mario Bros. 3] Default template for statusbar.

Top row's left corner of statusbar's first portion

For an explanation of the format of the table, please consult $29E8AB.
$228BFA 6 bytes VRAM Tilemap [Super Mario Bros. 3] Default template for statusbar.

Top row of statusbar's first portion

For an explanation of the format of the table, please consult $29E8AB.
$228C00 28 bytes VRAM Tilemap [Super Mario Bros. 3] Default template for statusbar.

Top row's right corner of statusbar's first portion, top row of 3 card columns

For an explanation of the format of the table, please consult $29E8AB.
$228C1C 68 bytes VRAM Tilemap [Super Mario Bros. 3] Default template for statusbar.

Row 2 of statusbar: "WORLD", empty P-meter, coins (initialized to 66 for some reason), 3 card columns.

For an explanation of the format of the table, please consult $29E8AB.
$228C60 68 bytes VRAM Tilemap [Super Mario Bros. 3] Default template for statusbar.

Row 3 of statusbar: "x" (from Mx or Lx), score initialized to 0000000, time initialized to 000, 3 card columns.

For an explanation of the format of the table, please consult $29E8AB.
$228CA4 68 bytes VRAM Tilemap [Super Mario Bros. 3] Default template for statusbar.

Bottom row's left corner of statusbar's first portion.

For an explanation of the format of the table, please consult $29E8AB.
$228CAC 6 bytes VRAM Tilemap [Super Mario Bros. 3] Default template for statusbar.

Bottom row of statusbar's first portion.

For an explanation of the format of the table, please consult $29E8AB.
$228CB2 28 bytes VRAM Tilemap [Super Mario Bros. 3] Default template for statusbar.

Bottom row's right corner of statusbar's first portion, bottom row of 3 card columns.

For an explanation of the format of the table, please consult $29E8AB.
$228CCE 6 bytes VRAM Tilemap [Super Mario Bros. 3] Default template for statusbar.

Fills the invisible rows beyond the statusbar with blank tiles.

For an explanation of the format of the table, please consult $29E8AB.
$228CD4 6 bytes VRAM Tilemap [Super Mario Bros. 3] Default template for statusbar.

Fills the invisible rows beyond the statusbar with blank tiles.

For an explanation of the format of the table, please consult $29E8AB.
$228CDA 1 byte VRAM Tilemap [Super Mario Bros. 3] Default template for statusbar.

$FF, which marks the end of the statusbar template table.
$228F07 32 bytes VRAM Tilemap (Text) [Super mario Bros. 3] Upper half of the "COURSE CLEAR!" text, processed by the routine at $29E8AB
$228F27 32 bytes VRAM Tilemap (Text) [Super mario Bros. 3] Lower half of the "COURSE CLEAR!" text, processed by the routine at $29E8AB
$22CDD9 1 byte Sprites [Super Mario Bros. 3] How many times the Chain Chomp must tug on its chain before it breaks free.
$23C407 1 byte Sound Effect [Super Mario Bros. 3] What sound effect to play when you run in max speed
$23D53B 1 byte Music [Super Mario Bros. 3] P-Switch music
$27A547 1 byte Music [Super Mario Bros. 3] Death music (09)
$27D365 1 byte Music [Super Mario Bros. 3] Doomship wand obtained music (0B)
$288000 540 bytes Pointers [Super Mario Bros. 3] Sprite init routine pointers. These are for all the normal sprites, so there are a total of 180 or 0xB4.
$28821C 540 bytes Pointers [Super Mario Bros. 3] Sprite main routine pointers. These are for all the normal sprites, so there are a total of 180 or 0xB4.
$288D52 1 byte Music [Super Mario Bros. 3] What music to play when you get the star
$289AD2 1 byte Music [Super Mario Bros. 3] Player falling from doomship music (0F)
$28CE20 1 byte Music [Super Mario Bros. 3] Course Clear music (0C)
$28CE2C 1 byte Sound Effect [Super Mario Bros. 3] Course Clear card sound effect (05)
$28CE44 1 byte Music [Super Mario Bros. 3] Course Clear 1-up music (07) (when the three cards don't match)
$28CE5D 1 byte Music [Super Mario Bros. 3] Course Clear 3 in a row music (0B)
$28CE62 1 byte Sound Effect [Super Mario Bros. 3] Course Clear 3 in a row sound effect (29)
$28D712 1 byte Music [Super Mario Bros. 3] Boom Boom beaten music (0B)
$28D919 1 byte Music [Super Mario Bros. 3] What music to play when you face Boom-Boom
$29A9E6 1 byte Sound Effect [Super Mario Bros. 3] World 8 hand pulling sound effect (43)
$29C383 1 byte Music [Super Mario Bros. 3] Princess letter music (18)
$29DE97 1 byte Music [Super Mario Bros. 3] Warp Whistle jingle (0B)
$29E8AB 168 bytes Routine [Super Mario Bros. 3] Upload multiple VRAM tilemaps tables (which is one huge "Tilemaps Block") to VRAM routine (JSL).

Input: $36-38 = 24-bit pointer to Tilemaps Block
VRAM tilemap tables have two 2-byte headers, followed by the VRAM tilemap itself

Header format: %AAAA AAAA, %AAAA AAAA, %CFSS SSSS, %SSSS SSSS

A = VRAM Address/2 (BIG Endian) (so VRAM $0800 is $04,$00 in header).
A value of $8000 or higher = end of table. Generally $FF as the first byte is enough.

C = Bit 0 for $2115. Upload VRAM tiles per 1 tile or per 32 tile in VRAM

F = Fixed DMA. When DMA is fixed, size is increased by 1, because each byte becomes a word, and you can't have a half word. This mode is used to "fill" a tilemap with a single tile.

S = DMA Size - 1 (Big Endian). So transferring 4 bytes would be $00,$03
$2B8000 32768 bytes Graphics [Game select screen] 8bpp graphics of the game select screen and its components - part 1
$2C8000 32768 bytes Graphics [Game select screen] 8bpp graphics of the game select screen and its components - part 2. Final $1800 bytes are probably unused. TODO: Probably or not?
$2D8000 65536 bytes Graphics [Super Mario Bros. 3] Super Mario Bros. 3 player and certain background graphics.
$2F8000 20480 bytes Graphics [Super Mario Bros. 2] Super Mario Bros. 2 player graphics.
$2FD000 12288 bytes Graphics [Super Mario Bros. 1] Super Mario Bros. 1 & The Lost Levels princess rescued portrait graphics.
$308000 276480 bytes Graphics [Super Mario Bros. 3] Super Mario Bros. 3 graphics.
$38C000 81920 bytes Graphics [Super Mario Bros. 3] Super Mario Bros. 3 graphics.
$3B8000 3625 bytes SPC-700 [Other] Part 2 of the entire SMAS SPC-700 engine (ASM)
$3B9DCF 1154 bytes SPC-700 [Hall screen] Music data of the Hall screen music and the game select menu music.
$3C8000 2048 bytes VRAM Tilemap [Hall screen] Default BG1 tilemap of the 'hall screen' (without animation and all). Data MVN'd to RAM $7F:0000
$3D8000 98304 bytes Graphics [Super Mario Bros. 3] Super Mario Bros. 3 graphics.
$3DCC00 5120 bytes Graphics [Hall screen] Most of the animated graphics of hall screen.

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