Banner
Views: 529,117,256
Time: 2017-04-30 10:27:21 PM
27 users online: Aurel509, crismemoria, Dakras Hayashi, o Dan, darken, Eevee, o Erik557, EvilGuy0613, HAARP, Kaisaan, Luansilva12, Lugigi, LX5, MaxodeX, Miku, NeXuS15, Pseudogon, saturos, Skewer, StrikeForcer, o Tahixham, TheRealGDColon, toad64, Tob, o underway, Vitor Vilela, WhiteYoshiEgg - Guests: 63 - Bots: 185Users: 31,248 (1,346 active)
Latest: TheRealGDColon
Tip: Try to make a hack that is both hard enough to be challenging and easy enough to be fun.Not logged in.
SMW ROM Map
Displaying 2837 addresses. (approximately 69.00% complete) Show waiting addresses (35) - Submit address
Address Length Type Description
$008000 39 bytes ASM This is the starting address of SMW. This takes care of basic initialization such as disabling IRQ, HDMA, DMA, clearing the SPC ports, enabling F-blank, disabling emulation mode, disabling decimal mode, initializing the direct page, and setting up the stack.
$008027 43 bytes ASM This is code is responsible for uploading the OAM clear routine to $7F8000. The uploaded routine is essentially an unrolled loop which stores #$F0 to all of the OAM mirror($0200) Y positions.
$008052 25 bytes ASM This is the main part of the SMW initialization routine. SPC engine upload, sample upload, OAM setup, windowing setup, and RAM clearing all happens here.
$00806B 14 bytes ASM This is the main game loop of SMW. It is used to wait for V-blank to complete before executing the code of the next frame. One of the frame counters ($13) is also incremented here.
$00810E 15 bytes Subroutine (JSR) OW Music uploader.
$008134 37 bytes Subroutine (JSR) Uploads level music bank.
$008159 17 bytes Subroutine (JSR) Credit music uploader.
$008179 49 bytes ASM Handles transfers to and from the SPC700 (I/O). Changing all values to [EA] (NOP) or jumping over the code effectively mutes all sound.
$008293 1 byte Misc. How many scanlines the status bar uses during a regular level.
$0084C8 8 bytes Subroutine (JSL) Wrapper for the stripe image uploader (pointer lies in $12). Because it upload tiles, it must run in either f- or v-blank (e.g. in NMI).
$0084D0 258 bytes Stripe Image Stripe image pointer table. Each 24-bit pointer here corresponds to a value of $12, but only multiples of 3 are used. (The first pointer is for value 00, the second is for value 03, the third for 06, etc.)
$0085FA 86 bytes Subroutine (JSR) Fills the entire layer 3 tilemap with tile 0x0FC (transparent tile) i.e. the code "empties" it. Also wipes the OAM before returning.
$008650 119 bytes Subroutine (JSR) This is the routine that polls the controller and updates $15, $16, $17, $18.
$0086A0 (x8A0) - Change to [9C A0 0D AD A0 0D A2 00] to cause both player 1 & 2 to be controlled by controller 1.
$0086DF 27 bytes Subroutine (JSL) Pointer subroutine: Jump to a 2-byte pointer, the position of the pointer used is "Position after the JSL + 1 + (A*2)". The subroutine should always be accessed by a JSL.
$0086FA 36 bytes Subroutine (JSL) Pointer subroutine: Jump to a 3-byte pointer, the position of the pointer used is "Position after the JSL + 1 + (A*3)". The subroutine should always be accessed by a JSL.
$00871E 143 bytes Stripe Image Stripe Image Uploader. Uses $00-$02 as a 24-bit pointer to tile data. See this thread how the stripe image format works. Must be run during a blank, usually NMI.

To call from a custom routine, do this:
- Store stripe image pointer (24-bit) to $00-$02
- Push 24-bit return address (bank -> mid -> lo)
- PHB : LDA #$00 : PHA : PLB
- PEA $84CD
- JSL $00871E
$0087AD 617 bytes Subroutine (JSL) This routine is the DMA routine in charge of updating layers one and two as needed. This is controlled by the addresses $1BE4 and $1CE6 when they are a non-zero value.
$008A4E 43 bytes Subroutine (JSR) Clear RAM subroutine. This is part of the reset routine.
$008A79 59 bytes ASM The routine that sets up certain VRAM-related registers in normal levels.
- $008A80: Default value for $2107 [23].
- $008A85: Default value for $2108 [33].
- $008A8A: Default value for $2109 [53].
- $008A8F: Default value for $210B [00].
- $008A94: Default value for $210C [04].
- $008AAB: Default value for $2130 [02], although it's actually stored to the mirror here (i.e. $44).
$210A is never set, since it is only ever used in Mode 0.
$008C59 40 bytes Layer 3 Tile array for numbers in bonus star counter.
$008C81 8 bytes Layer 3 Top line of status bar (4 top tiles of item box.)
$008C89 56 bytes Layer 3 Second line of status bar.
$008CC1 54 bytes Layer 3 Third line of status bar.
$008CF7 8 bytes Layer 3 Bottom line of the status bar (4 bottom tiles of the item box.)
$008D8B 1 byte Timer Timer speed (USE WITH $008E2E)
$008D90 28 bytes Misc. These four tables indicate the DMA settings and the source address to use for the status bar tiles (the ones that are uploaded at the very beginning of the level). The tables get stored in the order of $43x0-$43x6.
$008DAC 59 bytes Layer 3 The routine that draws the status bar onto the screen. It uses DMA to write the Layer 3 tiles to VRAM.
$008DF5 5 bytes Layer 3 The tiles that make up Luigi's name in the status bar.
$008DFA 4 bytes Sprite tilemap related Tilemap of reserve item. First byte is mushroom, second is flower, third is star, fourth is feather.
$008DFE 4 bytes Sprite tilemap related YXPPCCCT of stars in the item box. It cycles between the four entries every second frame.
$008E02 4 bytes Sprite tilemap related YXPPCCCT data for reserve item. First byte is mushroom, second is flower, third is bypassed ($008DFF), fourth is feather.
$008E06 20 bytes Layer 3 Bonus star counter tilemap - 2 bytes for each number. Every first byte is for the upper tile, every second byte for the bottom tile.
$008E1A 480 bytes Layer 3 The routine that updates the values of all the addresses used for the status bar ($0EF9-$0F2F).
$008E28 - Change this address to AD to disable the timer.
$008E2E - Timer speed (USE WITH $008D8B)
$008E5C - Time is Running Out SFX. Change from FF to 00 to stop the music from speeding up when time reaches 99.
$008E6B - [22 06 F6 00] Change to [EA EA EA EA] to not kill Mario when the timer reaches zero. The timer will count down normally and stop at zero, but Mario will not die
$008EDB - Change this and/or $008F09 from 20 12 90 to EA EA EA to disable writing the score to the status bar when playing as Mario and/or Luigi, respectively. Useful if you want to place another counter in place of the score using Smallhacker's Status Bar Editor.
$008F2C - How many coins you need to get an 1up (USE WITH $008F37)
$008F2F - [EE E4 18] Change to [EA EA EA] to not gain a life after collecting enough for one.
$008F37 - Number of coins to subtract from the counter when you gain enough for a 1up (Default: $64 (100). Change to [01] to create a coin wallet effect - use with $008F2F.
$008F41 - (Use with $008F45) Maximum life limit, minus one. Warning: Changing this to anything higher than 0x7E (127 lives) will remove the life limit entirely! Also, if you have more than 99 lives, the life counter will appear slightly glitched.
$008F45 - (Use with $008F41) Maximum life limit, minus one. Note that if you have more than 99 lives, the life counter will appear slightly glitched.
$008F62 - Number of bonus stars required to enter bonus game
$008F67 - [8D 25 14] Change to EA EA EA to disable entering bonus game when player has 100 bonus stars.
$008F6F - Amount of bonus stars that will be subtracted when 100 bonus stars are collected. Change to [01] to make 99 the maximum amount of bonus stars you can get - to create a bonus star wallet effect, use with $008F67.
$008F7E - Writes coins to status bar. Changing to [EA EA EA EA EA EA] will disable the coins from being written to the status bar.
$008F95 - [09] The X position of the small bonus star counter in the status bar.
$008FC5 - [20 79 90] Change to EA EA EA to disable the item GFX in the status bar
$008FCE - Length of "LUIGI" text (Status bar)
$008FE7 - Tile used on the status bar when there's no Yoshi coin in that spot.
$008FED - Tile used on the status bar when there is a Yoshi coin in that spot.
$008FDC 1 byte Layer 3 [05] If the player has collected at least this number of Dragon Coins, the status bar will display $008FE0 Dragon Coins instead (none by default).
$008FE0 1 byte Layer 3 [00] Number of Dragon Coins to display in the status bar, if the player has collected at least 5.
$008FF0 2 bytes Layer 3 Location of the first Dragon Coin tile in the status bar. See this diagram for possible values.
$009045 12 bytes Subroutine (JSR) Hexadecimal to Decimal conversion subroutine.
"A" now has decimal 1s digit of original "A".
"X" now has decimal 10s and possibly 100s digit of original "A".
(Note: It ends with an RTS. You can JSL to $00974C if you want, though.)
$009053 3 bytes Layer 3 Change to EAEAEA to get rid of the small bonus stars. Use in conjunction with address $00:9068
$009068 3 bytes Layer 3 Change to EAEAEA to get rid of the small bonus stars. Use in conjunction with address $00:9053
$009079 88 bytes Layer 3 Subroutine that draws the power up item to the item box on the status bar during levels.
$0090AE is the X position of the Item Box item.
$0090B3 is the Y position of the Item Box item.
Note: Those two positions are only graphical. It won't change where the item drops from when select is pressed.
$0090D1 104 bytes Sprite tilemap related Tile numbers for 'MARIO START' and various similar messages.
$0090EE is for the top half of Time Up.
$009122 is for the bottom half of Time Up.
$009139 104 bytes Sprite tilemap related YXPPCCCT properties for 'MARIO START' and various similar messages.
Change $00913F from 30 to 34 and $009170 from F0 to F4 to fix the S in "Mario/Luigi Start".
$009156 is for the top half of 'TIME UP".
$0091AC 1 byte Misc. Number of coins needed to get an 1up from the green star block.
$0091DB 1 byte ASM Change it to D0 to switch the "Mario/Luigi Start"
$009329 84 bytes Pointer 16-bit game mode pointers. Indexed by $7E:0100.
$009389 4 bytes Coordinate X position of the "Nintendo Presents" tiles
$00938D 4 bytes Sprite tilemap related "Nintendo Presents" logo tilemap
$0093A5 1 byte Coordinate Y position of "Nintendo Presents" logo
$0093B0 1 byte Sprite tilemap related YXPPCCCT properties for "Nintendo Presents".
$0093C1 1 byte Sound effect "Nintendo Presents" logo sound effect
$0093C6 1 byte Timer How long "Nintendo Presents" stays on the screen before disappearing.
$0093CB 1 byte Misc. Blinking Nintendo Presents (0F = 0 time, 1F = 1 time, 2F = 2 times, etc)
Also known as Nintendo Presents Brightness (Values use Brightness Register ($0DAE))
$009436 3 bytes Misc. Change from [AD 33 14] to [4C 17 94] to disable the circle fade in from Title screen. Use in conjunction with address $009AAD.
$00943B 1 byte Misc. How fast the circle right before the titlescreen opens. Default value is 04. The higher the value, the faster it opens. Don't go beyond #$19.
$009451 7 bytes Palette Back area colours to use for each castle destruction scene (One byte per movie)
$009459 7 bytes Palette Palette row (in the range 00-07) used by the castle and ground, in each castle destruction scene.
$009459 7 bytes Palette Castle palette for castle destruction movies. (One byte per movie)
$009461 7 bytes Stripe Image Stripe image (index to pointers at $0084D0) to load as the background for each castle destruction scene.
$0094A1 1 byte Music Music Bank that is used for the ending music.
0E = Overworld Music
48 = Level Music
59 = Ending Music
$0094B3 1 byte Music Boss castle destruction sequence music #1
$00950B 1 byte Debug DEBUG: Boss defeated scene select (30 = enable)
$00955F 1 byte Misc. GFX File loaded for Credits font
$009586 4 bytes Level number Which level to use for the Yoshi's House part in the credits. 'A9 28 A0 01'. Do not change A9 and A0. 28 is the low byte of the level (Note: Level number + 24), 01 is the high byte.
$00968E 32 bytes ASM This is the beginning of the code that is executed for game mode 10 (the black period between faseout from the OW and Mario Start).
$0096A5 is which Layer 1 tile on the overworld will prevent the "Mario Start!" from appearing if the player is on it. (Default is $56, the Yoshi's House tile.)
Change $0096A6 to EA EA to make MARIO START! appear on the Yoshi's house OW tile number, or to 80 03 to make the MARIO START! never appear.
$0096AE 158 bytes ASM This is the code that is executed by game mode 03 (Load title). Game mode 11 (Mario Start) also uses parts of this code. The shared parts starts at $0096D5.
$0096C4 is music Bank Used for the Title Screen. 0E = Overworld Music, 48 = Level Music, 59 = Ending Music.
$0096C7 is the title screen (level C7) music.
$0096CC is the title screen level number+$24.
$009724 is the intro screen (level C5) music.
Changing $009725 to "9C FB 1D" will allow you to change the music for the intro via Lunar Magic.
$009737 is the Bowser scene 1 music.
$00974C 4 bytes Subroutine (JSL) Calls the hex->dec subroutine and ends in an RTL.
$00980F 2 bytes Coordinate 16-bit X position of Mario when he starts at the Iggy / Larry room. First byte = X lo, second byte = X hi (this byte is not recommended to change).
$009A16 1 byte Coordinate Y lo position of Mario at the start of the Morton/Ludwig/Roy battle.
$009A1F 47 bytes Subroutine (JSR) Writes the Map16 data for Ludwig/Morton/Roy's boss battle room.
$009A40 is what tile the lava tiles in the Morton/Ludwig/Roy battles act like (by default: 05). Only Map16 page 00 is usable.
$009AAD 3 bytes Misc. Change from [A9 33 85] to [4C C0 9A] to disable the circle fade in from Title screen. Use in conjunction with address $009436.
$009AB2 1 byte Misc. Change to [03] to make all layers appear at the same time during titlescreen load.
$009ACB 76 bytes Subroutine (JSR) The cursor routine used in file selection, player selection, and erase file.
$009AD3 - If you change this to EA EA EA, the cursor arrow will never be shown in front of the game-start menus. (It will still act as though it were there, though.)
$009AE4 - SFX that comes up when you select a game at the title screen.
$009AFA - SFX played when you change an option at the title screen and overworld menus.
$009BC9 74 bytes Subroutine (JSL) Save Game function. (Load Game starts around $009CEF. Last byte used in SRAM seems to be $70:0358.)
The save routine is documented in depth here.
$009C1F 69 bytes Controller Mario's movement data on Title Screen.
Format: xx yy xx yy xx yy [...] $FF
The XXs is the value to store to $15, except that the Select flag (#$20) is instead used to tell if the XY flag (#$40) should be masked away from $16 (if it's set, that bit is stored to $16 unchanged; if clear, that bit is masked away. All other bits are stored to $16.)
The YYs is how long to keep that value there. Setting an XX to $FF ends it.
$009C6A 1 byte ASM Change to 80 to open save game menu without pressing a button or Title Screen Playing.
$009C82 3 bytes ASM Change to [EA A9 00] to remove title screen movement. Title screen will not loop.
$009C87 1 byte ASM Change D0 (BNE) to 80 (BRA) to never make the titlescreen loop.
$009C9F 4 bytes ASM Change from 22 00 80 7F to EA EA EA EA to disable sprites from disappearing on the title screen when pressing a button (opening file select menu)
$009CA9 1 byte Misc. Display following layers: ---o4321. o = sprite layer, 4 = layer 4 (unused), 3 = layer 3 (no effect however), 2 = layer 2, 1 = layer 1. Clear the corresponding bits for these layers to not make them display on file select screen load.
$009CAD 3 bytes ASM Change '9C 9F 0D' to 'EA EA EA', and, if you happened to have a HDMA effect in the titlescreen, it will not be disabled when you go to the File Menu.
$009CB1 1 byte Level number Determines the low byte of the intro level number. Subtract 0x24 for the actual low byte (by default, E9-24=C5, meaning level C5, or possibly 1C5 with Lunar Magic's Display Level Message 1 fix). Change to [00] to skip the intro level and warp to the overworld immediately.
$009CCB 3 bytes Misc. SRAM starting addresses for each of the three save files, high byte.
$009CCE 3 bytes Misc. SRAM starting addresses for each of the three save files, low byte.
$009CD7 4 bytes Sprite tilemap related Y displacement for tiles in the first shared GFX routine ($019CF3).
$009CDB 24 bytes Sprite tilemap related Properties for tiles in the first shared GFX routine ($019CF3). It's indexed by the value of $05 times 4.
$009D6D 1 byte Misc. How many exits you need to get the *96 icon.
$009D71 1 byte Misc. First tile of the *96 icon.
$009D73 1 byte Misc. Second tile of the *96 icon.
$009D8B 1 byte Palette Palette for "number of levels beaten" in the Title Screen's Game Selection Menu (stored in YXPCCCTT format, but kind of screwy; value 30 seems to work well, though)
$009DB5 69 bytes Subroutine (JSR) The subroutine that checks if a saved game file is blank or not. When this subroutine returns, if Z = 0, the file is a new one.
$009E25 1 byte Misc. Amount of lives to start with.
$009E35 2 bytes ASM Set powerups at game start. ($19 = #$00, small Mario.)
$009E6C 1 byte Misc. Number of options in the file select menu. $04 by default.
$009E6E 1 byte Misc. Number of options in the 1/2 player select menu. $02 by default.
$009F2A 1 byte Misc. Speed of Fade-ins and Fade-outs.
$009F2F 1 byte Overworld border Change from 01 to 0F to stop fadeout on entering level, new area, and back to submap. (Use with $00:9F59)
$009F37 81 bytes Subroutine (JSR) Fading/mosaic routine.
Change $009F59 from D0 to 90 to eliminate all fadeouts. (use in conjunction with $009F2F). Mod note: I've heard that this one is buggy. Use on your own risk.
$009F67 controls which layers are affected by the mosaic effect.
Format: xxxx4321.
The numbers present the layer numbers to add mosaic on. So 1 = Layer 1, 2 = Layer 2, etc.
$009F88 48 bytes Layer 3 Layer 3 settings. The table is indexed by 3t + i, where t is the tileset number and i is the Layer 3 image setting (00 = variable tide, 01 = low tide, 02 = tileset-specific image). It is used by the routine at $009FB8. The actual format seems to be:
01 = variable-height tide
02 = fixed-height tide
80 = Layer 3 smashers/cage
81 = slow-auto-scrolling background (except in tilesets 1 and 3, where it will be a background that scrolls at half the rate Layer 1 does)
C0 = same as 80, except without the smasher palette
$009FB8 141 bytes Subroutine (JSR) The main Layer 3 handling routine in levels.

- $009FDA: Starting Y position of the rising/lowering tide.
- $009FDF: Y position of the fixed-height tide.
- $009FF3: One of two tilesets for which the tileset-specific Layer 3 background will not auto-scroll. The other is at $009FF7.
- $009FF7: One of two tilesets for which the tileset-specific Layer 3 background will not auto-scroll. The other is at $009FF3.
- $00A00A: Pointer to the layer 3 crusher palette.
$00A045 38 bytes Layer 3 The routine that sets the interaction of the Layer 3 tide tiles.

Both $00A04E and $00A04F are the low byte of the Map16 tile that the tides act like; nothing is stored to the high byte, so this is always on page 0.
$00A06B 14 bytes Coordinate 16-bit X-coordinates for each of the seven submaps. The main map has values of 0, and is overridden elsewhere.
$00A079 14 bytes Coordinate 16-bit Y-coordinates for each of the seven submaps. The main map has values of 0, and is overridden elsewhere.
$00A09C 1 byte Timer Timer to disable skipping the intro message (level C5).
The timer decreases every 4 frame.
$00A0CC 3 bytes Misc. Saves Mario/Luigi's powerups based on which one you are using for the level
$00A0F9 1 byte ASM Part of the routine that runs after dying with zero lives.

If # of levels beat is zero, then it will take you back to the intro screen, if levels beat is positive, it will take you back to the last place you saved on the OW and bring up the Continue/End dialog.

Change this byte to BRA ($80) to cause it to not send you to the intro screen and bring up the Continue/End dialog if you haven't saved for the first time. (In other words, it will take you back to Yoshi's House on an unedited overworld.)
$00A148 1 byte Overworld GFX file for animated tiles (waterfalls etc) on the overworld.
$00A1E3 1 byte ASM Change to 0xEA to keep the game running when a message box is on the screen.
$00A21E 1 byte Controller Button to press for Pause. (Checks $16)
$00A21F 1 byte ASM Change from F0 (BEQ) to 80 (BRA) to disable pausing
$00A22D 1 byte Timer Timer (in frames) that runs to prevent the pause flag from being flipped instantly. Change [3C] to another value to change the time it takes for Mario to pause/unpause.
$00A23E 1 byte Music Change to 12 and music will continue to play when you pause the game. Changing [11] to another value will alter the sound effect that occurs when pausing the game.
$00A248 1 byte Debug DEBUG: Advance frame / Slow motion (00 = enable)
$00A256 1 byte Debug DEBUG: Slow motion speed
$00A25B 47 bytes Controller Code to handle leaving the level with Start+Select.

Change $00:A268 to 00 to always allow leaving the level.
Change $00:A273 to 00 to beat the level by doing that, not just leave it. Holding A or B will give the secret exit.
$00A300 144 bytes Subroutine (JSR) The routine that handles the graphics that get DMA'd to the first five 16x16 tiles in SP1. It also write the necessary colors to the player's palette (colors 6-F).
$00A30A - Mario/Luigi Palette - Starting Index (Changing this will cause Mario/Luigi to flash when the screen fades out after beating a boss)
$00A320 - Mario/Luigi Palette - Amount of colours * 2
$00A390 1 byte ASM [C2] Change to 60 to disable all animations in levels. This includes colour 64.
Note: LM will still show the animations.
$00A3DB 2 bytes Overworld border [00 08] For which VRAM address animation data will be broken up into two lines of two tiles instead of a single line of four tiles.
$00A400 2 bytes Overworld border [00 09] VRAM address of the second line of two animated tiles (value should be $00A3DB + 0x100).
$00A41A 1 byte Palette [A9] Changing this to 60 will disable the flashing yellow color in levels, but not on the overworld.
$00A41B 1 byte Palette Palette number to use for the flashing palette. Default value is $64
$00A429 12 bytes Palette Changing [B9 0C B6 8D 22 21 B9 0D B6 8D 22 21] to [80 0A EA EA EA EA EA EA EA EA EA EA] will disable the flash animation of colour #64. Make sure that the "View Animation" function in Lunar Magic is disabled.
WARNING: Will disable the animated colours on the OW too!
$00A439 1 byte Misc. Change [F0] (BEQ) to [80] (BRA) to prevent various tiles in SP1 to be overwritten (which meant using ExGFX for them would have no effect). This does not affect tiles 00-09, 10-19 and 7F of SP1.
$00A514 1 byte Palette The first animated colour on the overworld. (Default: 6D.)
$00A51D 1 byte Palette The second animated colour on the overworld. (Default: 7D.)
$00A757 1 byte Misc. How far to offset the players position to the right when exiting a vertical pipe. Values above 0F aren't recommended.
$00A75F 1 byte Misc. How many frames to move Mario when exiting upward from a vertical pipe.
$00A763 1 byte Misc. How many frames to move Mario when exiting downward from a vertical pipe while small.
$00A769 1 byte Misc. How many frames to move Mario when exiting downward from a vertical pipe while with a powerup.
$00A82E 1 byte Misc. GFX File loaded for "MARIO START!", "GAME OVER", etc.
$00A8C3 104 bytes Overworld border 26x4 byte table, Sprite GFX list.
Normal levels can use 00-0F, but the following values have also been observed:
10: [00 00 00 08] Unused?
11: [10 0F 1C 1D] Overworld
12: [00 01 24 22] Morton, Roy, Ludwig
13: [00 01 25 22] Iggy, Larry, Reznor
14: [00 22 13 2D] Castle destruction sequence
15: [00 01 0F 22] Walking home during the credits
16: [00 26 2E 22] Yoshi's House during the credits
17: [21 0B 25 0A] Boss list from the credits
18: [00 0D 24 22] Bowser
19: [2C 30 2D 0E] THE END screen
$00A92B 60 bytes Level data 26x4 byte table, FG/BG GFX list.
Normal levels can use 00-0E, but cutscenes set this to higher values.
$00A96F 28 bytes Level data Submap Foreground Graphics
$00A993 63 bytes Layer 3 Layer 3 GFX28 to 2B upload routine. Pages are uploaded in 64 tile chunks in four passes.
$00A9CD 1 byte Misc. GFX file to use for Nintendo Presents logo
$00AA70 1 byte Misc. GFX file to load special world graphics into
$00AA76 1 byte ASM Change from 10 to 80 to disable the Koopas from using different graphics after the special world is passed
$00AA79 1 byte Sprite tilemap related GFX File loaded for enemies after Special World is passed
$00AB43 1 byte Mode 7 tilemap GFX File loaded for Mode 7 objects
$00AC06 2 bytes Palette Layer 3 Palettes Pointer
$00AC0B 2 bytes Palette Layer 3 Palettes Starting Index
$00AC10 2 bytes Palette Layer 3 Palettes X-Span -1
$00AC15 2 bytes Palette Layer 3 Palettes Y-Span -1
$00AC1D 2 bytes Palette Foreground/Sprite Palettes Pointer
$00AC22 2 bytes Palette Foreground/Sprite Palettes Starting Index
$00AC27 2 bytes Palette Foreground/Sprite Palettes X-Span -1
$00AC2C 2 bytes Palette Foreground/Sprite Palettes Y-Span -1
$00AC3C 2 bytes Palette Back Area Colours Pointer
$00AC42 2 bytes Palette Tileset Specific FG Palettes Pointer
$00AC59 2 bytes Palette Tileset Specific FG Palettes Starting Index
$00AC5E 2 bytes Palette Tileset Specific FG Palettes X-Span -1
$00AC63 2 bytes Palette Tileset Specific FG Palettes Y-Span -1
$00AC6B 2 bytes Palette Tileset Specific Sprite Palettes Pointer
$00AC82 2 bytes Palette Tileset Specific Sprite Palettes Starting Index
$00AC87 2 bytes Palette Tileset Specific Sprite Palettes X-Span -1
$00AC8C 2 bytes Palette Tileset Specific Sprite Palettes Y-Span -1
$00AC94 2 bytes Palette Layer 2 Background Palettes Pointer
$00ACAB 2 bytes Palette Layer 2 Background Palettes Starting Index
$00ACB0 2 bytes Palette Layer 2 Background Palettes X-Span -1
$00ACB5 2 bytes Palette Layer 2 Background Palettes Y-Span -1
$00ACBD 2 bytes Palette Layer 1 Berry Palettes Pointer
$00ACC2 2 bytes Palette Layer 1 Berry Palettes Starting Index
$00ACC7 2 bytes Palette Layer 1 Berry Palettes X-Span -1
$00ACCC 2 bytes Palette Layer 1 Berry Palettes Y-Span -1
$00ACD4 2 bytes Palette Berry Sprite Palettes Pointer
$00ACD9 2 bytes Palette Berry Sprite Palettes Starting Index
$00ACDE 2 bytes Palette Berry Sprite Palettes X-Span -1
$00ACE3 2 bytes Palette Berry Sprite Palettes Y-Span -1
$00AD1E 7 bytes Palette Palette IDs to use for each submap
$00AD28 2 bytes Palette Overworld Map Layer 2 Palettes Pointer
$00AD30 2 bytes Palette Overworld Map Layer 2 Palettes Pointer (Special World Passed)
$00AD4D 2 bytes Palette Overworld Map Layer 2 Palettes Starting Index
$00AD52 2 bytes Palette Overworld Map Layer 2 Palettes X-Span -1
$00AD57 2 bytes Palette Overworld Map Layer 2 Palettes Y-Span -1
$00AD5F 2 bytes Palette Overworld Map Layer 1 Palettes Pointer
$00AD64 2 bytes Palette Overworld Map Layer 1 Palettes Starting Index
$00AD69 2 bytes Palette Overworld Map Layer 1 Palettes X-Span -1
$00AD6E 2 bytes Palette Overworld Map Layer 1 Palettes Y-Span -1
$00AD76 2 bytes Palette Overworld Map Sprite Palettes Pointer
$00AD7B 2 bytes Palette Overworld Map Sprite Palettes Starting Index
$00AD80 2 bytes Palette Overworld Map Sprite Palettes X-Span -1
$00AD85 2 bytes Palette Overworld Map Sprite Palettes Y-Span -1
$00AD8D 2 bytes Palette Overworld Map Layer 3 Palettes Pointer
$00AD92 2 bytes Palette Overworld Map Layer 3 Palettes Starting Index
$00AD97 2 bytes Palette Overworld Map Layer 3 Palettes X-Span -1
$00AD9C 2 bytes Palette Overworld Map Layer 3 Palettes Y-Span -1
$00ADA9 2 bytes Palette Title Screen Layer 3 Palettes (Row 1) Pointer
$00ADAE 2 bytes Palette Title Screen Layer 3 Palettes (Row 1) Starting Index
$00ADB3 2 bytes Palette Title Screen Layer 3 Palettes (Row 1) X-Span -1
$00ADB8 2 bytes Palette Title Screen Layer 3 Palettes (Row 1) Y-Span -1
$00ADC0 2 bytes Palette Title Screen Layer 3 Palettes (Row 2) Pointer
$00ADC5 2 bytes Palette Title Screen Layer 3 Palettes (Row 2) Starting Index
$00ADCA 2 bytes Palette Title Screen Layer 3 Palettes (Row 2) X-Span -1
$00ADCF 2 bytes Palette Title Screen Layer 3 Palettes (Row 2) Y-Span -1
$00AE16 1 byte Misc. [02] Sprite Palette setting for Morton, Ludwig, Roy, Reznor, and Bowser battles
$00AE1B 1 byte Misc. [07] FG Palette setting for Morton, Ludwig, Roy, Reznor, and Bowser battles
$00AF35 4 bytes ASM Change to 4C 91 B0 EA to completely disable the fade-out only when beating a level. (USE WITH $00:B091).
$00AF39 1 byte ASM Change to 80 to completely disable the fade-out when beating a level. Warning: Boss fights including Reznor will glitch out and not send you back to the overworld when doing this.
$00AFBA 3 bytes Misc. Change from B9 F7 AE [LDA $AEF7,y] to A9 00 00 [LDA #$0000] to disable fading completely, even in boss levels. WARNING: When end level scorecard pops up in boss levels, mode 7 stuff will disappear due to the mode being changed to 1 so layer 3 stuff shows up.
$00B091 15 bytes Empty Unused data.
Change to AD C6 13 F0 FA A5 13 29 03 4C 39 AF to completely disable the fade-out only when beating a level. Does not apply to bosses (USE WITH $00:AF35).
$00B0A0 16 bytes Palette Shared background area colour. Back area colour 0 - 7
$00B0B0 24 bytes Palette BG Palette 0
$00B0C8 24 bytes Palette BG Palette 1
$00B0E0 24 bytes Palette BG Palette 2
$00B0F8 24 bytes Palette BG Palette 3
$00B110 24 bytes Palette BG Palette 4
$00B128 24 bytes Palette BG Palette 5
$00B140 24 bytes Palette BG Palette 6
$00B158 24 bytes Palette BG Palette 7
$00B170 16 bytes Palette Palette 0 colours 8-F in levels.
$00B180 16 bytes Palette Palette 1 colours 8-F in levels.
$00B190 12 bytes Palette Palette 2 colours 2-7, FG Palette 0, in levels.
$00B19C 12 bytes Palette Palette 3 colours 2-7, FG Palette 0, in levels.
$00B1A8 12 bytes Palette Palette 2 colours 2-7, FG Palette 1, in levels.
$00B1B4 12 bytes Palette Palette 3 colours 2-7, FG Palette 1, in levels.
$00B1C0 12 bytes Palette Palette 2 colours 2-7, FG Palette 2, in levels.
$00B1CC 12 bytes Palette Palette 3 colours 2-7, FG Palette 2, in levels.
$00B1D8 12 bytes Palette Palette 2 colours 2-7, FG Palette 3, in levels.
$00B1E4 12 bytes Palette Palette 3 colours 2-7, FG Palette 3, in levels.
$00B1F0 12 bytes Palette Palette 2 colours 2-7, FG Palette 4, in levels.
$00B1FC 12 bytes Palette Palette 3 colours 2-7, FG Palette 4, in levels.
$00B208 12 bytes Palette Palette 2 colours 2-7, FG Palette 5, in levels.
$00B214 12 bytes Palette Palette 3 colours 2-7, FG Palette 5, in levels.
$00B220 12 bytes Palette Palette 2 colours 2-7, FG Palette 6, in levels.
$00B22C 12 bytes Palette Palette 3 colours 2-7, FG Palette 6, in levels.
$00B238 12 bytes Palette Palette 2 colours 2-7, FG Palette 7, in levels.
$00B244 12 bytes Palette Palette 3 colours 2-7, FG Palette 7, in levels.
$00B250 12 bytes Palette Palette 4 colours 2-7 in levels.
$00B25C 12 bytes Palette Palette 5 colours 2-7 in levels.
$00B268 12 bytes Palette Palette 6 colours 2-7 in levels. Colour 4 will be overwritten in levels, but not in boss rooms.
$00B274 12 bytes Palette Palette 7 colours 2-7 in levels.
$00B280 12 bytes Palette Palette 8 colours 2-5 in levels, the last four bytes (two colours) seem unused and are probably overwritten.
$00B28C 12 bytes Palette Palette 9 colours 2-7 in levels.
$00B298 12 bytes Palette Ludwig palette, and palette A colours 2-7 in levels.
$00B2A4 12 bytes Palette Roy palette, and palette B colours 2-7 in levels.
$00B2B0 12 bytes Palette Palette C colours 2-7 in levels.
$00B2BC 12 bytes Palette Morton palette, and palette D colours 2-7 in levels
$00B2C8 20 bytes Palette Mario Palette
$00B2DC 20 bytes Palette Luigi palette. Colours 6-F of palette 8 while small, big, or caped Luigi.
$00B2F0 20 bytes Palette Fire Mario's palette
$00B304 20 bytes Palette Fire Luigi palette. Colours 6-F of palette 8 while fire Luigi.
$00B318 24 bytes Palette Sprite palette 0, loaded to palettes E and F.
$00B330 24 bytes Palette Sprite palette 1, loaded to palettes E and F.
$00B348 24 bytes Palette Sprite Palette 2, loaded to palettes E and F.
$00B360 24 bytes Palette Sprite palette 3, loaded to palettes E and F.
$00B378 24 bytes Palette Sprite palette 4, loaded to palettes E and F.
$00B390 24 bytes Palette Sprite palette 5, loaded to palettes E and F.
$00B3A8 24 bytes Palette Sprite palette 6, loaded to palettes E and F.
$00B3C0 24 bytes Palette Sprite palette 7, loaded to palettes E and F.
$00B3D8 14 bytes Palette YI Overworld Palette 4, Colours 1-7
$00B3E6 14 bytes Palette YI Overworld Palette 5, Colours 1-7
$00B3F4 14 bytes Palette YI Overworld Palette 6, Colours 1-7
$00B402 14 bytes Palette YI Overworld Palette 7, Colours 1-7
$00B410 14 bytes Palette Main Overworld Palette 4, Colours 1-7
$00B41E 14 bytes Palette Main Overworld Palette 5, Colours 1-7
$00B42C 14 bytes Palette Main Overworld Palette 6, Colours 1-7
$00B43A 14 bytes Palette Main Overworld Palette 7, Colours 1-7
$00B448 14 bytes Palette Star World Overworld Palette 4, Colours 1-7
$00B456 14 bytes Palette Star World Overworld Palette 5, Colours 1-7
$00B464 14 bytes Palette Star World Overworld Palette 6, Colours 1-7
$00B472 14 bytes Palette Star World Overworld Palette 7, Colours 1-7
$00B480 14 bytes Palette Vanilla Dome/Bowser's Valley Overworld Palette 4, Colours 1-7
$00B48E 14 bytes Palette Vanilla Dome/Bowser's Valley Overworld Palette 5, Colours 1-7
$00B49C 14 bytes Palette Vanilla Dome/Bowser's Valley Overworld Palette 6, Colours 1-7
$00B4AA 14 bytes Palette Vanilla Dome/Bowser's Valley Overworld Palette 7, Colours 1-7
$00B4B8 14 bytes Palette Forest of Illusion Overworld Palette 4, Colours 1-7
$00B4C6 14 bytes Palette Forest of Illusion Overworld Palette 5, Colours 1-7
$00B4D4 14 bytes Palette Forest of Illusion Overworld Palette 6, Colours 1-7
$00B4E2 14 bytes Palette Forest of Illusion Overworld Palette 7, Colours 1-7
$00B4F0 14 bytes Palette Special World Overworld Palette 4, Colours 1-7
$00B4FE 14 bytes Palette Special World Overworld Palette 5, Colours 1-7
$00B50C 14 bytes Palette Special World Overworld Palette 6, Colours 1-7
$00B51A 14 bytes Palette Special World Overworld Palette 7, Colours 1-7
$00B552 14 bytes Palette Palette 5 colours 9-F.
$00B560 14 bytes Palette Palette 6 colours 9-F.
$00B56E 14 bytes Palette Palette 7 colours 9-F.
$00B5DE 16 bytes Palette Contains the colors for the flashing lightning in Valley of Bowser.
$00B60C 16 bytes Palette Colours used in animation of Yoshi coin and yellow map spot
$00B61C 16 bytes Palette Colours used in animation of red map spot
$00B65E 14 bytes Palette Iggy/Larry Platform Palette
$00B674 14 bytes Palette Palettes 2 and 9, colours 9-F.
$00B682 14 bytes Palette Palettes 3 and A, colours 9-F.
$00B690 14 bytes Palette Palettes 4 and B, colours 9-F.
$00B69E 112 bytes Palette Bowser palettes (8 palettes, 7 colours each)
$00B70E 36 bytes Palette "The End" palettes (3 palettes, 6 colours each; order is Luigi, Mario, Princess)
$00B992 50 bytes Graphics Pointers to GFX00 through GFX31, low byte
$00B9C4 50 bytes Graphics Pointers to GFX00 through GFX31, high byte
$00B9F6 50 bytes Graphics Pointers to GFX00 through GFX31, bank byte
$00BA4D 19 bytes Empty Unused data.
$00BA60 32 bytes Pointer The low byte of a series of Map16 data pointers in horizontal levels. The high bytes are at $00BA9C, and the bank byte is either $7E or $7F. These are indexed by screen number; each byte in this table and the other corresponds to the start of a particular screen's Map16 data (or chunk of 0x1B0 bytes). These are used in various routines that read or write Map16 data to find where a particular tile is.
$00BA80 28 bytes Pointer The low byte of a series of Map16 data pointers in vertical levels. The high bytes are at $00BABC, and the bank byte is either $7E or $7F. These are indexed by screen number; each byte in this table and the other corresponds to the start of a particular screen's Map16 data (or chunk of 0x200 bytes, which means that all of these will be 00 in a clean ROM anyway). These are used in various routines that read or write Map16 data to find where a particular tile is.
$00BA9C 32 bytes Pointer The high byte of a series of Map16 data pointers in horizontal levels. The low bytes are at $00BA60, and the bank byte is either $7E or $7F. These are indexed by screen number; each byte in this table and the other corresponds to the start of a particular screen's Map16 data (or chunk of 0x1B0 bytes). These are used in various routines that read or write Map16 data to find where a particular tile is.
$00BABC 28 bytes Pointer The high byte of a series of Map16 data pointers in vertical levels. The high bytes are at $00BA80, and the bank byte is either $7E or $7F. These are indexed by screen number; each byte in this table and the other corresponds to the start of a particular screen's Map16 data (or chunk of 0x200 bytes, which means that these are all simply multiples of 2 plus #$C8). These are used in various routines that read or write Map16 data to find where a particular tile is.
$00BEB0 268 bytes Subroutine (JSL) SMW's Map16-tile-generating routine. It uses values of $9C to determine which tile to generate, but these values are hardcoded. (See RAM address $9C.) This is the main part; $00BFBC runs the codes for each tile.
$00BFBC 67 bytes Subroutine (JSR) A subroutine used with $00BEB0; it runs different codes depending on the value of $9C. The pointers for the different values begin at $00BFC9. They go from 01 to 1B, although the actual codes are kind of weird...the pointers vary depending on which Map16 page the tile is on, whether or not item memory should be affected, and if there are special cases (such as the Yoshi coin, which generates two tiles simultaneously).
$00C00D 86 bytes Subroutine (JSR) The subroutine that sets item memory bits. It is called during the subroutine at $00BEB0 for values of $9C that utilize item memory.
$00C06B 9 bytes Misc. Tiles to generate on Map16 page 0, used for values 01-09 of $9C. Note that the first byte is unused.
$00C074 54 bytes Subroutine (JSR) SMW's subroutine for generating tiles on Map16 page 0. $00C077 is an alternate entry point to this routine; if it is used instead, then the tile generation will not affect item memory.
$00C0B2 15 bytes Misc. Tiles to generate on Map16 page 1, used for values 0A-17 of $9C.
$00C0C1 58 bytes ASM A portion of code used in SMW for generating tiles on Map16 page 1. $00C0C4 is an alternate entry point to this routine; if it is used instead, then the tile generation will not affect item memory.
$00C0FB 177 bytes ASM The portion of code in SMW's Map16-tile-generating routine that changes the actual graphics of the tile. Both $00C074 and $00C0C1 use it (the former jumps to it, and it immediately follows the latter).
$00C29E 72 bytes Misc. BG Tiles/Palette for Flipped Gate (1)
$00C2E6 72 bytes Misc. BG Tiles/Palette for Flipped Gate (2)
$00C4AF 1 byte Misc. If you change this byte from [02] to [01], the keyhole will activate the normal exit.
$00C526 1 byte Music Music played when you have completed the Bonus Game.
$00C558 1 byte Sound effect POW Finishing Sound Effect.
$00C570 1 byte Misc. [F0] Change to [80] to make the item not drop when the player presses Select.
$00C576 1 byte Debug DEBUG: Powerup select (F0 = enable)
$00C599 28 bytes Pointer Pointer to Mario's animation routines. ($7E0071)
$00C5E8 248 bytes Misc. Movement data for all of the castle destruction scenes.

Each data entry consists of two values, the first being the command and the second being the number of frames to keep that command active.
If bit 4 of the command byte is set, question marks will be drawn above Mario (as in Roy/Ludwig's scenes).
If bit 5 is clear, the rest of the byte is read as input data for $15/$16.
If bit 5 is set, then the first four bits are used to run additional commands. x0-x6 will run a variety of small routines, while x7-xF will change Mario's pose.
If #$2D, the P-balloon sound will also be played (for Lemmy's).
Lastly, #$FF marks the end of that scene's data.
$00C6E0 7 bytes Misc. Base indices to the data at $00C5E8 for each of the castle destruction scenes.
$00C92C 2 bytes Misc. [F0 3D] Change to [EA EA] to prevent Mario walking after touching goal spheres or the goal tape.
$00C9A7 7 bytes Level number The level numbers that triggers the seven castle destruction sequences. The first byte is for scene 1, the second is for scene 2, and so on.
$00C9AE 1 byte Level number One of the two level numbers that triggers the credits scene. The other is at $00CA13.
$00C9BD 1 byte Music Goal point fade-out music
$00C9FE 3 bytes ASM [8D D5 0D] The code itself stores either 01 or 02 to $0DD5. Change to [EA EA EA] to make it possible to set the normal/secret exit info through $0DD5 via LevelASM, sprites, etc. (Note: To activate any exit at all, $0DD5 has to be explicitly set to 01 or 02. Leaving it as 00 will cause no exit to be activated at all, and values 03-FF should not be used.)
$00CA0C 1 byte Level number Translevel number of the level where defeating a boss will activate the secret exit.
$00CA12 2 bytes Misc. [C9 31] Changing this to [80 11] will prevent any "boss defeated" scenes from ever being played.
$00CA13 is one of the two level numbers that triggers the credits scene. The other is at $00C9AE.
$00CA2C 1 byte Misc. Set to 00 to disable midway points (they'll still make you big though)
$00CA31 13 bytes Subroutine (JSR) Set the "peace" pose for the player depending on whether he's on Yoshi or not.
$00CB0C 1 byte ASM Change from '8D' to '0C' to not make HDMA gradients act strangely at the end of the level (goal tape). Of course, you should still avoid using HDMA channel 7 if this is all you change.
$00CB12 258 bytes Misc. Opening window data.
$00CBA3 - Change 4B to 49 to fix a misplaced tile on the keyhole "iris in" effect.
$00CC84 1 byte Debug DEBUG: Free-roaming mode (F0 = enable)
$00CC85 1 byte Debug Change this to 00 and you'll activate free roaming mode (just like $00CC84)
$00CD4E 4 bytes ASM [AD 8F 14 0D] Change to [EA EA EA AD] to enable climbing while holding an item
$00CDA9 4 bytes Misc. Mario riding on Yoshi animations
$00CDC5 1 byte Misc. Animation frame for Mario crouching on Yoshi
$00CDF6 131 bytes Subroutine (JSR) L & R scrolling routine.
Change $00CDFC from D0 to 80 to disable L & R scrolling.
$00CE40 is the Screen Scroll Sound Effect.
$00CE99 8 bytes Overworld border Spin Jump frame table
(00 00 - Mario Standing - Small - Big)
(25 44 - Mario Back to Screen - Small - Big)
(00 00 - Same as first)
(0F 45 - Mario Facing Screen - Small - Big)

They are indexed by the frame counter.
$00CEA1 8 bytes Mario tilemap Spinjump direction table.
$00CEA9 8 bytes Mario tilemap Cape spin cape image table.

These are run while spin jumping with a cape or doing a spin attack. Only these four cape images ($02,$07,$06,$09) seem to work with cape contact, and will only work if RAM $14A6 is above zero.
$00CEBE 1 byte Mario physics Amount of frames to show the cape at highest altitude frame. (After, for example, a spin-jump has been done.)
$00CF42 1 byte Mario physics Power-up that can attack with both cape spin and spin jump
$00CF75 1 byte Mario tilemap [3F] Mario shooting fireball on ground pose.
$00CF7B 1 byte Mario tilemap [16] Mario shooting fireball in air pose.
$00CF90 1 byte Mario tilemap [0F] Mario turning around while holding item pose.
$00CFCA 1 byte Controller Which button to press to look up. (Look at Ram Address $7E:0015 for values).
$00CFCB 1 byte Mario physics Change from [F0] to [80] to disable looking up.
$00CFCE 1 byte Mario tilemap This is the player looking up pose, the default is #$03.
$00D034 8 bytes Mario physics Cape Collision X (Horizontal) Offsets: Two bytes for right and left, on ground and in air.

The first two sets are for when Mario is on the ground while spinning ($0C,$00- right; $F4,$FF left), and the second two are while he is in the air ($08,$00 - right; $F8,$FF - left)

The first byte in each set determines the position per pixel, the second sets whether it is in front or behind him ($FF is behind, $00 is in front) Use $FF-$80 for the behind byte($FF), and $00-$79 for the in front byte ($00)

This does not effect the image offsets.
$00D03C 8 bytes Mario physics Cape Collision Y (Vertical) Offsets: 2 bytes for right and left, on ground and in air.

The first two sets are for when Mario is on the ground while spinning ($10,$00 - right; $10,$00 - left), and the second two are while he is in the air ($02,$00 - right; $02,$00 - left)

The first byte in each set determines the position per pixel, the second sets whether it is above him or below him ($FF is below his feet, $00 is from his feet up) Use $FF-$80 for the below byte ($FF), and $00-$79 for the above byte ($00)

This does not effect the image offsets.
$00D044 30 bytes Mario physics Routine that does the actual calculation for cape-interaction. Uses the two tables at $00:D034 and $00:D03C.
$00D062 31 bytes Subroutine (JSR) Cape Swing routine.
$00:D065 controls which power-up the player needs to have to be able to cape spin.
Change $00:D067 to 00 to make mario cape spin in all forms.
$00:D077 controls how long Cape Spin lasts.
$00:D07C controls the cape spin sound effect to generate.
$00D081 45 bytes Subroutine (JSR) Fireball throwing routine.
$00D082 is the power-up that can throw fireball
Change $00D084 to 00 to make Mario throw Fireballs in all forms.
Change $00D085 from A5 73 to A9 00 to enable shooting fireballs while ducking.
Change $00D087 from 0D 7A 18 to EA EA EA to enable shooting fireballs from Yoshi.
Change $00D08A to 80 do disable Fireball Shooting.
Change $00D093 from F0 to 80 to disable fireball shooting while spin jumping.
$00D0B9 1 byte Mario tilemap Mario death pose (uses RAM $13E0)
$00D0D5 3 bytes ASM Set 9C C1 0D to EA EA EA in order to not lose Yoshi on the OW when you fall down a pit when on top of Yoshi.
$00D0D8 3 bytes ASM ASM that handles losing lives. Change to [EA EA EA] to not lose a life after dying. Change to [80 03 EA] to always go to the Game Over screen when dying.
$00D0DE 1 byte Music Game Over music
$00D0F1 1 byte ASM ASM that handles the 'TIME UP!' message. Change 'D0' to '80' to disable it.
$00D0F8 10 bytes Misc. Controls timer for TIME UP/GAME OVER message. Change $00D0F9 from C0 to 00 to remove the animation, and change $00D0FE from FF to whatever you want to shorten the timer (however, 00 is as long as FF; 01 is the shortest).
$00D11A 1 byte ASM Change [85] to [60] and Mario will not flip X-wise when he dies.
$00D11D 12 bytes Mario tilemap Mario Shrinking Animation poses (uses RAM $13E0).
$00D141 1 byte Timer How long flashing invincibility (when you get hit) lasts
$00D156 5 bytes ASM Change to EE E4 18 EA 64 to turn the Mushroom into a 1up, but it'll still play the animation
$00D18D 6 bytes Mario physics Speed at which Mario enters/exits a pipe.
The first two bytes are horizontal speed when entering/exiting a horizontal pipe.
The next two bytes are both horizontal speed in vertical pipes, and vertical speed in horizontal pipes.
The last two are the vertical speed in vertical pipes.
$00D1AE 1 byte Misc. Animation frame for Mario entering horizontal pipe on Yoshi
$00D20A 1 byte Mario tilemap Mario's pose for entering a vertical pipe (Default is 0F - facing screen)
$00D229 1 byte Misc. Animation frame for Mario entering vertical pipe on Yoshi
$00D231 5 bytes Overworld border Change (A9 02 8D F9 13) to EA EA EA EA EA to remove Mario's priority when he's going down a pipe.
$00D255 1 byte Sound effect Mario emerge from vertical pipe Sound Effect.
$00D2BD 16 bytes Mario physics Mario's jump height. The earlier ones are when Mario is moving slowly (or standing still); the latter is when he's moving faster. Even entries are normal jump, odd are spin.

Formula:
LDA $7B
BPL +
EOR #$FF
INC A
+
LSR #2
AND #$FE
TAX
LDA $140D
BEQ +
INX
+
LDA $00D2BD,x
STA $7D
$00D345 2 bytes Mario physics Mario 'acceleration' while walking and heading left
$00D347 2 bytes Mario physics Mario 'acceleration' while running and heading left(added to the value for walking)
$00D349 2 bytes Mario physics Mario 'acceleration' while walking and heading right
$00D34B 2 bytes Mario physics Mario 'acceleration' while running and heading right(added to the value for walking)
$00D535 120 bytes Mario physics Mario's maximum X speeds on flat ground and on slopes.
The table consists of sets of 8 bytes, in the order of $13E1. Each of these sets then consists of four groups of two bytes each (for max left and max right), in the order: walking, running, unused, sprinting.
$00D5AD 16 bytes Mario physics Mario's maximum X speeds in water.
The first set of 8 bytes is for when Mario isn't carrying an item, while the second set is with one. Each set consists of four groups of two bytes each (for max left and max right), in the order: on ground, swimming, on ground in a tide, swimming in a tide.
$00D5BD 12 bytes Mario physics Mario's maximum X speeds when sliding down slopes with the down button. In the order of $13E1, without flat ground or flying included.
$00D5C9 34 bytes Mario physics Mario's minimum X speeds on flat ground and on slopes.
The table is in the order of $13E1. Each entry gets two bytes; the second byte is the actual speed ($7B), while the first is the accumulating fraction bits ($7A).

The last 8 bytes of the table seem to be unused.
$00D5CA 30 bytes Mario physics How much Mario moves while on slopes, added to $7B. Values correspond to $7E:13E1 (slope type) divided by four. Every second byte is unused.
$00D5E8 1 byte Mario physics X speed of player as he's floating in water freely in a level where a Layer 3 tide is active. (Does not affect the speed given when the player manually moves around on his own horizontally.)
$00D5EA 1 byte Mario physics X speed of player as he's floating in water AND standing on a platform (like the floating grassy platforms) in a level where a Layer 3 tide is active. (Does not affect the speed given when the player manually moves around on his own horizontally.)
$00D603 1 byte Controller Which button to press to duck. (axsptbrl). a = A/B, x = X/Y, s = Select, p = Pause, t = Top, b = Bottom, r = Right, l = Left.
$00D604 1 byte ASM Change from F0 (BEQ) to 80 (BRA) to disable ducking.
Note that setting $01EB16 to [EA EA A5 73] (NOP #2 : LDA $73) is a good idea if you're using this.
$00D61C 2 bytes ASM Change from 30 12 to EA EA to disable jumping.
$00D63E 1 byte ASM Change from 10 to 80 to disable Spin Jump.
$00D644 1 byte Mario physics [19] Change to [00] to allow Mario to spin jump while carrying an item. Because Mario spins so fast, the animation will not be smooth.
$00D645 1 byte ASM Change this from "1A" to "60" to disable spin jumping. Unlike 0583E (SNES $00:D63E) from "10" to "80", changing this address does not make the "A" button do the regular jump, but it disables spin jumping altogether. This way, you can use the "A" button for something else without it jumping automatically.

Note: Still allows you to spinjump out of the water and dismount Yoshi.
$00D64A 1 byte Misc. Spin Jump Sound, uses bank 1DFC.
$00D65E 10 bytes ASM Mario jumping routine. (Sound effect + store to Mario Y speed.)
$00D65F is the Sound effect for Mario jumping. $00D661 is the bank for the sound effect. By default it uses $1DFA, but you can make it use $1DFC by changing $00D661 to FC or $1DF9 by changing it to F9.
$00D66F 1 byte Mario physics Change to 80 to disable Cape Flight and Jumping High while dashing. Interestingly enough, changing it to A9 will make Mario do a dash jump with every jump, even at a standstill, and will allow him to gain speed in the air. In addition, doing so will have the effect of causing every Jump performed by Cape Mario to become a Cape Flight.
$00D674 1 byte Mario physics [D0] Change to 80 to prevent the player from flying with a cape. The player will still be able to float, cape-spin, and jump higher when running but will never "take off".
$00D677 1 byte Mario physics Mario fly time
$00D707 1 byte Mario tilemap [0D] Mario's turning(skidding) pose
$00D717 1 byte ASM Change [50] to [80] to disable running and cause Mario to never run. The Y (or X) button will not cause Mario to run. This does not affect other uses of the Y button, like shooting fireballs or carrying sprites.
$00D718 1 byte Mario physics Change [1E] to [00] to cause Mario to always run, as if the Y button is always down. This does not affect other uses of the Y button, like shooting fireballs or carrying sprites. Also, Cape Mario will still need the Y button to fly.
$00D7A5 3 bytes Mario physics Gravity. The first byte is when not holding B (or A), the second is gravity when holding B/A, and the third is when riding on a winged Yoshi.
$00D7AF 1 byte Mario physics Falling maximum speed (without button held)
$00D7B0 1 byte Mario physics Falling maximum speed with button held
$00D7B9 1 byte Mario physics The speed at which Mario falls with a cape. Set it lower to make him float slower, higher to float faster, and over D0 to enable unlimited jumping in midair with the cape.
$00D7BA 1 byte Mario physics Flight acceleration (added to y speed)
$00D7C8 7 bytes Mario physics Maximum falling speed for cape mario, index by RAM address $1407 (cape phase).
$00D7CF 6 bytes Mario physics cape speed
$00D805 1 byte Mario physics Power-up that can fly
$00D8EA 1 byte Misc. power-up that can float (cape by default)
$00D905 1 byte Mario physics change to 16 = Raccoon Mario (floating if you tap Y instead of holding it)
$00D909 1 byte Mario physics Time until you stop floating after you have pressed B while while in the air with a cape.
$00D998 1 byte ASM Change this from [F0] (BEQ) to [80] (BRA) so that when the player is carrying an item while swimming, his Y speed won't be affected (the player will sink normally). Also, if you change this to [D0] (BNE), the player will float if carrying nothing and sink if carrying an item.
$00D9D0 1 byte Mario physics Maximum sinking speed of player when holding an item while swimming. When adjusting this value, it's recommended that it's equal to x5BD4. Format of RAM $7E007D.
$00D9D4 1 byte Mario physics Maximum sinking speed of player when holding an item while swimming. When adjusting this value, it's recommended that it's equal to x5BD0. Format of RAM $7E007D.
$00D9D8 1 byte Mario physics Maximum rising speed of player when holding an item while swimming. When adjusting this value, it's recommended that it's equal to $00D9DC. Format of RAM $7E007D.
$00D9DC 1 byte Mario physics Maximum rising speed of player when holding an item while swimming. When adjusting this value, it's recommended that it's equal to x5BD8. Format of RAM $7E007D.
$00DA55 84 bytes Mario physics Mario's horizontal water interaction routine.
To disable layer 3 tides moving him, set $00:DA6F (0x05C6F) and $00:DA58 (0x05C58) to 80 (BRA).
$00DA8E 1 byte Mario tilemap Shooting fireball while swimming pose. Default is #$18 (Swimming pose 3)
$00DAAA 1 byte Sound effect Sound effect that plays when you press the button to swim
$00DAB7 1 byte Mario physics Vine climbing speed 1 (right and down)
$00DAB9 1 byte Mario physics Vine climbing speed 2 (left and up)
$00DB9A 1 byte ASM [10] Change to 80 to disable jumping while climbing.
$00DBA6 1 byte Sound effect Sound effect to play when jumping while climbing. The bank it stores to is located at $00DBA8 [$1DFA by default] and can be changed to $1DF9 or $1DFC.
$00DBB3 1 byte Sound effect Sound effect played when Mario hits a net. (1DF9)
$00DC2D 75 bytes Mario physics Routine that copies the player's XY speeds over to the XY positions.
$00DC2D 75 bytes Mario physics Routine that updates the player's X and Y position by X and Y speed. Here is the formula:

M = $SS/$10

M is the approximate amount of pixels the player has moved per frame. SS is the value in $7B or $7D.
$00DC78 4 bytes Misc. Number of animation frames to use for walking/running Mario, indexed by Mario's status.

Ex: db $01,$02,$02,$02 The first byte it for small Mario, next is Super (Big) Mario, then Cape Mario, and finally Fire Mario. $01 means 2 frames for small Mario and $02 means 3 frames for the others. Longer animations are possible, but that'd require moving stuff around in $13E0, which hasn't been researched yet.
$00DC7C 1 byte Misc. Mario animation speed
$00DD4E 228 bytes Mario tilemap X positions of Mario's tiles in various poses, two bytes per tile.
$00DDDE 2 bytes Mario tilemap X offset of cape when climbing.
$00DE32 228 bytes Mario tilemap Y positions of Mario's tiles in various poses, two bytes per tile.
$00DEC2 2 bytes Mario tilemap Y offset of cape when climbing.
$00DF16 4 bytes Mario tilemap Tileset to use for Mario, paged by status ($7E0019)
$00DF1A 70 bytes Pointer Tile expansion pointer table (Small Mario)
$00DF60 122 bytes Pointer Tile expansion pointer table (Big Mario)
$00DFDA 50 bytes Mario tilemap Tile expansion table (8x8 tiles in GFX00 used by Mario)
$00E00C 192 bytes Mario tilemap Mario upper tile.
$00E0CC 192 bytes Mario tilemap Mario lower tile.
$00E18C 2 bytes Palette This is a two byte table used to index the player's palette based on the direction the player is facing.
$00E23A 44 bytes Mario tilemap Cape tile map
$00E266 44 bytes Mario tilemap cape offsets
$00E2D3 1 byte Debug DEBUG: Infinite star (set to 00 to activate)
$00E30D 1 byte Misc. How many palettes to cycle through when Mario/Luigi is invincible, -1
$00E34F 4 bytes Misc. Change to EA EA EA EA (NOP #4) and all forms of Big Mario will not go into the ground a few pixels.
$00E35D 3 bytes ASM Change to $EA,$EA,$EA (NOP #3) to cancel out Mario moving up and down one pixel while walking and running. This is useful if you are using more than three animation frames for walking/running, and thus can be worked into your GFX/tilemap accordingly.
$00E364 1 byte ASM Change to $80 (BRA) to disable Mario from being offset vertically by one pixel while running on the wall (using the purple triangles). This should be combined with $00E34F and $00E35D for the complete effect.
$00E3AA 1 byte Misc. Which animation frame value to start pulling tilemaps from the size-independent table
$00E3FE 1 byte Misc. power-up that shows the cape graphics
$00EA08 3 bytes ASM Change [20 29 F6] to [EA EA EA] (JSR $F629 to NOP NOP NOP) to prevent the player from getting killed when stuck in a block, such as a cement block. Instead, he will get thrown downwards.
$00EA82 1 byte Mario physics [10] Change to 80 to disable spin jumping from water
$00EA8E 1 byte Sound effect Mario spin-jump from water sound effect.
$00EA9C 1 byte Mario tilemap Mario's pose as he comes out of the water.
$00EAA0 1 byte Mario physics How high Mario can jump out of the water.
$00EAC1 26 bytes Objects Table of which slope tiles on Map16 page 1 are in water.
$00EB79 2 bytes ASM Change to A9 00 to make Super/Fire/Cape Mario have a 16x16 interaction field (like Small Mario) or change it to A9 01 to have a 16x32 interaction field (like big Mario) (in conjunction with addresses $01B4C0 and $03B67C)
$00EC0B 1 byte Controller Change from 16 to 15 to allow Mario to enter doors by holding up, instead of just pressing it.
$00EC0D 1 byte Controller What button to press to activate a door. Format of $7E0015. (byetUDLR)
$00EC11 1 byte Sound effect Entering Door Sound Effect.
$00EE69 2 bytes ASM Change to EA EA (NOP #2) if you want Small Mario to be able to break turn blocks with a spin jump. Alternatively, change this address to 80 18 (BRA $18) if you want turn blocks to not be breakable by spin jumps.
$00EE79 1 byte Objects Controls which (page 1) tile activates the brown creating/eating block sprite when stood on. Note that a few tiles are handled before this and can not trigger this effect.
$00EEB2 1 byte Objects Change from 1E to 04 to make it possible to trigger already triggered switches, as opposed to them randomly becoming solid for no obvious reason.
$00EEF8 3 bytes ASM Change to [EA A9 00] to enable sliding while holding an item.
$00F05C 36 bytes Misc. Table for several Map16 blocks that handles which bounce block sprite is shown when the block is hit. Please see this thread and this thread for additional information.
$00F080 36 bytes Misc. Table for several Map16 blocks that handles which powerup is spawned out of the block when it's hit.
$00F0A4 36 bytes Misc. Table for several Map16 blocks that handles from which sides the block is activated, in ----btrl format. - = unknown, b = bottom, t = top, r = right, l = left.
$00F0C8 36 bytes Misc. Table for several Map16 blocks that handles which block is spawned when another block has been hit. For example: ? block -> brown block.
$00F124 2 bytes ASM Change from D0 39 to EA EA to make Munchers (and other hurt blocks such as castle spikes) hurt Mario while riding Yoshi.
$00F176 131 bytes Objects Green Star Block code.
$00:F1E9 - FG/BG Tileset in which coin question blocks' behavior are changed for the 3-block 1up bonus game.
$00:F1EA - Change from F0 0D to EA EA to disable the 3-block 1up bonus game, allowing you to use coin question blocks in levels with the switch palace tileset (4), and freeing up the 5 bytes at RAM address $13F4 for custom use.
$00F21D 1 byte Sprite Misc. Sprite to generate out of the bonus block (the rows of ?-blocks) if all three of them were guessed right. Default: #$05 (1-Up). Other possible values include, but are not excluded to: #$00 = None; #$01 = Mushroom; #$02 = Fire Flower; #$03 = Star; #$04 = Feather.
$00F237 1 byte Sound effect Incorrect! Sound effect for the bonus 3 block minigame.
$00F253 1 byte Misc. What the remaining blocks become when hitting the incorrect block in a bonus area
$00F2BB 3 bytes ASM Change [99 3C 1F] to [EA EA EA] to make the 1up checkpoint work again when reentering a level
$00F2CD 33 bytes Objects The code for the midway point tile (Map16 tile 38, not the extended object).
$00F2CE - What object you get after breaking midway point tape (default 02 - none).
$00F2E2 - Change to 0x80 to disable midway powerups (or EA EA to make them always make you big, even if you have a better powerup).
$00F2E5 - What powerup midway points give you.
$00F2E9 - What sound effect midway points play.
$00F316 1 byte Misc. Change '0F' to the following, and the 3UP moon will add this to your life or score counter:

00 = Nothing at all
01 - 0C = Scores 10-8000.
0D = 1UP.
0E = 2UP.
0F = 3UP.
10 = 5UP (glitched).
11-FF = Best not to use.
$00F325 3 bytes ASM Replace '99 EE 1F' with 'EA EA EA' to make moons reappear when you re-enter a level after collecting them.
$00F332 69 bytes ASM The code that handles a Yoshi coin being collected.

$00F333 is the Map16 tile number of the top half of the coin.
$00F33C is the offset of the score sprite when the top half is collected, relative to the bottom half.
Changing $00F343 [EE 22 14] to [EA EA EA] will disable the Yoshi Coin counter in the status bar. Note that this will also stop them from respawining when you've got five of them.
$00F34A is the number of Yoshi coins that need to be collected to trigger the "collected all" flag.
Changing $00F354 [99 2F 1F] to [EA EA EA] will make the Yoshi coins reappear even after collecting all 5 (or more) of them.
$00F359 is the Yoshi coin sound.
$00F35E is how many regular coins a Dragon Coin gives you.
$00F364 is the value stored to $9C when the coin is collected.
$00F377 59 bytes Subroutine (JSL) The subroutine that handles the score when you get a Yoshi coin.
Changing $00F37A [EE 20 14] to [EA EA EA] will stop the Yoshi Coin counter from increasing and giving you points and giving you a life after you collected enough for one.
$00F3B2 18 bytes Subroutine (JSR) This subroutine gets an index to the "one bit per level" tables ($1F2F, $1F3C, $1FEE) depending on the overworld level number ($13BF). When it returns, Y holds the byte index to $1F2F and A holds the bit to check/set.
$00F3E5 4 bytes Controller Which button you have to be pushing in order to enter the 4 kinds of pipes. In order: End on right, end on left, end on bottom, end on top.
$00F3ED 1 byte Misc. [37] Offset of entering vertical pipes. Setting it to any other number than 36-38 will make the player incapable of entering.
$00F43A 1 byte Sound effect Going Down Pipe Sound
$00F44D 24 bytes Mario physics Routine that sets up Mario's object collision points for RAM addresses $98-$9B, inclusive.
$00F598 2 bytes Mario physics Highest Y position that the player is able to be at, 16 bit. Note that this is a negative value.
$00F5AD 2 bytes Misc. Change to 80 03 (BRA $03) to make it so falling into a pit results in death even in Yoshi wings levels, or to 80 00 (BRA $00) to make it so falling into a pit will always activate the normal exit.
$00F5B7 79 bytes Subroutine (JSL) Hurt Subroutine (JSL to it to hurt Mario).
$00:F5B9 : Change to F0 to make mario invincible. (Will not make him invincible to crushing objects, lava or pitfalls).
$00:F5C1-$00:F5C3: Change from 0D 93 14 to EA EA EA to make Mario die normally when touching an enemy/muncher even after getting the goal tape/sphere.
$00:F5D7: Change this to 80 to have Mario die when touched, regardless of powerup status.
$00:F5E3: This SFX plays when you get hit when flying.
$00:F5ED: Invincibility timer when hit while flying.
$00:F5F4: Mario shrinking SFX.
$00:F5F8-$00:F5FB: Set to EA EA EA EA to disable item box auto-falling when you get hurt.
$00:F5FC-$00:F5FF: Change the "A9 01 85 71" to "EA EA EA EA" to disable mario's shrinking animation when hit.
$00F606 35 bytes Subroutine (JSL) Death Subroutine (JSL to it to kill Mario).
$00F607 controls the speed at which the player jumps up ($7E007D format).
$00F60B controls which music is played when Mario dies.
$00F619 can be changed from 0D 14 to 12 14 to make the screen not scroll when the player loses a life.
$00F61C controls the amount of time Mario stays on screen before dying.

*note that if Mario Falls into a hole, the rom will JSL to $00F60A to skip the death animation
$00F69F 4 bytes Misc. Where Mario has to be vertically on-screen for the game to consider the screen "caught up" with him in a particular direction, thereby stopping it from scrolling. The first two bytes are for scrolling upwards, while the second two are scrolling down.
$00F6A7 6 bytes Misc. How fast the camera "catches up" to Mario when scrolling vertically. The first two bytes are when scrolling upwards, while the second two are scrolling down.

The third entry is a bit strange, and for the most part unused. If the level is set to "no vertical scroll unless flying/climbing/etc.", then it gets used as the upwards scroll speed of the screen when it's below the point where the screen "locks" vertical scrolling. Since this is normally at the bottom of a level where the screen can't scroll any further down, it can only really get used in vertical levels.
$00F6AD 6 bytes Misc. Vertical limits for scrolling the screen.

The first two bytes are the highest distance the screen can scroll upwards; essentially, it's the top of the level.
The second two are the highest distance the screen can scroll upwards... when the screen is stationary or moving downwards. Recommended to keep it identical to the first two bytes.
The third entry is where the screen's vertical scrolling locks in a level with the "no vertical scroll unless flying/climbing/etc." option. The screen can actually still scroll vertically if it goes below this point, but it can't scroll up past it unless one of the special conditions is met.
$00F6B3 4 bytes Misc. The maximum distances the screen will scroll normally (without L/R held), in 16-bit. The first two are scrolling left, the second two are scrolling right.

Setting these values higher than the ones in $00F6CD may cause the screen to act strangely.
$00F6C1 4 bytes Misc. How quickly the screen moves when scrolling with L/R. The first two bytes are scrolling right, while the second two are scrolling left.

It's worth noting that these are also used to check whether Mario is facing the direction the screen is scrolling, for deciding whether to have it "catch up" to him while he's walking around. It only matters whether the two values are negative or positive, though, so as long as you aren't changing the scroll direction, there shouldn't be any issues. If you want to fix that, you can do so by changing $00F8CB from 0xBF to 0xC5.
$00F6C7 4 bytes Misc. How quickly the screen scrolls horizontally when "catching up" to Mario while he's walking around normally. The first two bytes are right, while the second are left.
$00F6CD 4 bytes Misc. The maximum distances the screen can be scrolled with L and R, in 16-bit. The first is scrolling right, the second is scrolling left.

Setting these values lower than the ones in $00F6B3 may cause the screen to act strangely when screen scrolling.
$00F6E5 2 bytes Misc. Distance Mario must be offset to the left of the screen's "hotspot" defined by $7E142A for the screen to scroll leftwards.
$00F6EC 2 bytes Misc. Distance Mario must be offset to the right of the offset at $00F6E5 for the screen to scroll rightwards. Essentially, this defines the width of the area where the screen will never scroll horizontally.
$00F70E 2 bytes Coordinate Lowest Y position the screen is allowed to scroll down to in horizontal levels. Change from C0 00 to CF 00 (do the same on $00F6B1 so the "no vertical scroll unless flying/climbing/etc." work consistently) to allow the bottom row of 16x16 blocks to be shown.
$00F727 1 byte Misc. Change #$00 to #$02 (value to be stored in $7E:0055 and $7E:0056) and you'll get a SMB1-like effect regarding screen-scrolling: it's impossible to go to the left, even with L/R-scrolling.
$00F806 2 bytes Coordinate How high Mario must be in order to make the screen scroll vertically, when the scrolling mode is 'Vertical scroll at will', when Mario lands on a platform. 16-bit value, little endian.
The lower the value, the higher Mario must be in order to make the screen scroll vertically.
$00F878 1 byte Misc. Change from D0 to 80 to activate free vertical scrolling. This will bypass the routine that checks whether Mario is standing on solid ground or not (RAM address $72) and sets the scrolling flag accordingly. The camera follows Mario instead of waiting for him to land on something.
$00F99C 2 bytes Coordinate What 16-bit Y position on screen ($7E:0080) the player should have at the very minimum, before being killed in the Iggy/Larry battle room. Used to simulate lava tiles.
$00F9F5 27 bytes Empty Unused data.
$00FA10 9 bytes Subroutine (JSL) Unreachable, but can be JSL'ed to clear out the sprite status table.
$00FA46 1 byte Misc. Time to shake ground when you hit the big switch in the switch palace. Default is 20.
$00FA4D 1 byte Sprite number Sprite that's spawned when hitting a switch palace. Note that it always uses slot 02.
$00FA80 95 bytes Subroutine (JSL) This will trigger the goal tape. Changing 0x07CBF from [06] to [0x] will change what state sprites to turn when triggered.
$00FADF 28 bytes Misc. Table of the various sprites Mario receives for carrying different items past the goal tape.

The table itself is divided into four 7-byte sections: P-switches and springboards will use the second section, keys will use the third, baby Yoshi will use the fourth, and anything else will use the first.
Each section is then indexed by Mario's current state, in the order: small, big, cape, fire, with star power, on Yoshi, and unused. The star power index is essentially unused, however, because the counter always gets cleared before the table gets loaded from.

If the value returned is E0-EF, Mario will receive the sprite written at $00FB50 (1-up by default). If it's F0-FF, he'll receive the sprite at $00FB54 (...also a 1-up by default). In both cases, it'll also store the lower four bits to $1594, but that ends up being 0 in every obtainable case anyway, so it's likely a remnant of some beta feature.

Additionally, $00FB40 is the sprite to spawn if Mario already has the sprite in his item box (again, 1-up by default).

Lastly, you can re-enable factoring star power into the table by changing $01C0FE to EA EA EA.
$00FB40 1 byte Sprite number Sprite that the Blue/Silver P-switch, Portable Spring Board, Throw Block Sprite and carryable stunned enemies will turn into when they reach the goal point.
$00FB50 1 byte Sprite number Sprite that the Key will turn into when it reaches the goal point.
$00FB53 5 bytes ASM Change to EA EA EA EA EA to prevent the 1UPs being spawned at the goal point. $00:FB54 controls the sprite number that Baby Yoshi (Green, Red, Yellow, Blue) will turn into when it reaches the goal point.
$00FB6F 1 byte Sprite Misc. The Y speed of the sprite when you carry an item over the goal.
$00FB74 1 byte Sprite Misc. The X speed of the sprite when you carry an item over the goal.
$00FB7E 1 byte Sound effect Sound for items given at goal point
$00FC17 1 byte Misc. [02] Difference between point values of successive sprite coins spawned at the goal tape. The default is 02, so the point sequence will go 100, 400, 1000, 4000, etc.; you can change it to 01 to make the point values go 100, 200, 400, 800, etc. or to 00 to make it always stay at 100 no matter how many sprites get turned into coins.
$00FC7A 114 bytes Subroutine (JSL) Used in SMW to initialize Yoshi when entering a level, or sublevel. JSLing to this will cause a Yoshi to spawn and Mario will be riding him, however the Yoshi will not transfer to sublevel or to the overworld. You must set $13C7 if you plan to manually JSL to this routine.
Changing $00FCCE to 0x80 will keep Yoshi from turning blue after grabbing a pair of Yoshi wings.
$00FCF6 1 byte Coordinate X lo position of Iggy and Larry at the start of the boss battle.
$00FCFA 1 byte Coordinate X hi position of Iggy and Larry at the start of the boss battle.
$00FCFF 1 byte Coordinate Y lo position of Iggy and Larry at the start of the boss battle.
$00FD03 1 byte Coordinate Y hi position of Iggy and Larry at the start of the boss battle.
$00FD27 1 byte Sprite number Object that Mario "breathes" while underwater (small bubble)
$00FD5A 67 bytes Subroutine (JSR) SMW's glitter trail subroutine, called when you collect a coin or Yoshi coin.
$00FE17 1 byte Sprite number Object that Mario leaves when he jumps into water (small bubble)
$00FE4A 73 bytes Subroutine (JSR) Routine to show little puff of smoke when the player turns around.
$00FE94 1 byte Mario physics Initial fireball X speed facing left
$00FE95 1 byte Mario physics Initial fireball X speed facing right
$00FE96 1 byte Coordinate X-position of Mario's fireball (left)
$00FE97 1 byte Coordinate X-position of Mario's fireball (right)
$00FE98 1 byte Coordinate X-position of Mario's fireball when on Yoshi (left). Only relevant if you enable the debug code at $00D087
$00FE99 1 byte Coordinate X-position of Mario's fireball when on Yoshi (right). Only relevant if you enable the debug code at $00D087
$00FEA2 1 byte Coordinate Y-Position for Mario's Fireballs (Left)
$00FEA3 1 byte Coordinate Y-Position for Mario's Fireballs (Right)
$00FEA4 1 byte Coordinate Y-position of Mario's fireball when on Yoshi (left). Only relevant if you enable the debug code at $00D087
$00FEA5 1 byte Coordinate Y-position of Mario's fireball when on Yoshi (right). Only relevant if you enable the debug code at $00D087
$00FEB6 1 byte Sound effect Fireball sound effect
$00FEC0 1 byte Sprite number Object Fire Mario shoots (must change $00FEA9 to 07 for some values to work)
$00FEC5 1 byte Mario physics Initial fireball Y speed
$00FF93 45 bytes Empty Empty (all FF) in a clean ROM.
Used by many patches (like fastrom), and the last byte becomes 42 when you lock the ROM.
$00FFC0 21 bytes Misc. Internal rom name.
$00FFD5 1 byte Misc. xxAAxxxB. If both A bits are set, FastROM. B is HiROM. x = unknown?
$00FFD7 1 byte Misc. Size of ROM byte. Amount of kilobytes = 2^decimal value of $00FFD7.
$00FFD8 1 byte Misc. SRAM size. Amount of kilobytes = 2^decimal value of $00FFD8. Default value is 01, which is 2kb. The limit is 07 which is 128kb.
$00FFD9 1 byte ASM Region Changer: Can change NTSC to PAL.
$018008 6 bytes Sprite subroutine (JSL) Subroutine that checks if a sprite is touching a wall. If bit is set, it's touching a wall.
$01800E 6 bytes Sprite subroutine (JSL) Subroutine that is accessed by sprites to check if a sprite is touching the ground. If bit set, it's touching the ground.
$01801A 8 bytes Sprite subroutine (JSL) The subroutine that updates a sprite's Y position without gravity.
$018022 8 bytes Sprite subroutine (JSL) The subroutine that updates a sprite's X position without gravity.
$01802A 8 bytes Sprite subroutine (JSL) Subroutine that updates a sprite's X/Y position, including gravity and interaction.
$018032 8 bytes Sprite subroutine (JSL) Sprite<->sprite interaction subroutine
$01803A 8 bytes Sprite subroutine (JSL) A subroutine that makes sprites interact with each other and with the player, essentially combining $018032 and $01A7DC.
$018042 8 bytes Sprite subroutine (JSL) SMW's generic sprite GFX subroutine. Not terribly useful for custom sprites.
$018137 26 bytes Pointer Sprite status subroutine pointers. These are called based on the value of $14C8,x; valid values are 00-0C.
$018151 6 bytes Sprite Misc. This is sprite status #$00, which is is called when a sprite is either dead or nonexistent. It also sets $161A,x to #$FF to prevent that sprite from being reloaded.
$018172 11 bytes Subroutine (JSR) This is sprite status #$01, which will call the current sprite's init routine.
$01817D 402 bytes Pointer Pointers to sprite initialization routines. These are called based on the sprite number ($9E,x). Valid values are 00-C8; sprites C9 and above are considered different types of sprites and handled by other routines.
$018223 2 bytes Pointer Change from C2 85 to 35 84 to allow throw blocks to be placed directly in Lunar Magic, with infinite timer until they disappear.
$018327 1 byte Timer [3F] How many frames until a Timed Lift (sprite BA) will fall if it starts at an odd X position. Default value is $3F, or about 1 second.
$01832F 1 byte Timer [FF] How many frames until a Timed Lift (sprite BA) will fall if it starts at an even X position. Default value is $FF, or about 4 seconds.
$018335 4 bytes Palette Colours of Yoshi Eggs (Red, Blue, Yellow, Blue)
$018340 1 byte Misc. How many types of Yoshi Eggs to allow, minus one
$018357 1 byte Misc. Initial Y speed of diagonally moving sprites, i.e. stream of boo buddies and reflecting fireball (F0).
$01836A 1 byte ASM Change to EA to make both wooden spikes move up or down depending on X&1 instead of sprite AC always moving down first.
$018391 1 byte Sound effect SFX played by the Banzai Bill
$0183A0 4 bytes Sprite number Sprites inside exploding turn block (Fish, Goomba, Shelless Green Koopa, Green Koopa)
$0183DB 1 byte Timer Length of time before sprite #19's message box appears (don't set lower than 04)
$018455 1 byte Misc. How many types of P-Switches to allow, minus one
$018466 2 bytes Palette Colours of P-Switches (Blue, Silver)
$0184A5 1 byte Sprite number Sprite spawned by killing Lakitu with cape or fireball (Lakitu Cloud)
$0184C6 4 bytes ASM Change to EA EA EA EA to make lakitu cloud never get spawned
$01854C 1 byte Misc. How many segments Pokey has when Mario is riding Yoshi. The amount of segments depends on these bits:
---x xxxx. If any of the x bits are set, a segment will be added. If none is set, the sprite won't appear. If any of the - bits is set, the sprite won't appear.
$018553 1 byte Misc. How many segments Pokey has when Mario isn't riding Yoshi. The amount of segments depends on these bits:
---x xxxx. If any of the x bits are set, a segment will be added. If none is set, the sprite won't appear. If any of the - bits is set, the sprite won't appear.
$01857A 8 bytes Sprite subroutine (JSR) Face Mario subroutine, usually used by sprites to initially face Mario's direction.
$0185CC 402 bytes Pointer Pointers to sprite main routines. These are called based on the sprite number ($9E,x). Valid values are 00-C8; sprites C9 and above are considered different types of sprites and handled by other routines.
$018763 38 bytes Sprite subroutine (JSR) Goal point sphere/boss killed code.
$018778 - If you change this to "20 23 CD" and change $01CD23 to "9E C8 14 CE C6 13 60", it will prevent the player from walking after touching a goal sphere in a horizontal level.
$018784 - Controls which music is played when it's collected.
$018898 82 bytes Sprite subroutine (JSR) The yellow koopa's "Jump over shells" routine.
$0188EC 4 bytes Sprite Misc. Standard X speeds for sprites 00-13. The first two bytes are used when the "move faster" bit at $0188F0 is clear for the sprite, while the second two are used when it's set.
$0188F0 20 bytes Sprite Misc. Various properties for sprites 00-13. Format: ak--jfls.
a = animate twice as fast in air
k = use 32x16 tilemap (also draws wings on sprites 08+)
-- = unknown/unused
j = jump over thrown shells
f = follow Mario
l = stay on ledges
s = move faster (use $0188EE for X speeds instead of $0188EC)
$0189ED 1 byte Sprite tilemap related Tilemap of blue shell less koopa sliding out of shell
$018AED 1 byte Sprite Misc. Change from D0 to 80 to make bob-ombs not stun themselves then explode on their own, like SMB3 and other games.
$018AF5 1 byte Timer How quickly Bob-omb explodes
$018BCD 1 byte Misc. What animation frame most regular sprites use when turning around
$018C0D 1 byte Sprite number Sprite number to start adding wings to 2-tile high sprites
$018C31 1 byte Sprite number Sprite that Spiny Egg turns into after touching the ground
$018CD7 1 byte Misc. Time it takes for a Red Vertical Parakoopa to turn around after reaching it's maximum/mimimum Y speed. (08)
$018DA2 1 byte Sprite physics Winged Goomba jump height (between 80-FF).
$018DC7 16 bytes Sprite tilemap related Goomba Wing alignment, X position. First 8 bytes are for the alignment when the goomba's hopping left, the other 8 when he's hopping into the right direction.
$018DDF 2 bytes Sprite tilemap related Palette/GFX page/Priority/Flip of Goomba Wing Tiles
$018DE1 4 bytes Sprite tilemap related Sprite tilemap: Goomba Wings
$018DE5 4 bytes Sprite tilemap related Size of Goomba Wing tiles
$018E6E 4 bytes Misc. Speed of piranha plant (in pipe, going up, staying up, going down).
$018E93 1 byte Sprite Misc. YXPPCCCT properties of the stem of sprite 2A, the upside-down piranha plant. Change to $0A to make it use the first graphics page.
$018ECE 1 byte Misc. Replace D0 with 80 to make the classic and upsidedown piranha plants keep coming out of the pipe even if Mario is near or on top of the sprite.
$018F8D 1 byte Sprite number Object Hopping Flame leaves behind
$018FC7 8 bytes Sprite tilemap related Bullet Bill properties, YXPPCCCT.
- First byte: Right flying bullet bill
- Second byte: Left flying bullet bill
- Third byte: Vertically upwards flying bullet bill
- Fourth byte: Vertically downwards flying bullet bill
- Fifth byte: Diagonally flying bullet bill, lower left
- Sixth byte: Diagonally flying bullet bill, upper left
- Seventh byte: Diagonally flying bullet bill, upper right
- Eigth byte: Diagonally flying bullet bill, lower right
$018FCF 8 bytes Sprite tilemap related Which GFX frame to use (00 = regular bill, 01 = vertical bill, 02 = diagonal bill) for the Bullet Bills. Same order as x91C7.
$018FD7 8 bytes Sprite physics X speed of Bullet Bills. Same order as $018FC7.
$018FDF 8 bytes Sprite physics Y speed of Bullet Bills. Same order as $018FC7.
$0190BA 61 bytes Sprite physics X positions of the sprite/object clippings.
Each clipping value uses four pairs of bytes (one from here, one from $01:90F7); they point to which pixels the sprite uses to interact with the two layers, relative to $D8/$E4/etc.
$0190F7 61 bytes Sprite physics Y positions of the sprite/object clippings.
Each clipping value uses four pairs of bytes (one from $01:8EBA, one from here); they point to which pixels the sprite uses to interact with the two layers, relative to $D8/$E4/etc.
$019138 8 bytes Subroutine (JSL) JSL for sprites interacting with objects. Actually calls routine at $019140.
$019211 115 bytes Subroutine (JSR) Sprite buoyancy routine. Called by the object interaction routine.
$0193EF 22 bytes Sprite subroutine (JSR) The code that makes sprites move if placed on conveyor belts.
$01961C 8 bytes Sprite number Sprites spawned by stomping Koopa Troopas (shelless Koopas)
$019632 1 byte Sound effect Bob-omb's explosion SFX
$01963C 1 byte Timer Length of Bob-omb's explosion
$019688 1 byte Misc. Which shell colour makes a shelless Koopa become invincible (00=Green; 01=Red; 02=Blue; 03=Yellow)
$0196C6 1 byte ASM Change from 1A to 04 to prevent shelless Koopas from hopping out of stunned shells (Use with $01AA15)
$019768 1 byte Sprite number [07] Which of the four Koopas generates a coin when stomped. Valid values are 04 (green), 05 (red), 06 (blue), and 07 (yellow). All others will make the coin never appear.
Alternatively, you can change the next two bytes ([D0 0A]) to [EA EA] to make all (shelled) Koopas spawn coins.
$01977C 1 byte Sprite number Sprite that's spawned when a Yellow Koopa is stomped (Coin)
$019807 1 byte Misc. Default animation frame to use for the shell
$01980E 1 byte Misc. Animation frame to use for the shell when Mario is turning around while holding it
$01983F 1 byte Timer Timing that enemies in a stunned state begin to shake
$019851 1 byte Sprite tilemap related Change to #$80 to prevent koopas eyes blinking while inside the shell.
$019881 1 byte Sprite tilemap related Koopa eye tiles when in shell (open)
$019889 1 byte Sprite tilemap related Koopa eye tiles when in shell (closed)
$019913 8 bytes ASM Start of sprite being kicked routine.
$019972 1 byte Sprite physics Y speed of kicked Koopa shells and throw blocks when they hit the ground.
Change from 10 to 0C to make shells always glide over one-tile-wide holes, or 14 to make them always fall in.
$01999F 1 byte Sound effect Hitting block with shell sound
$019A22 4 bytes Misc. Animation frame assignments for the shell
$019A26 4 bytes Misc. Flip of each animation frame
$019A34 1 byte Misc. How many animation frames the spinning shell has, -1
$019A93 1 byte Sprite physics Change to 02 to fix a small glitch where sprites can slide through solid blocks while sinking in lava if they're moving to the left.
$019B0B 1 byte Sprite tilemap related Tile used by squished Dino Torch
$019B83 6 bytes Sprite tilemap related Standard Sprite Tile Table: Koopa tilemap
$019B89 3 bytes Sprite tilemap related Standard Sprite Tile Table: Koopa shell tilemap
$019B8C 7 bytes Sprite tilemap related Standard Sprite Tile Table: Shelless koopa tilemap (Fourth byte unused?)
$019B93 7 bytes Sprite tilemap related Standard Sprite Tile Table: Blue shelless koopa tilemap (Fourth byte unused?)
$019B9A 14 bytes Sprite tilemap related Standard Sprite Tile Table: Para-goomba tilemap
$019BA8 4 bytes Sprite tilemap related Standard Sprite Tile Table: Goomba tilemap
$019BAC 14 bytes Sprite tilemap related Standard Sprite Tile Table: Para-bomb tilemap
$019BBA 3 bytes Sprite tilemap related Standard Sprite Tile Table: Bob-omb tilemap
$019BBD 12 bytes Sprite tilemap related Standard Sprite Tile Table: Piranha plant tilemap
$019BC9 1 byte Sprite tilemap related Standard Sprite Tile Table: Football tilemap
$019BCA 4 bytes Sprite tilemap related Standard Sprite Tile Table: Bullet Bill tilemap (Horizontal, Vertical, Diagonal, Diagonal)
$019BCE 3 bytes Sprite tilemap related Standard Sprite Tile Table: Spiny tilemap
$019BD1 8 bytes Sprite tilemap related Standard Sprite Tile Table: Spiny egg tilemap
$019BDD 3 bytes Sprite tilemap related Standard Sprite Tile Table: Buzzy Beetle
$019BE3 3 bytes Sprite tilemap related Standard Sprite Tile Table: Buzzy Beetle Shell.
$019BE6 6 bytes Sprite tilemap related Spike Top tilemap
$019BEC 2 bytes Sprite tilemap related Hopping Flame tilemap
$019BEE 6 bytes Sprite tilemap related Lakitu tilemap (3 frames, 2 bytes each)
$019BF6 12 bytes Sprite tilemap related Magikoopa Tilemap
$019C02 1 byte Sprite tilemap related Throw block sprite tilemap and turn block sprite with hidden enemies inside. (Both use the same byte)
$019C03 10 bytes Sprite tilemap related Climbing Koopa Tilemap
$019C0D 4 bytes Sprite tilemap related Fish (Cheep Cheep) Tilemap (2 frames swimming, 2 frames flopping)
$019C13 4 bytes Sprite tilemap related Thwimp Tilemap
$019C1D 12 bytes Sprite tilemap related Portable Springboard Tilemap
$019C2D 4 bytes Sprite tilemap related Bony Beetle tilemap
$019C35 16 bytes Sprite tilemap related Vertical Fireball (Podoboo) tilemap.
$019C5A 2 bytes Sprite tilemap related Eerie tilemap
$019C5C 9 bytes Sprite tilemap related Boo Ghost Tilemap
$019C65 4 bytes Sprite tilemap related Rip Van Fish Tilemap
$019C69 2 bytes Sprite tilemap related Vertical Dolphin Tilemap
$019C6B 2 bytes Sprite tilemap related Diggin' Chuck's Rock Tilemap
$019C6D 3 bytes Sprite tilemap related Monty Mole Tilemap
$019C70 1 byte Sprite tilemap related Ledge-dwelling Mole's Dirt Tilemap (data shared with Goal Point Sphere's Tilemap)
$019C71 8 bytes Sprite tilemap related Ground-dwelling Monty Mole's Dirt (2 Air tiles, 2 Dirt Tiles, 2 Air tiles, 2 Dirt Tiles)
$019C79 4 bytes Sprite tilemap related Sumo Bros' Lightning Tilemap
$019C7D 2 bytes Sprite tilemap related Ninji Tilemap
$019C7F 84 bytes Sprite tilemap related Table containing a sprite's location in the Standard Sprite Tile Table.
$019CD3 4 bytes Sprite tilemap related X displacement for tiles in the first shared GFX routine ($019CF3).
$019CF3 108 bytes Sprite subroutine (JSR) The first of the shared graphics subroutines. This one creates 4 8x8 tiles in a 16x16 block.
$019D5F 177 bytes Sprite subroutine (JSL) The second of the shared graphics subroutines. This one creates 2 16x16 tiles in a 16x32 block, with the second one tile below the base position. It can also be called with a JSR to $019D67.
$019DB6 1 byte Sprite tilemap related Palette/GFX page of standard sprites (shared)
$019E1C 4 bytes Sprite tilemap related Sprite tilemap: Paratroopa Wings
$019E20 4 bytes Sprite tilemap related Palette/GFX page/Priority/Flip of Paratroopa Wing tiles
$019E24 4 bytes Sprite tilemap related Size of Paratroopa Wing tiles
$019F0D 78 bytes Sprite subroutine (JSR) The third of the shared graphics subroutines. This one creates a single 16x16 tile.
$019F3C 1 byte Sprite tilemap related Palette/GFX page of standard sprites (shared)
$019F5B 6 bytes Coordinate x-pos table of sprite being carried:
walking, turn from left to right, turn from right to left (two bytes each, indexed by Mario's direction)
$019F6B 4 bytes Sprite physics X-speed of the touched/kicked shell.
Value 1: left-speed, when touched (not kicking)
Value 2: right-speed, when touched
Value 3: left-speed, when kicked
Value 4: right-speed, when kicked.
This will also affect the shell of buzzy beetle! Setting the speed to 00 or FF will make the shells not spinning, giving unlimited score.
Original Values:
D2 2E CC 34
$019F9B 46 bytes Subroutine (JSR) First half of the routine that handles sprites being carried, though it's actually only the part that handles the P-balloon.
Any other sprite will branch to $019FE0
$019FA7 change to EA EA EA EA EA to the P-Balloon last forever.
$019FB0 is the time at which the deflatting animation starts. (default 30)
$019FC2 change 90 to 80 to make Mario keep the balloon effect even after taking hits or power-ups. (causes weird behaviour when dying)
$019FA7 5 bytes ASM Change to [EA EA EA EA EA] to give the P-Balloon an infinite timer
$01A0A7 1 byte Timer Time to disable Bob-omb's interaction with Mario after being kicked
$01A0AC 1 byte Timer Time to show Mario's "kicking" pose when a Bob-omb is kicked
$01A119 1 byte Coordinate carried sprite Y-pos while picking up
$01A1E1 4 bytes ASM Changing [1A 1A 29 0F] to [EA EA EA EA] will disable the throw block sprites flashing.
$01A1F0 1 byte Sprite tilemap related Tile used by stunned Bob-omb
$01A1FA 1 byte Sprite tilemap related Key tilemap
$01A221 1 byte Sprite tilemap related POW (P-Switch) Tilemap
$01A291 1 byte Sound effect Sound baby Yoshi makes when eating
$01A2AD 2 bytes ASM Change to [80 06] to make Baby Yoshi instantly get big from everything, or change it to [80 45] to make Baby Yoshi treat powerups as any other sprite and require five of them to become big.
$01A2BC 1 byte Sprite number Sprite that Baby Yoshi turns into
$01A2C6 1 byte Sound effect Yoshi's egg explodes sound
$01A2FB 1 byte Misc. Number of enemies Baby Yoshi must eat to grow
$01A61E 7 bytes Sound effect Sound effects to use for consecutive bounces on enemies. Begins with [13] (1st bounce) and ends with [19] (7th bounce).
$01A65B 1 byte Sound effect Koopa hit by shell sound
$01A716 1 byte ASM Set to 60 to stop Blue Koopas from kicking shells
$01A729 1 byte Sound effect Kicking shell sound
$01A78D 1 byte ASM Set to 80 to stop Blue Koopas from stopping shells
$01A7D1 1 byte Sprite number Enemy spawned from stomping horizontal green winged koopas
$01A7D2 1 byte Sprite number Enemy spawned from stomping bouncing green winged koopas
$01A7D3 1 byte Sprite number Enemy spawned from stomping vertical red winged koopas
$01A7D4 1 byte Sprite number Enemy spawned from stomping horizontal red winged koopas
$01A7D5 1 byte Sprite number Enemy spawned from stomping yellow winged koopas
$01A7D9 1 byte Sprite number Enemy spawned from stomping winged goombas
$01A7DA 1 byte Sprite number Sprite spawned from Para-Goomba
$01A7DB 1 byte Sprite number Sprite spawned from Para-Bomb
$01A7DC 93 bytes Subroutine (JSL) Subroutine that checks for contact between Mario and the sprite slot currently in X. If carry is set, Mario is touching the sprite.
$01A83B 778 bytes Sprite subroutine (JSR) Default sprite interaction routine. The sprite interaction routine calls it if $167A,x is positive/ bit 7 is not set.
- $01A852 controls number where the star chain should stop. To be used with $01A856
- $01A856 controls, how many points/ one-ups are added if the max limit of a star chain is reached. To be used with $01A852

$01A8D0 handles the code when you jump on a spiky enemy.
Change $01A8D3 to $AD (LDA $xxxx) to disable spin jumping on spiky enemies. On contrary, change $01A8D3 to $80,$01 (BRA $01) to disable jumping with Yoshi on spiky enemies. To disable both, change $01A8D0 to $80,$04 (BRA $04).

$01A91C handles the code when you jump on a non-spiky enemy.
Change $01A91F to $AD (LDA $xxxx) to make spin jumps count as normal jumps. On contrary, change $01A91F to $80,$01 (BRA $01) to make jumps with Yoshi on enemies count as regular jumps. To make both count as regular jumps, change $01A91C to $80,$04 (BRA $04).

Change $01A930 to $00 to enable the boost gain with spin jump kill.
$01A940 is the sound effect to play when you kill an enemy with a spin jump/ jump with Yoshi.

$01AA42 is the routine for carryable sprites.
Change $01AA61 to $AD (LDA $xxxx) to enable carrying more than one sprite at time even though you already have one.
$01A8D3 1 byte Misc. Change from 0D to AD to prevent Mario from being able to jump on spikey enemies with the spin jump
$01A940 1 byte Sound effect Sound effect used when spinjumping an enemy or when Yoshi stomps on it.
$01A976 1 byte Sprite number Sprite that Super Koopa (sprite 73) becomes when stomped
$01A987 1 byte Sprite number Enemy spawned from stomping Dino-Rhino
$01A9D9 1 byte Timer Timer for displaying smashed shelless Koopas
$01AA0E 1 byte Misc. Change to 03 to prevent Bob-omb, Goomba, Mechakoopa's stun timers from being reset when kicked
$01AA15 1 byte ASM Change from 02 to FF to prevent Koopas from spawning shelless Koopas when jumped on. (Use with $0196C6)
$01AA29 1 byte Timer Stun timer for Goombas, Buzzy Beetles, Mechakoopas, Bob-ombs
$01AA2E 1 byte Misc. State of Koopa when stomped
$01AA33 15 bytes Subroutine (JSL) Boost player subroutine. Boosts the player up a bit or a lot depending on whether A/B are being pressed.
$01AA38 1 byte Sprite physics How high Mario bounces when he jumps on an enemy (normal jump & spin jump)
$01AA3E 1 byte Sprite physics How high Mario bounces when he jumps on an enemy with button A pressed (normal jump & spin jump)
$01AA5C 1 byte ASM Change from BEQ [F0] to BRA [80] and Mario will not be able to carry items by holding X or Y.
$01AAA0 1 byte Misc. State of Koopa shell when kicked
$01AB08 1 byte Music Music played when a POW is pressed
$01AB0D 1 byte Timer Time it takes for POW to disappear after jumping on it. Change to 00 to keep the POW after jumping on it.
$01AB1B 1 byte Timer How long blue and silver P-Switches last
$01AB20 1 byte Timer POW shaking screen timer.
$01AB28 4 bytes Misc. Change to EA EA EA EA to prevent on screen sprites from turning into silver coins when the silver POW is active (USE WITH $02A9A1)
$01AB55 1 byte Sound effect Change to [80] to give enemies (inc. goomba) the SMAS stomp sound.
$01AB63 1 byte Misc. Value that determines what to give the player for bouncing on 8 or more enemies consecutively. Change to [07] to give the player 8000 points instead of a 1up for the consecutive jumps.
(See ROM Map address $02ACE5 for other values)
$01AB6F 42 bytes Sprite subroutine (JSL) Display the white star effect (mostly used when spin-jumping on a spiked ennemy)
$01ACF9 55 bytes Subroutine (JSL) Random number generation subroutine. Access using JSL $01ACF9.

output:
16bit result at $148D.
$01AE88 8 bytes Sprite Misc. Sprites for the flying ? blocks to spawn, as indexes to the table starting at $0288A3. First four are used if Mario has a powerup, second four if he doesn't.
$01AEE1 1 byte Misc. What face to use for Thwomp if Mario comes close (00 - Calm, 01 - Grumpy, 02 - Raging)
$01AEEF 1 byte Misc. What face to use for Thwomp Crashing down (00 - Calm, 01 - Grumpy, 02 - Raging)
$01AF13 1 byte Timer Thwomp shaking screen timer.
$01AF18 1 byte Sound effect Thwomp Sound Effect.
$01AF1D 1 byte Timer Thwomp Stalling Timer.
$01AF39 1 byte Sprite physics Thwomp returning Y speed (between 80-90, C0, E0-FF) other values can give odd effects, so do not use any other bytes.
$01AF4A 5 bytes Sprite tilemap related Thwomp Tilemap
$01AF4F 5 bytes Sprite tilemap related YXPPCCCT - Thwomp Properties

Byte 01 - Top left
Byte 02 - Bottom left
Byte 03 - Top right
Byte 04 - Bottom Right
Byte 05 - Angry Thwomp Face
$01AF8D 1 byte Sprite tilemap related Angry Thwomp Face
$01AFEA 1 byte Sprite physics Thwimp jumping height (between 80-FF)
$01AFF3 1 byte Sprite physics Thwimp jumping Right speed.
$01AFF7 1 byte Sprite physics Thwimp jumping Left Speed.
$01AFFD 1 byte Sound effect Thwimp Sound Effect.
$01B002 1 byte Timer Thwimp stalling timer
$01B0A1 1 byte Misc. Value to add for flopping Cheep-Cheep animations
$01B0C4 1 byte Sprite physics How far cheep-cheeps will move (the greater the value, the longer the distance.)
$01B10F 1 byte Misc. Change to 00 to switch the GFX pages used by the swimming and flopping Cheep-Cheeps
$01B119 3 bytes Sprite tilemap related Replace 9D F6 15 with EA EA EA to make the fish (Cheep Cheep) tilemap use a single GFX page
$01B12A 36 bytes Sprite subroutine (JSR) This subroutine is what is used to kill stunned koopas and out of water fish. The following offsets may be of use:
$01B12B - How long to show the player kicked a sprite pose.
$01B130 - The sound effect to play (default #$03)
$01B132 - The sound effect channel (default $1DF9)
$01B13D - Y speed of the dying sprite (default #$E0)
$01B145 - Forces the player to face the killed sprite, change to NOP #2 (EA EA) to disable
$01B14E 44 bytes Sprite subroutine (JSR) Sprite based sparkle routine. Used by Magikoopa's magic and the goal sphere. The goal sphere calls $01:B152.
$01B212 4 bytes Sprite physics Table of X speeds for the floating spike ball (sprite A4). In order: Slow right, slow left, fast right, fast left.
$01B22E 5 bytes Sprite Misc. The code that checks the sprite buoyancy to determine whether sprites 5C and 5E should float on water or be suspended in the air. You can change this to 80 03 xx xx xx (xx can by any byte) to make them always stay in air or to 80 06 xx xx xx to make them always float.
$01B2C3 14 bytes Sprite tilemap related For sprites 55-58 and 5B-5E, partly determines which tilemap to use. 00 -> wooden or checkerboard platform, 01 -> flying rock or grassy platform. The table offset is the sprite number minus 55, and the fifth and sixth bytes and the last four bytes are not used.
$01B32B 1 byte Sprite tilemap related Change to 80 to let sprite 63 use the wooden platform tilemap only.
However, the size will be still different, depending on the x-pos.
$01B32E 1 byte Sprite tilemap related Left Tile of Checkerboard Platform (sprites 55, 57, 5C and 63)
$01B333 1 byte Sprite tilemap related Center Tile of Checkerboard Platform (sprites 55, 57, 5C and 63)
$01B33E 1 byte Sprite tilemap related Right Tile of Checkerboard Platform (sprites 55, 57, 5C and 63)
$01B345 1 byte Sprite tilemap related Tilemap: Left edge of line guided wooden platform (Sprite 62)
$01B34A 1 byte Sprite tilemap related Tilemap: Center of line guided wooden platform (Sprite 62)
$01B355 1 byte Sprite tilemap related Tilemap: Right edge of line guided wooden platform (Sprite 62)
$01B372 1 byte Sprite tilemap related Tilemap: Right edge of line guided wooden platform (Sprite 62)
$01B383 9 bytes Sprite tilemap related Grassy Orange Platform Tilemap (sprites 5D and 5E)
$01B38C 9 bytes Sprite tilemap related Flying Rock Platform Tilemap (Sprites 56 and 58)
$01B42F 1 byte Sprite tilemap related Edge of Flying Rock Platform (mirrored)
$01B434 1 byte Sprite tilemap related Bottom edge of Rock Platform (mirrored)
$01B43B 1 byte Sprite tilemap related Edge of Grassy Orange Platform (mirrored)
$01B440 1 byte Sprite tilemap related Bottom edge of Grassy Orange Platform (mirrored)
$01B44F 231 bytes Sprite subroutine (JSL) Invisible solid block subroutine. JSL to it in a sprite to make it solid.
$01B4C0 - Change to A0 00 to make Super/Fire/Cape Mario have a 16x16 interaction field (like Small Mario) or change to A0 01 to have a 16x32 intereaction field (like Big Mario) (in conjunction with addresses $00EB79 and $03B67C)
$01B4F3 - SFX that comes up when Mario hits the Message Block/Flying ?-Block sprite
$01B555 1 byte Sprite physics Speed of the horizontal platform that goes on forever (sprite 5E).
$01B65A 4 bytes Sprite tilemap related X displacement for each tile of the floating spike ball (sprite A4). In order: Top left, top right, bottom left, bottom right.
$01B65E 4 bytes Sprite tilemap related Y displacement for each tile of the floating spike ball (sprite A4). In order: Top left, top right, bottom left, bottom right.
$01B662 4 bytes Sprite tilemap related Tile properties for each tile of the floating spike ball (sprite A4). In order: Top left, top right, bottom left, bottom right.
$01B666 57 bytes Sprite subroutine (JSR) The GFX routine for the floating spike ball (sprite A4). $01B686 controls the first tile number used, and the second is always one 16x16 tile to the right of that.
$01B69F 2 bytes Misc. Length of Turn Block Bridge (sprites 59 and 5A)
$01B6A1 2 bytes Sprite physics X speed of Turn Block Bridge (sprites 59 and 5A)
$01B6A3 2 bytes Misc. Time of Turn Block Bridge (sprites 59 and 5A)
$01B77E 1 byte Sprite tilemap related Tile used by Turn Block Bridge (sprites 59 and 5A)
$01B790 14 bytes Sprite tilemap related Change to [09 xx 99 07 03 99 0B 03 99 0F 03 99 13 03] to change the palette used by the turn block bridge. ("xx" is the new palette value; 00 is the original.) This also prevents the last tile from being X-flipped.
$01B7B3 8 bytes Sprite subroutine (JSL) Finish OAM write caller subroutine (JSRs to the main one and ends in RTL).

Value in A: Amount of OAM slots to write minus 1 (i.e. to write 4 tiles, A must be #$03)
Value in Y: Size of the OAM tiles. #$00 = 8x8, #$02 = 16x16, any negative value (e.g. #$FF) = is manually set with $0460.

Note: This routine is only used if you finished to write with a regular sprite. Do not use it outside of regular sprites!
$01B7BB 136 bytes Sprite subroutine (JSR) Finish OAM write routine. JSL to $01B7B3 to access it from all banks other then bank $01.
$01B93C 2 bytes Sprite physics Green horizontal net Koopa's speed (right, left). Red horizontal net Koopas move twice this speed.
$01B94D 1 byte Sprite physics Green vertical net Koopa's initial speed. Red vertical net Koopas move twice this speed.
$01BA20 1 byte Sprite physics Lowest Map16 tile that a vertical net Koopa can climb on. Change from 07 to 06 to allow vertical net Koopas to climb on vine tiles.
$01BA24 1 byte Sprite physics Highest Map16 tile that a vertical net Koopa can climb on, plus one.
$01BA2B 1 byte Sprite physics Lowest Map16 tile that a horizontal net Koopa can climb on. Change from 07 to 06 to allow horizontal net Koopas to climb on vine tiles.
$01BA2F 1 byte Sprite physics Highest Map16 tile that a horizontal net Koopa can climb on, plus one.
$01BAB7 21 bytes Sprite tilemap related Gate Sprite Tilemap
$01BBD3 1 byte Sprite tilemap related Gate Sprite palette
$01BC67 8 bytes Misc. Change to EA EA EA EA EA EA EA EA and every Map16 block will change into sprites when touched by Magikoopa's Magic. (Not just turn blocks)
$01BC7D 1 byte Sprite number What Magikoopa's magic transforms turn block into (1up)
$01BC83 1 byte Sprite number What Magikoopa's magic transforms turn block into (Coin)
$01BC89 1 byte Sprite number What Magikoopa's magic transforms turn block into (Thwimp)
$01BC8F 1 byte Sprite number What Magikoopa's magic transforms turn block into (Yellow Koopa)
$01BD83 1 byte Sprite tilemap related Magikoopa's Magic Tilemap (Circle)
$01BD88 1 byte Sprite tilemap related Magikoopa's Magic Tilemap (Square)
$01BD8D 1 byte Sprite tilemap related Magikoopa's Magic Tilemap (Triangle)
$01BF05 1 byte Sprite tilemap related Tile used by Magikoopa's Wand
$01BF29 1 byte Sound effect SFX played by Magikoopa
$01BF33 1 byte Sprite number The sprite that Magikoopa throws
$01BF6A 121 bytes Sprite subroutine (JSR) The aiming routine used by Magikoopas to aim their magic at (the upper tile of) the player. Input is the total speed (X + Y); output is Y speed in $00 and X speed in $01.
$01C0BD 1 byte Misc. [95] Change to A5 to stop the goal point bar from moving.
$01C0F0 1 byte Music Goal tape end level music
$01C10A 1 byte Sound effect Goal tape breaking sound effect.
$01C11B 1 byte Timer How long the bonus star number stays on screen
$01C158 1 byte Sprite tilemap related Goal Bar Tilemap
$01C164 1 byte Sprite tilemap related Palette/priority/flip of Goal tape tiles
$01C17A 4 bytes Misc. Change 22 CA F1 07 to EA EA EA EA to disable the digits made up of star tiles at the goal tape (which resemble the amount of bonus stars gathered)
$01C19E 1 byte Sprite tilemap related Tile for Growing Vine's Piranha head(1)
$01C1A2 1 byte Sprite tilemap related Tile for Growing Vine's Piranha head(2)
$01C1AE 1 byte Misc. Y speed of Growing Vine's growth
$01C1E6 1 byte Misc. Tiles created from growing vine sprite
$01C313 4 bytes Sprite number Sprites used by the changing item (Mushroom, Flower, Feather, Star)
$01C33D 1 byte Sprite number Sprite that the Changing Item is made from
$01C345 4 bytes Sprite tilemap related Eaten berry palettes (unused, red, pink, green)
$01C34C 1 byte Misc. Change to 00 and the Fire Flower won't flip back and forth
$01C35F 1 byte Sprite tilemap related Eaten berry tile
$01C42C 3 bytes ASM Set to EA EA EA to disable moving coin and star movement
$01C510 4 bytes Misc. item to put into item box when mushroom is touched. indexed by mario's status ($19)
$01C514 4 bytes Misc. item to put into item box when flower is touched. indexed by mario's status ($19)
$01C518 4 bytes Misc. item to put into item box when star is touched. indexed by mario's status ($19)
$01C51C 4 bytes Misc. item to put into item box when cape is touched. indexed by mario's status ($19)
$01C520 4 bytes Misc. item to put into item box when 1up is touched. indexed by mario's status ($19)
$01C524 4 bytes Misc. action to take when mario touches a mushroom. indexed by mario's status ($19)

actions are:
(0-change to big, 1-don't change, 2-give star, 3-change to cape, 4-change to flower, 5-give 1up)
$01C528 4 bytes Misc. action to take when mario touches a flower. indexed by mario's status ($19)
$01C52C 4 bytes Misc. action to take when mario touches a star. indexed by mario's status ($19)
$01C530 4 bytes Misc. action to take when mario touches a cape. indexed by mario's status ($19)
$01C534 4 bytes Misc. action to take when mario touches a 1up. indexed by mario's status ($19)
$01C538 28 bytes ASM Handles what happens when the player touches a powerup. This routine will manage the item box as well. $01:C549 [0B] is the sound effect to play when touching a powerup.

Set $01:C545 to EA EA EA to disable the item box.
$01C554 12 bytes Pointer powerup routines (indexed by values from $01C524 - $01C537)
$01C566 1 byte Timer Length of Mario's growing animation. Setting it higher than 2F may cause it to use different Mario tiles.
$01C568 1 byte Mario tilemap Changing this to 99 will make Mario face the camera if he grows from a mushroom.
$01C570 1 byte Misc. How many points you get by getting a powerup.
00 = 200
01 = 400
02 = 800
03 = 1000
04 = 2000
05 = 4000
06 = 8000
07 and above = 1-up
FB = nothing
$01C57B 1 byte Sound effect Mario picking up a Mushroom or Flower Sound Effect.
$01C580 18 bytes Subroutine (JSL) Star Subroutine. JSL to it to give Mario star power. $01C581 controls how long stars last, $01C586 controls the music that is played during star power.
$01C599 1 byte Misc. What powerup feathers give you
$01C59D 1 byte Sound effect Sound Effect will make if you grabbed the feather. Change to 0C to make the sound effect like in SMB3.
$01C5F8 1 byte Misc. What powerup flowers give you
$01C609 5 bytes Sprite tilemap related Tilemap: Power-ups (Mushroom, Flower, Star, Feather, 1Up)
$01C612 1 byte Sprite tilemap related Tile used by the P-Balloon
$01C613 1 byte Sprite tilemap related Tile used by Flying Red Coin
$01C614 1 byte Sprite tilemap related Tile used by Flying Yellow 1Up Mushroom
$01C615 1 byte Sprite tilemap related Tile used by Flying Key?
$01C616 4 bytes Palette The palettes the star sprite flashes through. 00 is palette 8, 02 is palette 9, 04 palette A, etc. YXPPCCCT format.
$01C641 96 bytes Sprite subroutine (JSL) The GFX routine of the moving coin (sprite 21) and various other coin sprites, such as the directional coins.

- $01C641: 4 bytes, JSRs to the main routine and ends in RTL.
- $01C645: Start of the main GFX routine.
- $01C653: Tile used by the first frame. This is the 16x16 one.
- $01C667: Changing this to [80 07] will cause all 4 frames to use 2 tiles, and changing it to [D0 00] or [EA EA] will cause all 4 frames to use only 1 tile.
- $01C66A: Changing this to 00 will cause all 4 frames to be 8x8.
- $01C66D: Tiles used by the second, third, and fourth frames. These are all 8x8.
- $01C699: Changing this to 02 will cause all 4 frames to be 16x16.
$01C7EA 1 byte Sprite tilemap related Tilemap: Swinging Platform's Chain 1 (Sprite 5F)
$01C7EF 1 byte Palette Palette of chain link connected to platform
$01C871 1 byte Sprite tilemap related Tilemap: Swinging Platform's Chain 2 (Sprite 5F)
$01C8C7 1 byte Sprite tilemap related Tilemap: Swinging Platform's Chain 3 (Sprite 5F)
$01C8CC 1 byte Palette Palette of other chain links
$01C8D3 1 byte Sprite tilemap related Tilemap: Swinging Platform's Chain 4 (Sprite 5F)
$01C8FB 1 byte Palette Palette of wooden platform
$01C9BB 4 bytes Sprite tilemap related Tilemap: Brown Swinging Platform (Sprite 5F)
$01CACB 85 bytes ASM Sprite rotation preparation routine. First JSR to this, then to $01CB20 and finally to $01CB53.
$01CB20 51 bytes ASM Routine for preparing the game's global rotation routine. First you can JSR to either $01CACB
for sprite rotation or to $01CCC7 for Mode 7 rotation (this step seems to be optional). Next you JSR to this to prepare the rotation and finally you JSR to $01CB53.
$01CB53 330 bytes ASM The game's global rotation routine. First you can JSR to either $01CACB
for sprite rotation or to $01CCC7 for Mode 7 rotation (this step seems to be optional). Next you JSR to $01CB20 to prepare the rotation and finally you JSR to this.
$01CCC7 35 bytes ASM Mode 7 rotation preparation routine. First JSR to this, then to $01CB20 and finally to $01CB53.
$01CD1E 12 bytes Empty Unused ROM.
$01CD4F 1 byte Coordinate Y lo starting position of Morton/Ludwig/Roy at the boss battle.
$01CD7E 1 byte Coordinate X low position of Ludwig at the start of the boss battle.
$01CD82 1 byte Coordinate X high position of Ludwig at the start of the boss battle.
$01CE3E 2 bytes ASM Change [64 7B] to [EA EA] in order to prevent Mario from slowing down when Ludwig appears.
$01CEAE 2 bytes Sprite physics Ludwig's shell speed
$01CEB4 2 bytes Sprite physics Ludwig's horizontal jump distance
$01CECE 1 byte Timer Counts how long to delay before Ludwig jumps out of his shell.
$01CED8 1 byte Sprite physics Vertical height of Ludwig's jump (lower is shorter).
$01CF57 1 byte Misc. Ludwig jump right type modifier
$01CF58 1 byte Misc. Ludwig jump left type modifier
$01CFCD 1 byte Misc. Ludwig, Morton, and Roy's HP
$01CFD1 1 byte Sound effect Morton/Ludwig/Roy spiralling out sound effect.
$01D04F 1 byte Music Music played after Morton/Ludwig/Roy is defeated
$01D05A 1 byte Sound effect What sound is played by Ludwig's fireball.
$01D06F 1 byte Sprite number Sprite spawned by Ludwig von Koopa
$01D080 1 byte Misc. Height of fireball spawned by Ludwig.
$01D0B8 1 byte Misc. How long fireballs stay in Ludwig's mouth for.
$01D0BE 1 byte Sprite physics X Speed of Ludwig's Fireball (Right)
$01D0BF 1 byte Sprite physics Left speed of ludwig's fireballs (reversed)
$01D122 1 byte Sprite physics Morton and Roy's speed for first hit, left.
$01D124 1 byte Sprite physics Morton and Roy's speed for first hit, right.
$01D126 1 byte Sprite physics Morton and Roy's speed for second hit, left.
$01D128 1 byte Sprite physics Morton and Roy's speed for second hit, right.
$01D12A 1 byte Sprite physics Morton and Roy's speed for third hit, left.
$01D12C 1 byte Sprite physics Morton and Roy's speed for third hit, right.
$01D12F 1 byte Sprite physics Morton and Roy's vertical speed for first hit, up.
$01D131 1 byte Sprite physics Morton and Roy's vertical speed for first hit, down.
$01D133 1 byte Sprite physics Morton and Roy's vertical speed for second hit, up.
$01D135 1 byte Sprite physics Morton and Roy's vertical speed for second hit, down.
$01D137 1 byte Sprite physics Morton and Roy's vertical speed for third hit, up.
$01D139 1 byte Sprite physics Morton and Roy's vertical speed for third hit, down.
$01D239 2 bytes Sprite physics How fast Morton and Roy rotate when they're crawling on a wall or ceiling. By default FC and 04. The closer to 00, the slower it gets. Do not exceed above a difference of 80 (that is, don't make the first value 01-7F, and don't make the second value 81-FF). Using 00 isn't recommended either.
$01D26E 1 byte Sprite physics Falling speed of Morton and Roy
$01D28C 1 byte Timer How much the ground shakes after Morton/Roy hit the floor.
$01D295 1 byte Timer How long Mario is stunned for after Morton/Roy hits ground.
$01D29A 1 byte Sound effect Morton/Roy landing sound effect.
$01D29F 1 byte Timer How long Morton/Roy stays put after landing on floor.
$01D2D0 1 byte Misc. Timer determining how many frames to wait before being able to interact with Morton/Ludwig/Roy, after having interacted with it. (By default: 08)
$01D2FA 1 byte Misc. Y speed of Mario when he bounces off Morton/Roy (normal state) and Ludwig (always).
$01D2FE 1 byte Sound effect Which sound to generate when stomping Ludwig when he's inside his shell, and Morton/Roy/Ludwig when they're vulnerable (a second sound effect is generated too here, see $01D3AC).
By default #$02.
$01D31F 1 byte Sound effect SFX Played when Mario hits Morton/Roy while on the ceiling, while falling, and after they have just landed.
$01D330 1 byte Mario physics Mario's Y-Speed after jumping on Morton/Roy when they have just landed. Closer to 80 - highest.
$01D335 1 byte Sound effect Sound effect played when Mario hits Morton/Roy when going up the wall.
$01D343 1 byte Misc. X speed of Mario when he bounces off Morton/Roy when they're crawling on the left side of the screen.
$01D349 1 byte Misc. X speed of Mario when he bounces off Morton/Roy when they're crawling on the right half of the screen.
$01D34D 1 byte Misc. Y speed of Mario when he bounces off Morton/Roy in their unusual state (as in, crawling on walls, falling from ceiling).
$01D37A 1 byte Misc. Horizontal scaling of Morton/Roy/Ludwig (Mode 7) just after they're hit. The higher the value, the thinner they are. Extreme values, such as 00 (biggest) or FF (smallest), are not recommended as they may or may not partially affect the gameplay. Keep the value near the original, if you change it.
By default: #$18.
$01D383 1 byte Misc. Vertical scaling of Morton/Roy/Ludwig (Mode 7) just after they had been hit. The bigger the value, the shorter the Koopa Kids become.
Do not change the value to #$00 - #$1F or #$80 - #$FF as it will mess up. If changing value, keep it near the original since it might affect the Koopa Kid's height afterwards, if the value was too extreme.
By default: #$28.
$01D3A2 1 byte Timer How long Morton/Roy/Ludwig recovers after Mario has hit him.
$01D3AC 1 byte Sound effect Which sound to generate when stomping Morton/Roy/Ludwig when they're vulnerable (a second sound effect is generated too, see $01D2FE).
By default #$28.
$01D3F4 1 byte Sound effect Sound effect played when Morton, Ludwig and Roy takes damage from a fireball. Stored into $1DF9.
$01D3F8 3 bytes Misc. Change to EA EA EA to make Morton, Roy and Ludwig immune to fireballs
$01D3FF 1 byte Misc. How many fireballs it takes before Morton/Ludwig/Roy are killed.
Counts up to the stomping HP counter as well. By default: 0C.
$01D446 4 bytes Sprite tilemap related Sprite tilemap: Ludwig Fireball
$01D6D2 6 bytes Sprite Misc. The code that determines whether sprite 63 should be brown or checkered. Change to "A9 xx EA EA EA EA" to make the platform always brown or always checkered (if brown, xx = 00, if checkered, xx = 01).
$01D6D5 - change to 00 to make sprite 63 use the small wooden platform no matter which x-position. (to use with $01D6D7)
$01D6D7 - change to 00 to make sprite 63 use the small wooden platform no matter which x-position. (to use with $01D6D5)
$01D6ED 3 bytes ASM Change to EA EA EA to make all line-guided sprites move at the same speed instead of the chainsaws, Grinder, and Fuzzy going twice as fast.
$01D6F0 23 bytes Sprite Misc. Change to B5 E4 29 10 4A 4A 4A 4A 9D 7C 15 80 14 EA EA EA EA EA EA EA EA EA EA to fix certain line-guided sprites: instead of moving left on odd starting X positions and not showing up at all on even ones (actually, they are just shifted offscreen), they will instead move right on even starting X positions.
x$01D6FA - X position (low byte) of sprites 65, 66, 67 and 68. Change it to 0F to fix it's x position when it goes to the right. (USE WITH $01D701)
$01D701 - X position (high byte) of sprites 65, 66, 67 and 68. Change it to 00 to fix it's x position when it goes to the right. (USE WITH $01D6FA)
$01D77D 1 byte ASM Change from F0 to D0 to switch the speeds of the line-guided sprites. (Normally, the chainsaws, Grinder, and Fuzzy move fast, while the platforms and rope move slow.) Use with $01D7A1.
$01D7A1 1 byte ASM Change from F0 to D0 to switch the speeds of the line-guided sprites. (Normally, the chainsaws, Grinder, and Fuzzy move fast, while the platforms and rope move slow.) Use with $01D77D.
$01D9F8 1 byte Mario physics Change from 10 to 0A to fix a glitch that if the player is climbing a rope mechanism and gets pushed off by solid objects, allows the player to climb in midair.
$01DB96 4 bytes Sprite tilemap related X displacement for the Grinder tiles (the one that doesn't follow line guides).
$01DB9A 4 bytes Sprite tilemap related [00 00 10 10] Y offset for the Grinder tiles (the one that doesn't follow line guides).
$01DB9E 4 bytes Sprite tilemap related [03 43 83 C3] OAM properties for the Grinder tiles (the one that doesn't follow line guides).
$01DBBF 1 byte Sprite tilemap related Tile used by Grinder (the one that doesn't follow line guides). Note that the sixth bit (#$02) should be cleared or it won't animate; the sixth bit of the frame counter is ORA'd to it.
$01DBF5 1 byte Sprite tilemap related Line-guided Fuzzball tilemap (Sprite 68)
$01DC28 1 byte Sprite tilemap related Line-guided Grinder Tilemap
$01DC47 4 bytes Sprite tilemap related Line-guided Rope's Motor Tilemap
$01DC4C 8 bytes Sprite tilemap related Line-guided Rope's rope tilemap
$01DCAC 1 byte Sprite tilemap related Line-Guided Rope Palette
$01DDBD 1 byte Sprite number Sprite that the Bonus game is made from
$01DEE3 36 bytes Sprite tilemap related Sprite tilemap: Bonus Roulette
$01DF07 9 bytes Sprite tilemap related Palette info for the items in the bonus game sprite (0x82). The first three bytes are the palette for the Star. The next three are for the Mushroom, and the last three are for the Fire Flower. They're all expressed as even numbers where 00 = Lunar Magic palette 8, 02 = LM palette 9, and so on.
$01E111 4 bytes Sprite tilemap related Change to EA EA EA EA to prevent Podoboo from having lava trail.
$01E190 4 bytes Sprite tilemap related Sprite tilemap: Bowser Flame
$01E1D1 1 byte Sprite number Sprite that can unlock keyholes in its stunned status (Default is 80: Key)
$01E1F9 1 byte ASM [40] Change to [DE] to fix the problem where if there is more than one key on the screen, some of them won't activate the keyhole. Use with $01E20A and $01E20F.
$01E20A 1 byte ASM [2F] Change to [CD] to fix the problem where if there is more than one key on the screen, some of them won't activate the keyhole. Use with $01E1F8 and $01E20F.
$01E20F 1 byte ASM [2A] Change to [C8] to fix the problem where if there is more than one key on the screen, some of them won't activate the keyhole. Use with $01E1F8 and $01E20A.
$01E211 1 byte Timer Keyhole shrinking timer.
$01E216 1 byte Music Keyhole music
$01E251 1 byte Sprite tilemap related Top tile of keyhole
$01E256 1 byte Sprite tilemap related Bottom tile of keyhole
$01E25B 1 byte Sprite tilemap related Keyhole palette/GFX page
$01E292 1 byte Coordinate Y low position of 1UP from bonus game, to start out with.
$01E297 1 byte Coordinate Y high position of 1UP sprite from bonus game, to start out with.
$01E29C 1 byte Coordinate X low position of 1UP sprite from bonus game, to start out with.
$01E2A1 1 byte Coordinate X high position of 1UP sprite from bonus game, to start out with.
$01E2A6 1 byte Sprite physics Initial X speed of 1UP sprite from the bonus game.
$01E2AB 1 byte Sprite physics Initial Y speed of 1UP sprite from the bonus game.
$01E2B0 24 bytes Empty Unused data.
$01E2FB 1 byte Timer [68] How long time Monty Mole waits in the ground until jumping out (for the YI submap)
$01E2FD 1 byte Misc. [01] At which submap Monty Mole has more delay until jumping out.
00 is the main OW
01 is Yoshi's Island
02 is Vanilla Dome
03 is Forest of Illusion
04 is Valley of Bowser
05 is Special World
06 is Star World
$01E301 1 byte Timer [20] How long time Monty Mole waits in the ground until jumping out (for other areas than YI)
$01E33C 1 byte Misc. Tile spawned by ledge-dwelling Monty Mole
$01E36A 1 byte Sprite tilemap related Attributes of Ledge-Dwelling Monty Mole
$01E38F 4 bytes Sprite physics [$10 $F0 $18 $E8] Monty mole X speed.
The first two bytes control the speed for the hopping mole while next two control the maximum speed for the chasing one.
$01E454 1 byte Sprite tilemap related Dry Bones and Bony Beetle crumble animation, frame 1
$01E45E 1 byte Sprite tilemap related Dry Bones and Bony Beetle crumble animation, frame 2
$01E522 11 bytes ASM Code that makes sprite 32, the Dry Bones that stays on ledges, throw bones when the overworld level is 10D.

You can change $01E522 to [80 1E] to make sprite 32 never throw bones, or you can change $01E526 to [80 07] to make the sprite throw bones in all overworld levels. $01E52A is the overworld level in question; it follows the format of RAM address $13BF.
$01E5F3 1 byte Sound effect Dry Bones Crumble Sound Effect.
$01E5FF 1 byte Timer Time it takes for Dry-Bones to come back to life.
$01E691 1 byte Sprite physics [10] Change to 80 to disable spin jumping from springboards
$01E69F 1 byte Mario tilemap Mario's pose after jumping high from the portable Springboard. (0A looks the best, 0B by default.)
$01E6A3 1 byte Sprite physics How high Mario jumps when jumping from the P. Springboard. (80 highest, 00-FF lowest.
$01E6AA 1 byte Sound effect Sound effect made by the portable springboard.
$01E723 1 byte Sprite tilemap related Tile used by flattened POW Switch
$01E729 1 byte Sprite tilemap related Tile used by flattened Shelless Koopa
$01E733 1 byte Sprite tilemap related Tile to use for stomped goomba
$01E976 1 byte Sprite tilemap related Tile used by the face on Lakitu's Cloud
$01E97B 1 byte Sprite tilemap related YXPPCCCT - Lakitu Cloud Properties (Priority/Palette/Flip/GFX Page)
$01E985 4 bytes Sprite tilemap related Cloud Tilemap
$01E9DC 1 byte Sprite physics Change to 74 to disable Lakitu vertical movement
$01EA19 8 bytes Sprite subroutine (JSL) Wrapper for the subroutine at $01EA21 (changes the data bank and JSRs to it).
$01EA21 79 bytes Sprite subroutine (JSR) A subroutine for spawning a Spiny egg. This is used by both the normal and pipe-dwelling Lakitus, and it can be called via the wrapper at $01EA19.
$01EA32 is the sprite Lakitu throws.
$01EA36 is the sprite Lakitu throws when a silver P-switch is active.
$01EA69 is the palette of the sprite Lakitu throws when a silver P-Switch is active.
$01EAA8 1 byte Misc. Yoshi's standing animation
$01EAE7 1 byte Misc. Yoshi falling animation frame
$01EAED 1 byte Misc. Yoshi jumping animation frame
$01EAF6 1 byte Misc. Yoshi turning animation frame
$01EB01 1 byte Misc. Yoshi eating animation frame
$01EB09 1 byte Misc. Yoshi eating animation (while holding up)
$01EB16 4 bytes ASM Change this to [EA EA A5 73] to fix an issue with Yoshi if you disable ducking.
$01EB1D 1 byte Misc. Yoshi crouching animation frame
$01EB2D 1 byte Misc. Yoshi waiting animation frame
$01EB79 1 byte Misc. Change to 00 to make Mario walk even when riding Yoshi
$01EBBE 2 bytes Sprite physics Speed Yoshi has when mario get's hit while riding him. (Format = Left, Right)

Left Value must be a value over 80, Right Value must be a value under 7F
$01EBC2 8 bytes Misc. Growing animation sequence
$01EC04 72 bytes Sprite subroutine (JSR) The routine that makes Yoshi hatch.
$01EC2F - Change "3A" (DEC A) to "EA" (NOP) to make Yoshi's "Thank you for saving me" message appear on the main map, as opposed to the Yoshi's Island submap.
$01EC36 - Change from "D0" (BNE) to "80" (BRA) to disable the Yoshi rescue message.
$01EC3C is Yoshi's thank you message. See ram $1426 for possible values.
$01ECFE 1 byte Misc. Yoshi's hopping height in idle state
$01ED60 1 byte Sound effect Mario jumping on Yoshi sound
$01ED6D 3 bytes ASM Change to [80 01 EA] to fix the glitch where you can hop off Yoshi to increase consecutive enemies stomped.
$01ED9C 1 byte Misc. [10] Change to [80] to disable jumping of Yoshi.
$01ED9E 45 bytes Subroutine (JSR) The routine that makes player leave Yoshi (by pressing A while on him).
$01EDE4 10 bytes Coordinate Y-position of Mario on Yoshi (1 byte for each frame; 10 bytes)
$01EDEE 3 bytes Misc. Riding Yoshi walking animation frames
$01EDF1 2 bytes Coordinate Base X-position of Yoshi (1st byte facing right; 2nd facing left)
$01EDF8 1 byte Misc. Yoshi animation speed while running
$01EDF9 13 bytes Sprite tilemap related Yoshi's head tiles (points to table at 9E47-9E57)
$01EE06 13 bytes Sprite tilemap related Yoshi's body tiles (points to table at 9E47-9E57)
$01EE13 13 bytes Coordinate X-position of Yoshi's head (facing right)
$01EE20 13 bytes Coordinate X-position of Yoshi's head (facing left)
$01EE47 13 bytes Coordinate Base Y-position of Yoshi
$01EE54 13 bytes Coordinate Y-position of Yoshi's head
$01F08B 1 byte Sprite tilemap related Tile used in Yoshi's throat as he swallows
$01F097 1 byte Sprite tilemap related Sprite tilemap properties of Yoshi's swallowing tile (YXPPCCCT) [01]. Change to [00] to make that tile use SP1 or SP2.
$01F0D4 1 byte Sound effect Yoshi swallowing sound
$01F0EF 1 byte Misc. How many berries Yoshi needs to eat before he lays an egg containing a mushroom. (Default: 0A)
$01F0F6 1 byte Sprite number Which sprite is generated when 10 red berries are eaten (by default : 74 - mushroom)
$01F107 1 byte Timer How many "10 seconds" the green berry adds to the timer when eaten by Yoshi. 00 wouldn't add anything, 01 adds 10, 02 adds 20 seconds and so on. Can glitch up the timer if set to anything higher than 0A.
$01F11D 1 byte Misc. How many pink berries should be eaten before a coin game cloud appears. (By default: 02)
$01F124 1 byte Sprite number Which sprite is generated when two pink berries are eaten (By default: 6A)
$01F137 16 bytes Misc. Which powers the different Yoshi color+shell color combinations gives. It's a 4x4 table, where the order is green, red, yellow, blue, the Koopa colors are on the horizontal axis and the Yoshi colors are on the vertical axis. Setting an #$01 bit enables ground pounding, #$02 enables flight. The other bits aren't used.
$01F147 6 bytes Misc. What ability each shell colour Yoshi (This table points to the table at xF337)
(In the order of: brown[unused], grey[unused], yellow, blue, red, green)
$01F1AB 1 byte Sprite Misc. Change from F0 to 80 to make Yoshi never swallow sprites held in his mouth (shells, keys, P-switches, etc).
$01F26A 9 bytes ASM Code that makes Yoshi spit out flames when he has the red shell in his mouth
$01F270 - Which shell colour can give Yoshi fire breath.
$01F273 9 bytes ASM Code that makes Red Yoshi spit out flames no matter what shell colour is in his mouth
$01F279 - Which coloured Yoshi always gets fire breath
$01F290 1 byte Sound effect Yoshi spit fire SFX
$01F299 1 byte Sprite number The three objects Yoshi spits out after eating a red shell
$01F30A 1 byte Misc. Change to 00 to keep Yoshi from sticking out his tongue
$01F30F 1 byte Sound effect Yoshi tongue sound. Uses $1DFC for sound effect.
$01F319 1 byte Sprite physics Speed at which Yoshi's tongue comes out.
$01F31E 1 byte Misc. Length of Yoshi's tongue (about 2.5 blocks)
$01F329 1 byte Timer Amount of time Yoshi's tongue stays at its maximum length
$01F33C 1 byte Sprite physics Speed at which Yoshi's tongue retreats after being at maximum point.
$01F360 3 bytes ASM The routine triggered when Yoshi eats a sprite. Starts by loading the sprite number and comparing it to a Koopa.
$01F448 1 byte Misc. X-shift of Yoshi's tongue segments
$01F465 1 byte Misc. How many tiles comprise Yoshi's tongue (doesn't change collision)
$01F469 1 byte Sprite Misc. OAM index of Yoshi's tongue. This is in the $0200 block, and it uses the next 4 slots after this as well.
$01F488 1 byte Sprite tilemap related Tile used by the middle of Yoshi's Tongue
$01F48C 1 byte Sprite tilemap related Tile used by the end of Yoshi's Tongue
$01F494 1 byte Sprite tilemap related Palette/Flip/Gfx page of Yoshi's Tongue
$01F498 1 byte Sprite tilemap related Value to add to Pal/flip/etc. of Yoshi's tongue when facing right
$01F4E8 1 byte Coordinate Y position of sprite grabbed by Yoshi's tongue
$01F5A2 1 byte Sound effect SFX played when Yoshi tries to eat an inedible sprite with his tongue
$01F5CD 1 byte Sprite number Sprite that Pokey is made from when swallowed
$01F605 1 byte Timer Amount of time Yoshi's tongue stays out before he swallows an enemy
$01F71E 1 byte Sound effect Sound Effect when mario get's hit while riding yoshi.
$01F720 2 bytes Sound effect What bank $01:F71E loads its SFX from. (Default is $1DFC)
$01F72A 1 byte Mario physics Y Speed Mario has when he gets hit while riding yoshi.
$01F744 1 byte Timer How long invincibility lasts after yoshi runs away. 80 - longest, 00/FF - Shortest.
$01F757 1 byte Sound effect Yoshi egg coming out of block sound
$01F75D 3 bytes Sprite tilemap related Which GFX page the Yoshi egg (sprite 2C) uses. The first two values are for when it is intact, and the third is for when it starts breaking.
$01F761 3 bytes Sprite tilemap related Yoshi's Egg Tilemap (2 frames breaking, 1 frame unbroken)
$01F782 1 byte Sprite number Sprite that hatches out of colored yoshi egg when Mario does not already have a yoshi.
$01F789 1 byte Sprite number Sprite that hatches from sprite 2C (red/blue/yellow Yoshi egg) when Mario already has a Yoshi. (Default: 78 (1up))
$01F794 1 byte Sprite tilemap related Yoshi's Egg Tilemap
$01F88C 2 bytes Sprite physics Horizontal speed of Eeries
$01F88E 2 bytes Misc. Vertical speed of Eerie (sprite 39)
$01F910 1 byte Misc. Change from D0 to 80 to disable Boo from stopping when Mario looks at it.
$01F929 1 byte Timer Time taken for Boo to turn around.
$01FA2F 3 bytes Palette Change to 09 xx EA to make all three frames of the Boo Block use the same palette, xx being the palette bits.

Note that changing this to 02 won't make any *noticeable* difference if you use the default palettes...the correct setting for palette F, used for the non-block frame, makes it use the EXACT same colors that are used in palette 9, for some reason.
$01FA37 3 bytes Sprite tilemap related Boo Block Tilemap
$01FA3A 3 bytes Palette Boo Block Palettes
$01FA4E 4 bytes Sprite tilemap related Iggy/Larry ball tilemap
$01FB2E 1 byte Music Music played after Iggy/Larry is defeated
$01FB61 1 byte Sound effect SFX that plays when you hit Iggy/Larry into the lava.
$01FB95 1 byte Timer FD95 - How long it takes for Iggy/Larry to turn around.
$01FBC2 1 byte Misc. Iggy/Larry's speed for walking towards center
$01FBC6 1 byte Misc. Iggy/Larry's speed for walking towards center
$01FBD2 1 byte Misc. Iggy/Larry's speed for walking towards center
$01FBD6 1 byte Misc. Iggy/Larry's speed for walking towards center
$01FC70 1 byte ASM The left bound of Iggy/Larry's movement. If Iggy/Larry crosses this left bound, he falls in the lava.
$01FC74 1 byte ASM The right bound of Iggy/Larry's movement. If Iggy/Larry crosses this right bound, he falls in the lava.
$01FCC6 1 byte ASM How long Iggy/Larry is invincible after getting hit. Increase this value (preferably to 30) if you want to prevent the player from scoring combos.
$01FD00 1 byte Misc. Iggy/Larry's speed when stomped
$01FD46 1 byte Timer Amount of time until Iggy/Larry stops gliding after being hit by a fireball.
$01FDBD 1 byte Sprite number Sprite that Iggy/Larry throws
$01FE83 51 bytes Sprite tilemap related Sprite tilemap: Larry/Iggy
$01FEBA 1 byte Sprite tilemap related Iggy Koopa's Palette/GFX page/Priority/Flip
$01FEBB 1 byte Sprite tilemap related Larry Koopa's Palette/GFX page/Priority/Flip
$01FF53 4 bytes Sprite tilemap related Sprite tilemap: Larry/Iggy shell
$01FFBF 65 bytes Empty Unused data.
$028008 106 bytes Subroutine (JSL) "Drop Item From Box" Subroutine. JSL to it to make the current item fall from the box.
Change $028008 from DA to 6B to disable the item box drop routine.
$028013 is Item dropping from itembox sound effect, written to $7E1DFC. Default value is [0C].
$028042 is Sprite State to drop items from the item box as.
$028052 is the fixed X position of dropped item from item box.
$028060 is the fixed Y position of dropped item from item box.
$028072 10 bytes Misc. Bob-omb explosion x spacing
$02807C 10 bytes Misc. Bob-omb explosion y spacing
$028086 242 bytes Sprite subroutine (JSL) Explode Bomb Subroutine. JSL to it each frame to make your sprite explode, but remember to load $1540,x with the explosion timer and setting the data bank to 02 (or 82) first.
$02808E is Bob-omb explosion area
$028114 is Bob-omb's explosion GFX tile
If you change $02811E from 38 to 18 (i.e. change SEC to CLC), the Bob-omb explosion will use the first graphics page.
$028226 57 bytes Sprite tilemap related Ludwig BG Tiles
$02825F 30 bytes Sprite tilemap related Morton/Roy BG Tiles
$0283FB 5 bytes Sprite physics Change all 4A bytes (LSR) to EA (NOP), to increase the speed of the walls in Morton/Roy's room when they're crashing down. The more EA bytes, the faster (twice as fast per EA) the walls will come down.
$0284BC 84 bytes Sprite subroutine (JSL) Water Splash Subroutine
$028528 103 bytes ASM Lava Splash Subroutine
$028540 is the objects to use for lava splash.
$02858F 80 bytes Subroutine (JSL) Star Sparkle GFX Subroutine (Doesn't make Mario invincible, but shows sparkles.)
$0285BA is where the Sprite/Block Star Sparkle GFX Subroutine starts (which is also used for Mario).
$02862F 52 bytes Sprite subroutine (JSL) Throw block creation subroutine.
$02864E - Sprite number: Sprite that the Throw Block is made from.
$028656 - Throw Block timer. Change it to 00 and it stays forever.
$028663 92 bytes Subroutine (JSL) Exploding block Subroutine
input:
A: If 0 it appear as a exploding brown block, else it appear as a flashing block
$028680 1 byte Sound effect Breaking Turn Blocks Sound Effect.
$028686 3 bytes Misc. Change to EA EA EA to disable the Turn Block shattering animation (turn blocks disappear when spin jumped). Also affects sprite 4C.
$0286BF 46 bytes Sprite subroutine (JSL) Yellow Yoshi earthquake subroutine.
$02873A 4 bytes Sprite physics Bounce sprite Y speed table, based on direction (or the value in $06 during the routine at $028752).
$02873E 4 bytes Sprite physics Bounce sprite X speed table, based on direction (or the value in $06 during the routine at $028752).
$028752 299 bytes Subroutine (JSL) A subroutine for spawning bounce sprites from blocks. It continues into the routine at $02887D.
Input:
$04 - bounce sprite number - 1
$05 - value to use in $02887D
$06 - speed index (see $02873A and $02873E)
$07 - value of $9C that the block will turn into

At 0x10989/$028789:
Block bounce sprite YXPPCCCT table, in the following order:
- Turn Block with item / ! Block
- Note Block
- ?-Block
- Unused Side Bounce Turn Block
- Glass Block
- ON/OFF Block
- Turn Block
$028765 1 byte Misc. [05] Number of points awarded for breaking a turn block, divided by 10.
$02887D 36 bytes Subroutine (JSL) Seems to be a subroutine for spawning stuff from blocks. What is spawned depends on the value of $05:

00 - nothing
01 - mushroom
02 - flower
03 - star
04 - cape
05 - 1-Up
06 - coin
07 - coin (sets multiple-coin-block timer)
08 - growing vine
09 - nothing?
0A - P-switch (blue/gray depending on block X position)
0B - key/wings/balloon/shell (depending on block X position)
0C - green Yoshi egg
0D - green Koopa shell (with stun timer set)
0E - changing item
0F - directional coins
10 - key (but a random blue shell-less Koopa also pops out)
11-FF - completely glitchy; best not to use

This subroutine can be used properly in a block, but the data bank must be 02 and the lower nybbles of $98 and $9A must be cleared. All values except 06 and 07 JSR to the main "spawn sprite from block" routine at $0288DC; values 06 and 07 JSR to the coin-spawning routine at $028A66.
$0288A1 1 byte Sprite number Sprite that comes out of egg in block 126 (Yoshi)
$0288A2 1 byte Sprite number Sprite that comes out of egg in block 126 if Yoshi is already present (1up)
$0288A4 1 byte Sprite number Sprite that, when Yoshi is not present, comes out of blocks 117, 118, 11F, and 120 when small, and 16B regardless of status. (Mushroom)
$0288A5 1 byte Sprite number Sprite that comes out of blocks 117 and 11F when big (Flower)
$0288A6 1 byte Sprite number Sprite that comes out of blocks 119 and 121; also comes out of block 11A (certain X-positions only) and 122 (all X-positions) when invincible (Star)
$0288A7 1 byte Sprite number Sprite that comes out of blocks 118 and 120 when big, and 16A regardless of status (Feather)
$0288A8 1 byte Sprite number Sprite that comes out of block 11A (1up)
$0288A8 1 byte Sprite number Sprite that comes out of block 11A, and block 12D if at least 30 coins have been collected. (1up)
$0288AB 1 byte Sprite number Sprite that comes out of block 11A(?) (Vine)
$0288AD 1 byte Sprite number Sprite that comes out of block 11D (POW)
$0288AE 1 byte Sprite number Sprite that comes out of block 125 (Balloon - if changed, it will produce the same sprite regardless of X position)
$0288AF 1 byte Sprite number Sprite that comes out of block 126 (Yoshi egg)
$0288B0 1 byte Sprite number Sprite that comes out of blocks 127 and 128 (Green shell)
$0288B1 1 byte Sprite number Sprite that comes out of block 12C (Changing Item)
$0288B2 1 byte Sprite number Sprite that comes out of block 114 (Directional coins)
$0288B5 1 byte Sprite number Sprite that, when Yoshi is present, comes out of blocks 117, 118, 11F, and 120 when small, and 16B regardless of status. (Mushroom)
$0288B6 1 byte Sprite number Sprite that comes out of block 117 when big (Flower), when Yoshi is present.
$0288B7 1 byte Sprite number Sprite that comes out of block 119 (Star), when Yoshi is present.
$0288B8 1 byte Sprite number Sprite that comes out of block 118 when big (Feather), when Yoshi is present.
$0288B9 1 byte Sprite number Sprite that comes out of block 11A, and block 12D if at least 30 coins have been collected, when Yoshi is present. (1up)
$0288B9 1 byte Sprite number Sprite that comes out of block 11A (1up), when Yoshi is present.
$0288BC 1 byte Sprite number Sprite that comes out of block 11A(?) (Vine), when Yoshi is present.
$0288BE 1 byte Sprite number Sprite that comes out of block 11D (POW), when Yoshi is present.
$0288BF 1 byte Sprite number Sprite that comes out of block 125 (Balloon - if changed, it will produce the same sprite regardless of X position), if Yoshi is present.
$0288C0 1 byte Sprite number Sprite that comes out of block 126 (Yoshi egg), if Yoshi is present.
$0288C1 1 byte Sprite number Sprite that comes out of blocks 127 and 128 if Yoshi is present (Green shell)
$0288C2 1 byte Sprite number Sprite that comes out of block 12C (Changing Item), if Yoshi is present.
$0288C3 1 byte Sprite number Sprite that comes out of block 114 (Directional coins), if Yoshi is present.
$0288C6 11 bytes Misc. Sprite in block status ($7E14C8 - $7E14D3) table.
$028905 98 bytes Subroutine (JSL) The subroutine that generates a sprite from a block (tile 120 or 125, for example).
$02895F - Change from F0 to 80 to allow Directional Coins to reappear if you activate the block, then leave the area and come back.
$028968 1 byte Music Directional coins music.
$028A03 4 bytes ASM If you change [F6 C2 F6 C2] to [EA EA EA EA], then tile 125 will spawn a flying red coin instead of Yoshi wings on X-coordinate (X&3 = $01).
$028A08 2 bytes ASM [A9 FF] Change to [80 03] or [A9 00] to prevent the stun timer of the shell spawned from blocks 127 and 128 from ever being set. It will just spawn as a plain shell rather than a shell that will "wake up". (Or you can change the second byte to a different value to make the stun timer shorter.)
$028A42 2 bytes Sprite tilemap related Colours of P-Switches (Blue, Silver) when spawned by tile 11D
$028A44 34 bytes Subroutine (JSL) Subroutine for generating smoke when hitting a block.

You can use this in a custom block, but be sure to set up $98 and $9A accordingly.
$028A66 67 bytes Subroutine (JSR) Subroutine for spawning the coin that comes out of a ? block (for example tile 124).

It can be used in a custom block, but the low nybbles of $98 and $9A must be cleared first. This subroutine ends with RTS, but it may be accessed with a JSL to $02889D.
$028AB1 182 bytes Subroutine (JSL) 1up handler routine.

$02:8AC9 is the number of frames to wait before awarding each extra life after the first, when a 2up or higher is obtained. (Note that reducing this may skip some of the 1up sound effects.)
$02:8ACE is the sound effect.
$028B78 12 bytes Sprite Misc. OAM indexes for minor extended sprites.
$028B84 8 bytes Sprite tilemap related Sprite mappings for Broken Bricks, Broken Turn blocks, and Broken Throw Blocks
$028B8C 8 bytes Sprite tilemap related Broken Brick tile properties, YXPPCCCT format.
$028B98 24 bytes Pointer Minor extended sprite pointer table, 2 bytes per sprite.
$028BB4 1 byte Misc. Set to B9 to enable unused "Getting on Yoshi" dust animation
$028C6A 4 bytes Sprite tilemap related Table of 4x4 tiles used for the unused "getting on Yoshi" smoke minor extended sprite.
$028CAA 1 byte Sprite tilemap related Properties of the unused "getting on Yoshi" smoke minor extended sprite.
$028CB8 12 bytes Sprite tilemap related Reflecting Stream of Boo Buddies tilemap (Boos that follow the leader)
$028CC4 126 bytes Sprite Misc. The code for the minor extended sprites that make up the Boo stream.
$028D34 is palette and GFX page of the following Boos in the Boo stream. (If you use the default palettes, changing this to 03 won't have any effect, since the proper palette setting for the sprite (palette F) uses the same colors as palette 9.)
$028D42 13 bytes Sprite tilemap related Water Splash Tilemap
$028DD7 4 bytes Sprite tilemap related Tiles used by Rip Van Fish's Z's
$028E44 1 byte Sprite tilemap related Properties of Rip Van Fish's Z's. Set to 02 to make it use the first graphics page.
$028EB2 1 byte Sprite tilemap related Tile of broken Yoshi egg piece
$028EBC 1 byte Sprite tilemap related Palette/GFX page of broken Yoshi egg piece
$028ECC 6 bytes Sprite tilemap related Star Mario's Sparkle Tiles
$028F0B 1 byte Misc. Change to 00 to give Invincible Mario coin sparkles
$028F1A 1 byte Sprite tilemap related Palette of star sparkles
$028F2B 4 bytes Sprite tilemap related Lava splash tiles (1)
$028F76 1 byte Sprite tilemap related Lava splash palette/GFX page (1)
$0290C0 3 bytes ASM Decrements the timers used by spinning turn blocks to determine how long they should spin. Change to [EA EA EA] to make the last four turn blocks Mario has hit spin forever.
$02917E 1 byte Sound effect Sound Effect from bouncing on a Note Block
$0291B9 1 byte Misc. Tile spawned behind bouncing block sprite
$0291ED 4 bytes Sprite Misc. OAM indexes for block bounce sprites (in the $0200 block).
$0291F1 7 bytes Sprite tilemap related Block bounce sprite tiles

40 - Turn Block
6B - Note Block
2A - ?-Block
42 - Unused Side Bounce Turn Block (40)
EA - Glass Block
8A - ON/OFF Block
$029347 3 bytes ASM Change to [20 E2 FF], and change $02FFE2 from FF FF FF FF FF to A9 02 4C BA 91, to fix the glitch where placing a coin above a ? block or turn block will cause the coin to leave behind an invisible solid block if the block below is hit.
$029356 60 bytes Subroutine (JSR) Code that creates a spinning coin sprite from a bounce sprite spawned by tile 2B. However, this never happens (tile 2B doesn't spawn a bounce sprite), so this subroutine seems to be unused. It is called at $02934A.
$029444 1 byte Misc. If you change this from FF to 00 then you won't see the eyes blinking or the shell shake. However, do keep in mind that it will affect the Bob-ombs too. If you hit them with a cape or a block from underneath it won't explode.
$029456 1 byte Misc. Score added for hitting an enemy from below or smacking an enemy with the cape

00 = Nothing at all
01 - 07 = Scores 200-8000.
08 = 1UP.
09 = 2UP.
0A = 3UP.
0B = 5UP (glitched).
0C-FB = Best not to use.
FC-FF = Scores 10-80
$0294C1 52 bytes Subroutine (JSL) Cape Mario smashes ground subroutine.
$0296B8 4 bytes Sprite Misc. OAM indexes for the smoke images (in the $0200 block).
$0296CB 12 bytes Pointer Pointer to the smoke images. ($7E:17F0 - $7E:17FB)
$029922 5 bytes Sprite tilemap related Mario/Luigi's trail of smoke tilemap. It uses palette 8.
$0299E9 4 bytes Sprite Misc. OAM indexes for the spinning coins that come out of ? blocks. The next index after each of these is also used (the GFX routine will store to $0200,y and sometimes to $0204,y as well).
$0299F1 183 bytes Sprite subroutine (JSR) Main handling routine for the spinning coins that come out of ? blocks.
$029A4F is a fourth of the rolling coin tilemap. This tile is 16x16.
$029A54 is the properties of the rolling coin flying from question blocks.
$029A6E is three fourths of the tilemap of the rolling coin. These tiles are 8x8, but they're duplicated and placed above each other, making it 8x16.
$029AAD 1 byte Misc. How many points you receive for getting a coin out of a block.
$029B2B 38 bytes Pointer Extended sprite routines (hammer, fireball, etc.)
$029B85 1 byte Sprite tilemap related palette/GFX page of volcano lotus' fireball
$029B94 1 byte Sprite tilemap related first tile of volcano lotus' fireball
$029B98 1 byte Sprite tilemap related second tile of volcano lotus' fireball
$029C8F 1 byte Sprite tilemap related Spin jump star palette
$029C94 1 byte Sprite tilemap related Spin jump star tile
$029D30 1 byte Sprite tilemap related Tile used by Wiggler's Flower once it falls off his head
$029D35 1 byte Sprite tilemap related The YXPPCCCT properties for the tile used by Wiggler's Flower once it falls off his head.
$029D4B 1 byte Sprite tilemap related The sprite graphics tile used for the Smiley Coin that is dropped by the Coin Cloud Game.
$029D50 1 byte Sprite tilemap related The YXPPCCCT properties for the tile used for the Smiley Coin in the Coin Cloud Game.
$029D55 1 byte Sprite tilemap related Size of smiley face coin tiles (00=8x8; 02=16x16)
$029E66 1 byte Sprite tilemap related Tile used by the arm that lowers Torpedo Ted (hand closed)
$029E6A 1 byte Sprite tilemap related Tile used by the arm that lowers Torpedo Ted (hand open)
$029E82 4 bytes Sprite tilemap related Lava splash tiles (2)
$029ED5 1 byte Sprite tilemap related Lava splash palette/GFX page (2)
$029F5C 1 byte Sprite tilemap related Tile number for the small bubble that Mario spawns when he is underwater.
$029F7A 1 byte Sprite tilemap related Yoshi's Fireball Frame 1 Tilemap
$029F7E 1 byte Sprite tilemap related Yoshi's Fireball Frame 2 Tilemap
$029F8B 1 byte Sprite tilemap related Yoshi fireball palette/GFX page
$029F99 8 bytes Sprite physics Table for Mario fireball bounce speed. Change to all zeros to make straight fireballs not fly off of slopes at an angle. Use in conjunction with the fireball hit timer at $029FE4.
$029FAB 2 bytes Sprite Misc. OAM indexes for the player's fireballs.
$029FD4 1 byte Sprite physics Initial Fireball Y Speed #2
$029FDB 1 byte ASM Change to 80 to make the player's fireballs go through objects.
$029FE4 1 byte Timer Fireball hit timer. This increases each time a fireball hits an object or a sprite. Changing it to #$01 will fix the bug with straight fireballs where the second fireball will go through objects if the first one is hitting an object. Use in conjunction with the bounce speed table at $029F99.
$02A046 1 byte Sound effect Sound effect played when the players fireball touches an object. It is #$01 by default, and the sound effect is in bank $1DF9.
$02A0FB 1 byte Misc. Change to 0A to make other enemies die like Chargin' Chuck when hit by fireballs
$02A0FC 1 byte Misc. Set to BD for unlimited Chargin Chuck fire hp
$02A103 1 byte Misc. Chargin Chuck fire hp
$02A107 1 byte Sound effect Sound effect to play when Chuck is killed by fireballs
$02A11D 1 byte Misc. Determines the number of points received for defeating a Chuck with fireballs (this also applies to any tweaked or custom sprites that have the "Takes 5 fireballs to kill" flag set). See $02ACE5 for a list of possible values.
$02A124 31 bytes ASM Code that turns a sprite into a coin after getting hit by a fireball
$02A125 is the sound effect to play when other enemies are killed by fireballs
$02A12A is the sprite fireballed enemies spawn
$02A153 8 bytes Sprite Misc. OAM indexes for extended sprites.
$02A15B 4 bytes Sprite tilemap related Fireball tile table
$02A15F 4 bytes Mario tilemap Fireball tiles' palette/gfx page/priority/flip (May also affect the small flame left by Hopping Flame.)
$02A163 4 bytes Sprite tilemap related Reznor Fireball Tilemap
$02A17B 2 bytes Sprite tilemap related Change to [EA EA] (org $02A17B : NOP #2) to make Reznor's and Jumpin' Piranha Plant's fireballs always large, or to [80 27] (org $02A17B : BRA $27) to make them always small.
$02A1A4 115 bytes Sprite subroutine (JSR) 8x8 fireball GFX subroutine. Is it also used as a base for various other extended sprites' graphics (they JSR to it and then change the tile numbers and properties).
$02A217 2 bytes Sprite tilemap related Small flame left by Hopping Flame Tilemap
$02A24C 1 byte Misc. Small flame's palette. It is added to the fireball's palette.
$02A2A4 1 byte Sprite tilemap related Tile used by Pitchin' Chuck's baseball once thrown
$02A2B1 1 byte Sprite tilemap related Palette/GFX Page of Baseball once thrown
$02A2CC 1 byte Sprite tilemap related Dry Bones: frame 1 of thrown bone
$02A2D0 1 byte Sprite tilemap related Dry Bones: frame 2 of thrown bone
$02A2DA 1 byte Sprite tilemap related Dry Bones: palette/gfx page of thrown bone
$02A2DF 8 bytes Sprite tilemap related Hammer Tilemap (Also, the flip of Dry Bones' bone)
$02A2E7 8 bytes Sprite tilemap related Palette/GFX Page of Hammer
$02A347 4 bytes Sprite tilemap related Dust Cloud Tilemap
$02A3F6 115 bytes Sprite subroutine (JSR) Extended sprite/player contact check and interaction subroutine.
$02A4AE 5 bytes Subroutine (JSR) The hurt Mario subroutine called by an extended sprite touching him.
$02A4E9 12 bytes Coordinate X-offsets for extended sprites $02-$0D's clipping. 12 bytes and they're in that order.
$02A4F5 12 bytes Coordinate Y-offsets for extended sprites $02-$0D's clipping. 12 bytes and they're in that order.
$02A501 12 bytes Coordinate Width for extended sprites $02-$0D's clipping. 12 bytes and they're in that order. Value may not exceed $7F. The clipping 'stretches' from the sprite's origin to the right.
$02A50D 12 bytes Coordinate Height for extended sprites $02-$0D's clipping. 12 bytes and they're in that order. Value may not exceed $7F. The clipping 'stretches' from the sprite's origin to below.
$02A547 39 bytes Sprite subroutine (JSR) "Get Fireball clipping" subroutine. Valid for Yoshi's and Mario's fireballs, Stores the clipping X displacement low byte to $00, the clipping X displacement high byte to $08, the clipping width (#0C) to $02, the clipping Y displacement low byte to $01, the clipping Y displacement high byte to $09, and the clipping height (#$13) to $03.
$02A56E 483 bytes Sprite subroutine (JSR) Object contact subroutine for the player's fireballs.
$02A7D2 37 bytes Misc. Two sprites that are treated as "special" within the sprite header. The first list of sprites come first before the second.
$02A7FC 482 bytes Subroutine (JSR) The routine that loads sprites from the level data. Called every frame; $02A802 is also called a few times during level load.
$02A988 1 byte ASM Change from 10 to 80 to disable the green and red koopa shells from becoming yellow and blue after the special world is passed
$02A98B 1 byte Sprite number 1st sprite to change after beating Special Zone (Green Koopa)
$02A98F 1 byte Sprite number What sprite Green Koopa becomes after beating Special World (Yellow Koopa)
$02A991 1 byte Sprite number 2nd sprite to change after beating Special Zone (Red Koopa)
$02A995 1 byte Sprite number What Red Koopa becomes after beating Special World (Blue Koopa)
$02A9A1 1 byte Misc. Change to 80 to prevent off screen sprites from turning into silver coins when the silver POW is active (USE WITH $01AB28)
$02A9B1 1 byte Sprite number Sprite that all sprites change into when a silver POW is active. (Only works on offscreen sprites) Take note that the sprite will use the same palette as the silver coin that is normally spawned
$02A9C3 1 byte Palette Palette to use for sprites changed by Silver P-Switch (offscreen sprites only)
$02AA0B 20 bytes Coordinate Position of all Boos in the reappearing ghosts generator, frame 1. Format: $xy.
$02AA1F 20 bytes Coordinate Position of all Boos in the reappearing ghosts generator, frame 2. Format: $xy.
$02ABF3 1 byte Misc. Change from 3F to 7F to fix a bug where the sprite load (or permanently killed) status index 64 to 127 gets carried over to the next level.
$02AC18 1 byte Misc. Change to 80 to fix the glitch where going through a pipe with a silver P-switch makes it act like a blue one.
$02ACE5 10 bytes Subroutine (JSL) The "give points" routine. It ends in RTL, but it JSLs to the main one. To use this properly, A should contain one of the following values:

00 = 100
01 = 200
02 = 400
03 = 800
04 = 1000
05 = 2000
06 = 4000
07 = 8000
08 = 1up
09 = 2up
0A = 3up
0B = 5up (may glitch)
$02ACEF 69 bytes Subroutine (JSL) The main score sprite subroutine. Load a value into A and JSL to it to give the player points.

00 = ?
01 = 10
02 = 20
03 = 40
04 = 80
05 = 100
06 = 200
07 = 400
08 = 800
09 = 1000
0A = 2000
0B = 4000
0C = 8000
0D = 1up
0E = 2up
0F = 3up
10 = 5up (may glitch)
$02AD4D 21 bytes Sprite tilemap related Tiles used by Floating Point Notations, 1UPs, 2UPs, etc. 1st half.
$02AD63 21 bytes Sprite tilemap related Tiles used by Floating Point Notations, 1UPs, 2UPs, etc. 2nd half
$02AD78 16 bytes Misc. Score added from score sprites, divided by 10 (low byte)
$02AD89 16 bytes Misc. Score added from score sprites, divided by 10 (high byte)
$02AD9A 1 byte Misc. point rise speed
$02AD9E 6 bytes Sprite Misc. OAM indexes for score sprites.
$02ADA4 389 bytes Sprite Misc. The main routine for all score sprites. This handles graphics, giving lives/points/1-ups/coins, position updating, etc.
$02ADD9 is how many lives 1up Mushrooms give you.
$02ADDA is how many lives 2up gives you.
$02ADDB is how many lives 3up Moons give you.
$02ADDC is how many lives 5up gives you.
$02ADDD is how many coins you get from the (unused) x5, x10, x15, x20, and x25 coin sprites.
$02ADE2 is the attributes of 2up & 3up score sprites. The unused 5up sprites and coin sprites read past this table.
You can change $02AE03 to A9 xx EA to make 1up Mushrooms and 3up Moons give you xx lives.
$02AED9 1 byte Sprite Misc. Score sprite and 1-UP text sprite YXPPCCCT. It is recommend you to change only priority and palette.
$02AF52 1 byte Sprite number The sprite that the 3 platforms is made from
$02AFBC 1 byte Sprite number Sprite that the 'group of 5 eerie' is made of
$02B044 1 byte Sound effect SFX played by bowser fireball generator. Change to 00 to disable.
$02B04E 1 byte Sprite number Sprite spawned by bowser fireball generator
$02B07F 1 byte Misc. How often the Bullet Bill generator fires (sprite D5)
$02B089 1 byte Sound effect SFX played by bullet bill generator. Change to 00 to disable.
$02B094 1 byte Sprite number Sprite spawned by bullet bill generator
$02B0E0 1 byte Sound effect SFX played by Diagonal Bullet Bill generator. Change to 00 to disable.
$02B11C 1 byte Sprite number Sprite spawned by Diagonal Bullet Bill generator
$02B15E 1 byte Misc. Frequency of fish jumping up with the flying fish generator (set more bits to decrease the frequency, e.g. $5F, $FF)
$02B16E 1 byte Sprite number Sprite spawned by Jumping Fish generator
$02B1CF 1 byte Sprite number Sprite spawned by Super koopa generator
$02B21A 1 byte Sprite number Sprite spawned by bubble generator
$02B28E 1 byte Sprite number Sprite spawned by Dolphin generator
$02B2E9 1 byte Sprite number Sprite spawned by eerie generator
$02B3F1 1 byte Sprite number Sprite spawned by Torpedo Ted generator
$02B42E 1 byte Sprite number Object that appears before Torpedo Ted is spawned
$02B46C 1 byte Timer How often Bullet Bill shooters fire
$02B495 2 bytes ASM Replace with 80 0A to make the Bullet Bill Shooter keep shooting even if Mario is standing next to the generator.
$02B4A8 1 byte Sound effect SFX played by Bullet Bill Shooter
$02B4B2 1 byte Sprite number Sprite Spawned by bullet bill shooter
$02B51A 12 bytes Sprite subroutine (JSR) Updates a bounce sprite's Y position without gravity (actually just changes the sprite index and JSRs to $02B526).
$02B526 46 bytes Sprite subroutine (JSR) Updates a bounce sprite's X position without gravity.
$02B554 12 bytes Sprite subroutine (JSR) The subroutine that updates an extended sprite's X position (without gravity).
$02B560 46 bytes Sprite subroutine (JSR) The subroutine that updates an extended sprite's Y position (without gravity).
$02B58E 46 bytes Sprite subroutine (JSR) The subroutine that updates the Y position of the spinning coin coming from a ? block.
$02B5BC 12 bytes Sprite subroutine (JSR) The X speed subroutine for minor extended sprites. Actually just adds 12 to the sprite index and JSRs to the Y speed subroutine, just like the equivalent subroutine for normal sprites.
$02B5C8 36 bytes Sprite subroutine (JSR) The Y speed subroutine for minor extended sprites.
$02B5EC 68 bytes Empty Unused data.
$02B65F 4 bytes Misc. X coordinates of Pokey animation
$02B663 2 bytes Misc. Pokey's X speed (right, left)
$02B68D 1 byte Sprite tilemap related Pokey's head after being eaten
$02B691 1 byte Sprite tilemap related Pokey's Body after being eaten
$02B78C 1 byte Sprite tilemap related Pokey's Body Tilemap
$02B78D 1 byte ASM Change to 90 and Pokey's head will be his body, and the other way round
$02B790 1 byte Sprite tilemap related Pokey's Head Tilemap
$02B795 1 byte Sprite tilemap related pokey's palette/gfx page
$02B8B8 2 bytes Sprite Misc. Max Speed Torpedo Ted can go. (Format = Right, Left)

The Left value must be over $7F while the Right value must be below $80.
$02B8BA 2 bytes Sprite Misc. How fast Torpedo Ted gains speed/accelerates until he reaches max speed. (Format = Right, Left)

The Left value must be over $7F while the Right value must be below $80.
$02B8BF 1 byte Sprite Misc. How many frames torpedo ted waits until he gains more speed.

(This value is AND'd with the frame counter)
$02B92D 1 byte Sprite tilemap related Tilemap: Torpedo Ted's face
$02B937 1 byte Sprite tilemap related Tilemap: Torpedo Ted's Propeller Frame 1
$02B93F 1 byte Sprite tilemap related Tilemap: Torpedo Ted's Propeller Frame 2
$02B943 1 byte Sprite tilemap related Tilemap: Torpedo Ted's Propeller Frame 3
$02B9A4 25 bytes Sprite subroutine (JSL) This generates a Map16 tile at the position of the sprite currently being processed. It can be accessed with a JSL, and A should be set to the value of $9C you wish to use.
$02B9DA 1 byte Sprite number Sprite to use for those changed by Silver P-Switch (the ones that change while on the screen)
$02B9EF 1 byte Palette Palette to use for sprites changed by Silver P-Switch (on screen sprites only)
$02BAA8 1 byte Misc. Lowest tile # that acts as a berry with sticking out the tongue
$02BAAC 1 byte Misc. Highest tile # that acts as a berry plus one with sticking out the tongue
$02BAC6 1 byte Sprite number Sprite that the berries are made from when swallowed
$02BB03 1 byte Misc. Tile spawned from eating a berry (using tongue). Corresponds to a value in $7E:009C.
$02BB17 4 bytes Sprite tilemap related Sprite tilemap: Yoshi Wings
$02BB1B 4 bytes Sprite tilemap related Palette/Gfx page/Priority/Flip of Yoshi Wing tiles
$02BB1F 4 bytes Sprite tilemap related Size of Yoshi Wing tiles
$02BC0E 6 bytes Sprite tilemap related Horizontal Dolphin Tilemap
$02BE5E 4 bytes Sprite tilemap related Change from "C9 02 D0 17" to "C9 01 F0 17" to make Fuzzies/Sparkies to only use the latter's tilemap in the castle (01) sprite tileset, as opposed to using the sparky's tilemap in every sprite tileset apart from the mushroom (02).
$02BE6B 1 byte Sprite tilemap related Ground-guided Fuzzball Tilemap
$02BE7A 1 byte Sprite tilemap related Sparky Tilemap
$02BE95 8 bytes Sprite tilemap related Hothead Tilemap
$02BF0B 1 byte Sprite tilemap related Hothead's eyes frame 1
$02BF12 1 byte Sprite tilemap related Hothead's eyes frame 2
$02BF58 4 bytes Sprite tilemap related Urchin's Body Tilemap
$02BFA3 1 byte Sprite tilemap related Urchin's eyes frame 1
$02BFA9 1 byte Sprite tilemap related Urchin's eyes frame 2
$02C0CF 87 bytes Subroutine (JSL) (Unused) Z tile generation (Rip Van Fish Z tiles).
$02C0D9 77 bytes Sprite subroutine (JSL) Rip Van Fish Z tiles generation routine
$02C1A6 1 byte Sprite number Sprite Diggin' Chuck unearths
$02C29F 1 byte Misc. 1st type of block Chargin' Chuck can smash through, -0x100 (Throw Block)
$02C2A3 1 byte Misc. 2nd type of block Chuck can smash through, -0x100 (Turn Block)
$02C2BE 1 byte Misc. What top row of blocks become when Chuck smashes through them
$02C2DB 1 byte Misc. What bottom row of blocks become when Chuck smashes through them
$02C382 1 byte Sound effect Whistling Chuck Sound Effect.
$02C3B3 4 bytes Sprite Misc. Timers for Pitchin' Chuck's throwing. This table is indexed by the initial sprite X position. The timers themselves are formatted thus: t = $3F + $20n, where t is the timer value and n is the number of baseballs thrown in a row. So the sprite will throw 2, 4, 6, or 5 baseballs depending on its X position. However, this applies only when it is on the ground; if it is in the air, then the timing is different.
$02C460 2 bytes Misc. Starting X-coordinate of baseball when thrown by Chuck (facing right, facing left)
$02C464 2 bytes Misc. X speed of baseball when thrown by Chuck (right, left)
$02C47A 1 byte Sprite number Object that Pitchin' Chuck pitches
$02C5AF 1 byte Sound effect SFX played by Splitin' Chuck
$02C5C8 1 byte Sprite number Sprite spawned by Splittin' Chuck
$02C708 1 byte Sound effect Running Chuck sound
$02C7BE 1 byte Misc. Determines the number of points received for defeating a Chuck by stomping or with a star. See $02ACE5 for a list of possible values.

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

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

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

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

After using $02:D248, $02:D256 or $02:D25C, the game adds a slight, varying downward speed to the Lakitu cloud. So if you leave [00] in $02:D248, then the cloud will sink slightly while Mario rides the cloud.
$02D256 1 byte Sprite physics [10] {+16} Vertical speed limit when pressing Down from the Control Pad, while Mario rides the Lakitu cloud.
$02D25C 1 byte Sprite physics [F0] {-16} Vertical speed limit when pressing Up from the Control Pad, while Mario rides the Lakitu cloud.
$02D260 1 byte Sprite physics [F8] {-8} Vertical speed when releasing Up and Down from the Control Pad, while Mario uses the P-balloon. Change to [00] {0}, to prevent that Mario floats up gradually, so that Mario can float in place.
$02D268 1 byte Sprite physics [F0] {-16} Vertical speed limit when pressing Up from the Control Pad, while Mario uses the P-balloon.
$02D26E 1 byte Sprite physics [08] {+8} Vertical speed limit when pressing Down from the Control Pad, while Mario uses the P-balloon.
$02D51E 97 bytes Empty Unused data.
$02D599 1 byte Misc. Horizontal speed of Banzai Bill
$02D5A4 16 bytes Sprite tilemap related X offsets of Banzai Bill's tiles.
$02D5B4 16 bytes Sprite tilemap related Y offsets of Banzai Bill's tiles.
$02D5C4 16 bytes Sprite tilemap related TTTTTTTT of Banzai Bill's tiles.
$02D5D4 16 bytes Sprite tilemap related YXPPCCCT of Banzai Bill's tiles.
$02D698 3 bytes ASM Change to EA EA EA to fix the problem where changing the tilemap of the Ball 'n' Chain freezes the game. (Use with addresses $02D6BB and $02D883.)
$02D6BB 3 bytes ASM Change to EA EA EA to fix the problem where changing the tilemap of the Ball 'n' Chain freezes the game. (Use with addresses $02D698 and $02D883.)
$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! See fix at adresses $02D82C).
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.
$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
$02D883 3 bytes ASM Change to EA EA EA to fix the problem where changing the tilemap of the Ball 'n' Chain freezes the game. (Use with addresses $02D698 and $02D6BB.)
$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.
$02DA68 6 bytes Misc. How often Amazing Flyin' Hammer Brother throws Hammer
$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)
$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
$02E83E 7 bytes Misc. Tiles left behind by Growing/Shrinking Pipe (in order of left side rising; sinking, right side rising; sinking)
$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 YXPPCCCT data of Super Koopa.
Edit $02ECA9 from 00 to 01 and $02ECAD from 00" to 01 to fix garbage tiles when a stomped left-flying Super Koopa is falling down.
$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
$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
$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)
$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
$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)
$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
$039964 1 byte Sprite Misc. X-radius of Reznor's circle
$039987 1 byte Sprite Misc. Y-radius of Reznor's circle
$0399EC 1 byte ASM Change from F0 to 80 to make the Reznor platforms non-standable (fall-through) after Mario hits a Reznor from below
$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.
$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.
$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.
$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)
$03A618 1 byte Timer Amount of time before Bowser drops 2nd steel ball
$03A623 1 byte Sprite number Sprite Bowser Throws (Bowling Ball)
$03A683 1 byte Misc. Bowser hit count for final 2 phases
$03A702 1 byte Music Music played when Bowser flies away
$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
$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.
$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)
$03AB17 2 bytes Sprite physics X Speed of Bowser in second part.
$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 Y speed of bounce of Bowser's third part.
$03AB8D 1 byte Sound effect Bowser's Clown Car bouncing sound
$03ABF4 1 byte Sound effect Bowser Defeated Sound
$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
$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
$03B1B2 1 byte Sound effect Steel Ball bouncing sound
$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" 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.
$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.

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
$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.
$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
$03CDD5 1 byte Misc. Setting for Lemmy/Wendy's decoys. 00 - keep appearing after boss's defeat, 01 - interaction disabled, 02 - paralyzed, 03 - normal
$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.
$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.
$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.
$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
$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.
$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.
$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)
$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
$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
$03D32A 20 bytes Sprite tilemap related Wendy Koopa's Decoys' Palette/gfx page/priority/flip
$03D6AC 84 bytes Empty Unused data.
$03D71B 1 byte Misc. Number of Reznors killed before bridge begins breaking
$03D9DE 480 bytes Mode 7 tilemap Morton, Roy and Ludwig tilemap
$03DBBE 432 bytes Mode 7 tilemap Bowser tilemap
$03DD6E 5 bytes Pointer Low byte for the pointers to the SNES addresses for Morton, Roy, and Ludwig's palettes. The last two bytes are unused.
$03DD73 5 bytes Pointer High byte for the pointers to the SNES addresses for Morton, Roy, and Ludwig's palettes. The last two bytes are unused.
$03DD78 5 bytes Graphics Graphics files used for Morton, Roy, and Ludwig. The last two bytes are unused.
$03DD8E 1 byte Misc. Y position of the center of rotation for Reznor's wheel.
$03DD92 1 byte Misc. Size of Reznor's wheel. The closer to 00, the larger.
$03DF0A 1 byte Misc. How many animation frames Clown Car's propeller has, -1
$03E016 5 bytes ASM Lightning sound FX for Bowser battle. Change to EA EA EA EA EA to disable noise.
$03E02D 7 bytes Misc. Code for loading BG flashes during Bowser battle. Change to EA EA EA EA EA EA EA to disable.
$03E043 4 bytes Pointer Pointer to Bowser's first palette
$03E05C 932 bytes Empty Unused data.
$03E400 6624 bytes Music Credit music SPC data.
$03FDE0 544 bytes Empty Unused data.
$048086 51 bytes Subroutine (JSR) Seems to handle drawing the default water tiles on the overworld.
$048221 16 bytes Overworld Max range for overworld scrolling when start is pressed. 16bit. Indexed by controller bits. Order: null, right, left, both (same as right), null, bottom, top, both (same as bottom)
$04824B 1 byte Debug Change from 80 to F0, and pushing select on the OW will cycle through Yoshi colours.
$04828D 2 bytes ASM Change to 80 06 to disable "Lives Exchanger" function.
$048380 1 byte Misc. Change to 00 to disable looking around the overworld map
$0485AA 2 bytes Overworld border X placement of Mario on the overworld border
$0485B2 2 bytes Overworld border Y placement of Mario on the overworld border
$0485BC 1 byte Overworld border Mario's speed on the overworld (the one in the top-left). Since you don't actually move, it's only a graphical aspect. 0 is the lowest value possible - stand still. 1-3F speed up gradually. Other values aren't recommended and/or give the same effect.
$0485CF 4 bytes Overworld border Change from 22 BD E2 00 to EA EA EA EA to remove Mario from the Overworld border
$0485E8 1 byte Overworld border Change this byte to [60] (RTS) to get rid of the 32x32 box that surrounds the Mario image.
$0485E9 1 byte Overworld border X placement of first row of tiles behind Mario
$0485ED 1 byte Overworld border Y placement of tile group behind Mario
$048603 1 byte Overworld border Tile used for group behind Mario
$048608 1 byte Overworld border Attributes of group behind Mario
$04861B 1 byte Overworld border X placement of second to fourth row of tiles behind Mario
$048769 3 bytes ASM Change to EA EA EA to keep the inactive player from appearing on the map
$0487B4 1 byte Sprite tilemap related Tile to use for both halves of Mario's halo on the overworld.
$0487BC 1 byte Sprite tilemap related Properties of left half of Mario's halo on the overworld, in YXPPCCCT format.
$0487C1 1 byte Sprite tilemap related Properties of right half of Mario's halo on the overworld, in YXPPCCCT format.
$0487CB 384 bytes Sprite tilemap related Overworld sprite tilemap (Mario/Luigi) (2 bytes per 8x8 tile)
$0489DE 384 bytes Sprite tilemap related Overworld sprite tilemap (More M/L, Yoshi)
Change $04:8A36 to [42 22 43 22 52 22 53 22] to fix a bug where Yoshi is partially red sometimes, no matter which color he really has.
$048DDA 1 byte Misc. Change to 80 to fix a rather odd bug caused by playing a level immediately after beating a boss in Sunken Ghost Ship's original level (level 018), in which Yoshi will display extremely strangely and goal tapes/spheres will stop Mario rather than making him walk.
$048E2E 1 byte Music Change to 80 to fix the glitch that occurs when Mario defeats one of the Koopalings and the music on the Overworld "disappears". Also applies for Custom Music.
$048EEB 3 bytes ASM If you change this to EA EA EA, the background water tiles on the overworld will not show up.
$048EFA 1 byte Misc. On which submap Mario should be walking upwards after the intro screen (walking to Yoshi's House).
$048F01 1 byte Coordinate On which X position Mario should be walking upwards after the intro screen (walking to Yoshi's House).

In other words, on this X-position, the intro march will be triggered at the beginning of the game.
$048F08 1 byte Coordinate On which Y position Mario should be walking upwards after the intro screen (walking to Yoshi's House). (To be used with $05B15C.)
$048F7F 8 bytes Misc. The overworld tiles that trigger a save prompt. default is $58 (fortress), $59 (unrevealed fortress, not used in the original game because all tiles are revealed before you play them), $5D (castle), $63 (ghost house), $77,$79 (switch palaces), $7E (yellow dots from special world), $80 (Sunken Ship tile)
$048F93 1 byte ASM [6C] Changing this to [00] will cause all overworld tiles to show the save prompt when the corresponding level is beaten.
$048F94 72 bytes Subroutine (JSR) "Set up saving" routine. This copies a number of RAM addresses to the table at $1F49. You probably want to copy this to your patch (it contains lots of weirdness you don't want, so don't use the JSL to RTS trick).
$04906C 12 bytes Overworld Table of the no-auto-move levels on the overworld. Each of the values are translevel numbers in 16-bit.
$049078 10 bytes Misc. The list of levels that have hard-coded paths. Each byte represents a level. The value 0xFF means to check for a particular overworld position instead of a level (for the pipe that Chocolate Island 2 leads to). Setting any of these levels to 0 will disable that hardcoded path.
$049082 4 bytes Coordinate The 16-bit X and Y position in the overworld that will be used for the hardcoded path from the pipe to Chocolate Island 2.
$049086 68 bytes Misc. This is a list of all of the hardcoded paths, in the same order as the levels defined in $04:9078. The paths are a list of the Layer 1 tiles that Mario would encounter along the path if the path were not hardcoded. Each path ends in a level tile of some kind, which matches a visible level tile in the world.
$0490CA 68 bytes Misc. Hardcoded path information. For each tile in the list at $04:9086, there is a corresponding tile in this list. These tiles determine the facing of Mario while walking along that path.
$02: Down
$00: Up
$04: Left
$06: Right
$04910E 18 bytes Misc. Hardcoded path data. A list of offsets into the fields at $04:9086 and $04:90CA. This list corresponds to the list at $04:9078; this offset tells where the tile data for that level's hardcoded path begins.
$049136 1 byte Misc. Change to F0 to make player warp to Star Road if Select is pressed at Yoshi's House
$049171 1 byte Sound effect Sound effect played when warping over a star road tile.
$0491B8 29 bytes Misc. Loads Mario/Luigi's powerups, coins, Yoshies, and lives
$0491E1 1 byte Music [80] Music to use when entering a level.
$0491E3 1 byte Music [FB] Change to F9 or FC to use sound effect when entering a level.
$04922E 1 byte Misc. Change to 00 to make Mario stay in place after completing a level on the overworld (as opposing to moving to the next level)
$049264 1 byte Misc. On the overworld, Mario always faces you after he moves onto a level tile. Change the 09 to a 00 to disable that. Mario will continue facing the last direction he was moving towards after he moves onto a level tile.
$049291 3 bytes Debug If you replace this with "4C AF 92" (JMP $92AF), it will enable to walk in unrevealed paths on the overworld.
(But it will not work correctly with star road warps)
$049414 2 bytes Mario physics Speed of Mario on the OW (Higher = faster). First byte is normal ground, second is stairs.
$049416 8 bytes Overworld Max range for overworld scrolling when walking. 16bit. Order: left, top, right, bottom
$049426 10 bytes Misc. List of layer 1 overworld tiles that allow mario to walk from one map to another ("exit level tiles" in lunar magic)
$04965C 1 byte Overworld Change to 80 (BRA) to make Mario stand on OW tiles 6A through 6D, instead of swimming through them.
$04969F 6 bytes Sound effect Replace [A9 23 00 8D FC 1D] with [EA EA EA EA EA EA] to disable the "beep" when Mario moves onto a level tile.
$049885 65 bytes Subroutine (JSR) Calculator for the players overworld tile position. Before calling this function $00 must contain the 16 bit X position of the player, $02 must contain the 16 bit Y position of the player, and X must be 0 or 1 (luigi, mario). Additionally, A must be 16 bit.
$0498CA 1 byte Overworld Initial Y speed of the player when walking up to Yoshi's house. Each frame, he moves up one pixel, and then he's moved down this many 256ths of a pixel. Since the default value for this is #$80, this means Mario moves up #$100-#$80=#$80 pixel 256ths, which is half a pixel.
$0498F0 1 byte Coordinate At which Y position Mario should stop the intro march on the overworld (walking to Yoshi's house after start of new game). Default: $78.
$049964 170 bytes Overworld A big bunch of tables for which exits on the overworld lead to where.

$049964 to $0499A9: Five bytes for each entry that describe where each exit is (the tile Mario enters). First two bytes are Y position ($1F19), then comes X position ($1F21), then finally the submap ($13C3).
$0499AA to $0499EF: Five bytes for each entry that describe where each exit leads (the tile Mario ends at). Same format as above.
$0499F0 to $049A0D: Two bytes for each entry, to additionally describe the target. First comes Y high divided by 16 ($1F21), then comes X high divided by 16 ($1F1F).

If an exit is not present at the exact listed position, Mario is not moved, and tries to exit from the same tile again.
$049AC5 460 bytes Layer 3 Level names.
It's almost raw tilemaps ready to be uploaded to VRAM (no YXPCCCTT), but if the highest bit is set, it gets cleared and it's the end of the area.
However, it's cut to small chunks. See $04A0FC (0x222FC) for how they're put together.
$049D22 2 bytes Coordinate Position of OW level names. Increase/decrease by 1 to make it move up to the right/left, increase/decrease by 20 to make it move down/upwards.
Note that #$8B should be considered the low byte for the address, not #$50.
$049EA7 162 bytes Misc. Two bytes per tile, starts at tile $01 and goes to $51.
First byte is X distance mario moves across tile
Second byte is Y distance mario moves across tile
The distance is based on walking right for a horizontal path
and walking down for a vertical path (see entry for $04:9F49)
$049F11 2 bytes Overworld [FC F8] Change to [10 04] to allow overworld path tile 36 to be used as the missing water path tile. Must be combined with $049FB3, $04A020, and $04A04D.
$049F49 162 bytes Misc. Two bytes per tile, starts at tile $01 and goes to $51
If the two bytes are $01,$00 then the tile is a horizontal path
If they are $00,$01 then a vertical path.
No other values were used in game
It seems odd to use two bytes to do this, so it might be worth experimenting with other values
$049FB3 2 bytes Overworld [00 01] Change to [01 00] to allow overworld path tile 36 to be used as the missing water path tile. Must be combined with $049F11, $04A020, and $04A04D.
$049FEB 81 bytes Misc. One byte per tile, starts at tile $01 and goes to $51
Mario pose while walking

0 - Mario Vertical
4 - Mario Horizontal
8 - Mario Swimming Vertical
C - Mario Swimming Horizontal
10 - Entering Level
14 - Climbing
18-FF - Unused

Only multiples of 4 seem to be used, using a value inbetween just seems to result in oddly animated versions of the normal values
$04A020 1 byte Overworld [08] Change to [0C] to allow overworld path tile 36 to be used as the missing water path tile. Must be combined with $049F11, $049FB3, and $04A04D.
$04A04D 1 byte Overworld [36] Change to [87] to allow overworld path tile 36 to be used as the missing water path tile. Must be combined with $049F11, $049FB3, and $04A020.
$04A0FC 186 bytes Layer 3 How to put level names together.
Format: 16 bits/entry.
First byte contains the offsets to the second and third parts (lowest four bits there is third part, upper four bits there is second), while the second byte (except the highest bit, which is unused) contains the offset to the first part.
Note that those offsets aren't direct, they point to $049C91, $049CCF, or $049CED (note: those offsets are 16bit), which contains the real offsets to $049AC5.
$04A1B6 586 bytes Empty Unused data
$04A400 307 bytes Overworld border Layer 3 Border Tile Data: The 95s, 96s, and 97s are the tiles used for the Mushrooms, Stars, and Fire Flowers (respectively). The overworld border's "filler" tiles (tile FE by default) are determined by bytes at: $04A404 (top rows overworld border); $04A40A (first column, left-hand side); $04A410 (second column, left-hand side); $04A416 (top right corner by map shadow); $04A41C (right-hand side column); $04A422 (bottom rows).
$04A530 is the x beside Mario and the Lives in the overword border. Change from 8F to FE to remove it.
$04A533 6904 bytes Misc. Overworld layer 2 data's tilemap data: Tile numbers.

Table is compressed in the LC_RLE2 format
$04C02B 5709 bytes Misc. Overworld layer 2 data's tilemap data: Tile properties (YXPCCCTT).

Table is compressed in the LC_RLE2 format
$04D678 96 bytes Overworld Which directions you go in after beating a level, indexed by level ID ($13BF).
Format: nnss----
nn = regular exit
ss = secret exit
---- = unknown (unused?)
00 is up, 01 is down, 10 is left, 11 is right.
$04DA1D 44 bytes Overworld A 22-byte table of Layer 1 overworld tile numbers that change into other tiles, followed by a 22-byte table of the tile numbers that they become. Entries $09 [53->43], $0A [52->44], and $15 [54->23] correspond to tiles that are unused in the original SMW, so they could be changed to other tile numbers if need be.

(This is how things such as revealing level tiles work: tile numbers from the first list are transformed into the corresponding tiles from the second list when activated.)
$04DABA 53 bytes Subroutine (JSR) Subroutine that decompresses LC_RLE2 data.
$04DBC8 7 bytes Music Music tracks used by the different submaps, indexed by submap ID ($1F11).
$04DD57 54 bytes Subroutine (JSR) Subroutine that decompresses LC_RLE1 data.
$04DD8D 1484 bytes Overworld A table used by layer 2 events. It contains 0x173 four byte entries. The first two bytes in each entry are for the source offset ($0C8000) (also decides size), the last two are for the target offset ($7F4000).
$04E359 242 bytes Overworld Table that tells how many layer 2 tiles each event reveals and where in the table ($04DD8D) they start. This table contains 121 16-bit values; one for each event, and one to tell where $04DD8D ends.
$04E453 285 bytes Subroutine (JSR) Routine that loads the overworld layer 2 events on game load and OW load after cutscenes (possibly at every OW load).
$04E577 16 bytes Pointer Pointer to locations in the routine that runs events.
$04E587 32 bytes Overworld VRAM addresses (16-bit) to write each of the destroyed castle/fortress/switch palace tiles to.
Likely not used when LM is done with the ROM.
$04E5A7 5 bytes Overworld Layer 1 tile numbers that have a destruction event associated with them. Essentially, the "before" tiles.
$04E5AC 5 bytes Overworld Top tile to write after each destruction, in the order of $13D0. The table is only used for two-tile destructions (like the castles), so the first three bytes are normally unused.
$04E5B1 5 bytes Overworld Bottom/base tile to write after each overworld tile destruction, in the order of $13D0.
$04E5B6 32 bytes Overworld Layer 1 tilemap locations (16-bit) for each of the castle/fortress/switch palace destruction events.
$04E5D6 16 bytes Overworld Which event numbers will trigger castle/fortress/switch palace tile destruction sequences. Due to a coding error by Nintendo, the table is treated as 0x18 bytes long when it's really only 0x10 bytes.
$04E5E6 8 bytes Overworld The overworld tiles that will allow triggering a save prompt when an event has already been cleared. Tile must also exist in the list at $04:8F7F.
$04E5EE 82 bytes Subroutine (JSR) Subroutine that runs events at level end.
$04E660 1 byte Misc. Level that triggers overworld Earthquake sequence
$04E670 1 byte Sound effect Castle Destroyed (OW) Sound Effect.
$04E764 1 byte Sound effect SFX that makes the path appear (OW).
$04E8E4 44 bytes Overworld Event numbers corresponding to each of the Layer 1 and Layer 2 event tiles that are loaded offscreen in a clean ROM.
$04E910 44 bytes Overworld Table of whether an offscreen event tile is on Layer 1 (00) or Layer 2 (01).
$04E93C 88 bytes Overworld Location indices (16-bit) for each of the offscreen event tiles in their respective tilemaps.
$04E994 88 bytes Overworld Tile numbers for each of the offscreen events. All entries are 16-bit, with the high byte for Layer 1 tiles being unused.
$04EAA8 1 byte Timer Delay between laying down individual OW event tiles. Change from 40 to 00 for minimal delay.
$04EB41 1 byte Misc. Determines which submap reveals its event tiles at a slower rate (Default value is 03: Forest of Illusion)
$04EB42 1 byte Misc. Change from D0 to 80 to make the Forest of Illusion submap reveal its event tiles at the same speed as the other submaps
$04ECAB 1 byte Sound effect SFX that makes when the level tile appears.
$04EF3E 834 bytes Empty Unused data.
$04F294 1 byte Timer How long until Switch Palace is destroyed.
$04F2A1 1 byte Misc. No. of times the ! blocks are spawned on OW after switch palace.
$04F2A5 1 byte Sound effect [1C] Sound played by the switch palace blocks as they fly across the overworld (after pressing a switch).
$04F2AA 1 byte Misc. How many ! blocks are spawned on OW after switch palace.
$04F52B 250 bytes Misc. Main Lives Exchanger routine
$04F56F is X location of Mario on lives exchange
$04F570 is Y location of Mario on lives exchange
$04F575 is X location of Luigi on lives exchange
$04F576 is Y location of Luigi on lives exchange
$04F57B is the tile to use for Mario on lives exchange
$04F57C is Pal/flip/etc. of Mario on lives exchange
$04F581 is the tile to use for Luigi on lives exchange
$04F582 is Pal/flip/etc. of Luigi on lives exchange
$04F625 65 bytes Misc. Overworld sprite data - controls 13 of the 16 slots of the overworld sprite tables (the first 3 of the 16 are reserved for clouds). One overworld sprite has 5 bytes:
Byte 1 - sprite number
Byte 2 - X-Pos, low
Byte 3 - X-Pos, high
Byte 4 - Y-Pos, low
Byte 5 - Y-Pos, high

Data is only read once, on titlescreen load. (Which also explains the bug that occurs with the titlescreen showing an unnecessary cloud tile.)
$04F666 6 bytes Coordinate X positions of the overworld ghost sprites, relative to their corresponding main map ghosts. Two bytes each. The small size of this table is why you can't have ghosts in any slot other than the last three.
$04F66C 6 bytes Coordinate Y positions of the overworld ghost sprites, relative to their corresponding main map ghosts. Two bytes each. The small size of this table is why you can't have ghosts in any slot other than the last three.
$04F709 1 byte Overworld Submaps on where to disable the thunder effect (originally used in Valley of Bowser).
#$80 - Main map
#$40 - Yoshi's Island
#$20 - Vanilla Dome
#$10 - Forest of Illusion
#$08 - Valley of Bowser
#$04 - Special World
#$02 - Star World
#$01 - Unused
Note that the bits in this address disables the thunder in this submap, so to disable it everywhere, #$FF is the correct value. This address affects both colors and sound.
$04F737 1 byte Music Sound effect for the thunder in Valley of Bowser.
$04F744 1 byte Timer How long the lightning flash stays on screen (Bowser's Valley)
$04F74B 35 bytes Subroutine (JSR) Subroutine which is used for the flashing effect in Valley of Bowser.
$04F754 - Color which is animated by this routine. Can be changed to 00 to have an all round lightning effect (everything flashes).
$04F829 10 bytes Misc. Table which determines on which OW submaps sprites are disabled. myvfbswx format, where m = main, y = Yoshi's Island, v = Vanilla Dome, b = Valley of Bowser, s = Special World, w = Star World, x = not used.
$04F85F 22 bytes Pointer Overworld sprite pointer table.
$04FA48 1 byte Overworld Determines the three consecutive layer 1 tiles (this value +0, +1, or +2) that cause an overworld Cheep-Cheep to jump when walked across.
$04FA6D 1 byte Misc. Flip to use when approaching overworld Cheep-Cheep from left
$04FA6F 1 byte Sprite tilemap related Base Palette/flip/etc. of overworld Cheep-Cheep
$04FA74 1 byte Misc. Maximum height overworld Cheep-Cheep can jump
$04FA79 1 byte Sound effect Sound overworld Cheep-Cheep makes
$04FA7E 1 byte Sprite Misc. No. of frames used by OW Cheep-Cheep's splash.
$04FAB2 1 byte Sprite tilemap related Tile to use for overworld Cheep-Cheep (1)
$04FAB8 1 byte Sprite tilemap related Tile to use for overworld Cheep-Cheep (2)
$04FAFB 1 byte Sprite tilemap related Tile to use for overworld Piranha Plant (1)
$04FB01 1 byte Sprite tilemap related Tile to use for overworld Piranha Plant (2)
$04FB03 1 byte Sprite tilemap related Palette/flip/etc. of overworld Piranha Plant
$04FB38 1 byte Misc. X speed of overworld clouds
$04FB3D 1 byte Misc. Y speed of overworld clouds
$04FB44 3 bytes Misc. Change from 20 62 FE to EA EA EA to make the overworld clouds not show up (even if you use sprite slots for them).
$04FB65 1 byte Sprite tilemap related Pal/flip/etc. of overworld cloud (left half)
$04FB76 1 byte Sprite tilemap related Pal/flip/etc. of overworld cloud (right half)
$04FB79 1 byte Sprite tilemap related Tile to use for overworld clouds
$04FCC6 1 byte Sprite tilemap related Tile to use for Yoshi's House smoke (1)
$04FCD3 1 byte Sprite tilemap related Tile to use for Yoshi's House smoke (2)
$04FD2E 1 byte Sprite tilemap related Pal/flip/etc. of overworld Bowser (facing left)
$04FD35 1 byte Sprite tilemap related Pal/flip/etc. of overworld Bowser (facing right)
$04FD38 1 byte Sprite tilemap related Tile to use for overworld Bowser in clown car
$04FD82 1 byte Sprite Misc. Overworld sprite slot to use as Forest of Illusion's ghost (default: slot 0F). This ghost won't appear on submaps unless certain events are beaten.
$04FD89 1 byte Sprite Misc. Which event numbers reveal the Forest of Illusion ghost, in the format of $1F02. The address number to use is two bytes at $04FD86 (x27F86).
Default value: 12, with address $1F07 (events 2B and 2E).
$04FDA6 1 byte Sprite tilemap related Pal/flip/etc. of overworld Boo (facing left)
$04FDAD 1 byte Sprite tilemap related Pal/flip/etc. of overworld Boo (facing right)
$04FDB0 1 byte Sprite tilemap related Tile to use for overworld Boo
$04FE90 71 bytes Sprite subroutine (JSR) Overworld sprite speed routine.
$04FFB1 79 bytes Empty Unused data.
$0580D5 3 bytes ASM Handles pipe colours in horizontal levels. Change to:
EA - Pipes change colour every half-screen.
EAEA - Every 1/4 screen (every 2 pipes).
EAEAEA - Every pipe.
EAEA0A - Every half pipe (every pipe is 2-toned).
EAA9xx - All pipes are same colour (xx=00, 01, 02 or 04).
Must be combined with $05:87A4.

Warning: Does not have any effect on ROMs LM 1.7 has been used on.
$0581BB 64 bytes Misc. Map16 tileset-specific table. Each bit (from high to low) corresponds to one tile. When the game sets up tile pointers, if the bit is set, it writes and then increments (by 2) P1 (which is initialized to the value at $058000 + (Tileset * 2)), otherwise it writes and increments P2 (initialized to $(0D)8000).
$0582C8 114 bytes Subroutine (JSR) This routine is used within the level clear to set $7EC800-$7EFFFF to #$25.
$05833A 114 bytes Subroutine (JSR) This routine is used within the level clear to set $7FC800-$7FFFFF to #$00.
$058417 32 bytes Misc. Table of Screen Mode values for each level mode. Stored to $5B.
$058437 32 bytes Misc. Table of TM&TMW values for each level mode. Stored to $0D9D.
$058457 32 bytes Misc. Table of TD&TSW values for each level mode. Stored to $0D9E.
$058477 32 bytes Misc. Table of CGADSUB values for each level mode. Stored to $40.
$058497 32 bytes Misc. Table of Fight Mode values for each level mode. Stored to $0D9B.
$0584B7 32 bytes Misc. Table containing the default YXPPCCCT sprite tile settings for each level mode. Stored to $64.
It's used for determining whether or not layer priority should work in a level mode; the value #$30 means that it won't work, while #$20 means that it will.
$0584D7 4 bytes Timer Hundreds digits for the four time limits that can be specified in the level header. Default is $00, $02, $03, $04 for time limits of 0, 200, 300, and 400. Tens and ones digits are set to 0 at $05858A.
$0584DB 1 byte Music Level Music - Here We Go! [02] (change to any other value to change what music plays by default in grassland levels)
$0584DC 1 byte Music Level Music - Cave Drums [06] (change to any other value to change what music plays by default in cave levels)
$0584DD 1 byte Music Level Music - Piano [01] (change to any other value to change what music plays by default in rope/sky levels)
$0584DE 1 byte Music Level Music - Castle [08] (change to any other value to change what music plays by default in Castles and Fortresses)
$0584DF 1 byte Music Level Music - Ghost House [07] (change to any other value to change what music plays by default in Ghost Houses)
$0584E0 1 byte Music Level Music - Water [03] (change to any other value to change what music plays by default in water levels)
$0584E1 1 byte Music Level Music - Boss Battle [05] (change to any other value to change what music plays by default during boss battles)
$0584E2 1 byte Music Level Music - Switch Palace [12] (change to any other value to change what music plays by default in Switch Palaces)
$0587A4 3 bytes ASM Same as $05:80D5. Both must be changed to the same values.
$058A95 2 bytes Coordinate Until which Y position (default : #$01B0) all Map16 tiles' graphics should be updated.
$058C85 1 byte Objects Which tileset's layer 2 always uses palettes 4-7, never 0-3. Default is 03 (Underground 1). To disable this effect, set it to anything invalid, like FF.
$058E19 487 bytes Empty Filled with FF.
$059000 135 bytes Pointer 24-bit layer 3 pointer. 3 pointer addresses per FG/BG tileset (tilesets 0-E). First pointer for low and high tides, second pointer for low tide only, third pointer for tileset specific layer 3 (although technically, all layer 3 settings here can be tileset specific).
$059087 525 bytes Layer 3 Layer 3 cage tiles placement, stripe image format.
$059294 693 bytes Layer 3 Layer 3 crusher tiles placement, stripe image format.
$059549 149 bytes Layer 3 Layer 3 tide tiles placement, stripe image format.
$0595DE 1081 bytes Layer 3 Layer 3 ghost house fog tiles placement, stripe image format.
$059A17 201 bytes Layer 3 Layer 3 goldfish tiles placement, stripe image format.
$059AE0 1857 bytes Layer 3 Layer 3 castle windows tiles placement, stripe image format.
$05A221 834 bytes Layer 3 Layer 3 underground rocks tiles placement, stripe image format.
$05A563 29 bytes Empty Unused data
$05A580 16 bytes Layer 3 VRAM positions for the different lines of the message boxes. Actually the first half of stripe images; the second half is the same for all of those. It's at $05B1F7.
$05A590 23 bytes Misc. Which levels have message boxes. Different values here corresponds to $13BF. If the highest bit (#$80) is set, it tells that message 2 is used for that level; if clear, message 1 is used.
Most likely not used when LM is done with the ROM.
$05A5D9 2854 bytes Layer 3 All the message box texts.
They're almost raw tilemaps (doesn't contain YXPCCCTT data) to be uploaded to VRAM, but setting the highest bit makes it add a newline too.
$05B106 2 bytes Misc. Time when to show text after expanding/shrinking the Message Box window.

1st byte determines when to show the message.
2nd byte determines how fast to hide the message.

Edited values can't be higher than the default hex values.
$05B108 2 bytes Misc. Expanding/Shrinking size of Message Box window.

Second digit of both bytes can't be other numbers than 0.
$05B10A 2 bytes Misc. Expanding/Shrinking speed of Message Box window.
$05B10C 399 bytes Subroutine (JSL) The subroutine that displays the message from a message box. It handles the windowing HDMA, the stripe image upload, and things such as teleporting to the overworld after the intro screen.

$05B129: [9C 9F 0D] Change to [EA EA EA] to prevent HDMA from getting disabled AFTER a message box has been displayed. Use with $05B296.
$05B15C: [8E] The Y position on which to start the march to Yoshi's House after the intro screen. To be used with $048F08.
$05B15D: [8D 19 1F] ASM code that stores the player's starting Y position to its RAM address, $1F19. Lunar Magic changes this to [EA EA EA] if you move the Mario OW sprite around, thus disabling the intro march (and its effects, such as storing '0' to the amount of levels cleared). If you want to undo this effect, change it back to [8D 19 1F].
$05B160: Side exit subroutine. It can be JSL'd to.
$05B189: [D0 CF] Change to [EA EA] to prevent the message that pops up in the intro screen from exiting the level. (It will act exactly the same as a message in any other level.)
$05B21D: [39] Tile properties of the Layer 3 tiles in message box messages in YXPCCCTT format. (Note: Lunar Magic ASM hacks render this address unused.)
$05B296: [8D] Change to [0C] to prevent HDMA from getting disabled WHILE a message box is being displayed. Use with $05B129.
$05B29B 64 bytes Sprite tilemap related This is the 8x8 tilemap data for the sprites used on the switch palace messages (dotted and '!' block). The first byte in each in the tile, the second byte is the YXPPCCCT data.
$05B329 33 bytes Subroutine (JSL) "Give coins" subroutine. If you JSL to it, it will give the player the number of coins equal to the value in A.
$05B34A 17 bytes Subroutine (JSL) Subroutine that gives the player a single coin. It handles the green star block as well.
$05B34E is the sound this generates.
$05B375 488 bytes Layer 3 Title screen stripe image data (the part that appears right as the title screen loads up).
$05B6FE 203 bytes Layer 3 Tilemap of the erase file select dialog. ("ERASE MARIO A . . . EMPTY", etc.)
$05B7C9 169 bytes Layer 3 Tilemap of the file select dialog. ("MARIO A . . . EMPTY", etc.)
$05B872 85 bytes Misc. 1 / 2 player game stripe image data.
$05B93B 48 bytes Overworld border Destination VRAM addresses for animated tiles. There are 6 bytes, 3 16-bit addresses, for each of the 8 possible animation frames (index = (frame & 7) * 6), and their values get stored to $0D7C, $0D7E, and $0D80 during the animation handling routine. (The last 6 bytes are actually unused, since SMW never uses animation frame 7 for anything.)
$05B96B 24 bytes Overworld border This table determines how a certain tile should vary its animation. 00 = always the same, 01 = change depending on $14AD, $14AE, or $14AF (P-switch timers and on/off switch), 02 = change depending on $1931 (FG/BG tileset number). It is indexed by the animation frame times 3, or (($14 & #$07) * 3), and each of the 8 possible animation frames uses one group of 3 bytes. Note that the last 6 bytes overlap with the table at $05B97D.
$05B97D 15 bytes Overworld border Table that determines, for tile animations that can have one of two states, which address to use to determine the state (i.e. any animation for which its corresponding value in the table at $05B96B is 01). The address used is $14AD plus this value, so 00 = blue P-switch, 01 = gray P-switch, 02 = on/off switch. This table is only 15 bytes long rather than 24 because all of the 2-state animations are updated on animation frame 0, 1, 2, 3, or 4, never 5, 6, or 7. Note also that the last byte overlaps with the table at $05B98B.
$05B98B 14 bytes Misc. Table, indexed by FG/BG tileset. Determines which group of animated tiles to use for a certain tileset, such as conveyor belts, stars, lava, etc.
$05B999 416 bytes Overworld border Frame data for animated tiles. Each group of 8 bytes is one set of tile animation, and each pair of bytes is one frame. The numbers are offsets forming the lower two bytes of pointers to the table data at $7E7D00. (For instance, the first two bytes = 00 95 -> data at $7E9500.) There seems to be no discernable pattern to which tiles are uploaded where in VRAM, though.
$05BB39 109 bytes Subroutine (JSL) The routine that handles tile animation. It reads the animation data from the table at $05B999 and, based on that and a few other factors (such as tileset and blue P-switch status), sets the pointers to the tile data in the table at RAM $7E0D76.
$05BBA6 90 bytes Empty Unused data.
$05BC87 30 bytes Pointer Pointers to the scroll sprite main routines for Layer 1 scrolling.
$05BCB8 30 bytes Pointer Pointers to the scroll sprite main routines for Layer 2 scrolling.
$05BCF0 30 bytes Pointer Pointers to the scroll sprite init routines for Layer 1 scrolling.
$05BD17 30 bytes Pointer Pointers to the scroll sprite init routines for Layer 2 scrolling.
$05BEA6 3 bytes ASM [9C 11 14] Change this to EA EA EA to make Layer 2 Sideways Scroll not disable horizontal scroll.
$05C4F2 6 bytes ASM Change from [85 22 A9 01 85 23] to [38 69 02 85 22 EA] in order to make the Layer 3 tides scroll to the right instead of the left. (Nothing is stored to the high byte of Layer 3 X position, however, so if you adjusted the tide to be asymmetrical, this may not give the wanted result.)

Only applies to the graphical part of the Layer 3 tide.
$05C71B 1 byte Misc. Layer 2 on/off switch lower limit. The lower this number, the further down the screen layer 2 will go before stopping.
$05C71D 1 byte Misc. Layer 2 on/off switch upper limit. The higher this number, the further up layer 2 will go before it will start descending again.
$05C7BC 3 bytes Misc. Change to A9 08 EA and the background will start scrolling fast with generator F4 without having to touch platform C1
$05CA5C 5 bytes Sprite Misc. What direction Layer 2 will start out moving when each variant of the Layer 2 Scroll sprite (sprite EA) is used. In order: Range 12, Range 08, Range 05, Range 06, Range 05 (alternate). 00 -> down, 01 -> up.
$05CBF5 10 bytes Timer Determines the distance for Layer 2 to scroll when using each variant of the Layer 2 Scroll sprite (sprite EA), outside of the acceleration/deceleration period. In order: Range 12, Range 08, Range 05, Range 06, Range 05 (alternate); each type corresponds to a pair of bytes here. The first byte of each pair is for the first movement, and the second is for every time it moves after that. The data is roughly how much time will be spent scrolling at full speed, not the actual distance, so the scroll speed and acceleration affect this.
$05CBFF 8 bytes Subroutine (JSL) Jumps to Level End Scorecard Subroutine
$05CC16 75 bytes Layer 3 Start of course clear message tilemap.
$05CC1A (10 bytes) is 'MARIO' tiles and attributes used in the end-of-level scorecard
$05CC28 (12 bytes) is "COURSE" and attributes at end of level scorecard.
$05CC36 (10 bytes) is "CLEAR" and attributes at end of level scorecard.
$05CC61 5 bytes Misc. 'LUIGI' letters used in the end-of-level scorecard (uses the same attributes as the MARIO letters)
$05CC66 2 bytes Misc. Change to 80 1C to prevent the player from getting a free 1UP at the goal if the tens digit of your bonus star counter and the tens and ones digits of your time are all the same
$05CC85 1 byte Misc. Change to 00 to disable "Course Clear" from appearing.
$05CCC4 1 byte Misc. Number of LUIGI tiles to use in the end-of-level scorecard
$05CD2C 1 byte Timer Time it takes for Bonus! to appear after hitting the goal tape.
$05CD3F 35 bytes Layer 3 Tilemap for the bonus star countdown in the end of level routine.
At 2CF5A, a second header starts for two tiles reserved for the top of the number of bonus stars received.
$05CD62 20 bytes Layer 3 Table of tiles used to display the amount of bonus stars received in the end level routine.
Starts with top tile of 0, bottom tile of 0, top tile of 1, bottom tile of 1, etc. Notably, there's no header OR end byte.
$05CD79 1 byte ASM Changing this byte to [80] will disable the bonus counter in the 'Course Clear' screen.
$05CDD8 1 byte ASM Changing this byte to [80] will disable the drumroll sound effect, and the Timer and score tallying at the 'Course Clear' screen.
$05CDE4 1 byte Sound effect Drum Roll (tallying points) Sound Effect.
$05CE7A 1 byte Misc. Time Multiplier for every second (use with $05CE92) must be a multiple of 10.
$05CE92 1 byte Misc. Time Multiplier for every second (use with $05CE7A) must be a multiple of 10.
$05CF1B 3 bytes ASM Change to EA EA EA and the player will receive no bonus stars at the end of the level.
$05CF49 1 byte Sound effect Drum Roll Finishing Sound Effect.
$05CFEA 22 bytes Empty Empty.
$05D000 1536 bytes Misc. Tile data for all Layer 1 overworld tiles, #$00-#$BF (but BF doesn't show up in LM no matter what you set it to). 8 bytes per 16x16 tile = 2 bytes per 8x8 tile. (TTTTTTTT YXPCCCTT.)
Order in which the pairs of bytes go inside a 16x16 tile: upper-left, bottom-left, upper-right, bottom-right.
$05D608 96 bytes Overworld Which events are triggered by which level. Indexed by level ID, aka $13BF.
$05D668 160 bytes Empty Unused data.
$05D708 8 bytes Level data Layer 1, 2 (FG,BG) Initial Position. FG values (4 bytes) are first. BG values (4 values) are last.
$05D710 16 bytes Level data Vertical scroll settings for layer 2 background. The values in this table are for RAM $7E:1414. The index to this table is the %ssss from the %ssssyyyy in table ROM $05:F000.
$05D720 16 bytes Level data Horizontal scroll settings for layer 2 background. The values in this table are for RAM $7E:1413. The index to this table is the %ssss from the %ssssyyyy in table ROM $05:F000.

The maximum %ssss in SMW is %0111, thus indexes %1000 through %1111 are unused and are available if you want to invent more scroll settings for layer 2.
$05D730 16 bytes Level data Mario Y-Position (main and midway entrances)
$05D740 16 bytes Level data Mario Y-Subscreen Positions (main and midway entrances)
$05D750 8 bytes Level data Mario X-Positions (main and midway entrances). 8th byte unused?
$05D758 8 bytes Level data Mario X-Subscreen Positions (main and midway entrances). 8th byte unused?
$05D760 6 bytes Misc. The tileset that each no-Yoshi intro intro is used with. Same order as $05D766 (0x2D966). The last one seems to be unused.
$05D766 18 bytes Pointer List of 6 pointers to the "Get off Yoshi" level intros. In order: Ghost House, Castle Entrance 1, No Yoshi Sign 1, No Yoshi Sign 2, No Yoshi Sign 3, Castle Entrance 2.
$05D778 18 bytes Pointer List of pointers to the Layer 2's for the "Get off Yoshi" intro levels. Same order as for 2D966
$05D796 857 bytes Subroutine (JSL) The main level data loading routine.
$05DAE5 is which level has the variable exits that changes depending on coins, timer, and yoshi coins. To disable the variable properties of this level, change $05DAE6 to 80.
$05DA19 is the start of the code for checking whether or not the level should use a No-Yoshi intro. Change to [4C D7 DA] to disable all No-Yoshi intros, including those for ghost houses and castles.
$05DA1D 1 byte Level number Any level with a translevel number greater than or equal to this will use the "No Yoshi Sign 2" intro if the no-Yoshi intro is not disabled, regardless of tileset.
$05DA4B 1 byte Level number One of five translevels that will use a dark-background castle intro if the level is set to tileset 1 and a no-Yoshi intro is enabled. This one is 31 (Front Door) by default.
$05DA4F 1 byte Level number One of five translevels that will use a dark-background castle intro if the level is set to tileset 1 and a no-Yoshi intro is enabled. This one is 32 (Back Door) by default.
$05DA53 1 byte Level number One of five translevels that will use a dark-background castle intro if the level is set to tileset 1 and a no-Yoshi intro is enabled. This one is 34 (#7 Larry's Castle) by default.
$05DA57 1 byte Level number One of five translevels that will use a dark-background castle intro if the level is set to tileset 1 and a no-Yoshi intro is enabled. This one is 35 (Valley Fortress) by default.
$05DA5B 1 byte Level number One of five translevels that will use a dark-background castle intro if the level is set to tileset 1 and a no-Yoshi intro is enabled. This one is 40 (#3 Lemmy's Castle) by default.
$05DAEF 186 bytes Subroutine (JSR) The routine that loads level data for the sublevels of the level with the variable screen exits (i.e. level 24, or Chocolate Island 2, in the original SMW).
$05DBA9 1 byte Level number Level number for bonus game after gaining 100 bonus stars from a goal tape.
$05DBAA 1 byte Level number Level number for yoshi wings bonus stage.
$05DBAC 29 bytes Subroutine (JSR) The routine that handles setting the level to warp to when Yoshi gets the wings. (Level xC8.)
$05DBB3 1 byte Misc. Change to 60 (RTS) to make it so Yoshi wings use the normal screen exit instead of forcing a warp to level C8/1C8. This allows you to use pipes/doors in Yoshi wings levels. However, bonus games still remain incompatible. (Make sure to add a screen exit on every screen a player could possibly collect Yoshi wings if you use this.)
$05DBC9 2 bytes Coordinate Position of lives counter on the overworld.
$05DBF2 1 byte Overworld border [8B] Change to 6B to remove the OW life counter on the OW. Use with $04A530.
$05DC3A 12 bytes Subroutine (JSR) Another Hexadecimal to Decimal convertion routine. There is no difference between this one and the one at $009045.
$05DC46 954 bytes Empty Filled with FF.
$05E000 1536 bytes Pointer Level data pointer table (Layer 1)
$05E600 1536 bytes Pointer Level data pointer table (Layer 2)
$05EC00 1024 bytes Pointer Level data pointer table (Sprites)
$05F000 512 bytes Level data Table for each level in ssssyyyy format. ssss = layer 2 scroll settings, yyyy = Y position (from LM's method 1).
$05F200 512 bytes Level data Table for each level in ttaaaxxx format. tt = tide/tileset specific Layer 3 BG to use, aaa = Mario action to start the level out with, xxx = initial X position (one of which is not selectable by LM, X = 10).
$05F400 512 bytes Level data Table for each level in mmmmffbb format. mmmm = screen for midway entrance, ff = FG initial position, bb = BG initial position.
$05F600 512 bytes Level data Table for each level in iuveeeee format. i = disable No Yoshi Intro flag, u = unknown vertical level positioning flag, v = vertical level positioning flag, eeeee = screen # that the primary entrance is on.
$05F800 512 bytes Level data Part of the Secondary Entrance information; each byte is one of the secondary entrances. The byte is the low byte of the destination level number. The high bit (0x100 vs. 0x000) is stored in another table.
$05FA00 512 bytes Level data Part of the Secondary Entrance information; each byte is one of the secondary entrances. The low 4 bits are the Y position for Mario; offsets into a table at SNES addresses $05:D730 and $05:D740. The next two bits are the FG initial position, indexing into the table at SNES address $05:D708. The highest 2 bits are the BG initial position, indexing into the table at SNES address $05:D70C.
$05FC00 512 bytes Level data Part of the secondary level information. The low 5 bits are for the destination screen number. The high 3 bits are the X position for Mario; offsets into a table at SNES addresses $05:D750 and $05:D758.
$05FE00 512 bytes Level data Part of the Secondary Entrance data; each byte corresponds to an entrance. The lowest 3 bits are the Mario action. The next bit is the high bit of the secondary entrance's level number. The highest bit is set when the destination level should be slippery.
$068000 99 bytes Level data Level 012, 019, 01E, 025-092, 09C-0BC, 10C, 112, 124, 129, 12E, 12F, 131, 133, 137-192, 19C-1BA
$068063 90 bytes Level data Unused level: Ride Among the Clouds
$0680BD 123 bytes Level data Unused level: Mushroom Scales
$068138 282 bytes Level data Unused level: Boss Test
$068252 6 bytes Level data Level 09B, 19B
$068258 6 bytes Level data Level 095, 098-09A, 195, 198-19A
$06825E 6 bytes Level data Level 096, 097, 196, 197
$068264 135 bytes Level data Unused level: Lava Cave (Layer 2)
$0682EB 177 bytes Level data Unused level: Lava Cave
$06839C 15 bytes Level data Unused level: Twin Blocks
$0683AB 342 bytes Level data Unused level: Beta level 01A.
You can change $06:8457 from 9C to 8D to fix the P-switch music repeating glitch when using custom music.
$068501 60 bytes Level data Unused level: Beta level 01A (Layer 2)
$06853D 36 bytes Level data Unused level: Pipe 'n' Ground
$068561 42 bytes Level data Level 093, 194
$06858B 42 bytes Level data Level 094, 193
$0685B5 78 bytes Level data Level 0C7
$068603 24 bytes Level data Level 0C5
$06861B 6 bytes Level data Level 0C4, 0EB, 0F0, 0FB, 1DA, 1E6, 1E7, 1F9 (Layer 2)
$068621 21 bytes Level data Level 0EB, 0F0, 0FB, 1DA, 1E7, 1F9
$068636 6 bytes Level data Level 0CC, 0D5, 0D9, 0DF, 0E2, 0E5, 1DE
$06863C 24 bytes Level data Level 0FF
$068654 33 bytes Level data Level 000, 100
$068675 18 bytes Level data Unused level: Ghost House Exit
$068687 6 bytes Level data Level 1EB, 1F6
$06868D 67 bytes Level data Level 014
$0686D0 91 bytes Level data Level 11B
$06872B 67 bytes Level data Level 121
$06876E 64 bytes Level data Level 008
$0687AE 69 bytes Level data Level 0CA
$0687F3 69 bytes Level data Level 1D8
$068838 69 bytes Level data Level 1D7
$06887D 66 bytes Level data Level 0C9
$0688BF 30 bytes Level data Level 003
$0688DD 283 bytes Level data Level 105
$0689F8 55 bytes Level data Level 1CB
$068A2F 388 bytes Level data Level 106
$068BB3 43 bytes Level data Level 1CA
$068BDE 655 bytes Level data Level 103
$068E6D 64 bytes Level data Level 1FD
$068EAD 230 bytes Level data Level 102
$068F93 30 bytes Level data Level 1FF
$068FB1 76 bytes Level data Level 1BE
$068FFD 370 bytes Level data Level 101
$06916F 118 bytes Level data Level 1FC
$0691E5 503 bytes Level data Level 015-017
$0693DC 151 bytes Level data Level 0FD
$069473 250 bytes Level data Level 0E3
$06956D 192 bytes Level data Level 009 (Layer 2)
$06962D 353 bytes Level data Level 009
$06978E 121 bytes Level data Level 0E9
$069807 116 bytes Level data Level 004
$06987B 34 bytes Level data Level 0FA
$06989D 83 bytes Level data Level 0DE, 0F9
$0698F0 95 bytes Level data Level 0FE
$06994F 18 bytes Level data Level 0C4
$069961 445 bytes Level data Level 005
$069B1E 151 bytes Level data Level 0F4
$069BB5 407 bytes Level data Level 006
$069D4C 55 bytes Level data Level 0D2
$069D83 61 bytes Level data Level 0C3
$069DC0 110 bytes Level data Level 007
$069E2E 145 bytes Level data Level 0E8
$069EBF 165 bytes Level data Level 0E7 (Layer 2)
$069F64 313 bytes Level data Level 0E7
$06A09D 151 bytes Level data Level 0E6
$06A134 316 bytes Level data Level 00A
$06A270 130 bytes Level data Level 0C2
$06A2F2 130 bytes Level data Level 013, 0EC, 0EE
$06A374 172 bytes Level data Level 0ED, 0F2
$06A420 47 bytes Level data Level 0F1
$06A44F 18 bytes Level data Level 0E4
$06A461 268 bytes Level data Level 10B
$06A56D 76 bytes Level data Level 1C6
$06A5B9 71 bytes Empty Unused data
$06A600 745 bytes Level data Level 11A
$06A8E9 85 bytes Level data Level 1EF
$06A93E 33 bytes Level data Level 1EF (Layer 2)
$06A95F 841 bytes Level data Level 118
$06ACA8 97 bytes Level data Level 1C3
$06AD09 271 bytes Level data Level 107, 1FB
$06AE18 101 bytes Level data Level 1EA
$06AE7D 824 bytes Level data Level 10A
$06B1B5 133 bytes Level data Level 1C2
$06B23A 151 bytes Level data Level 1F7
$06B2D1 337 bytes Level data Level 119
$06B422 190 bytes Level data Level 1F5
$06B4E0 320 bytes Level data Level 11C
$06B620 70 bytes Level data Level 1F4
$06B666 229 bytes Level data Level 1F3
$06B74B 162 bytes Level data Level 1F3 (Layer 2)
$06B7ED 42 bytes Level data Level 1F2
$06B817 495 bytes Level data Level 109
$06BA06 45 bytes Level data Level 1F1
$06BA33 54 bytes Level data Level 1F0
$06BA69 352 bytes Level data Level 001
$06BBC9 106 bytes Level data Level 0D8
$06BC33 187 bytes Level data Level 002
$06BCEE 33 bytes Level data Level 0CB
$06BD0F 167 bytes Level data Level 00B
$06BDB6 247 bytes Level data Level 0E0, 0E1
$06BEAD 748 bytes Level data Level 00F
$06C199 43 bytes Level data Level 0BF
$06C1C4 433 bytes Level data Level 010
$06C375 46 bytes Level data Level 0C1
$06C3A3 203 bytes Level data Level 00E
$06C46E 39 bytes Level data Level 00E (Layer 2)
$06C495 127 bytes Level data Level 0DC
$06C514 69 bytes Level data Level 0DC (Layer 2)
$06C559 403 bytes Level data Level 0DB
$06C6EC 151 bytes Level data Level 0DA
$06C783 454 bytes Level data Level 011
$06C949 27 bytes Level data Level 0C6
$06C964 1692 bytes Empty Filled with $FF.
$06D000 220 bytes Level data Level 00C
$06D0DC 24 bytes Level data Level 0F3
$06D0F4 226 bytes Level data Level 00D
$06D1D6 100 bytes Level data Level 0DD
$06D23A 465 bytes Level data Level 11E
$06D40B 744 bytes Level data Level 120
$06D6F3 545 bytes Level data Level 123
$06D914 46 bytes Level data Level 1F8
$06D942 151 bytes Level data Level 1BC
$06D9D9 229 bytes Level data Level 020
$06DABE 207 bytes Level data Level 11D, 1E8, 1E9
$06DB8D 837 bytes Level data Level 11D, 1E8, 1E9 (Layer 2)
$06DED2 116 bytes Level data Level 1FA
$06DF46 21 bytes Level data Level 1E6
$06DF5B 425 bytes Level data Level 11F
$06E104 36 bytes Level data Level 1DF
$06E128 91 bytes Level data Level 1C1
$06E183 135 bytes Level data Level 122
$06E20A 253 bytes Level data Level 01F
$06E307 317 bytes Level data Level 0D6
$06E444 396 bytes Level data Level 022, 0D0, 0D1
$06E5D0 414 bytes Level data Level 0F5, 0F6
$06E76E 52 bytes Level data Level 0BE
$06E7A2 115 bytes Level data Level 021
$06E815 130 bytes Level data Level 0FC
$06E897 238 bytes Level data Level 024
$06E985 118 bytes Level data Level 0CF
$06E9FB 181 bytes Level data Chocolate Island 2 - Level 1
$06EAB0 91 bytes Level data Chocolate Island 2 - Level 2
$06EB0B 103 bytes Level data Level 0CE
$06EB72 76 bytes Level data Chocolate Island 2 - Level 3
$06EBBE 102 bytes Level data Chocolate Island 2 - Level 4
$06EC24 90 bytes Level data Level 0CD
$06EC7E 75 bytes Level data Chocolate Island 2 - Level 5
$06ECC9 286 bytes Level data Level 023
$06EDE7 79 bytes Level data Level 0D7
$06EE36 199 bytes Level data Level 01B
$06EEFD 352 bytes Level data Level 0EF
$06F05D 263 bytes Level data Level 117
$06F164 505 bytes Level data Level 1ED
$06F35D 205 bytes Level data Level 1EC
$06F42A 210 bytes Level data Level 1EC (Layer 2)
$06F4FC 21 bytes Level data Level 1EE
$06F511 40 bytes Level data Level 1C0
$06F539 2759 bytes Empty Filled with $FF.

464 bytes at $06F600 used for LM's Map16 custom behavior routine.
$078000 24 bytes Level data Ghost house entrance
$078018 6 bytes Level data Empty level (header only). Used as layer 2 when no background is needed.
$07801E 15 bytes Level data Castle entrance 1
$07802D 33 bytes Level data Level 104
$07804E 18 bytes Level data No Yoshi sign entrance 1
$078060 33 bytes Level data Unused level: Ghost House Exit
$078081 15 bytes Level data Unused level: Three bushes
$078090 15 bytes Level data Castle entrance 2
$07809F 18 bytes Level data No Yoshi sign entrance 2
$0780B1 18 bytes Level data No Yoshi sign entrance 3
$0780C3 42 bytes Level data Level 108
$0780ED 19 bytes Empty Empty
$078100 1204 bytes Level data Level 01D
$0785B4 303 bytes Level data Level 0EA
$0786E3 488 bytes Level data Level 01C
$0788CB 106 bytes Level data Level 0C0
$078935 151 bytes Level data Level 0BD
$0789CC 337 bytes Level data Level 01A
$078B1D 45 bytes Level data Level 01A (Layer 2)
$078B4A 109 bytes Level data Level 0D4
$078BB7 51 bytes Level data Level 0D4 (Layer 2)
$078BEA 42 bytes Level data Level 0D3
$078C14 178 bytes Level data Level 018
$078CC6 229 bytes Level data Level 0F8
$078DAB 249 bytes Level data Level 0F7
$078EA4 893 bytes Level data Level 116
$079221 18 bytes Level data Level 1E5
$079233 151 bytes Level data Level 1E4
$0792CA 178 bytes Level data Level 115
$07937C 102 bytes Level data Level 115 (Layer 2)
$0793E2 451 bytes Level data Level 1E3
$0795A5 75 bytes Level data Level 1E3 (Layer 2)
$0795F0 366 bytes Level data Level 1E2
$07975E 30 bytes Level data Level 1E2 (Layer 2)
$07977C 135 bytes Level data Level 0C8
$079803 100 bytes Level data Level 114, 1D9
$079867 258 bytes Level data Level 1DD
$079969 109 bytes Level data Level 1DB, 1DC
$0799D6 235 bytes Level data Level 113
$079AC1 151 bytes Level data Level 1BB
$079B58 556 bytes Level data Level 10F
$079D84 94 bytes Level data Level 1BF
$079DE2 320 bytes Level data Level 110
$079F22 262 bytes Level data Level 1FE
$07A028 268 bytes Level data Level 111
$07A134 69 bytes Level data Level 111 (Layer 2)
$07A179 1159 bytes Empty Filled with $FF.
$07A600 142 bytes Level data Level 10D
$07A68E 121 bytes Level data Level 1D4
$07A707 94 bytes Level data Level 1D3
$07A765 157 bytes Level data Level 1D2
$07A802 61 bytes Level data Level 1D1
$07A83F 154 bytes Level data Level 1D0
$07A8D9 91 bytes Level data Level 1CF
$07A934 45 bytes Level data Level 1CF (Layer 2)
$07A961 130 bytes Level data Level 1CE
$07A9E3 51 bytes Level data Level 1CE (Layer 2)
$07AA16 97 bytes Level data Level 1CD
$07AA77 82 bytes Level data Level 1CC
$07AAC9 304 bytes Level data Level 1BD
$07ABF9 310 bytes Level data Level 10E
$07AD2F 6 bytes Level data Level 1C7
$07AD35 481 bytes Level data Level 134
$07AF16 15 bytes Level data Level 1D6
$07AF25 169 bytes Level data Level 130
$07AFCE 21 bytes Level data Level 1D5
$07AFE3 78 bytes Level data Level 132
$07B031 243 bytes Level data Level 135
$07B124 327 bytes Level data Level 136
$07B26B 347 bytes Level data Level 12A
$07B3C6 168 bytes Level data Level 1C4, 1C5
$07B46E 210 bytes Level data Level 12B
$07B540 829 bytes Level data Level 12C
$07B87D 25 bytes Level data Level 1C9
$07B896 114 bytes Level data Level 1C8
$07B908 438 bytes Level data Level 12D
$07BABE 339 bytes Level data Level 128
$07BC11 356 bytes Level data Level 127
$07BD75 21 bytes Level data Level 1E1
$07BD8A 91 bytes Level data Level 1E0
$07BDE5 384 bytes Level data Level 126
$07BF65 705 bytes Level data Level 125
$07C226 218 bytes Empty Filled with $FF
$07C300 14 bytes Level data Unused level: Ride Among the Clouds (Sprites)
$07C30E 50 bytes Level data Unused level: Mushroom Scales (Sprites)
$07C340 5 bytes Level data Level 09B, 19B (Sprites)
$07C345 5 bytes Level data Level 09A, 19A (Sprites)
$07C34A 5 bytes Level data Level 099, 199 (Sprites)
$07C34F 5 bytes Level data Level 098, 198 (Sprites)
$07C354 5 bytes Level data Level 097, 197 (Sprites)
$07C359 14 bytes Level data Level 096, 196 (Sprites)
$07C367 14 bytes Level data Level 095, 195 (Sprites)
$07C375 38 bytes Level data Unused level: Lava Cave (Sprites)
$07C39B 14 bytes Level data Unused level: Twin Blocks (Sprites)
$07C3A9 50 bytes Level data Unused level: Beta level 01A (Sprites)
$07C3DB 8 bytes Level data Level 093, 194 (Sprites)
$07C3E3 11 bytes Level data Level 094, 193 (Sprites)
$07C3EE 2 bytes Level data Level 0BD, 0DA, 0E6, 0F4, 0FA, 0FD, 1BB, 1BC, 1C9, 1CB, 1E0, 1E4, 1F4, 1F7 (Sprites)
$07C3F0 5 bytes Level data Level 0C6, 0CB, 0F3, 0FF, 1D5, 1D6, 1E1, 1EE (Sprites)
$07C3F5 8 bytes Level data Level 0C4, 0F0, 0FB, 1DA, 1E6, 1F9 (Sprites)
$07C3FD 5 bytes Level data Unused level: Goal 1 (Sprites)
$07C402 5 bytes Level data Unused level: Goal 2 (Sprites)
$07C407 5 bytes Level data Level 000, 100 (Sprites)
$07C40C 8 bytes Level data Level 0EB, 1E7 (Sprites)
$07C414 14 bytes Level data Level 0D5, 0DF, 0E2, 1DE (Sprites)
$07C422 5 bytes Level data Level 10D, 1D0 (Sprites)
$07C427 26 bytes Level data Level 0C7 (Sprites)
$07C441 5 bytes Level data Level 0C5 (Sprites)
$07C446 5 bytes Level data Level 014 (Sprites)
$07C44B 5 bytes Level data Level 0CA (Sprites)
$07C450 35 bytes Level data Level 11B (Sprites)
$07C473 5 bytes Level data Level 1D8 (Sprites)
$07C478 32 bytes Level data Level 121 (Sprites)
$07C498 5 bytes Level data Level 1D7 (Sprites)
$07C49D 35 bytes Level data Level 008 (Sprites)
$07C4C0 5 bytes Level data Level 0C9 (Sprites)
$07C4C5 5 bytes Level data Level 003 (Sprites)
$07C4CA 104 bytes Level data Level 105 (Sprites)
$07C532 77 bytes Level data Level 106 (Sprites)
$07C57F 20 bytes Level data Level 1CA (Sprites)
$07C593 92 bytes Level data Level 103 (Sprites)
$07C5EF 5 bytes Level data Level 1FD (Sprites)
$07C5F4 101 bytes Level data Level 102 (Sprites)
$07C659 8 bytes Level data Level 1FF (Sprites)
$07C661 14 bytes Level data Level 1BE (Sprites)
$07C66F 80 bytes Level data Level 101 (Sprites)
$07C6BF 17 bytes Level data Level 1FC (Sprites)
$07C6D0 5 bytes Level data Level 1F6 (Sprites)
$07C6D5 116 bytes Level data Level 015-017 (Sprites)
$07C749 8 bytes Level data Level 0E3 (Sprites)
$07C751 86 bytes Level data Level 009 (Sprites)
$07C7A7 14 bytes Level data Level 0E9 (Sprites)
$07C7B5 8 bytes Level data Level 004 (Sprites)
$07C7BD 14 bytes Level data Level 0DE, 0F9 (Sprites)
$07C7CB 14 bytes Level data Level 0FE (Sprites)
$07C7D9 107 bytes Level data Level 005 (Sprites)
$07C844 137 bytes Level data Level 006 (Sprites)
$07C8CD 29 bytes Level data Level 0D2 (Sprites)
$07C8EA 26 bytes Level data Level 0C3 (Sprites)
$07C904 17 bytes Level data Level 007 (Sprites)
$07C915 17 bytes Level data Level 0E8 (Sprites)
$07C926 29 bytes Level data Level 0E7 (Sprites)
$07C943 5 bytes Level data Level 0E5 (Sprites)
$07C948 98 bytes Level data Level 00A (Sprites)
$07C9AA 32 bytes Level data Level 0C2 (Sprites)
$07C9CA 17 bytes Level data Level 013, 0EC, 0EE (Sprites)
$07C9DB 23 bytes Level data Level 0ED, 0F2 (Sprites)
$07C9F2 26 bytes Level data Level 0F1 (Sprites)
$07CA0C 11 bytes Level data Level 0E4 (Sprites)
$07CA17 86 bytes Level data Level 10B (Sprites)
$07CA6D 26 bytes Level data Level 1C6 (Sprites)
$07CA87 122 bytes Level data Level 11A (Sprites)
$07CB01 41 bytes Level data Level 1EF (Sprites)
$07CB2A 155 bytes Level data Level 118 (Sprites)
$07CBC5 23 bytes Level data Level 1C3 (Sprites)
$07CBDC 53 bytes Level data Level 107, 1FB (Sprites)
$07CC11 20 bytes Level data Level 1EA (Sprites)
$07CC25 149 bytes Level data Level 10A (Sprites)
$07CCBA 26 bytes Level data Level 1C2 (Sprites)
$07CCD4 143 bytes Level data Level 119 (Sprites)
$07CD63 5 bytes Level data Level 1F5 (Sprites)
$07CD68 44 bytes Level data Level 11C (Sprites)
$07CD94 44 bytes Level data Level 1F3 (Sprites)
$07CDC0 8 bytes Level data Level 1F2 (Sprites)
$07CDC8 68 bytes Level data Level 109 (Sprites)
$07CE0C 8 bytes Level data Level 1F1 (Sprites)
$07CE14 8 bytes Level data Level 1F0 (Sprites)
$07CE1C 158 bytes Level data Level 001 (Sprites)
$07CEBA 5 bytes Level data Level 0D8 (Sprites)
$07CEBF 71 bytes Level data Level 002 (Sprites)
$07CF06 71 bytes Level data Level 00B (Sprites)
$07CF4D 98 bytes Level data Level 0E0, 0E1 (Sprites)
$07CFAF 128 bytes Level data Level 00F (Sprites)
$07D02F 20 bytes Level data Level 0BF (Sprites)
$07D043 140 bytes Level data Level 010 (Sprites)
$07D0CF 8 bytes Level data Level 0C1 (Sprites)
$07D0D7 29 bytes Level data Level 00E (Sprites)
$07D0F4 29 bytes Level data Level 0DC (Sprites)
$07D111 65 bytes Level data Level 0DB (Sprites)
$07D152 5 bytes Level data Level 0D9 (Sprites)
$07D157 158 bytes Level data Level 011 (Sprites)
$07D1F5 101 bytes Level data Level 00C (Sprites)
$07D25A 170 bytes Level data Level 00D (Sprites)
$07D304 8 bytes Level data Level 0DD (Sprites)
$07D30C 116 bytes Level data Level 11E (Sprites)
$07D380 197 bytes Level data Level 120 (Sprites)
$07D445 128 bytes Level data Level 123 (Sprites)
$07D4C5 8 bytes Level data Level 1F8 (Sprites)
$07D4CD 80 bytes Level data Level 020 (Sprites)
$07D51D 5 bytes Level data Level 0CC (Sprites)
$07D522 74 bytes Level data Level 11D, 1E8, 1E9 (Sprites)
$07D56C 11 bytes Level data Level 1FA (Sprites)
$07D577 80 bytes Level data Level 11F (Sprites)
$07D5C7 8 bytes Level data Level 1DF (Sprites)
$07D5CF 38 bytes Level data Level 1C1 (Sprites)
$07D5F5 83 bytes Level data Level 122 (Sprites)
$07D648 32 bytes Level data Level 01F (Sprites)
$07D668 113 bytes Level data Level 0D6 (Sprites)
$07D6D9 104 bytes Level data Level 022, 0D0, 0D1, 0F5, 0F6 (Sprites)
$07D741 11 bytes Level data Level 0BE (Sprites)
$07D74C 77 bytes Level data Level 021 (Sprites)
$07D799 38 bytes Level data Level 0FC (Sprites)
$07D7BF 38 bytes Level data Level 024 (Sprites)
$07D7E5 5 bytes Level data Level 0CF (Sprites)
$07D7EA 59 bytes Level data Choco Island 2 (36BFB) (Sprites)
$07D825 38 bytes Level data Choco Island 2 (36CB0) (Sprites)
$07D84B 35 bytes Level data Level 0CE (Sprites)
$07D86E 26 bytes Level data Choco Island 2 (36D72) (Sprites)
$07D888 17 bytes Level data Choco Island 2 (36DBE) (Sprites)
$07D899 8 bytes Level data Level 0CD (Sprites)
$07D8A1 29 bytes Level data Choco Island 2 (36E7E) (Sprites)
$07D8BE 152 bytes Level data Level 023 (Sprites)
$07D956 8 bytes Level data Level 0D7 (Sprites)
$07D95E 83 bytes Level data Level 01B (Sprites)
$07D9B1 62 bytes Level data Level 0EF (Sprites)
$07D9EF 35 bytes Level data Level 117 (Sprites)
$07DA12 50 bytes Level data Level 1ED (Sprites)
$07DA44 59 bytes Level data Level 1EC (Sprites)
$07DA7F 20 bytes Level data Level 1C0 (Sprites)
$07DA93 74 bytes Level data Level 01D (Sprites)
$07DADD 50 bytes Level data Level 0EA (Sprites)
$07DB0F 134 bytes Level data Level 01C (Sprites)
$07DB95 38 bytes Level data Level 0C0 (Sprites)
$07DBBB 62 bytes Level data Level 01A (Sprites)
$07DBF9 41 bytes Level data Level 0D4 (Sprites)
$07DC22 11 bytes Level data Level 0D3 (Sprites)
$07DC2D 14 bytes Level data Level 018 (Sprites)
$07DC3B 38 bytes Level data Level 0F8 (Sprites)
$07DC61 179 bytes Level data Level 0F7 (Sprites)
$07DD14 98 bytes Level data Level 116 (Sprites)
$07DD76 5 bytes Level data Level 1E5 (Sprites)
$07DD7B 56 bytes Level data Level 115 (Sprites)
$07DDB3 5 bytes Level data Level 1E3 (Sprites)
$07DDB8 23 bytes Level data Level 1E2 (Sprites)
$07DDCF 50 bytes Level data Level 0C8 (Sprites)
$07DE01 14 bytes Level data Level 114, 1D9 (Sprites)
$07DE0F 44 bytes Level data Level 1DD (Sprites)
$07DE3B 20 bytes Level data Level 1DB, 1DC (Sprites)
$07DE4F 185 bytes Level data Level 113 (Sprites)
$07DF08 140 bytes Level data Level 10F (Sprites)
$07DF94 29 bytes Level data Level 1BF (Sprites)
$07DFB1 47 bytes Level data Level 110 (Sprites)
$07DFE0 68 bytes Level data Level 1FE (Sprites)
$07E024 14 bytes Level data Level 1EB (Sprites)
$07E032 53 bytes Level data Level 111 (Sprites)
$07E067 38 bytes Level data Level 1D4 (Sprites)
$07E08D 56 bytes Level data Level 1D3 (Sprites)
$07E0C5 35 bytes Level data Level 1D2 (Sprites)
$07E0E8 44 bytes Level data Level 1D1 (Sprites)
$07E114 29 bytes Level data Level 1CF (Sprites)
$07E131 47 bytes Level data Level 1CE (Sprites)
$07E160 35 bytes Level data Level 1CD (Sprites)
$07E183 26 bytes Level data Level 1CC (Sprites)
$07E19D 35 bytes Level data Level 10E, 1BD (Sprites)
$07E1C0 5 bytes Level data Level 1C7 (Sprites)
$07E1C5 92 bytes Level data Level 134 (Sprites)
$07E221 125 bytes Level data Level 130 (Sprites)
$07E29E 17 bytes Level data Level 132 (Sprites)
$07E2AF 134 bytes Level data Level 135 (Sprites)
$07E335 167 bytes Level data Level 136 (Sprites)
$07E3DC 38 bytes Level data Level 12A (Sprites)
$07E402 38 bytes Level data Level 1C4, 1C5 (Sprites)
$07E428 62 bytes Level data Level 12B (Sprites)
$07E466 134 bytes Level data Level 12C (Sprites)
$07E4EC 5 bytes Level data Level 1C8 (Sprites)
$07E4F1 131 bytes Level data Level 12D (Sprites)
$07E574 107 bytes Level data Level 128 (Sprites)
$07E5DF 113 bytes Level data Level 127 (Sprites)
$07E650 164 bytes Level data Level 126 (Sprites)
$07E6F4 101 bytes Level data Level 125 (Sprites)
$07E759 20 bytes Level data Level 104 (Sprites)
$07E76D 2 bytes Level data Level 012, 019, 01E, 025-092, 09C-0BC, 10C, 112, 124, 129, 12E, 12F, 131, 133, 137-192, 19C-1BA (Sprites)
$07E76F 2193 bytes Empty Unused data.
$07F000 180 bytes Sprite Misc. Table of sprite OAM indexes. It is indexed by the values in the table at $07F0B4 and used in the routine at $0180D2.
$07F0B4 20 bytes Sprite Misc. Indexes to the table at $07F000. This table itself is indexed by the sprite memory setting plus the sprite index.
$07F0C8 107 bytes Misc. X-coordinates of bonus star numbers (FF terminates the string)
$07F134 107 bytes Misc. Y-coordinates of bonus star numbers (FF terminates the string)
$07F1A0 10 bytes Pointer Relative pointers for each bonus star number formation's tilemap (0-9)
$07F1AA 32 bytes Misc. Table of bonus stars to receive at the goal. The table is x20 bytes long, and each byte corresponds to a four-pixel range, from the lowest to the highest point. (The values in this table are binary-coded decimal numbers, so e.g. if the table says x17 it means you will get 17 (decimal) stars at that level.)
$07F21A 1 byte Sprite tilemap related Tile used by Bonus Star formation
$07F24E 4 bytes Sprite tilemap related Tiles used by Bonus Star formation when the screen fades out
$07F262 1 byte Misc. If you get this many bonus stars at the goal, you will also be awarded a 3up (default 50)
$07F263 1 byte Misc. Change to 80 to disable getting a 3up when getting the above number of bonus stars
$07F266 1 byte Misc. Bonus for getting 50 bonus stars (3up)
$07F26C 201 bytes Sprite Misc. Default values for $1656, various interaction-related flags, for the standard sprites.
$07F27B: Goomba 1656 value - change from 10 to 30 to make Goombas die when jumped on like the classic Goombas in SMB or SMB3.
$07F27C: Winged Goomba 1656 value - change from 10 to 30 to make Winged Goombas "die when jumped on" (when jumped on, they will "die" and spawn a regular Goomba, just like the Paragoombas in SMB3).
$07F306: Sumo Bros. 1656 value (object clipping/table offset, can be jumped on, dies when jumped on, hop in/kick shells, disappear in a cloud of smoke).
$07F335 201 bytes Sprite Misc. Default values for $1662, some death-related flags and the sprite clipping, for the standard sprites.
$07F3FE 201 bytes Sprite Misc. Default values for $166E, various flags to disable some stuff (like fireball death and layer 2 interaction) and palette/graphics page, for the standard sprites.
$07F4C7 201 bytes Sprite Misc. Default values for $167A, various misc flags, for the standard sprites.
Change $07F57D from 00 to 01 to fix the glitched tiles that appear when a reflecting fireball goes into lava and make it display the normal lava splash.
$07F590 201 bytes Sprite Misc. Default values for $1686, various misc flags, for the standard sprites.
$07F659 201 bytes Sprite Misc. Default values for $190F, various misc flags, for the standard sprites.

Change $07F69C from 05 to 25 to fix the Dolphin tails showing up when they're vertically off-screen.
$07F722 105 bytes Sprite subroutine (JSL) Zeros out the sprite tables. However, $15A0 (the horizontal off screen flag) is set to $01 instead of zero.
$07F78B 21 bytes Sprite subroutine (JSL) The subroutine that loads the necessary bytes for some sprite tables. Actually just JSLs to $07F7A0 and sets $15F6,x.
$07F7A0 50 bytes Sprite subroutine (JSL) The subroutine that loads the six Tweaker bytes for a sprite when it is initialized.
$07F7D2 9 bytes Sprite subroutine (JSL) Resets most sprite tables and loads new values for some of them depending on the sprite number. Actually just JSLs to $07F722 and $07F78B.
$07F7DB 512 bytes Misc. SMW's trigonometry/sine/cosine value table. Note that these are 16-bit values, but most of the high bytes are 00. Also note that this only is half a circle.
$07F9DB 536 bytes Sprite Misc. Line-guided sprite speed table. These aren't speed values in the tradition sense: when using them, the low nybble of the sprite's X and Y position is cleared, and then it is offset a certain number of pixels depending on where it was before and which line guide it is on. The high nybble of each of these values determines how many pixels to move the sprite on the Y axis, and the low nybble determines how many pixels to move the sprite on the X axis. The pointers to these are at $07FBF3 and $07FC13.
$07FBF3 32 bytes Pointer Low byte of pointer to line-guided sprite speed table, indexed by the Map16 tile number (76-95). The high bytes are at $07FC13, and the bank byte is 07.
$07FC13 32 bytes Pointer High byte of pointer to line-guided sprite speed table, indexed by the Map16 tile number (76-95). The low bytes are at $07FBF3, and the bank byte is 07.
$07FC33 4 bytes Sprite Misc. X speeds for the 4 stars in the spin kill animation. Format: Upper left, upper right, bottom left, bottom right.
$07FC37 4 bytes Sprite Misc. Y speeds for the 4 stars in the spin kill animation. Format: Upper left, upper right, bottom left, bottom right.
$07FC3B 85 bytes ASM Spin Jump Star GFX Subroutine
$07FC53 is 4 objects to use for spin jump stars
$07FC90 880 bytes Empty Unused data.
$088000 130317 bytes Graphics Graphics (compressed)
$0BFD0D 755 bytes Empty Empty space.
$0C8000 3328 bytes Overworld Tiles for layer 2 events. The first 0x900 bytes are for 6x6 blocks of 8x8 tiles, the last 0x400 bytes are for 2x2 blocks of 8x8 tiles.
$0C8D00 1642 bytes Misc. Overworld layer 2 event data's tilemap data: Tile properties (YXPCCCTT).

(Layer 2 events are what you see on the right of the overworld editor, in those blue X area)

Table is compressed in the LC_RLE1 format.

[FF FF] marks the end of the compressed table.
$0C93B6 1 byte ASM Change to 0B to make Mario able to play the Yoshi's House level after the Yoshi's House scene of the credits gets over.
$0C93C1 14 bytes Pointer Table indexed by $1928*2, which is used to indicate the cutscene number in the beginning of the credits (as in, castle = #$00, chocolate island BG = #$01, etc.). Points to BG image to use. All images are in bank $0C.
$0C93CF 14 bytes Misc. Table indexed by $1928*2. Is used to clear certain bits of the loaded BG tile out, specifically, but not necessarily, the properties byte (YXPCCCTT) of the BG tile.
Some BG images in the credits require bit 8 to be clear ($FEFF).
$0C9447 1 byte Music Music used for the first part of the Ending.
$0C9567 96 bytes Subroutine (JSL) The DMA routine for updating the backgrounds during the credits walking sequence.
$0C95C7 2280 bytes Layer 3 Credits text data.
$0C9EB1 171 bytes Subroutine (JSR) The subroutine that uploads the credits tilemap.
$0C9F6F 2 bytes Misc. Speed at which the Layer 2 background in the credits roll moves. [80] [FF]. It's actually a word address (#$FF80). Anything from #$8000-#$FFFF is left speed, anything from #$0001-#$7FFF is right speed.
$0C9F89 2 bytes Layer 3 How fast the credits scroll upwards. Word value. Default value is $0040 $0000-$7FFF is upward while $8000-$FFFF is downward.
(Note, when the credits end the situation will warp to Yoshi's House)
$0C9FE7 3 bytes Coordinate Princess's Y position on Yoshi during the staff roll, relative to absolute value #$85. Each byte represents a Y position.
$0C9FED 2 bytes Coordinate Mario's absolute X position during the staff roll in the credits.
$0C9FF2 2 bytes Coordinate Mario's absolute Y position during the staff roll in the credits.
$0C9FF8 2 bytes ASM Mario's powerup status during the staff roll in the credits.
Change to A9 00 for Small Mario,
A9 01 for Big Mario,
A9 02 for Cape Mario,
A9 03 for Fiery Mario,
A5 19 to keep the same powerup after Bowser's Battle.
$0C9FFD 1 byte Mario physics How fast Mario walks during the staff roll. Doesn't actually affect the walking speed, but his walking animation speed.
$0CA005 1 byte Coordinate X-position of Yoshi (Credits)
$0CA00C 1 byte Coordinate Y-position of Yoshi (Credits)
$0CA01E 1 byte Coordinate X-position of Peach (Credits)
$0CA035 1 byte Coordinate Y-position of eggs (Credits)
$0CA08F 42 bytes Sprite tilemap related Yoshi's House decoration tiles (Ending)
$0CA0B9 42 bytes Sprite tilemap related Yoshi's House decoration palettes (Ending)
$0CA0EA 1 byte Coordinate Y-position of Yoshi's House decorations (Ending)
$0CA149 2 bytes Sprite Misc. Y position of the right half of the "THANK YOU!" text after it finishes scrolling in.
Its Y position as it scrolls is located at $0CA687. (Yoshi's House)
$0CA17B 2 bytes Sprite Misc. Y position of the left half of the "THANK YOU!" text. (Yoshi's House)
$0CA20B 1 byte Mario tilemap Which frame for Mario ($13E0) at the Yoshi House (credits), when he stops walking to the left.
$0CA40C 1 byte Music Music used for the second part of the ending. (Yoshi's House)
$0CA5C2 1 byte Music Music used for the third part of the ending. (Thank You Music)
$0CA662 1 byte Sprite Misc. Acceleration of the "THANK YOU!" text. Setting above 04 will usually cause the text to bounce due to its speed being signed. (Yoshi's House)
$0CA687 1 byte Sprite Misc. Y position of the right half of the "THANK YOU!" text as it scrolls in.
Its Y position after it finishes scrolling is at $0CA687. (Yoshi's House)
$0CA6C5 1 byte Mario tilemap Mario's pose ($13E0) after the Yoshis start jumping. (Yoshi's House)
$0CA6F0 1 byte Coordinate X offset of Peach from Mario after the eggs hatch. (Yoshi's House)
$0CA6FB 1 byte Coordinate Y-position of Peach waving after eggs hatch (Ending)
$0CA792 1 byte Misc. Direction Yoshi faces in Credits
$0CA7B0 1 byte Misc. Change to 00 to make Yoshi invisible for the credits sequence
$0CA7D5 12 bytes Sprite tilemap related Red Yoshi Cheering Tiles (Ending)
$0CA7E1 12 bytes Sprite tilemap related Yellow Yoshi Cheering Tiles (Ending)
$0CA809 12 bytes Sprite tilemap related Red Yoshi Cheering Palettes (Ending)
$0CA815 12 bytes Sprite tilemap related Yellow Yoshi Cheering Palettes (ending)
$0CA8D8 7 bytes Sprite tilemap related Palettes of Baby Yoshis (Ending)
$0CA906 1 byte Sprite tilemap related Tile used by Eggs (Ending)
$0CA90B 1 byte Sprite tilemap related Palette of eggs (ending)
$0CA918 1 byte Sprite tilemap related Tile used by Baby Yoshis (Ending)
$0CA93A 12 bytes Sprite tilemap related Red Yoshi Watching Tiles (Ending)
$0CA946 12 bytes Sprite tilemap related Yellow Yoshi Watching Tiles (Ending)
$0CA952 12 bytes Misc. Red Yoshi Watching Palettes (Ending)
$0CA95E 12 bytes Sprite tilemap related Yellow Yoshi Watching Palettes (Ending)
$0CA96A 12 bytes Misc. Red Yoshi Watching Tile X-coords (Ending)
$0CA976 12 bytes Misc. Yellow Yoshi Watching Tile X-coords (Ending)
$0CA982 12 bytes Misc. Red Yoshi Watching Tile Y-coords (Ending)
$0CA98E 12 bytes Sprite tilemap related Yellow Yoshi Watching Tile Y-coords (Ending)
$0CA9F5 1 byte Misc. Tile size of 8x8 tiles (Red/Yellow Yoshi watching)
$0CAA0B 6 bytes Sprite tilemap related Blue/Green Yoshi Tiles (Ending)
$0CAA11 2 bytes Sprite tilemap related Blue Yoshi Palettes (Ending)
$0CAA13 1 byte Sprite tilemap related Green Yoshi Palettes (Ending)
$0CAA53 140 bytes Sprite tilemap related Mario, Luigi and Peach ending image tilemap
$0CABA4 7 bytes Palette Points to BG colour to use at the cutscenes in the beginning of the credits.
First value not used?
$0CAC29 21 bytes Level data Ending sequence level data (Scene 1)
$0CAC3E 21 bytes Level data Ending sequence level data (Scene 2)
$0CAC53 36 bytes Level data Ending sequence level data (Scene 3)
$0CAC77 39 bytes Level data Ending sequence level data (Scene 4)
$0CAC9E 42 bytes Level data Ending sequence level data (Scene 5)
$0CACC8 18 bytes Level data Ending sequence level data (Scene 6)
$0CACDA 21 bytes Level data Ending sequence level data (Scene 7)
$0CACEF 21 bytes Level data Ending sequence level data (Scene 8)
$0CAD04 27 bytes Level data Ending sequence level data (Scene 9)
$0CAD1F 18 bytes Level data Ending sequence level data (Scene 10)
$0CAD31 12 bytes Level data Ending sequence level data (Scene 11)
$0CAD3D 20 bytes Level data Ending sequence level data (Scene 12)
$0CAD52 6 bytes Level data Ending sequence level data (Scene 13)
$0CAD58 26 bytes Pointer Ending sequence level data (Pointer table)
$0CAF11 69 bytes Sprite tilemap related Ending sequence sprites (Scene 5)
$0CAF56 92 bytes Sprite tilemap related Ending sequence sprites (Scene 6)
$0CAFB2 70 bytes Sprite tilemap related Ending sequence sprites (Scene 9)
$0CAFF8 53 bytes Sprite tilemap related Ending sequence sprites (Scene 12)
$0CB02D 165 bytes Sprite tilemap related Ending sequence sprites (Scene 2)
$0CB0D2 97 bytes Sprite tilemap related Ending sequence sprites (Scene 3)
$0CB133 105 bytes Sprite tilemap related Ending sequence sprites (Scene 4)
$0CB19C 113 bytes Sprite tilemap related Ending sequence sprites (Scene 7)
$0CB20D 153 bytes Sprite tilemap related Ending sequence sprites (Scene 1)
$0CB2A6 149 bytes Sprite tilemap related Ending sequence sprites (Scene 8)
$0CB33B 105 bytes Sprite tilemap related Ending sequence sprites (Scene 10)
$0CB3A4 105 bytes Sprite tilemap related Ending sequence sprites (Scene 11)
$0CB40D 405 bytes Sprite tilemap related Ending sequence sprites (Scene 13)
$0CB63A 52 bytes Misc. The End text data, (with Mario, Peach and Luigi.)
$0CB66E 402 bytes Empty Unused data. Used by GPS as pointers for the shared routines.
$0CB800 447 bytes Misc. World 4 Castle Destruction Scene Layer 2 Tilemap
$0CB9BF 151 bytes Misc. Castle Destruction Scene Layer 1 Tilemap (Castle)
$0CBA56 355 bytes Misc. World 3/7 Castle Destruction Scene Layer 2 Tilemap
$0CBBB9 329 bytes Misc. World 6 Castle Destruction Scene Layer 2 Tilemap
$0CBD02 387 bytes Misc. World 1/2/5 Castle Destruction Scene Layer 2 Tilemap
$0CBE85 365 bytes Layer 3 Castle destruction sequence 1 text.
$0CBFF2 414 bytes Layer 3 Castle destruction sequence 2 text.
$0CC190 361 bytes Layer 3 Castle destruction sequence 3 text.
$0CC2F9 422 bytes Layer 3 Castle destruction sequence 4 text.
$0CC49F 371 bytes Layer 3 Castle destruction sequence 5 text.
$0CC612 424 bytes Layer 3 Castle destruction sequence 6 text.
$0CC7BA 404 bytes Layer 3 Castle destruction sequence 7 text.
$0CD1A7 41 bytes Misc. Castle Destruction Scene Layer 1 Tilemap (Destroyed castle)
$0CD296 1 byte Sound effect Bomb Explosion (Castle Destruction Sequence) Sound Effect.
$0CD2A0 1 byte Timer how long "BOMB" stays on castle destruction sequence. The highest possible value is 80, 81-FF will make the BOMB never appear.
$0CD2B3 1 byte Sound effect Castle Crumbling sound effect. (Castle Destruction Sequence)
$0CD2BE 1 byte Sound effect Castle Launch (Castle Destruction Sequence #4) Sound Effect.
$0CD3E8 1 byte Sound effect Mario Hammering (Castle Destruction Sequence #3) sound effect.
$0CD5CF 1 byte Timer Number of frames, divided by 4, to disable pressing a button to end the castle destruction scene after the text finishes appearing.
$0CD5D4 1 byte Music Music to play after destruction of castle. (Castle Destruction Sequence)
$0CD7D9 1 byte Sound effect Castle Painting (Castle Destruction Sequence #6) Sound Effect.
$0CD86F 145 bytes Empty Unused data.
$0CD900 441 bytes Overworld border Tilemap of the oblong hill background (the one that appears in, e.g., level 105), in LC_RLE1 format.
$0CDAB9 440 bytes Overworld border Tilemap of the underwater background (the one that appears in, e.g., level A), in LC_RLE1 format.
$0CDC71 211 bytes Overworld border Tilemap of the cloud/mountain background (the one that appears in level 125), in LC_RLE1 format.
$0CDD44 272 bytes Overworld border Tilemap of the cloud background (the one that appears in, e.g., level 1), in LC_RLE1 format.
$0CDE54 261 bytes Overworld border Tilemap of the shallow hills background (the one that appears in, e.g., level 15), in LC_RLE1 format.
$0CDF59 426 bytes Overworld border Tilemap of the "odd land formations with clouds" background (the one that appears in, e.g., level 102), in LC_RLE1 format.
$0CE103 879 bytes Overworld border Tilemap of the castle background with pillars (the one that appears in, e.g., level 1F), in LC_RLE1 format.
$0CE472 514 bytes Overworld border Tilemap of the large mountain background (the one that appears in, e.g., level 12B), in LC_RLE1 format.
$0CE674 16 bytes Overworld border Tilemap of the switch palace background (the one that appears in, e.g., level 14), in LC_RLE1 format.
$0CE684 316 bytes Overworld border Tilemap of the starry night background (the one that appears in, e.g., level 119), in LC_RLE1 format.
$0CE7C0 302 bytes Overworld border Tilemap of the "pointy land formations" background (the one that appears in, e.g., level 23), in LC_RLE1 format.
$0CE8EE 16 bytes Overworld border Tilemap of the blank background (the one that appears in level F7), in LC_RLE1 format.
$0CE8FE 900 bytes Overworld border Tilemap of the underground background (the one that appears in, e.g., level 11A), in LC_RLE1 format.
$0CEC82 766 bytes Overworld border Tilemap of the forest background (the one that appears in, e.g., level 106), in LC_RLE1 format.
$0CEF80 501 bytes Overworld border Tilemap of the ghost house background (the one that appears in, e.g., level 4), in LC_RLE1 format.
$0CF175 741 bytes Overworld border Tilemap of the sunken ship background (the one that appears in level F8), in LC_RLE1 format.
$0CF45A 901 bytes Overworld border Tilemap of the castle background with windows (the one that appears in, e.g., level 7), in LC_RLE1 format.
$0CF7DF 2048 bytes Misc. Layer 1 data on the overworld. Numbers are the same as in LM's "map16 editor".
The YI submap starts at $0CFBDE and is a simple format: One row of tiles at the time, 16 bytes for one line.
Level numbers are a little trickier, though:
Level numbers aren't anywhere in the rom. The loading routine assigns them when it runs. If you remove or add a level tile, you'll shift all of the levels after it. And the order of the tiles in the other submaps is even weirder, but if you look at the OW as 16x16 blocks and ignore submap borders, it'll start making sense.
$0CFFE1 31 bytes Empty Unused data
$0D8000 920 bytes Overworld border Graphic data for Map16 tiles 000-072. Shared by all tilesets. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D8398 56 bytes Overworld border Graphic data for Map16 tiles 100-106. Shared by all tilesets. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D83D0 528 bytes Overworld border Graphic data for Map16 tiles 111-152. Shared by all tilesets. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D85E0 688 bytes Overworld border Graphic data for Map16 tiles 16E-1C3. Shared by all tilesets. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D8890 32 bytes Overworld border Graphic data for Map16 tiles 1C4-1C7. Used in every tileset, but not when using GFX header 0 or 7. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D88B0 288 bytes Overworld border Graphic data for Map16 tiles 1C8-1EB. Shared by all tilesets. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D89D0 32 bytes Overworld border Graphic data for Map16 tiles 1EC-1EF. Used in every tileset, but not when using GFX header 0 or 7. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D89F0 128 bytes Overworld border Graphic data for Map16 tiles 1F0-1FF. Shared by all tilesets. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D8A70 32 bytes Overworld border Graphic data for Map16 tiles 1C4-1C7. Only used in GFX header 0 and 7. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D8A90 32 bytes Overworld border Graphic data for Map16 tiles 1EC-1EF. Only used when using GFX header 0 or 7. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D8AB0 192 bytes Overworld border Graphic data for the Map16 tiles used by multicolour pipes (besides the default green pipe). 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D8B70 1128 bytes Overworld border Graphic data for Map16 tiles 073-0FF. Used by tileset 0 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D8FD8 80 bytes Overworld border Graphic data for Map16 tiles 107-110. Used by tileset 0 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D9028 216 bytes Overworld border Graphic data for Map16 tiles 153-16D. Used by tileset 0 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D9100 4096 bytes Overworld border Background Map16 tiles (pages 0x10 and 0x11 in LM) in TTTTTTTT YXPCCCTT format.
$0DA10F 768 bytes Objects Pointers to extended objects, 3 bytes per pointer, although the bank byte is always 0D. Extended objects 02-0F and 98-FF are unused, so they could be repointed (which is essentially what Extended Objects +14 and ObjecTool do).
$0DA40F 60 bytes Objects The routine that loads normal (i.e. not extended) objects. $0DA41E-$0DA44A (45 bytes) are the pointers to the main object routines for each tileset. (Even though not all objects are tileset-specific, SMW's code treats them as if they all were.)
$0DA455 189 bytes Objects Pointers to normal (i.e. not extended) objects, for tilesets 0, 7, and C. Object 00 is not included (because normal object 00 is simply *all* extended objects); these pointers are for objects 01-3F.
$0DA548 51 bytes Objects Map16 data for extended objects 10-40, low byte. They are in order of object number, but the 8th byte is unused (it would be used for object 17, but the final byte in the table is used instead). The high byte of the first 19 tiles is 00, while the high byte of the rest of the tiles is 01.
$0DA57B 210 bytes Objects Main creation code for extended objects 10-40. (Extended object 17 uses a different pointer, but it jumps to the same routine.)
$0DA64D 5 bytes Objects The start of the routine for extended object 17, the green star block. It loads a hardcoded index to the table at $0DA548.
$0DA6B1 9 bytes Subroutine (JSR) A routine that backs up the low and high bytes of the Map16 data pointers. It stores $6B and $6C in $04 and $05.
$0DA6BA 19 bytes Subroutine (JSR) A routine that restores the low and high bytes of the Map16 pointers [$6B] and [$6E] from scratch RAM. Used in conjunction with $0DA6B1.
$0DA6CD 4 bytes Objects Map16 data for the door and P-switch-activated door. In order: Top tile of normal door, top tile of P-switch door, bottom tile of normal door, bottom tile of P-switch door.
$0DA6D1 29 bytes Objects Main creation code for extended objects 47 and 48, the normal door and P-switch-activated door.

This is also the routine that unused extended objects 98-FF point to (they just pull garbage tiles).
$0DA6EE 45 bytes Misc. Map16 data for the big bush
$0DA71B 45 bytes Objects Main creation code for extended object 82 (the larger of the two big bushes).
$0DA71E is the width, minus one.
$0DA722 is the height, minus one.
$0DA732 is the pointer to Map16 tile array (only contains low bytes).
$0DA748 24 bytes Objects Map16 data for the small bush
$0DA760 45 bytes Objects Main creation code for extended object 83 (the smaller of the two big bushes).
$0DA763 is the width, minus one.
$0DA767 is the height, minus one.
$0DA777 is the pointer to Map16 tile array (only contains low bytes).
$0DA78D 33 bytes ASM Part of bush object decoding routine.
$0DA7E3 4 bytes Objects Goal Arrow sign: MAP16 tiles
$0DA8A6 8 bytes ASM Bitmasking table. Contains the values $80,$40,$20,$10,$08,$04,$02,$01
So masking can be simply done by AND.l $0DA8A6,x
$0DA8B4 15 bytes Objects Map16 data for objects 01-0E, low bytes of tile numbers. The last byte is actually used for tileset-specific object 31 when it forms ice-blue turn blocks.
$0DA8C3 152 bytes Objects Main creation code for the objects that are made up of only one Map16 tile and can be extended both horizontally and vertically, i.e., objects 01-0E and tileset-specific object 31 when it forms ice-blue turn blocks.
$0DA95B 34 bytes Objects The subroutine that enables most objects to go across screen boundaries in horizontal levels without glitching. (It doesn't work in vertical levels.) It also stores the value of A to [$6B],y. (Forgot to include that info before.)
$0DA97D 21 bytes Objects The subroutine that allows objects to go across subscreen boundaries in horizontal levels without glitching.
$0DAA12 20 bytes Objects Map16 data for vertical pipe ends. There are four 5-byte tables here. The first two are for the top of a pipe (the last two bytes are unused), and the second two are for the bottom of a pipe (the first two bytes are unused).
$0DAA26 126 bytes Objects Main creation code for the vertical pipe objects.
$0DAA5A - The Map16 tile number (low byte) for the left side of the vertical pipe with no end.
$0DAA62 - The Map16 tile number (low byte) for the right side of the vertical pipe with no end.
$0DAA6C - The Map16 tile number (low byte) for the left side of all non-vertical pipes except the one without ends.
$0DAA74 - The Map16 tile number (low byte) for the right side of all non-vertical pipes except the one without ends.
$0DAAA4 16 bytes Objects Map16 data for the horizontal pipes. There are two tables here, each containing the low bytes of the tile numbers and both in order; the first two bytes of each table are for the left-facing non-exit-enabled pipe, the next two are for the left-facing exit-enabled pipe, the next two are for the right-facing non-exit-enabled pipe, and the last two are for the right-facing exit-enabled pipe.
$0DAAB4 89 bytes Objects Main creation code for the horizontal pipe objects.
$0DAB0D 49 bytes Objects Main creation code for the Bullet Bill shooter object. $0DAB1A, $0DAB27, and $0DAB34 control which three Map16 tiles make up the object.
$0DAB3E 48 bytes Objects Main creation code for the slope objects (object 12), minus the code for each individual slope. $0DAB50-$0DAB6D are the pointers to the individual slope objects.
$0DABFD 36 bytes Objects The routine that allows slopes to overlap with dirt tiles. It checks the Map16 tile below the current one for certain numbers and adds values to the current tile number to change it into the one with dirt behind it.
$0DB075 123 bytes Objects Main creation code for object 13 (vine and edge objects).
$0DB1C8 74 bytes Objects Main creation code for objects 14 and 21, the normal ledge and wide ground ledge. They share most of their code, but the wide ledge begins at $0DB1C8, while the normal one begins at $0DB1D4.

$0DB1CE - Height of the wide ground ledge - 1. The top tile is 100, the rest is 03F.
$0DB212 18 bytes Objects The Map16 tiles that make up the midway point and goal point objects. There are 6 3-byte tables here that are, in order: Top tiles of midway point, middle tiles of midway point, bottom tiles of midway point, top tiles of goal point, middle tiles of goal point, bottom tiles of goal point. You can change $0DB221 to 3A and $0DB223 to 3D to fix the glitched tiles at the bottom of the goal point. (They will just appear the same as the middle tiles.)
$0DB224 166 bytes Objects Main creation code for the midway point/goal point object.
$0DB2CA 108 bytes Objects Dragon coin creation main code.
$0DB328 - Map16 tile for the upper half of a Yoshi/Dragon Coin.
$0DB329 - Change to EAEA to make only the lower half of Yoshi/Dragon Coins appear.
$0DB332 - Map16 tile for the lower half of a Yoshi/Dragon Coin.
$0DB333 - Change to EAEA to make only the upper half of Yoshi/Dragon Coins appear.
$0DB336 133 bytes Objects Main creation code for the purple coins. This is very similar to the code at $0DA8C3.
$0DB3BB 1 byte Objects Rope: MAP16 block
$0DB3BC 1 byte Objects Clouds: MAP16 block
$0DB3BD 30 bytes Objects Main creation code for the rope and cloud objects.
$0DB3DB 1 byte Objects Water with animated surface: MAP16 block (Top)
$0DB3DC 1 byte Objects Water with normal surface: MAP16 block (Top)
$0DB3DD 1 byte Objects Lava with animated surface: MAP16 block (Top)
$0DB3DE 1 byte Objects Climbing net with top edge: MAP16 block (Top)
$0DB3DF 1 byte Objects Water with animated surface: MAP16 block (Bottom)
$0DB3E0 1 byte Objects Water with normal surface: MAP16 block (Bottom)
$0DB3E1 1 byte Objects Lava with animated surface: MAP16 block (Bottom)
$0DB3E2 1 byte Objects Climbing net with top edge: MAP16 block (Bottom)
$0DB3E3 72 bytes Objects Main creation subroutine for objects 18-1B (water with and without animated surface, lava, climbimg net with top edge). It is also used as the default routine for unused objects 22-2D.
$0DB42B 1 byte Objects Donut bridge: MAP16 block (Top)
$0DB42C 1 byte Objects Donut bridge: MAP16 block (Bottom)
$0DB42D 52 bytes Objects Main creation code for the donut bridge (object 1C).
$0DB51F 40 bytes Objects Vertical pipe/bone/log object creation subroutine. $0DB52E, $0DB536, and $0DB543 determine which three Map16 tiles make up the object.
$0DB547 34 bytes Objects Horizontal pipe/bone/log object creation subroutine. $0DB552, $0DB55A, and $0DB565 determine which three Map16 tiles make up the object.
$0DB583 37 bytes Objects Main creation code for the yellow and green switch blocks.

$0DB583 - Start of the code for the green block.
$0DB587 - Map16 tiles (on page 1) for the filled-in blocks.
$0DB589 - Map16 tiles (on page 0) for the outline blocks.
$0DB58B - Start of the code for the yellow block.
$0DB592 - Change F0 to D0, to invert the Green and Yellow Switch Palace blocks (solid before the Switch Palce, passable afterwards).
$0DB5A8 15 bytes Objects Tiles the Bushes 1-5 is made up of, in order of Left-Middle-right (five bytes per part)
$0DB5B7 1 byte Misc. 6A-Green Switch Palace Block after you beat its Palace (always Map16 page 1)
$0DB5B8 1 byte Misc. 6B-Yellow Switch Palace Block after you beat its Palace (always Map16 page 1)
$0DB5B9 1 byte Misc. 6A-Green Switch Palace Block after you beat its Palace (always Map16 page 0)
$0DB5BA 1 byte Misc. 6B-Yellow Switch Palace Block after you beat its Palace (always Map16 page 0)
$0DB72F 16 bytes Objects Map16 data for the diagonal pipe (low bytes only).
$0DB73F 107 bytes Objects Main creation code for the diagonal pipe object.
$0DB7A6 - The Map16 tile (on page 1) at the bottom of the diagonal pipe object. (Default: $EB.)
$0DB7AA 185 bytes Objects Main creation code for the left-facing diagonal ledge.
$0DB863 179 bytes Objects Main creation code for the right-facing diagonal ledge.
$0DB916 76 bytes Objects Main creation code for the red and blue switch blocks. Note that the actual object number varies per tileset. (It was really dumb that Nintendo did that...oh well.)

$0DB916 - Start of the code for the blue block.
$0DB91A - Map16 tiles (on page 0) for the outline blocks.
$0DB91C - Map16 tiles (on page 1) for the filled-in blocks.
$0DB91E - Start of the code for the red block.
$0DB943 - Change F0 to D0 to invert the Blue and Red Switch Palace blocks.
$0DBA7C 96 bytes Objects Forest treetop tilemap (repeated a few times)
$0DBB68 152 bytes Empty Unused data
$0DBC00 1128 bytes Misc. Graphic data for Map16 tiles 073-0FF. Used by tileset 1 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0DC068 80 bytes Overworld border Graphic data for Map16 tiles 107-110. Used by tileset 1 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0DC0B8 216 bytes Overworld border Graphic data for Map16 tiles 153-16D. Used by tileset 1 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0DC19A 189 bytes Objects Pointers to normal (i.e. not extended) objects, for tileset 1. Object 00 is not included (because normal object 00 is simply *all* extended objects); these pointers are for objects 01-3F.
$0DC26B 126 bytes Objects Castle entrance: MAP16 blocks
$0DC46F 3 bytes Objects The three Map16 tiles that make up the left side of the large stone castle block (tileset-specific object 3C in tileset 1). These are low bytes; the tiles are on page 1.
$0DC472 3 bytes Objects The three Map16 tiles that make up the middle columns of the large stone castle block (tileset-specific object 3C in tileset 1). These are low bytes; the tiles are on page 1.
$0DC475 3 bytes Objects The three Map16 tiles that make up the right side of the large stone castle block (tileset-specific object 3C in tileset 1). These are low bytes; the tiles are on page 1.
$0DC478 81 bytes Objects Main creation code for the large stone castle block (tileset-specific object 3C in tileset 1).
$0DC620 480 bytes Empty Unused data.
$0DC800 1128 bytes Overworld border Graphic data for Map16 tiles 073-0FF. Used by tileset 2 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0DCC68 80 bytes Overworld border Graphic data for Map16 tiles 107-110. Used by tileset 2 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0DCCB8 216 bytes Overworld border Graphic data for Map16 tiles 153-16D. Used by tileset 2 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0DCD9A 189 bytes Objects Pointers to normal (i.e. not extended) objects, for tilesets 2, 6, and 8. Object 00 is not included (because normal object 00 is simply *all* extended objects); these pointers are for objects 01-3F.
$0DCE57 16 bytes Objects Map16 data for the large circular line guide pieces (low bytes only).
$0DCE67 41 bytes Objects Main creation code for the large circular line guide pieces.
$0DCE90 4 bytes Objects Map16 data for the small circular line guide pieces (low bytes).
$0DCE94 18 bytes Objects Main creation code for the small circular line guide pieces.
$0DCEBE 2 bytes Objects Map16 data for the horizontal line guide end (extended object 55).
$0DCEC0 24 bytes Objects Main creation code for the horizontal line guide end (extended object 55).
$0DCED8 2 bytes Objects Map16 data for the vertical line guide end (extended object 56).
$0DCEDA 22 bytes Objects Main creation code for the vertical line guide end (extended object 56).
$0DD282 382 bytes Empty Unused data
$0DD400 1128 bytes Overworld border Graphic data for Map16 tiles 073-0FF. Used by tileset 3 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0DD868 80 bytes Overworld border Graphic data for Map16 tiles 107-110. Used by tileset 3 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0DD8B8 216 bytes Overworld border Graphic data for Map16 tiles 153-16D. Used by tileset 3 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0DD99A 189 bytes Objects Pointers to normal (i.e. not extended) objects, for tilesets 3, 9, A, B, and E. Object 00 is not included (because normal object 00 is simply *all* extended objects); these pointers are for objects 01-3F.
$0DDA9E 4 bytes Objects Torpedo Ted Launcher: MAP16 tiles
$0DE186 378 bytes Empty Unused data
$0DE300 1128 bytes Overworld border Graphic data for Map16 tiles 073-0FF. Used by tileset 4 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0DE768 80 bytes Overworld border Graphic data for Map16 tiles 107-110. Used by tileset 4 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0DE7B8 216 bytes Overworld border Graphic data for Map16 tiles 153-16D. Used by tileset 4 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0DE89A 189 bytes Objects Pointers to normal (i.e. not extended) objects, for tilesets 4, 5, and D. Object 00 is not included (because normal object 00 is simply *all* extended objects); these pointers are for objects 01-3F.
$0DEADE 140 bytes Objects Ghost House entrance: MAP16 blocks
$0DEB93 160 bytes Objects Tilemap of Yoshi's House. Change EB to D3 at $0DEB85, $0DEB89, $0DEBBE, $0DEBC6, $0DEBCC, $0DEBD0 and $0DEBDA to remove Berries from Yoshi's House, or to 45 to make them work without placing berry objects on top of them.
$0DEC7E 4 bytes Objects Green Switch: MAP16 blocks
$0DEC82 4 bytes Objects Yellow Switch: MAP16 blocks
$0DEC86 4 bytes Objects Blue Switch: MAP16 blocks
$0DEC8A 4 bytes Objects Red Switch: MAP16 blocks
$0DEC8E 51 bytes Objects Main creation code for the four switch palace switches.
$0DF08A 630 bytes Empty Unused data.
$0DF3A0 26 bytes Layer 3 FISHIN'LAKITU and attributes (sprite name)
$0DF3BE 18 bytes Layer 3 PARA-BOMB and attributes (sprite name)
$0DF3D4 22 bytes Layer 3 PARA-GOOMBA and attributes (sprite name)
$0DF3EE 12 bytes Layer 3 LAKITU and attributes (sprite name)
$0DF3FE 10 bytes Layer 3 SPINY and attributes (sprite name)
$0DF40C 14 bytes Layer 3 WIGGLER and attributes (sprite name)
$0DF41E 14 bytes Layer 3 BOB-OMB and attributes (sprite name)
$0DF4A9 28 bytes Layer 3 AMAZING FLYIN' and attributes (sprite name)
$0DF4C9 28 bytes Layer 3 AMAZING FLYIN' HAMMER BROTHER and attributes (sprite name)
$0DF4E9 22 bytes Layer 3 SUPER KOOPA and attributes (sprite name)
$0DF503 16 bytes Layer 3 CHARGIN' and attributes (sprite name)
$0DF517 10 bytes Layer 3 CHUCK and attributes (sprite name)
$0DF525 48 bytes Layer 3 Layer 3 JUMPING PIRHANA PLANT and attributes (sprite name)
$0DF555 29 bytes Layer 3 Layer 3 VOLCANO LOTUS and attributes (sprite name)
$0DF612 28 bytes Layer 3 Layer 3 SUMO BROTHER and attributes (sprite name)
$0DF62E 24 bytes Layer 3 Layer 3 MONTY MOLE and attributes (sprite name)
$0DF646 14 bytes Layer 3 Layer 3 POKEY and attributes (sprite name)
$0DF654 23 bytes Layer 3 Layer 3 BULLET BILL and attributes (sprite name)
$0DF70B 10 bytes Layer 3 Layer 3 REX and attributes (sprite name)
$0DF715 22 bytes Layer 3 Layer 3 MEGA MOLE and attributes (sprite name)
$0DF72B 23 bytes Layer 3 Layer 3 BANZAI BILL and attributes (sprite name)
$0DF7FA 24 bytes Layer 3 Layer 3 DINO RHINO and attributes (sprite name)
$0DF812 24 bytes Layer 3 Layer 3 DINO TORCH and attributes (sprite name)
$0DF82A 13 bytes Layer 3 Layer 3 KOOPAS and attributes (sprite name)
$0DF8A7 22 bytes Layer 3 Layer 3 SPIKE TOP and attributes (sprite name)
$0DF8BD 20 bytes Layer 3 Layer 3 SWOOPERS and attributes (sprite name)
$0DF8D1 28 bytes Layer 3 Layer 3 BUZZY BEETLE and attributes (sprite name)
$0DF8ED 13 bytes Layer 3 Layer 3 BLARGG and attributes (sprite name)
$0DF95E 16 bytes Layer 3 Layer 3 BLURPS and attributes (sprite name)
$0DF96E 16 bytes Layer 3 Layer 3 URCHIN and attributes (sprite name)
$0DF97E 28 bytes Layer 3 Layer 3 PORCU-PUFFER and attributes (sprite name)
$0DF99A 26 bytes Layer 3 Layer 3 TORPEDO TED and attributes (sprite name)
$0DF9B4 25 bytes Layer 3 Layer 3 RIP VAN FISH and attributes (sprite name)
$0DFA37 30 bytes Layer 3 Layer 3 "BOO" BUDDIES and attributes (sprite name)
$0DFA55 24 bytes Layer 3 Layer 3 FISHIN' BOO and attributes (sprite name)
$0DFA6D 30 bytes Layer 3 Layer 3 THE BIG "BOO" and attributes (sprite name)
$0DFA8B 13 bytes Layer 3 Layer 3 EERIES and attributes (sprite name)
$0DFAFC 24 bytes Layer 3 Layer 3 LIL SPARKY and attributes (sprite name)
$0DFB14 26 bytes Layer 3 Layer 3 BONY BEETLE and attributes (sprite name)
$0DFB2E 22 bytes Layer 3 Layer 3 DRY BONES and attributes (sprite name)
$0DFB44 16 bytes Layer 3 Layer 3 THWOMP and attributes (sprite name)
$0DFB54 16 bytes Layer 3 Layer 3 THWIMP and attributes (sprite name)
$0DFB64 15 bytes Layer 3 Layer 3 HOTHEAD and attributes (sprite name)
$0DFC19 18 bytes Layer 3 Layer 3 GRINDER and attributes (sprite name)
$0DFC2B 28 bytes Layer 3 Layer 3 BALL'N'CHAIN and attributes (sprite name)
$0DFC47 17 bytes Layer 3 Layer 3 FISHBONE and attributes (sprite name)
$0DFCC8 13 bytes Layer 3 Layer 3 REZNOR and attributes (sprite name)
$0DFD45 23 bytes Layer 3 Layer 3 MECHAKOOPAS and attributes (sprite name)
$0DFD66 38 bytes Layer 3 Layer 3 MORTON KOOPA JR and attributes (sprite name)
$0DFD8C 24 bytes Layer 3 Layer 3 ROY KOOPA and attributes (sprite name)
$0DFDA4 16 bytes Layer 3 Layer 3 BOWSER and attributes (sprite name)
$0DFDB4 28 bytes Layer 3 Layer 3 LEMMY KOOPA and attributes (sprite name)
$0DFDD0 32 bytes Layer 3 Layer 3 WENDY O.KOOPA and attributes (sprite name)
$0DFDF0 26 bytes Layer 3 Layer 3 IGGY KOOPA and attributes (sprite name)
$0DFE0A 28 bytes Layer 3 Layer 3 LARRY KOOPA and attributes (sprite name)
$0DFE26 35 bytes Layer 3 Layer 3 LUDWIG VON KOOPA and attributes (sprite name)
$0DFE4F 16 bytes Layer 3 Layer 3 PUMPKIN and attributes (sprite name)
$0DFE63 16 bytes Layer 3 Layer 3 PIDGIT and attributes (sprite name)
$0DFE77 25 bytes Layer 3 Layer 3 MASK KOOPAS and attributes (sprite name)
$0DFE9F 353 bytes Empty Unused data. Warning: the 0x12 FF bytes before this are NOT unused data (used in credits).
$0E8D99 2 bytes Misc. SPC Main Volume. Default is $7F,$7F
$0E8D9E 1 byte Misc. High byte of the address that the echo buffer will be placed at in audio ram. The low byte is ignored. Default is $60 = ($6000 in audio RAM)
$0E8DB1 16 bytes Misc. SPC FIR Filter.
x70FB1 - FIR Filter 1, like $F1 $XX $YY $00
x70FB9 - FIR Filter 2, like $F1 $XX $YY $01
$0E98C5 1 byte Music Special World overworld music - Change to 76 to start right at the beginning of the SMB theme, or 74 to include the short drum intro normally at the beginning of the loop.
$0EF0F0 3856 bytes Empty Empty
$0F8000 28560 bytes Music Instrument data.
$0FEF90 4208 bytes Empty Empty

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2017 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 24

Menu

Follow Us On

  • Facebook
  • Twitter
  • YouTube

Affiliates

  • Talkhaus
  • SMBX Community
  • GTx0
  • Super Luigi Bros
  • ROMhacking.net
  • MFGG
  • Gaming Reinvented