Player Graphics
Cape Mario Sprite Diagram
by BMF54123
It might interest some of you to know that Mario's flying poses can use up to five sprites (three 16x16, two 8x8), as illustrated by the colored squares in this image:
GFX00 Mario Tiles
by Ladida
by Dotsarecool
by Epsilon
Player Tiles
by Ladida
Cape poses
~Unknown~ (please provide username if you know)
Player poses
~Unknown~ (please provide username if you know)
SP1 GFX DMA
by Roy
Yoshi SP3 tiles
by Alexis
Format Of "MARIO START!" Tiles
by Roy
Status Bar
Status Bar Tiles
by Sonikku
Status Bar Map
by 1024
Status Bar Colors
by WhiteYoshiEgg
Title screen graphics
by Infrared
Objects
Hill Properties
by Shiva
Slope Tilemaps
by Boingboingsplat
Underground Slope Tilemaps
by Dinomar
Diagonal Pipe Tilemap
by Knight of Time
How To Make Perfect Tops For Slopes
by Dinomar
Ceiling Tilemap
by Punk Sarcophagus
Conveyor Slopes
by dixie
Level Editing
Initial FG/BG Positions
by Dotsarecool and imjake9
Initial FG Positions (Vertical Levels)
by ShUriK KiD
Layer 2 effects (click to view)
by JackTheSpades
For embedding: Part 1, part 2, part 3
ExAnimation Help
by dixie
Yoshi's House Ending Tiles
by andy_k_250
Level 24 Path Diagram (click to view)
by Epsilon
Palettes
Layer 3 Tilemap Palettes
by HyperMario
It's information about which Layer 3 tilesets use which part of each palette.
Palette Loading
by Mattrizzle
None of the palettes are really shared. When the game switches modes(ex: level to overworld), the palettes from the previous screen aren't cleared, so they remain where they are.
The following diagram shows which palettes are loaded for the two main game modes:
Palette And How They're Used
by Gloomy
Overworld Palette Guide
by Ultimaximus
Part 1, Part 2
Sprites
CFG File Format (click to view)
by Pseudonym
Sprite Tile Positions
by Kaijyuu
Standard Sprite Tile Table
by Mattrizzle
Palettes used by
by JackTheSpades
Palette 8
Palette 9
Palette A
Palette B
Palette C
Palette D
Palette E
Palette F
Morton/Roy/Ludwig Tile Table
by Mattrizzle
Bowser Tile Table
by Mattrizzle
Overworld/Title Screen Sprite Loading
by Ersanio
Alternate solution: This patch.
Cursed Overworld paths that actually work
by Lazy
The following are all examples of paths that actually work.
by Devazure & Koopster
Multiple Songs On The Main Map Patch Breakdown
by Knight of Time
This diagram is to help break up the Overworld into 32x32 sections for the Multiple Songs on Main Map Patch
Music
Music Diagram (click to view)
by S.N.N.
Here's a little (huge) diagram I've been working on for a couple of hours which should help newcomers to addmusic. It isn't even close to finished yet, but here is the general idea. Eventually, I plan to cover all of the N-SPC values, throw in a few charts, explain values in more detail, and show the ranges of instruments. It should be useful when it's complete.
Instrument Chart (click to view)
by Torchkas
A chart that contains all the info from the older one (instrument, what sample they use and whether they're looped or not), as well as their default tuning and ADSR/GAIN values.
ASM
Mario's Physics (click to view)
by Jdaster64
Branching Diagram (click to view)
by GreenHammerBro
Controller Input
by BMF54123, archived by PukiWiki
Stack Diagram
by Ersanio
This is basically the stack for SMW. The stack starts at $7E:01FF, and goes backwards until $7E:010B. Of course, some bytes will be used, and some not. If you push too much you might overflow the stack. This depends on how many times you push-pull stuff. The non-used bytes will remain unchanged during the whole game, thus you can call those "free-to-use stack space." The area marked in red is the used area. The one marked in brown-ish MIGHT be used. The other bytes are completely unused, and you can use those for custom routines (like I did). (NOTE: When you use levelASM don't use $7E:010B and $7E:010C because the code uses these addresses.)
Blanking Diagram
by Ersanio
Mode7 Shear/Scale Diagram (click to view)
by Gekko
Subscreen Diagram
by KilloZapit and JackTheSpades
Collected RAM Addresses Table (click to view)
by JackTheSpades
Bitwise commands (click to view)
by GreenHammerBro
Binary shifting commands (click to view)
by GreenHammerBro
Clarification on ASL, LSR, ROL, ROR by JackTheSpades
----------------------------------------------------------------------
If you have any similar diagrams or charts and would like them posted here, let me know and I will update this post.
Cape Mario Sprite Diagram
by BMF54123
It might interest some of you to know that Mario's flying poses can use up to five sprites (three 16x16, two 8x8), as illustrated by the colored squares in this image:
GFX00 Mario Tiles
by Ladida
by Dotsarecool
by Epsilon
Player Tiles
by Ladida
Cape poses
~Unknown~ (please provide username if you know)
Player poses
~Unknown~ (please provide username if you know)
SP1 GFX DMA
by Roy
Yoshi SP3 tiles
by Alexis
Format Of "MARIO START!" Tiles
by Roy
Status Bar
Status Bar Tiles
by Sonikku
Status Bar Map
by 1024
Status Bar Colors
by WhiteYoshiEgg
Title screen graphics
by Infrared
Objects
Hill Properties
by Shiva
Slope Tilemaps
by Boingboingsplat
Underground Slope Tilemaps
by Dinomar
Diagonal Pipe Tilemap
by Knight of Time
How To Make Perfect Tops For Slopes
by Dinomar
Ceiling Tilemap
by Punk Sarcophagus
Conveyor Slopes
by dixie
Level Editing
Initial FG/BG Positions
by Dotsarecool and imjake9
Initial FG Positions (Vertical Levels)
by ShUriK KiD
Layer 2 effects (click to view)
by JackTheSpades
For embedding: Part 1, part 2, part 3
ExAnimation Help
by dixie
Yoshi's House Ending Tiles
by andy_k_250
Level 24 Path Diagram (click to view)
by Epsilon
Palettes
Layer 3 Tilemap Palettes
by HyperMario
It's information about which Layer 3 tilesets use which part of each palette.
Palette Loading
by Mattrizzle
None of the palettes are really shared. When the game switches modes(ex: level to overworld), the palettes from the previous screen aren't cleared, so they remain where they are.
The following diagram shows which palettes are loaded for the two main game modes:
Palette And How They're Used
by Gloomy
Overworld Palette Guide
by Ultimaximus
Part 1, Part 2
Sprites
CFG File Format (click to view)
by Pseudonym
Sprite Tile Positions
by Kaijyuu
Standard Sprite Tile Table
by Mattrizzle
Palettes used by
by JackTheSpades
Palette 8
Palette 9
Palette A
Palette B
Palette C
Palette D
Palette E
Palette F
Morton/Roy/Ludwig Tile Table
by Mattrizzle
Bowser Tile Table
by Mattrizzle
Overworld/Title Screen Sprite Loading
by Ersanio
Alternate solution: This patch.
Cursed Overworld paths that actually work
by Lazy
The following are all examples of paths that actually work.
by Devazure & Koopster
Multiple Songs On The Main Map Patch Breakdown
by Knight of Time
This diagram is to help break up the Overworld into 32x32 sections for the Multiple Songs on Main Map Patch
Music
Music Diagram (click to view)
by S.N.N.
Here's a little (huge) diagram I've been working on for a couple of hours which should help newcomers to addmusic. It isn't even close to finished yet, but here is the general idea. Eventually, I plan to cover all of the N-SPC values, throw in a few charts, explain values in more detail, and show the ranges of instruments. It should be useful when it's complete.
Instrument Chart (click to view)
by Torchkas
A chart that contains all the info from the older one (instrument, what sample they use and whether they're looped or not), as well as their default tuning and ADSR/GAIN values.
ASM
Mario's Physics (click to view)
by Jdaster64
Branching Diagram (click to view)
by GreenHammerBro
Controller Input
by BMF54123, archived by PukiWiki
Stack Diagram
by Ersanio
This is basically the stack for SMW. The stack starts at $7E:01FF, and goes backwards until $7E:010B. Of course, some bytes will be used, and some not. If you push too much you might overflow the stack. This depends on how many times you push-pull stuff. The non-used bytes will remain unchanged during the whole game, thus you can call those "free-to-use stack space." The area marked in red is the used area. The one marked in brown-ish MIGHT be used. The other bytes are completely unused, and you can use those for custom routines (like I did). (NOTE: When you use levelASM don't use $7E:010B and $7E:010C because the code uses these addresses.)
Blanking Diagram
by Ersanio
Mode7 Shear/Scale Diagram (click to view)
by Gekko
Subscreen Diagram
by KilloZapit and JackTheSpades
Collected RAM Addresses Table (click to view)
by JackTheSpades
Bitwise commands (click to view)
by GreenHammerBro
Binary shifting commands (click to view)
by GreenHammerBro
Clarification on ASL, LSR, ROL, ROR by JackTheSpades
----------------------------------------------------------------------
If you have any similar diagrams or charts and would like them posted here, let me know and I will update this post.