This is a list of values that I have compiled for the table located at $0725C (SNES address $00F05C). This table is what determines the bounce sprite graphics for quite a few Map16 blocks. Once I know specifically which ones I'll tell you guys. Anyways, here goes:
00 = Turn block
01 = Note block
02 = ? block
03 = Unused turn block you can hit from the sides (P-Switch by default)
04 = Translucent block
05 = ON/OFF switch (Makes the sound, too!)
06 = Turn block; turns into a turning block for a few seconds then changes back to the original tile.
07 = Shattering block!
08 = Crashes game
09 = Crashes game
0A = Crashes game
0B = No bounce tile, buggy, block doesn't change and executes several times when hit. Also makes random tiles appear on screen. DO NOT USE.
0C = Crashes game
0D = Same as #$0B
0E = Crashes game
0F = Crashes game
10 = Turn block; uses palette A (Yellow)
11 = Turn block; uses palette D (Green)
12 = Upside-down Turn block
13 = Tile 4E, uses 2nd graphics page (SP3/SP4), and uses palette 9 (Gray)
14 = Tile 4E, uses 2nd graphics page (SP3/SP4), uses palette C (Red), and is Y-Flipped
15 = Same as #$14
16 = Turn block; uses palette B (Blue)
17 = Turn block; X- and Y-flipped
18 = Turn block; uses palette F
19 = Upside-down Turn block; uses palette D (Red)
1A = Same as #$00
1B = Turn block; uses palette D (Red) and is X- and Y-flipped
1C = Turn block; uses palette F and is X- and Y-flipped
1D = Tile 4E, uses 2nd graphics page (SP3/SP4), uses palette E, and is X- and Y-Flipped
1E = Turn block; uses palette C (Red)
1F = Same as #$00
20 = Tile 4E, uses 2nd graphics page (SP3/SP4), and uses palette A (Yellow)
21 = Same as #$14
22 = Same as #$13
23 = Tile 4E, uses 2nd graphics page (SP3/SP4), uses palette E, and is Y-Flipped
24 = Same as #$1D
25 = Same as #$1E
26 = Turn block; uses palette E and is Y-flipped
27 = Same as #$1D
28 = Same as #$1E
29 = Same as #$14
2A = Same as #$14
2B = Same as #$16
I stopped there because it seemed they were all repeats.
Here's all the different tables. They are all 36 (Decimal) bytes long, located right after one another, and are all in the same order I just posted:
$00725C - Bounce block graphic table
$007280 - Item each block spawns
$0072A4 - Side each block can be activated on.
$0072C8 - What each block turns into after being activated.
These were all in the ROM map, except the last one, for whatever reason.
$0072A4 bytes are stored in the 0000BTLR format, where B is the bottom side, T is the top side, L is the left side, and R is the right side.
Example: The 4-way bounce block can be activated from all four sides, meaning that it's value is #%00001111, or #$0F in hex. If you wanted to change it into a block that can only be bounced on from the sides, you'd use #%00000011, or #$03.
Both $007280 and $0072C8 do NOT use actual sprite numbers/map16 values. There is a list of values similar to the one I posted first. Maybe I'll compile those later.
I just noticed a mistake. All of the "Tile 4E" one's are actually the turn block graphic, but using graphics page 2. They use tile 4E because I remapped the turn block bounce sprite to tile 4E on the ROM I compiled the list on.