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SNES OffsetTypeGameLengthDescription
$7E:0022TimerGame select screen1 byteAmount of time to wait until the "Super Mario All-Stars" text flashes.
$7E:0023CounterGame select screen1 byteWhat step we are in, in the flashing "Super Mario All-Stars" text.
$7E:0060Sound EffectGame select screen4 bytesSPC700 I/O Ports. Write values to play music/sound effects.
$7E:00DEFlagGame select screen1 byteIf non-zero, $7F:8000 will be uploaded to BG1's tilemap.
$7E:00E3TimerGame select screen1 byteAmount of time left on title screen.
$7E:00F0Hardware MirrorGame select screen1 byteMirror of $7E:4219 - Controller Port 1 Data1 Register high byte.

This mirror is for controller data from the current frame.
$7E:00F1Hardware MirrorGame select screen1 byteMirror of $7E:421B - Controller Port 2 Data1 Register high byte.

This mirror is for controller data from the current frame.
$7E:00F2Hardware MirrorGame select screen1 byteMirror of $7E:4218 - Controller Port 1 Data1 Register low byte.

This mirror is for controller data from the current frame.
$7E:00F3Hardware MirrorGame select screen1 byteMirror of $7E:421A - Controller Port 2 Data1 Register low byte.

This mirror is for controller data from the current frame.
$7E:00F4Hardware MirrorGame select screen1 byteMirror of $7E:4219 - Controller Port 1 Data1 Register high byte.

This mirror is for controller data that was set on the current frame but was clear on the previous frame. Basically, this determines which buttons were pressed on this frame while not having been held on the last frame.
$7E:00F5Hardware MirrorGame select screen1 byteMirror of $7E:421B - Controller Port 2 Data1 Register high byte.

This mirror is for controller data that was set on the current frame but was clear on the previous frame. Basically, this determines which buttons were pressed on this frame while not having been held on the last frame.
$7E:00F6Hardware MirrorGame select screen1 byteMirror of $7E:4218 - Controller Port 1 Data1 Register low byte.

This mirror is for controller data that was set on the current frame but was clear on the previous frame. Basically, this determines which buttons were pressed on this frame while not having been held on the last frame.
$7E:00F7Hardware MirrorGame select screen1 byteMirror of $7E:421A - Controller Port 2 Data1 Register low byte.

This mirror is for controller data that was set on the current frame but was clear on the previous frame. Basically, this determines which buttons were pressed on this frame while not having been held on the last frame.
$7E:00F8Hardware MirrorGame select screen1 byteMirror of $7E:4219 - Controller Port 1 Data1 Register high byte.

This mirror is for controller data from the previous frame.
$7E:00F9Hardware MirrorGame select screen1 byteMirror of $7E:421B - Controller Port 2 Data1 Register high byte.

This mirror is for controller data from the previous frame.
$7E:00FAHardware MirrorGame select screen1 byteMirror of $7E:4218 - Controller Port 1 Data1 Register low byte.

This mirror is for controller data from the previous frame.
$7E:00FBHardware MirrorGame select screen1 byteMirror of $7E:421A - Controller Port 2 Data1 Register low byte.

This mirror is for controller data from the previous frame.
$7E:00FDCounterGame select screen1 byteFrame counter.
$7E:0100Hardware MirrorGame select screen1 byteScreen brightness.
$7E:0117Hardware MirrorGame select screen1 byteMirror of $212C (Main screen designation).
$7E:0118Hardware MirrorGame select screen1 byteMirror of $212D (Sub screen designation).
$7E:011BHardware MirrorGame select screen1 byteMirror of $2130 (Color Addition Select).
$7E:011CHardware MirrorGame select screen1 byteMiror of $2131 (Color math designation).
$7E:011DHardware MirrorGame select screen3 bytesMirror of $2132 (Fixed Color Data).

$011D - Red fixed color component.
$011E - Green fixed color component.
$011F - Blue fixed color component.
$7E:0124CounterGame select screen2 bytesIRQ Vertical timer. Writes to $4209 and $420A. Used to keep the "Select v Game" box at a static position.
$7E:0214Hardware MirrorGame select screen2 bytesMirror of $7E:210D - BG1 horizontal scroll.

The low byte is written first and then the high byte is written second.

This mirror is only applied during IRQ.
$7E:0AC0FlagGame select screen1 byteIf non-zero CGRAM will update (transfer $7F:9200 to CGRAM).
$7F:8000VRAM TilemapGame select screen800 bytesTilemap buffer for BG1.
$7F:9200PaletteGame select screen200 bytesPalette buffer.