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SNES OffsetTypeGameLengthDescription
$7E:001CTimerHall screen1 byteNumber of frames to show intro logo.

Is initially set to #$81.

At #$61, the logo will flash.
$7E:0022TimerHall screen1 byteTimer for various things.

1. Number of frames to show each flash state during intro logo flashing
$7E:0023IndexHall screen1 byteWhich "flash" frame of the intro logo to be on. This value is used as an index for writing palette data to the intro logo to give an animated "flash" effect.
$7E:0024FlagHall screen1 byteFlag for various animation timers. When set, the animation timers will begin.

1. Flash animation for intro logo
$7E:0027FlagHall screen1 byteIs #$10 if the start button has been pressed by either controller, otherwise #$00.
$7E:00D0IndexHall screen1 byteSelected game index in the Game Select screen
$7E:00D1IndexHall screen1 byteSelected file index in the File Select screen
$7E:00DEVRAM TilemapHall screen1 byteIf non-zero $7F:0000 will get uploaded to BG1's tilemap.
$7E:00E3TimerHall screen2 bytesTimer for showing the current hall screen state (blackout) or (lightened).

#$011A - First blackout time
#$044A - First lightened time
$7E:00FDCounterHall screen1 byteFrame counter.
$7E:0100Hardware MirrorHall screen1 byteMirror of $7E:2100 - Screen Display
$7E:0101Hardware MirrorHall screen1 byteMirror of $7E:2101 - Object Size and Chr Size
$7E:0102Hardware MirrorHall screen1 byteMirror of $2105: BG Mode and Character Size
$7E:0103Hardware MirrorHall screen1 byteMirror of $2106: Screen Pixelation
$7E:0104Hardware MirrorHall screen1 byteMirror of $2107: BG1 Tilemap Address and Size
$7E:0105Hardware MirrorHall screen1 byteMirror of $2108: BG2 Tilemap Address and Size
$7E:0106Hardware MirrorHall screen1 byteMirror of $2109: BG3 Tilemap Address and Size
$7E:0107Hardware MirrorHall screen1 byteMirror of $210B: Mirror of BG1 and 2 Chr Address
$7E:0108Hardware MirrorHall screen1 byteMirror of $210D: BG1 Horizontal Scroll
This value represents the low byte address and is written to the register first.
$7E:0109Hardware MirrorHall screen1 byteMirror of $210D: BG1 Horizontal Scroll
This value represents the high byte address and is written to the register second.
$7E:010AHardware MirrorHall screen1 byteMirror of $210E: BG1 Vertical Scroll
This value represents the low byte address and is written to the register first.
$7E:010BHardware MirrorHall screen1 byteMirror of $210E: BG1 Vertical Scroll
This value represents the high byte address and is written to the register second.
$7E:010CHardware MirrorHall screen1 byteMirror of $210F: BG2 Horizontal Scroll
This value represents the low byte address and is written to the register first.
$7E:010DHardware MirrorHall screen1 byteMirror of $210F: BG2 Horizontal Scroll
This value represents the high byte address and is written to the register second.
$7E:010EHardware MirrorHall screen1 byteMirror of $2110: BG2 Vertical Scroll
This value represents the low byte address and is written to the register first.
$7E:010FHardware MirrorHall screen1 byteMirror of $2110: BG2 Vertical Scroll
This value represents the high byte address and is written to the register second.
$7E:0110Hardware MirrorHall screen1 byteMirror of $2111: BG3 Horizontal Scroll
This value represents the low byte address and is written to the register first.
$7E:0111Hardware MirrorHall screen1 byteMirror of $2111: BG3 Horizontal Scroll
This value represents the high byte address and is written to the register second.
$7E:0112Hardware MirrorHall screen1 byteMirror of $2112: BG3 Vertical Scroll
This value represents the low byte address and is written to the register first.
$7E:0113Hardware MirrorHall screen1 byteMirror of $2112: BG3 Vertical Scroll
This value represents the high byte address and is written to the register second.
$7E:0114Hardware MirrorHall screen1 byteMirror of $2123: Window Mask Settings for BG1 and BG2
$7E:0115Hardware MirrorHall screen1 byteMirror of $2124: Window Mask Settings for BG3 and BG4
$7E:0116Hardware MirrorHall screen1 byteMirror of $2125: Window Mask Settings for OBJ and Color Window
$7E:0117Hardware MirrorHall screen1 byteMirror of $212C: Main Screen Designation
$7E:0118Hardware MirrorHall screen1 byteMirror of $212D: Subscreen Designation
$7E:0119Hardware MirrorHall screen1 byteMirror of $212E: Window Mask Designation for the Main Screen
$7E:011AHardware MirrorHall screen1 byteMirror of $212F: Window Mask Designation for the Subscreen
$7E:011BHardware MirrorHall screen1 byteMirror of $2130: Color addition select
$7E:011CHardware MirrorHall screen1 byteMirror of $2131: Color math designation
$7E:011DHardware MirrorHall screen1 byteMirror of $2132: Fixed color data
This value is written to the mirror first.
$7E:011EHardware MirrorHall screen1 byteMirror of $2132: Fixed color data
This value is written to the mirror second.
$7E:011FHardware MirrorHall screen1 byteMirror of $2132: Fixed color data
This value is written to the mirror third.
$7E:0120Hardware MirrorHall screen1 byteMirror of $7E:420C - HDMA Enable
$7E:0121MiscellaneousHall screen1 byteValue is always $7E:0124 & #$FE, but is never read in-game.
$7E:0122FlagHall screen1 byte"Main program loop initialize" flag.

This flag is set during NMI. Once set, the game will go through its main program loop. When the loop is finished, it will clear the flag and wait for NMI to set it again before continuing.
$7E:0124FlagHall screen1 byteGeneral IRQ flag. If set, IRQ mode registers will be enabled
$7E:0125Hardware MirrorHall screen1 byteMirror of $7E:4209 - V-timer low byte.
$7E:0200IndexHall screen1 byteTilemap index for animating Luigi's head
$7E:0201IndexHall screen1 byteTilemap index for animating Luigi's right hand
$7E:0202IndexHall screen1 byteTilemap index for animating Peach's head
$7E:0203IndexHall screen1 byteTilemap index for animating Toad
$7E:0204IndexHall screen1 byteTilemap index for animating Birdo's eyes.
This animation sequence was cut from the final game.
$7E:0205IndexHall screen1 byteTilemap index for animating Birdo's right arm
$7E:0206IndexHall screen1 byteTilemap index for animating Birdo's tail
$7E:0207IndexHall screen1 byteTilemap index for animating Gommba's head.
This animation sequence was cut from the final game.
$7E:0208IndexHall screen1 byteTilemap index for animating Bob-omb's fuse.
This animation sequence was cut from the final game.
$7E:0209IndexHall screen1 byteTilemap index for animating Spiney's head.
This animation sequence was cut from the final game.
$7E:020AIndexHall screen1 byteTilemap index for animating Pidgit.
$7E:020BIndexHall screen1 byteTilemap index for animating Mario's head.

Also acts as a flag to animate Mario's left arm on frame 0 and frame 6.

Resets after 10 frames
$7E:020CIndexHall screen1 byteTilemap index for animating Mario's left arm.
$7E:020DIndexHall screen1 byteTilemap index for animating Bowser's left arm.
$7E:0214Hardware MirrorHall screen2 bytesBG1 Vertical scroll (IRQ) in Game Select screen
$7E:0216TimerHall screen1 byteBG1 IRQ scroll timer in Game Select screen. This timer is used when scrolling right.
$7E:0217TimerHall screen1 byteBG1 IRQ scroll timer in Game Select screen. This timer is used when scrolling left.
$7E:0218CounterHall screen1 byteScroll index in Game Select menu. Increments by 1 when scrolling right, decrements by 1 when scrolling left.
$7E:0219FlagHall screen1 byte"File Select mode" flag
$7E:021AFlagHall screen1 byte"File Select open/close" flag. When set, the File Select menu will either open if closed, or close if opened.
$7E:021BTimerHall screen128 bytes"File Select open/close" timer. Counts the number of frames remaining to continue opening/closing the File Select menu.
$7E:0220FlagHall screen1 byte"File Select menu open" flag. When set, the File Select menu in the Game Select screen is open.
$7E:0223TimerHall screen1 byteWait time before fading out the screen after a game has been selected.
$7E:0224FlagHall screen1 byte"Begin gameplay" flag. Becomes set as soon as the player chooses a file in the Game Select screen. The flag is set to #$29 because it is set at the same time the "Begin gameplay" SFX is loaded (which is also #$29).
$7E:0225FlagHall screen1 byteWhen $7E:00E3 decrements to this value, the timer delay for the next shine effect on the ALL-STARS logo in the intro will be set.
$7E:0400VRAM TilemapHall screen896 bytes"File Select tileset" buffer
$7E:0800OAM TilemapHall screen512 bytesOAM low table mirror
$7E:0A00OAM TilemapHall screen32 bytesOAM high table mirror (actual).
$7E:0A20OAM TilemapHall screen128 bytesOAM high table mirror (expanded).

Each byte only sets the lowest two bits that then get inserted into $7E:0A00.
$7E:0AC0FlagHall screen1 byteIf non-zero CGRAM will update (transfer $7F:9200 to CGRAM).
$7F:9200PaletteHall screen200 bytesPalette buffer.