Download map as: XML - JSON
SNES Offset | Type | Game | Length | Description |
---|---|---|---|---|
$7E:0010 | Counter | Super Mario Bros. 2 | 1 byte | Frame Counter |
$7E:0014 | Player | Super Mario Bros. 2 | 1 byte | Player's X-position, high byte. |
$7E:0015 | Sprites | Super Mario Bros. 2 | 9 bytes | Sprites' X-position, high byte. |
$7E:001E | Player | Super Mario Bros. 2 | 1 byte | Player's Y-position, high byte. |
$7E:001F | Sprites | Super Mario Bros. 2 | 9 bytes | Sprites' Y-position, high byte. |
$7E:0028 | Player | Super Mario Bros. 2 | 1 byte | Player's X position, low byte |
$7E:0029 | Sprites | Super Mario Bros. 2 | 9 bytes | Sprites' X-position, low byte. First three bytes also used for movement of bonus slots. 00 = stop, 01 = slowing down, 02-FF = not slowing down. |
$7E:0032 | Player | Super Mario Bros. 2 | 1 byte | Player's Y-Position, low byte |
$7E:0033 | Sprites | Super Mario Bros. 2 | 9 bytes | Sprites' Y-position, low byte. $7E0038-9 is speed of bonus slot 1's images. $7E003A-B is speed of bonus slot 2's images. |
$7E:003C | Speed | Super Mario Bros. 2 | 1 byte | Speed of one of bonus slot 3's images. Also used for player's speed. |
$7E:003D | Sprites | Super Mario Bros. 2 | 9 bytes | Sprite X speed table. $3D is also used for speed of the other of bonus slot 3's images. |
$7E:0046 | Player | Super Mario Bros. 2 | 1 byte | Player's Y-speed |
$7E:0047 | Sprites | Super Mario Bros. 2 | 9 bytes | Sprite Y speed table |
$7E:0051 | Sprites | Super Mario Bros. 2 | 9 bytes | Sprite status table. 00 = non-existant/init, 01 = main, 02 = falling from screen, 03 = flat, 04 = explode, 05 = disappear in a puff of smoke, 06 = dissolving sand, 07 = stop interacting, 08 = disappear in two puffs of smoke, 09 = disappear abruptly |
$7E:0082 | Player | Super Mario Bros. 2 | 1 byte | Amount of time to remain in a player state. |
$7E:008F | Player | Super Mario Bros. 2 | 1 byte | Current player. #$00 = Mario; #$01 = Peach; #$02 = Toad; #$03 = Luigi. |
$7E:0090 | Sprite Number | Super Mario Bros. 2 | 9 bytes | Sprite num table |
$7E:009C | Flag | Super Mario Bros. 2 | 1 byte | Player holding item flag ($01 = Holding.) |
$7E:009D | Player | Super Mario Bros. 2 | 1 byte | Player's Direction ($00 = Left, $01 = Right) |
$7E:00A2 | Counter | Super Mario Bros. 2 | 1 byte | Alternative Frame Counter (Stops at times) |
$7E:00A8 | Sprites | Super Mario Bros. 2 | 9 bytes | Sprite is picked up table. 07 = sprite = bottom at player, 01 = top, 00 = normal state |
$7E:00D9 | Pointers | Super Mario Bros. 2 | 2 bytes | 16-bit pointer to Layer 1 room data. |
$7E:00EB | Flag | Super Mario Bros. 2 | 1 byte | Horizontal level flag. #$00 = Vertical level; #$01 = Horizontal level. |
$7E:00F0 | Pointers | Super Mario Bros. 2 | 3 bytes | Indirect pointer to load a layer image from. Controlled by $11. |
$7E:00F6 | Hardware Mirror | Super Mario Bros. 2 | 1 byte | Controller Data 1. AXSPUDLR. All frames. |
$7E:00FA | Hardware Mirror | Super Mario Bros. 2 | 1 byte | Controller Data 2. AXSPUDLR. 1 frame. |
$7E:00FE | Hardware Mirror | Super Mario Bros. 2 | 1 byte | Brightness Register |
$7E:00FF | Hardware Mirror | Super Mario Bros. 2 | 1 byte | NMI / Joypad Enable |
$7E:0200 | Hardware Mirror | Super Mario Bros. 2 | 2 bytes | BG 1 X position |
$7E:0202 | Hardware Mirror | Super Mario Bros. 2 | 2 bytes | BG 2 X position |
$7E:0204 | Hardware Mirror | Super Mario Bros. 2 | 2 bytes | BG 3 X position |
$7E:0206 | Hardware Mirror | Super Mario Bros. 2 | 2 bytes | BG 1 Y Position, works together with $04C6 (low byte) |
$7E:0208 | Hardware Mirror | Super Mario Bros. 2 | 2 bytes | BG 2 Y position |
$7E:020A | Hardware Mirror | Super Mario Bros. 2 | 2 bytes | BG 3 Y position |
$7E:0235 | Hardware Mirror | Super Mario Bros. 2 | 1 byte | Window Mask for BG1 & BG2 |
$7E:0236 | Hardware Mirror | Super Mario Bros. 2 | 1 byte | Window Mask for BG3 & BG4 |
$7E:0237 | Hardware Mirror | Super Mario Bros. 2 | 1 byte | Window Mask for OBJ & COL |
$7E:0238 | Hardware Mirror | Super Mario Bros. 2 | 1 byte | Color addition select |
$7E:0239 | Hardware Mirror | Super Mario Bros. 2 | 1 byte | CGADSUB settings |
$7E:023A | Hardware Mirror | Super Mario Bros. 2 | 1 byte | HDMA Enable |
$7E:023B | Hardware Mirror | Super Mario Bros. 2 | 1 byte | Window Mask Desig. Main Screen |
$7E:023D | Hardware Mirror | Super Mario Bros. 2 | 3 bytes | RGB Values for backdrop color |
$7E:0243 | Hardware Mirror | Super Mario Bros. 2 | 1 byte | Main Screen Designation |
$7E:024B | Hardware Mirror | Super Mario Bros. 2 | 1 byte | V-count for IRQ. Starry BG appears at screen load. |
$7E:024C | Hardware Mirror | Super Mario Bros. 2 | 1 byte | BG1 Tilemap Address & Size |
$7E:02A9 | Flag | Super Mario Bros. 2 | 1 byte | (Don't) update palettes flag. |
$7E:02DF | Pointers | Super Mario Bros. 2 | 3 bytes | Layer 2 Map16 data pointer. |
$7E:04B5 | Flag | Super Mario Bros. 2 | 1 byte | Crystal ball has been collected flag, height of opened mouth of hawkmouth. |
$7E:04B7 | Counter | Super Mario Bros. 2 | 1 byte | How long the dark potion rooms last. |
$7E:04C3 | Counter | Super Mario Bros. 2 | 1 byte | HP count. (Red hearts.) |
$7E:04C4 | Miscellaneous | Super Mario Bros. 2 | 1 byte | Amount of hearts to show + 2. |
$7E:04C6 | Hardware Mirror | Super Mario Bros. 2 | 1 byte | BG 1 Y (low byte) position, works together with $0206. Used for effects such as the POW. |
$7E:04E1 | Timer | Super Mario Bros. 2 | 1 byte | Flashing timer, can kill enemies. |
$7E:04E8 | Counter | Super Mario Bros. 2 | 1 byte | Accumulative level number to continue on. |
$7E:04E9 | Level Data | Super Mario Bros. 2 | 1 byte | Current room to continue on. |
$7E:04EA | Level Data | Super Mario Bros. 2 | 1 byte | Screen number to continue on. |
$7E:04ED | Level Data | Super Mario Bros. 2 | 1 byte | 0 = don't go out of level, 1 = go to player select screen, 2 = go to Game Over screen, 3 = go to bonus game, 4-FF = go to warp screen. |
$7E:04EE | Counter | Super Mario Bros. 2 | 1 byte | Current amount of lives. |
$7E:04EF | Miscellaneous | Super Mario Bros. 2 | 1 byte | Jar type. 0 = warp jar, 1 = regular jar, 2 = 'enclosed' jar |
$7E:0500 | Sprites | Super Mario Bros. 2 | 1 byte | Amount of time sprites are frozen. (Stopwatch.) |
$7E:0533 | Level Data | Super Mario Bros. 2 | 1 byte | Accumulative level number |
$7E:0534 | Level Data | Super Mario Bros. 2 | 1 byte | Current room |
$7E:0535 | Level Data | Super Mario Bros. 2 | 1 byte | Screen number to start out on. |
$7E:05A5 | Timer | Super Mario Bros. 2 | 1 byte | How long it takes Phanto to initially take off after grabbing a key. Starts at #$A0 |
$7E:0620 | Flag | Super Mario Bros. 2 | 1 byte | 1UP has been collected flag. |
$7E:0628 | Level Data | Super Mario Bros. 2 | 1 byte | In potion room or not. #$00 = regular level, #$01 = jar, #$02 = potion room. |
$7E:0629 | Level Data | Super Mario Bros. 2 | 1 byte | Level number without world number added |
$7E:062A | Counter | Super Mario Bros. 2 | 1 byte | Amount of cherries collected |
$7E:062B | Counter | Super Mario Bros. 2 | 1 byte | Amount of coins you have for the bonus game |
$7E:062D | Level Data | Super Mario Bros. 2 | 4 bytes | Amount of levels completed per character table. |
$7E:0635 | World | Super Mario Bros. 2 | 1 byte | World number. |
$7E:06C2 | Player | Super Mario Bros. 2 | 1 byte | Player is shrinking or growing |
$7E:0744 | Pointers | Super Mario Bros. 2 | 3 bytes | Layer 3 Map16 data pointer. |
$7E:074E | Graphics | Super Mario Bros. 2 | 1 byte | Enable Layer 3 image. Also controls which Layer 3 image to load. |
$7E:0772 | Flag | Super Mario Bros. 2 | 1 byte | Layer 3 transparency flag. (Layer 3 in front of Layer 2) Used for light beams in cave levels. |
$7E:0775 | Hardware Mirror | Super Mario Bros. 2 | 1 byte | BG Mode / Character Size / Layer 3 priority |
$7E:0782 | Timer | Super Mario Bros. 2 | 1 byte | Amount of times 'No Bonus' should flash. (Up to 7F) |
$7E:0783 | Timer | Super Mario Bros. 2 | 1 byte | Amount of frames 'No Bonus' remains present or not. (00 slowest, 01 fastest) |
$7E:078A | Timer | Super Mario Bros. 2 | 1 byte | Amount of time to wait before changing music back to the original level music again. Used for several occasions like the Crystal Ball collecting scene. |
$7E:0800 | OAM Tilemap | Super Mario Bros. 2 | 544 bytes | OAM table. |
$7E:0A20 | OAM Tilemap | Super Mario Bros. 2 | 128 bytes | Table that determines the size of a sprite's tile - 8x8 (#$00) or 16x16 (#$02). Each byte corresponds to 4 OAM bytes. Stores to $0A00-$0A1F (where each 2 bits correspond to 4 OAM bytes.) |
$7E:0B00 | Palette | Super Mario Bros. 2 | 512 bytes | CGRAM (palette) table. |
$7E:116C | VRAM Tilemap | Super Mario Bros. 2 | 14 bytes | Line of white squares to display how many levels there are in current world. 2 bytes per tile. 1st byte = tilemap, 2nd byte = properties. |
$7E:118E | VRAM Tilemap | Super Mario Bros. 2 | 1 byte | World number in beginning of level display tilemap |
$7E:118F | VRAM Tilemap | Super Mario Bros. 2 | 1 byte | World number in beginning of level display properties |
$7E:1190 | VRAM Tilemap | Super Mario Bros. 2 | 1 byte | Dash in beginning of level display tilemap |
$7E:1191 | VRAM Tilemap | Super Mario Bros. 2 | 1 byte | Dash in beginning of level display properties |
$7E:1192 | VRAM Tilemap | Super Mario Bros. 2 | 1 byte | Level number in beginning of level display tilemap |
$7E:1193 | VRAM Tilemap | Super Mario Bros. 2 | 1 byte | Level number in beginning of level display properties |
$7E:11B4 | Counter | Super Mario Bros. 2 | 1 byte | Amount of lives in char. select, 10s |
$7E:11B5 | VRAM Tilemap | Super Mario Bros. 2 | 1 byte | Properties of lives in char. select, 10s |
$7E:11B6 | Counter | Super Mario Bros. 2 | 1 byte | Amount of lives in char. select, 1s |
$7E:11B7 | VRAM Tilemap | Super Mario Bros. 2 | 1 byte | Properties of lives in char. select, 1s |
$7E:11BD | VRAM Tilemap | Super Mario Bros. 2 | 6 bytes | Tilemap and properties of number of 'World |
$7E:1408 | Counter | Super Mario Bros. 2 | 1 byte | Amount of coins in bonus game, 10s (if low byte is a blank tile, this is used as 1s) |
$7E:1409 | VRAM Tilemap | Super Mario Bros. 2 | 1 byte | Properties of coins in bonus game, 10s |
$7E:140A | Counter | Super Mario Bros. 2 | 1 byte | Amount of coins in bonus game, 1s |
$7E:140B | VRAM Tilemap | Super Mario Bros. 2 | 1 byte | Properties of coins in bonus game, 1s |
$7E:142A | Counter | Super Mario Bros. 2 | 1 byte | Amount of lives in bonus game, 10s |
$7E:142B | VRAM Tilemap | Super Mario Bros. 2 | 1 byte | Properties of lives in bonus game, 10s |
$7E:142C | Counter | Super Mario Bros. 2 | 1 byte | Amount of lives in bonus game, 1s |
$7E:142D | VRAM Tilemap | Super Mario Bros. 2 | 1 byte | Properties of lives in bonus game, 1s |
$7E:1DE0 | Music | Super Mario Bros. 2 | 1 byte | SFX panel 1 |
$7E:1DE1 | Music | Super Mario Bros. 2 | 1 byte | SFX panel 2 |
$7E:1DE2 | Music | Super Mario Bros. 2 | 1 byte | Current Music |
$7E:1DE3 | Music | Super Mario Bros. 2 | 1 byte | SFX panel 3 |
$7E:2000 | Map16 | Super Mario Bros. 2 | 28672 bytes | Layer 1 Map16 table for the entire level, low byte. |
$7E:9000 | Map16 | Super Mario Bros. 2 | 28672 bytes | Layer 1 Map16 table for the entire level, high byte. |
$7F:2000 | Map16 | Super Mario Bros. 2 | 40960 bytes | Layer 2 Map16 table for the entire level. |
$7F:C000 | Map16 | Super Mario Bros. 2 | 2400 bytes | Layer 3 Map16 table for the current room. |