Download map as: XML - JSON
SNES Offset | Type | Game | Length | Description | ||||||||||||||||||||||||||||||
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$00:82CE | Pointers | Other | 10 bytes | NMI routine pointers based on each game, 2 bytes for each pointer. 1st pointer = Game Select, 2nd = SMB1, 3rd = SMB:TLL, 4th = SMB2, 5th = SMB3 | ||||||||||||||||||||||||||||||
$00:8362 | Pointers | Other | 10 bytes | IRQ routine pointers based on each game, 2 bytes for each pointer. 1st pointer = Game Select, 2nd = SMB1, 3rd = SMB:TLL, 4th = SMB2, 5th = SMB3 | ||||||||||||||||||||||||||||||
$00:9307 | VRAM Tilemap (Text) | Other | 192 bytes | "Not compatible" error message. Format: $TT,$PP,repeat where TT is the tile and PP is the properties in YXPCCCTT. | ||||||||||||||||||||||||||||||
$00:9307 | VRAM Tilemap (Text) | Other | 192 bytes | Error message tilemap: Tile, properties, tile, etc. Text says "THIS GAME PAK IS NOT DESIGINED FOR YOUR SUPER FAMICOM OR SUPER NES. NINTENDO CO.,LTD.". This error message triggers when your SNES is PAL. | ||||||||||||||||||||||||||||||
$00:9383 | Palette | Other | 2 bytes | First color of the "pirated" message. Palette $00, color $0C. | ||||||||||||||||||||||||||||||
$00:9389 | Palette | Other | 2 bytes | Second color of the "pirated" message. Palette $00, color $0D. | ||||||||||||||||||||||||||||||
$00:938F | Palette | Other | 2 bytes | Third color of the "pirated" message. Palette $00, color $0E. | ||||||||||||||||||||||||||||||
$00:9395 | Palette | Other | 2 bytes | Fourth color of the "pirated" message. Palette $00, color $0F. | ||||||||||||||||||||||||||||||
$00:93C7 | Routine | Other | 322 bytes | "Incompatible SNES" message routine | ||||||||||||||||||||||||||||||
$00:93EC | Palette | Other | 20 bytes | Colors of the "Not compatible" error message.
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$00:9509 | VRAM Tilemap (Text) | Other | 312 bytes | "Serious crime" pirated message. Format is the same as the "Not Compatible" message. | ||||||||||||||||||||||||||||||
$00:9641 | Routine | Other | 190 bytes | Pirated ROM message routine. | ||||||||||||||||||||||||||||||
$00:965A | Music | Other | 1 byte | Which music to play at the "Pirated" message. Default value fades out the music. | ||||||||||||||||||||||||||||||
$00:9780 | HDMA | Other | 514 bytes | Used in "peach saved" sequence at the end of SMB1 and SMB:TLL for the windowing HDMA circle which expands. Format = unknown. TODO: Figure out the format | ||||||||||||||||||||||||||||||
$00:9C8D | Timer | Other | 1 byte | Nintendo presents blink time. The higher the number, the sooner the logo will blink. Max number is $7F, min number is $01. Other numbers won't make it blink at all | ||||||||||||||||||||||||||||||
$00:9C91 | Sound Effect | Other | 1 byte | Nintendo presents blink SFX. Caution: Uses other samples than the games themselves, so -some- SFX might sound glitched such as $03. | ||||||||||||||||||||||||||||||
$00:9FAB | Pointers | Hall screen | 70 bytes | "Triangle fading" graphics offsets when fading into the game select menu, used to create the nifty effect. Bank is hardcoded at #$02 | ||||||||||||||||||||||||||||||
$00:A017 | OAM Tile Number | Other | 20 bytes | Nintendo presents logo tilemap (16x16 tiles) | ||||||||||||||||||||||||||||||
$00:A02F | OAM Tile Y Position | Other | 1 byte | Nintendo presents logo Y position. | ||||||||||||||||||||||||||||||
$00:A033 | OAM Tile X Position | Other | 1 byte | Nintendo presents logo X position | ||||||||||||||||||||||||||||||
$00:A052 | OAM Tile Size | Other | 1 byte | Nintendo presents logo tile sizes. $02 = 16x16, $00 = 8x8 | ||||||||||||||||||||||||||||||
$00:A072 | Timer | Other | 4 bytes | Nintendo presents logo blinks duration. Change to [00 00 00 00] to make the logo keep its blinking color after the blink. | ||||||||||||||||||||||||||||||
$00:A076 | Palette | Other | 48 bytes | Nintendo presents logo blinking colors. Format is currently unknown? TODO: Figure out the color | ||||||||||||||||||||||||||||||
$00:A1A7 | OAM Tilemap | Hall screen | 161 bytes | "SUPER MARIO ALL*STARS" OAM tilemap on the hall screen. Format: XX YY TT PP. XX = Xpos, YY = Ypos, TT = Tile, PP = properties. These tiles are 16x16. A value of $FF as XX marks the end of the table. | ||||||||||||||||||||||||||||||
$00:A248 | OAM Tilemap | Hall screen | 125 bytes | "SUPER MARIO ALL*STARS" OAM tilemap on the hall screen. Format: XX YY TT PP. XX = Xpos, YY = Ypos, TT = Tile, PP = properties. These tiles are 8x8. A value of $FF as XX marks the end of the table. | ||||||||||||||||||||||||||||||
$00:A521 | Sound Effect | Game select screen | 1 byte | SFX to play when you're moving the cursor |> over file A/B/C/D screen | ||||||||||||||||||||||||||||||
$00:A60E | Sound Effect | Game select screen | 1 byte | SFX to play when you can't decrease world number in a file A/B/C/D select screen | ||||||||||||||||||||||||||||||
$00:A9B1 | VRAM Tilemap | Game select screen | 14 bytes | Tilemap in selected game's file select. Tilemap of "FILE" and the entire thin line below it (which includes the bottom part of "NEW"). Table is for ALL the 4 "FILE" sections. Format: Tile, properties. $FFFF ends the table | ||||||||||||||||||||||||||||||
$00:A9C7 | VRAM Tilemap | Game select screen | 34 bytes | Tilemap in selected game's file select. Tilemap of the small controller in the bottom-left corner. Format: Tile, properties. Tilemap is for controller -only-, text around it is excluded. | ||||||||||||||||||||||||||||||
$01:8000 | Graphics | Hall screen | 32768 bytes | Hall screen graphics with those characters and all (NOT animation). 8bpp | ||||||||||||||||||||||||||||||
$02:F000 | VRAM Tilemap | Game select screen | 4096 bytes | Game select menu tilemap. Format: Tile, properties. Keep in mind that the first 448 bytes affects the "SELECT GAME" area which does NOT scroll when you are scrolling through the games! | ||||||||||||||||||||||||||||||
$03:86E6 | Routine | Super Mario Bros. 1 | 48 bytes | Reset highscore (access by B+A+L+R on title screen) | ||||||||||||||||||||||||||||||
$03:896B | Music | Super Mario Bros. 1 | 1 byte | Princess got rescued music. | ||||||||||||||||||||||||||||||
$03:9440 | Map16 | Super Mario Bros. 1 | 1736 bytes | Map16 data of FG? Partial? Format: $upperleft,$property,$bottomleft,$property,$upperright,$property,$bottomright,$property. TODO: Confirm this address | ||||||||||||||||||||||||||||||
$03:9B08 | Routine | Super Mario Bros. 1 | 21 bytes | ExecutePtrShort routine. | ||||||||||||||||||||||||||||||
$03:9BBC | Routine | Super Mario Bros. 1 | 168 bytes | Stripe image uploader. $00-$02: Pointer to stripe image. | ||||||||||||||||||||||||||||||
$03:B1B5 | Music | Super Mario Bros. 1 | 1 byte | Mario died music (when you fall in a pit). | ||||||||||||||||||||||||||||||
$03:B6AC | Sound Effect | Super Mario Bros. 1 | 1 byte | Fireball throwing sound effect. | ||||||||||||||||||||||||||||||
$03:B6E4 | X Speed | Super Mario Bros. 1 | 2 bytes | Fireball X-speed (right, left). | ||||||||||||||||||||||||||||||
$03:B6FE | X Position | Super Mario Bros. 1 | 1 byte | Fireball creation X-position, relative to the player's X-position. | ||||||||||||||||||||||||||||||
$03:B71B | Y Speed | Super Mario Bros. 1 | 1 byte | Fireball initial Y-speed. | ||||||||||||||||||||||||||||||
$03:B953 | Music | Super Mario Bros. 1 | 1 byte | Goal at flagpole music. | ||||||||||||||||||||||||||||||
$03:C970 | Y Position | Super Mario Bros. 1 | 4 bytes | Bowser's fireball 'ending-up' Y position on the screen (fire generator). | ||||||||||||||||||||||||||||||
$03:D4F0 | Music | Super Mario Bros. 1 | 1 byte | Goal music when you defeat (any) Bowser | ||||||||||||||||||||||||||||||
$03:D6B3 | World | Super Mario Bros. 1 | 1 byte | At which world the "real" Bowser battle music plays. | ||||||||||||||||||||||||||||||
$03:D6B7 | Music | Super Mario Bros. 1 | 1 byte | "Real" Bowser music. | ||||||||||||||||||||||||||||||
$03:D6BB | Music | Super Mario Bros. 1 | 1 byte | "Fake" Bowser music. | ||||||||||||||||||||||||||||||
$03:DC62 | Empty | Other | 15 bytes | Empty, unused space | ||||||||||||||||||||||||||||||
$03:DE13 | Timer | Super Mario Bros. 1 | 1 byte | How long the star power lasts. | ||||||||||||||||||||||||||||||
$03:DE18 | Music | Super Mario Bros. 1 | 1 byte | Star power music. | ||||||||||||||||||||||||||||||
$03:E51D | X Position | Super Mario Bros. 1 | 1 byte | Player's X position while sliding down the flagpole, relative to the flagpole position. $00-$7F is the left side, $80-$FF is the right side. | ||||||||||||||||||||||||||||||
$03:EBD9 | Empty | Other | 55 bytes | Empty, unused space | ||||||||||||||||||||||||||||||
$03:FFDE | Empty | Other | 34 bytes | Empty, unused space | ||||||||||||||||||||||||||||||
$04:8ED6 | Map16 Tilemap | Super Mario Bros. 1 | 48 bytes | Small castle/top part of big castle object MAP16 tilemap. | ||||||||||||||||||||||||||||||
$04:8F06 | Map16 Tilemap | Super Mario Bros. 1 | 62 bytes | Bottom part of big castle object MAP16 tilemap. | ||||||||||||||||||||||||||||||
$04:9172 | Map16 Tilemap | Super Mario Bros. 1 | 12 bytes | World X-2 go to the surface pipe object map16 tilemap. Consult image 1 for the layout. | ||||||||||||||||||||||||||||||
$04:9679 | Palette | Super Mario Bros. 1 | 32 bytes | Bonus room Luigi background palette | ||||||||||||||||||||||||||||||
$04:BE89 | Empty | Other | 237 bytes | Empty, unused space. | ||||||||||||||||||||||||||||||
$04:C1D8 | Level Data (Sprite) | Super Mario Bros. 1 | 39 bytes | Sprite data of 1-4 and 6-4 | ||||||||||||||||||||||||||||||
$04:C1FF | Level Data (Sprite) | Super Mario Bros. 1 | 25 bytes | Sprite data of 4-4 | ||||||||||||||||||||||||||||||
$04:C218 | Level Data (Sprite) | Super Mario Bros. 1 | 47 bytes | Sprite data of 2-4 | ||||||||||||||||||||||||||||||
$04:C247 | Level Data (Sprite) | Super Mario Bros. 1 | 44 bytes | Sprite data of 3-4 | ||||||||||||||||||||||||||||||
$04:C272 | Level Data (Sprite) | Super Mario Bros. 1 | 21 bytes | Sprite data of 7-4 | ||||||||||||||||||||||||||||||
$04:C287 | Level Data (Sprite) | Super Mario Bros. 1 | 58 bytes | Sprite data of 8-4 | ||||||||||||||||||||||||||||||
$04:C2C1 | Level Data (Sprite) | Super Mario Bros. 1 | 37 bytes | Sprite data of 3-3 | ||||||||||||||||||||||||||||||
$04:C2E6 | Level Data (Sprite) | Super Mario Bros. 1 | 29 bytes | Sprite data of 8-3 | ||||||||||||||||||||||||||||||
$04:C303 | Level Data (Sprite) | Super Mario Bros. 1 | 14 bytes | Sprite data of 4-1 | ||||||||||||||||||||||||||||||
$04:C311 | Level Data (Sprite) | Super Mario Bros. 1 | 39 bytes | Sprite data of 6-2 | ||||||||||||||||||||||||||||||
$04:C338 | Level Data (Sprite) | Super Mario Bros. 1 | 49 bytes | Sprite data of 3-1 | ||||||||||||||||||||||||||||||
$04:C369 | Level Data (Sprite) | Super Mario Bros. 1 | 30 bytes | Sprite data of 1-1 | ||||||||||||||||||||||||||||||
$04:C387 | Level Data (Sprite) | Super Mario Bros. 1 | 29 bytes | Sprite data of 1-3 and 5-3 | ||||||||||||||||||||||||||||||
$04:C3A4 | Level Data (Sprite) | Super Mario Bros. 1 | 21 bytes | Sprite data of 2-3 and 7-3 | ||||||||||||||||||||||||||||||
$04:C3B9 | Level Data (Sprite) | Super Mario Bros. 1 | 43 bytes | Sprite data of 2-1 | ||||||||||||||||||||||||||||||
$04:C3E4 | Level Data (Sprite) | Super Mario Bros. 1 | 44 bytes | Sprite data of 5-1 | ||||||||||||||||||||||||||||||
$04:C408 | Level Data (Sprite) | Super Mario Bros. 1 | 9 bytes | Sprite data of Sky Bonus Area (Day) | ||||||||||||||||||||||||||||||
$04:C411 | Level Data (Sprite) | Super Mario Bros. 1 | 37 bytes | Sprite data of 4-3 | ||||||||||||||||||||||||||||||
$04:C436 | Level Data (Sprite) | Super Mario Bros. 1 | 35 bytes | Sprite data of 6-3 | ||||||||||||||||||||||||||||||
$04:C459 | Level Data (Sprite) | Super Mario Bros. 1 | 9 bytes | Sprite data of 6-1 | ||||||||||||||||||||||||||||||
$04:C462 | Level Data (Sprite) | Super Mario Bros. 1 | 1 byte | Sprite data of 4-2's Warpzone | ||||||||||||||||||||||||||||||
$04:C463 | Level Data (Sprite) | Super Mario Bros. 1 | 58 bytes | Sprite data of 8-1 | ||||||||||||||||||||||||||||||
$04:C49D | Level Data (Sprite) | Super Mario Bros. 1 | 43 bytes | Sprite data of 5-2 | ||||||||||||||||||||||||||||||
$04:C4C8 | Level Data (Sprite) | Super Mario Bros. 1 | 46 bytes | Sprite data of 8-2 | ||||||||||||||||||||||||||||||
$04:C4F6 | Level Data (Sprite) | Super Mario Bros. 1 | 28 bytes | Sprite data of 7-1 | ||||||||||||||||||||||||||||||
$04:C512 | Level Data (Sprite) | Super Mario Bros. 1 | 9 bytes | Sprite data of Sky Bonus Area (Night) | ||||||||||||||||||||||||||||||
$04:C51B | Level Data (Sprite) | Super Mario Bros. 1 | 37 bytes | Sprite data of 3-2 | ||||||||||||||||||||||||||||||
$04:C540 | Level Data (Sprite) | Super Mario Bros. 1 | 45 bytes | Sprite data of 1-2 | ||||||||||||||||||||||||||||||
$04:C56D | Level Data (Sprite) | Super Mario Bros. 1 | 47 bytes | Sprite data of 4-2 | ||||||||||||||||||||||||||||||
$04:C59B | Level Data (Sprite) | Super Mario Bros. 1 | 45 bytes | Sprite data of Underground Bonus Area | ||||||||||||||||||||||||||||||
$04:C5C8 | Level Data (Sprite) | Super Mario Bros. 1 | 17 bytes | Sprite data of Underwater Bonus Area | ||||||||||||||||||||||||||||||
$04:C5D9 | Level Data (Sprite) | Super Mario Bros. 1 | 26 bytes | Sprite data of 2-2 and 7-2 | ||||||||||||||||||||||||||||||
$04:C603 | Level Data (Sprite) | Super Mario Bros. 1 | 20 bytes | Sprite data of 8-4 Underwater | ||||||||||||||||||||||||||||||
$04:C617 | Level Data (Objects) | Super Mario Bros. 1 | 187 bytes | 2-byte header and object data of 1-4 and 6-4 | ||||||||||||||||||||||||||||||
$04:C6D2 | Level Data (Objects) | Super Mario Bros. 1 | 296 bytes | 2-byte header and object data of 4-4 | ||||||||||||||||||||||||||||||
$04:C7FA | Level Data (Objects) | Super Mario Bros. 1 | 222 bytes | 2-byte header and object data of 2-4 and 5-4 | ||||||||||||||||||||||||||||||
$04:C8D8 | Level Data (Objects) | Super Mario Bros. 1 | 252 bytes | 2-byte header and object data of 3-4 | ||||||||||||||||||||||||||||||
$04:C9D4 | Level Data (Objects) | Super Mario Bros. 1 | 301 bytes | 2-byte header and object data of 7-4 | ||||||||||||||||||||||||||||||
$04:CB01 | Level Data (Objects) | Super Mario Bros. 1 | 266 bytes | 2-byte header and object data of 8-4 | ||||||||||||||||||||||||||||||
$04:CC0B | Level Data (Objects) | Super Mario Bros. 1 | 105 bytes | 2-byte header and object data of 3-3 | ||||||||||||||||||||||||||||||
$04:CC74 | Level Data (Objects) | Super Mario Bros. 1 | 79 bytes | 2-byte header and object data of 8-3 | ||||||||||||||||||||||||||||||
$04:CCC3 | Level Data (Objects) | Super Mario Bros. 1 | 88 bytes | 2-byte header and object data of 4-1 | ||||||||||||||||||||||||||||||
$04:CD1B | Level Data (Objects) | Super Mario Bros. 1 | 149 bytes | 2-byte header and object data of 6-2 | ||||||||||||||||||||||||||||||
$04:CDB0 | Level Data (Objects) | Super Mario Bros. 1 | 127 bytes | 2-byte header and object data of 3-1 | ||||||||||||||||||||||||||||||
$04:CE2F | Level Data (Objects) | Super Mario Bros. 1 | 107 bytes | 2-byte header and object data of 1-1 | ||||||||||||||||||||||||||||||
$04:CE9A | Level Data (Objects) | Super Mario Bros. 1 | 87 bytes | 2-byte header and object data of 1-3 and 5-3 | ||||||||||||||||||||||||||||||
$04:CEF1 | Level Data (Objects) | Super Mario Bros. 1 | 137 bytes | 2-byte header and object data of 2-3 and 7-3 | ||||||||||||||||||||||||||||||
$04:CF7A | Level Data (Objects) | Super Mario Bros. 1 | 109 bytes | 2-byte header and object data of 2-1 | ||||||||||||||||||||||||||||||
$04:CFE7 | Level Data (Objects) | Super Mario Bros. 1 | 10 bytes | 2-byte header and object data of Pipe Entrance | ||||||||||||||||||||||||||||||
$04:CFF1 | Level Data (Objects) | Super Mario Bros. 1 | 68 bytes | 2-byte header and object data of 5-1 | ||||||||||||||||||||||||||||||
$04:D035 | Level Data (Objects) | Super Mario Bros. 1 | 21 bytes | 2-byte header and object data of Sky Bonus Area (Day) | ||||||||||||||||||||||||||||||
$04:D04A | Level Data (Objects) | Super Mario Bros. 1 | 113 bytes | 2-byte header and object data of 4-3 | ||||||||||||||||||||||||||||||
$04:D0BB | Level Data (Objects) | Super Mario Bros. 1 | 109 bytes | 2-byte header and object data of 6-3 | ||||||||||||||||||||||||||||||
$04:D128 | Level Data (Objects) | Super Mario Bros. 1 | 123 bytes | 2-byte header and object data of 6-1 | ||||||||||||||||||||||||||||||
$04:D1A3 | Level Data (Objects) | Super Mario Bros. 1 | 50 bytes | 2-byte header and object data of 4-2's Warpzone | ||||||||||||||||||||||||||||||
$04:D1D5 | Level Data (Objects) | Super Mario Bros. 1 | 152 bytes | 2-byte header and object data of 8-1 | ||||||||||||||||||||||||||||||
$04:D26D | Level Data (Objects) | Super Mario Bros. 1 | 126 bytes | 2-byte header and object data of 5-2 | ||||||||||||||||||||||||||||||
$04:D2EB | Level Data (Objects) | Super Mario Bros. 1 | 128 bytes | 2-byte header and object data of 8-2 | ||||||||||||||||||||||||||||||
$04:D36B | Level Data (Objects) | Super Mario Bros. 1 | 95 bytes | 2-byte header and object data of 7-1 | ||||||||||||||||||||||||||||||
$04:D3CA | Level Data (Objects) | Super Mario Bros. 1 | 43 bytes | 2-byte header and object data of Sky Bonus Area (Night) | ||||||||||||||||||||||||||||||
$04:D3F5 | Level Data (Objects) | Super Mario Bros. 1 | 56 bytes | 2-byte header and object data of 3-2 | ||||||||||||||||||||||||||||||
$04:D42D | Level Data (Objects) | Super Mario Bros. 1 | 165 bytes | 2-byte header and object data of 1-2 | ||||||||||||||||||||||||||||||
$04:D4D2 | Level Data (Objects) | Super Mario Bros. 1 | 164 bytes | 2-byte header and object data of 4-2 | ||||||||||||||||||||||||||||||
$04:D576 | Level Data (Objects) | Super Mario Bros. 1 | 146 bytes | 2-byte header and object data of Underground Bonus Area | ||||||||||||||||||||||||||||||
$04:D608 | Level Data (Objects) | Super Mario Bros. 1 | 105 bytes | 2-byte header and object data of Underwater Bonus Area | ||||||||||||||||||||||||||||||
$04:D671 | Level Data (Objects) | Super Mario Bros. 1 | 156 bytes | 2-byte header and object data of 2-2 and 7-2 | ||||||||||||||||||||||||||||||
$04:D70D | Level Data (Objects) | Super Mario Bros. 1 | 105 bytes | 2-byte header and object data of 8-4 Underwater | ||||||||||||||||||||||||||||||
$04:D776 | Empty | Other | 138 bytes | Empty, unused space. | ||||||||||||||||||||||||||||||
$04:D813 | Frequency | Super Mario Bros. 1 | 1 byte | The amount frames of delay of playing the "Mario is turning" sound repeatedly | ||||||||||||||||||||||||||||||
$04:D883 | Palette | Super Mario Bros. 1 | 32 bytes | Mario palette of "Princess kisses player" sequence | ||||||||||||||||||||||||||||||
$04:D8A3 | Palette | Super Mario Bros. 1 | 32 bytes | Luigi palette of "Princess kisses player" sequence | ||||||||||||||||||||||||||||||
$04:D92E | Stripe Image (Text) | Super Mario Bros. 1 | 164 bytes | "Thank you Mario! The kingdom is saved! Now try a more difficult quest..." text. Encoded in stripe image | ||||||||||||||||||||||||||||||
$04:D9D2 | Stripe Image (Text) | Super Mario Bros. 1 | 162 bytes | "Thank you Mario for restoring peace to our kingdom. Hurrah to our hero, Mario!" text. Encoded in stripe image | ||||||||||||||||||||||||||||||
$04:DA84 | Stripe Image (Text) | Super Mario Bros. 1 | 164 bytes | "Thank you Luigi! The kingdom is saved! Now try a more difficult quest..." text. Encoded in stripe image | ||||||||||||||||||||||||||||||
$04:DB28 | Stripe Image (Text) | Super Mario Bros. 1 | 162 bytes | "Thank you Luigi for restoring peace to our kingdom. Hurrah to our hero, Luigi!" text. Encoded in stripe image | ||||||||||||||||||||||||||||||
$04:FD86 | VRAM Tilemap (Text) | Super Mario Bros. 1 | 42 bytes | "Push start" tilemap (after saving the princess).
| ||||||||||||||||||||||||||||||
$04:FDBF | Sound Effect | Super Mario Bros. 1 | 1 byte | "Push start" SFX at princess rescued sequence | ||||||||||||||||||||||||||||||
$04:FDEF | Empty | Other | 529 bytes | Empty, unused space. | ||||||||||||||||||||||||||||||
$07:FCC0 | SPC-700 | Other | 832 bytes | Part 1 of the entire SMAS SPC-700 engine (ASM) | ||||||||||||||||||||||||||||||
$0B:8000 | SPC-700 | Hall screen | 116 bytes | Pointers to sample data (points to ARAM) for the piano in the hall screen and game select music | ||||||||||||||||||||||||||||||
$11:87EF | Music | Super Mario Bros. 2 | 1 byte | Which music is used in the potion rooms. | ||||||||||||||||||||||||||||||
$11:8FB2 | Level Data | Super Mario Bros. 2 | 1 byte | After which level the credits are triggered. | ||||||||||||||||||||||||||||||
$11:98BF | Empty | Super Mario Bros. 2 | 193 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$11:9D4D | X Speed | Super Mario Bros. 2 | 3 bytes | Player X speed when climbing. (First value = pressing no button, second value = pressing right, third value = pressing left) | ||||||||||||||||||||||||||||||
$11:ACF0 | Pointers | Super Mario Bros. 2 | 11 bytes | Low byte of pointer to Layer 1 Map16 tilemap in RAM, per screen. | ||||||||||||||||||||||||||||||
$11:ACFB | Pointers | Super Mario Bros. 2 | 11 bytes | Middle byte of pointer to Layer 1 Map16 tilemap in RAM, per screen. | ||||||||||||||||||||||||||||||
$11:AD06 | Pointers | Super Mario Bros. 2 | 11 bytes | High byte of pointer to Layer 1 Map16 tilemap in RAM, per screen. | ||||||||||||||||||||||||||||||
$11:AF64 | Pointers | Super Mario Bros. 2 | 4 bytes | Low byte of pointer to Layer 1 Map16 tilemap data, page 0. Indexed per $40 tiles. | ||||||||||||||||||||||||||||||
$11:AF68 | Pointers | Super Mario Bros. 2 | 4 bytes | High byte of pointer to Layer 1 Map16 tilemap data, page 0. Indexed per $40 tiles. | ||||||||||||||||||||||||||||||
$11:AF6C | Map16 | Super Mario Bros. 2 | 2040 bytes | Layer 1 Map16 tilemap data, page 0. | ||||||||||||||||||||||||||||||
$11:BA39 | Music | Super Mario Bros. 2 | 200 bytes | Music table for all rooms. | ||||||||||||||||||||||||||||||
$11:BC9C | Palette | Super Mario Bros. 2 | 32 bytes | Mario's palette - 16 colours. | ||||||||||||||||||||||||||||||
$11:BCBC | Palette | Super Mario Bros. 2 | 32 bytes | Peach's palette - 16 colours. | ||||||||||||||||||||||||||||||
$11:BCDC | Palette | Super Mario Bros. 2 | 32 bytes | Toad's palette - 16 colours. | ||||||||||||||||||||||||||||||
$11:BCFC | Palette | Super Mario Bros. 2 | 32 bytes | Luigi's palette - 16 colours. | ||||||||||||||||||||||||||||||
$11:C3D0 | Pointers | Super Mario Bros. 2 | 81 bytes | Pointer to various images used in the game, such as the character select screen, starry BG, etc. | ||||||||||||||||||||||||||||||
$11:CBB4 | Level Data | Super Mario Bros. 2 | 8 bytes | Starting room for each world. Also used to calculate how many levels one world must have. | ||||||||||||||||||||||||||||||
$11:CDF1 | Y Speed | Super Mario Bros. 2 | 3 bytes | Player Y speed when climbing. (First value = pressing no button, second value = pressing down, third value = pressing up) | ||||||||||||||||||||||||||||||
$11:D152 | HDMA | Super Mario Bros. 2 | 200 bytes | Table indexed by room number. Determines which HDMA BG should be used for which room. | ||||||||||||||||||||||||||||||
$11:D2AD | Pointers | Super Mario Bros. 2 | 210 bytes | Low byte of pointer to level data (objects + level header). Indexed by room number. | ||||||||||||||||||||||||||||||
$11:D37F | Pointers | Super Mario Bros. 2 | 210 bytes | High byte of pointer to level data (objects + level header). Indexed by room number. | ||||||||||||||||||||||||||||||
$11:D451 | Level Data (Objects) | Super Mario Bros. 2 | 8796 bytes | Object data + level headers. | ||||||||||||||||||||||||||||||
$11:F6AE | Empty | Super Mario Bros. 2 | 13 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$11:F6BB | Pointers | Super Mario Bros. 2 | 21 bytes | High byte of pointer to high byte of room pointers of sprite data, indexed by level number. | ||||||||||||||||||||||||||||||
$11:F6D0 | Pointers | Super Mario Bros. 2 | 21 bytes | Low byte of pointer to high byte of room pointers of sprite data, indexed by level number. | ||||||||||||||||||||||||||||||
$11:F6E5 | Pointers | Super Mario Bros. 2 | 21 bytes | High byte of pointer to low byte of room pointers of sprite data, indexed by level number. | ||||||||||||||||||||||||||||||
$11:F6FA | Pointers | Super Mario Bros. 2 | 21 bytes | Low byte of pointer to low byte of room pointers of sprite data, indexed by level number. | ||||||||||||||||||||||||||||||
$11:F70F | Pointers | Super Mario Bros. 2 | 420 bytes | High and low bytes of pointers to sprite data, indexed by room number of level. | ||||||||||||||||||||||||||||||
$11:F8B3 | Level Data (Sprite) | Super Mario Bros. 2 | 2349 bytes | Sprite data. | ||||||||||||||||||||||||||||||
$12:81E0 | Empty | Super Mario Bros. 2 | 32 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$12:8230 | Miscellaneous | Super Mario Bros. 2 | 1 byte | Player state to change into when getting hurt. (Default: 08, changing size.) Change to 00 to actually never shrink. | ||||||||||||||||||||||||||||||
$12:823F | Pointers | Super Mario Bros. 2 | 18 bytes | Pointer to various player animations, from $50. | ||||||||||||||||||||||||||||||
$12:8343 | Player | Super Mario Bros. 2 | 1 byte | While climbing, this button needs to be pressed in order to animate (flipping direction) the player. 00 - neither of the two, 01 - down, 02 - up. | ||||||||||||||||||||||||||||||
$12:8386 | Frequency | Super Mario Bros. 2 | 1 byte | Amount of frames to wait until direction is flipped and climbing sound is generated, when climbing. | ||||||||||||||||||||||||||||||
$12:8390 | Sound Effect | Super Mario Bros. 2 | 1 byte | Sound effect when player is climbing. | ||||||||||||||||||||||||||||||
$12:83BA | Player | Super Mario Bros. 2 | 1 byte | On which height of the screen the player should be put at when he enters a jar room. 00 = bottom, 02 = top, 05 = middle. | ||||||||||||||||||||||||||||||
$12:83E4 | Sound Effect | Super Mario Bros. 2 | 1 byte | Sound effect that is used when the player goes out of a jar. | ||||||||||||||||||||||||||||||
$12:843D | X Speed | Super Mario Bros. 2 | 1 byte | X-speed of player when entering Hawkmouth. | ||||||||||||||||||||||||||||||
$12:8441 | Direction | Super Mario Bros. 2 | 1 byte | Player's direction when entering Hawkmouth. | ||||||||||||||||||||||||||||||
$12:8758 | Map16 Tile | Super Mario Bros. 2 | 1 byte | What map16 block to spawn after grabbing any item (except sprites) | ||||||||||||||||||||||||||||||
$12:8887 | Counter | Super Mario Bros. 2 | 1 byte | Amount of cherries necessary to get a star. | ||||||||||||||||||||||||||||||
$12:8891 | Sound Effect | Super Mario Bros. 2 | 1 byte | Which sound effect to generate when cherry is collected. (Bank = $1DE3.) | ||||||||||||||||||||||||||||||
$12:88A0 | Map16 Tile | Super Mario Bros. 2 | 1 byte | Which 16x16 tile to spawn for the cherry object when collected | ||||||||||||||||||||||||||||||
$12:8907 | Timer | Super Mario Bros. 2 | 1 byte | How long it lasts until the sand digging sprite tile has vanished. | ||||||||||||||||||||||||||||||
$12:890B | Sprites | Super Mario Bros. 2 | 1 byte | Sprite state for digging up a sand tile | ||||||||||||||||||||||||||||||
$12:898D | Map16 | Super Mario Bros. 2 | 1 byte | Which 16x16 tile should act like a warp jar. (6F of page 0) | ||||||||||||||||||||||||||||||
$12:89A8 | Sound Effect | Super Mario Bros. 2 | 1 byte | Which sound effect to generate when the player is going down a jar. | ||||||||||||||||||||||||||||||
$12:89AD | Player | Super Mario Bros. 2 | 1 byte | X-speed of player when entering jar. | ||||||||||||||||||||||||||||||
$12:89B1 | Player | Super Mario Bros. 2 | 1 byte | In which state the player sould go when going down a jar. (Default: 04.) | ||||||||||||||||||||||||||||||
$12:9112 | Timer | Super Mario Bros. 2 | 1 byte | Amount of time you remain in the dark potion room. | ||||||||||||||||||||||||||||||
$12:92E7 | Timer | Super Mario Bros. 2 | 1 byte | Amount of time it takes for one line of text to load (Story). | ||||||||||||||||||||||||||||||
$12:93DD | Empty | Super Mario Bros. 2 | 7 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$12:9444 | Timer | Super Mario Bros. 2 | 1 byte | Amount of frames the 'pulling fairies out of jar' cutscene is going to take. | ||||||||||||||||||||||||||||||
$12:9448 | Player | Super Mario Bros. 2 | 1 byte | Direction the player is going to face during the 'pulling fairies out of jar' cutscene. 00 = left, 01 = right. | ||||||||||||||||||||||||||||||
$12:94B7 | Music | Super Mario Bros. 2 | 1 byte | Which song to play with the credits. (Default: 0E.) | ||||||||||||||||||||||||||||||
$12:9A3E | Empty | Super Mario Bros. 2 | 66 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$12:9B74 | Sound Effect | Super Mario Bros. 2 | 1 byte | Falling SFX which plays when you enter 1-1 | ||||||||||||||||||||||||||||||
$12:9CE7 | Empty | Super Mario Bros. 2 | 25 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$12:9F56 | Pointers | Super Mario Bros. 2 | 20 bytes | 16-bit pointer for sprite statuses. ($51,x.) | ||||||||||||||||||||||||||||||
$12:A0EC | Pointers | Super Mario Bros. 2 | 142 bytes | 16-bit pointer to sprite data, init routine. | ||||||||||||||||||||||||||||||
$12:A246 | Music | Super Mario Bros. 2 | 1 byte | Which music to play for defeating a boss. (Default: 0B) | ||||||||||||||||||||||||||||||
$12:A38C | Sprite Number | Super Mario Bros. 2 | 1 byte | Which sprite should have different properties when flattened. (Default: POW, sprite 3A.) | ||||||||||||||||||||||||||||||
$12:A390 | OAM tile Properties | Super Mario Bros. 2 | 1 byte | YXPPCCCT byte of flat POW sprite. (Default: 22) | ||||||||||||||||||||||||||||||
$12:A4B3 | OAM Tilemap | Super Mario Bros. 2 | 4 bytes | Tilemap of the "BOMB" sprite | ||||||||||||||||||||||||||||||
$12:A4B7 | OAM Tile X Position | Super Mario Bros. 2 | 4 bytes | XDisp of the "BOMB" sprite | ||||||||||||||||||||||||||||||
$12:A4BB | OAM Tile Y Position | Super Mario Bros. 2 | 4 bytes | YDisp of the "BOMB" sprite | ||||||||||||||||||||||||||||||
$12:A506 | OAM Tilemap | Super Mario Bros. 2 | 1 byte | Part of what indicates the YXPPCCCT properties the "BOMB" tiles use (= palette, graphics page, etc.). This one relies on the frame counter, meaning that this byte controls the animation of the "BOMB" sprite. With #$06 it scrolls through pal 8-B only, with #$0E through 8-F, with #$02 through 8-9. Other combinations are possible, but do know what you are doing. | ||||||||||||||||||||||||||||||
$12:A508 | OAM Tilemap | Super Mario Bros. 2 | 1 byte | Other part of what indicates the YXPPCCCT properties the "BOMB" tiles use. This one, by default, adds priority to the sprite tiles. | ||||||||||||||||||||||||||||||
$12:A516 | OAM Tilemap | Super Mario Bros. 2 | 1 byte | Size of "BOMB" tiles (default: 02, 16x16. 00 = 8x8. Other values not recommended.) Accounts for all four tiles. | ||||||||||||||||||||||||||||||
$12:A8B7 | Y Speed | Super Mario Bros. 2 | 1 byte | Y speed of dissolving sand sprite. | ||||||||||||||||||||||||||||||
$12:A8BE | OAM Tilemap | Super Mario Bros. 2 | 1 byte | Tile number of dissolving sand sprite for the first 16 frames. | ||||||||||||||||||||||||||||||
$12:A8C2 | Timer | Super Mario Bros. 2 | 1 byte | How many frames are still left before the 'almost completely dissolved' sand tile. | ||||||||||||||||||||||||||||||
$12:A8D7 | OAM Tile Number | Super Mario Bros. 2 | 1 byte | Tile number of dissolving sand sprite for the last 16 frames. | ||||||||||||||||||||||||||||||
$12:AB3D | Pointers | Super Mario Bros. 2 | 142 bytes | 16-bit pointer to sprite data, main routine. | ||||||||||||||||||||||||||||||
$12:AE12 | Y Speed | Super Mario Bros. 2 | 1 byte | Y speed of star. | ||||||||||||||||||||||||||||||
$12:AE16 | X Speed | Super Mario Bros. 2 | 1 byte | X speed of star, first 128 frames. | ||||||||||||||||||||||||||||||
$12:AE1F | X Speed | Super Mario Bros. 2 | 1 byte | X speed of star, other 128 frames. | ||||||||||||||||||||||||||||||
$12:AE67 | Sprite Number | Super Mario Bros. 2 | 1 byte | Sprite spawned by Bob-omb generator. | ||||||||||||||||||||||||||||||
$12:AE9F | Sound Effect | Super Mario Bros. 2 | 1 byte | Sound effect generated when Hawkmouth opens his mouth. | ||||||||||||||||||||||||||||||
$12:AF15 | Player | Super Mario Bros. 2 | 1 byte | In which state the player should go when entering Hawkmouth. (Default: 06.) | ||||||||||||||||||||||||||||||
$12:AF19 | Player | Super Mario Bros. 2 | 1 byte | Amount of frames to make the player walking when entering Hawkmouth. | ||||||||||||||||||||||||||||||
$12:AF1D | Y Speed | Super Mario Bros. 2 | 1 byte | Y-speed of player when entering Hawkmouth. | ||||||||||||||||||||||||||||||
$12:AF21 | Music | Super Mario Bros. 2 | 1 byte | Music to play when entering Hawkmouth. (Default: 80, fading away.) | ||||||||||||||||||||||||||||||
$12:AF29 | Sound Effect | Super Mario Bros. 2 | 1 byte | Entering Hawkmouth sound effect. | ||||||||||||||||||||||||||||||
$12:B0CB | X Speed | Super Mario Bros. 2 | 1 byte | X-speed (left) of Heart. | ||||||||||||||||||||||||||||||
$12:B0D3 | X Speed | Super Mario Bros. 2 | 1 byte | X-speed (right) of Heart. | ||||||||||||||||||||||||||||||
$12:B0D7 | Y Speed | Super Mario Bros. 2 | 1 byte | Y-speed of Heart. | ||||||||||||||||||||||||||||||
$12:B100 | OAM Tile Number | Super Mario Bros. 2 | 1 byte | Upper tile of heart. | ||||||||||||||||||||||||||||||
$12:B105 | OAM Tile Number | Super Mario Bros. 2 | 1 byte | Lower tile of heart. | ||||||||||||||||||||||||||||||
$12:B111 | OAM tile Properties | Super Mario Bros. 2 | 1 byte | YXPPCCCT data for the heart tiles. | ||||||||||||||||||||||||||||||
$12:B122 | OAM Tile Size | Super Mario Bros. 2 | 1 byte | Size of tiles of hearts. #$00 = 8x8, #$02 = 16x16. | ||||||||||||||||||||||||||||||
$12:B244 | Sprite Number | Super Mario Bros. 2 | 1 byte | Which sprite should add a life to the player's total and set the '1UP collected flag'. (1UP.) | ||||||||||||||||||||||||||||||
$12:B259 | Sound Effect | Super Mario Bros. 2 | 1 byte | Sound effect generated when 1UP is collected. | ||||||||||||||||||||||||||||||
$12:B289 | Music | Super Mario Bros. 2 | 1 byte | Music to play when a crystal ball is collected. | ||||||||||||||||||||||||||||||
$12:B28E | Timer | Super Mario Bros. 2 | 1 byte | Amount of time to wait before Hawkmouth opens his mouth fully after crystal ball has been collected. | ||||||||||||||||||||||||||||||
$12:B293 | Timer | Super Mario Bros. 2 | 1 byte | Amount of time to wait before music is changed back to the original again after crystal ball has been collected. | ||||||||||||||||||||||||||||||
$12:B2B6 | Music | Super Mario Bros. 2 | 1 byte | Music to play when a mushroom is collected. | ||||||||||||||||||||||||||||||
$12:B2C5 | Y Speed | Super Mario Bros. 2 | 1 byte | Y speed of 1-Up mushroom when collected. | ||||||||||||||||||||||||||||||
$12:B2CE | Timer | Super Mario Bros. 2 | 1 byte | Amount of time to freeze sprite when stopwatch is collected. (#$FF) | ||||||||||||||||||||||||||||||
$12:B4CD | Sprite Number | Super Mario Bros. 2 | 1 byte | Sprite spawned by Albatoss with Bob-Omb. | ||||||||||||||||||||||||||||||
$12:B58C | Sprite Number | Super Mario Bros. 2 | 1 byte | If this sprite is carried, Phanto comes alive. Use in conjunction with $12:B390/0x9B590 | ||||||||||||||||||||||||||||||
$12:B590 | Sprite Number | Super Mario Bros. 2 | 1 byte | If this sprite is carried, Phanto comes alive. Value = sprite number + 1. Use in conjunction with $12:B38C/0x9B58C. | ||||||||||||||||||||||||||||||
$12:B885 | Y Speed | Super Mario Bros. 2 | 1 byte | Y speed of bullet spawned by Snifits. | ||||||||||||||||||||||||||||||
$12:B889 | Sprite Number | Super Mario Bros. 2 | 1 byte | Sprite spawned by Snifits. (Bullet.) | ||||||||||||||||||||||||||||||
$12:B977 | Sprite Number | Super Mario Bros. 2 | 1 byte | Which sprite number should behave like a POW sprite when thrown on the ground (default: 3A, POW). The only other sprite that can be affected by this is the mushroom block. | ||||||||||||||||||||||||||||||
$12:B97B | Timer | Super Mario Bros. 2 | 1 byte | How long to shake screen and kill all sprites which are on screen when a POW has been thrown. | ||||||||||||||||||||||||||||||
$12:B980 | Sound Effect | Super Mario Bros. 2 | 1 byte | Sound effect for POW being thrown on ground. | ||||||||||||||||||||||||||||||
$12:B985 | Sprites | Super Mario Bros. 2 | 1 byte | Sprite state for flattened POW generating two puffs of smoke. (Default: 08) | ||||||||||||||||||||||||||||||
$12:B98C | Y Speed | Super Mario Bros. 2 | 1 byte | Minimum Y speed at which the mushroom block will start bouncing if hitting the ground. | ||||||||||||||||||||||||||||||
$12:B9A9 | Y Speed | Super Mario Bros. 2 | 1 byte | Y speed of mushroom block when bouncing off the ground for one time. | ||||||||||||||||||||||||||||||
$12:C460 | Empty | Super Mario Bros. 2 | 16 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$12:C7E2 | Speed | Super Mario Bros. 2 | 1 byte | X and Y speed of Pidgit's carpet, when spawned. | ||||||||||||||||||||||||||||||
$12:C7E8 | Sprite Number | Super Mario Bros. 2 | 1 byte | Sprite spawned when Pidgit is picked up. (Carpet.) | ||||||||||||||||||||||||||||||
$12:C80D | Timer | Super Mario Bros. 2 | 1 byte | Amount of time carpet stays active after being spawned. | ||||||||||||||||||||||||||||||
$12:CEE7 | Y Speed | Super Mario Bros. 2 | 1 byte | How fast the Cobrat in sand jumps up. | ||||||||||||||||||||||||||||||
$12:CEF0 | Y Speed | Super Mario Bros. 2 | 1 byte | Rising speed of Cobrat in sand (while in sand). | ||||||||||||||||||||||||||||||
$12:CEF9 | Y Speed | Super Mario Bros. 2 | 1 byte | Sinking speed of Cobrat in sand (while in sand). | ||||||||||||||||||||||||||||||
$12:DF75 | Empty | Super Mario Bros. 2 | 27 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$12:E2E3 | Sprite Number | Super Mario Bros. 2 | 1 byte | Which sprite should be touched to obtain star power. (Star.) | ||||||||||||||||||||||||||||||
$12:E2E7 | Timer | Super Mario Bros. 2 | 1 byte | How long until the star timer runs out. | ||||||||||||||||||||||||||||||
$12:E2F1 | Sprites | Super Mario Bros. 2 | 1 byte | In which sprite state the star goes after being collected. (00, non-existant.) | ||||||||||||||||||||||||||||||
$12:E399 | Sprite Number | Super Mario Bros. 2 | 1 byte | Which sprite should spawn a carpet when picked up. (Pidgit.) | ||||||||||||||||||||||||||||||
$12:E657 | Empty | Super Mario Bros. 2 | 9 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$12:E665 | Pointers | Super Mario Bros. 2 | 26 bytes | 16-bit pointer to the code that uploads objects 30-FF. | ||||||||||||||||||||||||||||||
$13:81F2 | Empty | Super Mario Bros. 2 | 14 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$13:8200 | Pointers | Super Mario Bros. 2 | 14 bytes | 16-bit pointer to graphics for tiles 140-17F. Indexed by world number*2. | ||||||||||||||||||||||||||||||
$13:820E | Pointers | Super Mario Bros. 2 | 7 bytes | Bank byte of pointer to graphics for tiles 140-17F. Indexed by world number. | ||||||||||||||||||||||||||||||
$13:8215 | Pointers | Super Mario Bros. 2 | 14 bytes | 16-bit pointer for tiles 180-1BF. Indexed by world number*2. | ||||||||||||||||||||||||||||||
$13:8223 | Pointers | Super Mario Bros. 2 | 7 bytes | Bank byte of pointer for tiles 180-1BF. Indexed by world number. | ||||||||||||||||||||||||||||||
$13:822A | Pointers | Super Mario Bros. 2 | 14 bytes | 16-bit pointer to boss graphics. Indexed by world number*2. | ||||||||||||||||||||||||||||||
$13:8238 | Pointers | Super Mario Bros. 2 | 14 bytes | 16-bit pointer to tiles 00-7F of the FG/BG slots (not the animated ones). Indexed by world number*2. | ||||||||||||||||||||||||||||||
$13:8246 | Pointers | Super Mario Bros. 2 | 7 bytes | Bank byte of pointer to tiles 00-7F of the FG/BG slots (not the animated ones). Indexed by world number. | ||||||||||||||||||||||||||||||
$13:824D | Pointers | Super Mario Bros. 2 | 14 bytes | 16-bit pointer to tiles C0-FF of the FG/BG slots. Indexed by world number*2. | ||||||||||||||||||||||||||||||
$13:825B | Pointers | Super Mario Bros. 2 | 7 bytes | Bank byte of pointer to tiles C0-FF of the FG/BG slots. Indexed by world number. | ||||||||||||||||||||||||||||||
$13:832A | Pointers | Super Mario Bros. 2 | 200 bytes | High byte of pointer to tiles 140-17F of the FG/BG slots. Indexed by room number. | ||||||||||||||||||||||||||||||
$13:83F2 | Pointers | Super Mario Bros. 2 | 200 bytes | High byte of pointer to tiles 180-1BF of the FG/BG slots. Indexed by room number. | ||||||||||||||||||||||||||||||
$13:84BA | Pointers | Super Mario Bros. 2 | 200 bytes | High byte of pointer to tiles 1C0-1FF of the FG/BG slots. Indexed by room number. | ||||||||||||||||||||||||||||||
$13:8582 | Pointers | Super Mario Bros. 2 | 200 bytes | Bank byte of pointer to tiles 140-17F of the FG/BG slots. Indexed by room number. | ||||||||||||||||||||||||||||||
$13:864A | Pointers | Super Mario Bros. 2 | 200 bytes | Bank byte of pointer to tiles 180-1BF of the FG/BG slots. Indexed by room number. | ||||||||||||||||||||||||||||||
$13:8712 | Pointers | Super Mario Bros. 2 | 200 bytes | Bank byte of pointer to tiles 1C0-1FF of the FG/BG slots. Indexed by room number. | ||||||||||||||||||||||||||||||
$13:87DA | Routine | Super Mario Bros. 2 | 351 bytes | Subroutine that loads tiles C0-FF of the FG/BG slots. | ||||||||||||||||||||||||||||||
$13:893D | Routine | Super Mario Bros. 2 | 60 bytes | Subroutine that loads tiles 200-27F of the FG/BG slots. | ||||||||||||||||||||||||||||||
$13:89C7 | Pointers | Super Mario Bros. 2 | 1 byte | Bank byte of pointer to boss graphics. | ||||||||||||||||||||||||||||||
$13:94B3 | Empty | Super Mario Bros. 2 | 77 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$13:9FE7 | Empty | Super Mario Bros. 2 | 25 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$13:DD67 | Empty | Super Mario Bros. 2 | 153 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$13:DEE8 | Palette | Super Mario Bros. 2 | 14 bytes | BG colour of the 'World x-x' screen, per world. SNES RGB values. | ||||||||||||||||||||||||||||||
$13:E2EC | Music | Super Mario Bros. 2 | 1 byte | Which music to play when the player has star power. | ||||||||||||||||||||||||||||||
$13:E736 | Empty | Super Mario Bros. 2 | 458 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$13:F13F | Empty | Super Mario Bros. 2 | 193 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$13:F698 | Empty | Super Mario Bros. 2 | 104 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$13:FA6B | Empty | Super Mario Bros. 2 | 149 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$13:FEA1 | Empty | Super Mario Bros. 2 | 863 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$14:C200 | Empty | Super Mario Bros. 2 | 512 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$14:CF45 | Empty | Super Mario Bros. 2 | 11 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$14:E045 | Empty | Super Mario Bros. 2 | 27 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$14:E8AC | Empty | Super Mario Bros. 2 | 4 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$14:EF42 | Empty | Super Mario Bros. 2 | 30 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$14:F67E | Empty | Super Mario Bros. 2 | 130 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$14:F84A | Routine | Super Mario Bros. 2 | 28 bytes | Clears the entire Layer 3 tilemap. | ||||||||||||||||||||||||||||||
$14:FA27 | Empty | Super Mario Bros. 2 | 217 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$14:FBF0 | Routine | Super Mario Bros. 2 | 169 bytes | Clears all OAM subroutine. | ||||||||||||||||||||||||||||||
$14:FD7E | HDMA | Super Mario Bros. 2 | 98 bytes | Scanline counts and RAM pointer table for the red colours. | ||||||||||||||||||||||||||||||
$14:FDE0 | HDMA | Super Mario Bros. 2 | 98 bytes | Scanline counts and RAM pointer table for the green colours. | ||||||||||||||||||||||||||||||
$14:FE42 | HDMA | Super Mario Bros. 2 | 98 bytes | Scanline counts and RAM pointer table for the blue colours. | ||||||||||||||||||||||||||||||
$14:FEA4 | HDMA | Super Mario Bros. 2 | 64 bytes | Red colours for the four HDMA gradients. | ||||||||||||||||||||||||||||||
$14:FEE4 | HDMA | Super Mario Bros. 2 | 64 bytes | Green colours for the four HDMA gradients. | ||||||||||||||||||||||||||||||
$14:FF24 | HDMA | Super Mario Bros. 2 | 64 bytes | Blue colours for the four HDMA gradients. | ||||||||||||||||||||||||||||||
$14:FF64 | Empty | Super Mario Bros. 2 | 668 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$15:8682 | Empty | Super Mario Bros. 2 | 126 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$15:8A20 | Empty | Super Mario Bros. 2 | 224 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$15:8B00 | Pointers | Super Mario Bros. 2 | 40 bytes | Index to another pointer. Holds the value that determines which cloud background (Layer 3) will be used. | ||||||||||||||||||||||||||||||
$15:8B28 | Pointers | Super Mario Bros. 2 | 20 bytes | 16-bit pointer to the various cloud images. | ||||||||||||||||||||||||||||||
$15:8B3C | VRAM Tilemap | Super Mario Bros. 2 | 2095 bytes | Layer 3 cloud images. | ||||||||||||||||||||||||||||||
$15:936B | Map16 | Super Mario Bros. 2 | 200 bytes | Which set of Map16 tiles to use for Layer 3. (00 or 01) | ||||||||||||||||||||||||||||||
$15:9437 | Map16 | Super Mario Bros. 2 | 208 bytes | Tilemap of Layer 3 Map16 tiles 00-19, cloud tiles. | ||||||||||||||||||||||||||||||
$15:9507 | Map16 | Super Mario Bros. 2 | 64 bytes | Tilemap of Layer 3 Map16 tiles 1A-22, light beam tiles. | ||||||||||||||||||||||||||||||
$15:9571 | Pointers | Super Mario Bros. 2 | 10 bytes | 16-bit pointer to five different sets of Layer 3 stars. | ||||||||||||||||||||||||||||||
$15:957B | Pointers | Super Mario Bros. 2 | 121 bytes | Five different sets of Layer 3 stars, each with a varying position and number of Layer 3 stars that are uploaded on screen. | ||||||||||||||||||||||||||||||
$15:95F4 | Empty | Super Mario Bros. 2 | 12 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$15:A5F3 | Empty | Super Mario Bros. 2 | 13 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$15:A6C8 | Pointers | Super Mario Bros. 2 | 6 bytes | Pointer to the Layer 1 Map16 tile data of page 1, indexed by every $40 tiles (page 1 is not complete). | ||||||||||||||||||||||||||||||
$15:CDD0 | Empty | Super Mario Bros. 2 | 1072 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$15:D542 | Empty | Super Mario Bros. 2 | 3262 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$15:E20F | VRAM Tilemap | Super Mario Bros. 2 | 577 bytes | Border of the 'Super Mario Bros. 2' screen. | ||||||||||||||||||||||||||||||
$15:E450 | VRAM Tilemap | Super Mario Bros. 2 | 463 bytes | 'Super Mario Bros. 2' and '©1988-1992 Nintendo'. | ||||||||||||||||||||||||||||||
$15:E861 | VRAM Tilemap (Text) | Super Mario Bros. 2 | 640 bytes | Story text. | ||||||||||||||||||||||||||||||
$15:EA3F | Pointers | Super Mario Bros. 2 | 17 bytes | High byte of 16-bit pointer that points to the 'Story' text. Indexed by line number. | ||||||||||||||||||||||||||||||
$15:EA50 | Pointers | Super Mario Bros. 2 | 17 bytes | Low byte of 16-bit pointer that points to the 'Story' text. Indexed by line number. | ||||||||||||||||||||||||||||||
$15:EE57 | Empty | Super Mario Bros. 2 | 681 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$15:F100 | Pointers | Super Mario Bros. 2 | 21 bytes | 24-bit pointer to the miniature levels' tilemap data. (At the world x-x screen.) | ||||||||||||||||||||||||||||||
$15:F115 | VRAM Tilemap | Super Mario Bros. 2 | 400 bytes | Miniature level for worlds 1, 3 and 5. | ||||||||||||||||||||||||||||||
$15:F2A5 | VRAM Tilemap | Super Mario Bros. 2 | 400 bytes | Miniature level for worlds 2 and 6. | ||||||||||||||||||||||||||||||
$15:F435 | VRAM Tilemap | Super Mario Bros. 2 | 400 bytes | Miniature level for world 4. | ||||||||||||||||||||||||||||||
$15:F5C5 | VRAM Tilemap | Super Mario Bros. 2 | 400 bytes | Miniature level for world 7. | ||||||||||||||||||||||||||||||
$16:814E | Empty | Super Mario Bros. 2 | 178 bytes | Filled with $FF. | ||||||||||||||||||||||||||||||
$20:80A8 | Music | Super Mario Bros. 3 | 1 byte | Music of the title screen. | ||||||||||||||||||||||||||||||
$23:C407 | Sound Effect | Super Mario Bros. 3 | 1 byte | What sound effect to play when you run in max speed | ||||||||||||||||||||||||||||||
$28:8000 | Pointers | Super Mario Bros. 3 | 540 bytes | Sprite init routine pointers. These are for all the normal sprites, so there are a total of 180 or 0xB4. | ||||||||||||||||||||||||||||||
$28:821C | Pointers | Super Mario Bros. 3 | 540 bytes | Sprite main routine pointers. These are for all the normal sprites, so there are a total of 180 or 0xB4. | ||||||||||||||||||||||||||||||
$28:8D52 | Music | Super Mario Bros. 3 | 1 byte | What music to play when you get the star | ||||||||||||||||||||||||||||||
$28:D919 | Music | Super Mario Bros. 3 | 1 byte | What music to play when you face Boom-Boom | ||||||||||||||||||||||||||||||
$2B:8000 | Graphics | Game select screen | 32768 bytes | 8bpp graphics of the game select screen and its components - part 1 | ||||||||||||||||||||||||||||||
$2C:8000 | Graphics | Game select screen | 32768 bytes | 8bpp graphics of the game select screen and its components - part 2. Final $1800 bytes are probably unused. TODO: Probably or not? | ||||||||||||||||||||||||||||||
$3B:8000 | SPC-700 | Other | 3625 bytes | Part 2 of the entire SMAS SPC-700 engine (ASM) | ||||||||||||||||||||||||||||||
$3B:9DCF | SPC-700 | Hall screen | 1154 bytes | Music data of the Hall screen music and the game select menu music. | ||||||||||||||||||||||||||||||
$3C:8000 | VRAM Tilemap | Hall screen | 2048 bytes | Default BG1 tilemap of the 'hall screen' (without animation and all). Data MVN'd to RAM $7F:0000 | ||||||||||||||||||||||||||||||
$3D:CC00 | Graphics | Hall screen | 5120 bytes | Most of the animated graphics of hall screen. |