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SNES OffsetTypeGameLengthDescription
$00:82CEPointersOther10 bytesNMI routine pointers based on each game, 2 bytes for each pointer. 1st pointer = Game Select, 2nd = SMB1, 3rd = SMB:TLL, 4th = SMB2, 5th = SMB3
$00:8362PointersOther10 bytesIRQ routine pointers based on each game, 2 bytes for each pointer. 1st pointer = Game Select, 2nd = SMB1, 3rd = SMB:TLL, 4th = SMB2, 5th = SMB3
$00:9307VRAM Tilemap (Text)Other192 bytes"Not compatible" error message. Format: $TT,$PP,repeat where TT is the tile and PP is the properties in YXPCCCTT.
$00:9307VRAM Tilemap (Text)Other192 bytesError 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.
$00:9383PaletteOther2 bytesFirst color of the "pirated" message. Palette $00, color $0C.
$00:9389PaletteOther2 bytesSecond color of the "pirated" message. Palette $00, color $0D.
$00:938FPaletteOther2 bytesThird color of the "pirated" message. Palette $00, color $0E.
$00:9395PaletteOther2 bytesFourth color of the "pirated" message. Palette $00, color $0F.
$00:93C7RoutineOther322 bytes"Incompatible SNES" message routine
$00:93ECPaletteOther20 bytesColors of the "Not compatible" error message.
$00:93EC2 bytesFirst color of the "not compatible" message. Palette $00, color $0C.
$00:93F22 bytesSecond color of the "not compatible" message. Palette $00, color $0D.
$00:93F82 bytesThird color of the "not compatible" message. Palette $00, color $0E.
$00:93FE2 bytesFourth color of the "not compatible" message. Palette $00, color $0F.
$00:9509VRAM Tilemap (Text)Other312 bytes"Serious crime" pirated message. Format is the same as the "Not Compatible" message.
$00:9641RoutineOther190 bytesPirated ROM message routine.
$00:965AMusicOther1 byteWhich music to play at the "Pirated" message. Default value fades out the music.
$00:9780HDMAOther514 bytesUsed 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
$00:9C8DTimerOther1 byteNintendo 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
$00:9C91Sound EffectOther1 byteNintendo presents blink SFX. Caution: Uses other samples than the games themselves, so -some- SFX might sound glitched such as $03.
$00:9FABPointersHall screen70 bytes"Triangle fading" graphics offsets when fading into the game select menu, used to create the nifty effect. Bank is hardcoded at #$02
$00:A017OAM Tile NumberOther20 bytesNintendo presents logo tilemap (16x16 tiles)
$00:A02FOAM Tile Y PositionOther1 byteNintendo presents logo Y position.
$00:A033OAM Tile X PositionOther1 byteNintendo presents logo X position
$00:A052OAM Tile SizeOther1 byteNintendo presents logo tile sizes. $02 = 16x16, $00 = 8x8
$00:A072TimerOther4 bytesNintendo presents logo blinks duration. Change to [00 00 00 00] to make the logo keep its blinking color after the blink.
$00:A076PaletteOther48 bytesNintendo presents logo blinking colors. Format is currently unknown? TODO: Figure out the color
$00:A1A7OAM TilemapHall screen161 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:A248OAM TilemapHall screen125 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:A521Sound EffectGame select screen1 byteSFX to play when you're moving the cursor |> over file A/B/C/D screen
$00:A60ESound EffectGame select screen1 byteSFX to play when you can't decrease world number in a file A/B/C/D select screen
$00:A9B1VRAM TilemapGame select screen14 bytesTilemap 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:A9C7VRAM TilemapGame select screen34 bytesTilemap 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.
$01:8000GraphicsHall screen32768 bytesHall screen graphics with those characters and all (NOT animation). 8bpp
$02:F000VRAM TilemapGame select screen4096 bytesGame 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!
$03:86E6RoutineSuper Mario Bros. 148 bytesReset highscore (access by B+A+L+R on title screen)
$03:896BMusicSuper Mario Bros. 11 bytePrincess got rescued music.
$03:9440Map16Super Mario Bros. 11736 bytesMap16 data of FG? Partial? Format: $upperleft,$property,$bottomleft,$property,$upperright,$property,$bottomright,$property. TODO: Confirm this address
$03:9B08RoutineSuper Mario Bros. 121 bytesExecutePtrShort routine.
$03:9BBCRoutineSuper Mario Bros. 1168 bytesStripe image uploader. $00-$02: Pointer to stripe image.
$03:B1B5MusicSuper Mario Bros. 11 byteMario died music (when you fall in a pit).
$03:B6ACSound EffectSuper Mario Bros. 11 byteFireball throwing sound effect.
$03:B6E4X SpeedSuper Mario Bros. 12 bytesFireball X-speed (right, left).
$03:B6FEX PositionSuper Mario Bros. 11 byteFireball creation X-position, relative to the player's X-position.
$03:B71BY SpeedSuper Mario Bros. 11 byteFireball initial Y-speed.
$03:B953MusicSuper Mario Bros. 11 byteGoal at flagpole music.
$03:C970Y PositionSuper Mario Bros. 14 bytesBowser's fireball 'ending-up' Y position on the screen (fire generator).
$03:D4F0MusicSuper Mario Bros. 11 byteGoal music when you defeat (any) Bowser
$03:D6B3WorldSuper Mario Bros. 11 byteAt which world the "real" Bowser battle music plays.
$03:D6B7MusicSuper Mario Bros. 11 byte"Real" Bowser music.
$03:D6BBMusicSuper Mario Bros. 11 byte"Fake" Bowser music.
$03:DC62EmptyOther15 bytesEmpty, unused space
$03:DE13TimerSuper Mario Bros. 11 byteHow long the star power lasts.
$03:DE18MusicSuper Mario Bros. 11 byteStar power music.
$03:E51DX PositionSuper Mario Bros. 11 bytePlayer'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:EBD9EmptyOther55 bytesEmpty, unused space
$03:FFDEEmptyOther34 bytesEmpty, unused space
$04:8ED6Map16 TilemapSuper Mario Bros. 148 bytesSmall castle/top part of big castle object MAP16 tilemap.
$04:8F06Map16 TilemapSuper Mario Bros. 162 bytesBottom part of big castle object MAP16 tilemap.
$04:9172Map16 TilemapSuper Mario Bros. 112 bytesWorld X-2 go to the surface pipe object map16 tilemap. Consult image 1 for the layout.
$04:9679PaletteSuper Mario Bros. 132 bytesBonus room Luigi background palette
$04:BE89EmptyOther237 bytesEmpty, unused space.
$04:C1D8Level Data (Sprite)Super Mario Bros. 139 bytesSprite data of 1-4 and 6-4
$04:C1FFLevel Data (Sprite)Super Mario Bros. 125 bytesSprite data of 4-4
$04:C218Level Data (Sprite)Super Mario Bros. 147 bytesSprite data of 2-4
$04:C247Level Data (Sprite)Super Mario Bros. 144 bytesSprite data of 3-4
$04:C272Level Data (Sprite)Super Mario Bros. 121 bytesSprite data of 7-4
$04:C287Level Data (Sprite)Super Mario Bros. 158 bytesSprite data of 8-4
$04:C2C1Level Data (Sprite)Super Mario Bros. 137 bytesSprite data of 3-3
$04:C2E6Level Data (Sprite)Super Mario Bros. 129 bytesSprite data of 8-3
$04:C303Level Data (Sprite)Super Mario Bros. 114 bytesSprite data of 4-1
$04:C311Level Data (Sprite)Super Mario Bros. 139 bytesSprite data of 6-2
$04:C338Level Data (Sprite)Super Mario Bros. 149 bytesSprite data of 3-1
$04:C369Level Data (Sprite)Super Mario Bros. 130 bytesSprite data of 1-1
$04:C387Level Data (Sprite)Super Mario Bros. 129 bytesSprite data of 1-3 and 5-3
$04:C3A4Level Data (Sprite)Super Mario Bros. 121 bytesSprite data of 2-3 and 7-3
$04:C3B9Level Data (Sprite)Super Mario Bros. 143 bytesSprite data of 2-1
$04:C3E4Level Data (Sprite)Super Mario Bros. 144 bytesSprite data of 5-1
$04:C408Level Data (Sprite)Super Mario Bros. 19 bytesSprite data of Sky Bonus Area (Day)
$04:C411Level Data (Sprite)Super Mario Bros. 137 bytesSprite data of 4-3
$04:C436Level Data (Sprite)Super Mario Bros. 135 bytesSprite data of 6-3
$04:C459Level Data (Sprite)Super Mario Bros. 19 bytesSprite data of 6-1
$04:C462Level Data (Sprite)Super Mario Bros. 11 byteSprite data of 4-2's Warpzone
$04:C463Level Data (Sprite)Super Mario Bros. 158 bytesSprite data of 8-1
$04:C49DLevel Data (Sprite)Super Mario Bros. 143 bytesSprite data of 5-2
$04:C4C8Level Data (Sprite)Super Mario Bros. 146 bytesSprite data of 8-2
$04:C4F6Level Data (Sprite)Super Mario Bros. 128 bytesSprite data of 7-1
$04:C512Level Data (Sprite)Super Mario Bros. 19 bytesSprite data of Sky Bonus Area (Night)
$04:C51BLevel Data (Sprite)Super Mario Bros. 137 bytesSprite data of 3-2
$04:C540Level Data (Sprite)Super Mario Bros. 145 bytesSprite data of 1-2
$04:C56DLevel Data (Sprite)Super Mario Bros. 147 bytesSprite data of 4-2
$04:C59BLevel Data (Sprite)Super Mario Bros. 145 bytesSprite data of Underground Bonus Area
$04:C5C8Level Data (Sprite)Super Mario Bros. 117 bytesSprite data of Underwater Bonus Area
$04:C5D9Level Data (Sprite)Super Mario Bros. 126 bytesSprite data of 2-2 and 7-2
$04:C603Level Data (Sprite)Super Mario Bros. 120 bytesSprite data of 8-4 Underwater
$04:C617Level Data (Objects)Super Mario Bros. 1187 bytes2-byte header and object data of 1-4 and 6-4
$04:C6D2Level Data (Objects)Super Mario Bros. 1296 bytes2-byte header and object data of 4-4
$04:C7FALevel Data (Objects)Super Mario Bros. 1222 bytes2-byte header and object data of 2-4 and 5-4
$04:C8D8Level Data (Objects)Super Mario Bros. 1252 bytes2-byte header and object data of 3-4
$04:C9D4Level Data (Objects)Super Mario Bros. 1301 bytes2-byte header and object data of 7-4
$04:CB01Level Data (Objects)Super Mario Bros. 1266 bytes2-byte header and object data of 8-4
$04:CC0BLevel Data (Objects)Super Mario Bros. 1105 bytes2-byte header and object data of 3-3
$04:CC74Level Data (Objects)Super Mario Bros. 179 bytes2-byte header and object data of 8-3
$04:CCC3Level Data (Objects)Super Mario Bros. 188 bytes2-byte header and object data of 4-1
$04:CD1BLevel Data (Objects)Super Mario Bros. 1149 bytes2-byte header and object data of 6-2
$04:CDB0Level Data (Objects)Super Mario Bros. 1127 bytes2-byte header and object data of 3-1
$04:CE2FLevel Data (Objects)Super Mario Bros. 1107 bytes2-byte header and object data of 1-1
$04:CE9ALevel Data (Objects)Super Mario Bros. 187 bytes2-byte header and object data of 1-3 and 5-3
$04:CEF1Level Data (Objects)Super Mario Bros. 1137 bytes2-byte header and object data of 2-3 and 7-3
$04:CF7ALevel Data (Objects)Super Mario Bros. 1109 bytes2-byte header and object data of 2-1
$04:CFE7Level Data (Objects)Super Mario Bros. 110 bytes2-byte header and object data of Pipe Entrance
$04:CFF1Level Data (Objects)Super Mario Bros. 168 bytes2-byte header and object data of 5-1
$04:D035Level Data (Objects)Super Mario Bros. 121 bytes2-byte header and object data of Sky Bonus Area (Day)
$04:D04ALevel Data (Objects)Super Mario Bros. 1113 bytes2-byte header and object data of 4-3
$04:D0BBLevel Data (Objects)Super Mario Bros. 1109 bytes2-byte header and object data of 6-3
$04:D128Level Data (Objects)Super Mario Bros. 1123 bytes2-byte header and object data of 6-1
$04:D1A3Level Data (Objects)Super Mario Bros. 150 bytes2-byte header and object data of 4-2's Warpzone
$04:D1D5Level Data (Objects)Super Mario Bros. 1152 bytes2-byte header and object data of 8-1
$04:D26DLevel Data (Objects)Super Mario Bros. 1126 bytes2-byte header and object data of 5-2
$04:D2EBLevel Data (Objects)Super Mario Bros. 1128 bytes2-byte header and object data of 8-2
$04:D36BLevel Data (Objects)Super Mario Bros. 195 bytes2-byte header and object data of 7-1
$04:D3CALevel Data (Objects)Super Mario Bros. 143 bytes2-byte header and object data of Sky Bonus Area (Night)
$04:D3F5Level Data (Objects)Super Mario Bros. 156 bytes2-byte header and object data of 3-2
$04:D42DLevel Data (Objects)Super Mario Bros. 1165 bytes2-byte header and object data of 1-2
$04:D4D2Level Data (Objects)Super Mario Bros. 1164 bytes2-byte header and object data of 4-2
$04:D576Level Data (Objects)Super Mario Bros. 1146 bytes2-byte header and object data of Underground Bonus Area
$04:D608Level Data (Objects)Super Mario Bros. 1105 bytes2-byte header and object data of Underwater Bonus Area
$04:D671Level Data (Objects)Super Mario Bros. 1156 bytes2-byte header and object data of 2-2 and 7-2
$04:D70DLevel Data (Objects)Super Mario Bros. 1105 bytes2-byte header and object data of 8-4 Underwater
$04:D776EmptyOther138 bytesEmpty, unused space.
$04:D813FrequencySuper Mario Bros. 11 byteThe amount frames of delay of playing the "Mario is turning" sound repeatedly
$04:D883PaletteSuper Mario Bros. 132 bytesMario palette of "Princess kisses player" sequence
$04:D8A3PaletteSuper Mario Bros. 132 bytesLuigi palette of "Princess kisses player" sequence
$04:D92EStripe Image (Text)Super Mario Bros. 1164 bytes"Thank you Mario! The kingdom is saved! Now try a more difficult quest..." text. Encoded in stripe image
$04:D9D2Stripe Image (Text)Super Mario Bros. 1162 bytes"Thank you Mario for restoring peace to our kingdom. Hurrah to our hero, Mario!" text. Encoded in stripe image
$04:DA84Stripe Image (Text)Super Mario Bros. 1164 bytes"Thank you Luigi! The kingdom is saved! Now try a more difficult quest..." text. Encoded in stripe image
$04:DB28Stripe Image (Text)Super Mario Bros. 1162 bytes"Thank you Luigi for restoring peace to our kingdom. Hurrah to our hero, Luigi!" text. Encoded in stripe image
$04:FD86VRAM Tilemap (Text)Super Mario Bros. 142 bytes"Push start" tilemap (after saving the princess).
$04:FD862 bytesProperties byte of character, then the character "P".
$04:FD8B2 bytesProperties byte of character, then the character "U".
$04:FD902 bytesProperties byte of character, then the character "S".
$04:FD952 bytesProperties byte of character, then the character "H".
$04:FD9A2 bytesProperties byte of character, then the character " ".
$04:FD9F2 bytesProperties byte of character, then the character "S".
$04:FDA42 bytesProperties byte of character, then the character "T".
$04:FDA92 bytesProperties byte of character, then the character "A".
$04:FDAE2 bytesProperties byte of character, then the character "R".
$04:FDB32 bytesProperties byte of character, then the character "T".
$04:FDBFSound EffectSuper Mario Bros. 11 byte"Push start" SFX at princess rescued sequence
$04:FDEFEmptyOther529 bytesEmpty, unused space.
$07:FCC0SPC-700Other832 bytesPart 1 of the entire SMAS SPC-700 engine (ASM)
$0B:8000SPC-700Hall screen116 bytesPointers to sample data (points to ARAM) for the piano in the hall screen and game select music
$11:87EFMusicSuper Mario Bros. 21 byteWhich music is used in the potion rooms.
$11:8FB2Level DataSuper Mario Bros. 21 byteAfter which level the credits are triggered.
$11:98BFEmptySuper Mario Bros. 2193 bytesFilled with $FF.
$11:9D4DX SpeedSuper Mario Bros. 23 bytesPlayer X speed when climbing. (First value = pressing no button, second value = pressing right, third value = pressing left)
$11:ACF0PointersSuper Mario Bros. 211 bytesLow byte of pointer to Layer 1 Map16 tilemap in RAM, per screen.
$11:ACFBPointersSuper Mario Bros. 211 bytesMiddle byte of pointer to Layer 1 Map16 tilemap in RAM, per screen.
$11:AD06PointersSuper Mario Bros. 211 bytesHigh byte of pointer to Layer 1 Map16 tilemap in RAM, per screen.
$11:AF64PointersSuper Mario Bros. 24 bytesLow byte of pointer to Layer 1 Map16 tilemap data, page 0. Indexed per $40 tiles.
$11:AF68PointersSuper Mario Bros. 24 bytesHigh byte of pointer to Layer 1 Map16 tilemap data, page 0. Indexed per $40 tiles.
$11:AF6CMap16Super Mario Bros. 22040 bytesLayer 1 Map16 tilemap data, page 0.
$11:BA39MusicSuper Mario Bros. 2200 bytesMusic table for all rooms.
$11:BC9CPaletteSuper Mario Bros. 232 bytesMario's palette - 16 colours.
$11:BCBCPaletteSuper Mario Bros. 232 bytesPeach's palette - 16 colours.
$11:BCDCPaletteSuper Mario Bros. 232 bytesToad's palette - 16 colours.
$11:BCFCPaletteSuper Mario Bros. 232 bytesLuigi's palette - 16 colours.
$11:C3D0PointersSuper Mario Bros. 281 bytesPointer to various images used in the game, such as the character select screen, starry BG, etc.
$11:CBB4Level DataSuper Mario Bros. 28 bytesStarting room for each world. Also used to calculate how many levels one world must have.
$11:CDF1Y SpeedSuper Mario Bros. 23 bytesPlayer Y speed when climbing. (First value = pressing no button, second value = pressing down, third value = pressing up)
$11:D152HDMASuper Mario Bros. 2200 bytesTable indexed by room number. Determines which HDMA BG should be used for which room.
$11:D2ADPointersSuper Mario Bros. 2210 bytesLow byte of pointer to level data (objects + level header). Indexed by room number.
$11:D37FPointersSuper Mario Bros. 2210 bytesHigh byte of pointer to level data (objects + level header). Indexed by room number.
$11:D451Level Data (Objects)Super Mario Bros. 28796 bytesObject data + level headers.
$11:F6AEEmptySuper Mario Bros. 213 bytesFilled with $FF.
$11:F6BBPointersSuper Mario Bros. 221 bytesHigh byte of pointer to high byte of room pointers of sprite data, indexed by level number.
$11:F6D0PointersSuper Mario Bros. 221 bytesLow byte of pointer to high byte of room pointers of sprite data, indexed by level number.
$11:F6E5PointersSuper Mario Bros. 221 bytesHigh byte of pointer to low byte of room pointers of sprite data, indexed by level number.
$11:F6FAPointersSuper Mario Bros. 221 bytesLow byte of pointer to low byte of room pointers of sprite data, indexed by level number.
$11:F70FPointersSuper Mario Bros. 2420 bytesHigh and low bytes of pointers to sprite data, indexed by room number of level.
$11:F8B3Level Data (Sprite)Super Mario Bros. 22349 bytesSprite data.
$12:81E0EmptySuper Mario Bros. 232 bytesFilled with $FF.
$12:8230MiscellaneousSuper Mario Bros. 21 bytePlayer state to change into when getting hurt. (Default: 08, changing size.) Change to 00 to actually never shrink.
$12:823FPointersSuper Mario Bros. 218 bytesPointer to various player animations, from $50.
$12:8343PlayerSuper Mario Bros. 21 byteWhile climbing, this button needs to be pressed in order to animate (flipping direction) the player. 00 - neither of the two, 01 - down, 02 - up.
$12:8386FrequencySuper Mario Bros. 21 byteAmount of frames to wait until direction is flipped and climbing sound is generated, when climbing.
$12:8390Sound EffectSuper Mario Bros. 21 byteSound effect when player is climbing.
$12:83BAPlayerSuper Mario Bros. 21 byteOn which height of the screen the player should be put at when he enters a jar room. 00 = bottom, 02 = top, 05 = middle.
$12:83E4Sound EffectSuper Mario Bros. 21 byteSound effect that is used when the player goes out of a jar.
$12:843DX SpeedSuper Mario Bros. 21 byteX-speed of player when entering Hawkmouth.
$12:8441DirectionSuper Mario Bros. 21 bytePlayer's direction when entering Hawkmouth.
$12:8758Map16 TileSuper Mario Bros. 21 byteWhat map16 block to spawn after grabbing any item (except sprites)
$12:8887CounterSuper Mario Bros. 21 byteAmount of cherries necessary to get a star.
$12:8891Sound EffectSuper Mario Bros. 21 byteWhich sound effect to generate when cherry is collected. (Bank = $1DE3.)
$12:88A0Map16 TileSuper Mario Bros. 21 byteWhich 16x16 tile to spawn for the cherry object when collected
$12:8907TimerSuper Mario Bros. 21 byteHow long it lasts until the sand digging sprite tile has vanished.
$12:890BSpritesSuper Mario Bros. 21 byteSprite state for digging up a sand tile
$12:898DMap16Super Mario Bros. 21 byteWhich 16x16 tile should act like a warp jar. (6F of page 0)
$12:89A8Sound EffectSuper Mario Bros. 21 byteWhich sound effect to generate when the player is going down a jar.
$12:89ADPlayerSuper Mario Bros. 21 byteX-speed of player when entering jar.
$12:89B1PlayerSuper Mario Bros. 21 byteIn which state the player sould go when going down a jar. (Default: 04.)
$12:9112TimerSuper Mario Bros. 21 byteAmount of time you remain in the dark potion room.
$12:92E7TimerSuper Mario Bros. 21 byteAmount of time it takes for one line of text to load (Story).
$12:93DDEmptySuper Mario Bros. 27 bytesFilled with $FF.
$12:9444TimerSuper Mario Bros. 21 byteAmount of frames the 'pulling fairies out of jar' cutscene is going to take.
$12:9448PlayerSuper Mario Bros. 21 byteDirection the player is going to face during the 'pulling fairies out of jar' cutscene. 00 = left, 01 = right.
$12:94B7MusicSuper Mario Bros. 21 byteWhich song to play with the credits. (Default: 0E.)
$12:9A3EEmptySuper Mario Bros. 266 bytesFilled with $FF.
$12:9B74Sound EffectSuper Mario Bros. 21 byteFalling SFX which plays when you enter 1-1
$12:9CE7EmptySuper Mario Bros. 225 bytesFilled with $FF.
$12:9F56PointersSuper Mario Bros. 220 bytes16-bit pointer for sprite statuses. ($51,x.)
$12:A0ECPointersSuper Mario Bros. 2142 bytes16-bit pointer to sprite data, init routine.
$12:A246MusicSuper Mario Bros. 21 byteWhich music to play for defeating a boss. (Default: 0B)
$12:A38CSprite NumberSuper Mario Bros. 21 byteWhich sprite should have different properties when flattened. (Default: POW, sprite 3A.)
$12:A390OAM tile PropertiesSuper Mario Bros. 21 byteYXPPCCCT byte of flat POW sprite. (Default: 22)
$12:A4B3OAM TilemapSuper Mario Bros. 24 bytesTilemap of the "BOMB" sprite
$12:A4B7OAM Tile X PositionSuper Mario Bros. 24 bytesXDisp of the "BOMB" sprite
$12:A4BBOAM Tile Y PositionSuper Mario Bros. 24 bytesYDisp of the "BOMB" sprite
$12:A506OAM TilemapSuper Mario Bros. 21 bytePart 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:A508OAM TilemapSuper Mario Bros. 21 byteOther part of what indicates the YXPPCCCT properties the "BOMB" tiles use. This one, by default, adds priority to the sprite tiles.
$12:A516OAM TilemapSuper Mario Bros. 21 byteSize of "BOMB" tiles (default: 02, 16x16. 00 = 8x8. Other values not recommended.) Accounts for all four tiles.
$12:A8B7Y SpeedSuper Mario Bros. 21 byteY speed of dissolving sand sprite.
$12:A8BEOAM TilemapSuper Mario Bros. 21 byteTile number of dissolving sand sprite for the first 16 frames.
$12:A8C2TimerSuper Mario Bros. 21 byteHow many frames are still left before the 'almost completely dissolved' sand tile.
$12:A8D7OAM Tile NumberSuper Mario Bros. 21 byteTile number of dissolving sand sprite for the last 16 frames.
$12:AB3DPointersSuper Mario Bros. 2142 bytes16-bit pointer to sprite data, main routine.
$12:AE12Y SpeedSuper Mario Bros. 21 byteY speed of star.
$12:AE16X SpeedSuper Mario Bros. 21 byteX speed of star, first 128 frames.
$12:AE1FX SpeedSuper Mario Bros. 21 byteX speed of star, other 128 frames.
$12:AE67Sprite NumberSuper Mario Bros. 21 byteSprite spawned by Bob-omb generator.
$12:AE9FSound EffectSuper Mario Bros. 21 byteSound effect generated when Hawkmouth opens his mouth.
$12:AF15PlayerSuper Mario Bros. 21 byteIn which state the player should go when entering Hawkmouth. (Default: 06.)
$12:AF19PlayerSuper Mario Bros. 21 byteAmount of frames to make the player walking when entering Hawkmouth.
$12:AF1DY SpeedSuper Mario Bros. 21 byteY-speed of player when entering Hawkmouth.
$12:AF21MusicSuper Mario Bros. 21 byteMusic to play when entering Hawkmouth. (Default: 80, fading away.)
$12:AF29Sound EffectSuper Mario Bros. 21 byteEntering Hawkmouth sound effect.
$12:B0CBX SpeedSuper Mario Bros. 21 byteX-speed (left) of Heart.
$12:B0D3X SpeedSuper Mario Bros. 21 byteX-speed (right) of Heart.
$12:B0D7Y SpeedSuper Mario Bros. 21 byteY-speed of Heart.
$12:B100OAM Tile NumberSuper Mario Bros. 21 byteUpper tile of heart.
$12:B105OAM Tile NumberSuper Mario Bros. 21 byteLower tile of heart.
$12:B111OAM tile PropertiesSuper Mario Bros. 21 byteYXPPCCCT data for the heart tiles.
$12:B122OAM Tile SizeSuper Mario Bros. 21 byteSize of tiles of hearts. #$00 = 8x8, #$02 = 16x16.
$12:B244Sprite NumberSuper Mario Bros. 21 byteWhich sprite should add a life to the player's total and set the '1UP collected flag'. (1UP.)
$12:B259Sound EffectSuper Mario Bros. 21 byteSound effect generated when 1UP is collected.
$12:B289MusicSuper Mario Bros. 21 byteMusic to play when a crystal ball is collected.
$12:B28ETimerSuper Mario Bros. 21 byteAmount of time to wait before Hawkmouth opens his mouth fully after crystal ball has been collected.
$12:B293TimerSuper Mario Bros. 21 byteAmount of time to wait before music is changed back to the original again after crystal ball has been collected.
$12:B2B6MusicSuper Mario Bros. 21 byteMusic to play when a mushroom is collected.
$12:B2C5Y SpeedSuper Mario Bros. 21 byteY speed of 1-Up mushroom when collected.
$12:B2CETimerSuper Mario Bros. 21 byteAmount of time to freeze sprite when stopwatch is collected. (#$FF)
$12:B4CDSprite NumberSuper Mario Bros. 21 byteSprite spawned by Albatoss with Bob-Omb.
$12:B58CSprite NumberSuper Mario Bros. 21 byteIf this sprite is carried, Phanto comes alive. Use in conjunction with $12:B390/0x9B590
$12:B590Sprite NumberSuper Mario Bros. 21 byteIf this sprite is carried, Phanto comes alive. Value = sprite number + 1. Use in conjunction with $12:B38C/0x9B58C.
$12:B885Y SpeedSuper Mario Bros. 21 byteY speed of bullet spawned by Snifits.
$12:B889Sprite NumberSuper Mario Bros. 21 byteSprite spawned by Snifits. (Bullet.)
$12:B977Sprite NumberSuper Mario Bros. 21 byteWhich 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:B97BTimerSuper Mario Bros. 21 byteHow long to shake screen and kill all sprites which are on screen when a POW has been thrown.
$12:B980Sound EffectSuper Mario Bros. 21 byteSound effect for POW being thrown on ground.
$12:B985SpritesSuper Mario Bros. 21 byteSprite state for flattened POW generating two puffs of smoke. (Default: 08)
$12:B98CY SpeedSuper Mario Bros. 21 byteMinimum Y speed at which the mushroom block will start bouncing if hitting the ground.
$12:B9A9Y SpeedSuper Mario Bros. 21 byteY speed of mushroom block when bouncing off the ground for one time.
$12:C460EmptySuper Mario Bros. 216 bytesFilled with $FF.
$12:C7E2SpeedSuper Mario Bros. 21 byteX and Y speed of Pidgit's carpet, when spawned.
$12:C7E8Sprite NumberSuper Mario Bros. 21 byteSprite spawned when Pidgit is picked up. (Carpet.)
$12:C80DTimerSuper Mario Bros. 21 byteAmount of time carpet stays active after being spawned.
$12:CEE7Y SpeedSuper Mario Bros. 21 byteHow fast the Cobrat in sand jumps up.
$12:CEF0Y SpeedSuper Mario Bros. 21 byteRising speed of Cobrat in sand (while in sand).
$12:CEF9Y SpeedSuper Mario Bros. 21 byteSinking speed of Cobrat in sand (while in sand).
$12:DF75EmptySuper Mario Bros. 227 bytesFilled with $FF.
$12:E2E3Sprite NumberSuper Mario Bros. 21 byteWhich sprite should be touched to obtain star power. (Star.)
$12:E2E7TimerSuper Mario Bros. 21 byteHow long until the star timer runs out.
$12:E2F1SpritesSuper Mario Bros. 21 byteIn which sprite state the star goes after being collected. (00, non-existant.)
$12:E399Sprite NumberSuper Mario Bros. 21 byteWhich sprite should spawn a carpet when picked up. (Pidgit.)
$12:E657EmptySuper Mario Bros. 29 bytesFilled with $FF.
$12:E665PointersSuper Mario Bros. 226 bytes16-bit pointer to the code that uploads objects 30-FF.
$13:81F2EmptySuper Mario Bros. 214 bytesFilled with $FF.
$13:8200PointersSuper Mario Bros. 214 bytes16-bit pointer to graphics for tiles 140-17F. Indexed by world number*2.
$13:820EPointersSuper Mario Bros. 27 bytesBank byte of pointer to graphics for tiles 140-17F. Indexed by world number.
$13:8215PointersSuper Mario Bros. 214 bytes16-bit pointer for tiles 180-1BF. Indexed by world number*2.
$13:8223PointersSuper Mario Bros. 27 bytesBank byte of pointer for tiles 180-1BF. Indexed by world number.
$13:822APointersSuper Mario Bros. 214 bytes16-bit pointer to boss graphics. Indexed by world number*2.
$13:8238PointersSuper Mario Bros. 214 bytes16-bit pointer to tiles 00-7F of the FG/BG slots (not the animated ones). Indexed by world number*2.
$13:8246PointersSuper Mario Bros. 27 bytesBank byte of pointer to tiles 00-7F of the FG/BG slots (not the animated ones). Indexed by world number.
$13:824DPointersSuper Mario Bros. 214 bytes16-bit pointer to tiles C0-FF of the FG/BG slots. Indexed by world number*2.
$13:825BPointersSuper Mario Bros. 27 bytesBank byte of pointer to tiles C0-FF of the FG/BG slots. Indexed by world number.
$13:832APointersSuper Mario Bros. 2200 bytesHigh byte of pointer to tiles 140-17F of the FG/BG slots. Indexed by room number.
$13:83F2PointersSuper Mario Bros. 2200 bytesHigh byte of pointer to tiles 180-1BF of the FG/BG slots. Indexed by room number.
$13:84BAPointersSuper Mario Bros. 2200 bytesHigh byte of pointer to tiles 1C0-1FF of the FG/BG slots. Indexed by room number.
$13:8582PointersSuper Mario Bros. 2200 bytesBank byte of pointer to tiles 140-17F of the FG/BG slots. Indexed by room number.
$13:864APointersSuper Mario Bros. 2200 bytesBank byte of pointer to tiles 180-1BF of the FG/BG slots. Indexed by room number.
$13:8712PointersSuper Mario Bros. 2200 bytesBank byte of pointer to tiles 1C0-1FF of the FG/BG slots. Indexed by room number.
$13:87DARoutineSuper Mario Bros. 2351 bytesSubroutine that loads tiles C0-FF of the FG/BG slots.
$13:893DRoutineSuper Mario Bros. 260 bytesSubroutine that loads tiles 200-27F of the FG/BG slots.
$13:89C7PointersSuper Mario Bros. 21 byteBank byte of pointer to boss graphics.
$13:94B3EmptySuper Mario Bros. 277 bytesFilled with $FF.
$13:9FE7EmptySuper Mario Bros. 225 bytesFilled with $FF.
$13:DD67EmptySuper Mario Bros. 2153 bytesFilled with $FF.
$13:DEE8PaletteSuper Mario Bros. 214 bytesBG colour of the 'World x-x' screen, per world. SNES RGB values.
$13:E2ECMusicSuper Mario Bros. 21 byteWhich music to play when the player has star power.
$13:E736EmptySuper Mario Bros. 2458 bytesFilled with $FF.
$13:F13FEmptySuper Mario Bros. 2193 bytesFilled with $FF.
$13:F698EmptySuper Mario Bros. 2104 bytesFilled with $FF.
$13:FA6BEmptySuper Mario Bros. 2149 bytesFilled with $FF.
$13:FEA1EmptySuper Mario Bros. 2863 bytesFilled with $FF.
$14:C200EmptySuper Mario Bros. 2512 bytesFilled with $FF.
$14:CF45EmptySuper Mario Bros. 211 bytesFilled with $FF.
$14:E045EmptySuper Mario Bros. 227 bytesFilled with $FF.
$14:E8ACEmptySuper Mario Bros. 24 bytesFilled with $FF.
$14:EF42EmptySuper Mario Bros. 230 bytesFilled with $FF.
$14:F67EEmptySuper Mario Bros. 2130 bytesFilled with $FF.
$14:F84ARoutineSuper Mario Bros. 228 bytesClears the entire Layer 3 tilemap.
$14:FA27EmptySuper Mario Bros. 2217 bytesFilled with $FF.
$14:FBF0RoutineSuper Mario Bros. 2169 bytesClears all OAM subroutine.
$14:FD7EHDMASuper Mario Bros. 298 bytesScanline counts and RAM pointer table for the red colours.
$14:FDE0HDMASuper Mario Bros. 298 bytesScanline counts and RAM pointer table for the green colours.
$14:FE42HDMASuper Mario Bros. 298 bytesScanline counts and RAM pointer table for the blue colours.
$14:FEA4HDMASuper Mario Bros. 264 bytesRed colours for the four HDMA gradients.
$14:FEE4HDMASuper Mario Bros. 264 bytesGreen colours for the four HDMA gradients.
$14:FF24HDMASuper Mario Bros. 264 bytesBlue colours for the four HDMA gradients.
$14:FF64EmptySuper Mario Bros. 2668 bytesFilled with $FF.
$15:8682EmptySuper Mario Bros. 2126 bytesFilled with $FF.
$15:8A20EmptySuper Mario Bros. 2224 bytesFilled with $FF.
$15:8B00PointersSuper Mario Bros. 240 bytesIndex to another pointer. Holds the value that determines which cloud background (Layer 3) will be used.
$15:8B28PointersSuper Mario Bros. 220 bytes16-bit pointer to the various cloud images.
$15:8B3CVRAM TilemapSuper Mario Bros. 22095 bytesLayer 3 cloud images.
$15:936BMap16Super Mario Bros. 2200 bytesWhich set of Map16 tiles to use for Layer 3. (00 or 01)
$15:9437Map16Super Mario Bros. 2208 bytesTilemap of Layer 3 Map16 tiles 00-19, cloud tiles.
$15:9507Map16Super Mario Bros. 264 bytesTilemap of Layer 3 Map16 tiles 1A-22, light beam tiles.
$15:9571PointersSuper Mario Bros. 210 bytes16-bit pointer to five different sets of Layer 3 stars.
$15:957BPointersSuper Mario Bros. 2121 bytesFive different sets of Layer 3 stars, each with a varying position and number of Layer 3 stars that are uploaded on screen.
$15:95F4EmptySuper Mario Bros. 212 bytesFilled with $FF.
$15:A5F3EmptySuper Mario Bros. 213 bytesFilled with $FF.
$15:A6C8PointersSuper Mario Bros. 26 bytesPointer to the Layer 1 Map16 tile data of page 1, indexed by every $40 tiles (page 1 is not complete).
$15:CDD0EmptySuper Mario Bros. 21072 bytesFilled with $FF.
$15:D542EmptySuper Mario Bros. 23262 bytesFilled with $FF.
$15:E20FVRAM TilemapSuper Mario Bros. 2577 bytesBorder of the 'Super Mario Bros. 2' screen.
$15:E450VRAM TilemapSuper Mario Bros. 2463 bytes'Super Mario Bros. 2' and '©1988-1992 Nintendo'.
$15:E861VRAM Tilemap (Text)Super Mario Bros. 2640 bytesStory text.
$15:EA3FPointersSuper Mario Bros. 217 bytesHigh byte of 16-bit pointer that points to the 'Story' text. Indexed by line number.
$15:EA50PointersSuper Mario Bros. 217 bytesLow byte of 16-bit pointer that points to the 'Story' text. Indexed by line number.
$15:EE57EmptySuper Mario Bros. 2681 bytesFilled with $FF.
$15:F100PointersSuper Mario Bros. 221 bytes24-bit pointer to the miniature levels' tilemap data. (At the world x-x screen.)
$15:F115VRAM TilemapSuper Mario Bros. 2400 bytesMiniature level for worlds 1, 3 and 5.
$15:F2A5VRAM TilemapSuper Mario Bros. 2400 bytesMiniature level for worlds 2 and 6.
$15:F435VRAM TilemapSuper Mario Bros. 2400 bytesMiniature level for world 4.
$15:F5C5VRAM TilemapSuper Mario Bros. 2400 bytesMiniature level for world 7.
$16:814EEmptySuper Mario Bros. 2178 bytesFilled with $FF.
$20:80A8MusicSuper Mario Bros. 31 byteMusic of the title screen.
$23:C407Sound EffectSuper Mario Bros. 31 byteWhat sound effect to play when you run in max speed
$28:8000PointersSuper Mario Bros. 3540 bytesSprite init routine pointers. These are for all the normal sprites, so there are a total of 180 or 0xB4.
$28:821CPointersSuper Mario Bros. 3540 bytesSprite main routine pointers. These are for all the normal sprites, so there are a total of 180 or 0xB4.
$28:8D52MusicSuper Mario Bros. 31 byteWhat music to play when you get the star
$28:D919MusicSuper Mario Bros. 31 byteWhat music to play when you face Boom-Boom
$2B:8000GraphicsGame select screen32768 bytes8bpp graphics of the game select screen and its components - part 1
$2C:8000GraphicsGame select screen32768 bytes8bpp graphics of the game select screen and its components - part 2. Final $1800 bytes are probably unused. TODO: Probably or not?
$3B:8000SPC-700Other3625 bytesPart 2 of the entire SMAS SPC-700 engine (ASM)
$3B:9DCFSPC-700Hall screen1154 bytesMusic data of the Hall screen music and the game select menu music.
$3C:8000VRAM TilemapHall screen2048 bytesDefault BG1 tilemap of the 'hall screen' (without animation and all). Data MVN'd to RAM $7F:0000
$3D:CC00GraphicsHall screen5120 bytesMost of the animated graphics of hall screen.