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: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 | ||||||||||||
$03:DC62 | Empty | Other | 15 bytes | Empty, unused space | ||||||||||||
$03:EBD9 | Empty | Other | 55 bytes | Empty, unused space | ||||||||||||
$03:FFDE | Empty | Other | 34 bytes | Empty, unused space | ||||||||||||
$04:BE89 | Empty | Other | 237 bytes | Empty, unused space. | ||||||||||||
$04:D776 | Empty | Other | 138 bytes | Empty, unused space. | ||||||||||||
$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) | ||||||||||||
$3B:8000 | SPC-700 | Other | 3625 bytes | Part 2 of the entire SMAS SPC-700 engine (ASM) |