Download map as: XML - JSON
SNES Offset | Type | Game | Length | Description |
---|---|---|---|---|
$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. |