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SNES OffsetTypeGameLengthDescription
$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.