1
33486
Pointers
Other
10
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
2
33634
Pointers
Other
10
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
3
37639
VRAM Tilemap (Text)
Other
192
"Not compatible" error message. Format: $TT,$PP,repeat where TT is the tile and PP is the properties in YXPCCCTT.
9
37639
VRAM Tilemap (Text)
Other
192
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.
10
37763
Palette
Other
2
First color of the "pirated" message. Palette $00, color $0C.
11
37769
Palette
Other
2
Second color of the "pirated" message. Palette $00, color $0D.
12
37775
Palette
Other
2
Third color of the "pirated" message. Palette $00, color $0E.
13
37781
Palette
Other
2
Fourth color of the "pirated" message. Palette $00, color $0F.
14
37831
Routine
Other
322
"Incompatible SNES" message routine
4
37868
Palette
Other
2
First color of the "not compatible" message. Palette $00, color $0C.
387
387
37868
Palette
Other
20
Colors of the "Not compatible" error message.
5
37874
Palette
Other
2
Second color of the "not compatible" message. Palette $00, color $0D.
387
6
37880
Palette
Other
2
Third color of the "not compatible" message. Palette $00, color $0E.
387
7
37886
Palette
Other
2
Fourth color of the "not compatible" message. Palette $00, color $0F.
387
8
38153
VRAM Tilemap (Text)
Other
312
"Serious crime" pirated message. Format is the same as the "Not Compatible" message.
15
38465
Routine
Other
190
Pirated ROM message routine.
16
38490
Music
Other
1
Which music to play at the "Pirated" message. Default value fades out the music.
17
38784
HDMA
Other
514
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
18
40077
Timer
Other
1
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
19
40081
Sound Effect
Other
1
Nintendo presents blink SFX. Caution: Uses other samples than the games themselves, so -some- SFX might sound glitched such as $03.
20
40875
Pointers
Hall screen
70
"Triangle fading" graphics offsets when fading into the game select menu, used to create the nifty effect. Bank is hardcoded at #$02
21
40983
OAM Tile Number
Other
20
Nintendo presents logo tilemap (16x16 tiles)
22
41007
OAM Tile Y Position
Other
1
Nintendo presents logo Y position.
23
41011
OAM Tile X Position
Other
1
Nintendo presents logo X position
24
41042
OAM Tile Size
Other
1
Nintendo presents logo tile sizes. $02 = 16x16, $00 = 8x8
25
41074
Timer
Other
4
Nintendo presents logo blinks duration. Change to [00 00 00 00] to make the logo keep its blinking color after the blink.
26
41078
Palette
Other
48
Nintendo presents logo blinking colors. Format is currently unknown? TODO: Figure out the color
27
41383
OAM Tilemap
Hall screen
161
"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.
28
41544
OAM Tilemap
Hall screen
125
"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.
29
42273
Sound Effect
Game select screen
1
SFX to play when you're moving the cursor |> over file A/B/C/D screen
30
42510
Sound Effect
Game select screen
1
SFX to play when you can't decrease world number in a file A/B/C/D select screen
31
43441
VRAM Tilemap
Game select screen
14
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
32
43463
VRAM Tilemap
Game select screen
34
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.
33
98304
Graphics
Hall screen
32768
Hall screen graphics with those characters and all (NOT animation). 8bpp
34
192512
VRAM Tilemap
Game select screen
4096
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!
35
231142
Routine
Super Mario Bros. 1
48
Reset highscore (access by B+A+L+R on title screen)
36
231787
Music
Super Mario Bros. 1
1
Princess got rescued music.
37
234560
Map16
Super Mario Bros. 1
1736
Map16 data of FG? Partial? Format: $upperleft,$property,$bottomleft,$property,$upperright,$property,$bottomright,$property. TODO: Confirm this address
38
236296
Routine
Super Mario Bros. 1
21
ExecutePtrShort routine.
39
236476
Routine
Super Mario Bros. 1
168
Stripe image uploader. $00-$02: Pointer to stripe image.
40
242101
Music
Super Mario Bros. 1
1
Mario died music (when you fall in a pit).
41
243372
Sound Effect
Super Mario Bros. 1
1
Fireball throwing sound effect.
42
243428
X Speed
Super Mario Bros. 1
2
Fireball X-speed (right, left).
43
243454
X Position
Super Mario Bros. 1
1
Fireball creation X-position, relative to the player's X-position.
44
243483
Y Speed
Super Mario Bros. 1
1
Fireball initial Y-speed.
45
244051
Music
Super Mario Bros. 1
1
Goal at flagpole music.
46
248176
Y Position
Super Mario Bros. 1
4
Bowser's fireball 'ending-up' Y position on the screen (fire generator).
47
251120
Music
Super Mario Bros. 1
1
Goal music when you defeat (any) Bowser
48
251571
World
Super Mario Bros. 1
1
At which world the "real" Bowser battle music plays.
49
251575
Music
Super Mario Bros. 1
1
"Real" Bowser music.
50
251579
Music
Super Mario Bros. 1
1
"Fake" Bowser music.
51
253026
Empty
Other
15
Empty, unused space
52
253459
Timer
Super Mario Bros. 1
1
How long the star power lasts.
53
253464
Music
Super Mario Bros. 1
1
Star power music.
54
255261
X Position
Super Mario Bros. 1
1
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.
55
256985
Empty
Other
55
Empty, unused space
56
262110
Empty
Other
34
Empty, unused space
57
298710
Map16 Tilemap
Super Mario Bros. 1
48
Small castle/top part of big castle object MAP16 tilemap.
58
298758
Map16 Tilemap
Super Mario Bros. 1
62
Bottom part of big castle object MAP16 tilemap.
59
299378
Map16 Tilemap
Super Mario Bros. 1
12
World X-2 go to the surface pipe object map16 tilemap. Consult image 1 for the layout.
60
300665
Palette
Super Mario Bros. 1
32
Bonus room Luigi background palette
61
310921
Empty
Other
237
Empty, unused space.
62
311768
Level Data (Sprite)
Super Mario Bros. 1
39
Sprite data of 1-4 and 6-4
63
311807
Level Data (Sprite)
Super Mario Bros. 1
25
Sprite data of 4-4
64
311832
Level Data (Sprite)
Super Mario Bros. 1
47
Sprite data of 2-4
65
311879
Level Data (Sprite)
Super Mario Bros. 1
44
Sprite data of 3-4
66
311922
Level Data (Sprite)
Super Mario Bros. 1
21
Sprite data of 7-4
67
311943
Level Data (Sprite)
Super Mario Bros. 1
58
Sprite data of 8-4
68
312001
Level Data (Sprite)
Super Mario Bros. 1
37
Sprite data of 3-3
69
312038
Level Data (Sprite)
Super Mario Bros. 1
29
Sprite data of 8-3
70
312067
Level Data (Sprite)
Super Mario Bros. 1
14
Sprite data of 4-1
71
312081
Level Data (Sprite)
Super Mario Bros. 1
39
Sprite data of 6-2
72
312120
Level Data (Sprite)
Super Mario Bros. 1
49
Sprite data of 3-1
73
312169
Level Data (Sprite)
Super Mario Bros. 1
30
Sprite data of 1-1
74
312199
Level Data (Sprite)
Super Mario Bros. 1
29
Sprite data of 1-3 and 5-3
75
312228
Level Data (Sprite)
Super Mario Bros. 1
21
Sprite data of 2-3 and 7-3
76
312249
Level Data (Sprite)
Super Mario Bros. 1
43
Sprite data of 2-1
77
312292
Level Data (Sprite)
Super Mario Bros. 1
44
Sprite data of 5-1
78
312328
Level Data (Sprite)
Super Mario Bros. 1
9
Sprite data of Sky Bonus Area (Day)
79
312337
Level Data (Sprite)
Super Mario Bros. 1
37
Sprite data of 4-3
80
312374
Level Data (Sprite)
Super Mario Bros. 1
35
Sprite data of 6-3
81
312409
Level Data (Sprite)
Super Mario Bros. 1
9
Sprite data of 6-1
82
312418
Level Data (Sprite)
Super Mario Bros. 1
1
Sprite data of 4-2's Warpzone
83
312419
Level Data (Sprite)
Super Mario Bros. 1
58
Sprite data of 8-1
84
312477
Level Data (Sprite)
Super Mario Bros. 1
43
Sprite data of 5-2
85
312520
Level Data (Sprite)
Super Mario Bros. 1
46
Sprite data of 8-2
86
312566
Level Data (Sprite)
Super Mario Bros. 1
28
Sprite data of 7-1
87
312594
Level Data (Sprite)
Super Mario Bros. 1
9
Sprite data of Sky Bonus Area (Night)
88
312603
Level Data (Sprite)
Super Mario Bros. 1
37
Sprite data of 3-2
89
312640
Level Data (Sprite)
Super Mario Bros. 1
45
Sprite data of 1-2
90
312685
Level Data (Sprite)
Super Mario Bros. 1
47
Sprite data of 4-2
91
312731
Level Data (Sprite)
Super Mario Bros. 1
45
Sprite data of Underground Bonus Area
92
312776
Level Data (Sprite)
Super Mario Bros. 1
17
Sprite data of Underwater Bonus Area
93
312793
Level Data (Sprite)
Super Mario Bros. 1
26
Sprite data of 2-2 and 7-2
94
312835
Level Data (Sprite)
Super Mario Bros. 1
20
Sprite data of 8-4 Underwater
95
312855
Level Data (Objects)
Super Mario Bros. 1
187
2-byte header and object data of 1-4 and 6-4
96
313042
Level Data (Objects)
Super Mario Bros. 1
296
2-byte header and object data of 4-4
97
313338
Level Data (Objects)
Super Mario Bros. 1
222
2-byte header and object data of 2-4 and 5-4
98
313560
Level Data (Objects)
Super Mario Bros. 1
252
2-byte header and object data of 3-4
99
313812
Level Data (Objects)
Super Mario Bros. 1
301
2-byte header and object data of 7-4
100
314113
Level Data (Objects)
Super Mario Bros. 1
266
2-byte header and object data of 8-4
101
314379
Level Data (Objects)
Super Mario Bros. 1
105
2-byte header and object data of 3-3
102
314484
Level Data (Objects)
Super Mario Bros. 1
79
2-byte header and object data of 8-3
103
314563
Level Data (Objects)
Super Mario Bros. 1
88
2-byte header and object data of 4-1
104
314651
Level Data (Objects)
Super Mario Bros. 1
149
2-byte header and object data of 6-2
105
314800
Level Data (Objects)
Super Mario Bros. 1
127
2-byte header and object data of 3-1
106
314927
Level Data (Objects)
Super Mario Bros. 1
107
2-byte header and object data of 1-1
107
315034
Level Data (Objects)
Super Mario Bros. 1
87
2-byte header and object data of 1-3 and 5-3
108
315121
Level Data (Objects)
Super Mario Bros. 1
137
2-byte header and object data of 2-3 and 7-3
109
315258
Level Data (Objects)
Super Mario Bros. 1
109
2-byte header and object data of 2-1
110
315367
Level Data (Objects)
Super Mario Bros. 1
10
2-byte header and object data of Pipe Entrance
111
315377
Level Data (Objects)
Super Mario Bros. 1
68
2-byte header and object data of 5-1
112
315445
Level Data (Objects)
Super Mario Bros. 1
21
2-byte header and object data of Sky Bonus Area (Day)
113
315466
Level Data (Objects)
Super Mario Bros. 1
113
2-byte header and object data of 4-3
114
315579
Level Data (Objects)
Super Mario Bros. 1
109
2-byte header and object data of 6-3
115
315688
Level Data (Objects)
Super Mario Bros. 1
123
2-byte header and object data of 6-1
116
315811
Level Data (Objects)
Super Mario Bros. 1
50
2-byte header and object data of 4-2's Warpzone
117
315861
Level Data (Objects)
Super Mario Bros. 1
152
2-byte header and object data of 8-1
118
316013
Level Data (Objects)
Super Mario Bros. 1
126
2-byte header and object data of 5-2
119
316139
Level Data (Objects)
Super Mario Bros. 1
128
2-byte header and object data of 8-2
120
316267
Level Data (Objects)
Super Mario Bros. 1
95
2-byte header and object data of 7-1
121
316362
Level Data (Objects)
Super Mario Bros. 1
43
2-byte header and object data of Sky Bonus Area (Night)
122
316405
Level Data (Objects)
Super Mario Bros. 1
56
2-byte header and object data of 3-2
123
316461
Level Data (Objects)
Super Mario Bros. 1
165
2-byte header and object data of 1-2
124
316626
Level Data (Objects)
Super Mario Bros. 1
164
2-byte header and object data of 4-2
125
316790
Level Data (Objects)
Super Mario Bros. 1
146
2-byte header and object data of Underground Bonus Area
126
316936
Level Data (Objects)
Super Mario Bros. 1
105
2-byte header and object data of Underwater Bonus Area
127
317041
Level Data (Objects)
Super Mario Bros. 1
156
2-byte header and object data of 2-2 and 7-2
128
317197
Level Data (Objects)
Super Mario Bros. 1
105
2-byte header and object data of 8-4 Underwater
129
317302
Empty
Other
138
Empty, unused space.
130
317459
Frequency
Super Mario Bros. 1
1
The amount frames of delay of playing the "Mario is turning" sound repeatedly
131
317571
Palette
Super Mario Bros. 1
32
Mario palette of "Princess kisses player" sequence
132
317603
Palette
Super Mario Bros. 1
32
Luigi palette of "Princess kisses player" sequence
133
317742
Stripe Image (Text)
Super Mario Bros. 1
164
"Thank you Mario! The kingdom is saved! Now try a more difficult quest..." text. Encoded in stripe image
134
317906
Stripe Image (Text)
Super Mario Bros. 1
162
"Thank you Mario for restoring peace to our kingdom. Hurrah to our hero, Mario!" text. Encoded in stripe image
135
318084
Stripe Image (Text)
Super Mario Bros. 1
164
"Thank you Luigi! The kingdom is saved! Now try a more difficult quest..." text. Encoded in stripe image
136
318248
Stripe Image (Text)
Super Mario Bros. 1
162
"Thank you Luigi for restoring peace to our kingdom. Hurrah to our hero, Luigi!" text. Encoded in stripe image
388
327046
VRAM Tilemap (Text)
Super Mario Bros. 1
42
"Push start" tilemap (after saving the princess).
137
327046
VRAM Tilemap (Text)
Super Mario Bros. 1
2
Properties byte of character, then the character "P".
388
138
327051
VRAM Tilemap (Text)
Super Mario Bros. 1
2
Properties byte of character, then the character "U".
388
139
327056
VRAM Tilemap (Text)
Super Mario Bros. 1
2
Properties byte of character, then the character "S".
388
140
327061
VRAM Tilemap (Text)
Super Mario Bros. 1
2
Properties byte of character, then the character "H".
388
141
327066
VRAM Tilemap (Text)
Super Mario Bros. 1
2
Properties byte of character, then the character " ".
388
142
327071
VRAM Tilemap (Text)
Super Mario Bros. 1
2
Properties byte of character, then the character "S".
388
143
327076
VRAM Tilemap (Text)
Super Mario Bros. 1
2
Properties byte of character, then the character "T".
388
144
327081
VRAM Tilemap (Text)
Super Mario Bros. 1
2
Properties byte of character, then the character "A".
388
145
327086
VRAM Tilemap (Text)
Super Mario Bros. 1
2
Properties byte of character, then the character "R".
388
146
327091
VRAM Tilemap (Text)
Super Mario Bros. 1
2
Properties byte of character, then the character "T".
388
147
327103
Sound Effect
Super Mario Bros. 1
1
"Push start" SFX at princess rescued sequence
148
327151
Empty
Other
529
Empty, unused space.
149
523456
SPC-700
Other
832
Part 1 of the entire SMAS SPC-700 engine (ASM)
150
753664
SPC-700
Hall screen
116
Pointers to sample data (points to ARAM) for the piano in the hall screen and game select music
167
1148911
Music
Super Mario Bros. 2
1
Which music is used in the potion rooms.
169
1150898
Level Data
Super Mario Bros. 2
1
After which level the credits are triggered.
172
1153215
Empty
Super Mario Bros. 2
193
Filled with $FF.
177
1154381
X Speed
Super Mario Bros. 2
3
Player X speed when climbing. (First value = pressing no button, second value = pressing right, third value = pressing left)
179
1158384
Pointers
Super Mario Bros. 2
11
Low byte of pointer to Layer 1 Map16 tilemap in RAM, per screen.
180
1158395
Pointers
Super Mario Bros. 2
11
Middle byte of pointer to Layer 1 Map16 tilemap in RAM, per screen.
181
1158406
Pointers
Super Mario Bros. 2
11
High byte of pointer to Layer 1 Map16 tilemap in RAM, per screen.
182
1159012
Pointers
Super Mario Bros. 2
4
Low byte of pointer to Layer 1 Map16 tilemap data, page 0. Indexed per $40 tiles.
183
1159016
Pointers
Super Mario Bros. 2
4
High byte of pointer to Layer 1 Map16 tilemap data, page 0. Indexed per $40 tiles.
184
1159020
Map16
Super Mario Bros. 2
2040
Layer 1 Map16 tilemap data, page 0.
185
1161785
Music
Super Mario Bros. 2
200
Music table for all rooms.
186
1162396
Palette
Super Mario Bros. 2
32
Mario's palette - 16 colours.
187
1162428
Palette
Super Mario Bros. 2
32
Peach's palette - 16 colours.
188
1162460
Palette
Super Mario Bros. 2
32
Toad's palette - 16 colours.
189
1162492
Palette
Super Mario Bros. 2
32
Luigi's palette - 16 colours.
190
1164240
Pointers
Super Mario Bros. 2
81
Pointer to various images used in the game, such as the character select screen, starry BG, etc.
191
1166260
Level Data
Super Mario Bros. 2
8
Starting room for each world. Also used to calculate how many levels one world must have.
192
1166833
Y Speed
Super Mario Bros. 2
3
Player Y speed when climbing. (First value = pressing no button, second value = pressing down, third value = pressing up)
193
1167698
HDMA
Super Mario Bros. 2
200
Table indexed by room number. Determines which HDMA BG should be used for which room.
194
1168045
Pointers
Super Mario Bros. 2
210
Low byte of pointer to level data (objects + level header). Indexed by room number.
195
1168255
Pointers
Super Mario Bros. 2
210
High byte of pointer to level data (objects + level header). Indexed by room number.
196
1168465
Level Data (Objects)
Super Mario Bros. 2
8796
Object data + level headers.
197
1177262
Empty
Super Mario Bros. 2
13
Filled with $FF.
198
1177275
Pointers
Super Mario Bros. 2
21
High byte of pointer to high byte of room pointers of sprite data, indexed by level number.
199
1177296
Pointers
Super Mario Bros. 2
21
Low byte of pointer to high byte of room pointers of sprite data, indexed by level number.
200
1177317
Pointers
Super Mario Bros. 2
21
High byte of pointer to low byte of room pointers of sprite data, indexed by level number.
201
1177338
Pointers
Super Mario Bros. 2
21
Low byte of pointer to low byte of room pointers of sprite data, indexed by level number.
202
1177359
Pointers
Super Mario Bros. 2
420
High and low bytes of pointers to sprite data, indexed by room number of level.
203
1177779
Level Data (Sprite)
Super Mario Bros. 2
2349
Sprite data.
204
1212896
Empty
Super Mario Bros. 2
32
Filled with $FF.
206
1212976
Miscellaneous
Super Mario Bros. 2
1
Player state to change into when getting hurt. (Default: 08, changing size.) Change to 00 to actually never shrink.
207
1212991
Pointers
Super Mario Bros. 2
18
Pointer to various player animations, from $50.
208
1213251
Player
Super Mario Bros. 2
1
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.
209
1213318
Frequency
Super Mario Bros. 2
1
Amount of frames to wait until direction is flipped and climbing sound is generated, when climbing.
211
1213328
Sound Effect
Super Mario Bros. 2
1
Sound effect when player is climbing.
212
1213370
Player
Super Mario Bros. 2
1
On which height of the screen the player should be put at when he enters a jar room. 00 = bottom, 02 = top, 05 = middle.
213
1213412
Sound Effect
Super Mario Bros. 2
1
Sound effect that is used when the player goes out of a jar.
214
1213501
X Speed
Super Mario Bros. 2
1
X-speed of player when entering Hawkmouth.
215
1213505
Direction
Super Mario Bros. 2
1
Player's direction when entering Hawkmouth.
151
1214296
Map16 Tile
Super Mario Bros. 2
1
What map16 block to spawn after grabbing any item (except sprites)
216
1214599
Counter
Super Mario Bros. 2
1
Amount of cherries necessary to get a star.
218
1214609
Sound Effect
Super Mario Bros. 2
1
Which sound effect to generate when cherry is collected. (Bank = $1DE3.)
219
1214624
Map16 Tile
Super Mario Bros. 2
1
Which 16x16 tile to spawn for the cherry object when collected
221
1214727
Timer
Super Mario Bros. 2
1
How long it lasts until the sand digging sprite tile has vanished.
222
1214731
Sprites
Super Mario Bros. 2
1
Sprite state for digging up a sand tile
225
1214861
Map16
Super Mario Bros. 2
1
Which 16x16 tile should act like a warp jar. (6F of page 0)
226
1214888
Sound Effect
Super Mario Bros. 2
1
Which sound effect to generate when the player is going down a jar.
227
1214893
Player
Super Mario Bros. 2
1
X-speed of player when entering jar.
228
1214897
Player
Super Mario Bros. 2
1
In which state the player sould go when going down a jar. (Default: 04.)
229
1216786
Timer
Super Mario Bros. 2
1
Amount of time you remain in the dark potion room.
230
1217255
Timer
Super Mario Bros. 2
1
Amount of time it takes for one line of text to load (Story).
231
1217501
Empty
Super Mario Bros. 2
7
Filled with $FF.
232
1217604
Timer
Super Mario Bros. 2
1
Amount of frames the 'pulling fairies out of jar' cutscene is going to take.
233
1217608
Player
Super Mario Bros. 2
1
Direction the player is going to face during the 'pulling fairies out of jar' cutscene. 00 = left, 01 = right.
234
1217719
Music
Super Mario Bros. 2
1
Which song to play with the credits. (Default: 0E.)
235
1219134
Empty
Super Mario Bros. 2
66
Filled with $FF.
152
1219444
Sound Effect
Super Mario Bros. 2
1
Falling SFX which plays when you enter 1-1
236
1219815
Empty
Super Mario Bros. 2
25
Filled with $FF.
237
1220438
Pointers
Super Mario Bros. 2
20
16-bit pointer for sprite statuses. ($51,x.)
238
1220844
Pointers
Super Mario Bros. 2
142
16-bit pointer to sprite data, init routine.
239
1221190
Music
Super Mario Bros. 2
1
Which music to play for defeating a boss. (Default: 0B)
240
1221516
Sprite Number
Super Mario Bros. 2
1
Which sprite should have different properties when flattened. (Default: POW, sprite 3A.)
241
1221520
OAM tile Properties
Super Mario Bros. 2
1
YXPPCCCT byte of flat POW sprite. (Default: 22)
242
1221811
OAM Tilemap
Super Mario Bros. 2
4
Tilemap of the "BOMB" sprite
243
1221815
OAM Tile X Position
Super Mario Bros. 2
4
XDisp of the "BOMB" sprite
244
1221819
OAM Tile Y Position
Super Mario Bros. 2
4
YDisp of the "BOMB" sprite
246
1221894
OAM Tilemap
Super Mario Bros. 2
1
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.
247
1221896
OAM Tilemap
Super Mario Bros. 2
1
Other part of what indicates the YXPPCCCT properties the "BOMB" tiles use. This one, by default, adds priority to the sprite tiles.
248
1221910
OAM Tilemap
Super Mario Bros. 2
1
Size of "BOMB" tiles (default: 02, 16x16. 00 = 8x8. Other values not recommended.) Accounts for all four tiles.
249
1222839
Y Speed
Super Mario Bros. 2
1
Y speed of dissolving sand sprite.
250
1222846
OAM Tilemap
Super Mario Bros. 2
1
Tile number of dissolving sand sprite for the first 16 frames.
251
1222850
Timer
Super Mario Bros. 2
1
How many frames are still left before the 'almost completely dissolved' sand tile.
252
1222871
OAM Tile Number
Super Mario Bros. 2
1
Tile number of dissolving sand sprite for the last 16 frames.
254
1223485
Pointers
Super Mario Bros. 2
142
16-bit pointer to sprite data, main routine.
255
1224210
Y Speed
Super Mario Bros. 2
1
Y speed of star.
256
1224214
X Speed
Super Mario Bros. 2
1
X speed of star, first 128 frames.
257
1224223
X Speed
Super Mario Bros. 2
1
X speed of star, other 128 frames.
258
1224295
Sprite Number
Super Mario Bros. 2
1
Sprite spawned by Bob-omb generator.
259
1224351
Sound Effect
Super Mario Bros. 2
1
Sound effect generated when Hawkmouth opens his mouth.
260
1224469
Player
Super Mario Bros. 2
1
In which state the player should go when entering Hawkmouth. (Default: 06.)
261
1224473
Player
Super Mario Bros. 2
1
Amount of frames to make the player walking when entering Hawkmouth.
262
1224477
Y Speed
Super Mario Bros. 2
1
Y-speed of player when entering Hawkmouth.
263
1224481
Music
Super Mario Bros. 2
1
Music to play when entering Hawkmouth. (Default: 80, fading away.)
264
1224489
Sound Effect
Super Mario Bros. 2
1
Entering Hawkmouth sound effect.
265
1224907
X Speed
Super Mario Bros. 2
1
X-speed (left) of Heart.
266
1224915
X Speed
Super Mario Bros. 2
1
X-speed (right) of Heart.
267
1224919
Y Speed
Super Mario Bros. 2
1
Y-speed of Heart.
268
1224960
OAM Tile Number
Super Mario Bros. 2
1
Upper tile of heart.
269
1224965
OAM Tile Number
Super Mario Bros. 2
1
Lower tile of heart.
270
1224977
OAM tile Properties
Super Mario Bros. 2
1
YXPPCCCT data for the heart tiles.
271
1224994
OAM Tile Size
Super Mario Bros. 2
1
Size of tiles of hearts. #$00 = 8x8, #$02 = 16x16.
272
1225284
Sprite Number
Super Mario Bros. 2
1
Which sprite should add a life to the player's total and set the '1UP collected flag'. (1UP.)
275
1225305
Sound Effect
Super Mario Bros. 2
1
Sound effect generated when 1UP is collected.
276
1225353
Music
Super Mario Bros. 2
1
Music to play when a crystal ball is collected.
277
1225358
Timer
Super Mario Bros. 2
1
Amount of time to wait before Hawkmouth opens his mouth fully after crystal ball has been collected.
278
1225363
Timer
Super Mario Bros. 2
1
Amount of time to wait before music is changed back to the original again after crystal ball has been collected.
280
1225398
Music
Super Mario Bros. 2
1
Music to play when a mushroom is collected.
281
1225413
Y Speed
Super Mario Bros. 2
1
Y speed of 1-Up mushroom when collected.
282
1225422
Timer
Super Mario Bros. 2
1
Amount of time to freeze sprite when stopwatch is collected. (#$FF)
283
1225933
Sprite Number
Super Mario Bros. 2
1
Sprite spawned by Albatoss with Bob-Omb.
284
1226124
Sprite Number
Super Mario Bros. 2
1
If this sprite is carried, Phanto comes alive. Use in conjunction with $12:B390/0x9B590
285
1226128
Sprite Number
Super Mario Bros. 2
1
If this sprite is carried, Phanto comes alive. Value = sprite number + 1. Use in conjunction with $12:B38C/0x9B58C.
286
1226885
Y Speed
Super Mario Bros. 2
1
Y speed of bullet spawned by Snifits.
287
1226889
Sprite Number
Super Mario Bros. 2
1
Sprite spawned by Snifits. (Bullet.)
288
1227127
Sprite Number
Super Mario Bros. 2
1
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.
289
1227131
Timer
Super Mario Bros. 2
1
How long to shake screen and kill all sprites which are on screen when a POW has been thrown.
290
1227136
Sound Effect
Super Mario Bros. 2
1
Sound effect for POW being thrown on ground.
292
1227141
Sprites
Super Mario Bros. 2
1
Sprite state for flattened POW generating two puffs of smoke. (Default: 08)
293
1227148
Y Speed
Super Mario Bros. 2
1
Minimum Y speed at which the mushroom block will start bouncing if hitting the ground.
295
1227177
Y Speed
Super Mario Bros. 2
1
Y speed of mushroom block when bouncing off the ground for one time.
297
1229920
Empty
Super Mario Bros. 2
16
Filled with $FF.
298
1230818
Speed
Super Mario Bros. 2
1
X and Y speed of Pidgit's carpet, when spawned.
299
1230824
Sprite Number
Super Mario Bros. 2
1
Sprite spawned when Pidgit is picked up. (Carpet.)
300
1230861
Timer
Super Mario Bros. 2
1
Amount of time carpet stays active after being spawned.
301
1232615
Y Speed
Super Mario Bros. 2
1
How fast the Cobrat in sand jumps up.
302
1232624
Y Speed
Super Mario Bros. 2
1
Rising speed of Cobrat in sand (while in sand).
303
1232633
Y Speed
Super Mario Bros. 2
1
Sinking speed of Cobrat in sand (while in sand).
304
1236853
Empty
Super Mario Bros. 2
27
Filled with $FF.
305
1237731
Sprite Number
Super Mario Bros. 2
1
Which sprite should be touched to obtain star power. (Star.)
306
1237735
Timer
Super Mario Bros. 2
1
How long until the star timer runs out.
308
1237745
Sprites
Super Mario Bros. 2
1
In which sprite state the star goes after being collected. (00, non-existant.)
309
1237913
Sprite Number
Super Mario Bros. 2
1
Which sprite should spawn a carpet when picked up. (Pidgit.)
310
1238615
Empty
Super Mario Bros. 2
9
Filled with $FF.
312
1238629
Pointers
Super Mario Bros. 2
26
16-bit pointer to the code that uploads objects 30-FF.
313
1278450
Empty
Super Mario Bros. 2
14
Filled with $FF.
314
1278464
Pointers
Super Mario Bros. 2
14
16-bit pointer to graphics for tiles 140-17F. Indexed by world number*2.
315
1278478
Pointers
Super Mario Bros. 2
7
Bank byte of pointer to graphics for tiles 140-17F. Indexed by world number.
316
1278485
Pointers
Super Mario Bros. 2
14
16-bit pointer for tiles 180-1BF. Indexed by world number*2.
317
1278499
Pointers
Super Mario Bros. 2
7
Bank byte of pointer for tiles 180-1BF. Indexed by world number.
318
1278506
Pointers
Super Mario Bros. 2
14
16-bit pointer to boss graphics. Indexed by world number*2.
319
1278520
Pointers
Super Mario Bros. 2
14
16-bit pointer to tiles 00-7F of the FG/BG slots (not the animated ones). Indexed by world number*2.
320
1278534
Pointers
Super Mario Bros. 2
7
Bank byte of pointer to tiles 00-7F of the FG/BG slots (not the animated ones). Indexed by world number.
321
1278541
Pointers
Super Mario Bros. 2
14
16-bit pointer to tiles C0-FF of the FG/BG slots. Indexed by world number*2.
322
1278555
Pointers
Super Mario Bros. 2
7
Bank byte of pointer to tiles C0-FF of the FG/BG slots. Indexed by world number.
323
1278762
Pointers
Super Mario Bros. 2
200
High byte of pointer to tiles 140-17F of the FG/BG slots. Indexed by room number.
324
1278962
Pointers
Super Mario Bros. 2
200
High byte of pointer to tiles 180-1BF of the FG/BG slots. Indexed by room number.
325
1279162
Pointers
Super Mario Bros. 2
200
High byte of pointer to tiles 1C0-1FF of the FG/BG slots. Indexed by room number.
326
1279362
Pointers
Super Mario Bros. 2
200
Bank byte of pointer to tiles 140-17F of the FG/BG slots. Indexed by room number.
327
1279562
Pointers
Super Mario Bros. 2
200
Bank byte of pointer to tiles 180-1BF of the FG/BG slots. Indexed by room number.
328
1279762
Pointers
Super Mario Bros. 2
200
Bank byte of pointer to tiles 1C0-1FF of the FG/BG slots. Indexed by room number.
330
1279962
Routine
Super Mario Bros. 2
351
Subroutine that loads tiles C0-FF of the FG/BG slots.
331
1280317
Routine
Super Mario Bros. 2
60
Subroutine that loads tiles 200-27F of the FG/BG slots.
332
1280455
Pointers
Super Mario Bros. 2
1
Bank byte of pointer to boss graphics.
333
1283251
Empty
Super Mario Bros. 2
77
Filled with $FF.
334
1286119
Empty
Super Mario Bros. 2
25
Filled with $FF.
335
1301863
Empty
Super Mario Bros. 2
153
Filled with $FF.
336
1302248
Palette
Super Mario Bros. 2
14
BG colour of the 'World x-x' screen, per world. SNES RGB values.
307
1303276
Music
Super Mario Bros. 2
1
Which music to play when the player has star power.
337
1304374
Empty
Super Mario Bros. 2
458
Filled with $FF.
338
1306943
Empty
Super Mario Bros. 2
193
Filled with $FF.
339
1308312
Empty
Super Mario Bros. 2
104
Filled with $FF.
340
1309291
Empty
Super Mario Bros. 2
149
Filled with $FF.
341
1310369
Empty
Super Mario Bros. 2
863
Filled with $FF.
342
1360384
Empty
Super Mario Bros. 2
512
Filled with $FF.
343
1363781
Empty
Super Mario Bros. 2
11
Filled with $FF.
344
1368133
Empty
Super Mario Bros. 2
27
Filled with $FF.
345
1370284
Empty
Super Mario Bros. 2
4
Filled with $FF.
346
1371970
Empty
Super Mario Bros. 2
30
Filled with $FF.
347
1373822
Empty
Super Mario Bros. 2
130
Filled with $FF.
348
1374282
Routine
Super Mario Bros. 2
28
Clears the entire Layer 3 tilemap.
349
1374759
Empty
Super Mario Bros. 2
217
Filled with $FF.
351
1375216
Routine
Super Mario Bros. 2
169
Clears all OAM subroutine.
352
1375614
HDMA
Super Mario Bros. 2
98
Scanline counts and RAM pointer table for the red colours.
353
1375712
HDMA
Super Mario Bros. 2
98
Scanline counts and RAM pointer table for the green colours.
354
1375810
HDMA
Super Mario Bros. 2
98
Scanline counts and RAM pointer table for the blue colours.
355
1375908
HDMA
Super Mario Bros. 2
64
Red colours for the four HDMA gradients.
356
1375972
HDMA
Super Mario Bros. 2
64
Green colours for the four HDMA gradients.
357
1376036
HDMA
Super Mario Bros. 2
64
Blue colours for the four HDMA gradients.
358
1376100
Empty
Super Mario Bros. 2
668
Filled with $FF.
359
1410690
Empty
Super Mario Bros. 2
126
Filled with $FF.
360
1411616
Empty
Super Mario Bros. 2
224
Filled with $FF.
361
1411840
Pointers
Super Mario Bros. 2
40
Index to another pointer. Holds the value that determines which cloud background (Layer 3) will be used.
362
1411880
Pointers
Super Mario Bros. 2
20
16-bit pointer to the various cloud images.
364
1411900
VRAM Tilemap
Super Mario Bros. 2
2095
Layer 3 cloud images.
365
1413995
Map16
Super Mario Bros. 2
200
Which set of Map16 tiles to use for Layer 3. (00 or 01)
366
1414199
Map16
Super Mario Bros. 2
208
Tilemap of Layer 3 Map16 tiles 00-19, cloud tiles.
367
1414407
Map16
Super Mario Bros. 2
64
Tilemap of Layer 3 Map16 tiles 1A-22, light beam tiles.
368
1414513
Pointers
Super Mario Bros. 2
10
16-bit pointer to five different sets of Layer 3 stars.
369
1414523
Pointers
Super Mario Bros. 2
121
Five different sets of Layer 3 stars, each with a varying position and number of Layer 3 stars that are uploaded on screen.
370
1414644
Empty
Super Mario Bros. 2
12
Filled with $FF.
371
1418739
Empty
Super Mario Bros. 2
13
Filled with $FF.
373
1418952
Pointers
Super Mario Bros. 2
6
Pointer to the Layer 1 Map16 tile data of page 1, indexed by every $40 tiles (page 1 is not complete).
372
1428944
Empty
Super Mario Bros. 2
1072
Filled with $FF.
374
1430850
Empty
Super Mario Bros. 2
3262
Filled with $FF.
375
1434127
VRAM Tilemap
Super Mario Bros. 2
577
Border of the 'Super Mario Bros. 2' screen.
376
1434704
VRAM Tilemap
Super Mario Bros. 2
463
'Super Mario Bros. 2' and '©1988-1992 Nintendo'.
379
1435745
VRAM Tilemap (Text)
Super Mario Bros. 2
640
Story text.
377
1436223
Pointers
Super Mario Bros. 2
17
High byte of 16-bit pointer that points to the 'Story' text. Indexed by line number.
378
1436240
Pointers
Super Mario Bros. 2
17
Low byte of 16-bit pointer that points to the 'Story' text. Indexed by line number.
380
1437271
Empty
Super Mario Bros. 2
681
Filled with $FF.
381
1437952
Pointers
Super Mario Bros. 2
21
24-bit pointer to the miniature levels' tilemap data. (At the world x-x screen.)
382
1437973
VRAM Tilemap
Super Mario Bros. 2
400
Miniature level for worlds 1, 3 and 5.
383
1438373
VRAM Tilemap
Super Mario Bros. 2
400
Miniature level for worlds 2 and 6.
384
1438773
VRAM Tilemap
Super Mario Bros. 2
400
Miniature level for world 4.
385
1439173
VRAM Tilemap
Super Mario Bros. 2
400
Miniature level for world 7.
386
1474894
Empty
Super Mario Bros. 2
178
Filled with $FF.
153
2130088
Music
Super Mario Bros. 3
1
Music of the title screen.
154
2343943
Sound Effect
Super Mario Bros. 3
1
What sound effect to play when you run in max speed
389
2654208
Pointers
Super Mario Bros. 3
540
Sprite init routine pointers. These are for all the normal sprites, so there are a total of 180 or 0xB4.
390
2654748
Pointers
Super Mario Bros. 3
540
Sprite main routine pointers. These are for all the normal sprites, so there are a total of 180 or 0xB4.
156
2657618
Music
Super Mario Bros. 3
1
What music to play when you get the star
155
2677017
Music
Super Mario Bros. 3
1
What music to play when you face Boom-Boom
157
2850816
Graphics
Game select screen
32768
8bpp graphics of the game select screen and its components - part 1
158
2916352
Graphics
Game select screen
32768
8bpp graphics of the game select screen and its components - part 2. Final $1800 bytes are probably unused. TODO: Probably or not?
159
3899392
SPC-700
Other
3625
Part 2 of the entire SMAS SPC-700 engine (ASM)
160
3907023
SPC-700
Hall screen
1154
Music data of the Hall screen music and the game select menu music.
161
3964928
VRAM Tilemap
Hall screen
2048
Default BG1 tilemap of the 'hall screen' (without animation and all). Data MVN'd to RAM $7F:0000
162
4049920
Graphics
Hall screen
5120
Most of the animated graphics of hall screen.