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.
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
51
253026
Empty
Other
15
Empty, unused space
55
256985
Empty
Other
55
Empty, unused space
56
262110
Empty
Other
34
Empty, unused space
61
310921
Empty
Other
237
Empty, unused space.
129
317302
Empty
Other
138
Empty, unused space.
148
327151
Empty
Other
529
Empty, unused space.
149
523456
SPC-700
Other
832
Part 1 of the entire SMAS SPC-700 engine (ASM)
159
3899392
SPC-700
Other
3625
Part 2 of the entire SMAS SPC-700 engine (ASM)