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Hexedit map values
ShinyNinetalesTM edited this page Jan 13, 2019
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6 revisions
$008095 | 1 byte | ASM | FX Processor speed, 0 = 10.7MHz, 1 = 21.4MHz |
$00809A | 1 byte | ASM | CFGR Status |
$00853D | 1 byte | Music | Change to 04 to make music header setting E play the "Welcome to Yoshi's Island" music. Use with xB459. |
$00BA3B | 2 bytes | Object Palette | Affects which world loads the alternate palette table for levels. Default is 0A: World 6. |
$00E2D0 | 2 bytes | Misc. | Until the star count reaches this value, it recovers automatically. |
$00E2E9 | 2 bytes | Misc. | When the star count matches this value while recovering, the game plays a sound effect. |
$018F0D | 1 byte | Boss | Hookbill the Koopa's HP, multiplied by 2 (default is 06 = 3 HP) |
$018F31 | 2 bytes | Sound Effect | The sound Hookbill makes when you pound his stomach. |
$018FB1 | 2 bytes | Sound Effect | The sound Hookbill makes when he coughs. |
$019078 | 2 bytes | Sprite Number | The sprite that Hookbill will cough up when stomped off (green eggs are default) |
$019118 | 2 bytes | Sound Effect | The sound Hookbill makes when he gets hit with an egg. |
$01AFDD | 2 bytes | Misc. | The initial star count. |
$01B259 | 1 byte | Music | Change to 02 to make music header setting E play the "Welcome to Yoshi's Island" music. Use with x73D. |
$01C288 | 1 byte | Text | Change to 00 to disable the message that pops up when you lose Baby Mario for the first time. To be used with $01C28B. |
$01C28B | 1 byte | Text | Change to 80 to disable the message that pops up when you lose Baby Mario for the first time. To be used with $01C288. |
$01C2BD | 2 bytes | Misc. | Until the star count reaches this value, the game always displays the current star count near the top of the display. |
$01DE94 | 2 bytes | Sound Effect | Sound all messages make when they appear. |
$02941F | 1 byte | Text | Change to 80 to disable the message that pops up when you pass the first Middle Ring in the game. |
$02A7DC | 1 byte | Level Number | the level number where you never obtain a bonus challenge on the goal roulette. (originally Extra 1) |
$02B4E0 | 2 bytes | Sprite Number | Affects what a monkey on the ground with a melon shoots. |
$02B9C4 | 2 bytes | Sprite Number | Affects what a monkey with a torpedo throws. |
$02B9C9 | 2 bytes | Sprite Number | Affects what a monkey with a cactus throws. |
$02BCB3 | 2 bytes | Sprite Number | Affects what a monkey on a vine with a melon shoots. |
$02CB27 | 1 byte | Boss | Affects what sprite is generated in Froggy's throat. Default is the yellow acid. |
$02CB93 | 1 byte | Sprite Number | Affects what sprite is generated in Froggy's throat. Default is Giant Shy-Guys. |
$02E4B5 | 2 bytes | Boss | Naval Piranha's HP. |
$0398E3 | 1 byte | Level Number | Translevel number of the first of two levels that enable the screen exit when Yoshi reached the right end of the level. (Only for ski-mode?) |
$0398E8 | 1 byte | Level Number | Translevel number of the second of two levels that enable the screen exit when Yoshi reached the right end of the level. (Only for ski mode?) |
$03A4A3 | 2 bytes | Misc. | Amount of lives to receive after collecting 100 coins |
$03A4BB | 2 bytes | Sound Effect | The sound to play upon getting a 1-UP |
$03A4DD | 2 bytes | Timer | Affects how long the 1-UP graphic will stay on the screen upon getting a 1-UP |
$03A515 | 2 bytes | Timer | Affects how long the red coin graphic will stay upon getting a red coin |
$03A527 | 2 bytes | Misc. | Amount of coins required for a 1-UP. Default is #$64 = 100. |
$03C65D | 2 bytes | Sprite Number | Sprite spawned by the bubbled 1-up ? cloud |
$03C690 | 2 bytes | Sprite Number | Sprite spawned by the flower ? cloud |
$03C6EC | 2 bytes | Sprite Number | Sprite spawned by the bandit ? cloud |
$03C73E | 2 bytes | Sprite Number | Sprite spawned by the key ? cloud |
$03C76D | 2 bytes | Misc. | Number of stars spawned from the 3-star ? cloud |
$03C7F6 | 2 bytes | Misc. | Number of stars spawned by the 5-star ? cloud |
$03C804 | 2 bytes | Sprite Number | Sprite spawned by the door ? cloud |
$03C8D6 | 2 bytes | Sprite Number | Sprite spawned by the ! switch ? cloud |
$03CA36 | 3 bytes | Sprite Palette | Palette of Yoshi tranforming (the grayscale one). |
$03D9FF | 2 bytes | Timer | Gusty generator generation rate |
$03DA08 | 2 bytes | Sprite Number | Affects what sprite a Gusty Generator generates. |
$03DAAA | 2 bytes | Sprite Number | Affects what sprite a "Bat from the right generator" generates |
$03DB41 | 2 bytes | Sprite Number | Affects what sprite a "Bat from the left generator" generates |
$03DE04 | 2 bytes | Sprite Number | Affects what sprite a Flying Wiggler generator generates |
$03DED3 | 2 bytes | Sprite Number | Affects what sprite a Nipper generator generates |
$03DFCF | 2 bytes | Sprite Number | Sprite that the cactus-generator balloon generates |
$03E08C | 2 bytes | Sprite Number | Affects what sprite a torpedo balloon generator generates |
$03E0E9 | 2 bytes | Sprite Number | Affects what sprite a Rising Balloon generator generates (the ones you can ride on) |
$03E24E | 2 bytes | Sprite Number | Affects what sprite a Lemon Drop (mini-Salvo) generator generates |
$0489B8 | 8 bytes | Sprite Palette | Shy Guy Colors (Green, Red, Yellow, Pink) |
$04905E | 2 bytes | Sound Effect | The sound made by a sprite (Lantern Ghost/Shy Guy) coming out of a pipe (part 1). |
$049066 | 2 bytes | Timer | Rate at which a sprite (Lantern Ghost/Shy Guy) generates from a pipe. Lower numbers equal faster spawn rate. |
$049202 | 2 bytes | Sprite Number | Affects what a Seed Shyguy (tall, skinny) spits |
$04961E | 2 bytes | Sprite Number | Affects what a Flower Shy Guy will turn into when stepped on. (default is a regular Shy Guy). |
$04CD6E | 2 bytes | Sprite Number | Affects what a Spike Top throws (default is big spike ball) |
$04E1AE | 1 byte | Misc. | Change to 1F to disable the Welcome level and immediately start at 1-1. Use with x263B4. |
$04E1B4 | 1 byte | Misc. | Change to 00 to disable the Welcome level and immediately start at 1-1. Use with x263AE. |
$04F3B4 | 2 bytes | Level Number | The levels which enable the ski-mode. To actually enable the ski-mode, the following conditions must be met. - the BG1 tile set is Snow. - Item Memory Index is #3. - the level number is matched to the one in the table (originally 0x32 and 0x38) If the condition is satisfied, the screen scroll will be locked, and entering a door will allow Yoshi to ski. |
$05A087 | 1 byte | Boss | Change to 6B to make Naval Piranha's small form immune to eggs (preventing the "OH, MY!" trick). |
$05A33C | 2 bytes | Timer | How fast Piranha Plants chomp |
$05C58A | 2 bytes | Sound Effect | The sound that the '?' bucket makes when hit with an egg |
$05C5E7 | 4 bytes | Sprite Number | Enemies from '?' Bucket (Bandit, Coin) |
$05C6FD | 16 bytes | Super FX | Table of '?' bucket rotation effects |
$05E102 | 1 byte | Sprite Number | Affects what a cactus-bouncing plant bounces. |
$06AF34 | 1 byte | Boss | Affects what the Milde boss will split into when pounded |
$06E165 | 2 bytes | Sound Effect | The sound played when the large sewer ghost is hit with an egg |
$06E17C | 2 bytes | Sprite Physics | The number of hits required to fully shrink the large sewer ghost |
$06E185 | 2 bytes | Sprite Physics | Affects how much the large sewer ghost will 'recoil' when you hit him with an egg (the size he'll grow before shrinking). |
$06E1D5 | 2 bytes | Timer | How long the large sewer ghost takes to regrow to full size after being hit with eggs |
$06E1F8 | 7 bytes | Sprite Physics | Change to EA EA EA EA EA EA EA to make the large sewer ghost spawn infinite Shy Guys, rather than stopping when you have full eggs. |
$06E22C | 2 bytes | Sprite Physics | Speed that the large sewer ghost will shrink upon being hit with an egg |
$06E2BC | 1 byte | Sound Effect | Affects what sound the ghost that spits Shy Guys makes |
$06E2C3 | 1 byte | Sprite Number | Affects what the ghost that spits Shy Guys spits |
$06E2D6 | 2 bytes | Sprite Physics | Y-Position of the Shy Guys coming out of the large sewer ghost's mouth. Position is relative to the mouth. |
$06E2E0 | 2 bytes | Sprite Physics | X-Position of the Shy Guys coming out of the large sewer ghost's mouth. Position is relative to the mouth. |
$06E2FE | 2 bytes | Sprite Physics | Affects the arc height of the Shy Guys that the large sewer ghost spits. Lower number = higher arc. |
$06E318 | 2 bytes | Timer | Rate that the large sewer ghost spits Shy Guys at. Lower number = faster rate |
$06FC79 | 304 bytes | Table | Sprite and Tileset compression pointers |
$0781B8 | 2 bytes | Sprite Number | Affects what an Egg Plant on an even X-coordinate shoots (default is eggs) |
$0782F9 | 2 bytes | Sprite Number | Affects what an Egg Plant on an odd X-coordinate shoots (default is cacti) |
$07952F | 1 byte | Sprite Number | Affects what a Snifit shoots |
$07AABF | 1 byte | Sprite Number | Affects what a Lakitu throws |
$07C664 | 1 byte | Sprite Number | Affects what a Wall Lakitu throws |
$08A980 | Unknown | Super FX | Tile GFX decompression subroutine |
$08B1EF | 193 bytes | Super FX | Generate OAM data |
$0A8000 | Unknown | Super FX | Sprite GFX decompression subroutine |
$0ADA27 | 1 byte | Sprite Physics | Amount of times an egg will ricochet. Default value is 63 (corresponds to the Super FX comamnd sub #3). Change the "3" to change the number of bounces. |
$0ADA2C | 2 bytes | Sound Effect | The sound an egg makes on its last bounce |
$0ADA42 | 2 bytes | Sprite Physics | How far an egg will fall away after the last ricochet (horizontally) |
$0ADA4C | 2 bytes | Sprite Physics | How far an egg will fall away after its last ricochet (vertically) |
$0BE3C8 | 1 byte | Timer | How long the egg cursor will remain on the screen after an egg has been fired |
$0BE3E4 | 1 byte | Player Physics | Egg cursor range (default = half-circle). Change to 01 to make the egg cursor do a complete circle. |
$0BE401 | 2 bytes | Player Physics | Angle at which the cursor will 'freeze' if you hold up and target (46 degrees default). |
$0BE40C | 2 bytes | Player Physics | Speed of the egg cursor |
$0BE452 | 1 byte | Controller | Button to press to lock the egg cursor |
$0BE4C9 | 2 bytes | Player Tilemap | Tile to use for the egg cursor |
$0CDACA | 24 bytes | Sprite Palette | Color of Kamek's first magic spell; 2 bytes per boss battle. |
$0CDAE2 | 24 bytes | Sprite Palette | Color of Kamek's second magic spell; 2 bytes per boss battle. |
$0CDAFA | 12 bytes | Music | Music value used for each boss battle (first byte = 1-4, second = 1-8, etc). (For x-4 boss music, use 0A here and level header setting 3 or 5; for x-8 boss music, use 0C here (or 0A for longer intro (found in piranha/raven battles)) and header setting 7 or 8.) |
$0CDCC4 | 2 bytes | Sound Effect | Sound Kamek makes before boss transformation |
$0CDF44 | 2 bytes | Sound Effect | The sound Kamek's magic makes (going left, 1st effect) |
$0CE107 | 2 bytes | Sound Effect | The sound Kamek's magic makes (going right, 1st effect) |
$0CE20D | 2 bytes | Sound Effect | The sound Kamek's magic makes (going left, 2nd+ effect) |
$0CE30C | 2 bytes | Sound Effect | The sound Kamek's magic makes (going right, 2nd+ effect) |
$0DCB11 | 1 byte | Boss | Baby Bowser's HP (untransformed). If you change this, also change the value at x6F333 to this value minus one. |
$0DCFC6 | 2 bytes | Sound Effect | The sound Baby Bowser makes when he wakes up |
$0DCFEB | 2 bytes | Sound Effect | The sound Baby Bowser makes when he is talking |
$0DD940 | 1 byte | Boss | Giant Baby Bowser's HP. Use with x6DB80. |
$0DD980 | 1 byte | Boss | Giant Baby Bowser's HP. Use with x6DB40. |
$0DECDB | 2 bytes | Sound Effect | The sound Kamek makes when talking to Yoshi (Bowser fight) |
$0DEDF1 | 2 bytes | Sound Effect | The sound Kamek makes when frightened by Bowser |
$0DF106 | 2 bytes | Boss | How high Baby Bowser goes up after hit by floor, value is signed |
$0DF12D | 2 bytes | Sound Effect | The sound Baby Bowser makes when hit by floor |
$0DF133 | 1 byte | Boss | Affects how many hits Baby Bowser can take before the game plays the defeat sound effect. Should be one less than Baby Bowser's HP (x6CD11). |
$0DF136 | 2 bytes | Sound Effect | The sound Baby Bowser makes when hit by floor (final time) |
$0DF194 | 2 bytes | Sound Effect | The sound Baby Bowser's floor makes when pounded on |
$0E94C5 | 1 byte | Sprite Number | Affects what a Shy Guy-dropping Goonie drops |
$0E957F | 1 byte | Sprite Number | Affects what a Goonie Generator generates |
$0EA3E5 | 1 byte | Sprite Number | Affects what sprite the purple Bubble Blower blows |
$0EB534 | 1 byte | Text | Change to 80 to disable the message that pops up when you get your first flower in the game. |
$0EBEA7 | 1 byte | Sprite Number | Which level uses the Brown Chomp Rock (Default is 28: 4-5) |
$0EBEC3 | 1 byte | Sprite Palette | Palette used by the brown Chomp Rock |
$0F852E | 1 byte | Sprite Number | Affects what the purple Crazee Dayzee blows |
$0F891F | 4 bytes | Misc. | Rotating Door in 6-8: these four bytes determine where door 1 leads. Byte 1 = level number [default] Byte 2 = X position to enter at Byte 3 = Y position to enter at Byte 4 = entrance type of the level to enter (best to leave this one alone) |
$0F8923 | 4 bytes | Misc. | Rotating Door in 6-8: these four bytes determine where door 2 leads. Byte 1 = level number [default] Byte 2 = X position to enter at Byte 3 = Y position to enter at Byte 4 = entrance type of the level to enter (best to leave this one alone) |
$0F8927 | 4 bytes | Misc. | Rotating Door in 6-8: these four bytes determine where door 3 leads. Byte 1 = level number [default] Byte 2 = X position to enter at Byte 3 = Y position to enter at Byte 4 = entrance type of the level to enter (best to leave this one alone) |
$0F892B | 4 bytes | Misc. | Rotating Door in 6-8: these four bytes determine where door 4 leads. Byte 1 = level number [default] Byte 2 = X position to enter at Byte 3 = Y position to enter at Byte 4 = entrance type of the level to enter (best to leave this one alone) |
$0F9B3A | 1 byte | Sprite Number | Affects what the second largest Milde splits into when pounded |
$0F9F4B | 1 byte | Sprite Number | Affects what the third largest Milde splits into when pounded |
$0FB108 | 1 byte | Boss | Raphael the Raven's HP, in binary. For example, 07 (00000111) is 3HP, 1F (00011111) is 5HP, and FF (11111111) is 8HP. Use with x7B70D. |
$0FB482 | 1 byte | Boss | Raphael the Raven's initial image. See x7B8A1 for details. |
$0FB50D | 1 byte | Boss | Raphael the Raven's HP, in binary. Use with x7B308. |
$0FB6A1 | 8 bytes | Boss |
|
$0FFC80 | 895 bytes | Misc. Tilemap | Tilemap for the Title Screen logo |
$10891E | 104 bytes | Subroutine | Nintendo Presents subroutine |
$10897F | 1 byte | Sound Effect | The sound that plays when "Nintendo Presents" shows |
$108D90 | 1 byte | Level Number | Translevel number of the first of three levels where Yoshi starts out facing left |
$108D94 | 1 byte | Level Number | Translevel number of the second of three levels where Yoshi starts out facing left |
$108D98 | 1 byte | Level Number | Translevel number of the third of three levels where Yoshi starts out facing left |
$108D9C | 1 byte | Misc. | Change to 00 to disable levels where Yoshi starts off facing left instead of right (1-5, 2-7, 5-7) |
$108DA2 | 1 byte | Text | Change to 80 to disable the Welcome level message |
$10A13B | 46 bytes | Subroutine | Bonus Challenge subroutine |
$10A169 | 12 bytes | Table | Bonus Challenge subroutine table, 2 bytes per entry |
$10A26F | Unknown | Subroutine | Bonus Challenge 1 subroutine |
$10B5CE | Unknown | Subroutine | Bonus Challenge 2 subroutine |
$10BD5D | Unknown | Subroutine | Bonus Challenge 6 subroutine |
$10C497 | Unknown | Subroutine | Bonus Challenge 5 subroutine |
$10CD4F | Unknown | Subroutine | Bonus Challenge 3 subroutine |
$10D181 | Unknown | Subroutine | Bonus Challenge 4 subroutine |
$10E878 | 2 bytes | Cutscene | Color of lights inside Mario & Luigi's parents' house. 555 format |
$11B0FB | 4 bytes | Bandit Mini-Game | Table of distances that the Gather Coins cannon rotates |
$11B0FF | 4 bytes | Bandit Mini-Game | Table of distances that the Gather Coins cannon and platform will move along the white track |
$11B103 | 4 bytes | Bandit Mini-Game | Table of speeds that the Gather Coins cannon rotates |
$11B107 | 8 bytes | Bandit Mini-Game | Table of graphics for the Gather Coins cannon's horizontal stretches |
$11B10F | 4 bytes | Bandit Mini-Game | Table of graphics for the Gather Coins cannon's post-fire animation |
$11B113 | 4 bytes | Bandit Mini-Game | Table of graphics for the Gather Coins cannon's vertical stretches |
$11B117 | 4 bytes | Bandit Mini-Game | Table of graphics for the Gather Coins cannon's post-fire animation |
$11B11B | 4 bytes | Bandit Mini-Game | Table of times that the Gather Coins cannon takes to shoot a coin |
$11B11F | 4 bytes | Bandit Mini-Game | Table of animation freeze timers for the Gather Coins cannon (prior to shooting a coin) |
$11B173 | 1 byte | Sprite Number | Affects what Gather Coins mini-game cannon generates |
$11B7DE | 1 byte | Sprite Number | Affects what Watermelon Pot 1 in Watermelon Seed Spitting Contest generates |
$11B7F1 | 1 byte | Sprite Number | Affects what Watermelon Pot 2 in Watermelon Seed Spitting Contest generates |
$11B804 | 1 byte | Sprite Number | Affects what Watermelon Pot 3 in Watermelon Seed Spitting Contest generates |
$11B817 | 1 byte | Sprite Number | Affects what Watermelon Pot 4 in Watermelon Seed Spitting Contest generates |
$11B82A | 1 byte | Sprite Number | Affects what Watermelon Pot 5 in Watermelon Seed Spitting Contest generates |
$11B83D | 1 byte | Sprite Number | Affects what Watermelon Pot 6 in Watermelon Seed Spitting Contest generates |
$11C339 | 1 byte | Sprite Number | Affects what the Watermelon Seed Shooting Contest Bandit shoots after eating a green melon |
$11C376 | 1 byte | Sprite Number | Affects what the Watermelon Seed Shooting Contest Bandit shoots after eating a red melon |
$1780F5 | 1 byte | Misc. | Position of the rotating ground on the title screen |
$178151 | 1 byte | Map | The number of worlds which must be completed before the "Dark" title screen appears |
$178524 | 1 byte | Map | The world which doesn't show flags from the previously completed worlds on the title screen |
$178C95 | 1 byte | Map | The world # which triggers the transport to "dark" title screen, multiplied by 2 |
$17A6F2 | 1 byte | Map | How many icons to flip over after beating a level. Change to 0A to flip the bonus icon too. |
$17A7FC | 1 byte | Music | Base value for the map music, minus 1 |
$17A82E | 1 byte | Map | Change to 2E to fix a bug where Green Yoshi's position shifts on the overworld map (at an Extra level) |
$17B443 | 1 byte | Map | How many levels can be scrolled to on the map |
$17B4AE | 1 byte | Map | Change to 80 to make the "Bonus" icon lead to a level |
$17B781 | 383 bytes | Map | X-coordinates for the map path "checkpoints" (where Yoshi walks after you beat a level; 8 bytes per level). |
$17B901 | 383 bytes | Map | Y-coordinates for the map path "checkpoints" (where Yoshi walks after you beat a level; 8 bytes per level). |
$17BDAE | 16 bytes | Map | X-coordinates of each Yoshi on the world 1 map |
$17BDBE | 16 bytes | Map | X-coordinates of each Yoshi on the world 2 map |
$17BDCE | 16 bytes | Map | X-coordinates of each Yoshi on the world 3 map |
$17BDDE | 16 bytes | Map | X-coordinates of each Yoshi on the world 4 map |
$17BDEE | 16 bytes | Map | X-coordinates of each Yoshi on the world 5 map |
$17BDFE | 16 bytes | Map | X-coordinates of each Yoshi on the world 6 map |
$17BE0E | 16 bytes | Map | Y-coordinates of each Yoshi on the world 1 map |
$17BE1E | 16 bytes | Map | Y-coordinates of each Yoshi on the world 2 map |
$17BE2E | 16 bytes | Map | Y-coordinates of each Yoshi on the world 3 map |
$17BE3E | 16 bytes | Map | Y-coordinates of each Yoshi on the world 4 map |
$17BE4E | 16 bytes | Map | Y-coordinates of each Yoshi on the world 5 map |
$17BE5E | 16 bytes | Map | Y-coordinates of each Yoshi on the world 6 map |
$17C0A9 | 1 byte | Map | Determines which map uses alternate inactive Yoshi colors (default is 0A - World 6) |
$17D199 | 1 byte | Map | Change to 30 to make the Bonus icon appear green when the level is incomplete. Use with xBD93C. |
$17D477 | 1 byte | Map | Change to 30 to make the Bonus icon display a slash when no score has been set. Use with xBD6AF. |
$17D4AF | 1 byte | Map | Change to 30 to make the Bonus icon display a slash when no score has been set. Use with xBD677. |
$17D588 | 1 byte | Map | Affects how many icons will flash if the score is 100, x2. Change to 14 to affect the Bonus icon. |
$17D65D | 1 byte | Map | How many icons flip when clicking score icon 2nd time |
$17D73C | 1 byte | Map | Change to 30 to make the Bonus icon appear green when the level is incomplete. Use with xBD399. |
$17DD4E | 1 byte | Map | How many icons flip when clicking score icon 1st time |
$17E013 | 1 byte | Map | Button that must be held for the duration of the X X Y B A Mini-Game code (default is 20 - Select) |
$17E027 | 1 byte | Map | Which map icon reveals scores |
$17E033 | 1 byte | Map | Which map icon opens the control change menu |
$17E14E | 2 bytes | Map | Which buttons can be pressed during Mini-Game code button pressing sequence (X, Y, A, B) |
$17E16D | 2 bytes | Map | How many button presses are in the sequence, x2 |
$17E17B | 4 bytes | Map | Change to EA EA EA EA to disable the "Incorrect" SFX that is played when you enter the Mini-Game code wrong on the map. |
$17E18E | 10 bytes | Map | Button sequence that unlocks the Mini-Battle menu |
$17F3E7 | 138 bytes | Pointer | Pointers to the level entrances. Each pointer is 2 bytes (little-endian), organized by translevel number. Add to xBF671 to find the offset of the level entrance for that level. (The intro scene and welcome level are translevels A and B, respectively.) |
$17F471 | 224 bytes | Level Data | Level entrances; 4 bytes per entrance. The first byte is the level number; the second byte is the X position, the third byte is the Y position, and the fourth byte is the map icon to unlock after completing that level. The fourth byte should generally be left alone. |
$17F551 | 138 bytes | Pointer | Pointers to the midway entrances. Each pointer is 2 bytes (little-endian), organized by translevel number. Add to xBF7DB to find the offset of the first midway entrance for that level; the other three midway entrances are located consecutively. |
$17F5DB | 488 bytes | Level Data | Midway entrances; 4 bytes per entrance. The first byte is the level number, the second byte is the X position, the third byte is the Y position, and the fourth byte is the entrance type. |
$17F7C3 | 1332 bytes | Pointer | Pointers to object and sprite data; 3 bytes per pointer. Pointers are standard SNES addresses, little-endian. Order is level 0's object data, level 0's sprite data, level 1's object data, level 1's sprite data, level 2's object data, etc. |
$20B0B6 | 15992 bytes | Sound Effect | Waves crashing SFX (BRR) |
$20EF2F | 2339 bytes | Sound Effect | Seagull sound effect (BRR) |
$229825 | 140 bytes | Text | Hovering Jump message box text (from Welcome level) |
$2298C7 | 225 bytes | Text | Making Eggs message box text (from level 1-1) |
$22C20B | 38 bytes | Text | Try this stage again? text |
$22C248 | 47 bytes | Text | Restart from the middle ring? text |
$248000 | Unknown | Graphics | Graphics data. Ycompress overwrites all data from x120200 to x1F957F when re-inserting, unless you use "11" instead of "1". *THIS NEEDS TO BE FLESHED OUT* |
$389990 | 624 bytes | Layer 2 Tilemap | Tilemap for the unused pine forest background. |
$3F8A36 | 2377 bytes | Empty | Empty |
$3F8A36 | 2378 bytes | Empty | Free space, filled with FF. Ycompress overwrites all data up to x1F957F when re-inserting, unless you use "11" instead of "1". After using Ycompress (with "1") at least once, free space begins earlier (exact size varies). |
$3F9380 | 512 bytes | Misc. Tilemap | Tilemap of title screen sky (good) |
$3F9800 | 1024 bytes | Misc. Tilemap | Tilemap of the title screen island (good) |
$3F9C00 | 1024 bytes | Misc. Tilemap | Tilemap of the title screen island (evil) |
$3FA040 | 30 bytes | Sprite Palette | Palette of the Green Yoshi. |
$3FA05E | 30 bytes | Sprite Palette | Palette of the Pink Yoshi. |
$3FA07C | 30 bytes | Sprite Palette | Palette of the Yellow Yoshi. |
$3FA09A | 30 bytes | Sprite Palette | Palette of the Light Blue Yoshi. |
$3FA0B8 | 30 bytes | Sprite Palette | Palette of the Purple Yoshi. |
$3FA0D6 | 30 bytes | Sprite Palette | Palette of the Brown Yoshi. |
$3FA0F4 | 30 bytes | Sprite Palette | Palette of the Red Yoshi. |
$3FA112 | 30 bytes | Sprite Palette | Palette of the Dark Blue Yoshi. |
$3FA3AE | 15 bytes | Sprite Palette | Palette of Baby Bowser (intro 1: darkness). |
$3FA642 | 28 bytes | Sprite Palette | Tap-Tap the Red Nose (boss of 6-4) palette |
$3FC876 | 2 bytes | Object Palette | Determines the map color of World 1, no matter where you are. It also determines the color of the file menu. Some map objects and level icons also use this color. |
$3FC894 | 2 bytes | Object Palette | Determines the shown color of World 2, no matter where you are. It also determines the color of the copy menu. It is also a color used for the level icons. |
$3FC8B2 | 2 bytes | Object Palette | Determines the shown color of World 3, no matter where you are. It also determines the color of the erase menu. |
$3FDAF8 | 2 bytes | Object Palette | Determines the shown color of World 4, while you are on World 1 |
$3FDB16 | 2 bytes | Object Palette | Determines the shown color of World 5, while you are on World 1 |
$3FDB34 | 2 bytes | Object Palette | Determines the shown color of World 6, while you are on World 1 |
$3FDB74 | 2 bytes | Object Palette | Determines the shown color of World 4, while you are on World 2 |
$3FDB92 | 2 bytes | Object Palette | Determines the shown color of World 5, while you are on World 2 |
$3FDBB0 | 2 bytes | Object Palette | Determines the shown color of World 6, while you are on World 2 |
$3FDBF0 | 2 bytes | Object Palette | Determines the shown color of World 4, while you are on World 3 |
$3FDC0E | 2 bytes | Object Palette | Determines the shown color of World 5, while you are on World 3 |
$3FDC2C | 2 bytes | Object Palette | Determines the shown color of World 6, while you are on World 3 |
$3FDC6C | 2 bytes | Object Palette | Determines the shown color of World 4, while you are on World 4 |
$3FDC8A | 2 bytes | Object Palette | Determines the shown color of World 5, while you are on World 4 |
$3FDCA8 | 2 bytes | Object Palette | Determines the shown color of World 6, while you are on World 4 |
$3FDCE8 | 2 bytes | Object Palette | Determines the shown color of World 4, while you are on World 5 |
$3FDD06 | 2 bytes | Object Palette | Determines the shown color of World 5, while you are on World 5 |
$3FDD24 | 2 bytes | Object Palette | Determines the shown color of World 6, while you are on World 5 |
$3FDD64 | 2 bytes | Object Palette | Determines the shown color of World 4, while you are on World 6 |
$3FDD82 | 2 bytes | Object Palette | Determines the shown color of World 5, while you are on World 6 |
$3FDDA0 | 2 bytes | Object Palette | Determines the shown color of World 6, while you are on World 6 |
$3FDDC6 | 1 byte | Sprite Palette | Map Sprite Palette 06 (Inactive Green/Brown Yoshis, Baby Mario, Map Edges) |
$3FDDE4 | 1 byte | Sprite Palette | Map Sprite Palette 07 (Yellow/Red Yoshis) |
$3FDF4C | 1 byte | Sprite Palette | Map Sprite Palette 04 (Inactive Cyan/Purple Yoshis) |
$3FDF6A | 1 byte | Sprite Palette | Map Sprite Palette 05 (Inactive Blue/Pink Yoshis) |
$3FE54E | 30 bytes | Sprite Palette | Sluggy the Unshaven's palette |
$3FE56E | 28 bytes | Sprite Palette | Sluggy the Unshaven's palette (again) |
$3FE640 | 28 bytes | Sprite Palette | Burt the Bashful's palette (skin) |
$3FE660 | 28 bytes | Sprite Palette | Burt the Bashful's palette (pants) |
$3FE67E | 28 bytes | Sprite Palette | Roger the Potted Ghost's palette |
$3FE69E | 28 bytes | Sprite Palette | Roger the Potted Ghost's palette (again) |
$3FE6BC | 28 bytes | Sprite Palette | Marching Milde (boss) palette |
$3FE840 | 26 bytes | Sprite Palette | Bigger Boo's palette |
$3FE85C | 26 bytes | Sprite Palette | Bigger Boo's palette (again) |
$3FE9A8 | 16 bytes | Sprite Palette | Palette of the spell color roulette (Kamek's magic) |
$3FE9C8 | 26 bytes | Sprite Palette | Salvo the Slime's palette |
$3FE9E4 | 26 bytes | Sprite Palette | Salvo the Slime's palette (again) |
$3FEA3C | 15 bytes | Sprite Palette | Palette of Baby Bowser |
$3FED4A | 32 bytes | Sprite Palette | Palette of the Brown Yoshi in the intro cutscene |
$3FED6A | 32 bytes | Sprite Palette | Palette of the Pink Yoshi in the intro cutscene |
$3FED8A | 32 bytes | Sprite Palette | Palette of the Yellow Yoshi in the intro cutscene |
$3FEDAA | 32 bytes | Sprite Palette | Palette of the Light Blue Yoshi in the intro cutscene |
$3FEDCA | 32 bytes | Sprite Palette | Palette of the Purple Yoshi in the intro cutscene |
$3FEDEA | 32 bytes | Sprite Palette | Palette of the Green Yoshi in the intro cutscene |
$3FEE0A | 32 bytes | Sprite Palette | Palette of the Red Yoshi in the intro cutscene |
$3FEE2A | 32 bytes | Sprite Palette | Palette of the Dark Blue Yoshi in the intro cutscene |
$3FF592 | 15 bytes | Sprite Palette | Palette of Baby Luigi and the Stork |
$3FF5B0 | 15 bytes | Sprite Palette | Palette of Baby Bowser (intro 2: background) |