Skip to content

Hexedit map values

ShinyNinetalesTM edited this page Jan 13, 2019 · 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
The image of Raphael The Raven Each byte corresponds to the amount of times he has been hit (06 = no hits, 08 = one hit, 09 = two hits). 00 - Whitish body 01 - The same color as the sky 02 - Same as above, but with a star 03 - Wrong palette 04 - Wrong palette 05 - Same as 02, but with blue light outline 06 - Normal 07 - Yellow body ( when getting hurt ) 08 - Angry 09 - Furious 0A or higher - Wrong palette The first byte of the table is 06, but this doesn't seem to be used. Instead, change the byte at 0x7B682.
$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)
Clone this wiki locally