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11-13-07 11:42 PM
rustedmagick forums - The ROM Hacking Data Repository - Super Mario Bros. 2 (NES) |
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Gil_Galad
Bag of Stinky Weeds
Level: 9

Posts: 14/16
EXP: 2726
For next: 436

Since: 11-24-02

Since last post: 1815 days
Last activity: 1810 days
Posted on 11-24-02 07:10 PMQuote
Data from the Game Hackers Database

Data submitted by Quor


This byte affects the number of lives you start with; set it to any value you like. 1E425
Acmlm
Super Acmario plumber guy
Administrator
Level: 7

Posts: 10/10
EXP: 1438
For next: 10

Since: 03-17-02
From: Mirabel, Québec, Canada

Since last post: 1799 days
Last activity: 1033 days
Posted on 12-10-02 08:08 AMQuote
SMB2's music ROM bank: ($8000-FFFF, Addresses not counting header)

----------
$8000-8119 = ?? (contains data such as the jump sound, climbing sound, falling sound (in 1-1))
$811A-8137 = Mushroom sound (notes in reverse order)
$8138-818E = ??
$818F-8196 = Pointers to sound effects
$8197-828D = Sound effects
$828E-8746 = ?? (must be the code that generates music from the data)
$8747-875E = Note frequency data (base scale)

$875F-8EFF = unused

$8F00-8FB2 = Note length tables
$8FB3-8FFF = unused (can be used to add note length tables)

$9000-9029 = Music part pointers
$902A-9102 = Music part headers
$9103-910B = Pointers to first music part (for each song)
$910C-9114 = Pointers to last music part
$9115-911D = Pointers to looping music part
$911E-A18D = Music data
$A18E-A3EE = Instrument sound data (square pulse property bits)

$A3EF-BFFF = unused
----------

Pointers to
first/last/loop part of:
$9103-910C-9115 = Normal level     ($10-16-11)
$9104-910D-9116 = Character select ($07-0F-08)
$9105-910E-9117 = Underground      ($29-29-29)
$9106-910F-9118 = Boss             ($17-17-17)
$9107-9110-9119 = Star             ($18-18-18)
$9108-9111-911A = Sub-space        ($1E-22-1E)
$9109-9112-911B = Wart             ($19-19-19)
$910A-9113-911C = Intro            ($1A-1D-00)
$910B-9114-911D = Ending           ($23-28-28)
--> pointing from $9000

$9000-9029 = Music part pointers
Default:
$9000      = Bonus (get mushroom) ($99)
$9001      = Boss beaten          ($8E)
$9002      = Bonus 2 (get ball)   ($84)
$9003      = Die, lose            ($A4)
$9004      = Game Over            ($89)
$9005      = Same as $9002        ($84)
$9006      = Same as $9000        ($99)
$9007-900F = Character select     ($2A,30,36,30,3C,42,A9,9E,93)
$9010-9016 = Normal level         ($48,4E,54,5A,54,60,66)
$9017      = Boss                 ($72)
$9018      = Star                 ($78)
$9019      = Wart                 ($7E)
$901A-901D = Intro                ($B5,AF,BB,C1)
$901E-9022 = Subspace             ($C7,CD,D3,CD,D9)
$9023-9028 = Ending               ($DF,EB,E5,F7,F1,FD)
$9029      = Underground          ($6C)
--> pointing from $9000

Music part headers:
$902A-902F \
$9030-9035 |
$9036-903B | Character select
$903C-9041 | (part 1)
$9042-9047 /
$9048-904D \
$904E-9053 |
$9054-9059 | Normal level
$905A-905F |
$9060-9065 |
$9066-906B /
$906C-9071 = Underground
$9072-9077 = Boss
$9078-907D = Star
$907E-9083 = Wart
$9084-9088 = Bonus 2
$9089-908D = Game Over
$908E-9092 = Boss beaten
$9093-9098 = Character select (2)
$9099-909D = Bonus
$909E-90A3 = Character select (3)
$90A4-90A8 = Die, lose
$90A9-90AE = Character select (4)
$90AF-90B4 \
$90B5-90BA | Intro
$90BB-90C0 |
$90C1-90C6 /
$90C7-90CC \
$90CD-90D2 | Subspace
$90D3-90D8 |
$90D9-90DE /
$90DF-90E4 \
$90E5-90EA |
$90EB-90F0 | Ending
$90F1-90F6 |
$90F7-90FC |
$90FD-9102 /

Music header bytes:
00    = Pointer to note length table (points from $8F00)
01-02 = Pointer for square 1 channel (main pointer)
03    = Data offset for triangle (from main address)
04    = Data offset for square 2
05    = Data offset for noise

Note length tables:
$8F00-8F0C = $03,03,04,04,06,09,08,08,0C,12,18,24,30
$8F0D-8F1A = $03,04,05,04,07,0A,09,0A,0E,15,1C,2A,38,0B
$8F1B-8F27 = $04,04,05,06,08,0C,0B,0A,10,18,20,30,40
$8F28-8F36 = $04,05,06,06,09,0D,0C,0C,12,1B,24,36,48,0E,03
$8F37-8F43 = $05,05,07,06,0A,0F,0D,0E,14,1E,28,3C,50
$8F44-8F51 = $05,06,07,08,0B,10,0F,0E,16,21,2C,42,58,11
$8F52-8F5f = $06,06,08,08,0C,12,10,10,18,24,30,48,60,02
$8F50-8F6D = $06,07,09,08,0D,13,11,12,1A,27,34,4E,68,14
$8F6E-8F7C = $07,07,09,0A,0E,15,13,12,1C,2A,38,54,70,03,04
$8F7D-8F8A = $07,08,0A,0A,0F,16,14,14,1E,2D,3C,5A,78,17
$8F8B-8F97 = $08,08,0B,0A,10,18,15,16,20,30,40,60,80
$8F98-8FA5 = $08,09,0B,0C,11,19,15,16,22,33,44,60,88,1A
$8FA6-8FB2 = $09,09,0C,0C,12,1B,18,18,24,36,48,6C,90

Music data:
DF-$911E = Ending (1)
E5-$919C = Ending (2)
F7-$920D = Ending (5)
EB-$9280 = Ending (3)
F1-$92F2 = Ending (4)
FD-$9376 = Ending (6)
78-$9469 = Star
6C-$94BD = Underground
C7-$9550 = Subspace (1)
CD-$95A3 = Subspace (2)
D3-$95E0 = Subspace (3)
D9-$960F = Subspace (4)
B5-$963E = Intro (2)
AF-$96A7 = Intro (1)
BB-$9794 = Intro (3)
C1-$9878 = Intro (4)
2A-$98AD = Character select (1)
30-$995C = Character select (2)
36-$999A = Character select (3)
3C-$999E = Character select (4)
42-$9A26 = Character select (5)
A9-$9A5D = Character select (8)
9E-$9ADF = Character select (7)
93-$9B93 = Character select (6)
48-$9BD4 = Normal level (1)
4E-$9C20 = Normal level (2)
54-$9CF9 = Normal level (3)
5A-$9D3F = Normal level (4)
60-$9E00 = Normal level (5)
66-$9E4D = Normal level (6)
72-$9F1C = Boss
7E-$9FC7 = Wart
99-$A0BB = Bonus
89-$A0CE = Game Over
8E-$A0F2 = Boss Beaten
84-$A148 = Bonus 2
A4-$A16F = Die, lose

$818F-8196 = Sound effect pointers

$8197-81B5 = Door appearing
$81B6-81DC = Throwing item
$81DD-81FB = Birdo spitting
$81FC-8202 = Selecting, getting cherry/heart
$8203-8219 = Defeating enemy
$821A-8233 = Clock ticking
$8234-8265 = Hawkmouth opening
$8266-828D = 1UP sound

$8397:B9 03 91  LDA $9103,Y  --Load the start part pointer
$839A:8D EE 05  STA $05EE
$839D:B9 0C 91  LDA $910C,Y  --Load the end part pointer
$83A0:18        CLC
$83A1:69 02     ADC #$02
$83A3:8D EF 05  STA $05EF
$83A6:B9 15 91  LDA $9115,Y  --Load the loop part pointer
$83A9:8D F0 05  STA $05F0


And some old info from 2 years ago: (addresses without header, again)

$4C3A -- Panser's spitting time
$4C64 -- Grey panser's spitting direction

$4D43 -- Jump height on coming out of jars

$4F98 -- Birdo's jump height
$4FB3 -- Birdo's spitting time
$4FC6 -- Birdo's speed (right)
$4FCC -- Birdo's speed (left)
$4FDA -- Birdo's spitting sound

$555C -- Snifit's jump height
$5593 -- Snifit's spitting time

$6161 -- Clawglip's rock throwing time
$61C5 -- Rock speed

$65A0 -- Mouser's jump height
$65AC -- Mouser's bomb holding time
$65E4 -- Mouser's bomb throwing height
$65EB -- Time before bomb explosion
$65EF -- Mouser's bomb throwing speed

$68AB -- Triclyde's spitting sound

$720D -- Wart's speed (left)
$7213 -- Wart's speed (right)


Now if I could find all that info I had about the music data's format ...


Bag of Stinky Weeds #14
Acmlm's Board


(edited by Acmlm on 12-10-02 11:21 AM)
Chill Penguin
Bag of Stinky Weeds
Level: 6

Posts: 3/7
EXP: 669
For next: 238

Since: 04-14-04

Since last post: 832 days
Last activity: 569 days
Posted on 06-28-05 10:17 AMQuote
Random findings by a variety of people. I can't remember exactly who found what, so here it is. Some is from Acmlm, BMF, Dan, Rockman, Chickenlump, and myself.
$0014 - Page of main character's X position
$001E - Page of main character's Y position

$0028 - Fraction of main character's X position on page
$0029 - Fraction of enemy 5's X position on page
$002A - Fraction of enemy 4's X position on page
$002B - Fraction of enemy 3's X position on page
$002C - Fraction of enemy 2's X position on page
$002D - Fraction of enemy 1's X position on page

$0033 - Fraction of enemy 5's Y position on page
$0034 - Fraction of enemy 4's Y position on page
$0035 - Fraction of enemy 3's Y position on page
$0036 - Fraction of enemy 2's Y position on page
$0037 - Fraction of enemy 1's Y position on page

$003C - Enemy 5's speed left/right
$003D - Enemy 4's speed left/right
$003E - Enemy 3's speed left/right
$003F - Enemy 2's speed left/right
$0040 - Enemy 1's speed left/right

$0046 - main character's jumping physics
$0047 - enemy 5's jumping physics
$0048 - enemy 4's jumping physics
$0049 - enemy 3's jumping physics
$004A - Enemy 2's jumping physics
$004B - Enemy 1's jumping physics

$0050 - Is character on a vine? If 01, then yes.
......00 - no
......01 - yes

$0051 - Enemy 5's status
$0052 - Enemy 4's status
$0053 - Enemy 3's status
$0054 - Enemy 3's status
$0055 - Enemy 2's status
......00 - Invisable
......01 - Visable
......02 - Dead

$005A - Enemy 5's relation to main character/landscape
$005B - Enemy 4's relation to main character/landscape
$005C - Enemy 3's relation to main character/landscape
$005D - Enemy 2's relation to main character/landscape
$005E - Enemy 1's relation to main character/landscape
......00 - not on the ground (could be jumping or being thrown)
......04 - walking
......05 - turn left because object blocks path
......06 - turn right because object blocks path
......20 - carrying main character when reaching an edge to turn around
......24 - carrying main character with same speed as movement

$0065 - Enemy 5's palette, mirroring, etc.
$0066 - Enemy 4's palette, mirroring, etc.
$0067 - Enemy 3's palette, mirroring, etc.
$0068 - Enemy 2's palette, mirroring, etc.
$0069 - Enemy 1's palette, mirroring, etc.

$0082 -

$0085 - Amount of time left until Mario becomes vulnerable
$0086 - Amount of time left?
$0087 - Amount of time left before Bob Omb 5 explodes
$0088 - Amount of time left before Bob Omb 4 explodes
$0089 - Amount of time left before Bob Omb 3 explodes
$008A - Amount of time left before Bob Omb 2 explodes
$008B - Amount of time left before Bob Omb 1 explodes
$008C - Amount of time left before Bomb 1 explodes
$008D - Amount of time left before Bomb 2 explodes
$008E - Amount of time left before Bomb 3 explodes
$008F - Character selected (appearance only, until defeated, then stats as well)
......00 - Mario
......01 - Princess
......02 - Toad
......03 - Luigi
$0090 - Changes enemy 5's ID
$0091 - Changes enemy 4's ID
$0092 - Changes enemy 3's ID
$0093 - Changes enemy 2's ID
$0094 - Changes enemy 1's ID

$0096 - Item pulled up from ground

$0099 - Sprite graphics used when jumping
$009A - Drop through
$009B - Sprite graphics used when walking

$009C - Status - Holding an item
......00 = no
......01 = yes
$009D - Character's mirroring, etc. (not palette)
$00A3 - Changes once for everytime Tweeter jumps

$00AD - Is key held? Key appears above head even if thrown, but then not chased.
......00 - no
......01 - yes
$00AE - Item in hand height (used for different character sizes?)

$00B9 - Current time left to use Pidget's carpet
$00BA - Screen speed moving left and right

$00C7 - Character's status

$00D5 -
$00D6 -
$00D7 -

$00F5 - Button pressed (Controller 1)
$00F6 - Button pressed (Controller 2)
$00F7 - Button held (Controller 1)
***~~~~~***~~~~~***~~~~~> Directional Pad
......*0 - no movement
......*1 - Right
......*2 - Left
......*3 - Left + Right
......*4 - Down
......*5 - Down + Right
......*6 - Down + Left
......*7 - Down + Left + Right
......*8 - Up
......*9 - Up + Right
......*A - Up + Left
......*B - Up + Left + Right
......*C - Up + Down
......*D - Up + Down + Right
......*E - Up + Down + Left
......*F - Up + Down + Left + Right
***~~~~~***~~~~~***~~~~~> Buttons
......0* - not pressed
......1* - Start
......2* - Select
......3* - Start + Select
......4* - B
......5* - Start + B
......6* - Select + B
......7* - Start + Select + B
......8* - A
......9* - Start + A
......A* - Select + A
......B* - Start + Select + A
......C* - A + B
......D* - Start + A + B
......E* - Select + A + B
......F* - Start + Select + A + B
$00F8 - Button held (Controller 2)

$0100 - (screen hold?)

$0246 - !!!!!!!!!

$0415 - the rising of the heart
$0416 - Height of whale's spout after peaking.

$0456 - Current time left Hawkmouth (before Wart) is open

$0465 - Enemy 5's health
$0466 - Enemy 4's health
$0467 - Enemy 3's health
$0468 - Enemy 2's health
$0469 - Enemy 1's health

$0471 - look into

$0484 - look into

$04B4 - Something to do with the Hawkmouth opening and closing

$04AD - Current number of enemies defeated to grab a heart.

$04B0 - Has Key been used on lock? If yes, then it won't reappear.
......00 - no
......01 - yes

$04B4 - How wide Hawkmouth is open
$04B5 - Has the Crystal been obtained? If yes, effect will last while in area.
......00 - no
......01 - yes
$04B6 - look into

$04BE - Time counts up for how long the door takes to open

$04C2 - Current life in the life meter
......0F - One heart
......1F - Two hearts
......2F - Three hearts
......3F - Four hearts

$04C3 - Number of bars in the life meter (for visual purposes only)
......FF - One bar (doesn't work very well)
......00 - Two bars (default)
......01 - Three bars
......02 - Four bars
$04C4 - Amount of time left for the screen to shake after POW
$04C5 - Height to raise and lower the "level" for shake
$04C6 - Amount of time left for bomb flash in background

$04CA - Amount of time to build up to charged jump

$04E0 - Current Starman time length left

$04E7 - Area to regenerate
$04E8 - Sub-area to regenerate
$04E9 - Page to regenerate

$04EC - I can't describe this one.
......00 - normal game play
......01 - begin the same level and area again (like dying revive)
......02 - game over
......03 - end level, go to bonus game
......04 - warp
$04ED - Current number of lives

$04FB - Has First Mushroom been pulled? If yes, then it won't reappear.
......00 - no
......01 - yes
$04FC - Has Second Mushroom been pulled? If yes, then it won't reappear.
......00 - no
......01 - yes

$04FF - Current amount of time left from the stop watch.

$051D - look into

$0521 - look into

$0531 - Current level loaded
......00 - 1-1
......01 - 1-2
......02 - 1-3
......03 - 2-1
......04 - 2-2
......05 - 2-3
......06 - 3-1
......07 - 3-2
......08 - 3-3
......09 - 4-1
......0A - 4-2
......0B - 4-3
......0C - 5-1
......0D - 5-2
......0E - 5-3
......0F - 6-1
......10 - 6-2
......11 - 6-3
......12 - 7-1
......13 - 7-2

$0532 - look into
$0533 - look into

$0544 - look into
$0545 - look into
$0546 - Pickup Speed Animation 1
$0547 - Pickup Speed Animation 2
$0548 - Pickup Speed Animation 3
$0549 - Pickup Speed Animation 4
$054A - Pickup Speed Animation 5
$054B - Pickup Speed Animation 6

$054D - Standing Jump Height
$054E - Crouching Power Jump Height

$0550 - Running Jump Height
$0551 - Running Jump Height while carrying object

$0553 - Float Timer (set to 0 for everyone but Princess)

$0545 - look into

$0555 - Character's Jumping physics?

$05C5 - Current number of Continues

$05EE - Current music track?
$05EF - Current music track?

$0600 - Loads the current song track
$0601 - Plays a sound effect
$0602 - Plays a sound effect
$0603 - Plays a small clip of music (and also for ending sequence)
$0604 - Character's sound effects
$0605 - POW sound effects
$0606 - Stores sound effect from $0603 played
$0607 - Stores sound effect from $0602 played
$0608 - Stores sound effect from $0601 played
$0609 - Stores music track from $0600 played

$0612 - Current music tempo

$0620 - Has 1-up been pulled? If yes, then it won't reappear.
......00 - no
......01 - yes
$0621 - Number of times leaving Subspace aftering grabbing a coin
......00 - 1st chance to grab coins
......01 - 2nd chance to grab coins
......02 - No more chances, get vegetables.

$0628 - Are you in subspace?
......00 - no
......02 - yes (doesn't work for vertical areas)
$0629 - look into
$062A - Current number of cherries
$062B - Current number of coins pulled in Subspace (Slot machine currency)
$062C - Current number of BIG vegetables pulled for stop watch

$0635 - Current World number (loads characteristics of world such as Ice)

$06F2 - !!!!!

$06F4 - look into!

$06F6 - Character growing or shrinking

$06F7 - Current Level Tileset (1st half of the right Table)
$06F8 - Current Cycling Sprite Tileset (2nd half of the right Table)
$06F9 - Current Character (Appearance,not stats) (1st quarter of left Table)
......00 - Large Mario
......01 - Large Luigi
......02 - Large Princess
......03 - Large Toad
......04 - Small Mario
......05 - Small Luigi
......06 - Small Princess
......07 - Small Toad
$06FA - Current standard sprites (Snifits, Hawkmouth, etc.) (2nd quarter of left Table)
$06FB - Current standard sprites (1-Up, Birdo, etc.) (3rd quarter of left Table)
$06FC - Current changable sprites (Ostro, Pidget, Pokey, etc.) (4th quarter of left Table)
$06FD - Current animation of $06F8 (Cycling sprites)


$0700 ~ $07FF - Subspace and jars

$14CA - Timer for crouch jump power (0 - 3C)

$6000 ~ $695F - Currently loaded level (Almost half the SRAM)


In the ROM (the code can be found in RAM pretty easily):
FF = end of level (area)
first four bytes after the FF = Header for levels

0x010010 beginning of starting area data
0x010024 end of starting area data

0x010025 beginning of level pointers
0x0101C8 end of level pointers

0x0101C9 beginning of level data
0x012433 end of level data

0x012434 beginning of empty data
0x0124FF end of empty data

0x012500 beginning of important data
0x012563 end of important data

0x012564 beginning of enemy pointers
0x012707 end of enemy pointers

0x012708 beginning of enemy data
0x01303F end of enemy data

0x013040 beginning of empty data
0x014000 end of empty data

0x01E276 - Time for the card before level is shown

0x004099 - Sound effect from falling in 1-1
0x005061 - Sound a 1-up makes
0x00819F - Sound Birdo's egg spit makes

0x004F7B - Health for Birdos
0x00611E - Health for Claw Grip of World 5
0x00657F - Health for Mouser of World 1
0x006586 - Health for Mouser of World 3
0x00673D - Health for Triclydes
0x006C7E - Health for Fry Guy of World 4
0x006FF7 - Health for Hawkmouth of World 7
0x0070BB - Health for revived Hawkmouth
0x0071E0 - Health for Wart of World 7

0x0070C6 - Amount of time Hawkmouth is open (before Wart)

0x0010DF - Item pulled once the 1-Up flag is activated

0x005703 - Amount of time the ground shakes from a POW

0X006486 - Amount of time to fly Pidget's carpet
0x00102A - Number of cherries required for Starman
0x0010F2 - Sprite pulled after number of big vegetables pulled is activated
0x0050CB - Amount of time the stop watch is active
0x004556 - Number of enemies defeated for heart

0x01E425 - Number of lives you start with
0x01E420 - NUmber of continues you start with
0x00782A - Length of Starman

0x01E6B0 - Number of hearts next level begins with (any level after 1-1)

0x01F232 - Maximum number of hearts (you begin with for 1-1)
0x01F233 - Maximum number of hearts after 1 Mushroom
0x01F234 - Maximum number of hearts after 2 Mushrooms
......0F - One heart
......1F - Two hearts
......2F - Three hearts
......4F - Four hearts

0x01FE10 - Sprite Graphics set for WORLD 1
0x01FE11 - Sprite Graphics set for WORLD 2
0x01FE12 - Sprite Graphics set for WORLD 3
0x01FE13 - Sprite Graphics set for WORLD 4
0x01FE14 - Sprite Graphics set for WORLD 5
0x01FE15 - Sprite Graphics set for WORLD 6
0x01FE16 - Sprite Graphics set for WORLD 7
0x01FE17 - Landscape Graphics set for WORLD 1
0x01FE18 - Landscape Graphics set for WORLD 2
0x01FE19 - Landscape Graphics set for WORLD 3
0x01FE1A - Landscape Graphics set for WORLD 4
0x01FE1B - Landscape Graphics set for WORLD 5
0x01FE1C - Landscape Graphics set for WORLD 6
0x01FE1D - Landscape Graphics set for WORLD 7

0x01FE77 - Title card graphics for WORLD 1
0X01FE78 - Title card graphics for WORLD 2
0X01FE79 - Title card graphics for WORLD 3
0x01FE7A - Title card graphics for WORLD 4
0x01FE7B - Title card graphics for WORLD 5
0x01FE7C - Title card graphics for WORLD 6
0x01FE7D - Title card graphics for WORLD 7

0x01E022 - First level for World 1
0x01E023 - First level for World 2
0x01E024 - First level for World 3
0x01E025 - First level for World 4
0x01E026 - First level for World 5
0x01E027 - First level for World 6
0x01E028 - First level for World 7

0x01FD80 - Graphic Set loaded (part 1) used for title screen.
0x01FE57 - Graphic Set loaded (part 2) used for title screen.

0x01FE68 - Graphic Set loaded (part 1) used for character select screen
0x01FE6D - Graphic Set loaded (part 2) used for character select screen
0x01FE72 - Graphic Set loaded (part 3) used for character select screen

0x01FE89 - Graphic Set loaded (part 1) for Bonus Game
0x01FE8E - Graphic Set loaded (part 2) for Bonus Game
0x01427F - Bonus Game graphic placement

0x014010 ~ 0x0140AF - Card inset for Worlds 1-6
0x0140B0 ~ 0x01414F - Card inset for World 7

0x01F66A - WORLD 1 warp destination
0x01F66B - WORLD 2 warp destination
0x01F66C - WORLD 3 warp destination
0x01F66D - WORLD 4 warp destination
0x01F66E - WORLD 5 warp destination
0x01F66F - WORLD 6 warp destination
0x01F670 - WORLD 7 warp destination

0x0011FE - Button for opening doors
0x01E501 - Button for Pause
0x01E53D - Button combination for death on pause

0x001AA9 - song to play at Title screen
0x01E2C9 - song to play at Character select screen
0x01E30C - sound effect for moving character selection to the right
0x01E310 - sound effect for moving character selection to the left
0x01E3BF - sound effect for selecting a character at selection screen
0x001034 - sound effect for grabbing a cherry
0X0050B8 - sound effect for grabbing a mushroom
0x01E404 - sound effect after selecting character on card display

0x018B70 ~ 0x0192AF - Ending CAST (excluding WART)

0x01F4FC - Walk-off Shyguy's palette, mirroring, etc.
0x01F4FD - Tweeter's palette, mirroring, etc.
0x01F4FE - Smart Shyguy's palette, mirroring, etc.

0x01F500 - Walk-off Snifit's palette, mirroring, etc.
0x01F501 - Jump-Only Snifit's palette, mirroring, etc.
0x01F502 - Smart-Walking Snifit's palette, mirroring, etc.

0x01F504 - Bob Omb's palette, mirroring, etc.

0x01F507 - Albatoss' palette, mirroring, etc.
0x01F508 - Running Ninja's palette, mirroring, etc.
0x01F509 - Jumping Ninja's palette, mirroring, etc.
0x01F50A - Swooping Beezo's palette, mirroring, etc.
0x01F50B - Straight Beezo's palette, mirroring, etc.

0x01F512 - Phanto's palette, mirroring, etc.

0x01F519 - Stray Egg's palette, mirroring, etc.

0x01F51B - Fire's palette, mirroring, etc.
0x01F51C - Clawgrip's palette, mirroring, etc.

0x01F520 - Still Panser's palette, mirroring, etc.
0x01F521 - Autobomb and rider's palette, mirroring, etc.
0x01F522 - Autobomb Fire's palette, mirroring, etc.
0x01F524 - Flurry's palette, mirroring, etc.
0x01F525 - Fryguy's palette, mirroring, etc.

0x01F529 - Spark [1]'s palette, mirroring, etc.
0x01F52A - Spark [2]'s palette, mirroring, etc.
0x01F52B - Spark [3]'s palette, mirroring, etc.
0x01F52C - Spark [4]'s palette, mirroring, etc.
0x01F52D - Small Vegetable's palette, mirroring, etc.
0x01F52E - Big Vegetable's palette, mirroring, etc.
0x01F530 - Turtle Shell's palette, mirroring, etc.
0x01F531 - Spinning Coin's palette, mirroring, etc.
0x01F535 - POW's palette, mirroring, etc.
0x01F536 - Rolling Log's palette, mirroring, etc.
0x01F537 - Sub-Space Door's palette, mirroring, etc.
0x01F538 - Key's palette, mirroring, etc.
0x01F539 - Potion's palette, mirroring, etc.
0x01F53A - Mushroom's palette, mirroring, etc.
0x01F53B - 1-Up's palette, mirroring, etc.
0x01F53C - Pidget's Carpet's palette, mirroring, etc. (not with Pidget)
0x01F53D - Right-facing Hawkmouth's palette, mirroring, etc.
0X01F53E - Left-facing Hawkmouth's palette, mirroring, etc.
0x01F53F - Crystal's palette, mirroring, etc.
0x01F540 - Starman's palette, mirroring, etc.

0x01F544 - Pidget and carpet's palette, mirroring, etc.

0x0053C7 - Ninja's 1st jump
0x0053C8 - Ninja's 2nd jump
0x0053C9 - Ninja's 1st jump
0x0053CA - Ninja's 2nd jump

0X005523 - Tweeter AI
0x00552A - Tweeter jump before the other jump
0x00552E - Tweeter's number of jumps of first jump before the second jump
0x005532 - Tweeter's other jump after performing the previous jump

0x015FFF - Trouter's statistics?

0x01F5E7 - Phanto's hit detection

0x01F56C - Fryguy's graphics
0x01F5FA - Fryguy's hit detection

0x007E7D - Pointer to tiles used for life bar
0x007E66 - Starting Y position
0x007E83 - Starting X position
0x007E88 - Life bar properties (palette, mirroring, etc.)
0x007E93 - Space between each life bar

0x0143DD ~ 0x0143E2 - Mario's pick-up speed for each animation
0x01440B ~ 0x014410 - Luigi's pick-up speed for each animation
0x0143F4 ~ 0x0143F9 - Toad's pick-up speed for each animation
0x014422 ~ 0x014427 - Princess' pick-up speed for each animation

0x01FE1E - Large Mario sprite
0x01FE1F - Small Mario sprite
0x01FE20 - Large Princess sprite
0x01FE21 - Small Princess sprite
0x01FE22 - Large Toad sprite
0x01FE23 - Small Toad sprite
0x01FE24 - Large Luigi sprite
0x01FE25 - Small Luigi sprite


And the last bit is using tiles to "draw" your landscapes.
--------PPU data : not referring to sprites-------------
0x01F805 - NW PPU Tile for large cloud (left)
0x01F806 - NE PPU Tile for large cloud (left)
0x01F807 - SW PPU Tile for large cloud (left)
0x01F808 - SE PPU Tile for large cloud (left)
0x01F809 - NW PPU Tile for large cloud (right)
0x01F80A - NE PPU Tile for large cloud (right)
0x01F80B - SW PPU Tile for large cloud (right)
0x01F80C - SE PPU Tile for large cloud (right
0x01F80D - NW PPU Tile for small cloud
0x01F80E - NE PPU Tile for small cloud
0x01F80F - SW PPU Tile for small cloud
0x01F810 - SE PPU Tile for small cloud
0x01F811 - NW PPU Tile for Waterfall (top)
0x01F812 - NE PPU Tile for Waterfall (top)
0x01F813 - SW PPU Tile for Waterfall (top)
0x01F814 - SE PPU Tile for Waterfall (top)
0x01F815 - NW PPU Tile for Waterfall (bottom)
0x01F816 - NE PPU Tile for Waterfall (bottom)
0x01F817 - SW PPU Tile for Waterfall (bottom)
0x01F818 - SE PPU Tile for Waterfall (bottom)

0x01F81D - NW PPU Tile for Chain
0x01F81E - NE PPU Tile for Chain
0x01F81F - SW PPU Tile for Chain
0x01F820 - SE PPU Tile for Chain
0x01F821 - NW PPU Tile for Water (top)
0x01f822 - NE PPU Tile for Water (top)
0x01F823 - SW PPU Tile for Water (top)
0x01F824 - SE PPU Tile for Water (top)
0x01F825 - NW PPU Tile for left side of World 7 hill
0x01F826 - NE PPU Tile for left side of World 7 hill
0x01F827 - SW PPU Tile for left side of World 7 hill
0x01F828 - SE PPU Tile for left side of World 7 hill
0x01F829 - NW PPU Tile for Water (bottom)
0x01F82A - NE PPU Tile for Water (bottom)
0x01F82B - SW PPU Tile for Water (bottom)
0x01F82C - SE PPU Tile for Water (bottom)
0x01F82D - NW PPU Tile for center of World 7 hill
0x01F82E - NE PPU Tile for center of World 7 hill
0x01F82F - SW PPU Tile for center of World 7 hill
0x01F830 - SE PPU Tile for center of World 7 hill
0x01F831 - NW PPU Tile for water under objects in World 4
0x01F832 - NE PPU Tile for water under objects in World 4
0x01F833 - SW PPU Tile for water under objects in World 4
0x01F834 - SE PPU Tile for water under objects in World 4
0x01F835 -NW PPU Tile for right side of World 7 hill
0x01F836 - NE PPU Tile for right side of World 7 hill
0x01F837 - SW PPU Tile for right side of World 7 hill
0x01F838 - SE PPU Tile for right side of World 7 hill

0x01F845 - NW PPU Tile for under Whale's tail
0x01F846 - NE PPU Tile for under Whale's tail
0x01F847 - SW PPU Tile for under Whale's tail
0x01F848 - SE PPU Tile for under Whale's tail
0x01F849 - NW PPU Tile for X-block (passable)
0x01F84A - NE PPU Tile for X-block (passable)
0x01F84B - SW PPU Tile for X-block (passable)
0x01F84C - SE PPU Tile for X-block (passable)
0x01F84D - NW PPU Tile for Walking Cloud (left side)
0x01F84E - NE PPU Tile for Walking Cloud (left side)
0x01F84F - SW PPU Tile for Walking Cloud (left side)
0x01F850 - SE PPU Tile for Walking Cloud (left side)
0x01F851 - NW PPU Tile for Walking Cloud (middle)
0x01F852 - NE PPU Tile for Walking Cloud (middle)
0x01F853 - SW PPU Tile for Walking Cloud (middle)
0x01F854 - SE PPU Tile for Walking Cloud (middle)
0x01F855 - NW PPU Tile for Walking Cloud (right side)
0x01F856 - NE PPU Tile for Walking Cloud (right side)
0x01F857 - SW PPU Tile for Walking Cloud (right side)
0x01F858 - SE PPU Tile for Walking Cloud (right side)

0x01F861 - NW PPU Tile for Boss's room brick
0x01F862 - NE PPU Tile for Boss's room brick
0x01F863 - SW PPU Tile for Boss's room brick
0x01F864 - SE PPU Tile for Boss's room brick

0x01F869 - NW PPU Tile for Spike
0x01F86A - NE PPU Tile for Spike
0x01F86B - SW PPU Tile for Spike
0x01F86C - SE PPU Tile for Spike

0x01F871 - NW PPU Tile for X-block (inpassable)
0x01F872 - NE PPU Tile for X-block (inpassable)
0x01F873 - SW PPU Tile for X-block (inpassable)
0x01F874 - SE PPU Tile for X-block (inpassable)
0x01F875 - NW PPU Tile for Cactus (top)
0x01F876 - NE PPU Tile for Cactus (top)
0x01F877 - SW PPU Tile for Cactus (top)
0x01F878 - SE PPU Tile for Cactus (top)
0x01F879 - NW PPU Tile for Cactus (bottom)
0x01F87A - NE PPU Tile for Cactus (bottom)
0x01F87B - SW PPU Tile for Cactus (bottom)
0x01F87C - SE PPU Tile for Cactus (bottom)

0x01F88D - NW PPU Tile for sky
0x01F88E - NE PPU Tile for sky
0x01F88F - SW PPU Tile for sky
0x01F890 - SE PPU Tile for sky
0x01F891 - NW PPU Tile for mushroom 1 (not interactive)
0x01F892 - NE PPU Tile for mushroom 1 (not interactive)
0x01F893 - SW PPU Tile for mushroom 1 (not interactive)
0x01F894 - SE PPU Tile for mushroom 1 (not interactive)
0x01F895 - NW PPU Tile for mushroom 2 (not interactive)
0x01F896 - NE PPU Tile for mushroom 2 (not interactive)
0x01F897 - SW PPU Tile for mushroom 2 (not interactive)
0x01F898 - SE PPU Tile for mushroom 2 (not interactive)
0x01F899 - NW PPU Tile for Coin root (not in subspace)
0x01F89A - NE PPU Tile for Coin root (not in subspace)
0x01F89B - SW PPU Tile for Coin root (not in subspace)
0x01F89C - SE PPU Tile for Coin root (not in subspace)
0x01F89D - NW PPU Tile for Large Vegetable root
0x01F89E - NE PPU Tile for Large Vegetable root
0x01F89F - SW PPU Tile for Large Vegetable root
0x01F8A0 - SE PPU Tile for Large Vegetable root
0x01F8A1 - NW PPU Tile for Small Vegetable root
0x01F8A2 - NE PPU Tile for Small Vegetable root
0x01F8A3 - SW PPU Tile for Small Vegetable root
0x01F8A4 - SE PPU Tile for Small Vegetable root
0x01F8A5 - NW PPU Tile for Rocket root
0x01F8A6 - NE PPU Tile for Rocket root
0x01F8A7 - SW PPU Tile for Rocket root
0x01F8A8 - SE PPU Tile for Rocket root
0x01F8A9 - NW PPU Tile for Shell root
0x01F8AA - NE PPU Tile for Shell root
0x01F8AB - SW PPU Tile for Shell root
0x01F8AC - SE PPU Tile for Shell root
0x01F8AD - NW PPU Tile for Bomb root
0x01F8AE - NE PPU Tile for Bomb root
0x01F8AF - SW PPU Tile for Bomb root
0x01F8B0 - SE PPU Tile for Bomb root
0x01F8B1 - NW PPU Tile for Potion root
0x01F8B2 - NE PPU Tile for Potion root
0x01F8B3 - SW PPU Tile for Potion root
0x01F8B4 - SE PPU Tile for Potion root
0x01F8B5 - NW PPU Tile for 1-up root
0x01F8B6 - NE PPU Tile for 1-up root
0x01F8B7 - SW PPU Tile for 1-up root
0x01F8B8 - SE PPU Tile for 1-up root
0x01F8B9 - NW PPU Tile for POW root
0x01F8BA - NE PPU Tile for POW root
0x01F8BB - SW PPU Tile for POW root
0x01F8BC - SE PPU Tile for POW root
0x01F8BD - NW PPU Tile for Bob Omb root
0x01F8BE - NE PPU Tile for Bob Omb root
0x01F8BF - SW PPU Tile for Bob Omb root
0x01F8C0 - SE PPU Tile for Bob Omb root

0x01F8C5 - NW PPU Tile for Cherry
0x01F8C6 - NE PPU Tile for Cherry
0x01F8C7 - SW PPU Tile for Cherry
0x01F8C8 - SE PPU Tile for Cherry
0x01F8C9 - NW PPU Tile for Red Door's top
0x01F8CA - NE PPU Tile for Red Door's top
0x01F8CB - SW PPU Tile for Red Door's top
0x01F8CC - SE PPU Tile for Red Door's top
0x01F8CD - NW PPU Tile for Lock on Red Door's bottom
0x01F8CE - NE PPU Tile for Lock on Red Door's bottom
0x01F8CF - SW PPU Tile for Lock on Red Door's bottom
0x01F8D0 - SE PPU Tile for Lock on Red Door's bottom
0x01F8D1 - NW PPU Tile for Red Door's bottom
0x01F8D2 - NE PPU Tile for Red Door's bottom
0x01F8D3 - SW PPU Tile for Red Door's bottom
0x01F8D4 - SE PPU Tile for Red Door's bottom
0x01F8D5 - NW PPU Tile for White Door (top and bottom)
0x01F8D6 - NE PPU Tile for White Door (top and bottom)
0x01F8D7 - SW PPU Tile for White Door (top and bottom)
0x01F8D8 - SE PPU Tile for White Door (top and bottom)
0x01F8D9 - NW PPU Tile for Light Angle from door (top and bottom)
0x01F8DA - NE PPU Tile for Light Angle from door (top and bottom)
0x01F8DB - SW PPU Tile for Light Angle from door (top and bottom)
0x01F8DC - SE PPU Tile for Light Angle from door (top and bottom)
0x01F8DD - NW PPU Tile for Light from door
0x01F8DE - NE PPU Tile for Light from door
0x01F8DF - SW PPU Tile for Light from door
0x01F8E0 - SE PPU Tile for Light from door

0x01F8ED - NW PPU Tile for chain from Wart's castle
0x01F8EE - NE PPU Tile for chain from Wart's castle
0x01F8EF - SW PPU Tile for chain from Wart's castle
0x01F8F0 - SE PPU Tile for chain from Wart's castle
0x01F8F1 - NW PPU Tile for Whale's body (not top)
0x01F8F2 - NE PPU Tile for Whale's body (not top)
0x01F8F3 - SW PPU Tile for Whale's body (not top)
0x01F8F4 - SE PPU Tile for Whale's body (not top)
0x01F8F5 - NW PPU Tile for Whale's eye
0x01F8F6 - NE PPU Tile for Whale's eye
0x01F8F7 - SW PPU Tile for Whale's eye
0x01F8F8 - SE PPU Tile for Whale's eye
0x01F8F9 - NW PPU Tile for decorative Phanto
0x01F8FA - NE PPU Tile for decorative Phanto
0x01F8FB - SW PPU Tile for decorative Phanto
0x01F8FC - SE PPU Tile for decorative Phanto

0x01F90D - NW PPU Tile for Whale's left corner
0x01F90E - NE PPU Tile for Whale's left corner
0x01F90F - SW PPU Tile for Whale's left corner
0x01F910 - SE PPU Tile for Whale's left corner
0x01F911 - NW PPU Tile for Whale's top
0x01F912 - NE PPU Tile for Whale's top
0x01F913 - SW PPU Tile for Whale's top
0x01F914 - SE PPU Tile for Whale's top

0x01F915 - NW PPU Tile for Whale's right corner
0x01F916 - NE PPU Tile for Whale's right corner
0x01F917 - SW PPU Tile for Whale's right corner
0x01F918 - SE PPU Tile for Whale's right corner
0x01F919 - NW PPU Tile for Whale's Tail
0x01F91A - NE PPU Tile for Whale's Tail
0x01F91B - SW PPU Tile for Whale's Tail
0x01F91C - SE PPU Tile for Whale's Tail
0x01F91D - NW PPU Tile for Wart's room blocks
0x01F91E - NE PPU Tile for Wart's room blocks
0x01F91F - SW PPU Tile for Wart's room blocks
0x01F920 - SE PPU Tile for Wart's room blocks
0x01F921 - NW PPU Tile for Bridge
0x01F922 - NE PPU Tile for Bridge
0x01F923 - SW PPU Tile for Bridge
0x01F924 - SE PPU Tile for Bridge

0x01F929 - NW PPU Tile for Moving Left conveyer
0x01F92A - NE PPU Tile for Moving Left conveyer
0x01F92B - SW PPU Tile for Moving Left conveyer
0x01F92C - SE PPU Tile for Moving Left conveyer
0x01F92D - NW PPU Tile for Moving Right conveyer
0x01F92E - NE PPU Tile for Moving Right conveyer
0x01F92F - SW PPU Tile for Moving Right conveyer
0x01F930 - SE PPU Tile for Moving Right conveyer

0x01F93D - NW PPU Tile for POW
0x01F93E - NE PPU Tile for POW
0x01F93F - SW PPU Tile for POW
0x01F940 - SE PPU Tile for POW

0x01F94D - NW PPU Tile for vase (middle)
0x01F94E - NE PPU Tile for vase (middle)
0x01F94F - SW PPU Tile for vase (middle)
0x01F950 - SE PPU Tile for vase (middle)
0x01F951 - NW PPU Tile for vase (bottom)
0x01F952 - NE PPU Tile for vase (bottom)
0x01F953 - SW PPU Tile for vase (bottom)
0x01F954 - SE PPU Tile for vase (bottom)
0x01F955 - NW PPU Tile for vases shyguys come out
0x01F956 - NE PPU Tile for vases shyguys come out
0x01F957 - SW PPU Tile for vases shyguys come out
0x01F958 - SE PPU Tile for vases shyguys come out
0x01F959 - NW PPU Tile for top of vase type 1
0x01F95A - NE PPU Tile for top of vase type 1
0x01F95B - SW PPU Tile for top of vase type 1
0x01F95C - SE PPU Tile for top of vase type 1
0x01F95D - NW PPU Tile for top of warp vase
0x01F95E - NE PPU Tile for top of warp vase
0x01F95F - SW PPU Tile for top of warp vase
0x01F960 - SE PPU Tile for top of warp vase
0x01F961 - NW PPU Tile for Log/Bone (left side)
0x01F962 - NE PPU Tile for Log/Bone (left side)
0x01F963 - SW PPU Tile for Log/Bone (left side)
0x01F964 - SE PPU Tile for Log/Bone (left side)
0x01F965 - NW PPU Tile for Log/Bone (middle)
0x01F966 - NE PPU Tile for Log/Bone (middle)
0x01F967 - SW PPU Tile for Log/Bone (middle)
0x01F968 - SE PPU Tile for Log/Bone (middle)
0x01F969 - NW PPU Tile for Log/Bone (right side)
0x01F96A - NE PPU Tile for Log/Bone (right side)
0x01F96B - SW PPU Tile for Log/Bone (right side)
0x01F96C - SE PPU Tile for Log/Bone (right side)
0x01F971 - NW PPU Tile for Vertical Log (top)
0x01F972 - NE PPU Tile for Vertical Log (top)
0x01F973 - SW PPU Tile for Vertical Log (top)
0x01F974 - SE PPU Tile for Vertical Log (top)
0x01F975 - NW PPU Tile for Vertical Log (bottom)
0x01F976 - NE PPU Tile for Vertical Log (bottom)
0x01F977 - SW PPU Tile for Vertical Log (bottom)
0x01F978 - SE PPU Tile for Vertical Log (bottom)
0x01F979 - NW PPU Tile for Ladder
0x01F97A - NE PPU Tile for Ladder
0x01F97B - SW PPU Tile for Ladder
0x01F97C - SE PPU Tile for Ladder
0x01F97D - NW PPU Tile for Log into trunk
0x01F97E - NE PPU Tile for Log into trunk
0x01F97F - SW PPU Tile for Log into trunk
0x01F980 - SE PPU Tile for Log into trunk
0x01F981 - NW PPU Tile for Tree's bottom
0x01F982 - NE PPU Tile for Tree's bottom
0x01F983 - SW PPU Tile for Tree's bottom
0x01F984 - SE PPU Tile for Tree's bottom
0x01F985 - NW PPU Tile for Black Door (top and bottom)
0x01F986 - NE PPU Tile for Black Door (top and bottom)
0x01F987 - SW PPU Tile for Black DOor (top and bottom)
0x01F988 - SE PPU Tile for Black Door (top and bottom)

0x01F991 - NW PPU Tile for interior of dark side of pyramid
0x01F992 - NE PPU Tile for interior of dark side of pyramid
0x01F993 - SW PPU Tile for interior of dark side of pyramid
0x01F994 - SE PPU Tile for interior of dark side of pyramid
0x01F995 - NW PPU Tile for angle of dark side of pyramid
0x01F996 - NE PPU Tile for angle of dark side of pyramid
0x01F997 - SW PPU Tile for angle of dark side of pyramid
0x01F998 - SE PPU Tile for angle of dark side of pyramid
0x01F999 - NW PPU Tile for speck of star in sky
0x01F99A - NE PPU Tile for speck of star in sky
0x01F99B - SW PPU Tile for speck of star in sky
0x01F99C - SE PPU Tile for speck of star in sky
0x01F99D - NW PPU Tile for star in sky
0x01F99E - NE PPU Tile for star in sky
0x01F99F - SW PPU Tile for star in sky
0x01F9A0 - SE PPU Tile for star in sky
0x01F9A1 - NW PPU Tile for slow quick sand
0x01F9A2 - NE PPU Tile for slow quick sand
0x01F9A3 - SW PPU Tile for slow quick sand
0x01F9A4 - SE PPU Tile for slow quick sand
0x01F9A5 - NW PPU Tile for fast quick sand
0x01F9A6 - NE PPU Tile for fast quick sand
0x01F9A7 - SW PPU Tile for fast quick sand
0x01F9A8 - SE PPU Tile for fast quick sand

0x01F9B9 - NW PPU Tile for brick background
0x01F9BA - NE PPU Tile for brick background
0x01F9BB - SW PPU Tile for brick background
0x01F9BC - SE PPU Tile for brick background

0x01F9C1 - NW PPU Tile for wood block inside jar
0x01F9C2 - NE PPU Tile for wood block inside jar
0x01F9C3 - SW PPU Tile for wood block inside jar
0x01F9C4 - SE PPU Tile for wood block inside jar
0x01F9C5 - NW PPU Tile for digging sand
0x01F9C6 - NE PPU Tile for digging sand
0x01F9C7 - SW PPU Tile for digging sand
0x01F9C8 - SE PPU Tile for digging sand

0x01F9D1 - NW PPU Tile for desert block
0x01F9D2 - NE PPU Tile for desert block
0x01F9D3 - SW PPU Tile for desert block
0x01F904 - SE PPU Tile for desert block
0x01F9D5 - NW PPU Tile for brick foreground (passable)
0x01F9D6 - NE PPU Tile for brick foreground (passable)
0x01F9D7 - SW PPU Tile for brick foreground (passable)
0x01F9D8 - SE PPU Tile for brick foreground (passable)

0x01F9DD - NW PPU Tile for Dirt/Sand
0x01F9DE - NE PPU Tile for Dirt/Sand
0x01F9DF - SW PPU Tile for Dirt/Sand
0x01F9E0 - SE PPU Tile for Dirt/Sand

0x01F9E9 - NW PPU Tile for World 7 outside bricks
0x01F9EA - NE PPU Tile for World 7 outside bricks
0x01F9EB - SW PPU Tile for World 7 outside bricks
0x01F9EC - SE PPU Tile for World 7 outside bricks
0x01F9ED - NW PPU Tile for bombable block
0x01F9EE - NE PPU Tile for bombable block
0x01F9EF - SW PPU Tile for bombable block
0x01F9F0 - SE PPU Tile for bombable block
0x01F9F1 - NW PPU Tile for walls inside jar
0x01F9F2 - NE PPU Tile for walls inside jar
0x01F9F3 - SW PPU Tile for walls inside jar
0x01F9F4 - SE PPU Tile for walls inside jar
0x01F9F5 - NW PPU Tile for corner cut out of Rock wall
0x01F9F6 - NE PPU Tile for corner cut out of Rock wall
0x01F9F7 - SW PPU Tile for corner cut out of Rock wall
0x01F9F8 - SE PPU Tile for corner cut out of Rock wall
0x01F9F9 - NW PPU Tile for Rock walls
0x01F9FA - NE PPU Tile for Rock walls
0x01F9FB - SW PPU Tile for Rock walls
0x01F9FC - SE PPU Tile for Rock walls

0x01FA09 - NW PPU Tile for wood in World 5
0x01FA0A - NE PPU Tile for wood in World 5
0x01FA0B - SW PPU Tile for wood in World 5
0x01FA0C - SE PPU Tile for wood in World 5
0x01FA0D - NW PPU Tile for left "eye" of World 6's cave "mouth"
0x01FA0E - NE PPU Tile for left "eye" of World 6's cave "mouth"
0x01FA0F - SW PPU Tile for left "eye" of World 6's cave "mouth"
0x01FA10 - SE PPU Tile for left "eye" of World 6's cave "mouth"
0x01FA11 - NW PPU Tile for right "eye" of World 6's cave "mouth"
0x01FA12 - NE PPU Tile for right "eye" of World 6's cave "mouth"
0x01FA13 - SW PPU Tile for right "eye" of World 6's cave "mouth"
0x01FA14 - SE PPU Tile for right "eye" of World 6's cave "mouth"
0x01FA15 - NW PPU Tile for "mouth" of World 6's cave "mouth"
0x01FA16 - NE PPU Tile for "mouth" of World 6's cave "mouth"
0x01FA17 - SW PPU Tile for "mouth" of World 6's cave "mouth"
0x01FA18 - SE PPU Tile for "mouth" of World 6's cave "mouth"
0x01FA19 - NW PPU Tile for window arch in World 7
0x01FA1A - NE PPU Tile for window arch in World 7
0x01FA1B - SW PPU Tile for window arch in World 7
0x01FA1C - SE PPU Tile for window arch in World 7
0x01FA1D - NW PPU Tile for large door arch in World 7
0x01FA1E - NE PPU Tile for large door arch in World 7
0x01FA1F - SW PPU Tile for large door arch in World 7
0x01FA20 - SE PPU Tile for large door arch in World 7
0x01FA21 - NW PPU Tile for top of Column
0x01FA22 - NE PPU Tile for top of Column
0x01FA23 - SW PPU Tile for top of Column
0x01FA24 - SE PPU Tile for top of Column
0x01FA25 - NW PPU Tile for bottom of Column
0x01FA26 - NE PPU Tile for bottom of Column
0x01FA27 - SW PPU Tile for bottom of Column
0x01FA28 - SE PPU Tile for bottom of Column
0x01FA29 - NW PPU Tile for Tree (top)
0x01FA2A - NE PPU Tile for Tree (top)
0x01FA2B - SW PPU Tile for Tree (top)
0x01FA2C - SE PPU Tile for Tree (top)
0x01FA2D - NW PPU Tile for Vine (top)
0x01FA2E - NE PPU Tile for Vine (top)
0x01FA2F - SW PPU Tile for Vine (top)
0x01FA30 - SE PPU Tile for Vine (top)
0x01FA31 - NW PPU Tile for Vine (middle)
0x01FA32 - NE PPU Tile for Vine (middle)
0x01FA33 - SW PPU Tile for Vine (middle)
0x01FA34 - SE PPU Tile for Vine (middle)
0x01FA35 - NW PPU Tile for Vine (bottom)
0x01FA36 - NE PPU Tile for Vine (bottom)
0x01FA37 - SW PPU Tile for Vine (bottom)
0x01FA38 - SE PPU Tile for Vine (bottom)


0x01FA51 - NW PPU Tile for left corner of World 1-6 hill
0x01FA52 - NE PPU Tile for left corner of World 1-6 hill
0x01FA53 - SW PPU Tile for left corner of World 1-6 hill
0x01FA54 - SE PPU Tile for left corner of World 1-6 hill
0x01FA55 - NW PPU Tile for left corner of World 7 hill
0x01FA56 - NE PPU Tile for left corner of World 7 hill
0x01FA57 - SW PPU Tile for left corner of World 7 hill
0x01FA58 - SE PPU Tile for left corner of World 7 hill
0x01FA59 - NW PPU Tile for top center of World 1-6 hill
0x01FA5A - NE PPU Tile for top center of World 1-6 hill
0x01FA5B - SW PPU Tile for top center of World 1-6 hill
0x01FA5C - SE PPU Tile for top center of World 1-6 hill
0x01FA5D - NW PPU Tile for top center of World 7 hill
0x01FA5E - NE PPU Tile for top center of World 7 hill
0x01FA5F - SW PPU Tile for top center of World 7 hill
0x01FA60 - SE PPU Tile for top center of World 7 hill
0x01FA61 - NW PPU Tile for right corner of World 1-6 hill
0x01FA62 - NE PPU Tile for right corner of World 1-6 hill
0x01FA63 - SW PPU Tile for right corner of World 1-6 hill
0x01FA64 - SE PPU Tile for right corner of World 1-6 hill
0x01FA65 - NW PPU Tile for right corner of World 7 hill
0x01FA66 - NE PPU Tile for right corner of World 7 hill
0x01FA67 - SW PPU Tile for right corner of World 7 hill
0x01FA68 - SE PPU Tile for right corner of World 7 hill

0x01FA79 - NW PPU Tile for solid Vine
0x01FA7A - NE PPU Tile for solid Vine
0x01FA7B - SW PPU Tile for solid Vine
0x01FA7C - SE PPU Tile for solid Vine


Alrighty! How about some important routines (I think I listed them before, then took them off).

This routine prepares the next level upon leaving the previous level.

*NOTE: changing the code at $E6B8 would not affect regular gameplay*
$E6A1:8D C2 04 STA $04C2 = #$1F ;Life will have 2 hearts
$E6A4:A9 00 LDA #$00 ;Store 00 into the following
$E6A6:8D C3 04 STA $04C3 = #$00 ;Bars in the life meter are reset to 2
$E6A9:8D B0 04 STA $04B0 = #$00 ;All keys and lock doors are reset
$E6AC:8D 20 06 STA $0620 = #$00 ;1-Up pull is reset
$E6AF:8D FB 04 STA $04FB = #$00 ;1st mushroom is reset
$E6B2:8D FC 04 STA $04FC = #$00 ;2nd mushroom is reset
$E6B5:8D 21 06 STA $0621 = #$00 ;Times in subspace pulling coins reset
$E6B8:8D AD 04 STA $04AD = #$03 ;# of enemies defeated for heart is reset


This routine loads up when the area changes (opening door, etc.):

$801E:EE AE 04 INC $04AE = #$01 ;?
$8021:8D BA 05 STA $05BA = #$00 ;?
$8024:8D C4 04 STA $04C4 = #$00 ;
$8027:8D C6 04 STA $04C6 = #$00 ;Set's bomb blast to zero
$802A:8D B5 04 STA $04B5 = #$00 ;Set Crystal to not be obtained
$802D:8D B4 04 STA $04B4 = #$00 ;Set Hawk's mouth to close
$8030:8D B9 04 STA $04B9 = #$00 ;?
$8033:8D B6 04 STA $04B6 = #$00 ;?
$8036:8D FA 04 STA $04FA = #$00 ;?
$8039:8D 25 04 STA $0425 = #$02 ;?
$803C:85 3C STA $3C = #$00 ;??
$803E:85 85 STA $85 = #$00 ;Character is set to be vulnerable
$8040:85 9C STA $9C = #$00 ;Character is not holding an item
$8042:85 82 STA $82 = #$00 ;??
$8044:8D C5 04 STA $04C5 = #$00 ;Ground is not shaking
$8047:8D FD 04 STA $04FD = #$00 ;?
$804A:8D CA 04 STA $04CA = #$00 ;Charged jump is reset
$804D:8D C9 04 STA $04C9 = #$00 ;?
$8050:8D DF 04 STA $04DF = #$00 ;?
$8053:8D B8 04 STA $04B8 = #$00 ;?


Death routine:

$F716:85 50 STA $50 = #$07 ;Fall through everything
$F718:A9 00 LDA #$00 ;Load #00 into the following:
$F71A:8D C2 04 STA $04C2 = #$00 ;Current Life in meter
$F71D:8D CA 04 STA $04CA = #$00 ;Time in charge
$F720:8D E0 04 STA $04E0 = #$00 ;Starman length left
$F723:A9 07 LDA #$07 ;Set $C7 to #07
$F725:85 C7 STA $C7 = #$07 ;
$F727:A5 9C LDA $9C = #$00 ;Checks to see if holding item
$F729:F0 1E BEQ $F749
$F72B:C6 9C DEC $9C = #$00 ;No longer holding an item
$F72D:AC 2D 04 LDY $042D = #$00 ;
$F730:99 2F 04 STA $042F,Y @ $0435 = #$00
$F733:4A LSR
$F734:99 A8 00 STA $00A8,Y @ $00AE = #$00
$F737:99 3D 00 STA $003D,Y @ $0043 = #$00
$F73A:A9 E0 LDA #$E0
$F73C:86 0D STX $0D = #$82
$F73E:B6 51 LDX $51,Y @ $0057 = #$00
$F740:E0 07 CPX #$07
$F742:F0 03 BEQ $F747
$F744:99 47 00 STA $0047,Y @ $004D = #$00
$F747:A6 0D LDX $0D = #$82
$F749:A9 08 LDA #$08 ;Sets $0603 to #08
$F74B:8D 03 06 STA $0603 = #$00 ;Plays dying music
$F74E:A9 80 LDA #$80 ;Sets $0601 to #00
$F750:8D 01 06 STA $0601 = #$00 ;Ends all other music
$F753:60 RTS ;Return to routine


-I'll fill this in later-
http://www.tekhacks.net/bored/tek.php

(edited by Chill Penguin on 07-02-05 12:57 AM)

(edited by Chill Penguin on 07-07-05 10:29 PM)

(edited by Chill Penguin on 07-09-05 09:55 AM)

(edited by Chill Penguin on 07-20-05 10:35 AM)

(edited by Chill Penguin on 07-20-05 11:24 AM)
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