Any addresses removed from the ROM map will be noted here.
Thank you.
Thank you.
Address | SNES | Length | Type | Description |
0C68E | $01:C48E | 1 byte | Sound effect | Mario spin-jump from water sound effect. |
Address | SNES | Length | Type | Description |
02686 | $00:A486 | 1 byte | Misc. | Level that triggers overworld Earthquake sequence |
Address | SNES | Length | Type | Description |
02E1D | $00:AC1D | 16 bytes | Palette | Mario Start palette. |
Address | SNES | Length | Type | Description |
035BE | $00:B3BE | 14 bytes | Palette | Bowser ending palette (7 colors). |
Address | SNES | Length | Type | Description |
2D910 | $05710 | 16 bytes | Level data | Background V-Scroll Data |
2D920 | $05720 | 16 bytes | Level data | Background H-Scroll Data |
Address | SNES | Length | Type | Description |
30657 | $06:8457 | 1 byte | Music | Change from 9C to 8D to fix the P-switch music repeating glitch when using custom music. |
Address | SNES | Length | Type | Description |
0C5E7 | $01:C3E7 | 3 bytes | ASM | Mario Set to EA EA EA to stop fire flower from going behind the FG(finally) |
096BF | $01:94BF | 124 bytes | Misc. | Rip Van Fish's data. |
05455 | $00:D255 | 1 byte | Sound effect | Exiting vertical pipe sound effect. |
Address | SNES | Length | Type | Description |
026A2 | $00:A4A2 | 3 bytes | Misc. | -I forgot what exactly it was, but it was along the lines of 'change this byte to 80 and the level end's fading colours won't mess up'.- |
Address | SNES | Length | Type | Description |
2B30C | $05:B10C | 98 bytes | ASM | Beat Level Routine (Goal Tape). JSL to it to beat the level as if hitting a goal tape. |
Address | SNES | Length | Type | Description |
05B05 | $00:D905 | 1 byte | Physics | Mario's falling speed when floating with a cape/feather. |
CODE_00D904: B5 15 LDA RAM_ControllerA,X CODE_00D906: 10 1C BPL CODE_00D924