This is intended to be a ROM map for a Yoshi's Island SNES (v1.0) (U) headered ROM.
To use these offsets, you'll need a hex-editor, such as Translhextion.
(Please make sure to test any new offsets before you add them, all right?)
(Note: The existing ROM map data has mostly been taken directly from the SMW2 offsets and helpful info thread at SMWCentral; it may contain inaccuracies.)
(Note 2: You may prefer to use the "Source" view when editing this page, especially if you're adding new rows.)
Other notes:[]
- "Length" refers to the number of bytes, in decimal.
Yoshi's Island ROM map[]
Address | SNES | Length | Type | Description |
---|---|---|---|---|
x295 | $00:8095 | 1 | ASM | FX Processor speed, 0 = 10.7MHz, 1 = 21.4MHz |
x29A | $00:809A | 1 | ASM | CFGR Status |
x36A | $00:816A | 207 | Table | Game main loop subroutine table, 3 bytes per entry. |
x4D0 | $00:82D0 | ASM | Copies SPC program | |
x5CD | $00:83CD | 34 | ASM | Subroutine that does fading effects |
x61F | $00:841F | 140 | ASM | Music uploader subroutine |
x71C | $00:851C | 16 | Music | [00 00 00 01 00 01 00 01 01 01 00 00 01 00 00 00] Item-Denial table for each track value. Values from [01] to [7F] disable items, [00] and values from [80] to [FF] enable items. |
x73D | $00:853D | 1 | Music | Change to 04 to make music header setting E play the "Welcome to Yoshi's Island" music. Use with xB459. |
x743 | $00:8543 | 142 | ASM | Music uploader controller |
x7D2 | $00:85D2 | 10 | ASM | Subroutine that plays sound effects |
x354A | $00:B34A | 2 | Graphics | Affects which world loads the alternate graphics table for levels. Default is 0A: World 6. (i.e. World 6 evil dirt is affected) |
x35F4 | $00:B3F4 | 12 | Tilemaps | Tilemaps for the world map. (2 bytes per world for BG1 and BG2. 6 worlds = 12 bytes). |
x3609 | $00:B409 | 48 | Graphics | Graphics files for each world map. (8 bytes per world) |
x3C3B | $00:BA3B | 2 | Palettes | Affects which world loads the alternate palette table for levels. Default is 0A: World 6. |
x6044 | $00:DE44 | 35 | ASM | Calls a Super FX routine, Register X = Bank, Register A = Address |
x64D0 | $00:E2D0 | 2 | Status | Until the star count reaches this value, it recovers automatically. |
x64E9 | $00:E2E9 | 2 | Status | When the star count matches this value while recovering, the game plays a sound effect. |
x910D | $01:8F0D | 1 | Sprites/ Boss | Hookbill the Koopa's HP, multiplied by 2 (default is 06 = 3 HP) |
x9131 | $01:8F31 | 2 | Sprites/SFX | Sound Hookbill makes when you pound his stomach. |
x91B1 | $01:8FB1 | 2 | Sprites/SFX | Sound Hookbill makes when he coughs. |
x9278 | $01:9078 | 2 | Sprites | The sprite that Hookbill will cough up when stomped off (green eggs are default) |
x9318 | $01:9118 | 2 | Sprites/SFX | Sound Hookbill makes when he gets hit with an egg. |
xB1DD | $01:AFDD | 2 | Status | The initial star count. |
xB459 | $01:B259 | 1 | Music | Change to 02 to make music header setting E play the "Welcome to Yoshi's Island" music. Use with x73D. |
xC488 | $01:C288 | 1 | Messages | Change to 00 to disable the message that pops up when you lose Baby Mario for the first time. To be used with xC48B. |
xC48B | $01:C28B | 1 | Messages | Change to 80 to disable the message that pops up when you lose Baby Mario for the first time. To be used with xC488. |
xC4BD | $01:C2BD | 2 | Status | Until the star count reaches this value, the game always displays the current star count near the top of the display. |
xE094 | $01:DE94 | 2 | SFX | Sound all messages make when they appear |
x10200 | $02:8000 | 72 | Palettes | Yoshi colors used in-level. Arranged by translevel number. |
x1161F | $02:941F | 1 | Messages | Change to 80 to disable the message that pops up when you pass the first Middle Ring in the game. |
x129DC | $02:A7DC | 1 | [08] the level number where you never obtain a bonus challenge on the goal roulette. (originally Extra 1) | |
x136DF | $02:B4DF | 1 | Sprites | Affects what a monkey on the ground with a melon shoots. |
x13BC3 | $02:B9C3 | 1 | Sprites | Affects what a monkey with a torpedo throws. |
x13BC8 | $02:B9C8 | 1 | Sprites | Affects what a monkey with a cactus throws. |
x13EB2 | $02:BCB2 | 1 | Sprites | Affects what a monkey on a vine with a melon shoots. |
x14D27 | $02:CB27 | 1 | Sprites | Affects what sprite is generated in Froggy's throat. Default is the yellow acid. |
x14D93 | $02:CB93 | 1 | Sprites | Affects what sprite is generated in Froggy's throat. Default is Giant Shy-Guys. |
x166B5 | $02:E4B5 | 2 | Sprites/ Boss | Naval Piranha's HP. |
x196E3 | $03:98E3 | 1 | Levels | 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?)
Please note that you can't specify the level 0x00, as the game treats 0x0000 as a null number, which means the screen exit won't be enabled automatically. |
x196E8 | $03:98E8 | 1 | Levels | 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?)
Please note that you can't specify the level 0x00, as the game treats 0x0000 as a null number, which means the screen exit won't be enabled automatically. |
x1A564 | $03:A364 | 300 | ASM | Subroutine that spawns sprites |
x1CC36 | $03:CA36 | 3 | Palettes | Palette of Yoshi tranforming (the grayscale one). |
x1DBFF | $03:D9FF | 2 | ASM | Gusty generator generation rate |
x1DC07 | $03:DA07 | 1 | Sprites | Affects what sprite a Gusty Generator generates. |
x1DCA9 | $03:DAA9 | 1 | Sprites | Affects what sprite a "Bat from the right generator" generates. |
x1DD40 | $03:DB40 | 1 | Sprites | Affects what sprite a "Bat from the left generator" generates. |
x1E003 | $03:DE03 | 1 | Sprites | Affects what sprite a Flying Wiggler generator generates. |
x1E0D2 | $03:DED2 | 1 | Sprites | Affects what sprite a Nipper generator generates. |
x1E1CE | $03:DFCE | 1 | Sprites | Sprite that the cactus-generator balloon generates. |
x1E28B | $03:E08B | 1 | Sprites | Affects what sprite a torpedo balloon generator generates. |
x1E2E8 | $03:E0E8 | 1 | Sprites | Affects what sprite a Rising Balloon generator generates (the ones you can ride on). |
x1E44D | $03:E24D | 1 | Sprites | Affects what sprite a Lemon Drop (mini-Salvo) generator generates. |
x20BB8 | $04:89B8 | 8 | Sprites/ Palettes | [01 00 03 00 05 00 09 00] Shy Guy Colors (Green, Red, Yellow, Pink) |
x2141A | $04:921A | 1 | Sprites | Affects what a Seed Shyguy (tall, skinny) spits. |
x21837 | $04:9637 | 1 | Sprites | Affects what a Flower Shy Guy will turn into when stepped on. (default is a regular Shy Guy). |
x24F86 | $04:CD86 | 1 | Sprites | Affects what a Spike Top throws (default is big spike ball). |
x263AE | $04:E1AE | 1 | Levels | Change to 1F to disable the Welcome level and immediately start at 1-1. Use with x263B4. |
x263B4 | $04:E1B4 | 1 | Levels | Change to 00 to disable the Welcome level and immediately start at 1-1. Use with x263AE. |
x27C31 | $04:F3B4 | 2 | Levels | 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. |
x2A287 | $05:A087 | 1 | Sprites/ Boss | [B9] Change to 6B to make Naval Piranha's small form immune to eggs (preventing the "OH, MY!" trick). |
x2A53C | $05:A33C | 2 | Sprites | [08 00] How fast Piranha Plants chomp |
x2C7E7 | $05:C5E7 | 4 | Sprites | [20 00 15 01] Enemies from '?' Bucket (Bandit, Coin) |
x2E302 | $05:E102 | 1 | Sprites | Affects what a cactus-bouncing plant bounces. |
x33134 | $06:AF34 | 1 | Sprites | Affects what the Milde boss will split into when pounded. |
x364BC | $06:E2BC | 1 | Sprites/ SFX | Affects what sound the ghost that spits Shy Guys makes. |
x364C3 | $06:E2C3 | 1 | Sprites | Affects what the ghost that spits shy guys spits. |
x37E79 | $06:FC79 | 304 | Table | Sprite / Tile set compresion pointers |
x383B7 | $07:81B7 | 1 | Sprites | Affects what an Egg Plant on an even X-coordinate shoots. (default is eggs). |
x384F8 | $07:82F8 | 1 | Sprites | Affects what an Egg Plant on an odd X-coordinate shoots. (default is cacti). |
x3972F | $07:952F | 1 | Sprites | Affects what a Snifit shoots. |
x3ACBF | $07:AABF | 1 | Sprites | Affects what a Lakitu throws. |
x3C864 | $07:C664 | 1 | Sprites | Affects what a Wall Lakitu throws. |
x40200 | $08:8000 | 32768 | FX ASM | FX Bank 0 |
x42B80 | $08:A980 | FX ASM | Tile GFX decompression subroutine | |
x433EF | $08:B1EF | 193 | FX ASM | Generate OAM data |
x48200 | $09:8000 | 32768 | FX ASM | FX Bank 1 |
x50200 | $0A:8000 | 32768 | FX ASM | FX Bank 2 |
x50200 | $0A:8000 | FX ASM | Sprite GFX decompression subroutine | |
x58200 | $0B:8000 | 32768 | FX ASM | FX Bank 3 |
x65CCA | $0C:DACA | 24 | Palettes | Color of Kamek's first magic spell; 2 bytes per boss battle. |
x65CE2 | $0C:DAE2 | 24 | Palettes | Color of Kamek's second magic spell; 2 bytes per boss battle. |
x65CFA | $0C:DAFA | 12 | Music/Boss | 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.) |
x65EC4 | $0C:DCC4 | 2 | SFX | Sound Kamek makes before boss transformation |
x66144 | $0C:DF44 | 2 | SFX | Sound Kamek's Magic Makes Going Left 1st effect |
x66307 | $0C:E107 | 2 | SFX | Sound Kamek's Magic Makes Going Right 1st effect |
x6640D | $0C:E20D | 2 | SFX | Sound Kamek's Magic Makes Going Left 2nd+ |
x6650C | $0C:E30C | 2 | SFX | Sound Kamek's Magic Makes Going Right 2nd+ |
x6CD11 | $0D:CB11 | 1 | Sprites/ Boss | Baby Bowser's HP (untransformed). If you change this, also change the value at x6F333 to this value minus one. |
x6D1C6 | $0D:CFC6 | 2 | SFX | Sound Bowser makes when he wakes up |
x6D1EB | $0D:CFEB | 2 | SFX | Sound Bowser makes when talking |
x6DB40 | $0D:D940 | 1 | Sprites/ Boss | Giant Baby Bowser's HP. Use with x6DB80. |
x6DB80 | $0D:D980 | 1 | Sprites/ Boss | Giant Baby Bowser's HP. Use with x6DB40. |
x6EEDB | $0D:ECDB | 2 | SFX | Sound Kamek makes when talking to Yoshi -Bowser fight |
x6EFF1 | $0D:EDF1 | 2 | SFX | Sound Kamek makes when frightened by Bowser |
x6F306 | $0D:F106 | 2 | Sprites/ Boss | How high Bowser goes up after hit by floor, value is signed |
x6F32D | $0D:F12D | 2 | SFX | Sound Bowser makes when hit by floor |
x6F333 | $0D:F133 | 1 | Sprites/ Boss | [02] 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). |
x06F336 | $0D:F136 | 2 | SFX | Sound Bowser makes when hit by floor -final time |
x6F394 | $0D:F194 | 2 | SFX | Sound Bowsers floor makes when pounded on |
x716C5 | $0E:94C5 | 1 | Sprites | Affects what a Shy Guy dropping Goonie drops. |
x7177F | $0E:957F | 1 | Sprites | Affects what a Goonie Generator generates. |
x725E5 | $0E:A3E5 | 1 | Sprites | Affects what sprite the purple Bubble Blower blows. |
x73734 | $0E:B534 | 1 | Messages | Change to 80 to disable the message that pops up when you get your first flower in the game. |
x740A7 | $0E:BEA7 | 1 | Sprites | Which level uses the Brown Chomp Rock (Default is 28: 4-5) |
x740C3 | $0E:BEC3 | 1 | Palettes | Palette used by the brown Chomp Rock. |
x7872E | $0F:852E | 1 | Sprites | Affects what the purple Crazee Dayzee blows. |
x79D3A | $0F:9B3A | 1 | Sprites | Affects what the second largest Milde splits into when pounded. |
x7A14B | $0F:9F4B | 1 | Sprites | Affects what the third largest Milde splits into when pounded. |
x7B308 | $0F:B108 | 1 | Sprites/ Boss | [07] 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. |
x7B682 | $0F:B482 | 1 | Sprites/ Boss | [06] Raphael the Raven's initial image. See x7B8A1 for details. |
x7B70D | $0F:B50D | 1 | Sprites/ Boss | [07] Raphael the Raven's HP, in binary. Use with x7B308. |
x7B8A1 | $0F:B6A1 | 8 | Sprites/ Boss | [06 08 09 09 09 09 09 09] : The image of Raphael The Raven
Each byte is corresponding to the times he got hurt. |
x7FE80 | $0F:FC80 | 895 | Tilemaps | Tilemap for the Title Screen logo. |
x80B1E | $10:891E | 104 | ASM | -Nintendo- Presents Subroutine |
x80B7F | $10:897F | 1 | SFX | Sound that plays when -Nintendo- Presents shows |
x80F90 | $10:8D90 | 1 | Player | [04] Translevel number of the first of three levels where Yoshi starts out facing left. |
x80F94 | $10:8D94 | 1 | Player | [12] Translevel number of the second of three levels where Yoshi starts out facing left. |
x80F98 | $10:8D98 | 1 | Player | [36] Translevel number of the first of three levels where Yoshi starts out facing left. |
x80F9C | $10:8D9C | 1 | Player | Change to 00 to disable levels where Yoshi starts off facing left instead of right. (1-5, 2-7, 5-7) |
x80FA2 | $10:8DA2 | 1 | Messages | Change to 80 to disable the Welcome level message. |
x8233B | $10:A13B | 46 | ASM | Bonus Chalenge subroutine. |
x82369 | $10:A169 | 12 | Table | Bonus Chalenge, Game subroutine table, 2 bytes per entry. |
x8246F | $10:A26F | ASM | Bonus Chalenge 1 Soubroutine | |
x837CE | $10:B5CE | ASM | Bonus Chalenge 2 Soubroutine | |
x83F5D | $10:BD5D | ASM | Bonus Chalenge 6 Soubroutine | |
x84697 | $10:C497 | ASM | Bonus Chalenge 5 Soubroutine | |
x84F4F | $10:CD4F | ASM | Bonus Chalenge 3 Soubroutine | |
x85381 | $10:D181 | ASM | Bonus Chalenge 4 Soubroutine | |
x86A78 | $10:E878 | 2 | Palettes | Color of lights inside Mario & Luigi's parents house. 555 format |
x8B373 | $11:B173 | 1 | Sprites | Affects what Gather Coins mini-game cannon generates. |
x8B9DE | $11:B7DE | 1 | Sprites | Affects what Watermelon Pot 1 in Watermelon Seed Spitting Contest generates. |
x8B9F1 | $11:B7F1 | 1 | Sprites | Affects what Watermelon Pot 2 in Watermelon Seed Spitting Contest generates. |
x8BA04 | $11:B804 | 1 | Sprites | Affects what Watermelon Pot 3 in Watermelon Seed Spitting Contest generates. |
x8BA17 | $11:B817 | 1 | Sprites | Affects what Watermelon Pot 4 in Watermelon Seed Spitting Contest generates. |
x8BA2A | $11:B82A | 1 | Sprites | Affects what Watermelon Pot 5 in Watermelon Seed Spitting Contest generates. |
x8BA3D | $11:B83D | 1 | Sprites | Affects what Watermelon Pot 6 in Watermelon Seed Spitting Contest generates. |
x8C539 | $11:C339 | 1 | Sprites | Affects what the Watermelon Seed Shooting Contest bandit shoots when eating a green melon. |
x8C576 | $11:C376 | 1 | Sprites | Affects what the Watermelon Seed Shooting Contest bandit shoots when eating a red melon. |
xB82F5 | $17:80F5 | 1 | Title | Position of the rotating ground. |
xB8351 | $17:8151 | 1 | Map | How many worlds must be completed before the "Dark" title screen appears. |
xB8724 | $17:8524 | 1 | Map | Which world doesn't show flags from the previously completed worlds on the title screen. |
xB8E95 | $17:8C95 | 1 | Map | Which world triggers the transport to dark world, multiplied by 2. |
xBA8F2 | $17:A6F2 | 1 | Map | How many icons to flip over after beating a level. Change to 0A to flip the bonus icon too. |
xBA9FC | $17:A7FC | 1 | Map/Music | Base value for the map music, minus 1. |
xBAA2E | $17:A82E | 1 | Map | Change to 2E to fix a bug where Green Yoshi's position shifts on the overworld map (at an Extra level). |
xBB643 | $17:B443 | 1 | Map | [08] How many levels can be scrolled to on the map. |
xBB6AE | $17:B4AE | 1 | Map | [D0] Change to 80 to make the "Bonus" icon lead to a level. |
xBB981 | $17:B781 | 383 | Map | X-coordinates for the map path "checkpoints" (where Yoshi walks after you beat a level; 8 bytes per level). |
xBBB01 | $17:B901 | 383 | Map | Y-coordinates for the map path "checkpoints" (where Yoshi walks after you beat a level; 8 bytes per level). |
xBBFAE | $17:BDAE | 16 | Map | X-coordinates of each Yoshi on the world 1 map. |
xBBFBE | $17:BDBE | 16 | Map | X-coordinates of each Yoshi on the world 2 map. |
xBBFCE | $17:BDCE | 16 | Map | X-coordinates of each Yoshi on the world 3 map. |
xBBFDE | $17:BDDE | 16 | Map | X-coordinates of each Yoshi on the world 4 map. |
xBBFEE | $17:BDEE | 16 | Map | X-coordinates of each Yoshi on the world 5 map. |
xBBFFE | $17:BDFE | 16 | Map | X-coordinates of each Yoshi on the world 6 map. |
xBC00E | $17:BE0E | 16 | Map | Y-coordinates of each Yoshi on the world 1 map. |
xBC01E | $17:BE1E | 16 | Map | Y-coordinates of each Yoshi on the world 2 map. |
xBC02E | $17:BE2E | 16 | Map | Y-coordinates of each Yoshi on the world 3 map. |
xBC03E | $17:BE3E | 16 | Map | Y-coordinates of each Yoshi on the world 4 map. |
xBC04E | $17:BE4E | 16 | Map | Y-coordinates of each Yoshi on the world 5 map. |
xBC05E | $17:BE5E | 16 | Map | Y-coordinates of each Yoshi on the world 6 map. |
xBC2A9 | $17:C0A9 | 1 | Map | Determines which map uses alternate inactive Yoshi colors (default is 0A - World 6). |
xBD399 | $17:D199 | 1 | Map | Change to 30 to make the Bonus icon appear green when the level is incomplete. Use with xBD93C. |
xBD677 | $17:D477 | 1 | Map | Change to 30 to make the Bonus icon display a slash when no score has been set. Use with xBD6AF. |
xBD6AF | $17:D4AF | 1 | Map | Change to 30 to make the Bonus icon display a slash when no score has been set. Use with xBD677. |
xBD788 | $17:D588 | 1 | Map | Affects how many icons will flash if the score is 100, x2. Change to 14 to affect the Bonus icon. |
xBD85D | $17:D65D | 1 | Map | [09] How many icons flip when clicking score icon 2nd time |
xBD93C | $17:D73C | 1 | Map | Change to 30 to make the Bonus icon appear green when the level is incomplete. Use with xBD399. |
xBDF4E | $17:DD4E | 1 | Map | [09] How many icons flip when clicking score icon 1st time |
xBE213 | $17:E013 | 1 | Map | Button that must be held for the duration of the X X Y B A Mini-Game code (default is 20 - Select) |
xBE227 | $17:E027 | 1 | Map | [0A] Which map icon reveals scores |
xBE233 | $17:E033 | 1 | Map | [0B] Which map icon opens the control change menu |
xBE34E | $17:E14E | 2 | Map | Which buttons can be pressed during Mini-Game code button pressing sequence (X, Y, A, B) |
xBE36D | $17:E16D | 2 | Map | How many button presses are in the sequence, x2. |
xBE37B | $17:E17B | 4 | 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. |
xBE38E | $17:E18E | 10 | Map | [40 00 40 00 00 40 00 80 80 00] Button sequence that unlocks the Mini-Battle menu |
xBF5E7 | $17:F3E7 | 138 | Level | 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.) |
xBF671 | $17:F471 | 224 | Level | 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. |
xBF751 | $17:F551 | 138 | Level | 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. |
xBF7DB | $17:F5DB | 488 | Level | 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. |
xBF9C3 | $17:F7C3 | 1332 | Level | 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. |
xE1968 | $1C:9768 | ??? | Music | Athletic music (used in "Hop! Hop! Donut Lifts!") |
xE268B | $1C:A48B | ??? | Music | Bonus Challenge music. |
xE3163 | $1C:AF63 | ??? | Music | x-4 boss music. |
xE3B9E | $1C:B99E | ??? | Music | Cave music. |
xEBE5A | $1D:BC5A | ??? | Music | Credits music. |
xED3CA | $1D:D1CA | ??? | Music | Jungle music (used in "Touch Fuzzy, Get Dizzy") |
xED89C | $1D:D69C | ??? | Music | Land level music (used in "Make Eggs, Throw Eggs") |
xF2329 | $1E:A129 | ??? | Music | Final Bowser battle music. |
xF3260 | $1E:B060 | ??? | Music | Pre-credit music. |
xF36BC | $1E:B4BC | ??? | Music | Death music. (?) |
xF378C | $1E:B58C | ??? | Music | Baby Mario kidnapped by Toadies music. (?) |
xF38EA | $1E:B6EA | ??? | Music | Level start music. (?) |
xF3956 | $1E:B756 | ??? | Music | Game Over music. (?) |
xF3B5C | $1E:B95C | ??? | Music | Introduction music. |
xF40B0 | $1E:BEB0 | ??? | Music | "Welcome to Yoshi's Island" music. |
xF43EE | $1E:C1EE | ??? | Music | Death music. (?) |
xF44BE | $1E:C2BE | ??? | Music | Baby Mario kidnapped by Toadies music. (?) |
xF461C | $1E:C41C | ??? | Music | Level start music. (?) |
xF4688 | $1E:C488 | ??? | Music | Game Over music. (?) |
xF488A | $1E:C68A | ??? | Music | "Goal Part 1/Win Bonus" music. (?) |
xF49A1 | $1E:C7A1 | ??? | Music | "Goal Part 2" music. (?) |
xF5143 | $1E:CF43 | ??? | Music | Invincible/Mini-game music. (?) |
xF892C | $1F:872C | 1569 | BRR | Baby Mario crying SFX. |
x102623 | $20:A423 | ??? | Music | Title screen music. |
x102EB9 | $20:ACB9 | ??? | Music | "Story" music. (?) |
x10712F | $20:EF2F | 2339 | BRR | Seagull SFX |
x1032B6 | $20:B0B6 | 15992 | BRR | Waves Crashing SFX |
x120200 | $24:8000 | 887350 | Graphics | Graphics data. Ycompress overwrites all data from x120200 to x1F957F when re-inserting, unless you use "11" instead of "1". |
x1F8C36 | $3F:8A36 | 2378 | 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). |
x1FA240 | $3F:A040 | 15 | Palettes | Palette of the Green Yoshi. |
x1FA25E | $3F:A05E | 15 | Palettes | Palette of the Pink Yoshi. |
x1FA27C | $3F:A07C | 15 | Palettes | Palette of the Yellow Yoshi. |
x1FA29A | $3F:A09A | 15 | Palettes | Palette of the Light Blue Yoshi. |
x1FA2B8 | $3F:A0B8 | 15 | Palettes | Palette of the Purple Yoshi. |
x1FA2D6 | $3F:A0D6 | 15 | Palettes | Palette of the Brown Yoshi. |
x1FA2F4 | $3F:A0F4 | 15 | Palettes | Palette of the Red Yoshi. |
x1FA312 | $3F:A112 | 15 | Palettes | Palette of the Dark Blue Yoshi. |
x1FA5AE | $3F:A3AE | 15 | Palettes | Palette of Baby Bowser (intro 1: darkness). |
x1FCA76 | $3F:C876 | 2 | Map/ Palettes | [FC 53] Determines the shown color of World 1, no matter where you are. It also determines the color of the file menu. Some map objects use this color. Furthermore it's a color used for the level icons. |
x1FCA94 | $3F:C894 | 2 | Map/ Palettes | [B4 7B] Determines the shown color of World 2, no matter where you are. It also determines the color of the copy menu. It also is a color used for the level icons. |
x1FCAB2 | $3F:C8B2 | 2 | Map/ Palettes | [3F 7F] Determines the shown color of World 3, no matter where you are. It also determines the color of the erase menu. |
x1FDCF8 | $3F:DBF8 | 2 | Map/ Palettes | [1B 73] Determines the shown color of World 4, while you are on World 1 |
x1FDD16 | $3F:DB16 | 2 | Map/ Palettes | [37 77] Determines the shown color of World 5, while you are on World 1 |
x1FDD34 | $3F:DB34 | 2 | Map/ Palettes | [DD 5A] Determines the shown color of World 6, while you are on World 1 |
x1FDD74 | $3F:DC74 | 2 | Map/ Palettes | [1B 73] Determines the shown color of World 4, while you are on World 2 |
x1FDD92 | $3F:DB92 | 2 | Map/ Palettes | [37 77] Determines the shown color of World 5, while you are on World 2 |
x1FDDB0 | $3F:DBB0 | 2 | Map/ Palettes | [DD 5A] Determines the shown color of World 6, while you are on World 2 |
x1FDDF0 | $3F:DCF0 | 2 | Map/ Palettes | [1B 73] Determines the shown color of World 4, while you are on World 3 |
x1FDE0E | $3F:DC0E | 2 | Map/ Palettes | [37 77] Determines the shown color of World 5, while you are on World 3 |
x1FDE2C | $3F:DC2C | 2 | Map/ Palettes | [DD 5A] Determines the shown color of World 6, while you are on World 3 |
x1FDE6C | $3F:DD6C | 2 | Map/ Palettes | [1B 73] Determines the shown color of World 4, while you are on World 4 |
x1FDE8A | $3F:DC8A | 2 | Map/ Palettes | [37 77] Determines the shown color of World 5, while you are on World 4 |
x1FDEA8 | $3F:DCA8 | 2 | Map/ Palettes | [DD 5A] Determines the shown color of World 6, while you are on World 4 |
x1FDEE8 | $3F:DDE8 | 2 | Map/ Palettes | [1B 73] Determines the shown color of World 4, while you are on World 5 |
x1FDF06 | $3F:DD06 | 2 | Map/ Palettes | [37 77] Determines the shown color of World 5, while you are on World 5 |
x1FDF24 | $3F:DD24 | 2 | Map/ Palettes | [DD 5A] Determines the shown color of World 6, while you are on World 5 |
x1FDF64 | $3F:DE64 | 2 | Map/ Palettes | [1B 73] Determines the shown color of World 4, while you are on World 6 |
x1FDF82 | $3F:DD82 | 2 | Map/ Palettes | [37 77] Determines the shown color of World 5, while you are on World 6 |
x1FDFA0 | $3F:DDA0 | 2 | Map/ Palettes | [DD 5A] Determines the shown color of World 6, while you are on World 6 |
x1FDFC6 | $3F:DDC6 | 1 | Palettes | Map Sprite Palette 06 (Inactive Green/Brown Yoshis, Baby Mario, Map Edges) |
x1FDFE4 | $3F:DDE4 | 1 | Palettes | Map Sprite Palette 07 (Yellow/Red Yoshis) |
x1FE14C | $3F:DF4C | 1 | Palettes | Map Sprite Palette 04 (Inactive Cyan/Purple Yoshis) |
x1FE16A | $3F:DF6A | 1 | Palettes | Map Sprite Palette 05 (Inactive Blue/Pink Yoshis) |
x1FEBA8 | $3F:E9A8 | 16 | Palettes | Palette of the spell color roulette (Kamek's magic?) |
x1FEC3C | $3F:EA3C | 15 | Palettes | Palette of Baby Bowser. |
x1FEF4A | $3F:ED4A | 16 | Palettes | Palette of the Brown Yoshi in the intro cutscene. |
x1FEF6A | $3F:ED6A | 16 | Palettes | Palette of the Pink Yoshi in the intro cutscene. |
x1FEF8A | $3F:ED8A | 16 | Palettes | Palette of the Yellow Yoshi in the intro cutscene. |
x1FEFAA | $3F:EDAA | 16 | Palettes | Palette of the Light Blue Yoshi in the intro cutscene. |
x1FEFCA | $3F:EDCA | 16 | Palettes | Palette of the Purple Yoshi in the intro cutscene. |
x1FEFEA | $3F:EDEA | 16 | Palettes | Palette of the Green Yoshi in the intro cutscene. |
x1FF00A | $3F:EE0A | 16 | Palettes | Palette of the Red Yoshi in the intro cutscene. |
x1FF02A | $3F:EE2A | 16 | Palettes | Palette of the Dark Blue Yoshi in the intro cutscene. |
x1FF792 | $3F:F592 | 15 | Palettes | Palette of Baby Luigi and the Stork. |
x1FF7B0 | $3F:F5B0 | 15 | Palettes | Palette of Baby Bowser (intro 2: background). |
x | $ | 1 | Template |