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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:Edit

  • "Length" refers to the number of bytes, in decimal.

Yoshi's Island ROM mapEdit

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.
Here's a list of it.
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.

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

External linksEdit

SMW2 offsets and helpful info thread at SMWCentral

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