Seeing as SMW Central has been shut down for nearly a day, I felt that I should post this thread here. Keep in mind that I don't have all of the previously posted information.
Sprite Tables
18200-1872D Sprite pointer table 1 (3 bytes per pointer) 000-1B9
1872E-18C5B Sprite pointer table 2 (3 bytes per pointer) 000-1B9
51420 Clipping (8 bytes per clipping type)
51520-5191D bit 7: Makes the sprite inedible if set
5191E-51D1B Determines if the sprite stays on ledges
51D1C-52119 Graphics-Related
5211A-52517 Graphics-Related
52518-52915 ?
52916-52D13 ?
52D14-53111 ?
Change these offsets to 02 to make Baby Mario invisible:
3413D [01]
34197 [01]
51DDE [01]
2A53C [08 00] Speed of Piranha Plants' chomping
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10200-10247 Yoshi color assignments for each level
(12 bytes per world: Levels 1-8, Extra, Bonus, & 2 unused entries)
This won't change the Yoshi colors on the map.
In-game Yoshi Palettes(15 colors per palette)
1FA240 00: Green
1FA25E 01: Pink
1FA27C 02: Yellow
1FA29A 03: Light Blue
1FA2B8 04: Purple
1FA2D6 05: Brown
1FA2F4 06: Red
1FA312 07: Blue
Intro Yoshi Palettes(16 colors per palette)
1FEF4A Brown
1FEF6A Pink
1FEF8A Yellow
1FEFAA Light Blue
1FEFCA Purple
1FEFEA Green
1FF00A Red
1FF02A Blue
3C7B [00 A0] Reference to start of palette data($3FA200)
3C80 [A0 5F]
FX Graphics pointers (adding #$01 to the pointer makes it use the upper bitplane)
AD0F [00 E0 20 E0] Harry Hedgehog
168BB [E1 60 A1 20 C1 60 C1 20] Naval Piranha's head(mouth closed, half open, fully open, turning)
26991 [A0 60 60 20 A0 00 00 20 C0 00] Each Yoshi transformation when time expires(car/mole tank/helicopter/train/submarine/mushroom)
74B2B [80 E0] Growing snowball
7DF43 [01 C0 01 E0 21 E0 41 E0 61 E0] Toadies(story)
8934F [E1 C0] Balloon (Throwing Balloons Mini-battle)
8A229 [E1 C0] Balloon, untouched (Popping Balloons)
8A272 [E1 C0] Balloon, touched (Popping Balloons)
20BB8 [01 00 03 00 05 00 09 00] Shyguy Colors(Green, Red, Yellow, Pink)
2C7E7 [20 00 15 01] Enemies from '?' Bucket (Bandit, Coin)
7855B [02 00 02 00 04 00 08 00 02 00 04 00 08 00 02 00] Crazy Dayzee Colors(Yellow, Yellow, Blue, Purple, Yellow, Blue, Purple, Yellow)
1AC0E [C0 01 C2 01 E0 01 E2 01 C4 01 C6 01 E4 01 E6 01 C8 01 CA 01 E8 01 EA 01 CC 01 CE 01 EC 01 EE 01] Tile space which most FX graphics occupy
88633 [C0 C2 C4 C6 E0 E2 E4 E6 C8 CA CC CE E8 EA EC EE] Throwing Balloon/?Giant Snowball? tilemap
8826A [02 00] What music plays during Mini-Battles
882CD-882E4 Mini-Battle routines(1)
[E8 80 EE 80 F4 80 DC B6 79 AD 91 9D 98 9D 64 B7 E5 80 6E B7 06 C5 FA 80]
883F2-88409 Mini-Battle routines(2)
[5E 82 5E 82 5E 82 DD B6 1A AE 88 9E 88 9E 65 B7 E5 80 5C B8 FA C5 5E 82]
B9B54 [37] Game Mode to switch to when selecting a new game (Intro)
263AE [0B 00] Game Mode to switch to after intro (Level)
263B4 [0B 00] Welcome level
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Super FX Icons
45C16-45C2D Pointers to icon sets for each world
45C2E-45DDD Super FX Icon GFX pointers (this includes level and item icons)
BDDA3-BDDAE Pointers to icons' bitplanes used for each world
BDDB8-BDDF6 Bitplane used for each level icon (1 byte per level) 11=bitplane 1; 15=bitplane 2
BDE03-BDE03 Controller setting icons
BDE43-BDE4E Pointers to icon palettes for each world
BDE4F-BDEDE Palette used for each level icon (2 bytes per level)
130674= 74 04 53
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Map Screen
Change BB6B1 to 2E and BB6B8 to A7 03 to play mini-battles at the Bonus Icons on the Map
BB643 [08] How many levels can be scrolled to on the map
BB6AE [D0] Change to 80 to make the Bonus icon lead to a level
X-coords of each Yoshi on world map
BBFAE [30 00 58 00 98 00 C8 00 10 01 28 01 68 01 B8 01]
BBFBE [30 00 60 00 98 00 D0 00 10 01 50 01 88 01 C0 01]
BBFCE [30 00 70 00 A0 00 C8 00 18 01 58 01 98 01 D0 01]
BBFDE [30 00 70 00 A0 00 C8 00 18 01 58 01 90 01 C8 01]
BBFEE [30 00 60 00 A0 00 D0 00 18 01 58 01 90 01 C8 01]
BBFFE [30 00 68 00 98 00 C8 00 18 01 50 01 80 01 B8 01]
Y-coords of each Yoshi on world map
BC00E [9C 00 7C 00 A4 00 A8 00 94 00 74 00 8C 00 90 00]
BC01E [A4 00 94 00 9C 00 90 00 9C 00 9C 00 8C 00 8C 00]
BC02E [AC 00 94 00 84 00 A4 00 A4 00 84 00 AC 00 90 00]
BC03E [9C 00 A4 00 8C 00 B0 00 A4 00 A4 00 9C 00 8C 00]
BC04E [AC 00 7C 00 8C 00 80 00 74 00 8C 00 84 00 7C 00]
BC05E [AC 00 A4 00 94 00 94 00 9C 00 9C 00 8C 00 A8 00]
For the following addresses, every first byte determines the tile, and every second byte determines the attributes.
BC0D2 [60 3D 66 3F 60 39 60 3F 66 39 66 3D 66 3B 60 3B] Inactive Yoshi tilemaps, Worlds 1-5
BC0E2 [60 3D 66 3F 60 39 60 3F 66 39 66 3D 66 3B 60 3D] Inactive Yoshi tilemaps, World 6
BC2AE [E2 BE] Reference: Inactive Yoshi tilemaps, World 6
BC2B3 [D2 BE] Reference: Inactive Yoshi tilemaps, Worlds 1-5
BC43F [D2 BE] Reference: Inactive Yoshi tilemaps, Worlds 1-5
BC11A [4A 2D 4C 2D 4A 2D 4C 2D] Baby Mario Tilemap
BC894-BC8D7 Active Yoshi color assignments on world map
(12 bytes per worlds 1-5; 8 bytes world 6)
BD4FE [09] How many icons flip when clicking score icon 1st time
BD85D [09] How many icons flip when clicking score icon 2nd time
BE227 [0A] Which icon reveals scores
BE233 [0B] Which icon opens the control change menu
BE38E [40 00 40 00 00 40 00 80 80 00] Button sequence that unlocks the Mini-Battle menu
BE213 [20] Button which must be held for duration of sequence(Select)
BE34E [20] Button which must be held for duration of sequence(Select)
BE359 [C0 C0] What buttons can be used during button-pressing sequence(X, A, Y, B)
BE36D [0A 00] How many button presses are in the sequence, x2
Button flags:
01 00: ?
02 00: ?
04 00: ?
08 00: ?
10 00: R
20 00: L
40 00: X
80 00: A
00 01: Right
00 02: Left
00 04: Down
00 08: Up
00 10: Start
00 20: Select
00 40: Y
00 80: B
BF32C [34 32 64 32 94 32 C4 32 34 5A 64 5A 94 5A CC 5A] Cursor Location for each Mini-Battle icon (X-location, Y-location)
BF5C9 [00 04 0C 12 08 16 14] Mini-Battles in Mini-Game Menu
BF5DD [2D] Game Mode for Mini-Battles(from Menu)
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Palette Stuff
NOTE: The palette pointers here must be added to 1FA200 in order to find the actual locations!
3C14-3C23 [40 00 5E 00 7C 00 9A 00 B8 00 D6 00 F4 00 12 01] Relative pointers to each Yoshi palette
3C73 [14 BA] Refers to aforementioned table
3D86 [14 BA] Refers to aforementioned table
3D9B [14 BA] Refers to aforementioned table
26566[14 BA 00] Refers to aforementioned table
81D36[14 BA 00] Refers to aforementioned table
27D23-27D32[5C 00 7A 00 98 00 B6 00 D4 00 F2 00 10 01 2E 01] Seems to be relative pointers to the end of each Yoshi palette
27D33-27D40[AA 27 C8 27 E6 27 04 28 22 28 40 28 5E 28] ? Unused Yoshi palette pointers
12E58[23 FB 04] Previous Yoshi's Palette at Goal
27D51[23 FB 04] Has to do with palette cycle when Yoshi's controls are reversed
1CC36 [2C CB 5F] Yoshi Transformation Palette Pointer
1FA45E Placeholder Yoshi palette normally unseen in game
1FC98E darker version of above
1FC9AC darker version of above
1FC9CA darker version of above
1FC9E8 darker version of above
1FCA06 darker version of above
1FCA24 darker version of above
1FCA42 darker version of above
Active Yoshi colors on Map screen(3 indexes per color)
1FE188 Light Blue
1FE18E Purple
1FE194 Green
1FE19A Brown
1FE1A0 Yellow
1FE1A6 Red
1FE1AC Pink
1FE1B2 Blue
--------
RAM Addresses
7E0118?? Game Mode
00: Nintendo Presents
04: Story
0B: To Level Start
1E: To Map Screen
29: Flip Cards
2D: Throwing Balloons
37: To Game Intro
7E0212 Bonus Challenge Mode
00 Flip Cards
02 Scratch and Match
04 Drawing Lots
06 Match Cards
08 Roulette
0A Slot Machine
7E03A7 Mini Battle Mode
00 Throwing Balloons (4)
02 Throwing Balloons (5)
04 Throwing Balloons (6)
06 Beta(Throwing Balloons FG; HUD: YOSHI:00, TIME:00, BANDIT:00)
08 Gather Coins
0A Popping Balloons (Stationary Platforms)
0C Popping Balloons (Moving Platforms)
0E Beta(Wooden deck/silos and log cabins in the grass; HUD: TIME:99, BANDIT:04)
10 Beta(2 grassy platforms, 4 posts and...A MINE CART TRACK!; HUD: YOSHI:00, BANDIT 06)
12 Watermelon Seed Spitting Contest
14 Watermelon Seed Spitting Contest (2P)
16 Throwing Balloons (2P)
7E02B8-7E02FF High Scores for each level
7E7360 Sprite Number
7E0134?? Background Color
7E0136?? Layer 1 Tileset
7E0138?? Layer 1 Palette
7E013A?? Layer 2 Image
7E013C?? Layer 2 Palette
7E013E?? Layer 3 Type
7E0140?? Layer 3 Palette
7E0142?? Sprite Set
7E0144?? Sprite Palette
7E0146?? Layer/Ordering Properties
7E0148?? Tile Animation (upper 4 bits of Special Effects)
7E014A?? Palette Animation (0-14) (lower 4 bits of special Effects)
7E014C?? Layer 2 Scrolling?
7E014E?? Music
7E0150?? Set to 01 to make Chomp rocks brown and remain where they are when you leave the screen
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Level-related
BF5E7-BF670 pointers to each level's starting point data(added to BF671)
BF671-BF750 level starting point data
BF751-BF7DA pointers to each level's midway point data(added to BF7DB)
BF7DB-BF9C2 level midway point data
Format for starting/midway point data:
Byte 1: Level data(Multiplied by 06 and added to BF9C3)
Byte 2: Starting X-coordinate
Byte 3: Starting Y-coordinate
Byte 4: ?(whatever this is, a few levels share the same value; always 00 in midway point data)
Here are the references to these tables in case you want to change the locations of them:
B1F4 [E7 F3 17](BF5E7) Reference to level starting point data pointers
B1F9 [72 F4 17](BF672) Reference to level starting point data, byte 2
B207 [73 F4 17](BF673) Reference to level starting point data, byte 3
B215 [71 F4 17](BF671) Reference to level starting point data, byte 1
B28F [C3 F7 17](BF9C3) Reference to level object data, low byte
B295 [C4 F7 17](BF9C4) Reference to level object data, middle and high bytes
B29B [C6 F7 17](BF9C6) Reference to level sprite data, low and middle bytes
B2A3 [C8 F7 17](BF9C8) Reference to level sprite data, high byte
E86A [51 F5](BF751) Reference to level midway point data pointers
E86E [DC F5](BF7DC) Reference to level midway point data, bytes 2 and 3?
E877 [DB F5](BF7DB) Reference to level midway point data, byte 1
E87E [DE F5](BF7DE) Reference to level midway point data, byte 4
85C5C[E7 F3 17](BF5E7) Reference to level starting point data pointers
85C61[71 F4 17](BF671) Reference to level starting point data, byte 1
85C6F[C3 F7 17](BF9C3) Reference to level object data, low byte
85C75[C4 F7 17](BF9C4) Reference to level object data, middle and high bytes
85C7B[C6 F7 17](BF9C6) Reference to level sprite data, low and middle bytes
85C83[C8 F7 17](BF9C8) Reference to level sprite data, high byte
114BBC-114C4B Pointers to each level name
W1: 73 4A 9E 4A CA 4A F8 4A 21 4B 4C 4B 78 4B A4 4B CC 4B 2F 53 2F 53 4C 4A
W2: F9 4B 23 4C 47 4C 6C 4C 90 4C BD 4C E7 4C 0E 4D 38 4D 2F 53 2F 53 2F 53
W3: 5D 4D 88 4D B3 4D DC 4D 04 4E 2A 4E 55 4E 7F 4E A6 4E 2F 53 2F 53 2F 53
W4: CD 4E F5 4E 23 4F 4F 4F 78 4F A5 4F D4 4F FF 4F 2C 50 2F 53 2F 53 2F 53
W5: 52 50 67 50 91 50 BC 50 E4 50 0A 51 38 51 61 51 8D 51 2F 53 2F 53 2F 53
W6: BA 51 DE 51 0C 52 39 52 64 52 8C 52 B4 52 DD 52 04 53 2F 53 2F 53 2F 53
All of the gibberish level names point to [2F 53](11552F). The first copy of this pointer in each world is for the Bonus Challenge slot. The isolated [2C 4A] in World 1 is for the "Welcome to Yoshi's Island" level.
TIP: Remember that most pointers are byte-swapped and in SNES format!
To correct the side effects of changing the Bonus challenge icons into levels,
make the following changes in parentheses:
BD2ED (Change to [0E 0B 16 0B 1E 0B 26 0B 2E 0B 36 0B 4E 0C 56 0C 5E 0C 66 0C 70 0C 78 0C])
BD305 (Change to [4E 0B 56 0B 5E 0B 66 0B 6E 0B 76 0B 8E 0C 96 0C 9E 0C A6 0C B0 0C B8 0C])
BD31D (Change to [8E 0B 96 0B 9E 0B A6 0B AE 0B B6 0B CE 0C D6 0C DE 0C E6 0C F0 0C F8 0C])
BD367 [ED D0] Reference: flipped Score tile coordinate table(row 1)
(Change to EF DC)
BD36C [FF D0] Reference: flipped Score tile coordinate table(row 2)
(Change to ED D0)
BD371 [11 D1] Reference: Flipped Score tile coordinate table(row 3)
(Change to 05 D1)
BD376 [23 D1] Reference: Flipped Score tile coordinate table(row 4)
(Change to 1D D1)
BA8F2 [09] How many icons can flip over after beating a level
(Change to 0A)
BD3E1 [12] How many icons have a border when flipped over, x2
(Change to 14)
BD399 [D0] Change to 30 (with BD9E6) to make scores beyond the extra level appear green when the levels are incomplete
BD9E6 [D0] Change to 30 (with BD399) to make scores beyond the extra level appear green when the levels are incomplete
BD677 [D0] Change to 30 (with BD6AF) to make scores beyond the extra level display a slash when the levels are incomplete
BD6AF [D0] Change to 30 (with BD677) to make scores beyond the extra level display a slash when the levels are incomplete
BD788 [12] How many icons can flash if the high score is 100, x2
(Change to 14)
B8351 [05] How many worlds must be completed before the dark world appears on the title screen
B8724 [0A] Which world doesn't show flags from previous worlds on the title screen
B8E95 [14] Which world triggers the transport to dark world, x2
3139-3168 GFX files to use for each foreground tileset (Worlds 1-5; 3 bytes per tileset)
3169-3198 GFX files to use for each foreground tileset (World 6; 3 bytes per tileset)
3199-31D8 GFX files to use for each Layer 2 tileset
31D9-3238 GFX files to use for each Layer 3 tileset
3239-3538 GFX files to use for each sprite set (6 bytes per set)
354A [0A 00] Which world loads the alternate gfx file table for levels (World 6)
3A74-3AB3 Foreground palette pointers (Worlds 1-5; 2 bytes per tileset)
3AB4-3AF3 Foreground palette pointers (World 6; 2 bytes per tileset)
3C3B [0A 00] Which world loads the alternate palette table for levels (World 6)
BC2A9 [0A] Which world uses alternate Yoshi tilemaps
740A7[28] (4-5: Chomp Rock Zone) Level which always has brown Chomp Rocks
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BCA8D [54 EF] Pointer to Mini-Battle Menu drawing Subroutine
BF154 Start of Mini-Battle menu drawing Subroutine
BEA5D Control settings menu subroutine
35F4-35FF Tilemaps for each world map (2 bytes per world: BG1, BG2)
3609-3638 Graphics files for each world map (8 bytes per world)
3D17-3D46 Palette pointers for each world map
(8 bytes/4 pointers per map: palette lines 0, 1, 2, and 7)
E2 3A = 1FDCE2
9FF99-9FFA4 Pointers to Yoshi paths for each world's cinema sequence(2 bytes per pointer, added to 9FFA5)
9FFA5-A0058 Yoshi path data for each world's cinema sequence
These work as checkpoints. Each checkpoint is four bytes:
Byte 1: If 80, tells Yoshi to stop walking and triggers the castle explosion(end of data)
Byte 2: X-coordinate
Byte 3: Z-coordinate
Byte 4: Y-coordinate
BA9FC [08] Base value to use for world map music, -1 (the value at $7E1146 is added to this)
BAA04 [09] Track value 09 check?
----------
Boss-Related
65C60 Text pointers to Kamek's speech before each boss battle(each pointer is two bytes)
Each of these unknown tables are 1 byte per boss battle...
65C76 [02 02 02 02 04 04 02 04 02 04 04 04]
65C82 [35 35 35 35 33 33 35 B3 35 33 33 33]
65C8E [04 04 04 04 01 01 04 01 04 01 01 01]
...and these are 2 bytes per boss battle:
65C9A [D8 00 D8 00 D8 00 D8 00 FA 00 FA 00 D8 00 FA 00 D8 00 FA 00 FA 00 FA 00]
65CB2 [00 3E 00 3E 00 3E 00 3E 00 36 00 36 00 3E 00 36 00 3E 00 36 00 36 00 36]
65CCA [1F 61 DF 22 00 7F EC 23 1F 61 DF 22 00 7F 13 5C 1F 61 DF 22 00 7F EC 23]
65CE2 [DF 22 00 7F EC 23 00 7F 00 7F EC 23 1F 61 20 5D EC 23 1F 61 DF 22 1F 61]
65CFA [0A 0C 0A 0C 0A 0A 0A 0C 0A 0A 0A 0C] Music to use for each boss battle
66769-6678C Boss Palette Pointers(After transformation)
CA A5 5F 1-4 Burt the Bashful
22 21 70 1-8 Salvo the Slime
22 21 70 2-4 Bigger Boo
22 21 70 2-8 Roger the Potted Ghost
A2 21 70 3-4 Prince Froggy
22 21 70 3-8 Naval Piranha
06 A6 5F 4-4 Marching Milde
22 21 70 4-8 Hookbill the Koopa
82 21 70 5-4 Sluggy the Unshaven
8E A5 5F 5-8 Raphael the Raven
42 A6 5F 6-4 Tap-Tap the Red Nose
C2 21 70 6-8 King Bowser
6678D-667B0 Boss Palette Pointers(Before transformation)
02 21 70 1-4 Burt the Bashful
22 21 70 1-8 Salvo the Slime
82 21 70 2-4 Bigger Boo
22 21 70 2-8 Roger the Potted Ghost
22 21 70 3-4 Prince Froggy
22 21 70 3-8 Naval Piranha
A2 21 70 4-4 Marching Milde
22 21 70 4-8 Hookbill the Koopa
82 21 70 5-4 Sluggy the Unshaven
42 21 70 5-8 Raphael the Raven
42 21 70 6-4 Tap-Tap the Red Nose
02 21 70 6-8 King Bowser
---------
Title Screen
7FE80-801FF Title Screen logo tilemap
B849D [80 FC] Reference to above(low/middle bytes)
B84A3 [0F] Reference to above(high byte)
B84E1 [0B 2F] First tile for top row of Stars which appear when you beat the Extra level of a World
B84E9 [1B 2F] First tile for bottom row of Stars which appear when you beat the Extra level of a World
1F9A00-1F9DFF Mode 7 Tilemap (before World 6)
1F9E00-1FA1FF Mode 7 Tilemap (World 6)
1FCAD8-1FCAF5 Title Screen logo palettes
35158 [20 A5 CF] Change to EA EA EA to never lose Baby Mario upon getting hit
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