points individually to: 148000 sprite map 1D0040 layout 1D4905 exit fields 20E000 field mapping parameters Area Maps (512 Areas, 18 bytes each) ------------------------------------ byte 1 area map assignment (tilesets, physical field, etc.) byte x15, add #$2440 to get PTR byte 2 message box bit 0 (odd values mess up GFX) 00 Inn 02 Item Shop 04 Inn/Item Shop 06 Monstro Town 08 Toadstool's Room 0A Belome Temple 0C Garro's House 0E Yo'ster Isle 10 Marrymore Hotel 12 Beetles Are Us 14 Weapon and Armor Shop 16 Bedroom 18 Health Food Store 1A Mushroom Boy's Shop 1C Accessory Shop 1E Melody Bay 20 Grate Guy's Casino 22 Hino Mart ==if bit 7 of byte 3 set: do not scroll past screen edges (both X and Y) byte 3 00-7F = screen cropping width (from left) byte 4 00-7F = screen cropping height (from top) byte 5 00-7F = screen width (from right) byte 6 00-7F = screen height (from bottom) ==if bit 7 of byte 10 set: cover all of BGL 2 with BGL 3, continuous movement if flag set byte 7 00-7F = BGL 2, -X coordinate (from right) byte 8 00-7F = BGL 2, +Y coordinate (from bottom) byte 9 00-7F = BGL 3, -X coordinate (from right) byte 10 00-7F = BGL 3, +Y coordinate (from bottom) byte 11 scroll wrapping flag bit 0 BG1 horizontal scroll wrap bit 1 BG1 vertical scroll wrap bit 2 ??? used only by Culex Room bit 3 BG2 horizontal scroll wrap bit 4 BG2 vertical scroll wrap bit 5 ??? used only by Culex Room bit 6 BG3 horizontal scroll wrap bit 7 BG3 vertical scroll wrap byte 12 scrolling synchronization bit 0 BGL 2 scrolls left/right fast when Mario is walking bit 1 BGL 2 scrolls left/right slow when Mario is walking bit 2 BGL 2 scrolls up/down fast when Mario is walking bit 3 BGL 2 scrolls up/down slow when Mario is walking bit 4 BGL 3 scrolls left/right fast when Mario is walking bit 5 BGL 3 scrolls left/right slow when Mario is walking bit 6 BGL 3 scrolls up/down fast when Mario is walking bit 7 BGL 3 scrolls up/down slow when Mario is walking byte 13 auto-scrolling for BG2 +00 N/A +01 medium fast +02 slow +03 very slow +04 normal +05 fast +06 fast +07 very fast 00-07 scroll left 08-0F scroll up-left 10-17 scroll up 18-1F scroll up-right 20-27 scroll right 28-2F scroll down-right 30-37 scroll down 38-3F scroll down-left bit 7 ??? byte 14 auto-scrolling for BG3 (uses same structure as byte 13) bit 7 ??? byte 15 layer priorities (see bottom of document for values) bit 4 wavy, rippling effect on BGL3 byte 16 animation effects on BGL 3 00 none 01 spinning stars/mushrooms outside decor 02 shining lanterns 03 single spinning mushroom decor 05 rippling pond water 06 spinning stars/mushrooms room decor 07 talking organ pipes 08 burning torches 09 moving conveyor belts 0A flowing ground water 0B rotating flowers 0C boiling lava 0D rippling sewer water 0E ??? 0F spinning stars/mushrooms Moleville decor 10 flowing river water 11 glowing stars 12 still sea water 14 moving long conveyor belt 15 spinning stars/mushrooms Nimbus Land decor 16 hot springs 17 glowing molten metal from Smelter 18 Toadofsky's singing choir byte 17 extra effects 05 waterfall 06 ??? 07 glowing save point 0A flashing chandelier 0B glowing save point 0C 0D 0F water tunnel water 10 glowing save point 12 13 15 16 17 18 19 glowing Volcanic magma 1A 1B 1D 1E 1F 20 21 22 byte 18 ___nothing uses this byte ///////////////////////////////////////////////////////////////////// 1D0000 - 1D002F Layer Priorities and Partial Transparency Properties BYTE 1 enabled mainscreen bit 0 BG1 bit 1 BG2 bit 2 BG3 bit 3 BG4 bit 4 sprite layer BYTE 2 enabled subscreen bit 0 BG1 bit 1 BG2 bit 2 BG3 bit 3 BG4 bit 4 sprite layer BYTE 3 color math bit 0 BG1 bit 1 BG2 bit 2 BG3 bit 3 BG4 bit 4 sprite layer bit 5 background bit 6 half intensity bit 7 minus subscreen (if set, subtract subscreen colors from mainscreen instead of add) VALUES: 00 mainscreen 00010011 subscreen 00000000 color math 00000000 01 mainscreen 00010111 subscreen 00010011 color math 01100100 02 mainscreen 00010011 subscreen 00000100 color math 01000011 03 mainscreen 00010011 subscreen 00000100 color math 00100000 04 mainscreen 00010111 subscreen 00010010 color math 01000100 05 mainscreen 00010011 subscreen 00000100 color math 01110011 06 mainscreen 00010011 subscreen 00000100 color math 01000010 07 mainscreen 00010111 subscreen 00010011 color math 01100100 08 mainscreen 00010111 subscreen 00000000 color math 00010111 09 mainscreen 00010011 subscreen 00000100 color math 00110011 0A mainscreen 00010011 subscreen 00000100 color math 01010011 0B mainscreen 00010011 subscreen 00000100 color math 10010011 0C mainscreen 00010011 subscreen 00000100 color math 11000010 0D mainscreen 00010011 subscreen 00000100 color math 01010010 0E mainscreen 00010011 subscreen 00000100 color math 00010011 0F mainscreen 00010011 subscreen 00000100 color math 01110010