B = byte S = short/2 bytes (little endian format) b = bit /// battle dialogue /// 02 01 break line 02 00 end dialogue 20 space /// battlefields /// B0-4 GFX sets B5 (nothing uses this) B6 BG1 Tileset B7 Palette Set /// flower bonus messages /// 0: ATTACK 1: DEFENSE 2: UP! 3: HP MAX! 4: ONCE 5: AGAIN! 6: LUCKY! B0 length of text B1-Bx the text /// level-up learned spells /// B0 Mario's spell to learn B1 Toadstool's spell to learn B2 Bowser's spell to learn B3 Geno's spell to learn B4 Mallow's spell to learn /// level-up mods /// B0 HP increase B1,b4-7 Attack increase B1,b0-3 Defense increase B2,b4-7 Mg.Attack increase B2,b0-3 Mg.Defense increase /// mine cart objects /// S0: mode7 object maps (8 mushrooms * 2 maps = 16) S1: stage 2 object map (byte 1,0: screen width) S2: stage 4 object map S3: stage 2 screen map (L1) S4: stage 2 screen map (L2) S5: stage 4 screen map (L1) / Mode7 object map format (16 objects, 2 bytes each) / B0: X coord B1: Y coord / stage 2,4 map width / S0: total width in pixels of the map / stage 2,4 objects (5 bytes per object) / S0: X pixel coord of object row B2: object type B3: row size B4: Y pixel coord of object row / screens (1 byte per screen index) / /// monster flower bonus /// b0-3 flower bonus 1-5 = Attack Up, Defense Up, HP Max, Once Again, Lucky b4-7 odds of getting flower /// monster target /// lower bits: +Y coordinate from bottom of monster upper bits: -X coordinate from right of monster /// sound effect SPC-700 /// pointers (add to 03F826)... 1st pointer: sound channel 7 2nd pointer: sound channel 8 data... D0 terminate SPC 042C45-042C56 jump SPC (both channels) /// sprites /// S0: pointer to GFX S1: pointer to palette /// overlap tilesets /// B0-3: 16x16 tile indexes B4: invert/mirror tiles b7,6 invert/mirror NW tile b5,4 invert/mirror NE tile /// tilesets /// 2048(800h) bytes per quadrant, 32x32 subtiles per quadrant 32 subtiles per row, 2 bytes per subtile = 64 bytes per row / subtile format (2 bytes each) / S0,b0-8: subtile index S0,b9-11: palette index S0,b13: priority 1 S0,b14: mirror S0,b15: invert