00218 - 00417 OAM data (128 sprite tiles, 4 bytes each) Byte 1 - X coord Byte 2 - Y coord Byte 3 - Tile Index (bits 0-7) Byte 4 bit 0 - Tile Index (bit 8) bit 1-3 - Palette (0-7) bit 4 - sprite priority 1 bit 5 - sprite priority 2 bit 4,5 - sprite priority 3 bit 6 - mirrored bit 7 - inverted 00618 - 00817 palettes (16 palettes, 32 bytes each) 007B8 - 00817 monster sprite palettes (3 palettes, 32 bytes each) 00FD3 - 00FDA Tileset assignment byte 1-5 tileset groups byte 6 BG layer 1 byte 8 BG layer 2 byte 13 physical field 02C13 BG color (change to 4047) 02C35 BG layer 2 palette 04C13 World Map GFX 10C13 Tilemap (BGL 1) 12C13 Tilemap (BGL 2) 14C13 Tilemap (BGL 3) 15C13 Tilesets 18C13 Physical Tile properties 1BC13 Physical Field Map 20413 Allies' Stats Byte 1 Level Byte 2,3 Current HP Byte 4,5 Maximum HP Byte 6 Speed Byte 7 Attack Byte 8 Defense Byte 9 Mag.Attack Byte 10 Mag.Defense Byte 11,12 EXP Byte 13 Equipped Weapon Byte 14 Equipped Armor Byte 15 Equipped Accessory Byte 16 unused byte* Byte 17-20 Spell List 20413 Mario 20427 Toadstool 2043B Bowser 2044F Geno 20463 Mallow *based on careful observation, this byte is apparently never used 20477 Equipment 20495 Items 204B3 Special Items 204C2 Coins 204C4 Current FP 204C5 Max FP 204C6 Frog Coins 204C8 Player's Name 20C13 Tileset (BGL 2) 21C13 Tileset (BGL 3) 22C13 Tileset (BGL 1) 2C813 Window frames (2-bit) 2CC13 Battle Numeral/Cursor GFX 2EC13-2FC13 Overlap object GFX 41533 memory 00:3000 begins 41563 44D74 Event bits 44D99 = 7065 44E17 Game Hi Score (4 bytes, decimal, Big Endian) 0x1C bytes in each row (0x0E tiles) 0x24 bytes of 00's between each row