Level Headers: Level Header Information gathered from 1-1 These are my experiments I did when looking at the level header. by Weasel ******* Adresses by Iggy Koopa: 0B0242: Welcome 0B03C7: 1-1 Make Eggs, Throw Eggs 0CE2A2: 1-2 Watch out below! 0B0871: 1-3 Cave of Chomp Rock 0A0200: 1-4 Burt the Bashful's Fort 11446D: 1-5 Hop! Hop! Donut Lifts 08CC20: 1-6 Shyguys on Stilts 09491F: 1-7 Touch Fuzzy, Get Dizzy 0A8200: 1-8 Salvo the Slime's Castle (room 1, although this is the actual starting place of the data, the room Yoshi begins at is at another offset) 0A8450: 1-8 0A84E6: 1-8 (boss) 0A859D: 1-8 (Yoshi's Starting Place) 0B13D5: 1-Extra Poochey Ain't Stupid 095220: 2-1 Visit Koopa and Para-Koopa 0A09D4: 2-2 The Baseball Boys 0A896C: 2-3 Whats Gusty Taste like? 0A95F5: 2-4 The Bigger Boo's Fort 0AA11A: 2-5 Watch out for Lakitu 0AAF93: 2-6 The Cave of the Mystery Maze 0A180E: 2-7 Lakitu's Wall 006DD4: 2-8 Potted Ghost's Castle 006EA1: 2-8 (Part 2 out of 3) 00760A: 2-8 (pre-boss room) 0076EF: 2-8 (boss room) 00770A: 2-8 (train bonus room) 095C82: 2-Extra Hit the Switch! 095E55: 2-Extra (bonus room) 0A27BC: 3-1 Welcome to Monkey World 0A30A8: 3-2 Jungle Rhythm 0A343B: 3-3 Nut-Ems Domain 0A3BA1: 3-3 (Submarine Part) 08D5FA: 3-4 Prince Froggy's Fort 0ABC64: 3-5 Jamming in the Trees 0B173D: 3-6 Harry the Hedgehog's Cave 0B17D4: 3-6 (Underground) 0B217F: 3-7 Monkies' Favorite Lake 0B2348: 3-7 (Second Part) 0A3F23: 3-8 Naval the Pirhana's Castle 0A3F91: 3-8 (Interior) 0A4645: 3-8 (boss) 0A4728: 3-8 (Second Part) 0AC507: 3-Extra More Monkey Madness 0A4911: 4-1 Go! Go! MARIO! 0A5688: 4-2 The Cave of the Lakitus 0A56CA: 4-2 (Underground) 0AC79E: 4-3 Don't Look Back 095FF7: 4-4 Marching Milde's Fort 0A6235: 4-5 Chomp Rock Zone 0B2B98: 4-6 Lake Shore Paradise 08E229: 4-7 Ride like the Wind 0B3782: 4-8 Hookbill the Koopa's Castle 0CECCA: 4-Extra The Impossible? maze 0ACE16: 5-1 Blizzard! 0A6B20: 5-2 Ride the Ski Lifts 0A6C82: 5-2 (Part 2) 0A6DEC: 5-2 (Part 3) 0ADB0D: 5-3 Danger - Icy Conditions Ahead 0B437D: 5-4 Sluggy the Unshaven's Fort 0B4FF5: 5-5 Goonies Rides! 096DA0: 5-6 Welcome to Cloud World! 087462: 5-7 Shifting Platforms Ahead 0B6178: 5-8 Rapheal the Raven's Castle 0B6963: 5-8 The part where you ride an arrow lift through lots of Ravens 097264: 5-Extra Kamek's Revenge 08EABC: 6-1 Scary Skeleton Goonies! 0AEAE3: 6-2 The Bandit's Cave 097AC7: 6-3 Look out for Spinning Logs 097CEB: 6-3 (Part 2) 0CF6D9: 6-4 Tap-Tap the red-nose's fort 0CFCBB: 6-4 (room before boss) 0B72FE: 6-5 The very Looonng Cave 1147A0: 6-6 The Deep, Underground Maze 0A733E: 6-7 Keep moving! 0AF396: 6-8 Baby Bowser's Castle 0AF4E7: 6-8 (Pick a Door) 0AF5A1: 6-8 (Spike Room) 0AF71C: 6-8 (Upper part of the Shyguy Room) 0AF8BC: 6-8 (Lower part of the Shyguy Room) 0AF9F4: 6-8 (Salvo the Slime Room) 0AFBB2: 6-8 (Tap-tap's Cavern) 0AFEBE: 6-8 (Bowser's Room) 08F5E9: 6-Extra Castles - Masterpiece set 08B9C4: Mini-Game: Watermelon (Not a Normal level!) ********************************* Object set Palette Background/BG palette layer 3 Layer 3 palette Enmy GFX Layer options layer 3 tileset music settings
The header is 9 bytes as far as I can tell...unless someone knows something I don't *************************************** In 1-1 Bytes starting at B03C7 Change D6 to E6. Changes background color First part of byte D6($B03C7) is background (sky) color. Second part is object set.
Yes, Iggy comes to change stuff!! The second number will be called zero, due to the fact that I'm not chaning it! If the second number is less than 8: 00: Black 10: Blue 20: Sky Blue 30: Pink 40: Bluish Grey 50: Nighttime Blue 60: Ocean Blue 70: Grey 80: Graident (which will now say the color then with a hyphen, the "destination" color, which is the lower color) Brown - Grey - Black 90: Light Purple - Black - White (Red inbetween) A0: Brown - Distorted Yellow - Distorted Black B0: Fiery Red - Yellow - Red C0: Dark Blue - Sky Blue - White D0: Cyan - Extremely Light Blue - White E0: Orange - Light Pink - Dark Pink F0: A nice light spectrum
If the second number is greater than 8: 00: Dark Blue 10: Blue 20: Sky Blue 30: Pink 40: Bluish Grey 50: Nighttime Blue 60: Ocean Blue 70: Grey 80: Pink - Black - Dark Blue 90: Dark Blue - White A0: Distorted Yellow - Distorted Black B0: Yellow - Red C0: Dark Blue - Dark Purple - Pink D0: Rainbow E0: Dark Pink - Light Pink F0: Dark Red - Red
Second byte is 27 (should be palette?) I think the first part of the byte is ground color and the second is background. I may be wrong though... Changed 27 to 37. The ground became ice colored... 03 Black 07 Dark Yellow and brown ground 0B Dark Blue 0F Black w/ Red Flowers 13 Brown (use for ice) 17 Grey with green flowers 1B Pink Flowers and Light Purple Ground 1F Light Blue and Pink 23 Purple 27 Normal yellow colored ground. 2B Blue and Purple 2F Cyan 33 Black 37 Light blue-ish ice colors 3B Brown with White 3F Same as 27 but with Good looking green ground! 43 47 Dark red and brown (Kafuka colors...) 4B 4F 53 57 blue and Grey 5B 5F 63 67 Nighttime blue colors...ah...so peaceful 77 Another funny Grey palette...weird and cool 7F Red and Orange.... 87 Dark Yellow 97 Grey A3 Purple A7 Yellow AB Orange AF Cyan B7 Ice C7 Kafuka D7 Grey and Blue E7 Night F7 Grey FF Fire Everything after 77 made grpahic glitches and looks bad. These eight choices are the only palettes available to a Flower-type level. I now tried changing the byte 27 into 29. It created another palette choice (blue and purple) but with a seriously screwed up background image. The colored hills were replaces with stars, flashing x's and pasty white background. Here's my results: 20 Made ground purple and background was replaced with tree background. 21 Same as 20...hmmm..... 22 Same ground color as 20 but the background is now mountains (very messed up colors though) 23 It seems that I'm wrong. This changes the ground pruple and the background is normal again(colored hills) 24 Normal colored ground (yellow) with tree background. CONCLUSION ON PALETTES The original byte was 27. This color of ground is yellow. Also, 24, 25, 26, and 27 are all yellow ground with different backgrounds. So: These are the palette options: 00-03, 04-07, 08 to 0B, 0C to to 0F. Change the 0's in the first part of the bytes to make more changes. I will not go into full detail on this subject as of now but I will complete the list later.
Tilesets: X0, Less than 80: Cave
X2, Less than 80: Jungle
X3, Less than 80: Castle (Not 1-4 or 3-4 variation)
X3, Greater than 80: Flower, but not garden (Sky Variation)
X4, Less than 80: Cave (With Lava Variation)
X4, Greater than 80: Normal
X5, Less than 80: Castle (seen in 1-4)
X6, Less than 80: Flower Garden
X6, Greater than 80: Flower but not Garden
X7, Less than 80: Castle (seen in 3-4)
X7, Greater than 80: Cloud *************************************** The third byte is AD, which, by using the patern of the Pipe in 1-1, should be something to do with the Background/BG palette. Changed AD to BD. Results: The colored hills turned red and yellow. looks like fire. The background colors changed. Further results: BD: Fire colored...cool AF: Hills turned dark colored. Almost completely black. AE: Weird B0: Weird...not recommended because it looks so messed up B1: Weird (by this time, I think all of the other palettes for backgrounds are weird. None look to good except BD and AF) B2: Very bad weird... Maybe good palettes come from the last part of the byte being D. I'll now test this thoery... 0D: The background changed into a deep jungle nackground with odd colors 1D: It's the jungle background again, this time with red and yellow colors...another Kafuka looking thing it is 2D: Castle background with WHACKED out colors...looks like there's something in there that can be good stuff. 3D: Orange and yellow castle bg. 4D: Mountains 5D: Mountains (Kafuka) 6D: Graintent Colors... 7D: Ditto 8D: Plains... 9D: Ditto w/ Kafuka I should've come to the conclusion long ago that there are 16 palettes usable for the backgrounds. Also, this is not only bg palettes, it's the bg itself!!! I will list all of the backgrounds (all 256 of them ) in a file, sold seperately. Iggy: This is a better list. Some info first: There are 4 different background tilesets, 16 differnt background for each, and 16 different palettes for each background, 2 different background palettes from Layer 3, which makes a total of 2048 including the palettes, 64 without the palettes.
Note: Most levels use XD as their palette since it's usually the defult
If the ground color has a setting of: X0, X4, X8, or XC: 00: Lava (or waterfall, depending on layer 3) flowing down 20: Trees and bushes 40: Forest with plants 60: See above but this time, it's mushrooms 80: Hummoks and faded trees A0: Trees below the horizon C0: Sewers E0: Plains X1, X5, X9, or XD: 00: Trees (upclose) 20: Helicopter view of mountains and forests 40: Paradise and Waterfalls 60: Chomp Land 80: Similar X0, X4, X8, and XC's 20, it has thicker wood and more detailed bushes A0: Stars C0: Chomp Land (again) E0: Trees (as if you were right infront of it) X2, X6, XA, or XE: 00: See X1 20 20: Possibly Castles 40: Overhead View of the Ocean 60: Looks like a grave yard... 80: Castle A0: Mountains C0: Dark, I think it's used for Bowser's Fight E0: Weird... X3, X7, XB, or XF: 00: Jungle 20: Castle 40: Mountains 60: Colors 80: Plains A0: Hills C0: Woods E0: Bowser's Room
OK, some really look screwed-up, right? Then here's a list of them that look fine.

X0, X4, X8, or XC and Layer 3 > 80 0F: Lava Falls 20: Bushes 2B: Bushes (Night) 82: Hummoks and Trees, light blue 88: Green Hummocks and Trees 92: Purple Hummocks and Trees AD: Green Trees Below Horizon CE: Sewers E3: Plains X0, X4, X8, or XC and < 80 0B: Waterfalls 0C: Purple Salactites 10: Waterfalls 41: Nighttime Forest 82: Hummoks and Trees, ice 84: Red 8D: Multi-Color 91: Blue Ice Hummoks 93: Dark Hummocks and Trees 94: Purple (Light) X1, X5, X9, or XD and > 80 E7: Volcano X1, X5, X9, or XD and < 80 04: Green Trees 12: Autumn Trees B4: Stars C7: Chomp's Plateau X2, X6, XA, or XE and > 80 04: Hill with bluish green rocks 54: Nighttime Ocean 69: Graveyard AA: Mountains X2, X6, XA, or XE and < 80 16: Helicopter View 49: Ocean (light blue) 53: Ocean (inky purple) B0: Mountains (chocolate) X3, X7, XB, or XF and > 80 0C: Jungle 35: Castle Stone Walls 4A: Tall Moutains A3: Light Green Hills A9: Dark Green Hills AD: Green Hills B6: Chocolate Hills B7: Dark, Dark, Hills CE: Autumn Trees D1: Blue Trees EF: Dark Bowser Room X3, X7, XB, or XF and < 80 50: Tall Brown Mountains 8D: Colored Plains B1: Ice Plains *************************************** Fourth byte is a B6. It should alter Layer 3...I don't quite know what that means, but what the heck...I'll work on it Started by changing B6 to C6 (the usual thing I start out with is increase the first part by 1) Results: I now know what it means...layer 3...duh.... It changed the foreground (flowers) into some funky cloud thing with goony birds in the distance....Kind of weird... I'll do only 1 more change to this. B6 to B8. Results: Some strange thing...I don't know what it is 00: Say hello to Mr. SAVE-KILLER!! 32: Snow 40: Palm Trees 46: Sun 48: See C8 4A: Castle Stuff 4C: Explosion Star, used for Marching Milde and Bigger Boo 4E: Trees 50: White Stars 52: Cloud Screwyness 54: Plains and Moon, Different from BC and D4 56: Weird Clouds 58: Distorting Haze 5A: Scrolling Haze 5C: STUPID...THICK....CLOUD!!! 5E: White 60: Weird 62: Weird 64: Stupid little weirdness 66: Hmm... 68: Stupid weirdness 6A: Messed up 6C: Screwyness 6E: Weird 70: Crash! 72: Well, isn't it Mr. Crash!? 74: WHAT'S WITH ALL THESE CRASHING!? 76: ARGHH!!! 78: DA*N THIS!!! 7A: STUPID CRASH!!! 7C: And now presenting: MR. CRASH!!! 7E: NOTHING!!!!!! 80: NOTHING!! 82: Clouds? 84: Nothing 86: Weird 88: Scattered Clouds 8A: Nothing 8C: Nothing 8E: Nothing 90: ...WHAT'S WITH ALL THIS NOTHINGNESS!!? 92: Screwy 94: Weird, possibly flashing light 96: Nothing 98: Auroas and light beams 9A: 2-5 Layer 3 9C: Flowers extending from the horizon... 9E: Clouds and Hills that don't move. Makes me dizzy (for best results, use color B0, 48, 88, A8, B8, and if the layer 3 is 9F, you can use color 30 and 38) A0: Makes it look like ice cream land! A2: Used for Hookbill A4: Stars A6: Tides but can't swim A8: Trees covering the upper area of the level AA: Castle Windows AC: Used for Chomp Chase's Body AE: Glossy... B0: Castle Secondary Walls B2: Snow B4: Goonies! B6: Flowers B8: Spot light (indirect) BA: Invisible Water! BC: The Moon and Plains BE: Weird C0: Palm Trees C2: Weird C4: Clouds with White Background... C6: Sun C8: Stars and a Moon that don't shine (the moon is farther in perspective then BC) CA: Castle CC: Used for Explosion Enemies CE: Trees D0: Black stars D2: Big Clouds D4: Almost the same as BC but I can sense something different...(edit: the moon is closer to the horizon) D6: Big Clouds D8: Distorting Haze DA: Scrolling Haze DC: Big Cloud DE: Big clouds with little clouds on top E0: Screwy (this is the same for the rest of the bytes until FF) X0, X4, X8, or XF: 80: Ice cream Cream 88: Happy Clouds *************************************** Fifth byte, which is 9E, should be Layer 4. Odd because I don't know where the layer 4 is used in the level. I'll change it to AE to start. results: The layer 3 object (flowers) turned a different color. I don't think this byte is layer 4 anything. Actually, it could be layer 3 palette...let's just see though... 90: Definitely layer 3 palette...wait a second!!! It also turned the flower enemies into messed up graphic thingies....hmmmm.. I think this is the palette for layer 3 objects, not layer 4 properties and such. That is my conclusion... Edit by Iggy Koopa: The first byte is the layer 3 palette. Strangely, it ALMOST completely uses the same ones as the ground palette. However, they can be two different ones. The second byte is the enemey graphic set part 1. Notes: color of n is equal to color of itself plus 4, e.g. E1 = E6 X0 = X5 = XA = XC X1 = X5 = X7 = XF X2 = X7 = XC = X0 X3 = X8 = XD = X1 X8 = XC or something like that...
For Sprites, it's: 0 = 8 1 = 9 2 = A... Now, Colors: (tested on the spotlight, B9) X < 8
X > 8 0X: Black 1X: Black 2X: Black 3X: Light Blue 4X: Dark Blue 5X: Blue 6X: Green 7X: Green 8X: Dark, Dark Blue 9X: Blue AX: Black BX: Water Blue CX: Blue DX: Blue EX: Blue FX: Blue ************************************** Now for the sixth byte: 20. What does it do, I wonder...it should be enemy graphic set. Let's find out... 20 becomes 30 and does: I was expecting to see Shyguys turned into something like koopas. Not so. Actually, the flower beanstalk had graphics messed up. In fact, they looked like a freaked out Yoshi. THe flower at the top was a Kamek flunkie, called Toadie. Not I'm confused.....but I must proceed. Now I'll change some more stuff....I'm changing the bytes to other numbers. Starting with 00. 00: The beanstalk was still weird but now the bottom of the man-eating plants were weird too. 01: Same as above.....I'll try in groups of ten...see if that helps... 10: No...nothing different.... 40: No difference here again....I'm confused for now. Next byte!!! Edit: Actually, this is the palette/graphic set. Why does nintendo use this stupid pattern!!!! There are 32 different palettes, 8 sub-graphics, and 4 main graphic sets *************************************** Numero Siete, number 7. It is a 29 that should have something to do with layer options or someting else. I will not mess with this one just yet. Maybe later when I've finished with the rest of the header. Edit by iggy koopa: This byte determines where the layer 3 goes. For instance, if you leave it at 29, it'll make the level have some layer 3 forward and some at the way back. 39 Puts all layer 3 in the back. This also determines the speed of the layer 3 segments. Furthermore, this also determines the layer 3 tileset (arggh!! Not again!!). Tilesets: 00: Water 01: Sky 02: Snow, Xs, and Happy Clouds 03: Crash 04: Crash 05: Crash 06: Crash 07: Crash 08: Water 09: Sky 0A: Crash 0B: Crash 0C: Crash 0D: Crash 0E: Crash 0F: Crash
List: 00: Layer 3 in back, Layer 2 tiles that use layer 3 don't appear 08: Puts Sprites infront of everything 10: Puts the background color infront of everything. Layer three can seen through an object but is invisible otherwise. 18: No layer 3 20: Layer 2 is translucent, Layer 3 is darker above all layers except layer 1 28: Layer 2 behind 3 30: Layer 3 is translucent, but on top of layer 2 and completely covers layer 1 and sprites 38: Puts Layer 3 In back 40: Puts Layer 3 In front but makes it slowly appear instead of instant appearance 48: Triggers Rapheal the Raven 50: Makes the level use the Pre-Baby Bowser tileset 58: Layer 3 in back 60: Layer 2 not Present 68: Layer 1 goes to 2, Layer 2 goes to 3, layer 3 goes to 1 70: A black color diffuses onto everything, sprites appear on top of layer 1 and 2 but behind 3, Sprites and layer 1 is transulcent, layer 3 appears on top of layer 2 and can be seen through layer 1 79: Diffuses the background color into everything 80: Layer 3 appears on top of everything and is translucent 88: Crash 90: 98: Messed-up the level A0: A8: Crash B0: B8: Blanks the Screen C8: Ditto D8: Ditto E8: Ditto F8: Ditto *************************************** Number 8 byte is 60. It is weird. It was suggested that it has to do with palettes or music...or both. Let's change 60 to 70 and see what happens.....Results: Well that is certainly weird. I didn't see anything having to do with music. The colors did change to a blue-ish tint to them. how weird. I do not know what to think about this...
EDIT BY IGGY KOOPA: This controls the layer 3 tileset. Every odd 10 digit's place would be shining.
List of tilesets: Byte 7 is X0 or X8: 00 Big Cloud 20 Water 40 Big Clouds 60 Happy Clouds 80 Big Clouds A0 Fire, Water, and Clouds C0 See A0 E0 See 00 Byte 7 is X1 or X9: 00 For Big Clouds 20 Snow 40 Goonies and butterflies, somehow different 60 Gooney 80 See 00 A0 Fire, Water, and Clouds C0 Ditto but Super Speeded! E0 Clouds Byte 7 is X2 or XA: 00 Flashing X 20 Happy Clouds 40 Crash 60 Ditto 80 Ditto A0 Ditto C0 Ditto E0 Ditto Byte 7 is X3, X4, X5, X6, X7, XB, XC, XD, XE or XF: 00 Crash 20 " 40 " 60 " 80 " A0 " C0 " E0 "
This byte also does something when you change the second digit... 0 - No Effect 1 - Ground Flashes 2 - Layer 3 Flashes 3 - No changes observed 4 - Layer 2 Flashes (all of layer 2) 5 - Layer 2 Sparkles (section of) 6 - Ground is Darker, Layer 1 and 2 sparkles (sections of) 7 - Same as 6, but sparkles more frequently 8 - No changes observed 9 - Layer 3 has a gold tint and sparkles A - No changes observed B - Layer 3 Fades In C - Layer 3 Fades Out D - Layer 3 becomes red and gleams E - Certain Sections of Layer 2 Sparkles F - No changes observed 10 - Layer 1 and 2 Flashes 11 - No changes observed 12 - Layer 1 and 2 Flashes, Layer 3 becomes translucent and appears in front of layer 1 and 2 13 - Ground is Darker, Layer 1 Flashes 14 - Same as 13 15 - Crash 16 - No Changes 17 - Crash 18 - No Changes
The rest are all crashes -------------------------- Byte 9!
Music. Below is a list of songs.
10th Byte is less then 80: 00 - Flower 01 - Castle 02 - Underground 03 - After Level bonus challenge 04 - Kamek 05 - Sky 06 - Ending (requires kamek) 07 - Title Screen 08 - Flower 09 - Castle 0A - Underground 0B - Bonus Challenge 0C - Kamek 0D - Sky 0E - Nothing 0F - Title Screen 10 - Flower 11 - Castle 12 - Underground 13 - Challenge 14 - Kamek 15 - Sky 16 - Nothing 17 - Title 18 - Jungle 19 - Before A boss (mini) 1A - Kamek 1B - Before Another Boss (last) 1C - Big Boss, short intro 1D - Powerful Infant 1E - ANOTHER...BEFORE...A...BOSS (mini) 1F - Title Pattern repeats up to FF
80 or above:
00 - Jungle 01 - Before a Boss 02 - Kamek 03 - Before another Boss 04 - Big Boss 05 - Powerful Infant 06 - BEFORE ANOTHER STINKY BOSS!! (From here on, something saying "BEFORE ANOTHER STINKY BOSS!!" means before a miniboss) 07 - Title 08 - Jungle 09 - Before a Boss 0A - Kamek 0B - Before another Boss 0C - Big Boss 0D - Powerful Infant 0E - BEFORE ANOTHER STINKY BOSS!! 0F - Title 10 - Jungle 11 - Before a Boss 12 - Kamek 13 - Before another Boss 14 - Big Boss 15 - Powerful Infant 16 - BEFORE ANOTHER STINKY BOSS!! 17 - Title 18 - Jungle 19 - Before a Boss 1A - Kamek 1B - Before another Boss 1C - Big Boss 1D - Powerful Infant 1E - Before a Mini boss 1F - Title
if the abundance of options makes you ask why... then here are the answers!
Every 8 numbers, a new scrolling option is used. A list is below.
Sample - Layer 2 rate, Layer 3 rate, Layer 2 Position (Postion/4 vertical screens, this is in relation to the top screen), Layer 3 Position (Postion/4 vertical screens, same applies as 2 position)
High - 1 Normal - 2 Low - 3 Very Low - 4
00 - Slow, Very Slow, Normal, Normal 08 - Constant, Slow, High, Low 10 - Constant, Constant, High, Low 18 - Slow, Constant, Normal, Low 20 - Slow, None, Normal, High 28 - Very Slow, Very Very Slow, Normal, High 30 - Very Slow, Constant, Normal, Normal 38 - Slow, Slow, Normal, High 40 - Very Slow, Very Slow, High, Low 48 - N/A, Very Very Slow, High, Normal 50 - Very Very Slow, Very Very Very Slow, Normal, Normal 58 - N/A, None, High, High 60 - Very Slow, Slow, Very Low, Normal (remember: ones listed after this point haven't been written correctly) 68 - N/A, None, Low, Normal 70 - Slow, Very Slow, High, Low 78 - Very Slow, Very Slow, High, Normal 80 - Variable, Slow, Low, Normal 88 - Slow, Very Slow, Normal, Low 90 - Very Slow, Very Slow, Normal, Low 98 - Slow, Constant, Normal, Normal A0 - Slow, None, Normal, Normal A8 - N/A, Constant, Low, Normal B0 - N/A, Constant, Low, Normal B8 - N/A, Constant, Low, Normal C0 - N/A, Constant, Low, Normal C8 - N/A, Constant, Low, Normal D0 - N/A, Constant, Low, Normal D8 - N/A, Constant, Low, Normal E0 - N/A, Constant, Low, Normal E8 - N/A, Constant, Low, Normal F0 - Constant, Constant, Low, Normal F8 - N/A, Constant, Low, Normal
A "variable" speed means that the game sperates the layers of the layer 2 then moves them at different speeds -------------------------- Byte 10
Byte 10 is mysterious...If it is higher than 80, it gives you a different set of music. It seems that 40 and 20 are some common defaults but everything else is an enigma about this byte. Might control the memory of coins and such, but I'm not positive. -------------------------- Sprite tilesets:
X0 0X: Wingless Goonies, Tap-taps, Mildes, Falling Blocks (from 1-2), Penguins, and Birds X0 1X: Penguins, Little birds, Tap-taps, Mildes, Bullet Bills, Falling blocks, and Platform that have a number on them from 6-7 X0 2X: Spiked Fun Guy, Tap-tap, Milde, Fireballs that move back and forth, Blowhards (cactus that spit cactus balls at you), Pirhana Plants, Mini-Gusties, and egg plants X0 3X: Stilt guys, Bubble Blowers, Penguins, Little Birds, and Ski Lifts X0 4X: Salactites, Lanturn Ghosts, Penguins, Little Birds, Tap-taps, hookbill's mountains, pirhanas, mildes, and Sluggys X0 5X: Tap-Tap, Pirhanas, Milde, Hookbill's Mountains, Chomp Chase, Snifit, and Fireballs that move back and forth X0 6X: Blowhards, Mini-gusties, Flower (sprite 10), and Goonies X0 7X: Cannon Launchers, Bullet Bills, Blowhards, Arrows, Spike Hatted Bandits, Mace guys X0 8X: Kamek and Hookbill's Mountain Background X0 9X: Fat Shyguys, Mildes, Tap-taps, Pirhana Plants, Lakitus (wall and cloud), and Flower that shoots its petals at you X0 AX: Sluggy, Lanturn, Flower that shoots stuff at you, Giant Egg, Arrow (hit with egg and the arrow will shoot it in the direction it was pointing at) and Flower Shyguy X0 BX: Ghost Guys, Sluggy, Cannon Ball Launchers, Flower (sprite 10), Ghost Shyguy moving a spike mace thing, arrows, and Lanturn X0 CX: Egg Plant, ghost shyguys moving spike mace things, and Hookbill's Mountains X0 DX: Nipper Plants, Arrows, Flower (sprite 10), and Gusty X0 EX: Hookbill's Mountain, Bubble Blower, Eggplant, and Skis X0 FX: Mildes, Tap-Taps, Baseball Boys, Blowhards, Pirhana Plants, Arrow that you hit with egg and the arrow shoots the egg in the direction it was pointing at, and Sunflowers X1 0X: Poochey, tap-tap, milde, pirhana, and Bullet Bill X1 1X: Ghost Guys, Nipper Plant, Big Boo, Gusty, Hanging/jumping ghosts, and Arrows X1 2X: Sewer Ghost, Water Lakitu, Tap-tap, Milde, Pirhana plants, and fish from 3-7 X1 3X: Sunflower, Kamek, Milde, Tap-tap, Pirhana, and Naval X1 4X: Stilt Guys, Dancing Spear Guys, Sewer Ghosts that spit Flipping Shyguys, Mildes, Tap-taps, Hookbill's Hills, and Egg Plants X1 5X: Pyroguys, Ghost Guys that pass a torpeado around, Huffin Puffin, Seed Shyguys, Bandit, Blindfold Boo, Cactus (the one with pants), dizzy daisy, spear guys, and Spikes X1 6X: Spikes, tap-tap, mildes, flower, and fireball from 6-4 X1 7X: Jumping Ghost, Lemon Drop, Blindfold Boo, Pyroguy, Sparky, Cactus (the one with pants), dizzy daisy, Salvo the Slime, and Happy Flower X1 8X: Mace Shyguy, Mini-Blargg, Bullet Bill, Spiked Hat Bandit, Baseball Boy, and Arrow X1 9X: Flower, Arrows, Blindfold Boo, Zeus Guy (karate guy), Pyroguy, and Ghost Guy X1 AX: Snifit, Pyroguy, Ghost Guy, Blindfold Boo, Spike Chains, Zeus Guy, Bandit, Ghost that reverses your directions, and Spinning Doors X1 BX: Lanturn, Ghost Guy, Sluggy, Zeus Guy, Fireball from 6-4, and Mouser X1 CX: Egg Plant, Tap-tap, Milde, hookbill's mountains, skeleton goonie, and blowhard X1 DX: Clawdaddy, Skeleton Goonie, Blindfold Boo, Dancing Spear Guy, Pyroguy, and Spear Guy X1 EX: Fireball from 6-4, Pyroguy, Blindfold Boo, Masked Mouser, Ghost Guy, and Flower X1 FX: Hookbill's Mountain, and Goonies X2 0X: Hookbill's Mountains, Squid, and Huffin Puffins X2 1X: Koopa, Eggplant, Bubble Blower, Blowhard, Spiked Fun Guy, and Nipper X2 2X: Fireball, Boo, Masked Mouser, and Ghost guy X2 3X: Boo Balloon, Lava splashes, Flame, and Ghost Guy X2 4X: Explosion, Salvo the Slime, Egg Plant, Marching Milde, Flying Kamek, Tap-tap, Lemon Drop, and Pirhana Plant X2 5X: Boo, Kamek, and Spinning Log X2 6X: Mouser and Baseball Boy X2 7X: Mini Gusty and Hookbill's Mountains X2 8X: Cheep-Cheep and Sparky X2 9X: Cheep-Cheep, Clawdaddy, and Spear Guy X2 AX: Spear Guy, Bubble Blower, Dizzy Daisy, Monkey, Clawdaddy, and Egg Plant X2 BX: Catfish X2 CX: Monkey and Mushy Slug found in 5-4 X2 DX: Mouser, Sluggy, and Lanturn X2 EX: Same as C0 X2 FX: Flower shyguy and Happy Flower X3 0X: Huffin Puffin and Lakitu X3 1X: Big Boo, ! Switch, and Flower X3 2X: Masked Mouser and Flower X3 3X: Explosion and Chomp Chase X3 4X: Sewer Ghost, Sluggy, and Lanturn X3 5X: Milde, Goonie, Crazie Daisy, Arrow, Explosion, Dragonfly, Flower Shyguy, Butterfly, and Pirhana X3 6X: Huffin Puffin, Seed Guy, Sluggy, and Lanturn Ghost X3 7X: Koopa, Fire, Fuzzy, and Raven X3 8X: Flying Goonies and Baseball Boys X3 9X: Snifit, Milde, Bandits, Bandits that wear hats, and Bullet Bill X3 BX: Koopa, Bill, Goomba, and Fuzzy X3 DX: Bullet Bill and Fire and Koopa X3 FX: Chomp Chase, Chomp Crush, Shyguy in background, bubble blower, and Milde X4 0X: Boo X4 7X: Lava Fish, Spike Mace Shyguy, Koopa, Mouser, Masked Mouser, and Ghost Guy X4 BX: Boo Balloon, Blindfold Boo and Hookbill's mountains X4 CX: Fire Lakitu, Wall Lakitu, Normal Lakitu, Spike throwing guy seen in SMB3, penguins, and little birds X4 FX: Gusties, Baseball Boys, Lakitu, Pirhana Plants, Tap-Taps, and Huffin Puffins X5 1X: Gold Tap-Tap Boss, Egg Plant, and Swooper X5 4X: Monkies and Gustys X5 6X: Gusty, Nipper, Boo, and Lava Log X5 9X: Goonies, Penguin, Baseball Boy, and Kamek X6 0X: Froggy's Acid and Giant Shyguys X6 2X: Pirhana Plant, Butterfly, Tap-tap, Milde, Arrow, Flower Shyguy, Cactus Bouncing Pokey, and Amazie Daisy X6 3X: Flower Shyguy, Egg flower, and crazy daisy X6 4X: Stilt Guy, Swooper, Lanturn Ghost, and sunflower X6 5X: Big Milde X6 6X: Bubble Blower and egg plant X6 7X: Bandit, Fire, Potted Ghost, Blarrg, and Pot X6 9X: Fuzzys X6 EX: Stilt Guys, Arrows, Explosions, and Flower that you put an egg in to get stars X7 4X: Butterflies, Flower that shoots its petals at you, Flower shyguys, Koopa, and Crazy Daisy X7 5X: Mushy Slug, Monkey, Frog, Little Frog, Seed Shyguy, Spear Guy, and Huffin Puffin X7 7X: Kamek and Skeleton Goonies X7 8X: Blindfold Boo and Pyroguy X7 AX: Stilt Guy and Monkey X7 BX: Bowser, Wizard Kamek, Fire, and Kamek X7 DX: Seed Shyguy, Koopa, Gusty, Lanturn, and Nipper X7 FX: Milde, Tap-tap, Ghost that reverse your directions, egg plant, flower that throws its petals at you, and pirhana plant
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5 Byte Objects:
Data Collected by Weasel, because I am THAT darn cool and secondly collected by Iggy, because I'm just THAT darn awesome, amazing, extraodinary, super, and other great describing words!.
Starred Objects work in the Flower Garden Object Set
Note: 4 byte objects are omitted ------------------------------------------------------------------------------------------------------------------ *01 Snow! It's snow! (edit: This is reguler Ground, MOST tilesets use this) *04 Snow downward slope (down right) *05 Snow downward slope (down left) *06 Snow steep downward slope (down right) *07 Snow steep downward slope (down left) *08 Snow really steep downward slope (down right, buggy) 09 " (down left, buggy) 10 Weird flowers? 11 " 12 " 14 Ceiling and floor with cross section 16 Water, acts weird but very cool 17 Weird flower platform 18 piece of a rock and some flowers 19 Coral of Water 1F Wavey Lava 20 A grey flower thing 21 Mud with Grass Ground 24 Normal Mud Groud 27 Mud Steep Hill 28 " 29 Tree Cover 2A Tree Cover 32 Jungle Stone, with grass 33 ", without grass 35 animated water, bad gfx 38 Same as 32 39 Weird solid block thingy 3A Upside-down left, steep 3B Ditto, right 44 Castle Wall 45 Castle Wall diagonal down right top edge 46 Castle Wall diagonal down left top edge 47 Lava 48 Castle Bricks *4E Sand blocks (throw eggs to make them disappear) *4F Nothing....absolutely nothing, sometimes crossection wall 52 Weird 54 Diagonal (gradual) platform on a castle wall 55 Diagonal (steep) Platform on a castle wall 56 " (very steep) 58 Ceiling with Slanted Edges (left and right) 59 Filled, Ground, gradual down right 5A Filled, Normal down Right 5B ", Steep Right 5C ", Gradual Left 5D ", Normal Left 5E ", Steep Left 5F Ceiling, Gradual down left 60 ", Normal down left 61 ", Gradual right 62 ", Normal right *66 Ice Blocks *67 Big, orange block (edit by iggy: it's used to fill empty spaces) *68 Coins 69 Yellow thing from 5-4 that makes you jump lower *6B Green "Goal platform" *6C Grey stone blocks *6E Multi-colored stone blocks 7A Weird 7B " 7F Side of Cross section, Also, Hole in Cross Section *82 Green Red coins, grouped closely together 85 Weird upside-down slope 86 " 87 Weird 88 " 89 Falling Block that falls when touched *8A P-switch coins (invisible, dotted-lines) *8B P-switch blocks 8F Weird block 90 Forest Slanted Tree 94 Weird switch blocks (used in "Keep Moving!") 95 Same as 94, but with a number 2 96 Same, count 3 97 Same, count 4 98 Running Waterfall 9D Falling Stone A0 The block that changes color when you hit it, used in various levels, such as Milde's castle and hookbill's castle, red colored A1 same, yellow A2 same, green A3 Weird A4 " A7 Spike Balls A8 Space used for Gaps B0 Hole in Castle Block? B3 Top Right corner, flower ground. Messed up palette? B4 Same as B2, weird GFX B5 Same as B3, but worse B6 Bottom right, flower ground B7 Top left, flower ground, messed up palette. Repeat of last few objects. B8 B9 BB Weird Block *C5 Vertical coins *C6 Diagonal downright coins *C7 Switch coins, horizontal *C8 Vertical switch coins *C9 Diagonal coins CA Water with sparkles CB Weird Background item CC " CD " CF Weird D0 " D3 BG of pipe D6 Weird D7 " *DA Switch "!" Blocks DB Ice Floor DC Icey Floor Edges with water in between them (animated) DD Icey Cave floor DE " DF Lava E0 " E1 Mushrooms E3 Icy Floor Upper Corners *E4 Horizontal Flower Platform *E5 diagonal downleft flower platform *E6 diagonal down left steep flower platform *E7 diagonal down left super steep platform *E8 Opposite of E5 *E9 Op of E6 *EA Op of E7 *EB Left facing Edge *EC Right facing edge ED Weird EE Weird EF Castle Block F0 Castle block for movement F1 Ditto but Slow movement F2 Ditto but no movement F3 Ditto but fast movement. *F4 Unusable Pipe! *F5 Spikes F6 Kamek's "Turn into enemy" block The rest are all crashes.
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4 Byte Objects: Crashes are marked as X unless otherwise noted. 00 - Special Object (refer to the four byte, object 00 document) 01 - Crash 02 - Left Corner of Normal Ground 03 - Right Corner of Normal Ground 04 - Crash 05 - "" 06 - "" 07 - "" 08 - "" 09 - "" 0A - Right-facing wall of normal ground 0B - Left-facing wall of normal ground 0C - Poundable Log 0D - Skinny Horizontal Platfrom (usually sticking from a wall) 0E - Looks to be a unfunctoning lift.. 0F - Same as 0F faceing right 10 - Crash 11 - "" 12 - "" 13 - Looks to be a background item Edges apper above sprites.. 14 - Crash 15 - Cloud platform 16 - Crash 17 - "" 18 - "" 19 - "" 1A - Platform, wrong graphicset 1B - Vertical pole 1C - I beem 1D - Background item, long horiz. bar or similar 1E - Another background item 1F - Crash -- NOTE: to save time I'll just X the Crashes.. 20 - X 21 - X 22 - Flower G. Style hill.. < 23 - Flower G. Style hill .. > 24 - X 25 - Mud Ground 26 - Mud Ground 27 - X 28 - X 29 - X 2A - X 2B - Stampable log (mud tileset version) 2C - Bottomless Jungle Stone with Grass, 2 blocks wide 2D - Grass on mud with vine going down the side 2E - Grass on mud with Vine going down the side, Right side hanging 2F - Small Tree, solid top 30 - Vine 31 - Vine 32 - X 33 - X 34 - Catails and Grass 35 - X 36 - Tree Vine 37 - red line bridge 38 - X 39 - X 3A - X 3B - X 3C - Working Down pipe 3D - Object you can't land on 3E - Vertical Object, pass through.. 3F - Vertical Object, safe on top, death on sides.. 40 - Similar to 3F 41 - Horizontal Platform, used in Baby Bowser's Room (the pounding part) and various castles 42 - Vert. Decrotive item 43 - Striped object in castles, required for sprite 05 and 06 (if sprite 05 and 06 are on an odd Y axis) 44 - X 45 - X 46 - X 47 - X 48 - X 49 - Castle Wall Window 4A - Vert. Decrotive object 4B - Big ground object 4C - Checker Platform used for a non boss Salvo the Slime 4D - Same as 4C but longer and can't be used for salvo 4E - X 4F - X 50 - Vertical Train Tracks 51 - Horizontal Train Tracks 52 - X 53 - Castle background Platform 54 - X 55 - X 56 - X 57 - Platform with crosssection background 58 - X 59 - X 5A - X 5B - X 5C - X 5D - X 5E - X 5F - X 60 - X 61 - X 62 - X 63 - Horz. Wooden Platform (no defects) 64 - Same as 64 (maybe) 65 - Wooden Log Platform 66 - X (note, any crashes will be omitted. Only good results will be written here) 6A - Messed up GFX horz. platform 6D - Spike Log 6F - Vertical BG item (weird) 70 - Plants 71 - Ground with Flowers 72 - Flower on underground 73 - Tree, Left, Right, and Middle with leaf 74 - Tree, Left and Right side with Leaf 75 - Tree, Left side with Leaf 76 - Tree, Right side with Leaf 77 - Middle Leaf 78 - Slanted Tree 79 - Down-right red stairs 7C - Funky BG item 7D - Crossection normal ground platform (top) 7E - Crossection platform 80 - Similar to 7C 81 - 80, diagonal the other way 83 - Green "Red coins" that make weird noises 84 - Same as 83, but not horizontal. Goes down-right 8C - Thing seen in castles where they use the ghost guys 8D - Weird vertical BG item 8E - Like....giant donut lifts (probably requires a different enemy gfx set) 91 - "T" shaped BG item 92 - Same as 91, but flipped 93 - Tree 99 - Similar to 91 but different GFX and it's solid (not BG) 9A - ??? 9B - Swirly Plant 9C - Swirly Plant 9E - Wierd donut lifts (bad GFX when falling) 9F - Raven platform A5 - Pipe A6 - Side Pipe A9 - Makes object disappear AA - Pipe Wall (left side) AB - Pipe Wall (right side) AC - Pipe Ceiling AD - Pipe Floor AE - Pipe shadowed BG (left side) AF - Pipe shadowed BG (ceiling) B1 - Normal horz. platform B2 - Down-left diagonal ceiling BA - PIpe Ceiling BC - Top Right Corner of Pipe BD - Ditto but left BE - Sewer Spout BF - Water of Sewer Spout C0 - Top of sewer water (no effect on yoshi, moves left) C1 - Ditto but right C2 - Top left Corner of sewer water C3 - Ditto but right C4 - Coin CE - Diagonal down left line guide (if length < 80, its down right, if its > 80, its down left) D1 - Vertical Line Guide D2 - Horizontal Line Guide D4 - Stone Pipe Wall D5 - Ditto but right D8 - Big Log Platform D9 - Log Platform DF - Puddles of Lava in Caves E0 - DF's Lava Flowing Downward E2 - Snowcapped Platform support FD - Leaf --------------------------------------------------------------------------------
Special 4 Byte Objects: 00 is a funny thing. There are 4 byte objects that are backwards. It begins with 00 and ends with the object. These are different from forwards 4 byte objects. Below is a list of them:
(Backwards 4 byte objects are in this format: 00 YX*16 YX*1 Type. This is just a four byte 0 with different lengths).
00 - 01 - One Leaf Plant from Swamp with Grass bottom 10 - Prince Froggy's Throat 12 - Staircase guide, Right 13 - ", Left 14 - ", Up Right 15 - ", Up Left 16 - Red coin in a stump 17 - ", Down Left 1B - Bones, Left 3B - 3C - 3D - 3E - 3F - 40 - 41 - 42 - 43 - 44 - 47 - Bandit's House 50 - Right Arrow Sign 51 - Spike Mace center 52 - Place where shyguys move a spike mace 53 - Place where a shyguy that reels up a spike ball 5C - 5D - 5E - Donut Block 5F - Rock 60 - Small Rock 61 - Small Rock 62 - Big Rock 63 - Big Rock 64 - Big Rock 65 - Big Rock 66 - Very Small Rock 67 - Nothing 68 - 69 - 6A - Bush covering sprite layer (small) 6B - " (medium) 6C - " (large) 6D - Pipe Down Exit 6E - Pipe Up Exit 6F - Pipe Right Exit 70 - Pipe Left Exit 71 - Pipe Slope 72 - Pipe Slope 73 - Pipe Slope with Ceiling 74 - " 75 - Pipe 76 - Pipe 77 - Pipe 78 - Pipe 79 - Pipe 7A - Pipe 7B - Pipe 7C - Pipe 7D - Plants 7E - Right Corner of Snow 7F - Left Corner of Snow 80 - Nothing 81 - Yoshi's House's Chinmey 82 - Yoshi's House 83 - Extremely Large Cloud Platform 84 - Huge Cloud Platform 85 - Small Fish Shaped Cloud Platform 86 - Fish Shaped Cloud Platform 87 - Big Fish Shaped Cloud Platform 88 - Left, Right, and Bottom Side of a Castle Wall 89 - Bottom of a Castle Wall 8A - Bottom of a Castle Wall 8B - Left side of a Castle Wall 8C - Left side of a Castle Wall 8D - Lower Right Line Guide of a Small Circle 8E - Upper Left Line Guide of a Small Circle 8F - Upper Right Line Guide of a Small Circle 90 - Lower Left Line Guide of a Small Circle 91 - Lower Right Line Guide of a Circle 92 - Upper Left Line Guide of a Circle 93 - Upper Right Line Guide of a Circle 94 - Lower Left Line Guide of a Circle 95 - Lower Right Line Guide of a Large Circle 96 - Upper Left Line Guide of a Large Circle 97 - Upper Right Line Guide of a Large Circle 98 - Lower Left Line Guide of a Large Circle 99 - Nothing 9A - Left End Line Guide 9B - Right End Line Guide 9C - Top End Line Guide 9D - Bottom End Line Guide 9E - Waterfall Left Side 9F - WaterFall A0 - Stone Block in a Castle (Right Upper Side) A1 - Stone Block in a Castle (Left Upper Corner) A2 - Stone Block in a Castle (Left side) A3 - Stone Block in a Castle A4 - Flowers On Ground A5 - Large Snowy Tree A6 - Small Snowy Tree A7 - Shyguy in Ice A8 - Left Arrow A9 - Salactite (Very Big) AA - Salactite (Big) AB - Salactite (Small) AC - Salactite (Broken off Edge, Small) AD - Big Crystal AE - Big Crystals (2, Left Side) AF - Crystal B0 - Crystals (2, Left Side) B1 - Crystals (2) B2 - Crystals (3) B3 - Lava Rocks B4 - Left Facing Mushroom (Small) B5 - Right Facing Mushroom (Small) B6 - Left Facing Mushroom B7 - Right Facing Mushroom B8 - Set of 3 Mushrooms (Small, Left) B9 - Ditto, Small, Right BA - Ditto, Large, Left BB - Ditto, Large, Right BC - Tall Dandilion Flower BD - Ditto, Right Facing BE - Ditto, Medium Sized BF - Ditto, Small Sized C0 - Snow Capped Platform C1 - Snow Capped Platform (Tip) C2 - Snow Capped Platform (Medium) C3 - Snow Capped Platform that tips C4 - Egg Block D0 - Piece of Flower D1 - Ditto D2 - Ditto D3 - Ditto D4 - Right Facing Rock D5 - Ditto but bigger D6 - Ditto but different DF - Big Grounded Rock E0 - Pipe from 6-4 FD - Special Object: Doesn't allow the screen to scroll down into the screen that this is placed in FE - Special Object: Doesn't allow the screen to scroll right into the screen that this is placed in FF - Special Object: Doesn't allow screen to scroll up into the screen that this is placed in --------------------------------------------------------------------------------
Enemies/Sprites: 1-1: A8183 Interioer Shyguy pipe 1-1: B07A5 for the red plant after the rock. Explore around there (sprite data really starts at B0783) 1-1: B07C2 for the shyguy pipe (outside) 1-2: CEB76 First Falling Chomp 1-3: B12BB The First Pirhana Plant (data really starts at B12B5) 1-3: B135C The first chomp rock 1-4: A0915 First yellow egg block (data really starts at A089D) 1-5: 114705 Start 1-6: 8D526 First Stilt Guy (actually starts at 8D4C6) 1-7: 95129 First Melon Ball (actually starts at 9511D) 1-8: A886B Dead Start of the sprite areas 1-Extra: B16A5 Start of sprites 2-1: 95AF8 First Koopa 2-1: 95BFE Poochey's Place 2-2: A15D4 First Baseball Guy 2-3: A9445 Start 2-4: A9F98 First ! switch 2-5: AAD8E Start of Sprites 2-6: ABB52 First Dragonfly 2-7: A259B Start 2-8: 7825 First Vertical Platform 2-Extra: 95F68 First ! switch 3-1: A2F56 First Monkey 3-2: 3-3: A3CE3 First Net-Um 3-4: 8E082 Start 3-5: AC39B First Monkey 3-6: B207B First Monkey 3-6: B20FE First Chomp Rock 3-7: B29C0 Start 3-8: A47D9 Start 3-Extra: AC6E2 Start 4-1: A54C7 First Goomba 4-2: A6092 First Pirhana 4-3: ACC77 First Koopa 4-4: 96AF9 Chomp Warning Sign in the outer area of Milde's fort 4-5: A6994 Start 4-6: B35C1 Start 4-7: 4-8: B423D First Lava Spitting Toad 4-Extra: CF5D9 Start 5-1: AD959 Start 5-2: A71F2 Start 5-3: AE889 Start 5-4: B4DDA The Swinging guy (the first one) from sluggy's castle 5-5: B5F21 Second Goonie 5-6: 970F0 First Gusty 5-7: 87CB8 Start 5-8: B7127 Start 5-Extra: 6-1: 8F3EC Start 6-2: AF213 Start 6-3: 6-4: CFE83 First Ghost Shyguy 6-5: B80BB Start 6-6: 11568C Start 6-7: A7EB8 Chomp Chase (number 1) 6-8: AFF47 Kamek's Attack 6-8: B0169 Tap-tap's Cavern 6-8: B01D0 Bowser's Room!! 6-Extra: 8FDFB The Swinging Shyguy
00 - Lava Ride Log, 1-UP Bubble 01 - Blocked Door, single spike mace 02 - Nothing!, double spike mace 03 - Treasure Box With Key or stars, ghost shyguys moving spike mace 04 - Outline block that gives coin, Fishbone 05 - Ice melon, Shyguy with Bomb, passes to left 06 - nothing, Shyguy with Bomb, passes to right 07 - Watermelon, Stray Watermelon Seed 08 - Crash, Milde 09 - Fire Melon, Gold Tap-tap 0A - Cannon Ball Launcher, Silver Tap-tap 0B - Cannon Ball, Jumping Tap-tap 0C - Rapheal the Raven, A dropping spike mace that a ghost shyguy reels up and drops 0D - Goal ring, Ghost Shyguys in castles that move the spike maces 0E - GOAL!, Crate 0F - Bonus Challenge Appears, screws the flowers, blindfolded-boo 10 - Sewer Ghost that spits shyguys, flower 11 - You got item card, guys from 5-4 that you step on and they get all goey... 12 - Boss door, takes you to level 1 if no pointer, nothing 13 - Beat mini-boss sequence happens, level ends, Snifit 14 - Scrolling stops, key appears, beat big boss sequence happens, level gets buggy, emulater crashes, Stray Snifit Bullet 15 - Submarine Yoshi Torpeado, Coin that Disappears if not taken 16 - Bigger Boo, Platform that tilts from 3-7 17 - Frog, Donut Block 18 - Fire (used by enemies and by the mini-game bandit that just ate a fireball), Giant Donut Block 19 - Bubble, Ghost eat sheet to get shyguy or get hurt to get bandit 1A - Ski lift, Catcher Bandit 1B - Poundable lava post, Lakitu (If Lakitu's X is odd then 2 will appear) 1C - snowman (if snowman's X is odd, it'll be a penguin in disguise, otherwise, it will release 6 stars when killed), Stray Lakitu's Cloud 1D - Snowman on a Ski Lift, Lakitu's Spike ball 1E - walking shyguy (color changes depending on X, becomes a generator if placed in a pipe), rotating arrow elevator 1F - (W) Bowser's Castle's Path spinning doors, Blue Arrow elevator (disappears) 20 - (W) Bandit, Vertical Arrow lift 21 - (W) Empty Pail, Bouncy yellow stuff from 5-4 22 - (w) Red Coin egg, Pail with Bandit 23 - (W) Red Egg, Pail with coins (5) 24 - (W) Yellow egg, Seed Shyguy 25 - (W) Green egg, Kamek attack if X is even, if not, then kamek yelling for defeating bowser 26 - Giant Egg, Spike chains used in some Forts/Castles 27 - (W) Key, Weird 28 - Stray Huffin Puffin (running away), something invisible that makes weird noises and can hurt you 29 - (W) Giant egg, Fuzzy 2A - (W) Giant egg, Bandit That uses a shyguy as Bait 2B - (W) Ditto, Fat Shyguy 2C - (W) Frog that tries to bite yoshi to death, Red Coin/1-Up/Flashing shyguy 2D - Salvo the Slime, weird 2E - (W) Wierd, No enemy 2F - (W) Weird, Fireball (moves <->) some stuff 30 - Mouser, fireball (vertical) 31 - Potted Thwomp, Locked Door 32 - Weird thing that moves up and down, Lemon Drop 33 - Mouser, lanturn ghost (X controls color, becomes a generator if placed in a pipe) 34 - Potted Ghost, Nothing 35 - Boss dies, background screws, music turns off, Raven that moves in one direction 36 - Falling Wall, Raven that alternates direction randomly 37 - Thing that rides yoshi and changes his color. Makes controls backwards (used in the immpossible maze), Falling rock seen in 2-1 38 - Fire (used by potted ghost), Smaller rock (also seen in 2-1) 39 - Nice for a disco place!, Really big falling rock seen in 2-1 3A - 3 little Ravens, Horizontal falling rock (seen in 2-1) 3B - Little Raven, Froggy's Acid 3C - Tap-Tap, the Red nose (boss), one-way pinball like thing (vertical) 3D - Nothing, Swooper that moves in a circle then goes straight 3E - Weak Bridge, pound to break, swooper that moves up in down 3F - Use with sprite D6 (Y = 1) to make a Salvo the Slime holding a key, Cheep-cheep that jumps straight up 40 - Baby Luigi!, Cheep-Cheep that swims around then jumps straight up 41 - The Stork!, Cheep-Cheep that swims around then jumps in an arc 42 - Nothing, absolutely nothing!!!, Cheep-Cheep that skips across the top of the water 43 - Big Red Shyguy from Froggy's Throat, water shooting fish 44 - Big Green Shyguy from Froggy's Throat, horizontal one way, right/left (If x is odd, then it's facing right) 45 - Froggy's Throat, blue unshaven 46 - The first boss but screws the level and kamek doesn't come, prince froggy appears but kamek doesn't come, and various other stupid bosses, pink unshaven 47 - Shyguys that follow you and causes you to use less eggs, left pipe 48 - Summons Kamek if a boss sprite is present (doesn't include Bigger Boo, Sluggy the Unshaven, Bowser, Salvo the Slime, or Hookbill), bouncey spring that goes up with you if you jump high 49 - Makes Bite sound then disappears, Arrow that shoots eggs up when hit 4A - Nothing!!, Weird 4B - Nothing!!, Weird 4C - Upside down aiming pirhana, Weird 4D - Weird, Weird 4E - Locked Door, Weird 4F - Mid point, Weird 50 - Rotating platform in Milde's Castle (moving), Weird 51 - Same as 50 but not moving until Yoshi steps on it, Weird 52 - Stray Riding Balloon, flying wiggler 53 - Kamek comes and says "OH MY!!" Suddenly, naval appears and dies and you get 3 keys and a crashing emulator without sound (I guess I saw this coming), Goonie with Shyguy 54 - Upside Down Pirhana, Chomp Chase 55 - Spinning platform that moves to yoshi's weight (small, red), Fat Winged Goonie 56 - Spinning platform that moves to yoshi's weight (big, green), Porco (the little cactus ball that wears pants, drops from ceiling, Comes in either a group of 1 or 3) 57 - Blargg like enemey used in the first head boss castle that has a platform on his head, Wall Lakitu 58 - Stray toadie that creaps up on you then steals Mario, Fat Wingless Goonie 59 - Powerful Infant Star (only appears when Mario is in powerful infant state), Bandit with a spiked hat 5A - Nothing, Hatless bandit with spiked hat 5B - Red Coin Bandit, Group of Dancing Spearguys 5C - Makes the area protroled with toadies that take mario when you get hurt, Green Switch Block (used in 1-8) 5D - Crash, Red Switch Block (used in 1-8) 5E - Same as 51 but smaller, shyguy with 1-up, spinning platform with shyguys 5F - Same as 51 but moves quickly and on interval, Green Flip platform (from 1-8) spikes are upward 60 - Torpeado, Same as 5F but red 61 - Baby Mario teleports and starts crying, win a free red coin!! or key or various other junk 62 - Goomba, 2 Green spiked platforms with a flip switch in the middle 63 - Muddy Buddy!, stray cactus 64 - Platform (spinning), nipper 65 - red coin!, Nipper Seed (the ones that float) 66 - Pirhana Plant!!, thunder lakitu (if Lakitu's X is odd then 2 will appear) 67 - Nothing!, green shell 68 - Flashing Egg block!, red shell 69 - ditto but red, green beach koopa 6a - ditto but yellow, red beach koopa 6b - free egg block, green koopa 6c - bouncey spring!, red koopa 6d - Biting Pirhana Fish moves left, green bouncing para-koopa 6e - Biting Pirhana Fish moves right, red horizontal flying para-koopa 6f - Spring, red vertical flying para-koopa 70 - clawdaddy, Water Lakitu 71 - (big) boo! or mother boo or little boo, Naval the Pirhana Plant 72 - chalk shyguy, Weird Fliping thing that can't be hurt and hurts yoshi. Yoshi can't eat it. 73 - balloon pump and balloon, Balloon with Shyguy 74 - Spike throwing Guy with Shell (from mario bros 3, I forgot his name), Balloon with Cactus 75 - Spike that sprite 74 (Y = even) throws, Balloon with Torpedo 76 - Sparky, Balloon with Bandit 77 - Ditto but moves to Yoshi, Balloon with spring 78 - killer biting missile bills! (follows yoshi), balloon with 1-up 79 - non-biting missile bills! (bounces), Ditto but with key 7a - normal non-biting bullet bills, Balloon guy with coin 7b - Disappearing Missile Bill, Balloon guy with Watermelon 7c - stationary yellow missile bill, Balloon guy with Fire melon 7d - stationary bullet bill, Ballon guy with ice melon 7e - nothing..., 3 Ballong Guys and a crate 7f - topsy-tursy log, stray balloon guy 80 - podovoo, spinning log (intervals) 81 - bouncing podovoo, crazie or amazie daisy (depends on X position) 82 - chained chomp!, dragonfly 83 - nothing?, Butterfly 84 - magical teleporter: If no pointer it warps to level 1, penguin 85 - hedge hog that grows if near by, Green Platform (slow, already moving) 86 - crash, Green Platform (slow, already moving) 87 - auto matic 1 - up, Yellow Platform (medium, already moving) 88 - powerful infant star, Yellow Platform (medium, already moving) 89 - red platform (horizontal), slow platform (still) 8a - pink platform (vertical), slow paltform (still) 8b - one up balloon, medium platform (still) 8c - A yoshi floating in mid air..., medium (still) 8d - shyguy with 5 star guys or with 1-up or other things, fast platform (still) 8e - Baby Bowser, Fast Line Platform (still) 8f - monkey chain, spinning swirly platform 90 - Shy guy spitting enemey that hangs, Falling Salactite 91 - scattering toadies, Small Bird 92 - melon ball, flower shyguy 93 - door (if no pointer, leads to level 1), flipping shyguy spitting guy 94 - pink egg block that gets big if hit under neath, Mini Blargg 95 - checkered block (horizontal), Nothing 96 - checkered block (vertical), Snow capped platform that tips (seen in 5-8) 97 - big pow, Arrow (Left/Down/Right/Up Arrow, depends on X and Y. If [Y - 1] MOD 4 doesn't equal zero, the arrow will be Right or Up) 98 - Turn back to Yoshi Block, Arrow (Down Right/Down Left/Up Left/Up Right, Same thing from 97 applies) 99 - explosion, Dizzy Daisy 9A - green rotating platform on an egg block, ghost guy (if placed in a pipe, becomes a generator) 9B - Shyguy and chain, Penguin that bounces off the a wall and walks around 9C - Weird stationary thing, Flying Penguin 9D - ! switch, Skeleton Goonie 9E - stone chomp, wingless skeleton goonie 9F - Cactus Pirhana, Skeleton Goonie with a Bomb A0 - Star Flower, Double Fire Chain (X axis is the center) A1 - Weird thing you can eat, single fire chain A2 - Fire Lakitu's Fire Attack, Stray Star A3 - Bandit, Masked Mouser A4 - Bandit (hiddin in the background until baby mario is off yoshi), Stationary thing that Yoshi can't pass A5 - Blargg/Water Blargg (depends on X), monkey A6 - Chomp Crush (This is sweet!), monkey with melon A7 - Chomp Crush (infinite), monkey that drops cactus/bombs (depends on Y axis) A8 - Chomp sound effects, monkey that climbs A9 - Weird stationary thing that can't hurt Yoshi, monkey that climbs and spits seeds AA - Shyguy walking around in background (harmless), Lava spitting fish AB - The result of using the all egg item, Boo Balloon AC - Nothing, Little frog AD - Talking Message Box, Kamek's Wand attack AE - Hookbill (this is just sweet), Stray Kamek's Wand Attack (goes towards Yoshi) AF - Winged Cloud (with yoshi car inside, if X is odd, then it is just a bubble with the morph, rather than the cloud), coin B0 - Same but Yoshi Drill instead, Stray Balloon (the balloon and pump balloon) B1 - Yoshi copter this time, Crushing Noise (nothing else) B2 - Yoshi train, Gather Coin Mini Game Coin B3 - Egg Appearing Cloud (hit with egg to appear), Mini-Game Bandit (Gather Coins) B4 - Yoshi Marine, Moving Platform (Balloon Pop Mini-Game) B5 - Invisible Cloud with 1-Up/! Switch/5 Stars, Mini-Game Bandit (balloon pop) B6 - Coin Ring, Mini-Game Coin Cannon from Gather Coins, Also generates the Balloon Pop Balloons B7 - Cloud with a 1-Up bubble in it, Mini-Game Bandit (watermelon) B8 - Cloud with a Flower inside it, Pot from Minigames that give off infinite melons B9 - Cloud with a Weird reaction....(kills nearby enemies), Mini-Game Bandit (Balloon toss) BA - Cloud Falls and makes a staircase (diagonally up left), Changes Object set to cave (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
BB - Ditto (straight left), Changes Object set to Plains (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
BC - Bandit in a Cloud, Changes Object set to underwater jungle? (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
BD - Same as BB, Changes Object set to hookbill's room? (possibly an unused set) (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
BE - AN....ANOTHER.....1-UP...., Changes Object Set to Snow (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
BF - Key in a cloud, Changes object set to jungle (such as the one in 3-2) (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
C0 - cloud with Star Guys (3) scatter, Changes object set to castle (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
C1 - cloud: Star Guys (5) scatter, Changes object set to Flower Garden (not the one from 1-1 but the one from 2-1) (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
C2 - Door in a cloud, Changes object set to cave (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
C3 - cloud: Triggers area to your right to turn into a small mountain then shrink, Changes Object set to plains (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
C4 - cloud: Green Melon, Changes object set to underwater jungle? (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
C5 - Cloud: Red Melon, changes object set to hookbill's room? (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
C6 - cloud: Blue Melon, changes object set to snow (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
C7 - Cloud: 3 Petal Flower, changes object set to jungle (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
C8 - Cloud: 5 Petal Flower, changes object set to castle (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
C9 - The Crashing Cloud, Changes object set to flower garden (If it is even, it changes the object set, if it is odd, it changes the color to the object sets set "default")
CA - Baby Bowser's Door!, Extremely Slow Right Auto Scroll CB - Cloud: Coin, Auto Scroll slow down with right movement CC - ! switch in a cloud, Wave Auto Scroll Movement CD - Balloon guy from Bowser's Battle, Auto Scroll Right with a graudual down movement CE - Fireball from Bowser's Battle (does not work in a normal level), Auto-Scroll Down with a graudual Right movement CF - Baby Bowser Rock Slide!, Auto-Scroll Up Right D0 - Pipe (right) that goes to level 1 if no pointer, Auto-Scroll Down Right then straight then up and down D1 - Ditto but left, Auto Scrolling Down Right D2 - Big Milde (boss, use with sprite 48), up auto-scrolling D3 - Milde (splits to 4 medium ones), Horizontal with slow vertical scrolling D4 - Milde (splits to 4 normal ones), autoscrolling (right) D5 - Inserts the hills from hookbill's battle, nothing D6 - Blarrg Platform that takes you across, Yoshi appears on the left of the screen (use with sprite 3F, Y = 0, to make a Salvo the Slime holding a key) D7 - Kamek comes, makes a speech, and sluggy the unshaven comes and the music slows down, sluggy tries to push you into a block to kill you, gusty generator D8 - Chomp warning Sign, End Generator: Gusty D9 - Fishing Lakitu, End Generator: Lakitu DA - Pot, End Generator: Fuzzy DB - Thing that can be pounded and gets thinner (seen in 6-8), Nothing DC - Snowball that can be pushed, Swooper Generator coming from the right DD - Nothing, Nothing DE - Ditto, Swooper Generator coming from the left DF - Weird running thing that yoshi can make into an egg and doesn't hurt yoshi, nothing E0 - Ditto but flys, hurts yoshi, and can't be made into an egg, nothing E1 - Puffer Fish, nothing E2 - Ghost that oozes around then jumps up/falls down depending on X location (you'll reconize this from luigi's mansion), Skeleton Goonie E3 - Same as E2 but carries a fireball, Nothing E4 - Cactus Boucing Pokey, end generator: Fire Lakitu E5 - Cactus Boucing Pokey Cactus, Flying Wiggler Generator E6 - Gusty!, Nothing E7 - Bouncey Guys from the first castle (If x = odd then there is 1, if x = even, then there are two), Nipper generator E8 - Gooney (if Y MOD 4 <> 0 and X is odd, it's a goonie generator from right, even is left), Nothing E9 - 5 wingless Goonies, Balloon Guy with Cactus Generator EA - Mini-gusty (vertical), nothing EB - mini-gusty (horizontal), Balloon Guy with Bomb Generator EC - Pyroguy (jumps), End generator: Balloon Guy with Bomb ED - Pyroguy (runs), Riding Balloon Genertor EE - Flower with petals that fly at yoshi, nothing EF - Nothing, Nothing F0 - Weird stationary thing, Lemon Drop Generator F1 - Bubble Generator thing, End generator: lemon drop F2 - Stilt Guy (color depends on X), Nothing F3 - Flipping Shy Guy (color depends on X, becomes a generator if placed in pipe), End Generator: Goony F4 - Egg/Catus flower (depends on X), fuzzy generator F5 - Bat Guy, Lone Wingless Skeleton Goonie F6 - Huffin' Puffin' (parent and children), crash F7 - Guy that spits bubbles if stepped on, crash F8 - Pirhana shooter guy that is invincible and aims at yoshi, Game Freezes (music continues) F9 - Cactus that Monkeys throw and Pirhana shooters shoot, Game freezes but music still plays FA - Flower, crash FB - Long Spearguy, crash FC - Short Spearguy, crash FD - Karate Guy, crash FE - Karate Guys' Attack, crash FF - Poochey!, crash
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Exits: Exit Pointers! An exit pointer is 5 byte and start with FF and end with FF. They are located at the end of an area's object data.
First Byte: The screen where the exit is. The first is the Y screen, the second is the X Screen Second Byte: Level Number
Level Numbers: 00: 1-1 Main 01: 1-2 Main 02: 1-3 Main 04: 1-4 Main 05: 1-5 Main 06: 1-6 Main 07: 1-7 Main 08: 1-8 Main 30: Tap-Tap's Castle (start) 36: Shyguy Pipe (1-1) 3A: Pipe in 1-1 3B: 1-2, Yoshi Copter Part 61: Prince Froggy's Throat 63: Second part of Kamek's Revenge 99: Fireball Coin room in 1-4
Third: Entrance X Fourth: Entrance Y Fifth: Entrance Type
Here are the Entrance Types: 00 - Door 01 - Normal, but with Skis 02 - right pipe 03 - left pipe 04 - Downard Pipe 05 - Upward Pipe 06 - Rightward Pipe 07 - Leftward Pipe 08 - Downward Pipe 09 - Shoot from bottom of screen 0A - Yoshi Disappears and Baby Mario drifts off. It moves them a screen to the right and yoshi with mario drops from the sky
The rest are crashes

Reminder:
1-4's Secret Room 1: 10 6E 04 10 00
Middle-Ring Entrances Middle rings are located at a different part of the rom and don't have the screen exit yet it was too similar to be left out. The exact same thing as the normal exits apply but its 4 byte.
Address: 7E83E: 1-2's First Area 7E842: 1-2's Second Area 7E846: 1-3's First Area (Unused Middle Ring data) 7E84A: 1-3's Second Area 7E84D: 1-4's First Area 7E851: 1-4's Pre-Boss Room
Keep in mind: When you go through a mid-ring and then enter another area in that level, the mid-ring flag is still activated. For instance, in Level X, there is room 1 and room 2. Room 2 can't return to room 1 and has a mid ring. Room 1 can go to room two and has a mid-ring also. The player goes through the mid-ring in room 1 and dies in room two (without the mid-ring) Where is the player? The player is in room 2, as if he went there with the mid-ring. This could make players get stuck. However, they *may* be some way to fix this. It is not confirmed, but changing byte 10 in the level header *may* fix this. --------------------------------------------------------------------------------
Text Tables: 18=(a 19=a) 1A=(b 1B=b) 1C=(y 1D=y) 1E=(x 1F=x) 20=(sel 21=ec 22=t) 23=(l1) 24=(l2) 25=(l3) 26=: 27=; 28=(r1) 29=(r2) 2A=(r3) 2B=' 2C=^ Arrow 2D=(<) 2E=(>) 2F=(^) 30=(v) 31=(sta 32=r (part of start) 33=t) 34=^ cloud? 35=Right part of 34 36== 37=, 38=e 39=i 3A=t 3B=r 3C=h 3D=f 3E=n 3F=. 40=A with grave 41=A with circonflex 42=A with / A0=0 A1=1 A2=2 A3=3 A4=4 A5=5 A6=6 A7=7 A8=8 A9=9 AA=A AB=B AC=C AD=D AE=E AF=F B0=G B1=H B2=I B3=J B4=K B5=L B6=M B7=N B8=O B9=P BA=Q BB=R BC=S BD=T BE=U BF=V C0=W C1=X C2=Y C3=Z C4=|- sort of thing C5=C4 but upsidedown and backwards C6=? C7=! C8=Backwards comma C9=- CA=(di CB=pad) CC=Triple Apostrophes CD=Lowered o CE=~ CF=, D0= D1=" D2=" D3=Raised Dot D4=> Arrow D5=Left Yoshi D6=Right part of D5 D7=Raised X D8=a D9=b DA=c DB=d DC=e DD=f DE=g DF=h E0=i E1=j E2=k E3=l E4=m E5=n E6=o E7=p E8=q E9=r EA=s EB=t EC=u ED=v EE=w EF=x F0=y F1=z F2=< Arrow F3=. F4=(? F5=?) F6=(* F7=*) F8=Left of ! Switch F9=Right of F8 FA=Down Arrow FB= FC= FD= FE= FF --------------------------------------------------------------------------------
Other things; Sprite properties; etc. Sprite data: 1E1CE: Balloon with cactus generator It should read as: A9 74 01 22 64 A3 03
This requires a bit of ASM The first loads the LDA. The second loads the sprite that it generates The third determines whether the Y location is odd or even The forth is the long addressing mode The last three are the subroutine, inverted
Other sprites: 136DF: What Monkey on ground with Melon shoots 13BC3: What Monkey with torpeado throws 13BC8: What Monkey with cactus throws 13EB2: What Monkey on a vine with Melon shoots 14D93: Froggy's Throat shyguy generator 14D27: Froggy's Throat acid generator 1DC07: Gusty Generator 1DCA9: Bat from the right generator 1DD40: Bat from the Left generator 1E003: Flying Wiggler Generator 1E0D2: Nipper Generator 1E28B: Balloon with Bomb generator 1E2E8: Riding Balloon Generator 1E44D: Lemon Drop Generator 2141A: What Seed Shyguy Spits 21837: What a Flower Shyguy turns into when stepped on 24F86: What the spike tops (seen in 5-1 and SMB3) throws 2E302: What the cactus with a cactus ball bounces 33134: What the milde boss splits into 364BC: Controls the sound that the Ghost that spits shyguys make 364C3: What the Ghost that spits shyguys spit 383B7: What an Egg Flower with an even X axis shoots 384F8: What an Egg Flower with an odd X axis shoots 3972F: What Snifit Shoots 3ACBF: What Lakitu throws 3C864: What Wall Lakitu throws 716C5: Affected what Goonie with Shyguy Drops 7177F: What Goonie Generator Generates 725E5: What the Bubble Blower guy Blows 7872E: What Amazie Daisy Blows 79D3A: What a large milde (the one you get after pounding a full-sized milde once) splits into 7A14B: What a medium milde (the one you get after pounding a full-sized one twice) splits into 8B373: What the Gather Coins Mini-Game cannon generates 8C539: What the Mini-Game Bandit (Seed Spit) Shoots after comsuming a watermelon 8C576: What the Mini-Game Bandit (Seed Spit) Shoots after comsuming a red watermelon
there should be 5 bytes before the A9 the first two, if changed to A5 10, means load a random number The next (29), means use the logical operator AND Other Stuff:
13753: When I changed this, the monkey that spits seeds runs away all the time... 1E185: When I changed this, Baby mario was in a different location... 138F6: When I ate the monkey that threw torpeados, after changing A9 D7 to A9 63, the game crashed, when I changed it to A9 D6, the monkey, rather than sweating sweat, it sweat fire
A9 XX XX 22 31 must control what an enemy generates when it hits water, lava, or does various other things
What Monkeys Sweat:
D6 - Fireballs (As in, the ones generated when something falls into lava) D7 - Sweat D8 - Smoke

6CD30: Messed up Baby Bowser's battle... 8C533: This seems to change the method of firing watermelon seeds for the minigame bandit of seed spit 8C5C6: This seems to change how far the firemelon fire that a minigame bandit shoots. It also seemed to change its behavoir... 8B9FD: After chaning this B0 to 14, Yoshi couldn't stand on the platforms in the watermelon minigame
List of Sound effects: 00 - No Sound 01 - "Correct" ding 02 - "Correct" ding but stops music after 03 - Egg being picked up by Yoshi 04 - Yoshi Spiting fire 05 - Sunflower Growing 06 - 07 played backwards 07 - Skeleton Goony loosing wings 08 - 1-UP Sound 09 - Yoshi getting Coin 0A - Sounds like something falling apart, can't quite figure out what 0B - Koopa Shell hitting enemy (first enemy) 0C - " (second enemy) 0D - " (third enemy) 0E - " (forth enemy) 0F - " (fifth enemy) 10 - " (sixth enemy) 11 - " (seventh enemy) 12 - " (eighth enemy) 13 - Bouncy Guy from 1-4 bouncing 14 - Yoshi eating an enemy that can't be turned into an egg (also, Monkey Spitting Seeds) 15 - Expansion Egg block expanding 16 - Balloon and Pump loosing air 17 - Yoshi getting hit by an enemy 18 - Kamek putting spell (the curtian-like thing) 19 - Sounds like a high pitched "Whew!" 1A - A "Woo-her" sound 1B - Swooper Flying or Spike Mace Moving (maybe both) 1C - Yoshi boucing off of an enemy (such as a flying Koopa) 1D - Low pitched Pop 1E - Yoshi taking a Key 1F - Yoshi hitting his head on the ceiling 20 - Burt the Bashful growing 21 - Yoshi touching Fuzzy 22 - No Sound 23 - Wall Falling 24 - No Sound 25 - Pirhana Plant Dying 26 - Tap-tap footstep 27 - ? Cloud appearing 28 - ? Bucket being hit 29 - Higher Pitched version of 28 2A - Even Higher Pitched version of 28 2B - Even Higher Pitched version of 28 (higher than 2A) 2C - ...Even Higher Pitched version of 28 (Higher than 2B) 2D - ? Bucket hitting ground with a clank 2E - Another ? Bucket being hit 2F - Lower Pitched version of 2E 30 - Star Guys Scattering out of a cloud 31 - Yoshi going down a pipe 32 - Message Window Poping Up 33 - Platfrom from 4-3 that has a number on it being stepped on 34 - Yoshi Walking into a One-way thing 35 - Frog Croak 36 - Flower being collected 37 - Egg Flower when you have 6 eggs 38 - Yoshi spitting one of the undefeatable slugs from 5-4 into another 39 - Pirhana Plant Bark 3A - Shyguy being stepped on 3B - Bubble Pop 3C - Yoshi licking Spikes 3D - Bandit taking Baby Mario 3E - Yoshi's tounge 3F - Wild Ptoodie Pirhana's attack 40 - Door Opens 41 - Door Shuts 42 - No Sound 43 - Getting on Yoshi 44 - Baby Mario's Cry 45 - Prince Froggy's Saliva dissolving 46 - Blargg comes out of Lava (may also be rock from 2-1 falling) 47 - Bullet Bill Shot 48 - Blargg comes out of Lava (may also be rock from 2-1 falling) 49 - Yoshi's Jump 4A - Yoshi tries to throw an egg even though he doesn't have one 4B - Staircase Forming (start) 4C - Staircase Forming (in process) 4D - " 4E - " 4F - " 50 - Message Window Poping Up, but higher Pitched 51 - Fire Lakitu readying an attack 52 - Same but Higher Pitched 53 - Same as 51 but Lower pitched 54 - Same as 51 but even lower pitched 55 - Same as 54 but even lower 56 - Same as 55 but even lower 57 - Baby Mario timer above 10 58 - Baby Mario timer below 10 59 - Chomp Rock moved 5A - Mouser Squeek 5B - Kamek Shouting 5C - Moving the Hand in the level select screen 5D - 5E - 5F - 60 - 61 - 62 - 63 - 64 - 65 - 66 - 67 - 68 - 69 - 6A - 6B - 6C - 6D - 6E - 6F - 70 - 71 - 72 - 73 - 74 - 75 - 76 - 77 - 78 - 79 - 7A - 7B - 7C - 7D - 7E - 7F - 80 - 81 - 82 - 83 - 84 - 85 - 86 - 87 - 88 - 89 - 8A - 8B - 8C - 8D - 8E - 8F - 90 - 91 - 92 - 93 - 94 - 95 - 96 - 97 - 98 - 99 - 9A - 9B - 9C - 9D - 9E - 9F - A0 - A1 - A2 - A3 - A4 - A5 - A6 - A7 - A8 - A9 - AA - AB - AC - AD - AE - AF - B0 - B1 - B2 - B3 - B4 - B5 - B6 - B7 - B8 - B9 - BA - BB - BC - BD - BE - BF - C0 - C1 - C2 - C3 - C4 - C5 - C6 - C7 - C8 - C9 - CA - CB - CC - CD - CE - CF - D0 - D1 - D2 - D3 - D4 - D5 - D6 - D7 - D8 - D9 - DA - DB - DC - DD - DE - DF - E0 - E1 - E2 - E3 - E4 - E5 - E6 - E7 - E8 - E9 - EA - EB - EC - ED - EE - EF - F0 - F1 - F2 - F3 - F4 - F5 - F6 - F7 - F8 - F9 - FA - FB - FC - FD - FE - FF -
When I changed the six bytes before the A9 XX XX 22, in the nipper generator, which reads A9 20 00 8D DC 0C, to A5 10 29 01 00 18, the generator generated the sprites like crazy and they kept replacing them when one dies.

10000-20000 enemy data and a little of level date apperently.. 15000-16000 changed one of the flower guys to white(nothing apperent) 17000-18000 changed most of the flower guys white.. what the? hehe (nothing apperent) 18000-19000 map pointers, level data, or ASM for same. 19900-20000 hmm.. 100000-200000 umm well messes up just about everything (of course I'm just doing a general corruption 20000-25000 asm code crashes game on level load 25000-30000 asm code.. killed yoshi's eating ability 30000-40000 asm... who knows 40000-50000 ASM object editing, graphics, and death 50000-60000 ASM objects.. yoshi moves right all the time for no reason. Also changes sounds for objects (I got yoshi's jump sound changed) 60000-70000 who knows 70000-80000 ASM and etc.. (made moving a rock crash) 80000-90000 ASM and maybe level data... many drawing routines in this section 100000-110000 ASM and etc.. kills map and island intro. 110000-120000 umm.. who knows? 120000-130000 Sprite and background mapping graphics.. who knows what else 130000-140000 nothing 140000-150000 " 150000-160000 " 160000-170000 " 170000-180000 " 180000-190000 graphics 190000-200000 massive into, map, background maps, and etc editing.. possible level storage.. 199000-200000 map propertys.. maybe level info headers and graphics...
0x20200 -maybe start of level data? 0x20200 - 0x3102E map pointers in here 120200 - start of graphics 1fbd14 - 1ffee4 palletes (1F9580 last known possible start for them) 1bfc42 - 1f9580 Compressed graphics, ASM controls for buttons, save loading, and maybe levels.. 1ceed2 - still affects graphics, save loading and looks like header.. 1e2ed2 - umm.. well.. still has a little bit of map graphics compression, and cause nice pointer tabel corruption style effects also effects save rams 1e5ed2- outside the box.. 1e4ed2 - defently part of the table 1e3ed2 - corrupted file loading program. 1e4000 - same 1e3000-1e3a00 map16 weasel85weasel: This text is for when the yoshis have gathered around mario and are taking him around. 11045A and I don't know the end Well..I know that between 101FF and 1024E the yoshi's Palettes may be in there somewhere. I corrupted that section and the Yoshi's were all crazy colors. One was completey black and another looked like he was on fire. I'll work on this some more....just to keep you posted. Well, I think anyway. I did this and the first level was a blank area with the boss music playing. I made Yoshi hover so I could hear the music. It seemed to corrupt lots of level headers too. Here's the range: $7DB60 to $7ED5F You try it too and see what comes up. 7E63b-7E6d1 0x7E646 - table number for world 1-1 0x7E6D1 - another table.. doesn't effect start point 0x7E6D2 - starting point in level X Coord 0x7E6D3 - starting point in level Y Coord 0x7E9f1 - 0x7Ea23 somewhere in here is level 1-1 I got it to change backgrounds and everything... or may be pointer tables weasel85weasel: There's a big area between $7DB5C and $11045A, which is where text areas are. 0x10204E - 0x11045A intro 0x80D05 - Object set, or background. Makes crash.. 1-1 0x80D06 - part two 0x521DD - Baby Mario setting? 0xB03D1 - Noteworthy addy. level data maybe.. 0xB06BB - pointer table for bonus level or similar breakdown: 0xB06BB - Level Number 0xB06BC - X Coord Exit 0xB06BD - Y Coord Exit 0xB06BE - Exit Type

(61 74 BB 7A 00 )
Exit Types: 00 - Door 01 - Left of Screen Ski 02 - right pipe 03 - left pipe 04 - Downard Pipe 05 - Upward Pipe 06 - Rightward Pipe 07 - Leftward Pipe 08 - Downward Pipe 09 - Shoot from bottom of screen 0A - Yoshi Disappears and Baby Mario drifts off. It moves them a screen to the right and yoshi with mario drops from the sky 0B - Crash 0C - Crash 0D - Crash 0E - Crash 0F - Crash The rest are crashes
0x7EB66 - Pointer table.. (This is kind of smack dab in the middle so we'll need to go up. 3 byte object, 3 byte enemy 0x7EA22 - Start of Pointer table 0xA80C4 - Object level data for 2nd pipe 1-1 0xA8183 - Sprite data for 2nd pipe 1-1 0xA80C4 - Object Set 0xA80C5 - Pallete 0xA80C6 - Background and BG pallete... 0xA80C7 - Layer 3 0xA80C8 - Layer 4 0xA80C9 - Enemy Graphic set 0xA80CA - Layering options or something 0xA80CB - makes things ice colored or some something. Also has to do with music.. 0xA80CC - Music setting.. Music: 0xZ0 00 - Flower Garden 01 - Castle 02 - Underground 03 - Bonus 04 - Kamerk 05 - Athletic 0xZ4 00 - Kamek E0 - Final Boss 0xZ5 00 - Jungle E0 - Powerful Infant
0xZ6 E0 - Room before boss
Don't read above, it's not by Iggy! Instead: 10th Byte is less then 80: 00 - Flower 01 - Castle 02 - Underground 03 - After Level bonus challenge 04 - Kamek 05 - Sky 06 - Ending (requires kamek) 07 - Title Screen 08 - Flower 09 - Castle 0A - Underground 0B - Bonus Challenge 0C - Kamek 0D - Sky 0E - Nothing 0F - Title Screen 10 - Flower 11 - Castle 12 - Underground 13 - Challenge 14 - Kamek 15 - Sky 16 - Nothing 17 - Title 18 - Jungle 19 - Before A boss (mini) 1A - Kamek 1B - Before Another Boss (last) 1C - Big Boss, short intro 1D - Powerful Infant 1E - ANOTHER...BEFORE...A...BOSS (mini) 1F - Title Pattern repeats up to FF
80 or above:
00 - Jungle 01 - Before a Boss 02 - Kamek 03 - Before another Boss 04 - Big Boss 05 - Powerful Infant 06 - BEFORE ANOTHER STINKY BOSS!! 07 - Title 08 - Jungle 09 - Before a Boss 0A - Kamek 0B - Before another Boss 0C - Big Boss 0D - Powerful Infant 0E - BEFORE ANOTHER STINKY BOSS!! 0F - Title 10 - Jungle 11 - Before a Boss 12 - Kamek 13 - Before another Boss 14 - Big Boss 15 - Powerful Infant 16 - BEFORE ANOTHER STINKY BOSS!! 17 - Title 18 - Jungle 19 - Before a Boss 1A - Kamek 1B - Before another Boss 1C - Big Boss 1D - Powerful Infant 1E - Before a Mini boss 1F - Title Also, the last digit controls the music bank. --------------------- weasel85weasel: I haven't confirmed anything for the object data but at A80D0, there's a byte 43. Change it to 45 or higher to move the pipe background thing right a little. Change it to 41 or lower to move it left. weasel85weasel: (this is enemy here)offset A8183 looks like 1E 1E 0B. It's three bytes. The first is unknown...the second is the enemy pic and the third is the X coordinate. Edit by Iggy: Actually, the first is sprite type, second is Y/ Secondary Sprite Type, and the third is the X and special Options (such as wether a shyguy is red or green or if a single lakitu appears, or a pair) weasel85weasel: I think the first byte is Y coordinates. I may have this wrong though... weasel85weasel: If you change the second 1E into a 00, you get a red shyguy weasel85weasel: I did get one thing. Objects in the pipe are 4 bytes...and for the music, o6 has no music and 07 gets werid stuff...but it's not important ---------------------- 0xB03C7 0xB0783 - level 1 Obj Ene ---------------------- BoUcHeAn BoUcHe: ok the music setting BoUcHeAn BoUcHe: is actually ?M Emuz: it's the last nybble Emuz: yeah I know Emuz: ;-) BoUcHeAn BoUcHe: only the right nibble changes the music ------------------------ byte 0x01 : GGGGGGBB
GG = Ground Color/Set BB = Background 00 - forest trees 01 - starry bg 10 - Pointed Hill BG 11 - hill background -------------------------- weasel85weasel: B1 is the object itself, 00 makes it go to the right REALLY far, A6 is X coordinate, and 03 is length (apparently endless) Acmlm: B1 to B3 made it disappear again Acmlm: Changing it to B0 makes the game get stuck there Acmlm: Changing A6 to B6 moved it down Acmlm: I got it, hehe Emuz: ;-) Acmlm: Same byte for X and Y Acmlm: Try the first part of the second byte for enemys Acmlm: Seems to be it Edit: The first byte is Object Second is Screen (B7 would mean B vertical screen, 7 horizontal screen) Third is Coordinate (B7 would mean B vertical coordinate, 7 horizonal coordinate) Fourth is X Length Fifth is Y Length
When it's to four byte objects, it's like this: Object Screen Coordinate Length (Y is first digit, X is second) ---------------------------- X COORD - 0x20 = Y Coord up, X COORD + 0x20 = Y Coord down .. more latter.. 0xB6E55 A Pinf Level - well object set byte is more than just an objectset byte Emuz: the byte before the music in the YI header Emuz: setting the last nybble to 5 gives you the missing songs.. so far.. I got pinf and 'athletic' weasel85weasel: change the byte at $B03C8 from 27 t0 20. It looks cool 0x7EA46 - pointer to fuzzys hehe 0x9491F real object addy, 0x9511D enemy --------------------------- weasel85weasel: B1 is the object itself, 00 makes it go to the right REALLY far, A6 is X coordinate, and 03 is length (apparently endless) 0xA80F7 testing of this object note: this is based on the pipe's objectset 00 - Goofy Purple hole 01 - Crash 02 - Some kind of structual object, graphics messed.. 03 - See 02 04 - Crash 05 - "" 06 - "" 07 - "" 08 - "" 09 - "" 0A - Simlar object to 02... 0B - SImilar 0A 0C - Poundable Log... 0D - Platform Object.. need to test in another graphic enivorment to get specifics.. 0E - Looks to be a unfunctoning lift.. 0F - Same as 0F faceing right 10 - Crash 11 - "" 12 - "" 13 - Looks to be a background item Edges apper above sprites.. 14 - Crash 15 - Cloud platform... 16 - Crash 17 - "" 18 - "" 19 - "" 1A - Platform, wrong graphicset 1B - Vertical pole 1C - I beem 1D - Background item, long horiz. bar or similar 1E - Another background item 1F - Crash -- NOTE: to save time I'll just X the Crashes.. 20 - X 21 - X 22 - Flower G. Style hill.. < 23 - Flower G. Style hill .. > 24 - X 25 - Water Ground part 26 - Wet Hill 27 - X 28 - X 29 - X 2A - X 2B - Stampable log 2C - Inmovable Block 2D - Vertical bar, top tile shows over yoshi 2E - same as 2D, only with a hanging part on the right.. 2F - T like background (It's a flippin' tree.. object set 0x02) 30 - another tree I guess 31 - again tree I guess.. 32 - X 33 - X 34 - Strange foreground/background object 35 - X 36 - I think it will be a large tree 37 - red line bridge 38 - X 39 - X 3A - X 3B - X 3C - Working Down pipe 3D - Object you can't land on 3E - Vertical Object, pass through.. 3F - Vertical Object, safe on top, death on sides.. 40 - Similar to 3F 41 - Horz. Ground 42 - Vert. Decrotive item 43 - similar to 42 44 - X 45 - X 46 - X 47 - X 48 - X 49 - 2 block wide Vert. Decrotive object. 4A - Vert. Decrotive object 4B - Big ground object 4C - similar to 4B 4D - Larger version of 4B 4E - X 4F - X --------------------------------------------------------------------------------

And here's the SMA3 Data I found, just incase somebody wants it. SMA3 works pretty much the same.

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Level Header Data: Level Header Information gathered from 1-1 These are my experiments I did when looking at the level header. by Iggy Koopa ******* Adresses: 1C1F29: 1-1 Make Eggs, Throw Eggs ******* This document will refer to Yoshi Header.txt a lot, so it will be easier to have that with you as well... *******
First Byte: BG Color and Layer 1 Tileset. Exactly the same as Yoshi's Island's.
*******
Second Byte: Layer 1 Tileset (Depends on if first bit is less than 8 or not) and Layer 2 group, same as Yoshi's Island's.
*******
Third Byte: Layer 2 type, and layer 2 colorings, part one. Same as Yoshi's Island's.
*******
Fourth Byte: Layer 3 type and layer 2 color part 2. Same as Yoshi's Island's (this is getting redundant, isn't it?)
*******
Fifth Byte: Layer 3 color and Sprite Group This is where the changes start. The sprite groups have been changed completely, although they remain the same format.
X1 EX - Same as Yoshi's Island's X3 CX X3 1X - Same as Yoshi's Island's X6 2X
*******
Sixth Byte: Second part of Sprite. It uses the same format as Yoshi's Island but the numbers are different.
*******
Seventh Byte: This is where the changes are big. This is supposed to be the layer 3 tileset and layering options. But I'm not sure what it is.
Value: Result: 09 Game Freezes
*******
Eighth Byte: This is supposed to be the layer 3 tileset and settings, and it turns out that that's partially what it is.
1-1's says 58. When I changed it to 5B, the layer 3 color changed. Changing it to 28, the layer 3 tileset changed.
Tilesets: 0 - Water (the transparent kind used in levels with the yoshi-marine) 1 - Happy Clouds 2 - Castle Candles, Water, and Clouds from the entrance to the Potted Ghosts' Castle 3 - Tree and Froggy's Throat 4 - Snow and Tree (Same Tree as 3) 5 - Goonies and Butterflies 6 - Same as 2, it seems
Second Bit: 0 - I used this with the Happy Clouds setting. It seems to change the layer 3 tileset to the Tree and Froggy's Throat F - Game Froze
*******
Nineth Byte:
*******
Tenth Byte: This seems to control the layer 3 position and the music. The music is determined by this byte and the Nineth Byte.
Bit 2 of Byte 9 is 0, 2, 4, 6, 8, A, C, or E 00 - Flower Garden 20 - Jungle 40 - Castle 60 - Before a boss 80 - Cave A0 - Kamek C0 - Flower Garden E0 - Kamek
Bit 2 of Byte 9 is 1, 3, 5, 7, 9, B, D, or F 00 - Kamek 20 - Before a Boss 40 - Sky (From Hop! Hop! Donut Lifts) 60 - Powerful Infant 80 - Before a Boss A0 - Before a Boss C0 - Flower Garden E0 - Kamek --------------------------------------------------------------------------------
Special Objects: 17 - Coin