Super Mario Bros. 3/ROM map: Difference between revisions

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NOTE: All values in Table are Hexadecimal unless noted otherwise.
{{rommap|game=Super Mario Bros. 3}}
{{rommap|game=Super Mario Bros. 3}}


{| border="1" cellpadding="1"
{{note|All values are Hexadecimal unless noted otherwise.}}
|'''Address'''  || '''Purpose'''
|-
|<tt>00000-0000F</tt> ||Emulation header
|-
|<tt>00F22</tt> ||Replace it with (hex) A9 to make shells act like SMB1 shells (screws up Holding Throw blocks, etc)
|-
|<tt>02611-02618</tt> ||Attribute Data for Bumped Blocks
|-
|<tt>0261B-0262A</tt> ||Tile Mappings for Bumped Blocks
|-
|<tt>0BFD8-0E00D</tt> ||Enemy-Level Defs.
|-
|<tt>10539-1053C</tt> ||sm/big/rac Mario Palette
|-
|<tt>1053D-10540</tt> ||sm/big/rac Luigi Palette
|-
|<tt>10541-10544</tt> ||Fire Mario/Luigi Palette
|-
|<tt>10549-1054C</tt> ||Frog Mario/Luigi Palette
|-
|<tt>1054D-10550</tt> ||Tanooki Mario/Luigi Palette
|-
|<tt>10551-10554</tt> ||Hammer Mario/Luigi Palette
|-
|<tt>1A587-1C005</tt> ||Underground Level Defs.
|-
|<tt>185BA-19101</tt> ||Overworld Maps
|-
|<tt>1E010-1E3FF</tt> ||Background level sprites
|-
|<tt>1E512-20005</tt> ||Plain Level Defs.
|-
|<tt>20587-22005</tt> ||Hilly Level Defs.
|-
|<tt>227E0-24005</tt> ||Ice-Sky Level Defs.
|-
|<tt>24BA7-26005</tt> ||Pipe-Water Level Defs.
|-
|<tt>26A6F-28C05</tt> ||Cloudy-Giant-Pirahna Plant Level Defs.
|-
|<tt>28F3F-2A005</tt> ||Desert Level Defs.
|-
|<tt>2A7F7-2C005</tt> ||Dungeon Level Defs.
|-
|<tt>2EC07-30005</tt> ||Ship Level Defs.
|-
|<tt>30ABA-30AC1</tt> ||Color Sequence for Title Screen's Flashing "3"
|-
|<tt>32AC2, 32AD6, 32AEA</tt> ||Color Sequence for Title Screen Background Fade-In
|-
|<tt>32AFE</tt> ||Title Screen Background Color (final)
|-
|<tt>36DAA-36DAD</tt> ||Palette for Lava (and some Rotodisc hubs)
|-
|<tt>36DFE-36E01</tt> ||Palette for Bowser (and some Donut Lifts)
|-
|<tt>3AC10-3AC60</tt> ||Mario/Luigi Sprite Ptr Table
|-
|<tt>3AC61-3AE46</tt> ||Mario/Luigi Sprite Raw Data
|-
|<tt>3AE47-3AE97</tt> ||Mario/Luigi Sprite Tile Set used
|-
|<tt>3FF22-3FF39</tt> ||Code: Controller Read SubRoutine?
|-
|<tt>40010-6000F</tt> ||Graphic Tiles Raw Data
|}


{{stub}}
<pre>
0x00000 to 0x0000F = Emulation header
0x00F22 to 0x----- = Replace it with (hex) A9 to make shells act like SMB1 shells (screws up Holding Throw blocks, etc)
0x02611 to 0x02618 = Attribute Data for Bumped Blocks
0x0261B to 0x0262A = Tile Mappings for Bumped Blocks
0x0BFD8 to 0x0E00D = Enemy to 0xLevel Defs.
0x10539 to 0x1053C = sm/big/rac Mario Palette
0x1053D to 0x10540 = sm/big/rac Luigi Palette
0x10541 to 0x10544 = Fire Mario/Luigi Palette
0x10549 to 0x1054C = Frog Mario/Luigi Palette
0x1054D to 0x10550 = Tanooki Mario/Luigi Palette
0x10551 to 0x10554 = Hammer Mario/Luigi Palette
0x1A587 to 0x1C005 = Underground Level Defs.
0x185BA to 0x19101 = Overworld Maps
0x1E010 to 0x1E3FF = Background level sprites
0x1E512 to 0x20005 = Plain Level Defs.
0x20587 to 0x22005 = Hilly Level Defs.
0x227E0 to 0x24005 = Ice to 0xSky Level Defs.
0x24BA7 to 0x26005 = Pipe to 0xWater Level Defs.
0x26A6F to 0x28C05 = Cloudy to 0xGiant to 0xPiranha Plant Level Defs.
0x28F3F to 0x2A005 = Desert Level Defs.
0x2A7F7 to 0x2C005 = Dungeon Level Defs.
0x2EC07 to 0x30005 = Ship Level Defs.
0x30ABA to 0x30AC1 = Color Sequence for Title Screen's Flashing "3"
0x32AC2 to 0x----- = Color Sequence for Title Screen Background Fade to In
0x32AD6 to 0x----- = Color Sequence for Title Screen Background Fade to In
0x32AEA to 0x----- = Color Sequence for Title Screen Background Fade to In
0x32AFE to 0x----- = Title Screen Background Color (final)
0x36DAA to 0x36DAD = Palette for Lava (and some Rotodisc hubs)
0x36DFE to 0x36E01 = Palette for Bowser (and some Donut Lifts)
0x3AC10 to 0x3AC60 = Mario/Luigi Sprite Ptr Table
0x3AC61 to 0x3AE46 = Mario/Luigi Sprite Raw Data
0x3AE47 to 0x3AE97 = Mario/Luigi Sprite Tile Set used
0x3FF22 to 0x3FF39 = Code: Controller Read Subroutine?
0x40010 to 0x6000F = Graphic Tiles Raw Data
</pre>
 
{{Internal Data|game=Super Mario Bros. 3}}

Latest revision as of 02:42, 24 January 2024

Chip tiny.png The following article is a ROM map for Super Mario Bros. 3.

Note for template.png
Note:
All values are Hexadecimal unless noted otherwise.


0x00000 to 0x0000F = Emulation header
0x00F22 to 0x----- = Replace it with (hex) A9 to make shells act like SMB1 shells (screws up Holding Throw blocks, etc) 
0x02611 to 0x02618 = Attribute Data for Bumped Blocks
0x0261B to 0x0262A = Tile Mappings for Bumped Blocks
0x0BFD8 to 0x0E00D = Enemy to 0xLevel Defs.
0x10539 to 0x1053C = sm/big/rac Mario Palette
0x1053D to 0x10540 = sm/big/rac Luigi Palette
0x10541 to 0x10544 = Fire Mario/Luigi Palette
0x10549 to 0x1054C = Frog Mario/Luigi Palette
0x1054D to 0x10550 = Tanooki Mario/Luigi Palette
0x10551 to 0x10554 = Hammer Mario/Luigi Palette
0x1A587 to 0x1C005 = Underground Level Defs.
0x185BA to 0x19101 = Overworld Maps
0x1E010 to 0x1E3FF = Background level sprites
0x1E512 to 0x20005 = Plain Level Defs.
0x20587 to 0x22005 = Hilly Level Defs.
0x227E0 to 0x24005 = Ice to 0xSky Level Defs.
0x24BA7 to 0x26005 = Pipe to 0xWater Level Defs.
0x26A6F to 0x28C05 = Cloudy to 0xGiant to 0xPiranha Plant Level Defs.
0x28F3F to 0x2A005 = Desert Level Defs.
0x2A7F7 to 0x2C005 = Dungeon Level Defs.
0x2EC07 to 0x30005 = Ship Level Defs.
0x30ABA to 0x30AC1 = Color Sequence for Title Screen's Flashing "3"
0x32AC2 to 0x----- = Color Sequence for Title Screen Background Fade to In
0x32AD6 to 0x----- = Color Sequence for Title Screen Background Fade to In
0x32AEA to 0x----- = Color Sequence for Title Screen Background Fade to In
0x32AFE to 0x----- = Title Screen Background Color (final)
0x36DAA to 0x36DAD = Palette for Lava (and some Rotodisc hubs)
0x36DFE to 0x36E01 = Palette for Bowser (and some Donut Lifts)
0x3AC10 to 0x3AC60 = Mario/Luigi Sprite Ptr Table
0x3AC61 to 0x3AE46 = Mario/Luigi Sprite Raw Data
0x3AE47 to 0x3AE97 = Mario/Luigi Sprite Tile Set used
0x3FF22 to 0x3FF39 = Code: Controller Read Subroutine?
0x40010 to 0x6000F = Graphic Tiles Raw Data