Super Mario World (SNES)/ROM map: Difference between revisions

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m (moved Super Mario World: ROM Map to Super Mario World:ROM map over redirect: Match template)
 
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{{rommap|game=Super Mario World}}
{{rommap|game=Super Mario World (SNES)}}


Known Locations of data in Super Mario world:
==Enemies==
 
==Enemy==
* <tt>0xFB10</tt> - Change to 80 to prevent Boo from stopping when you face him.
* <tt>0xFB10</tt> - Change to 80 to prevent Boo from stopping when you face him.
* <tt>0xEDB4</tt> - Boo's max acceleration.
* <tt>0xEDB4</tt> - Boo's max acceleration.
Line 31: Line 29:
* <tt>$0C:D5D0</tt> - Boss castle destruction sequence music #2
* <tt>$0C:D5D0</tt> - Boss castle destruction sequence music #2


See also : [[Music Block Data]]
See also : [[Super Mario World (SNES)/ROM map/Music Block Data|Music Block Data]]
 
==Related Articles==
*[[Super Mario World]]
*[[Super Mario World:RAM map]]


==Links==
==External links==
*[http://smwcentral.net/?p=map&type=rom SMW Central's ROM Map]
* [http://smwcentral.net/?p=map&type=rom SMW Central's ROM Map]


[[Category:Super Mario World]]
{{Internal Data|game=Super Mario World (SNES)}}

Latest revision as of 07:19, 26 October 2024

Chip tiny.png The following article is a ROM map for Super Mario World (SNES).

Enemies

  • 0xFB10 - Change to 80 to prevent Boo from stopping when you face him.
  • 0xEDB4 - Boo's max acceleration.
  • 0xEDB5 - Boo's min acceleration.
  • 0xFACF - Boo's max speed.
  • 0xFAD0 - Boo's min speed.

Music

  • $00:813A - Makes all Levels use Music Bank 2?
  • $00:813B - Makes all Levels use Music Bank 2? (FE = Title Screen on Bank 1 and Levels on Bank 2)
  • $00:94B3 - Boss castle destruction sequence music #1
  • $00:96C7 - Title screen music
  • $00:9724 - Intro screen music
  • $00:9737 - Bowser scene 1 music
  • $00:A23F - Write a 12 into this adress and the music is still playing during a paused game
  • $00:C9BD - Goal point fade-out music
  • $00:D0DE - Game Over music
  • $00:D64B - Spin jump sound
  • $00:F60B - Death music
  • $01:8784 - Goal point music
  • $01:AB08 - Music played when a POW is pressed
  • $01:C586 - Probably what music to play when you get a star
  • $01:D04F - Boss defeated music
  • $01:E216 - Keyhole music
  • $03:A7C2 - Bowser scene 3 music
  • $04:F738 Unknown ASM Writes to music register (Bowser submap thunder)
  • $0C:D5D0 - Boss castle destruction sequence music #2

See also : Music Block Data

External links