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Super Mario World (SNES)/ROM map: Difference between revisions
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==Music== | ==Music== | ||
* <tt>00:813A</tt> - Makes all Levels use Music Bank 2? | * <tt>$00:813A</tt> - Makes all Levels use Music Bank 2? | ||
* <tt>00:813B</tt> - Makes all Levels use Music Bank 2? (FE = Title Screen on Bank 1 and Levels on Bank 2) | * <tt>$00:813B</tt> - Makes all Levels use Music Bank 2? (FE = Title Screen on Bank 1 and Levels on Bank 2) | ||
* <tt>00:94B3</tt> - Boss castle destruction sequence music #1 | * <tt>$00:94B3</tt> - Boss castle destruction sequence music #1 | ||
* <tt>00:96C7</tt> - Title screen music | * <tt>$00:96C7</tt> - Title screen music | ||
* <tt>00:9724</tt> - Intro screen music | * <tt>$00:9724</tt> - Intro screen music | ||
* <tt>00:9737</tt> - Bowser scene 1 music | * <tt>$00:9737</tt> - Bowser scene 1 music | ||
* <tt>00:A23F</tt> - Write a 12 into this adress and the music is still playing during a paused game | * <tt>$00:A23F</tt> - Write a 12 into this adress and the music is still playing during a paused game | ||
* <tt>00:C9BD</tt> - Goal point fade-out music | * <tt>$00:C9BD</tt> - Goal point fade-out music | ||
* <tt>00:D0DE</tt> - Game Over music | * <tt>$00:D0DE</tt> - Game Over music | ||
* <tt>00:D64B</tt> - Spin jump sound | * <tt>$00:D64B</tt> - Spin jump sound | ||
* <tt>00:F60B</tt> - Death music | * <tt>$00:F60B</tt> - Death music | ||
* <tt>01:8784</tt> - Goal point music | * <tt>$01:8784</tt> - Goal point music | ||
* <tt>01:AB08</tt> - Music played when a POW is pressed | * <tt>$01:AB08</tt> - Music played when a POW is pressed | ||
* <tt>01:C586</tt> - Probably what music to play when you get a star | * <tt>$01:C586</tt> - Probably what music to play when you get a star | ||
* <tt>01:D04F</tt> - Boss defeated music | * <tt>$01:D04F</tt> - Boss defeated music | ||
* <tt>01:E216</tt> - Keyhole music | * <tt>$01:E216</tt> - Keyhole music | ||
* <tt>03:A7C2</tt> - Bowser scene 3 music | * <tt>$03:A7C2</tt> - Bowser scene 3 music | ||
* <tt>04:F738 Unknown ASM Writes to music register (Bowser submap thunder) | * <tt>$04:F738 Unknown ASM Writes to music register (Bowser submap thunder) | ||
* <tt>0C:D5D0</tt> - Boss castle destruction sequence music #2 | * <tt>$0C:D5D0</tt> - Boss castle destruction sequence music #2 | ||
==Related Articles== | ==Related Articles== |
Revision as of 20:04, 15 February 2007
The following article is a ROM map for Super Mario World (SNES).
Known Locations of data in Super Mario world:
Enemy
- 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
Related Articles
Links
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