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Super Mario Bros. 3/ROM map
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The following article is a ROM map for Super Mario Bros. 3.
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
Internal Data for Super Mario Bros. 3
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