Super Mario Bros. 2 (Famicom Disk System)/ROM map

From Data Crystal
Jump to navigation Jump to search

Chip tiny.png The following article is a ROM map for Super Mario Bros. 2 (Famicom Disk System).

Hmmm...
To do:
  • Look into block tilemaps
  • Add the rest of the sprite tilemap layouts

Tilemaps

  • 0x2B8B to 0x2C1A (90) = Tiles of palette line 0
  • 0x2C1B to 0x2CDA (C0) = Tiles of palette line 1
  • 0x2CDB to 0x2D0E (34) = Tiles of palette line 2
  • 0x2D0F to 0x2D2A (1C) = Tiles of palette line 3

Sprites

  • 0x259D to 0x25B2 (16) = Point graphic tilemaps
259D 259E 259F 25A0 25A1 25A2 25A3 25A4 25A5 25A6 25A7 25A8 25A9 25AA 25AB 25AC 25AD 25AE 25AF 25B0 25B1 25B2
$F6
SMBsprF6.png
$FB
SMBsprFB.png
$F7
SMBsprF7.png
$FB
SMBsprFB.png
$F8
SMBsprF8.png
$FB
SMBsprFB.png
$F9
SMBsprF9.png
$FB
SMBsprFB.png
$FA
SMBsprFA.png
$FB
SMBsprFB.png
$F6
SMBsprF6.png
$50
SMBspr50.png
$F7
SMBsprF7.png
$50
SMBspr50.png
$F8
SMBsprF8.png
$50
SMBspr50.png
$F9
SMBsprF9.png
$50
SMBspr50.png
$FA
SMBsprFA.png
$50
SMBspr50.png
$FD
SMB2JsprFD.png
$FE
SMB2JsprFE.png
  • 0x4B5B to 0x4B5E (04) = Castle flag tilemap
4B5B 4B5C
$54
SMBspr54.png
$55
SMBspr55.png
SMBspr56.png
$56
SMBspr57.png
$57
4B5D 4B5E
  • 0x7312 to 0x7319 (08) = Hammer tilemap
7312 7313 7316 7317
↔↕ ↔↕
$80
SMBspr80.png
$82
SMBspr82.png
$81
SMBspr81.png
$83
SMBspr83.png
SMBspr81.png
$81
SMBspr83.png
$83
SMBspr80.png
$80
SMBspr82.png
$82
↔↕ ↔↕
7314 7315 7318 7319
  • 0x7502 to 0x7515 (14) = Power-up tilemaps
  • 0x758B to 0x768C (102) = Enemies, Mushroom Retainer, Door & Springboard tilemaps
  • 0x7A46 to 0x7A49 (04) = Brick (bump animation) tilemap
  • 0x7C90 to 0x7CEF (60) = Super Mario/Luigi tilemap
  • 0x7CF0 to 0x7D47 (58) = Small Mario/Luigi tilemap
  • 0x7D48 to 0x7D5F (18) = Standing/Growing Mario/Luigi tilemap
  • 0x7D60 to 0x7D61 (02) = Tiles used to animated Mario's/Luigi's feet while swimming (first tile Big, second tile Small)
7D60 7D61
$31
SMBspr31.png
$46
SMBspr46.png