Super Mario Bros. 3/ROM map

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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