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

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Known Locations of data in Super Mario world:
{{rommap|game=Super Mario World (SNES)}}


<table border ="1"><tr><td>Offset</td><td>Size (bits)</td><td>Type</td><td>Description</td></tr>
==Enemies==
<tr><td>$XX:XXXX / 0xXXXXXXXX [To<br>$XX:XXXX / 0xXXXXXXXX]</td><td>8/16/etc.</td><td>Data/ASM/etc.</td><td>This data has no description</td></tr></table>
* <tt>0xFB10</tt> - Change to 80 to prevent Boo from stopping when you face him.
* <tt>0xEDB4</tt> - Boo's max acceleration.
* <tt>0xEDB5</tt> - Boo's min acceleration.
* <tt>0xFACF</tt> - Boo's max speed.
* <tt>0xFAD0</tt> - Boo's min speed.


{{stub}}
==Music==
* <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>$00:94B3</tt> - Boss castle destruction sequence music #1
* <tt>$00:96C7</tt> - Title screen music
* <tt>$00:9724</tt> - Intro screen 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:C9BD</tt> - Goal point fade-out music
* <tt>$00:D0DE</tt> - Game Over music
* <tt>$00:D64B</tt> - Spin jump sound
* <tt>$00:F60B</tt> - Death music
* <tt>$01:8784</tt> - Goal point music
* <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:D04F</tt> - Boss defeated music
* <tt>$01:E216</tt> - Keyhole music
* <tt>$03:A7C2</tt> - Bowser scene 3 music
* <tt>$04:F738</tt> Unknown ASM Writes to music register (Bowser submap thunder)
* <tt>$0C:D5D0</tt> - Boss castle destruction sequence music #2
 
See also : [[Music Block Data]]
 
==External links==
* [http://smwcentral.net/?p=map&type=rom SMW Central's ROM Map]
 
{{Internal Data|game=Super Mario World (SNES)}}

Latest revision as of 14:07, 4 February 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