Super Mario Bros. 3:ROM map
From Data Crystal
NOTE: All values in Table are Hexadecimal unless noted otherwise.
| Address | Purpose |
| 00000-0000F | Emulation header |
| 00F22 | Replace it with (hex) A9 to make shells act like SMB1 shells (screws up Holding Throw blocks, etc) |
| 02611-02618 | Attribute Data for Bumped Blocks |
| 0261B-0262A | Tile Mappings for Bumped Blocks |
| 0BFD8-0E00D | Enemy-Level Defs. |
| 10539-1053C | sm/big/rac Mario Palette |
| 1053D-10540 | sm/big/rac Luigi Palette |
| 10541-10544 | Fire Mario/Luigi Palette |
| 10549-1054C | Frog Mario/Luigi Palette |
| 1054D-10550 | Tanooki Mario/Luigi Palette |
| 10551-10554 | Hammer Mario/Luigi Palette |
| 1A587-1C005 | Underground Level Defs. |
| 185BA-19101 | Overworld Maps |
| 1E010-1E3FF | Background level sprites |
| 1E512-20005 | Plain Level Defs. |
| 20587-22005 | Hilly Level Defs. |
| 227E0-24005 | Ice-Sky Level Defs. |
| 24BA7-26005 | Pipe-Water Level Defs. |
| 26A6F-28C05 | Cloudy-Giant-Piranha Plant Level Defs. |
| 28F3F-2A005 | Desert Level Defs. |
| 2A7F7-2C005 | Dungeon Level Defs. |
| 2EC07-30005 | Ship Level Defs. |
| 30ABA-30AC1 | Color Sequence for Title Screen's Flashing "3" |
| 32AC2, 32AD6, 32AEA | Color Sequence for Title Screen Background Fade-In |
| 32AFE | Title Screen Background Color (final) |
| 36DAA-36DAD | Palette for Lava (and some Rotodisc hubs) |
| 36DFE-36E01 | Palette for Bowser (and some Donut Lifts) |
| 3AC10-3AC60 | Mario/Luigi Sprite Ptr Table |
| 3AC61-3AE46 | Mario/Luigi Sprite Raw Data |
| 3AE47-3AE97 | Mario/Luigi Sprite Tile Set used |
| 3FF22-3FF39 | Code: Controller Read Subroutine? |
| 40010-6000F | Graphic Tiles Raw Data |

