Super Mario Bros. 3 for Super NES

Hex boundary

By Insectduel

 

This is the chaotic place to find all SMB3 stuff and more supportive from the NES version of the game.

 

Contents

 

If you need to locate anything in particular please use Ctrl+F. There are 87 full pages in a document.

 

1] Level and Sprite Data

2] Hex Digit Boundary

3] Map Pointers

4] Sprite and Item Map Screens

5] Sprite Drag Offset

6] Stating Space

7] Airship Retreat Points

8] Items Placed in a Letter

9] Locks Mode

10] Pipes Mode

11] Level Map Tilesets

12] Level Header

13] Mario all-stars stuff

14] Level and Sprite Offset list

15] Misc. Game Properties

16] Text Editing

17] Legal

 

This is the guide you need for editing Mario 3 in all-stars. Eventually the data will come in Mario 3 Workshop level Editor very soon. Right now you can only edit them with Mario 3 improvement or your hex editor. If you need to delete objects in your level, simply put FF at the end of the object. Its best to import your NES levels into your SNES level offset, but DO NOT overwrite the level header. If youre a Windows 98 user like Insectduel, then you will see the levels imported straight through your Mario 3 Improvement level editor.

 

Lets begin with this topic below

 

Level and Sprite Data

 

First thing first

 

A Sprite and Object byte

Each level contains bytes in this game. Some are 3 byte Object and Sprite while there are 4 byte objects in the game.

 

3 byte hex

DV HH TT

 

D: Stands for the Bank of the object or a domain. Mostly Odd numbers in a 3 byte object.

 

V: The vertical bank of the object

 

H: The horizontal bank of the Object. Ends with FF.

 

T: Type of object. Ends with FF.

 

4 byte hex

DV HH TT LL

 

D: Stands for the Bank of the object or a domain. Mostly Odd numbers in a 4 byte object.

 

V: The vertical bank of the object

 

H: The horizontal bank of the Object. Ends with FF.

 

T: Type of object. Ends with FF.

 

L: The length of a 4-byte object. Can stretch and up to FF.

 

Sprites  3 bytes

SS HH VV

 

S: The sprite bank of an enemy

 

H: The horizontal bank of the Object. Ends with FF.

 

V: The vertical bank of the object

 

Hex Digit Boundary

 

Bank listing

1 Bank 0

3 Bank 1

5 Bank 2

7 Bank3

9 Bank 4

B Bank 5

D Bank 6

F Bank 7

 

Enemy listing

=============

(If there's any inconsistencies, or if you find out something about the

"nothing" or "weird" objects, please tell me)

 

00        Nothing

01        Some weird enemy

02        Makes you bounce at beginning of level

03        Nothing

04        Weird enemy

05        Weird enemy

06        Green note block

07      Leads to mushroom house with Warp Whistle when you stand

        on a white block for 5 seconds and go behind the objects

08            Invisible door that appears when you get

        a P-switch

09        Ship anchor

0A       Weird enemy

0B        1-up

0C       Star

0D       Regular mushroom

0E        World x boss (where x = world number)

0F        Nothing

10        Nothing

11        Nothing

12        Nothing

13        Nothing

14        Nothing

15        Nothing

16        Nothing

17        Spiny cheep-cheep

18        Bowser

19        Flower

1A       Weird points

1B        Green note block

1C            Mushroom

1D       Nothing

1E        Leaf

1F        Vine

20        Nothing

21            Flashing mushroom

22            Flashing flower

23            Flashing star

24            Leftward-moving cloud platform, World 6-style

25        Nothing

26        Still wooden platform that moves right

        when you step on it

27            Wooden moving platform that moves

        back and forth

28            Wooden moving platform that moves up and down

29        Spike

2A       Ptooie

2B            Kuribo's Goomba

2C       Same as 24, but slower

2D       Boss Bass

2E            Upward-moving "circle block" platform

        (used in Bowser's castle)

2F        Boo Buddy

30        Hot Foot

31        Top Stretch

32        Bottom Stretch

33        Nipper Plant

34        Toad & message (used in mushroom houses)

35            Automatically clear stage

36            Leftward-moving wooden platform that falls

        when you step on it

37        Same as 27, but doesn't move as far

38        Same as 28, but doesn't move as far

39            Walking Nipper Plant

3A       Like 2E, but falls when you step on it.

3B        Surface cheep-cheep (jumps out of water)

3C       Wired platform

3D            Walking Ptooie

3E        Floating platform

3F        Dry Bones

40        Buster Beetle

41        Goal Card

42            Jumping cheep cheep (3 jumps, up and right)

43            Jumping cheep cheep (2 jumps, down and right)

44        Still falling platform (falls when you step on it)

45        "Smart" Hot Foot (NES Only)

46        Pipe Ptooie

47        Nothing

48        Baby cheep cheep

49            Background cloud

4A       Magic ball (when you kill Boom-Boom you

        get this)

4B        Boom-Boom

4C       Flying Boom-Boom

4D       Nothing

4E        Nothing

4F            Jumping chomp

50        Bob-omb (about to blow up)

51        Double rotodisc (rotate counterclockwise)

52            Treasure chest with treasure chest inside

53            Podoboo

54        Weird block

55        Bob-omb

56            Leftward piranha plant

57            Rightward piranha plant

58        Fire Chomp

59        Fire Snake

5A       Single rotodisc (rotate clockwise)

5B        Singe rotodisc (rotate counterclockwise)

5C            Instantly broken brick

5D            Tornado

5E        Double rotodisc (rotate both ways,

        starting at sides)

5F        Double rotodisc (rotate both ways,

        starting at top and bottom)

60        Double rotodisc (rotate clockwise)

61            Bloober (with babies trailing behind)

62            Bloober

63        Big Bertha

64        Surface cheep cheep (jumps out of water high)

65            Upward current

66            Downward current

67        Lava lotus

68            Upside-down moving buzzy beetle shell

69            Upside-down moving spiny shell

6A            Bloober Nanny

6B        Pile Driver Micro-Goomba

6C       Green Koopa Troopa

6D       Red Koopa Troopa

6E        Green Koopa Paratroopa (bounces)

6F        Red Koopa Paratroopa

70        Buzzy Beetle

71        Spiny

72            Goomba

73        Para-Goomba

74        Para-Goomba with Micro-Goombas

75            Bowser's Fireballs

76        Falling cheep-cheep

77        Cheep-Cheep

78        Still bullet bill

79        Missile bill

7A       Giant Green Koopa Troopa

7B        Giant Red Koopa Troopa

7C       Giant Goomba

7D       Giant Green Piranha Plant

7E        Giant Green Koopa Paratroopa

7F        Giant Red Piranha Plant

80        Green Koopa Paratroopa (doesn't bounce)

81            Hammer Brother

82            Boomerang Brother

83        Lakitu

84        Red Spiny Egg

85        Green Spiny Egg

86        Sledge Brother

87        Fire Brother

88        Yellow Cheep Cheep

89        Chain Chomp

8A       Regular Thwomp

8B            Leftward-moving Thwomp

8C            Rightward-moving Thwomp

8D            Upward-moving Thwomp

8E        Up and Leftward-moving Thwomp

8F        Down and Leftward-moving Thwomp

90        Step-activated Spinning Platform

91            Constantly spinning Spinning Platform

92            Periodically spinning Spinning Platform

        (clockwise)

93            Periodically spinning Spinning Platform

        (counterclockwise)

94        Giant "?" block with 3 1-ups

95        Giant "?" block with mushroom

96        Giant "?" block with flower

97        Giant "?" block with leaf

98        Giant "?" block with Tanooki Suit

99        Giant "?" block with Frog Suit

9A       Giant "?" block with Hammer Bros. Suit

9B        Nothing

9C       Nothing

9D            Upward rocket engine

9E            Podoboo (comes out of lava)

9F        Para-Beetle

A0            Upward green piranha plant

A1            Downward green piranha plant

A2            Upward red piranha plant

A3            Downward red piranha plant

A4            Upward Green Venus Fire Trap

A5            Downward Green Venus Fire Trap

A6            Upward Red Venus Fire Trap

A7            Downward Red Venus Fire Trap

A8            Automatically moving upward directional platform

A9            Automatically moving multi-directional platform

AA            Propeller

AB       Nothing

AC            Leftward rocket engine

AD       Brown Rocky Wrench

AE       Nut (use with corkscrew)

AF       The Angry Sun

B0        Still big bullet

B1            Rightward rocket engine

B2            Downward rocket engine

B3        Weird flashing enemy

B4            Unlimited flying cheep-cheeps

B5            Unlimited spiny cheep-cheeps

B6        Nothing

B7            Unlimited para-beetles

B8        Moving background clouds

B9            Unlimited leftward-moving falling platforms

BA       Exit on gets treasure chest

BB      Stops flying/spiny cheep cheeps

BC       Bullet bills

BD       Missile bills

BE       Rocky Wrench

BF       Cross-shaped bullets (for use with cross-shaped

        bullet shooters)

C0            Goomba factory (leftward)

C1            Goomba factory (rightward)

C2       Bullet balls (leftward)

C3       Giant bullet balls (leftward)

C4       Bullet balls (up/left)

C5       Bullet balls (up/right)

C6       Bullet balls (down/left)

C7       Bullet balls (down/right)

C8       Seems the same as C4

C9       Seems the same as C5

CA       Seems the same as C6

CB       Seems the same as C7

CC       Bullet balls (rightward)

CD       Giant bullet balls (rightward)

CE       Bob-omb factory (for use with bullet shooters)

        (leftward)

CF       Bob-omb factory (for use with bullet shooters)

        (rightward)

D0       Lasers (for use with Bowser Statues)

D1       3 Green Koopa Paratroopas

D2       3 Yellow Cheep-Cheeps

D3       Scroll object

D4       Scroll object

D5       "The king has been transformed" message

D6       Puts item in treasure chest (but will likely give you a

        screwed up item)

D7-FE   Crashes game

FF        This tells the game to stop reading sprite

        data so there will be no sprites if you put

        this in.

 

Item hex numbers

 

0 Nothing

1 Mushroom

2 Flower

3 Leaf

4 Frog

5 Tanooki

6 Hammer

7 Jugems Cloud

8 P-wing

9 Starman

A Hammer

B Anchor

C Whistle

D Music Box

 

Map Screen Sprite digits

 

0 Airship Escape

1 HELP!

2 Airship

3 Hammer brother

4 Boomerang brother

5 Sledge hammer brother

6 Fire hammer Brother

7 Piranha Plant

8 White Crappy ship

9 N-Spade

A White Mushroom house

B Treasure Ship

C Weird

D Battleship

E Tank

F Crappy Ship

10 Boat

11-FF CRASH!!!

 

Map Pointers

The map pointer starts from the top and goes to the right of the map screen until it reaches the end and onto the next row.

 

Hex Starting Offset 1104627=0x10DAF3  World 1 Enemy

 

1.      D7 EA 27 World 1-1

2.      DB EC 27 Hammer Bros.

3.      5A EC 27 World 1-2

4.      9E E8 27 World 1-3

5.      DB EC 27 Hammer Bros.

6.      95 F1 27 Secret level

7.      DB EC 27 Hammer Bros.

8.      DB EC 27 Hammer Bros.

9.      E3 F1 27 World 1-4

10.  00 07 00 Mushroom House (Mushroom, Fire flower, and Leaf)

11.  DB EC 27 Hammer Bros.

12.  DB F8 27 Fortress

13.  01 00 00 Spade House

14.  DB EC 27 Hammer Bros.

15.  00 07 00 Mushroom House(Mushroom, Fire flower, and Leaf)

16.  DB EC 27 Hammer Bros.

17.  DB EC 27 Hammer Bros.

18.  5F F8 27 End Castle

19.  DB EE 27 World 1-5

20.  DB EC 27 Hammer Bros.

21.  BD F1 27 World 1-6

 

Hex Starting offset 1104690=0x10DB32  World 1 Level

 

1.      2E 9F 24 World 1-1

2.      36 BF 24 Hammer Bros.

3.      90 BA 24 World 1-2

4.      98 92 24 World 1-3

5.      36 BF 24 Hammer Bros.

6.      9E F4 24 Secret level

7.      36 BF 24 Hammer Bros.

8.      36 BF 24 Hammer Bros.

9.      86 F6 24 World 1-4

10.  BD 91 25 Mushroom House

11.  54 BF 24 Hammer Bros. (With Item)

12.  D4 8D 26 Fortress

13.  00 00 00 Spade House

14.  36 BF 24 Hammer Bros.

15.  BD 91 25 Mushroom House

16.  54 BF 24Hammer Bros. (With Item)

17.  36 BF 24 Hammer Bros.

18.  A3 8C 26 End Castle

19.  D3 C9 24 World 1-5

20.  36 BF 24 Hammer Bros.

21.  77 F5 24 World 1-6

 

Hex Starting Offset 1104585= 0x10DAC9 World 1 Object Set

 

Byte CO

C: Not sure, but I think it may something to do with level positioning.

O: Object set  see level header

 

1.      21 World 1-1

2.      23 Hammer Bros.

3.      23 World 1-2

4.      21 World 1-3

5.      23 Hammer Bros.

6.      44 Secret level

7.      43 Hammer Bros.

8.      43 Hammer Bros.

9.      44 World 1-4

10.  47 Mushroom House

11.  63 Hammer Bros. (With Item)

12.  62 Fortress

13.  6F Spade House

14.  83 Hammer Bros.

15.  87 Mushroom House

16.  83 Hammer Bros. (With Item)

17.  83 Hammer Bros.

18.  82 End Castle

19.  AE World 1-5

20.  A3 Hammer Bros.

21.  A4 World 1-6

 

Hex Starting Offset 1104851=0x10DBD3  World 2 Enemy

 

Map Page 1

 

1.      01 00 00 Spade House

2.      FD F6 27 Hammer Bros. 1

3.      45 EE 27 World 2-2

4.      FD F6 27 Hammer Bros. 1

5.      FD F6 27 Hammer Bros. 1

6.      00 07 00 Mushroom House (Mushroom, Fire flower, and Leaf)

7.      FD F6 27 Hammer Bros. 1

8.      FD F6 27 Hammer Bros. 1

9.      FD F6 27 Hammer Bros. 1

10.  FD F6 27 Hammer Bros. 1

11.  FD F6 27 Hammer Bros. 1

12.  A0 F7 27 World 2-3

13.  FD F6 27 Hammer Bros. 1

14.  39 F7 27 World 2-1

15.  D2 F7 27 World 2 Dungeon

16.  FD F6 27 Hammer Bros. 1

17.  FD F6 27 Hammer Bros. 1

18.  F3 E6 27 Pipe end 1

19.  FD F6 27 Hammer Bros. 1

20.  00 07 00 Mushroom House (Mushroom, Fire flower, and Leaf)

21.  F3 E6 27 Pipe end 2

22.  FD F6 27 Hammer Bros. 1

23.  FD F6 27 Hammer Bros. 1

24.  B2 E5 27 Hidden Hammer Bros.

25.  FD F6 27 Hammer Bros. 1

26.  FD F6 27 Hammer Bros. 1

27.  FD F6 27 Hammer Bros. 1

28.  01 00 00 Spade House

 

Map Page 2

 

29.   FD F6 27 Hammer Bros. 1

30.  0F F8 27 World 2-4

31.  FD F6 27 Hammer Bros. 1

32.  FD F6 27 Hammer Bros. 1

33.  00 03 00 Mushroom House (Frog Suit)

34.  F3 ED 27 Quicksand

35.  FD F6 27 Hammer Bros. 1

36.  F2 F6 27 Hammer Bros. 2

37.  FD F6 27 Hammer Bros. 1

38.  5F F8 27 End Castle

39.  FD F6 27 Hammer Bros. 1

40.  F2 F6 27 Hammer Bros. 2

41.  F2 F6 27 Hammer Bros. 2

42.  71 F1 27 World 2-5

43.  FD F6 27 Hammer Bros. 1

44.  A7 F6 27 Pyramid (Outside area)

45.  F2 F6 27 Hammer Bros. 2

46.  FD F6 27 Hammer Bros. 1

47.  FD F6 27 Hammer Bros. 1

48.  FD F6 27 Hammer Bros. 1

 

Hex Starting offset 1104992=0x10DC60  World 2 Level

 

Map Page 1

 

1.      00 00 00 Spade House

2.      1C E3 25 Hammer Bros. 1

3.      2D C4 24 World 2-2

4.      1C E3 25 Hammer Bros. 1

5.      1C E3 25 Hammer Bros. 1

6.      BD 91 25 Mushroom House (Mushroom, Fire flower, and Leaf)

7.      1C E3 25 Hammer Bros. 1

8.      1C E3 25 Hammer Bros. 1

9.      1C E3 25 Hammer Bros. 1

10.  1C E3 25 Hammer Bros. 1

11.  1C E3 25 Hammer Bros. 1

12.  20 E9 25 World 2-3

13.  1C E3 25 Hammer Bros. 1

14.  75 E5 25 World 2-1

15.  96 EA 25 World 2 Dungeon

16.  1C E3 25 Hammer Bros. 1

17.  1C E3 25 Hammer Bros. 1

18.  5B CD 24 Pipe end 1

19.  1C E3 25  Hammer Bros. 1

20.  BD 91 25 Mushroom House (Mushroom, Fire flower, and Leaf)

21.  00 CD 24 Pipe end 2

22.  1C E3 25  Hammer Bros. 1

23.  1C E3 25  Hammer Bros. 1

24.  A7 B7 24 Hidden Hammer Bros.

25.  1C E3 25  Hammer Bros. 1

26.  1C E3 25  Hammer Bros. 1

27.  1C E3 25  Hammer Bros. 1

28.  00 00 00 Spade House

 

Map Page 2

 

29.   1C E3 25  Hammer Bros. 1

30.  5C EC 25  World 2-4

31.  1C E3 25  Hammer Bros. 1

32.  1C E3 25  Hammer Bros. 1

33.  BD 91 25 Mushroom House (Frog Suit)

34.  6C C1 24 Quicksand

35.  1C E3 25  Hammer Bros. 1

36.  1C E3 25  Hammer Bros. 2

37.  1C E3 25  Hammer Bros. 1

38.  38 8C 26 End Castle

39.  1C E3 25  Hammer Bros. 1

40.  1C E3 25  Hammer Bros. 2

41.  1C E3 25  Hammer Bros. 2

42.  70 E7 25 World 2-5

43.  1C E3 25  Hammer Bros. 1

44.  5A E0 25 Pyramid (Outside area)

45.  1C E3 25 Hammer Bros. 2

46.  1C E3 25 Hammer Bros. 1

47.  1C E3 25 Hammer Bros. 1

48.  1C E3 25 Hammer Bros. 1

 

Hex Starting Offset 1104757= 0x10DB75 World 2 Object Set

 

Byte CO

C: Not sure, but I think it may something to do with level positioning.

O: Object set  see level header

 

Map Page 1

 

1.      2F Spade House

2.      29 Hammer Bros. 1

3.      23 World 2-2

4.      29 Hammer Bros. 1

5.      29 Hammer Bros. 1

6.      27 Mushroom House (Mushroom, Fire flower, and Leaf)

7.      49 Hammer Bros. 1

8.      49 Hammer Bros. 1

9.      49 Hammer Bros. 1

10.  49 Hammer Bros. 1

11.  49 Hammer Bros. 1

12.  49 World 2-3

13.  49 Hammer Bros. 1

14.  69 World 2-1

15.  69  World 2 Dungeon

16.  69 Hammer Bros. 1

17.  69 Hammer Bros. 1

18.  6E  Pipe end 1

19.  89  Hammer Bros. 1

20.  87 Mushroom House (Mushroom, Fire flower, and Leaf)

21.  8E Pipe end 2

22.  89  Hammer Bros. 1

23.  89  Hammer Bros. 1

24.  A3 Hidden Hammer Bros.

25.  A9  Hammer Bros. 1

26.  A9  Hammer Bros. 1

27.  A9  Hammer Bros. 1

28.  AF  Spade House

 

Map Page 2

 

29.  29 Hammer Bros. 1

30.  29 World 2-4

31.  29 Hammer Bros. 1

32.  29 Hammer Bros. 1

33.  27 Mushroom House (Frog Suit)

34.  43 Quicksand

35.  49 Hammer Bros. 1

36.  49  Hammer Bros. 2

37.  69  Hammer Bros. 1

38.  62 End Castle

39.  69  Hammer Bros. 1

40.  69  Hammer Bros. 2

41.  69  Hammer Bros. 2

42.  89 World 2-5

43.  89  Hammer Bros. 1

44.  89 Pyramid (Outside area)

45.  89 Hammer Bros. 2

46.  A9 Hammer Bros. 1

47.  A9 Hammer Bros. 1

48.  A9 Hammer Bros. 1

 

Hex Starting Offset 1105241= 0x10DD59 World 3 Enemy

 

Map Page 1

 

1.      00 03 00 Mushroom House (Frog Suit)

2.      F0 EB 27 Hammer Bros. (Plain Field)

3.      F0 EB 27 Hammer Bros. (Water Field)

4.      3E EB 27 World 3-3

5.      00 08 00 Mushroom House (Leaf, Flower, Frog Suit)

6.      F0 EB 27 Hammer Bros. (Plain Field)

7.      F0 EB 27 Hammer Bros. (Plain Field)

8.      D3 EF 27 World 3-2

9.      F0 EB 27 Hammer Bros. (Water Field)

10.  63 EF 27 World 3-4

11.  F0 EB 27 Hammer Bros. (Plain Field)

12.  F0 EB 27 Hammer Bros. (Water Field)

13.  01 00 00 Spade House

14.  43 F9 27 World 3 Dungeon#1

15.  F0 EB 27 Hammer Bros. (Plain Field)

16.  F0 EB 27 Hammer Bros. (Water Field)

17.  F0 EB 27 Hammer Bros. (Plain Field)

18.  D5 F3 27 World 3-1

19.  F0 EB 27 Hammer Bros. (Plain Field)

20.  F8 E6 27 Pipe End 1

21.  9B F3 27 World 3-5

22.  F0 EB 27 Hammer Bros. (Plain Field)

23.  F0 EB 27 Hammer Bros. (Plain Field- On Start Panel)

24.  F8 E6 27 Pipe End 1

25.  01 00 00 Spade House

26.  F0 EB 27 Hammer Bros. (Plain Field)

27.  FD E6 27 Pipe End 2

 

Map Page 2

 

28.  13 F0 27 World 3-6

29.  F0 EB 27 Hammer Bros. (Plain Field)

30.  1E EA 27 World 3-7

31.  F0 EB 27 Hammer Bros. (Plain Field)

32.  04 EF 27 World 3-8

33.  F0 EB 27 Hammer Bros. (Plain Field)

34.  01 00 00  Spade house

35.  12 F9 27 World 3 Dungeon#2

36.  01 00 00 Spade House (Island Side)

37.  00 08 00 Mushroom House (Leaf, Flower, Frog Suit)

38.  F0 EB 27 Hammer Bros. (Plain Field)

39.  3F E9 27 World 3-9

40.  02 E7 27 Pipe End 3

41.  FD E6 27 Pipe End 2

42.  F0 EB 27 Hammer Bros. (Hills Field  On Bridge)

43.  00 08 00 Mushroom House (Leaf, Flower, Frog Suit)

44.  01 00 00 Spade House (Island Side)

45.  F0 EB 27 Hammer Bros. (Plain Field)

46.  F0 EB 27 Hammer Bros. (Plain Field)

47.  F0 EB 27 Hammer Bros. (Plain Field  On Bridge)

 

Map Page 3

 

48.  F0 EB 27 Hammer Bros. (Plain Field  On Bridge)

49.  00 07 00 Mushroom House (Mushroom, Flower, Leaf)

50.  5F F8 27 End Castle

51.   F0 EB 27 Hammer Bros. (Plain Field)

52.  02 E7 27 Pipe End 3

 

Hex Starting offset 1105397=0x10DDF5  World 3 Level

 

Map Page 1

 

1.      BD 91 25 Mushroom House (Frog Suit)

2.      EE 97 24 Hammer Bros. (Plain Field)

3.      BA A1 24 Hammer Bros. (Water Field)

4.      22 A2 24 World 3-3

5.      BD 91 25 Mushroom House (Leaf, Flower, Frog Suit)

6.      EE 97 24 Hammer Bros. (Plain Field)

7.      EE 97 24 Hammer Bros. (Plain Field)

8.      A8 EA 24 World 3-2

9.      BA A1 24 Hammer Bros. (Water Field)

10.  AE D9 24 World 3-4

11.  EE 97 24 Hammer Bros. (Plain Field)

12.  0C 98 24 Hammer Bros. (Water Field)

13.  00 00 00 Spade House

14.  F3 8F 26 World 3 Dungeon#1

15.  EE 97 24 Hammer Bros. (Plain Field)

16.  0C 98 24 Hammer Bros. (Water Field)

17.  EE 97 24 Hammer Bros. (Plain Field)

18.  89 97 25 World 3-1

19.  99 A1 24 Hammer Bros. (Plain Field)

20.  A6 CF 24 Pipe End 1

21.  C8 94 25 World 3-5

22.  99 A1 24 Hammer Bros. (Plain Field)

23.  EE 97 24 Hammer Bros. (Plain Field- On Start Panel)

24.  38 CF 24 Pipe End 1

25.  00 00 00 Spade House

26.  EE 97 24 Hammer Bros. (Plain Field)

27.  B6 CD 24 Pipe End 2

 

Map Page 2

 

28.  F8 EB 24 World 3-6

29.  EE 97 24 Hammer Bros. (Plain Field)

30.  B8 9C 24 World 3-7

31.  EE 97 24 Hammer Bros. (Plain Field)

32.  CA CB 24 World 3-8

33.  EE 97 24 Hammer Bros. (Plain Field)

34.  00 00 00  Spade house

35.  E9 8E 26 World 3 Dungeon#2

36.  00 00 00 Spade House (Island Side)

37.  BD 91 25 Mushroom House (Leaf, Flower, Frog Suit)

38.  EE 97 24 Hammer Bros. (Plain Field)

39.  62 95 24 World 3-9

40.  90 CE 24 Pipe End 3

41.  23 CE 24 Pipe End 2

42.  EE 97 24 Hammer Bros. (Hills Field  On Bridge)

43.  BD 91 25 Mushroom House (Leaf, Flower, Frog Suit)

44.  00 00 00 Spade House (Island Side)

45.  EE 97 24 Hammer Bros. (Plain Field)

46.  EE 97 24 Hammer Bros. (Plain Field)

47.  EE 97 24 Hammer Bros. (Plain Field  On Bridge)

 

Map Page 3

 

48.  EE 97 24 Hammer Bros. (Plain Field  On Bridge)

49.  BD 91 25 Mushroom House (Mushroom, Flower, Leaf)

50.  53 8C 26 End Castle

51.   EE 97 24 Hammer Bros. (Plain Field)

52.  E4 CE 24 Pipe End 3

 

Hex Starting offset 1105137=0x10DCF1  World 3 Object Set

 

Byte CO

C: Not sure, but I think it may something to do with level positioning.

O: Object set  see level header

 

Map Page 1

 

1.      27 Mushroom House (Frog Suit)

2.      21 Hammer Bros. (Plain Field)

3.      21 Hammer Bros. (Water Field)

4.      21 World 3-3

5.      27 Mushroom House (Leaf, Flower, Frog Suit)

6.      21 Hammer Bros. (Plain Field)

7.      21 Hammer Bros. (Plain Field)

8.      44 World 3-2

9.      41 Hammer Bros. (Water Field)

10.  43 World 3-4

11.  41 Hammer Bros. (Plain Field)

12.  61 Hammer Bros. (Water Field)

13.  6F Spade House

14.  62 World 3 Dungeon#1

15.  61 Hammer Bros. (Plain Field)

16.  61 Hammer Bros. (Water Field)

17.  61 Hammer Bros. (Plain Field)

18.  86 World 3-1

19.  81 Hammer Bros. (Plain Field)

20.  8E Pipe End 1

21.  86 World 3-5

22.  81 Hammer Bros. (Plain Field)

23.  A1Hammer Bros. (Plain Field- On Start Panel)

24.  AE Pipe End 1

25.  AF Spade House

26.  A1 Hammer Bros. (Plain Field)

27.  AE Pipe End 2

 

Map Page 2

 

28.  24 World 3-6

29.  21 Hammer Bros. (Plain Field)

30.  21 World 3-7

31.  21 Hammer Bros. (Plain Field)

32.  43 World 3-8

33.  41 Hammer Bros. (Plain Field)

34.  4F  Spade house

35.  42 World 3 Dungeon#2

36.  5F Spade House (Island Side)

37.  57 Mushroom House (Leaf, Flower, Frog Suit)

38.  61 Hammer Bros. (Plain Field)

39.  61 World 3-9

40.  6E Pipe End 3

41.  6E Pipe End 2

42.  73 Hammer Bros. (Hills Field  On Bridge)

43.  77 Mushroom House (Leaf, Flower, Frog Suit)

44.  7F Spade House (Island Side)

45.  81 Hammer Bros. (Plain Field)

46.  81 Hammer Bros. (Plain Field)

47.  81 Hammer Bros. (Plain Field  On Bridge)

 

Map Page 3

 

48.  21 Hammer Bros. (Plain Field  On Bridge)

49.  27 Mushroom House (Mushroom, Flower, Leaf)

50.  82 End Castle

51.  81 Hammer Bros. (Plain Field)

52.  8E Pipe End 3

 

Hex Starting Offset 1105625= 0x10DED9 World 4 Enemy

 

Map Page 1

 

1.      9A F6 27 Hammer Bros.

2.      07 E7 27 Pipe End 1

3.      00 09 00 Mushroom House (Leaf, Flower, Tanooki Suit)

4.      07 EA 27 World 4-6

5.      9A F6 27 Hammer Bros.

6.      9A F6 27 Hammer Bros.

7.      5F F8 27 End Castle

8.      9A F6 27 Hammer Bros.

9.      9A F6 27 Hammer Bros.

10.  B8 FA 27 World 4 Dungeon #2

11.  0C E7 27 Pipe End 2

12.  01 00 00 Spade House

13.  9C F5 27 World 4-5

14.  9A F6 27 Hammer Bros.

 

Map Page 2

 

15.  9A F6 27 Hammer Bros.

16.  0C E7 27 Pipe End 2

17.  D8 FA 27 World 4 Dungeon #1

18.  9A F6 27 Hammer Bros.

19.  BC F4 27 World 4-3 (Beginning)

20.  9A F6 27 Hammer Bros.

21.  C4 F4 27 World 4-2

22.  9A F6 27 Hammer Bros.

23.  9A F6 27 Hammer Bros.

24.  9A F6 27 Hammer Bros.

25.  01 00 00 Spade House

26.  00 07 00 Mushroom House (Mushroom, Flower, Leaf)

27.  9A F6 27 Hammer Bros.

28.  9A F6 27 Hammer Bros.

29.  9A F6 27 Hammer Bros.

30.  69 F5 27  World 4-4

31.  00 04 00 Mushroom House (Tanooki Suit)

32.  07 E7 27 Pipe End 1

33.  47 F4 27 World 4-1

34.  00 07 00 Mushroom House (Mushroom, Flower, Leaf)

 

Hex Starting offset 1105727=0x10DF3F  World 4 Level

 

Map Page 1

 

1.      23 C8 25 Hammer Bros.

2.      00 CD 24 Pipe End 1

3.      BD 91 25 Mushroom House (Leaf, Flower, Tanooki Suit)

4.      E9 8F 24 World 4-6

5.      23 C8 25 Hammer Bros.

6.      23 C8 25 Hammer Bros.

7.      67 8C 26 End Castle

8.      23 C8 25 Hammer Bros.

9.      23 C8 25 Hammer Bros.

10.  F8 99 26 World 4 Dungeon #2

11.  38 CF 24 Pipe End 2

12.  00 00 00 Spade House

13.  B5 C0 25 World 4-5

14.  23 C8 25 Hammer Bros.

 

Map Page 2

 

15.  23 C8 25 Hammer Bros.

16.  A6 CF 24 Pipe End 2

17.  D2 9A 26 World 4 Dungeon #1

18.  23 C8 25 Hammer Bros.

19.  E7 BA 25 World 4-3 (Beginning)

20.  23 C8 25 Hammer Bros.

21.  3A BB 25 World 4-2

22.  23 C8 25 Hammer Bros.

23.  23 C8 25 Hammer Bros.

24.  23 C8 25 Hammer Bros.

25.  00 00 00 Spade House

26.  BD 91 25 Mushroom House (Mushroom, Flower, Leaf)

27.  23 C8 25 Hammer Bros.

28.  23 C8 25 Hammer Bros.

29.  23 C8 25 Hammer Bros.

30.  FA BC 25 World 4-4

31.  BD 91 25 Mushroom House (Tanooki Suit)

32.  5B CD 24 Pipe End 1

33.  C7 B7 25 World 4-1

34.  BD 91 25 Mushroom House (Mushroom, Flower, Leaf)

 

Hex Starting offset 1105557=0x10DE95  World 4 Object Set

 

Byte CO

C: Not sure, but I think it may something to do with level positioning.

O: Object set  see level header

 

Map Page 1

 

1.      4B Hammer Bros.

2.      4E Pipe End 1

3.      47 Mushroom House (Leaf, Flower, Tanooki Suit)

4.      41 World 4-6

5.      4B Hammer Bros.

6.      6B Hammer Bros.

7.      62 End Castle

8.      6B Hammer Bros.

9.      6B Hammer Bros.

10.  62 World 4 Dungeon #2

11.  8E Pipe End 2

12.  8F Spade House

13.  8B World 4-5

14.  8B Hammer Bros.

 

Map Page 2

 

15.  4B Hammer Bros.

16.  4E Pipe End 2

17.  42 World 4 Dungeon #1

18.  4B Hammer Bros.

19.  4B World 4-3 (Beginning)

20.  4B Hammer Bros.

21.  4B World 4-2

22.  6B Hammer Bros.

23.  6B Hammer Bros.

24.  6B Hammer Bros.

25.  6F Spade House

26.  67 Mushroom House (Mushroom, Flower, Leaf)

27.  6B Hammer Bros.

28.  8B Hammer Bros.

29.  8B Hammer Bros.

30.  8B World 4-4

31.  87 Mushroom House (Tanooki Suit)

32.  8E Pipe End 1

33.  8B World 4-1

34.  A7 Mushroom House (Mushroom, Flower, Leaf)

 

Hex Starting Offset 1105917= 0x10DFFD World 5 Enemy

 

Map Hilly Area

 

1.      F0 EB 27 Hammer Bros.

2.      6E EE 27 World 5-2

3.      00 04 00 Mushroom House (Tanooki Suit)

4.      B6 E5 27 World 5-3

5.      F0 EB 27 Hammer Bros.

6.      92 E9 27 World 5-1

7.      11 E7 27 Pipe End

8.      11 E7 27 Pipe End

9.      F0 EB 27 Hammer Bros.

10.  F0 EB 27 Hammer Bros.

11.  9C FA 27 Tower

12.  F0 EB 27 Hammer Bros.

13.  80 F9 27 World 5 Dungeon

14.  F0 EB 27 Hammer Bros.

15.  F0 EB 27 Hammer Bros.

16.  F0 EB 27 Hammer Bros.

17.  F0 EB 27 Hammer Bros.

18.  F0 EB 27 Hammer Bros.

19.  01 00 00 Spade House

20.  F0 EB 27 Hammer Bros.

 

Map Cloudy Area

 

21.  00 09 00 Mushroom House (Leaf, Flower, Tanooki Suit)

22.  87 F5 27 Pipe End (To Hilly Map Area)

23.  F0 EB 27 Hammer Bros.

24.  BA F0 27 World 5-5

25.  F0 EB 27 Hammer Bros.

26.  F0 EB 27 Hammer Bros.

27.  E9 F5 27 World 5-4

28.  F0 EB 27 Hammer Bros.

29.  01 00 00 Spade House

30.  01 00 00 Spade House

31.  F0 EB 27 Hammer Bros.

32.  64 F8 27 World 5 Dungeon

33.  F0 EB 27 Hammer Bros.

34.  8D F4 27 World 5-7

35.  F0 EB 27 Hammer Bros.

36.  5F F8 27 End Castle

37.  F0 EB 27 Hammer Bros.

38.  2B F5 27 World 5-9

39.  20 F4 27 World 5-8

40.  F0 EB 27 Hammer Bros.

41.  00 07 00 Mushroom House (Mushroom, Flower, Leaf)

42.  F0 F4 27 World 5-6

 

Hex Starting Offset 1106040= 0x10E078 World 5 Level

 

Map Hilly Area

 

1.      A7 B7 24 Hammer Bros.

2.      71 C5 24 World 5-2

3.      BD 91 25 Mushroom House (Tanooki Suit)

4.      D9 90 24 World 5-3

5.      A7 B7 24 Hammer Bros.

6.      49 98 24 World 5-1

7.      90 CE 24 Pipe End

8.      E4 CE 24 Pipe End

9.      A7 B7 24 Hammer Bros.

10.  A7 B7 24 Hammer Bros.

11.  B4 98 26 Tower

12.  A7 B7 24 Hammer Bros.

13.  97 91 26 World 5 Dungeon

14.  A7 B7 24 Hammer Bros.

15.  A7 B7 24 Hammer Bros.

16.  A7 B7 24 Hammer Bros.

17.  A7 B7 24 Hammer Bros.

18.  A7 B7 24 Hammer Bros.

19.  00 00 00 Spade House

20.  75 BF 24 Hammer Bros. (With Item)

 

Map Cloudy Area

 

21.  BD 91 25 Mushroom House (Leaf, Flower, Tanooki Suit)

22.  83 BF 25 Pipe End (To Hilly Map Area)

23.  67 C8 25 Hammer Bros.

24.  5F F1 24 World 5-5

25.  DD C2 25 Hammer Bros.

26.  DD C2 25 Hammer Bros.

27.  64 C3 25 World 5-4

28.  DD C2 25 Hammer Bros.

29.  00 00 00 Spade House

30.  00 00 00 Spade House

31.  DD C2 25 Hammer Bros.

32.  CB 8C 26 World 5 Dungeon

33.  DD C2 25 Hammer Bros.

34.  0E BA 25 World 5-7

35.  DD C2 25 Hammer Bros.

36.  7B 8C 26 End Castle

37.  DD C2 25 Hammer Bros.

38.  DD BC 25 World 5-9

39.  32 B7 25 World 5-8

40.  DD C2 25 Hammer Bros.

41.  BD 91 25 Mushroom House (Mushroom, Flower, Leaf)

42.  18 BC 25 World 5-6

 

Hex Starting offset 1105833=0x10DFA9  World 5 Object Set

 

Byte CO

C: Not sure, but I think it may something to do with level positioning.

O: Object set  see level header

 

Map Hilly Area

 

1.      23 Hammer Bros.

2.      2E World 5-2

3.      27 Mushroom House (Tanooki Suit)

4.      21 World 5-3

5.      23 Hammer Bros.

6.      41 World 5-1

7.      4E Pipe End

8.      4E Pipe End

9.      43 Hammer Bros.

10.  43 Hammer Bros.

11.  42 Tower

12.  63 Hammer Bros.

13.  62 World 5 Dungeon

14.  63 Hammer Bros.

15.  63 Hammer Bros.

16.  63 Hammer Bros.

17.  83 Hammer Bros.

18.  83 Hammer Bros.

19.  8F Spade House

20.  83 Hammer Bros.

 

Map Cloudy Area

 

21.  27 Mushroom House (Leaf, Flower, Tanooki Suit)

22.  4D Pipe End (To Hilly Map Area)

23.  4D Hammer Bros.

24.  44 World 5-5

25.  6D Hammer Bros.

26.  6D Hammer Bros.

27.  6D World 5-4

28.  6D Hammer Bros.

29.  6F Spade House

30.  8F Spade House

31.  8D Hammer Bros.

32.  82 World 5 Dungeon

33.  8D Hammer Bros.

34.  8D World 5-7

35.  8D Hammer Bros.

36.  A2 End Castle

37.  AD Hammer Bros.

38.  AD World 5-9

39.  AD World 5-8

40.  AD Hammer Bros.

41.  A7 Mushroom House (Mushroom, Flower, Leaf)

42.  AD World 5-6

 

Hex Starting offset 1106287=0x10E16F  World 6 Enemy

 

*In the NES version the Mushroom House with unlimited Hammer Suits was Mushroom, Flower, and Leaf.

 

Map Page 1

 

1.      00 05 00 Mushroom House (Hammer Suit)

2.      F0 EB 27 Hammer Bros.

3.      02 F1 27 World 6-2

4.      F0 EB 27 Hammer Bros.

5.      E9 E6 27 Pipe End 1

6.      F0 EB 27 Hammer Bros.

7.      F0 EB 27 Hammer Bros.

8.      72 F1 27 World 6-1

9.      01 00 00 Spade House

10.  60 FA 27 World 6 Dungeon#1

11.  F0 EB 27 Hammer Bros.

12.  F0 EB 27 Hammer Bros.

13.  E9 E6 27 Pipe End 1

14.  F0 EB 27 Hammer Bros.

15.  F0 EB 27 Hammer Bros.

16.  3E F0 27 World 6-3

17.  01 00 00 Spade House

 

Map Page 2

 

18.  EE E6 27 Pipe End 2

19.  F0 EB 27 Hammer Bros.

20.  F0 EB 27 Hammer Bros.

21.  F0 EB 27 Hammer Bros.

22.  F0 EB 27 Hammer Bros.

23.  F0 EB 27 Hammer Bros.

24.  EE E6 27 Pipe End 2

25.  F0 EB 27 Hammer Bros.

26.  90 F2 27 World 66 (Begin/End)

27.  F0 EB 27 Hammer Bros.

28.  5B F0 27 World 6 Dungeon#2

29.  F0 EB 27 Hammer Bros.

30.  95 EF 27 World 6-8

31.  F0 EB 27 Hammer Bros.

32.  1B F2 27 World 6-4

33.  F0 EB 27 Hammer Bros.

34.  00 05 00  Mushroom House (Hammer Suit)

35.  F0 EB 27 Hammer Bros.

36.  F0 EB 27 Hammer Bros.

37.  F0 EB 27 Hammer Bros.

38.  C7 F2 27 World 6-7

39.  F0 EB 27 Hammer Bros.

40.  83 F0 27 World 6-5 (Begin/End)

41.  F0 EB 27 Hammer Bros.

42.  F0 EB 27 Hammer Bros.

43.  01 00 00 Spade House

44.  F0 EB 27 Hammer Bros.

 

Map Page 3

 

45.  DD F2 27 World 6-9

46.  F0 EB 27 Hammer Bros.

47.  F0 EB 27 Hammer Bros.

48.  F0 EB 27 Hammer Bros.

49.  20 FA 27 World 6 Dungeon#3

50.  F0 EB 27 Hammer Bros.

51.  F0 EB 27 Hammer Bros.

52.  F0 EB 27 Hammer Bros.

53.  F0 EB 27 Hammer Bros.

54.  5F F8 27 End Castle

55.  F0 EB 27 Hammer Bros.

56.  F0 EB 27 Hammer Bros.

57.  98 F2 27 World 6-10

 

Hex Starting offset 1106458=0x10E21A  World 6 Level

 

Map Page 1

 

1.      BD 91 25 Mushroom House (Hammer Suit)

2.      6B FF 24 Hammer Bros. (With Item)

3.      4C F3 24 World 6-2

4.      FB FE 24 Hammer Bros.

5.      5B CD 24 Pipe End 1

6.      FB FE 24 Hammer Bros.

7.      FB FE 24 Hammer Bros.

8.      34 F4 24 World 6-1

9.      00 00 00 Spade House

10.  A6 95 26 World 6 Dungeon#1

11.  FB FE 24 Hammer Bros.

12.  FB FE 24 Hammer Bros.

13.  00 CD 24 Pipe End 1

14.  FB FE 24 Hammer Bros.

15.  FB FE 24 Hammer Bros.

16.  F3 EC 24 World 6-3

17.  00 00 00 Spade House

 

Map Page 2

 

18.  5C D0 24 Pipe End 2

19.  FB FE 24 Hammer Bros.

20.  FB FE 24 Hammer Bros.

21.  FB FE 24 Hammer Bros.

22.  FB FE 24 Hammer Bros.

23.  FB FE 24 Hammer Bros.

24.  14 D0 24 Pipe End 2

25.  FB FE 24 Hammer Bros.

26.  09 FA 24 World 66 (Begin/End)

27.  6B FF 24 Hammer Bros. (With Item)

28.  E5 ED 24 World 6 Dungeon#2

29.  FB FE 24 Hammer Bros.

30.  5E DB 24 World 6-8

31.  FB FE 24 Hammer Bros.

32.  51 F7 27 World 6-4

33.  FB FE 24 Hammer Bros.

34.  BD 91 25  Mushroom House (Hammer Suit)

35.  FB FE 24 Hammer Bros.

36.  FB FE 24 Hammer Bros.

37.  FB FE 24 Hammer Bros.

38.  88 FB 24 World 6-7

39.  6B FF 24 Hammer Bros. (With Item)

40.  4B EF 24 World 6-5 (Begin/End)

41.  FB FE 24 Hammer Bros.

42.  FB FE 24 Hammer Bros.

43.  00 00 00 Spade House

44.  FB FE 24 Hammer Bros.

 

Map Page 3

 

45.  61 FD 24 World 6-9

46.  FB FE 24 Hammer Bros.

47.  FB FE 24 Hammer Bros.

48.  FB FE 24 Hammer Bros.

49.  B1 94 26 World 6 Dungeon#3

50.  FB FE 24 Hammer Bros.

51.  FB FE 24 Hammer Bros.

52.  FB FE 24 Hammer Bros.

53.  FB FE 24 Hammer Bros.

54.  8F 8C 26 End Castle

55.  FB FE 24 Hammer Bros.

56.  FB FE 24 Hammer Bros.

57.  60 FA 24 World 6-10

 

Hex Starting offset 1106173=0x10E0FD  World 6 Object Set

 

Byte CO

C: Not sure, but I think it may something to do with level positioning.

O: Object set  see level header

 

Map Page 1

 

1.      27 Mushroom House (Hammer Suit)

2.      4C Hammer Bros.

3.      4C World 6-2

4.      4C Hammer Bros.

5.      4E Pipe End 1

6.      6C Hammer Bros.

7.      6C Hammer Bros.

8.      6C World 6-1

9.      6F  Spade House

10.  62 World 6 Dungeon#1

11.  6C Hammer Bros.

12.  6C Hammer Bros.

13.  8E Pipe End 1

14.  8C Hammer Bros.

15.  8C Hammer Bros.

16.  8C World 6-3

17.  8F Spade House

 

Map Page 2

 

18.  2E Pipe End 2

19.  2C Hammer Bros.

20.  2C Hammer Bros.

21.  4C Hammer Bros.

22.  4C Hammer Bros.

23.  4C Hammer Bros.

24.  6E Pipe End 2

25.  6C Hammer Bros.

26.  6C World 66 (Begin/End)

27.  6C Hammer Bros.

28.  6C World 6 Dungeon#2

29.  6C Hammer Bros.

30.  63 World 6-8

31.  6C Hammer Bros.

32.  8C World 6-4

33.  8C Hammer Bros.

34.  87  Mushroom House (Hammer Suit)

35.  8C Hammer Bros.

36.  8C Hammer Bros.

37.  8C Hammer Bros.

38.  8C World 6-7

39.  AC Hammer Bros.

40.  AC World 6-5 (Begin/End)

41.  AC Hammer Bros.

42.  AC Hammer Bros.

43.  AF Spade House

44.  AC Hammer Bros.

 

Map Page 3

 

45.  4C World 6-9

46.  4C Hammer Bros.

47.  4C Hammer Bros.

48.  6C Hammer Bros.

49.  62 World 6 Dungeon#3

50.  6C Hammer Bros.

51.  6C Hammer Bros.

52.  6C Hammer Bros.

53.  6C Hammer Bros.

54.  62 End Castle

55.  8C Hammer Bros.

56.  8C Hammer Bros.

57.  8C World 6-10

 

Hex Starting offset 1106725=0x10E325  World 7 Enemy

 

Map Page 1

 

1.      F0 EB 27 Hammer Bros. (START Panel)

2.      F0 EB 27 Hammer Bros.

3.      F0 EB 27 Hammer Bros.

4.      D5 E6 27 Pipe End 2

5.      C1 E6 27 Pipe End 1

6.      94 FA 27 World 7 Dungeon#1

7.      FD E7 27 World 7-1 (Begin/End)

8.      C6 E6 27 Pipe End 3

9.      C1 E6 27 Pipe End 1

10.  00 07 00 Mushroom House (Mushroom, Flower, Leaf)

11.  DF E6 27 Pipe End 8

12.  2C F6 27 Piranha Plant#1

13.  F0 EB 27 Hammer Bros.

14.  C6 E6 27 Pipe End 3

15.  D5 E6 27 Pipe End 2

16.  F0 EB 27 Hammer Bros.

17.  8D E9 27 World 7-4

18.  01 00 00 Spade House

19.  F0 EB 27 Hammer Bros.

20.  B4 F6 27 World 7-2

21.  CB E6 27 Pipe End 4

22.  D0 E6 27 Pipe End 6

23.  A3 EC 27 World 7-3

 

Map Page 2

 

24.  01 00 00 Spade House

25.  88 E9 27 World 7-6 (Begin/End)

26.  02 E8 27 World 7-7 (Begin/End)

27.  F0 EB 27 Hammer Bros.

28.  DA E6 27 Pipe End 7

29.  E4 E6 27 Pipe End 5

30.  D0 E6 27 Pipe End 6

31.  DA E6 27 Pipe End 7

32.  01 00 00 Spade House

33.  F0 EB 27 Hammer Bros.

34.  DD E8 27 World 7-8

35.  00 06 00 Mushroom House (Frog, Tanooki, Hammer Suits)

36.  06 EB 27 World 7-5

37.  E4 E6 27 Pipe End 5

38.  DF E6 27 Pipe End 8

39.  0A F7 27 World 7-9

40.  F0 EB 27 Hammer Bros.

41.  CB F9 27 World 7 Dungeon#2

42.  CB E6 27 Pipe End 4

43.  00 06 00 Mushroom House (Frog, Tanooki, Hammer Suits)

44.  5F F8 27 End Castle

45.  F0 EB 27 Hammer Bros.

46.  18 F6 27 Piranha Plant#2

 

Hex Starting offset 1106863=0x10E3AF  World 7 Level

 

 

Map Page 1

 

1.      28 98 24 Hammer Bros. (START Panel)

2.      28 98 24 Hammer Bros.

3.      28 98 24 Hammer Bros.

4.      5C D0 24 Pipe End 2

5.      2E CE 24 Pipe End 1

6.      DF 96 26 World 7 Dungeon#1

7.      75 8F 24 World 7-1 (Begin/End)

8.      00 CD 24 Pipe End 3

9.      B6 CD 24 Pipe End 1

10.  BD 91 25 Mushroom House (Mushroom, Flower, Leaf)

11.  00 CD 24 Pipe End 8

12.  CC C4 25 Piranha Plant#1

13.  28 98 24 Hammer Bros.

14.  5B CD 24 Pipe End 3

15.  14 D0 24 Pipe End 2

16.  28 98 24 Hammer Bros.

17.  97 97 24 World 7-4

18.  00 00 00 Spade House

19.  28 98 24 Hammer Bros.

20.  27 E1 25 World 7-2

21.  90 CE 24 Pipe End 4

22.  B6 CD 24 Pipe End 6

23.  D7 BD 24 World 7-3

 

Map Page 2

 

24.  00 00 00 Spade House

25.  52 97 24 World 7-6 (Begin/End)

26.  B4 8F 24 World 7-7 (Begin/End)

27.  28 98 24 Hammer Bros.

28.  A6 CF 24 Pipe End 7

29.  23 CE 24 Pipe End 5

30.  23 CE 24 Pipe End 6

31.  38 CF 24 Pipe End 7

32.  00 00 00 Spade House

33.  28 98 24 Hammer Bros.

34.  10 94 24 World 7-8

35.  BD 91 25 Mushroom House (Frog, Tanooki, Hammer Suits)

36.  BA A0 24 World 7-5

37.  B6 CD 24  Pipe End 5

38.  5B CD 24 Pipe End 8

39.  69 E3 25 World 7-9

40.  28 98 24 Hammer Bros.

41.  7A 93 26 World 7 Dungeon#2

42.  E4 CE 24 Pipe End 4

43.  BD 91 25 Mushroom House (Frog, Tanooki, Hammer Suits)

44.  B7 8C 26 End Castle

45.  28 98 24 Hammer Bros.

46.  BF C3 25 Piranha Plant#2

 

Hex Starting offset 1106633=0x10E2C9  World 7 Object Set

 

Byte CO

C: Not sure, but I think it may something to do with level positioning.

O: Object set  see level header

 

Map Page 1

 

1.      31 Hammer Bros. (START Panel)

2.      31 Hammer Bros.

3.      31 Hammer Bros.

4.      3E Pipe End 2

5.      3E Pipe End 1

6.      32 World 7 Dungeon#1

7.      51 World 7-1 (Begin/End)

8.      5E Pipe End 3

9.      5E Pipe End 1

10.  57 Mushroom House (Mushroom, Flower, Leaf)

11.  5E Pipe End 8

12.  55 Piranha Plant#1

13.  51 Hammer Bros.

14.  7E Pipe End 3

15.  7E Pipe End 2

16.  71 Hammer Bros.

17.  71 World 7-4

18.  7F Spade House

19.  71 Hammer Bros.

20.  99 World 7-2

21.  9E Pipe End 4

22.  9E Pipe End 6

23.  93 World 7-3

 

Map Page 2

 

24.  3F Spade House

25.  31 World 7-6 (Begin/End)

26.  31 World 7-7 (Begin/End)

27.  31 Hammer Bros.

28.  3E Pipe End 7

29.  4E Pipe End 5

30.  5E Pipe End 6

31.  5E Pipe End 7

32.  5F Spade House

33.  51 Hammer Bros.

34.  51 World 7-8

35.  57 Mushroom House (Frog, Tanooki, Hammer Suits)

36.  71 World 7-5

37.  7E  Pipe End 5

38.  7E Pipe End 8

39.  79 World 7-9

40.  71 Hammer Bros.

41.  72 World 7 Dungeon#2

42.  9E Pipe End 4

43.  97 Mushroom House (Frog, Tanooki, Hammer Suits)

44.  92 End Castle

45.  91 Hammer Bros.

46.  95 Piranha Plant#2

 

Hex Starting offset 1107087=0x10E48F  World 8 Enemy

 

Lava Area Map

 

1.      A3 E6 27 Pipe End 1

2.      ED E5 27 Lost (START Panel)

3.      B2 E6 27 Pipe End 2

4.      ED E5 27 Lost

5.      ED E5 27 Lost

6.      07 FF 27 Big Tanks

7.      ED E5 27 Lost

8.      64 FE 27 Battleship

 

Hand Trap Map Area

 

9.      B2 E6 27 Pipe End 2

10.  A8 E6 27 Pipe End 3

11.  02 FE 27 Crappy Ship

12.  B7 E6 27 Pipe End 4

13.  ED E5 27 Lost

14.  ED E5 27 Lost

15.  71 F6 27 Hand Trap#3

16.  43 F6 27 Hand Trap#2

17.  60 F6 27 Hand Trap#1

18.  A3 E6 27 Pipe End 1

 

Dark Area Map

 

19.  A8 E6 27 Pipe End 3

20.  ED E5 27 Lost

21.  AD E6 27 Pipe End 5

22.  ED E5 27 Lost

23.  ED E5 27 Lost

24.  ED E5 27 Lost

25.  ED E5 27 Lost

26.  D4 E9 27 World 8-1

27.  01 FB 27 World 8 Dungeon

28.  ED E5 27 Lost

29.  B7 E6 27 Pipe End 4

30.  AF EE 27 World 8-2

31.  BC E6 27 Pipe End Point

32.  ED E5 27 Lost

33.  ED E5 27 Lost

34.  ED E5 27 Lost

35.  BC E6 27 Pipe End Point

 

Bowsers Area

 

36.  AD E6 27 Pipe End 5

37.  B4 FE 27 Super Tank

38.  ED E5 27 Lost

39.  ED E5 27 Lost

40.  ED E5 27 Lost

41.  7D FB 27 Bowsers Castle

 

Hex Starting offset 1107207=0x10E507  World 8 Level

 

Lava Area Map

 

1.      A4 D0 24 Pipe End 1

2.      B4 8F 24 Lost (START Panel)

3.      A4 D0 24 Pipe End 2

4.      B4 8F 24 Lost

5.      B4 8F 24 Lost

6.      95 C5 26 Big Tanks

7.      B4 8F 24 Lost

8.      75 C3 26 Battleship

 

Hand Trap Map Area

 

9.      EA D0 24 Pipe End 2

10.  A4 D0 24 Pipe End 3

11.  D7 C2 26 Crappy Ship

12.  A4 D0 24 Pipe End 4

13.  B4 8F 24 Lost

14.  B4 8F 24 Lost

15.  44 C6 25 Hand Trap#3

16.  8B C5 25 Hand Trap#2

17.  F1 C5 25 Hand Trap#1

18.  EA D0 24 Pipe End 1

 

Dark Area Map

 

19.  EA D0 24 Pipe End 3

20.  B4 8F 24 Lost

21.  A4 D0 24 Pipe End 5

22.  B4 8F 24 Lost

23.  B4 8F 24 Lost

24.  B4 8F 24 Lost

25.  B4 8F 24 Lost

26.  A3 9B 24 World 8-1

27.  A8 9C 26 World 8 Dungeon

28.  B4 8F 24 Lost

29.  EA D0 24 Pipe End 4

30.  DD C7 24 World 8-2

31.  00 CD 24 Pipe End Point

32.  B4 8F 24 Lost

33.  B4 8F 24 Lost

34.  B4 8F 24 Lost

35.  5B CD 24 Pipe End Point

 

Bowsers Area

 

36.  EA D0 24 Pipe End 5

37.  A6 C4 26 Super Tank

38.  B4 8F 24 Lost

39.  B4 8F 24 Lost

40.  B4 8F 24 Lost

41.  51 A0 26 Bowsers Castle

 

Hex Starting offset 1107005=0x10E43D  World 8 Object Set

 

Byte CO

C: Not sure, but I think it may something to do with level positioning.

O: Object set  see level header

 

Lava Area Map

 

1.      3E Pipe End 1

2.      51 Lost (START Panel)

3.      5E Pipe End 2

4.      51 Lost

5.      71 Lost

6.      7A Big Tanks

7.      71 Lost

8.      7A Battleship

 

Hand Trap Map Area

 

9.      3E Pipe End 2

10.  5E Pipe End 3

11.  5A Crappy Ship

12.  5E Pipe End 4

13.  51 Lost

14.  71 Lost

15.  7B Hand Trap#3

16.  7B Hand Trap#2

17.  7B Hand Trap#1

18.  7E Pipe End 1

 

Dark Area Map

 

19.  5E Pipe End 3

20.  51 Lost

21.  5E Pipe End 5

22.  51 Lost

23.  51 Lost

24.  51 Lost

25.  71 Lost

26.  71 World 8-1

27.  72 World 8 Dungeon

28.  71 Lost

29.  7E Pipe End 4

30.  93 World 8-2

31.  9E Pipe End Point

32.  91 Lost

33.  91 Lost

34.  91 Lost

35.  9E Pipe End Point

 

Bowsers Area

 

36.  7E Pipe End 5

37.  7A Super Tank

38.  71 Lost

39.  71 Lost

40.  71 Lost

41.  72 Bowsers Castle

 

Hex Starting offset 1107337=0x10E589  World 9 Warp Zone

 

Byte CW

C: Not sure, but I think it may something to do with level positioning.

W: Warp Number (In Hex)

 

1.      50 World 1

2.      51 World 2

3.      52 World 3

4.      53 World 4

5.      73 World 4

6.      74 World 5

7.      75 World 6

8.      76 World 7

9.      96 World 7

10.  97 World 8

 

Additional Map and Sprite Pointers and Object sets

 

Level 1-1 Bonus Area

Level Pointer: 2E A0 24

Enemy Pointer: B6 E5 27

Object Set Hex Number: 1

 

Level 1-2 Bonus Area

Level Pointer: BA 9D 24

Enemy Pointer: B6 E5 27

Object Set Hex Number: 1

 

Level 1-3 Bonus Area

Level Pointer: DB BE 25

Enemy Pointer: 82 F5 27

Object Set Hex Number: D

 

Level 1-4 Ending

Level Pointer: 00 A2 24

Enemy Pointer: 34 EB 27

Object Set Hex Number: 1

 

Level 1-5 Bonus Area

Level Pointer: F8 C1 25

Enemy Pointer: DC F5 27

Object Set Hex Number: D

 

World 1 Dungeon Spike Room

Level Pointer: 99 8E 26

Enemy Pointer: 01 F9 27

Object Set Hex Number: 2

 

World 1 Anchor

Level Pointer: D6 B8 26

Enemy Pointer: 4C FC 27

Object Set Hex Number: A

 

World 1 Airship

Level Pointer: 4A BA 26

Enemy Pointer: 97 FC 27

Object Set Hex Number: A

 

World 1 Boss

Level Pointer: D2 C2 26

Enemy Pointer: 7E FF 27

Object Set Hex Number: A

 

Coin Ship

Level Pointer: B3 C7 26

Enemy Pointer: 9C FF 27

Object Set Hex Number: A

 

Coin Ship Boss Room

Level Pointer: 5D C8 26

Enemy Pointer: A7 FF 27

Object Set Hex Number: A

 

Level 2-1 Bonus Area

Level Pointer: CA E6 25

Enemy Pointer: B6 E5 27

Object Set Hex Number: 9

 

Level 2-2 Ending

Level Pointer: AA EE 25

Enemy Pointer: 55 F8 27

Object Set Hex Number: 9

 

Level 2-3 Ending

Level Pointer: BE EE 25

Enemy Pointer: 5A F8 27

Object Set Hex Number: 9

 

Level 2-5 Bonus Room

Level Pointer: 8A E8 25

Enemy Pointer: B6 E5 27

Object Set Hex Number: 9

 

World 2 Dungeon Spike Room

Level Pointer: DC EB 25

Enemy Pointer: 04 F8 27

Object Set Hex Number: 9

 

Pyramid (Main Area)

Level Pointer: CA AF 24

Enemy Pointer: 6C EB 27

Object Set Hex Number: 3

 

World 2 Anchor

Level Pointer: 9C B8 26

Enemy Pointer: 4C FC 27

Object Set Hex Number: A

 

World 2 Airship

Level Pointer: 47 BB 26

Enemy Pointer: C6 FC 27

Object Set Hex Number: A

 

World 2 Boss

Level Pointer: EF C6 26

Enemy Pointer: 83 FF 27

Object Set Hex Number: A

 

Level 3-1 Ending

Level Pointer: 9F 9D 24

Enemy Pointer: 5F EA 27

Object Set Hex Number: 1

 

Level 3-2 Ending

Level Pointer: 85 EB 24

Enemy Pointer: 08 F0 27

Object Set Hex Number: 4

 

Level 3-3 Ending

Level Pointer: 27 A3 24

Enemy Pointer: 67 EB 27

Object Set Hex Number: 1

 

Level 3-5 Ending

Level Pointer: 7B 93 24

Enemy Pointer: CD E8 27

Object Set Hex Number: 1

 

Level 3-6 Ending

Level Pointer: C1 EC 24

Enemy Pointer: 36 F0 27

Object Set Hex Number: 4

 

Level 3-7 Bonus Area

Level Pointer: 9D B7 25

Enemy Pointer: 39 F4 27

Object Set Hex Number: D

 

Level 3-8 Ending

Level Pointer: F6 A0 24

Enemy Pointer: 0B EB 27

Object Set Hex Number: 1

 

Level 3-9 Ending

Level Pointer: 34 97 24

Enemy Pointer: 83 E9 27

Object Set Hex Number: 1

 

World 3 Dungeon #1 Water Room

Level Pointer: B5 90 26

Enemy Pointer: 75 F9 27

Object Set Hex Number: 2

 

World 3 Dungeon #2 Water Room

Level Pointer: 7C 8F 26

Enemy Pointer: 2F F9 27

Object Set Hex Number: 2

 

World 3 Anchor

Level Pointer: D6 B8 26

Enemy Pointer: 4C FC 27

Object Set Hex Number: A

 

World 3 Airship

Level Pointer: A9 BC 26

Enemy Pointer: FE FC 27

Object Set Hex Number: A

 

World 3 Boss

Level Pointer: 15 C7 26

Enemy Pointer: 88 FF 27

Object Set Hex Number: A

 

Level 4-1 Bonus Area

Level Pointer: A0 C2 25

Enemy Pointer: E1 F5 27

Object Set Hex Number: B

 

Level 5-4 Ending (On World 4-2s offset)

Level Pointer: 82 B7 25

Enemy Pointer: 31 F4 27

Object Set Hex Number: D

 

Level 4-3 Main Area

Level Pointer: 38 C2 24

Enemy Pointer: 13 EE 27

Object Set Hex Number: 3

 

Level 4-4 Bonus Area

Level Pointer: 2B 9E 24

Enemy Pointer: B6 E5 27

Object Set Hex Number: 1

 

Level 4-5 Bonus Area

Level Pointer: AF 93 24

Enemy Pointer: D5 E8 27

Object Set Hex Number: 1

 

Level 4-6 Small Side

Level Pointer: E4 8D 24

Enemy Pointer: 8A E7 27

Object Set Hex Number: 1

 

World 4 Dungeon#1 Underground Room

Level Pointer: 30 D1 24

Enemy Pointer: 18 EF 27

Object Set Hex Number: E

 

World 4 Dungeon#2 Pipe Room

Level Pointer: F4 96 25

Enemy Pointer: C7 F3 27

Object Set Hex Number: 8

 

World 4 Anchor

Level Pointer: 0B C1 26

Enemy Pointer: 4C FC 27

Object Set Hex Number: A

 

World 4 Airship

Level Pointer: DE BD 26

Enemy Pointer: 3C FD 27

Object Set Hex Number: A

 

World 4 Boss

Level Pointer: F3 B8 26

Enemy Pointer: 51 FC 27

Object Set Hex Number: A

 

Level 5-1 Bonus Area

Level Pointer: F2 99 24

Enemy Pointer: C4 E9 27

Object Set Hex Number: 1

 

Level 5-2 Pipe Room

Level Pointer: 04 99 25

Enemy Pointer: FB E3 27

Object Set Hex Number: 8

 

Level 5-3 Main Area

Level Pointer: FC 90 24

Enemy Pointer: 4E E8 27

Object Set Hex Number: 1

 

Level 5-4 Ending

Level Pointer: 82 B7 25

Enemy Pointer: 31 F4 27

Object Set Hex Number: D

 

Level 5-7 Bonus Area

Level Pointer: 82 B7 25

Enemy Pointer: 31 F4 27

Object Set Hex Number: 1

 

World 5 Dungeon#1 Ending/Bonus Room

Level Pointer: 18 96 26

Enemy Pointer: AC F9 27

Object Set Hex Number: 2

 

Tower Sky Area

Level Pointer: EA BF 25

Enemy Pointer: 94 F5 27

Object Set Hex Number: D

 

Tower Part 2

Level Pointer: 58 99 26

Enemy Pointer: B0 FA 27

Object Set Hex Number: 2

 

Tower Ending

Level Pointer: AF BF 25

Enemy Pointer: 8C F5 27

Object Set Hex Number: D

 

World 5 Dungeon#2 Main Area

Level Pointer: 21 8D 26

Enemy Pointer: 69 F8 27

Object Set Hex Number: 2

 

World 5 Anchor

Level Pointer: EE C0 26

Enemy Pointer: 4C FC 27

Object Set Hex Number: A

 

World 5 Airship

Level Pointer: 2B B9 26

Enemy Pointer: 56 FC 27

Object Set Hex Number: A

 

World 5 Boss

Level Pointer: 3B C7 26

Enemy Pointer: 8D FF 27

Object Set Hex Number: A

 

Level 6-1 Bonus Area

Level Pointer: 12 FF 24

Enemy Pointer: B6 E5 27

Object Set Hex Number: C

 

Level 6-2 Ending

Level Pointer: 52 F5 24

Enemy Pointer: B8 F1 27

Object Set Hex Number: C

 

Level 6-4 Bonus Area

Level Pointer: CB C1 25

Enemy Pointer: D7 F5 27

Object Set Hex Number: D

 

Level 6-5 Main Area

Level Pointer: 66 B2 24

Enemy Pointer: 9B EB 27

Object Set Hex Number: 3

 

Level 6-6 Main Area

Level Pointer: DE B7 24

Enemy Pointer: FB EB 27

Object Set Hex Number: 3

 

Level 6-7 Bonus Area

Level Pointer: 25 FD 24

Enemy Pointer: D5 F2 27

Object Set Hex Number: C

 

Level 6-9 Bonus Area

Level Pointer: 9A B4 24

Enemy Pointer: BE EB 27

Object Set Hex Number: 3

 

World 6 Dungeon#1 Spike Room

Level Pointer: 52 96 26

Enemy Pointer: 83 FA 27

Object Set Hex Number: 2

 

World 6 Dungeon#2 Ending

Level Pointer: F5 EE 24

Enemy Pointer: 7E F0 27

Object Set Hex Number: C

 

World 6 Dungeon#3 Falling Room

Level Pointer: 88 95 26

Enemy Pointer: 52 FA 27

Object Set Hex Number: 2

 

World 6 Anchor

Level Pointer: 0B C1 26

Enemy Pointer: 4C FC 27

Object Set Hex Number: A

 

World 6 Airship

Level Pointer: 5B BF 26

Enemy Pointer: 86 FD 27

Object Set Hex Number: A

 

World 6 Boss

Level Pointer: 5B C7 26

Enemy Pointer: 92 FF 27

Object Set Hex Number: A

 

Level 7-1 Main Area

Level Pointer: F0 8F 25

Enemy Pointer: 43 F3 27

Object Set Hex Number: 8

 

Level 7-4 Main Area

Level Pointer: 2A 92 25

Enemy Pointer: 72 F3 27

Object Set Hex Number: 6

 

Level 7-5 Main Area

Level Pointer: 39 8B 24

Enemy Pointer: 21 E7 27

Object Set Hex Number: 1

 

Level 7-6 Main Area

Level Pointer: 87 9A 25

Enemy Pointer: 06 F4 27

Object Set Hex Number: 8

 

Level 7-7 Main Area

Level Pointer: A6 FD 24

Enemy Pointer: E5 F2 27

Object Set Hex Number: 4

 

Level 7-8 Bonus Area

Level Pointer: 3A C8 25

Enemy Pointer: A2 F6 27

Object Set Hex Number: D

 

World 7 Dungeon#1 Lonely Room

Level Pointer: 1D 98 26

Enemy Pointer: B6 E5 27

Object Set Hex Number: 2

 

World 7 Dungeon#2 Ending

Level Pointer: 56 94 26

Enemy Pointer: 0C FA 27

Object Set Hex Number: 2

 

Piranha Plant#1 Ending

Level Pointer: 94 C7 25

Enemy Pointer: 92 F6 27

Object Set Hex Number: 5

 

Piranha Plant#2 Ending

Level Pointer: 05 C7 25

Enemy Pointer: 8A F6 27

Object Set Hex Number: 5

 

World 7 Anchor

Level Pointer: 28 C1 26

Enemy Pointer: 4C FC 27

Object Set Hex Number: A

 

World 7 Airship

Level Pointer: 45 C1 26

Enemy Pointer: B2 FD 27

Object Set Hex Number: A

 

World 7 Boss

Level Pointer: 84 C7 26

Enemy Pointer: 97 FF 27

Object Set Hex Number: A

 

Level 8-2 Bonus Room

Level Pointer: 63 9A 24

Enemy Pointer: B6 E5 27

Object Set Hex Number: 1

 

Big Tanks Boss

Level Pointer: 2B C9 26

Enemy Pointer: C1 FF 27

Object Set Hex Number: A

 

Battleship Boss

Level Pointer: C1 28 26

Enemy Pointer: B7 FF 27

Object Set Hex Number: A

 

Hand Trap Ending

Level Pointer: D0 26 25

Enemy Pointer: 7F F6 27

Object Set Hex Number: B

 

Crappy Airship Boss

Level Pointer: F6 C8 26

Enemy Pointer: BC FF 27

Object Set Hex Number: A

 

World 8 Dungeon White Side

Level Pointer: D3 9E 26

Enemy Pointer: 39 FB 27

Object Set Hex Number: 2

 

Super Tank Boss

Level Pointer: 8C C8 26

Enemy Pointer: B2 FF 27

Object Set Hex Number: A

 

Bowsers Lair

Level Pointer: 51 A2 26

Enemy Pointer: BB FB 27

Object Set Hex Number: 2

 

Lost 1  Plains (World 9-1)

Level Pointer: B7 8C 24

Enemy Pointer: 5B E7 27

Object Set Hex Number: 1

 

Lost 2  Plains (World 9-2)

Level Pointer: D4 8E 24

Enemy Pointer: D1 E7 27

Object Set Hex Number: 1

 

Lost 3  Hills (World 9-3)

Level Pointer: 3B BC 24

Enemy Pointer: 8C EC 27

Object Set Hex Number: 3

 

Lost 3  Hills Bonus Area

Level Pointer: 39 BE 25

Enemy Pointer: 7D F5 27

Object Set Hex Number: D

 

Lost 4  Underground (World 9-4)

Level Pointer: 99 BF 24

Enemy Pointer: B6 E5 27

Object Set Hex Number: 3

 

Lost 4  Underground Main Area

Level Pointer: F8 BF 24

Enemy Pointer: 57 ED 27

Object Set Hex Number: 3

 

Lost 5  Dungeon (World 9 Dungeon)

Level Pointer: 7E 9B 26

Enemy Pointer: B1 F9 27

Object Set Hex Number: 2

 

Lost 6  Ice (World 9-5)

Level Pointer: 9E F4 24

Enemy Pointer: 95 F1 27

Object Set Hex Number: C

 

Lost 7  Ice (World 9-6)

Level Pointer: 90 F8 24

Enemy Pointer: 50 F2 27

Object Set Hex Number: C

 

Lost 8  Pipe (World 9-7)

Level Pointer: 82 93 25

Enemy Pointer: B6 E5 27

Object Set Hex Number: 8

 

Lost 8  Pipe Ending

Level Pointer: 3F E3 25

Enemy Pointer: 05 F7 27

Object Set Hex Number: 9

 

Lost 9  Clouds (World 9-8)

Level Pointer: E6 B8 25

Enemy Pointer: 6D F4 27

Object Set Hex Number: D

 

Lost 10  Clouds (Cloudy Pipe End)

Level Pointer: F5 C2 25

Enemy Pointer: 6D F4 27

Object Set Hex Number: D

 

Lost 11  Sky (World 9-9)

Level Pointer: 26 F0 24

Enemy Pointer: 88 F0 27

Object Set Hex Number: 4

 

Lost 12  Sky (Unfinish Sky level#1)

Level Pointer: 34 F2 24

Enemy Pointer: E6 F0 27

Object Set Hex Number: 4

 

Lost 13  Sky (Unfinish Sky level#2)

Level Pointer: C0 F2 24

Enemy Pointer: F4 F0 27

Object Set Hex Number: 4

 

Lost 14  Clouds (Cloudy Unfinish level)

Level Pointer: 47 B9 25

Enemy Pointer: B6 E5 27

Object Set Hex Number: D

 

Lost 15  Clouds (World 9 Hammer Bros.)

Level Pointer: B3 B9 25

Enemy Pointer: DB EC 27

Object Set Hex Number: D

 

Crappy Underground Level

Level Pointer: 7C B1 24

Enemy Pointer: B6 E5 27

Object Set Hex Number: 3

 

World 1 Pipe End 1 (Unused)

Level Pointer: 15 B2 24

Enemy Pointer: N/A

Object Set Hex Number: 3

 

World 1 Pipe End 2 (Unused)

Level Pointer: 49 B4 24

Enemy Pointer: N/A

Object Set Hex Number: 3

 

Unused Ending

Level Pointer: 99 8C 24

Enemy Pointer: N/A

Object Set Hex Number: 1

 

World 2 Hammer Bros. 3 (Unused)

Level Pointer: 02 E3 25

Enemy Pointer: F0 EB 27  

Object Set Hex Number: 9

 

World 8 Hammer Bros. 1 (Unused)

Level Pointer: DC CC 24

Enemy Pointer: F0 EB 27

Object Set Hex Number: E

 

World 8 Hammer Bros. 2 (Unused)

Level Pointer: 01 DD 24

Enemy Pointer: F0 EB 27

Object Set Hex Number: E

 

Unused Desert level (Pointer leads to World 2-4)

Level Pointer: 9C EE 25

Enemy Pointer: N/A

Object Set Hex Number: 9

 

Unused Desert level (Weird Bricks)

Level Pointer: 4C E3 25

Enemy Pointer: N/A

Object Set Hex Number: 9

 

Unused Bowser Arena

Level Pointer: A3 8D 26

Enemy Pointer: N/A

Object Set Hex Number: 2

 

Unused Enemy Pointers

 

D5 E5 27

34 E6 27

5C E6 27

70 EA 27

A8 EA 27

21 EB 27

EF EC 27

14 ED 27

20 ED 27

3A ED 27

A7 ED 27

C7 ED 27

49 F1 27

11 F3 27

C5 F8 27

F3 FB 27

D8 FF 27

 

Sprite and Item Map Screens

First of all before you know all the stuff about sprite map screens you must know all the sprite numbers first before adding them onto your map screen.

 

Insectduels note: If you need to add your sprites to your SNES port, you have to use Beneficiis SMB3 Map Editor with your NES ROM and your hex editor. Then you have to compromise with the old and new NES SMB3 Roms and port it to your SNES ROM offset shown here. This kind of data is too hard for me and especially where the starting offset is.

 

This is for Existing Sprites on Map Screen only

 

World 1 Item Offset 1107743 = 0x10E71F Item 09

World 1 Sprite Offset 1107669=0x10E6D5 Sprite 01

World 1 Sprite Offset 1107670=0x10E6D6 Sprite 00

World 1 Sprite Offset 1107671=0x10E6D7 Sprite 03

 

World 2 Item Offset 1107752 = 0x10E728 Item 0D

World 2 Item Offset 1107753 = 0x10E729 Item 0B

World 2 Item Offset 1107754 = 0x10E729 Item 0C

World 2 Sprite Offset 1107678 = 0x10E6DE Sprite 01

World 2 Sprite Offset 1107679 = 0x10E6DF Sprite 00

World 2 Sprite Offset 1107680 = 0x10E6E0 Sprite 04

World 2 Sprite Offset 1107681 = 0x10E6E1 Sprite 04

World 2 Sprite Offset 1107682 = 0x10E6E2 Sprite 06

 

World 3 Item Offset 1107761 = 0x10E731 Item 0B

World 3 Item Offset 1107762 = 0x10E732 Item 09

World 3 Sprite Offset 1107687 = 0x10E6E7 Sprite 01

World 3 Sprite Offset 1107688 = 0x10E6E8 Sprite 00

World 3 Sprite Offset 1107689 = 0x10E6E9 Sprite 03

World 3 Sprite Offset 1107690 = 0x10E6EA Sprite 03

World 3 Sprite Offset 1107691 = 0x10E6EB Sprite 10

 

World 4 Item Offset 1107770 = 0x10E6F0 Item 07

World 4 Item Offset 1107771 = 0x10E73B Item 09

World 4 Item Offset 1107772 = 0x10E73C Item 08

World 4 Sprite Offset 1107696 = 0x10E6F0 Sprite 01

World 4 Sprite Offset 1107697 = 0x10E6F1 Sprite 00

World 4 Sprite Offset 1107698 = 0x10E6F2 Sprite 05

World 4 Sprite Offset 1107699 = 0x10E6F3 Sprite 05

World 4 Sprite Offset 1107700 = 0x10E6F4 Sprite 05

 

World 5 Item Offset 1107779 = 0x10E743 Item 08

World 5 Item Offset 1107780 = 0x10E744 Item 0D

World 5 Item Offset 1107781 = 0x10E745 Item 09

World 5 Sprite Offset 1107705 = 0x10E6F9 Sprite 01

World 5 Sprite Offset 1107706 = 0x10E6FA Sprite 00

World 5 Sprite Offset 1107707 = 0x10E6FB Sprite 03

World 5 Sprite Offset 1107708 = 0x10E6FC Sprite 03

World 5 Sprite Offset 1107709 = 0x10E6FD Sprite 03

 

World 6 Item Offset 1107788 = 0x10E74C Item 0B

World 6 Item Offset 1107789 = 0x10E74D Item 07

World 6 Item Offset 110778A = 0x10E74E Item 09

World 6 Sprite Offset 1107714 = 0x10E702 Sprite 01

World 6 Sprite Offset 1107715 = 0x10E703 Sprite 00

World 6 Sprite Offset 1107716 = 0x10E704 Sprite 03

World 6 Sprite Offset 1107717 = 0x10E705 Sprite 03

World 6 Sprite Offset 1107718 = 0x10E706 Sprite 03

 

World 7 Item Offset 1107797 = 0x10E755 Item 08

World 7 Item Offset 1107798 = 0x10E756 Item 01

World 7 Sprite Offset 1107723 = 0x10E70B Sprite 01

World 7 Sprite Offset 1107724 = 0x10E70C Sprite 00

World 7 Sprite Offset 1107725 = 0x10E70D Sprite 07

World 7 Sprite Offset 1107726 = 0x10E70E Sprite 07

 

World 8 Sprite Offset 1107732 = 0x10E714 Sprite 01

World 8 Sprite Offset 1107733 = 0x10E715 Sprite 00

World 8 Sprite Offset 1107734 = 0x10E716 Sprite 0E

World 8 Sprite Offset 1107735 = 0x10E717 Sprite 0D

World 8 Sprite Offset 1107736 = 0x10E718 Sprite 0F

World 8 Sprite Offset 1107737 = 0x10E719 Sprite 0E

 

Sprite Drag Offset

Starts at 1107453 = 0x10E5FD for World 1. Im too lazy to write this info down now. More coming soon.

 

Starting Space

Begin at offset 1100653 = 0x10CB6D. There were 8 bytes in this feature.

 

World 1 40

World 2 A0

World 3 A0

World 4 40

World 5 80

World 6 60

World 7 30

World 8 50

 

Airship Retreat Points

Starts at 1108157 = 0x10E8BD for World 1.

 

Items placed in a letter

Starts at offset 1110697=0x10F2A9

 

08 P-wing after clearing World 1

07 Cloud after clearing World 2

0D Music Box after clearing World 3

08 P-wing after clearing World 4

07 Cloud after clearing World 5

08 P-wing after clearing World 6

00 nothing after clearing World 7

 

Locks mode

Simply edit one of the Boom-Booms in your level editor, which is Mario Improvement 3.

 

The lock tileset#1 starts at hex 1084782 =0x108D6E. Ends offset if not repeated.

 

The lock tileset#2 starts at hex 1084952 = 0x108E18

 

World 1: Tile 46

World 2: Tile 46

World 3: Tile 45, 46

World 4: Tile 45, B3

World 5: Tile B3, DA

World 6: Tile DA, B3, 45,

World 7: Tile 46, 45

World 8: Tile 46, 45, 46, 45

 

Lock number location starting offset 1084745 = 0x108D49

 

0x108E2F = Start of a table of locations used to determine where the lock block will be (or any tile to replace).

   Format: XXXX SSSS

   X = X co-ordinate of the tile (relative to the current screen)

   S = Screen to change it on.

 

0x108DF6 = Start of table of locations used to determine where the lock block will

be (or any tile to replace).

   Format: YYYY 0000

   Y = Y co-ordinate

   0 = Nothing.

 

Pipes mode

Simply change sprite 25 in hex and move around the various locations. I dont know more of this but check the level offset map pointer.

 

Note: By hex editor only, NOT the MI3.

 

Level Map Tilesets

 

World 1 Map Offset  0x156468

World 2 Map Offset  0x1564F9

World 3 Map Offset  0x15661A

World 4 Map Offset  0x1567CB

World 5 Map Offset  0x1568EC

World 6 Map Offset  0x156A0D

World 7 Map Offset  0x156BBE

World 8 Map Offset  0x156CDF

World 9 Map Offset  0x156F20

 

Note 1: MI3 can edit map tile screens for Mario all-stars. It would be wise if you know the map tilesets. Im too lazy to list them. So instead Ill put em here

 

Note 2: World 8 lava area has different tilesets in Mario all-stars.

 

Level Header

The level header is much harder in Super Mario all-stars and its extremely large than any other.

 

LL LL LL SS SS SS VF HP YO AG TM BB ZX

11 22 33 44 55 66 77 88 99 aa bb cc dd

 

13 bytes in a level header in SMAS.

 

L: Level Pointer

S: Sprite Pointer

V: Vertical Position (First 3 bits)

F: The levels Length

HP = Horizontal Position with level Palette

(Horizontal Position is the first 3 bits. Its best to look for the level offset for your palettes and Horizontal positions.)

Y: Scrolling Type (Hex 0-7 means if you enter the pipe you automatically ends your level. Hex 8-F is normal.)

O= Object Set Pointer

A= Mario Action (First 3 bits)

G= Level and Sprite Graphics (Bits 4-15)

T= Timer (First 2 bits)

M= Music

B= Level Background

Z: The Palette of the Layer 2 Background

X: The hex number of the Layer 2 Background

 

L= Level Pointer

Search Map Pointers

 

S= Sprite pointer

Search Map Pointers

 

V= Vertical Position

First 3 bits

 

0-     Vertical 01

2-  Vertical 05

4-      Vertical 08

6-  Vertical 0C

8-      Vertical 10

A-    Vertical 14

C-  Vertical 17

E-     Vertical 18

 

This may be corrected soon. It is very inaccurate. (Or just look at your level offset)

 

F= Level length

0-     00-0F

1-     10-1F

2-     20-2F

3-     30-3F

4-     40-4F

5-     50-5F

6-     60-6F

7-     70-7F

8-     80-8F

9-     90-9F

A-    A0-AF

B-    B0-BF

C-    C0-CF

D-    D0-DF

E-     E0-EF

F-     F0-FF

 

WARNING: I recommend not set your level length to F0-FF because a bug in the game might acquire.

 

H= Horizontal Position

First 3 bits, see below

 

P= Palettes in levels (RAM hex numbers, not ROM numbers)

 

Color Hex 0

Plains  Green Pipe with Blue X Blocks

Hilly  Green Foreground and Pipe

Sky  Green

Ice  Blue Pipe

Underground  Green Pipe with Brown Foreground

Cloudy  Green

Dungeon  White and Red

Desert  Yellow sand, Orange Pipe, Pink Pipe Boxes

Airship  Yellow

Giant  Green

Sea  Blue sea weed

Pipe  Green Pipe

 

Color Hex 1

Plains  Green Pipe with Blue X Blocks

Hilly  Orange Foreground and Pipe

Sky  Green

Ice  Bluegreen Pipe

Underground  Blue Pipe with Brown Foreground

Cloudy  Green

Dungeon  Blue and Gray

Desert  Orange sand, Orange Pipe, Purple Pipe Boxes

Airship  Brown

Giant  Bright Green

Sea  Orange Sea weed

Pipe  Orange Pipe

 

Color Hex 2

Plains  Green Pipe

Hilly  Brown Foreground and Green Pipe

Sky  Green

Ice  Weird

Underground  Green Pipe with Blue Foreground

Cloudy  Green

Dungeon  Weird

Desert  Yellow sand, Orange Pipe, Purple Pipe Boxes

Airship  Weird

Giant  Green

Sea  Blue sea weed

Pipe  Green Pipe

 

Color Hex 3

Plains  Orange Pipe

Hilly  Orange Foreground and Green Pipe

Sky  Weird

Ice  Weird

Underground  Weird

Cloudy  Weird

Dungeon  Weird

Desert  Gray sand, Green Pipe, Pink Pipe Boxes

Airship  Weird

Giant  Orange

Sea  Weird

Pipe  Green Pipe with Orange bolts

 

RAM hexes for layer 1-background palettes.

0-     Black

1-     Light Blue

2-     Blue

3-     Orange

4-     Violet

5-     Same as 1

6-     Light Sky Blue

7-     Dark Blue

 

OK, maybe this may come in bits. The horizontal Position changes in the first 3 bits. Its best to test out your Background and level Palettes with Marios Position the right way.

 

ROM Hex numbers

 

Horizontal 01 setting

 

0-     Hex color 0 with black background

1-     Hex color 1 with black background

2-     Hex color 2 with black background

3-     Hex color 3 with black background

4-     Hex color 0 with light blue background

5-     Hex color 1 with light blue background

6-     Hex color 2 with light blue background

7-     Hex color 3 with light blue background

8-     Hex color 0 with Blue background

9-     Hex color 1 with Blue background

A-    Hex color 2 with Blue background

B-    Hex color 3 with Blue background

C-    Hex color 0 with Orange background

D-    Hex color 1 with Orange background

E-     Hex color 2 with Orange background

F-     Hex color 3 with Orange background

10- Hex color 0 with Violet background

11- Hex color 1 with Violet background

12- Hex color 2 with Violet background

13- Hex color 3 with Violet background

14- Hex color 0 with black background

15- Hex color 1 with black background

16- Hex color 2 with black background

17- Hex color 3 with black background

18- Hex color 0 with Light Sky Blue background

19- Hex color 1 with Light Sky Blue background

1A  Hex color 2 with Light Sky Blue background

1B  Hex color 3 with Light Sky Blue background

1C  Hex color 0 with Dark Blue background

1D  Hex color 1 with Dark Blue background

1E  Hex color 2 with Dark Blue background

1F  Hex color 3 with Dark Blue background

 

The rest of these horizontal numbers with Hex color 0 and black background

20  Horizontal 7

40  Horizontal 8

60  Horizontal D

 

Y= Scrolling Types

 

The first hexes that ends the level when you enter the horizontal pipe. It also allows to enter the door with the same pointer and completely ignores it.

 

0  Horizontal, scrolls up when flying

1-     Vertical level (1)

2-     Freely Scrolling

3-     Vertical level (2)

4-     Horizontal only (1)

5-     Vertical level (3)

6-     Horizontal only (2)

7-     Vertical only (4)

 

The other hexes is at normal use

 

8  Horizontal, scrolls up when flying

9-  Vertical level (1)

A-    Freely Scrolling

B-    Vertical level (2)

C-    Horizontal only (1)

D-    Vertical level (3)

E-     Horizontal only (2)

F-     Vertical only (4)

 

O  Object set pointer

0-     World Map

1-     Plain

2-     Dungeon

3-     Hilly

4-     Sky

5-     Piranha Plant

6-     Water

7-     Mushroom

8-     Pipe

9-     Desert

A-    Ship

B-    Giant

C-    Ice

D-    Clouds

E-     Underground

F-     Spade Bonus

 

A= Mario Action

0-     None

2-     Sliding

4-   Coming out of Pipe (Upward)

6-  Coming out of Pipe (Downward)

8-     Coming out of Pipe (Leftward)

A-    Coming out of Pipe (Rightward)

C-  Running and climbing up ship

E-     Ship Autoscrolling

 

G= Level and Sprite Graphics

This can be too complicated to set up. In the SNES version, they were set like Mario World does.

 

The G for Graphics in Hex (Without Changing Mario Action)

 

0  Mario Graphics

1-     Plain

2-     Dungeon

3-     Underground 1

4-     Sky

5-     Piranha Plant

6-     Water

7-     Mushroom House

8-     Pipe

9-     Desert

A-    Ship

B-    Giant

C-    Ice

D-    Clouds

E-     Underground 2

F-     Spade Bonus Room

10  Spade Bonus

11- Mushroom House 2

12-  Unknown

13- Hills

14- Plain 2

15- Tank

16- End Castle

17-  1F Unknown

 

AG  In bits, hex numbers for sliding Mario Action

 

20     Sliding Mario with Mario Graphics

21     Sliding Mario with Plain Graphics

22     Sliding Mario with Dungeon Graphics

23     Sliding Mario with Underground#1 Graphics

24     Sliding Mario with Sky Graphics

25     Sliding Mario with Piranha Graphics

26     Sliding Mario with Sea Graphics

27     Sliding Mario with Mushroom House Graphics

28     Sliding Mario with Pipe Graphics

29     Sliding Mario with Desert Graphics

2A-  Sliding Mario with Ship Graphics

2B-  Sliding Mario with Giant Graphics

2C-  Sliding Mario with Ice Graphics

2D- Sliding Mario with Clouds Graphics

33- Sliding Mario with Hills Graphics

 

Requires adding so use your Windows calculator and add them in hex format. I hope you ROM hackers get this information.

 

T  Timer

0-     300

4-  400

8-     200

C-  Unlimited

 

GT  The Sprite and Foreground Graphics

 

Timer 300 Rows

00  Weird Airship Enemies and Graphics

01-    Plains 1 Graphics and Enemies

02-    Unknown Graphics and Enemies

03-    Garbled Graphics and Enemies

10-  Plains 2 Graphics and Enemies

11-  Plains 3 Graphics and Enemies

12- Unknown Graphics and Enemies

13- Garbled Graphics and Enemies

20- Dungeon Graphics and Enemies

21- Underground 1 Graphics and Enemies

30- Underground 2 Graphics and Enemies

31- Ice Graphics and Enemies

40- Sky Graphics and Enemies

41- Underground 3 Graphics and Enemies

50 Pipe/Sea Graphics and Enemies

51 Ice Graphics and Dungeon Enemies

60- Pipe Graphics and Enemies

61- Hills Graphics and Enemies

70 Mushroom House Graphics and Enemies (Timer always set at 000)

71- Underground 4 Graphics and Enemies

80- Pipe/Sea Graphics and Enemies

81- Desert 1 Graphics and Enemies

90- Desert 2 Graphics and Enemies

91- Plains 4 and Spike Graphics

A0- Ship Graphics and Enemies

A1 Dungeon Graphics and Plains Enemies

B0- Giant 1 Graphics and Enemies

B1- Giant 2 Graphics and Enemies

C0- Ice Graphics and Spike Graphics

C1- Bowsers Castle and Graphics

D0-Cloudy Graphics and Enemies

D1- Battleship Graphics and Enemies

E0- Underground 5 Graphics and Unknown Enemies

E1- Giant Graphics and Sea Enemies

 

Timer 400 Rows

04  Weird Airship Enemies and Graphics

05-   Plains 1 Graphics and Enemies

06- Unknown Graphics and Enemies

07- Garbled Graphics and Enemies

14- Plains 2 Graphics and Enemies

15- Plains 3 Graphics and Enemies

16- Unknown Graphics and Enemies

17- Garbled Graphics and Enemies

24-Dungeon Graphics and Enemies

25- Underground Graphics and Enemies

34- Underground 2 Graphics and Enemies

35- Ice Graphics and Enemies

44- Sky Graphics and Enemies

45- Underground 3 Graphics and Enemies

54 Pipe/Sea Graphics and Enemies

55 Ice Graphics and Dungeon Enemies

64- Pipe Graphics and Enemies

65- Hills Graphics and Enemies

74 Mushroom House Graphics and Enemies (Timer always set at 000)

75- Underground 4 Graphics and Enemies

84- Pipe/Sea Graphics and Enemies

85- Desert Graphics and Enemies

94- Desert 2 Graphics and Enemies

95- Plains 4 and Spike Graphics

A4- Ship Graphics and Enemies

A5 Dungeon Graphics and Plains Enemies

B4- Giant 1 Graphics and Enemies

B5- Giant 2 Graphics and Enemies

C4- Ice Graphics and Spike Graphics

C5- Bowsers Castle and Graphics

D4-Cloudy Graphics and Enemies

D5- Battleship Graphics and Enemies

E4- Underground 5 Graphics and Unknown Enemies

E5- Giant Graphics and Sea Enemies

 

Timer 200 Rows

08  Weird Airship Enemies and Graphics

09-  Plains 1 Graphics and Enemies

0A- Unknown Graphics and Enemies

0B- Garbled Graphics and Enemies

18- Plains 2 Graphics and Enemies

19- Plains 3 Graphics and Enemies

1A- Unknown Graphics and Enemies

1B- Garbled Graphics and Enemies

28-Dungeon Graphics and Enemies

29- Underground Graphics and Enemies

38- Underground 2 Graphics and Enemies

39- Ice Graphics and Enemies

48- Sky Graphics and Enemies

49- Underground 3 Graphics and Enemies

58 Pipe/Sea Graphics and Enemies

59 Ice Graphics and Dungeon Enemies

68- Pipe Graphics and Enemies

69- Hills Graphics and Enemies

78 Mushroom House Graphics and Enemies (Timer always set at 000)

79- Underground 4 Graphics and Enemies

88- Pipe/Sea Graphics and Enemies

89- Desert Graphics and Enemies

98- Desert 2 Graphics and Enemies

99- Plains 4 and Spike Graphics

A8- Ship Graphics and Enemies

A9 Dungeon Graphics and Plains Enemies

B8- Giant 1 Graphics and Enemies

B9- Giant 2 Graphics and Enemies

C8- Ice Graphics and Spike Graphics

C9- Bowsers Castle and Graphics

D8-Cloudy Graphics and Enemies

D9- Battleship Graphics and Enemies

E8- Underground 5 Graphics and Unknown Enemies

E9- Giant Graphics and Sea Enemies

 

Unlimited Timer Rows

0C  Weird Airship Enemies and Graphics

0D- Plains 1 Graphics and Enemies

0E- Unknown Graphics and Enemies

0F- Garbled Graphics and Enemies

1C- Plains 2 Graphics and Enemies

1D- Plains 3 Graphics and Enemies

1E- Unknown Graphics and Enemies

1F- Garbled Graphics and Enemies

2C-Dungeon Graphics and Enemies

2D- Underground Graphics and Enemies

3C- Underground 2 Graphics and Enemies

3D- Ice Graphics and Enemies

4C- Sky Graphics and Enemies

4D- Underground 3 Graphics and Enemies

5C Pipe/Sea Graphics and Enemies

5D Ice Graphics and Dungeon Enemies

6C- Pipe Graphics and Enemies

6D- Hills Graphics and Enemies

7C Mushroom House Graphics and Enemies (Timer always set at 000)

7D- Underground 4 Graphics and Enemies

8C- Pipe/Sea Graphics and Enemies

8D- Desert Graphics and Enemies

9C- Desert 2 Graphics and Enemies

9D- Plains 4 and Spike Graphics

AC- Ship Graphics and Enemies

AD- Dungeon Graphics and Plains Enemies

BC- Giant 1 Graphics and Enemies

BD- Giant 2 Graphics and Enemies

CC- Ice Graphics and Spike Graphics

CD- Bowsers Castle and Graphics

DC-Cloudy Graphics and Enemies

DD- Battleship Graphics and Enemies

EC- Underground 5 Graphics and Unknown Enemies

ED- Giant Graphics and Sea Enemies

 

Shoot, I cant easily tell which GFX goes. Its really hard to compromise GFX Sprites and Foreground Graphics merged together in one game. If one of you guys can find out what the Sprite and Foreground Graphics please let me know.

 

Its best to look at your level offset to look for Timers and Graphics merged together.

 

M= Music

0  Plain

1  Underground

2  Water

3  Dungeon

4  Boss

5  Airship

6  Battle

7  P switch/Mushroom house (1)

8  Hilly/Sky

9  End Castle

A  Cloud heaven

B  P switch/Mushroom house (2)

C  No Music

D  P switch/Mushroom house (1)

E  No Music

F-     World 7 Map

 

B= Background Hex numbers

 

Layer 1 Background

00 Nothing

01 Sea 1

02 Thundercloud storm (Secondary levels only)

03 Cabin (Thunder)

04 Underground (World 1-5 Style)

05 Plains 1

06 Dungeon

07 Castle

08 Snow trees

09 Pipe

0A Hills

0B Underground (Pipe will be blue)

0C Mountain

0D Sand

0E Pyramid 1

0F Sky

10 Prison

11 Volcano

12 Cloudy

13 Bonus Room

14 Ice

15 Underground (Pipe will be green)

16 Waterfall 1

17 Mushroom house

18 Sky (Ice)

19 Pyramid 2

1A Plains 2

1B Bowsers Dungeon

1C Forest

1D Sky (Night)

1E Waterfall 2

1F Prison (lava glow animation)

20 Multiplayer

21 Sea 2

22 Peachs Prison

23 Cabin

25 Sea 3

 

Z= Layer 2 background palette hex numbers

0 Black

1 Blue

2 White

3 Dark Blue

4 Light black

5 Dark red

6 Violet

7 Sky blue

8 Same as 0

9 Same as 0

A White and Blue

 

X= Layer 2 Background hex Numbers

0 Nothing

1 Underwater

2 Cloudy

3 Upstand (Background cant move)

4 Creates Thunder (Secondary levels only)

5 Water (Vertical levels only)

6 Mutiwater (Like on World 4-4s Bonus Area)

7 Background on top and water on Bottom (Like on World 3-9)

8 Mist

9 Dungeon

A Underground

B Cloudy mist

C Unknown

D Water (World 8 Style)

E Cloudy (Top, like on World 5-3)

F Bowsers Lair

 

Mario all-stars stuff

Copyrighted from Lincolnsoft from MI3. And for those who have Windows 98/95 to edit SMB3 for Mario all-stars with MI3.

 

The levels in Mario All-stars have less objects than the ones in the NES SMB3.

For instance, the clouds in World 1-1 are gone.  So if you want more objects you need to edit the NES version.

 

Currently, you cannot edit the header or map screen pointers, or the headers themselves in Super Mario All-stars.  Mario All-stars seems to use a different header structure (13 bytes instead of 9 bytes in the header.) The pointers (except embedded Level Pointers) are different than the NES version as well.

 

MI3 detects Mario All-stars ROMs by extension, so make sure the extension is .SMC before loading it.  There might be different versions of the Mario All-stars ROM but I dont know.  If so the level offsets might be in different places in different versions of the ROM than the one I used, causing World 1-1 to be loaded improperly (but if you find out where the levels are, you can probably still load them with the Load from Offset function).

 

Level and Sprite Offset list

This is the place where you edit the levels and the header. Some levels when you using the MI3 are NOT recommended. Because some levels have bugs in the MI3, saving it will corrupt your SNES ROM. You should design your levels using the NES version with the M3 Workshop in M3L mode. Then convert it to your SNES level offset.

 

Currently you cannot edit the Bonus Areas because new objects exist that no one knew. This includes the MI3 themselves. Using it will display some garbage on all Bonus Areas in SMB3. If anyone knew about the new objects in Bonus areas please let me know.

 

I did NOT find these offsets. Mario3Expert found these offsets for Mario all-stars and these offsets came from MI3. The ones in the red means I corrected the errors from MI3.

 

World

/Area
	

Level Offset
	

Sprite Offset
	

Level Offset in bytes
	

Sprite Offset in Bytes

1-1
	

1188142=0x12212E
	

1305815=0x13ECD7
	

242
	

45

1-2
	

1195152=0x123C90
	

1306202=0x13EE5A
	

413
	

48

1-3
	

1184920=0x121498
	

1305246=0x13EA9E
	

213
	

45

1-4
	

1210502=0x127886
	

1307619=0x13F3F3
	

189
	

54

1-5
	

1199059=0x124BD3
	

1306843=0x13F0DB
	

167
	

42

1-6
	

1210231=0x127777
	

1307581=0x13F3BD
	

257
	

36

World 1 Dungeon
	

1249236=0x130FD4
	

1309403=0x13FADB
	

183
	

26

1-0
	

1210014=0x12769E
	

1307541=0x13F395
	

166
	

33

World 1 Airship
	

1260623=0x133C4F
	

1310359=0x13FE97
	

234
	

35

Level 1-1 Bonus Area
	

1188398=0x12222E
	

1304502=0x13E7B6
	

?
	

N/A

Level 1-2 Bonus Area
	

1187770=0x121FBA
	

1304502=0x13E7B6
	

?
	

N/A

Level 1-3 Bonus Area
	

1229019=0x12C0DB
	

1308546=0x13F782
	

154
	

3

Level 1-4 Ending
	

1188864=0x122400
	

1305908=0x13ED34
	

20
	

6

Level 1-5 Bonus Area
	

1229816=0x12C3F8
	

1308636=0x13F7DC
	

154
	

3

Plains End
	

1188649=0x122329
	

1305872=0x13ED10
	

?
	

3

World 1 Dungeon Spike Room
	

1249433=0x131099
	

1309441=0x13FB01
	

66
	

15

Level 1-0 Ending
	

1210194=0x127752
	

1307576=0x13F3B8
	

23
	

3

World 1 Bonus Room (Unused)
	

1201090=0x1253C2
	

1306963=0x13F126
	

N/A
	

N/A

World 1 Boss
	

1263826=0x1348D2
	

1311102=0x14017E
	

15
	

3

World 1 Hammer Bros. 1
	

1196342=0x124136
	

1306331=0x13EEDB
	

16
	

6

World 1 Hammer Bros. 2
	

1196372=0x124154
	

1306331=0x13EEDB
	

19
	

6

World 1 Pipe1 End 1 (Unused)
	

1192981=0x123415
	

Unknown Offset
	

53
	

?

World 1 Pipe1 End 2 (Unused)
	

1193545=0x123649
	

Unknown Offset
	

53
	

?

World 1 End Castle
	

1248931=0x130EA3
	

1309279=0x13FA5F
	

6
	

3

World 1 Anchor
	

1260246=0x133AD6
	

1310284=0x1EFE4C
	

15
	

3

Coin Ship
	

1264051=0x1349B3
	

1311132=0x14019C
	

156
	

9

Coin Ship Boss
	

1264221=0x134A5D
	

1311143-0x1401A7
	

33
	

9

2-1
	

1238901=0x12E775
	

1308985=0x13F939
	

327
	

54

2-2
	

1197613=0x12462D
	

1306693=0x13F045
	

310
	

59

2-3
	

1239840=0x12EB20
	

1309088=0x13F9A0
	

360
	

48

2-4
	

1240668=0x12EE5C
	

1309199=0x13FA0F
	

562
	

45

2-5
	

1239408=0x12E970
	

1309041=0x13F971
	

268
	

45

World 2 Dungeon
	

1240214=0x12EC96
	

1309138=0x13F9D2
	

312
	

48

World 2

Quick

Sand
	

1196908=0x12436C
	

1306611=0x13EFF3
	

190
	

30

Pyramid (Main Part)
	

1192394=0x1231CA
	

1305964=0x13ED6C

 

 
	

420
	

140

World 2 Airship
	

1260871=0x133D47
	

1310406=0x13FEC6
	

340
	

54

Level 2-1 Bonus Area
	

1239242=0x12E8CA
	

1304502=0x13E7B6
	

434
	

N/A

Level 2-2 Ending
	

1241258=0x12F0AA
	

1309269=0x13FA55
	

6
	

3

Level 2-3 Ending
	

1241278=0x12F0BE
	

1309274=0x13FA5A
	

12
	

3

Level 2-5 Bonus Area
	

1239690=0x12EA8A
	

1304502=0x13E7B6
	

136
	

N/A

World 2 Dungeon Spike Room
	

1240540=0x12EDDC
	

1309188=0x13FA04
	

114
	

9

World 2 Bonus Room (Unused)
	

1201107=0x1253D3
	

1306963=0x13F128
	

197
	

3

Pyramid (Begin/ End)
	

1237594=0x12E25A
	

1308839=0x13F8A7
	

171
	

6

World 2 Boss
	

1263855=0x1348EF
	

1311107=0x140183
	

24
	

3

World 2 Hidden Hammer Bros.
	

1194407=0x1239A7
	

1304498=0x13E7B2
	

27
	

0

World 2 Hammer Bros. 1
	

1238300=0x12E51C
	

1308925=0x13F8FD
	

21
	

6

World 2 Hammer Bros. 2
	

1238300=0x12E51C
	

1308914=0x13F8F2
	

21
	

9

World 2 Hammer Bros. 3 (Unused)
	

1238274=0x12E502
	

1306096=0x130DF0
	

12
	

9

World 2 Pipe 1 End 1
	

1199872=0x124F00
	

1304819=0x13E8F3
	

77
	

3

World 2 Pipe1 End 2
	

1199963=0x124F5B
	

1304819=0x13E8F3
	

77
	

3

World 2 End Castle
	

1248831=0x130E3F
	

1309279=0x13FA5F
	

6
	

3

World 2 Anchor
	

1260188=0x133A9C
	

1310284=0x1EFE4C
	

15
	

3

3-1
	

1218953=0x129989
	

1308117=0x13F5D5
	

365
	

36

3-2
	

1207464=0x126CA8
	

1307091=0x13F1D3
	

207
	

51

3-3
	

1188898=0x122422
	

1305918=0x13ED3E
	

247
	

39

3-4
	

1203118=0x125BAE
	

1306979=0x13F163
	

418
	

48

3-5
	

1218248=0x1296C8
	

1308059=0x13F59B
	

439
	

42

3-6
	

1207800=0x126DF8
	

1307155=0x13F213
	

187
	

33

3-7
	

1187512=0x121EB8
	

1305630=0x13EC1E
	

217
	

63

3-8
	

1199562=0x124DCA
	

1306884=0x13F104
	

260
	

18

3-9
	

1185634=0x121762
	

1305407=0x13EB3F
	

452
	

66

World 3 Dungeon#1
	

1249779=0x1311F3
	

1309507=0x13FB43
	

180
	

48

World 3 Dungeon#2
	

1249513=0x1310E9
	

1309458=0x13FB12
	

133
	

27

World 3 Airship
	

1261225=0x133EA9
	

1310462=0x13FEFE
	

295
	

60

Level 3-1 Ending
	

1187743=0x121F9F
	

1305695=0x13EC5F
	

13
	

3

Level 3-2 Ending
	

1207685=0x126D85
	

1307144=0x13F208
	

101
	

9

Level 3-3

Ending
	

1189159=0x122527
	

1305959=0x13ED67
	

24
	

3

World 3 Bonus

Room
	

1201318=0x1254A6
	

1306929=0x13F12D
	

?
	

9

Level 3-5 Ending
	

1185147=0x12157B
	

1305293=0x13F12D
	

38
	

6

Level 3-6

Ending
	

1208001=0x126EC1
	

1307190=0x13F236
	

36
	

6

Level 3-7 Bonus Area
	

1227165=0x12B99D
	

1308217=0x13F639
	

28
	

12

Level 3-8 Ending
	

1188598=0x1222F6
	

1305867=0x13ED0B
	

37
	

3

Level 3-9 Ending
	

1186100=0x121934
	

1305407=0x13EB3F
	

452
	

66

W3D1 Water Room
	

1249973=0x1312B5
	

1309557=0x13FB75
	

212
	

9

W3D2 Water Room
	

1249660=0x13117C
	

1309487=0x13FB2F
	

105
	

18

World 3 Boss
	

1263893=0x134915
	

1311112=0x140188
	

24
	

3

World 3 Hammer Bros. 1
	

1186286=0x1219EE
	

1306096=0x13EDF0
	

16
	

9

World 3 Hammer Bros. 2
	

1188761=0x122399
	

1306096=0x13EDF0
	

19
	

9

World 3 Hammer Bros. 3
	

1188794=0x1223BA
	

1306096=0x13EDF0
	

17
	

9

World 3 Hammer Bros. 4
	

1186316=0x121A0C
	

1306096=0x13EDF0
	

14
	

9

World 3 Pipe1 End 1
	

1200272=0x125090
	

1304824=0x13E8F8
	

70
	

3

World 3 Pipe 1 End 2
	

1200356=0x1250E4
	

1304824=0x13E8F8
	

70
	

3

World 3 Pipe 2 End 1
	

1200054=0x124FB6
	

1304829=0x13E8FD
	

95
	

3

World 3 Pipe 2 End 2
	

1200163=0x125023
	

1304829=0x13E8FD
	

95
	

3

World 3 Pipe 3

End 1
	

1200272=0x125090
	

1304834=0x13E902
	

70
	

3

World 3 Pipe 3

End 2
	

1200356=0x125034
	

1304834=0x13E902
	

70
	

3

World 3 End Castle
	

1248931=0x130EA3
	

1309279=0x13FA5F
	

6
	

3

World 3 Anchor
	

1260217=0x133AB9
	

1310284=0x1EFE4C
	

44
	

3

4-1
	

1227207=0x12B9C7
	

1308231=0x13F647
	

273
	

36

4-2
	

1228090=0x12BD3A
	

1308356=0x13F6C4
	

208
	

42

4-3 (Main Area)
	

1197112=0x124438
	

1306643=0x13F013
	

487
	

48

4-4
	

1228538=0x12BEFA
	

1308521=0x13F769
	

305
	

18

4-5
	

1229493=0x12C2B5
	

1308572=0x13F79C
	

264
	

57

4-6
	

1184233=0x1211E9
	

1305095=0x13EA07
	

226
	

69

World 4 Dungeon #1
	

1252562=0x131CD2
	

1309912=0x13FCD8
	

158
	

39

World 4 Dungeon #2
	

1252344=0x131BF8
	

1309880=0x13FCB8
	

204
	

30

World 4 Airship
	

1261534=0x133FDE
	

1310524=0x13FF3C
	

367
	

72

Level 4-1 Bonus Area
	

1229984=0x12C4A0
	

1308641=0x13F7E1
	

47
	

6

Level 4-3 Begin level
	

1228007=0x12BCE7
	

1308348=0x13F6BC
	

69
	

6

Level 4-4 Bonus Area
	

1187883=0x12202B
	

1304502=0x13E7B6
	

245
	

N/A

Level 4-5 Bonus Area
	

1185199=0x1215AF
	

1305301=0x13EAD5
	

?
	

6

Level 4-6 Small Side
	

1183716=0x120FE4
	

1304970=0x13E98A
	

226
	

69

World 4 Dungeon #1 Under

Ground
	

1200944=0x125330
	

1306904=0x13F118
	

132
	

12

World 4 Dungeon #2 Pipe Room
	

1218804=0x1298F4
	

1308103=0x13F5C7
	

135
	

12

World 4 Bonus Area
	

1201765=0x125665
	

1306936=0x13F138
	

?
	

6

World 4 Boss
	

1260275=0x133AF3
	

1310289=0x13FE51
	

42
	

3

World 4 Hammer Bros.
	

1231395=0x12CA23
	

1308826=0x13F89A
	

9
	

6

World 4 Pipe 1 End 1
	

1199872=0x124F00
	

1304839=0x13E907
	

77
	

3

World 4 Pipe 1 End 2
	

1199963=0x124F5B
	

1304839=0x13E907
	

77
	

3

World 4 Pipe 2 End 1
	

1200272=0x125090
	

1304844=0x13E90C
	

70
	

3

World 4 Pipe 2 End 2
	

1200356=0x125034
	

1304844=0x13E90C
	

70
	

3

World 4 End Castle
	

1248911=0x130E8F
	

1309279=0x13FA5F
	

6
	

3

World 4 Anchor
	

1262289=0x1342D1
	

1310284=0x1EFE4C
	

44
	

3

5-1
	

1186377=0x121A49
	

1305490=0x13EB92
	

411
	

48

5-2
	

1197937=0x124771
	

1306734=0x13F06E
	

606
	

63

5-3 (Main Area)
	

1184508=0x1212FC
	

1305166=0x13EA4E
	

398
	

78

5-4
	

1230180=0x12C564
	

1308649=0x13F7E9
	

77
	

45

5-5
	

1209183=0x12735F
	

1307322=0x13F2BA
	

199
	

42

5-6
	

1228312=0x12BE18
	

1308400=0x13F6F0
	

183
	

57

5-7
	

1227790=0x12BC0E
	

1308301=0x13F68D
	

203
	

45

5-8
	

1227058=0x12B932
	

1308192=0x13F620
	

66
	

15

5-9
	

1228509=0x12BEDD
	

1308459=0x13F72B
	

15
	

60

World 5 Dungeon #1
	

1250199=0x131397
	

1309568=0x13FB80
	

371
	

42

Tower#1
	

1252020=0x131AB4
	

1309852=0x13FC9C
	

150
	

18

Tower#2
	

1252184=0x131B58
	

1309872=0x13FCB0
	

146
	

6

World 5 Dungeon #2
	

1249057=0x130F21
	

1309289=0x13FA69
	

116
	

26

World 5 Airship
	

1260331=0x133B2B
	

1310294=0x13FE56
	

278
	

63

Level 5-1 Bonus Area
	

1186802=0x121BF2

 
	

1305540=0x13EBC4
	

99
	

9

Level 5-2 Pipe Room
	

1219932=0x129B04
	

1308155=0x13F5FB
	

373
	

9

Level 5-3 Begin
	

1184473=0x1212D9
	

1304502=0x13E7B6
	

21
	

N/A

World 5 Ending
	

1227138=0x12B982
	

1308209=0x13F631
	

13
	

6

World 5 Bonus Area
	

1201922=0x125702
	

1306944=0x13F140
	

?
	

6

Level 5-7 Bonus Area
	

1182838=0x120C76
	

1307854=0x13E916
	

181
	

9

World 5 Dungeon #1 Ending
	

1250584=0x131518
	

1309612=0x13FBAC
	

70
	

3

Tower Sky Area
	

1229290=0x12C1EA
	

1308564=0x13F794
	

189
	

6

Tower Ending
	

1229231=0x12C1AF
	

1308556=0x13F78C
	

45
	

6

Tower Going Down
	

1229187=0x12C183
	

1308551=0x13F787
	

30
	

3

World 5 Dungeon #2 Begin

End
	

1248971=0x130ECB
	

1309284=0x13FA64
	

72
	

3

World 5 Boss
	

1263931=0x13493B
	

1311117=0x14018D
	

18
	

3

World 5 Hammer Bros. #1 Hills Area
	

1194407=0x1239A7
	

1306096=0x13EDF0
	

27
	

9

World 5 Hammer Bros. #2 Hills Area
	

1196405=0x124175
	

1306096=0x13EDF0
	

30
	

9

World 5 Hammer Bros. #1 Clouds Area
	

1230045=0x12C4DD
	

1306096=0x13EDF0
	

10
	

9

World 5 Hammer Bros. #2 Clouds Area
	

1231463=0x12CA67
	

1306096=0x13EDF0
	

19
	

9

World 5 End Castle
	

1248891=0x130E7B
	

1309279=0x13FA5F
	

6
	

3

World 5 Anchor
	

1262318=0x1342EE
	

1310284=0x1EFE4C
	

44
	

3

6-1
	

1209908=0x127634
	

1307506=0x13F372
	

92
	

33

6-2
	

1209676=0x12754C
	

1307394=0x13F302
	

204
	

57

6-3
	

1208051=0x126EF3
	

1307198=0x13F23E
	

228
	

27

6-4
	

1210705=0x127951
	

1307675=0x13F41B
	

305
	

51

6-5 (Main)
	

1193062=0x123466
	

1306011=0x13ED9B
	

469
	

33

6-6 (Main)
	

1194062=0x1239DE
	

1306107=0x13EDFB
	

676
	

93

6-7
	

1211784=0x127D88
	

1307847=0x13F4C7
	

399
	

12

6-8
	

1203550=0x125D5E
	

1307029=0x13F195
	

405
	

60

6-9

(Main)
	

1193626=0x12369A
	

1306046=0x13EDBE
	

767
	

48

6-10
	

1211488=0x127C60
	

1307800=0x13F498
	

282
	

45

World 6 Dungeon #1
	

1251238=0x1317A6
	

1309792=0x13FC60
	

158
	

33

World 6 Dungeon #2
	

1208293=0x126FE5
	

1307227=0x13F25B
	

258
	

33

World 6 Dungeon #3
	

1250993=0x1316B1
	

1309728=0x13FC20
	

201
	

48

World 6 Airship
	

1261915=0x13415B
	

1310598=0x13FF86
	

?
	

42

Level 6-1 Bonus Area
	

1212690=0x128112
	

1304502=0x13E7B6
	

75
	

N/A

Level 6-2 Ending
	

1210194=0x127752
	

1307576=0x13F3B8
	

23
	

3

World 6 Bonus Area
	

1202187=0x12580B
	

1306952=0x13F148
	

?
	

9

Level 6-4 Bonus Area
	

1229771=0x12C3CB
	

1308631=0x13F7D7
	

31
	

3

Level 6-5 Outside Part
	

1208651=0x12714B
	

1307267=0x13F283
	

205
	

3

Level 6-6 Outside Part
	

1211401=0x127C09
	

1307792=0x13F490
	

73
	

6

Level 6-7 Ending
	

1212197=0x127F25
	

1307861=0x13F4D5
	

46
	

6

Level 6-9 Outside Part
	

1212257=0x127F61
	

1307869=0x13F4DD
	

55
	

6

World 6 Dungeon#1 Spike Room
	

1251410=0x131852
	

1309827=0x13FC83
	

127
	

15

World 6 Dungeon#2 Ending
	

1208565=0x1270F5
	

1307262=0x13F27E
	

72
	

3

World 6 Dungeon#3 Falling Room
	

1251208=0x131788
	

1309778=0x13FC52
	

16
	

12

World 6 Boss
	

1263953=0x13495B
	

1311122=0x140192
	

27
	

3

World 6 Hammer Bros.#1
	

1212667=0x1280FB
	

1306096=0x13EDF0
	

9
	

9

World 6 Hammer Bros.#2
	

1212779=0x12816B
	

1306096=0x13EDF0
	

12
	

9

World 6 Pipe 1 End 1
	

1199872=0x124F00
	

1304809=0x13E8E9
	

77
	

3

World 6 Pipe1 End 2
	

1199963=0x124F5B
	

1304809=0x13E8E9
	

77
	

3

World 6 Pipe2 End 1
	

1200660=0x125214
	

1304814=0x13E8EE
	

58
	

3

World 6 Pipe2 End 2
	

1200732=0x12525C
	

1304814=0x13E8EE
	

58
	

3

World 6 End Castle
	

1248911=0x130E8F
	

1309279=0x13FA5F
	

6
	

3

World 6 Anchor
	

1262347=0x13430B
	

1310284=0x1EFE4C
	

44
	

3

7-1
	

1217008=0x1291F0
	

1307971=0x13F543
	

447
	

45

7-2
	

1237799=0x12E327
	

1308852=0x13F8B4
	

461
	

60

7-3
	

1195991=0x123FD7
	

1306275=0x13EEA3
	

337
	

54

7-4
	

1217578=0x12942A
	

1308018=0x13F572
	

330
	

39

7-5
	

1183033=0x120D39
	

1304865=0x13E921
	

338
	

51

7-6
	

1219719=0x129C87
	

1308166=0x13F606
	

396
	

24

7-7
	

1212326=0x127FA6
	

1307877=0x13F4E5
	

327
	

30

7-8
	

1185296=0x121610
	

1305309=0x13EADD
	

324
	

96

7-9
	

1238377=0x12E569
	

1308938=0x13F90A
	

510
	

45

Piranha Plant #1
	

1230540=0x12C6CC
	

1308716=0x13F82C
	

177
	

21

World 7 Dungeon #1
	

1251551=0x1318DF
	

1309844=0x13FC94
	

304
	

6

World 7 Dungeon #2
	

1250682=0x13157A
	

1309643=0x13FBCB
	

206
	

63

Piranha Plant #2
	

1230271=0x12C5BF
	

1308696=0x13F818
	

255
	

18

World 7 Airship
	

1262405=0x134345
	

1310642=0x13FFB2
	

388
	

78

Level 7-1 Outside Part
	

1184117=0x121175
	

1305085=0x13E9FD
	

49
	

3

Level 7-4 Outside Part
	

1186199=0x121997
	

1305485=0x13EB8D
	

73
	

3

Level 7-5 Outside Part
	

1188538=0x1222BA
	

1305862=0x13ED06
	

46
	

3

Level 7-6 Outside Part
	

1186130=0x121952
	

1305480=0x13EB88
	

55
	

3

Level 7-7

Outside Part
	

1184180=0x1211B4
	

1305090=0x13EA02
	

39
	

3

Level 7-8 Bonus Area
	

1231418=0x12CA3A
	

1308834=0x13F8A2
	

31
	

3

World 7 Bonus Area
	

1202644=0x1259D4
	

1306963=0x13F153
	

?
	

6

Piranha Plant#1 Ending
	

1231252=0x12C994
	

1308818=0x13F892
	

129
	

6

World 7 Dungeon #1 Lonely Room
	

1251869=0x131A1D
	

1304502=0x13E7B6
	

137
	

N/A

World 7 Dungeon #2 Ending
	

1250902=0x131656
	

1309708=0x13FC0C
	

77
	

18

Piranha Plant#2 Ending
	

1231109=0x12C905
	

1308810=0x13F88A
	

129
	

6

World 7 Boss
	

1264004=0x134984
	

1311112=0x140188
	

33
	

3

World 7 Hammer Bros.
	

1186344=0x121A28
	

1306096=0x130DF0
	

19
	

9

World 7 Pipe 1 End 1
	

1199872=0x124F00
	

1304774=0x13E8C6
	

77
	

3

World 7 Pipe1 End 2
	

1199963=0x124F5B
	

1304774=0x13E8C6
	

77
	

3

World 7 Pipe2 End 1
	

1200660=0x125214
	

1304789=0x13E8D5
	

58
	

3

World 7 Pipe2 End 2
	

1200732=0x12525C
	

1304789=0x13E8D5
	

58
	

3

World 7 Pipe 3

End 1
	

1200272=0x125090
	

1304779=0x13E8CB
	

70
	

3

World 7 Pipe 3

End 2
	

1200356=0x125034
	

1304779=0x13E8CB
	

70
	

3

World 7 Pipe 4

End 1
	

1200054=0x124FB6
	

1304784=0x13E8D0
	

95
	

3

World 7 Pipe 4

End 2
	

1200163=0x125023
	

1304784=0x13E8D0
	

95
	

3

World 7 Pipe 5

End 1
	

1200054=0x124FB6
	

1304769=0x13E8C1
	

95
	

3

World 7 Pipe 5

End 2
	

1200163=0x125023
	

1304769=0x13E8C1
	

95
	

3

World 7 Pipe 6

End 1
	

1200054=0x124FB6
	

1304804=0x13E8E4
	

95
	

3

World 7 Pipe 6

End 2
	

1200163=0x125023
	

1304804=0x13E8E4
	

95
	

3

World 7 Pipe 7

End 1
	

1200272=0x125090
	

1304794=0x13E9DA
	

70
	

3

World 7 Pipe 7

End 2
	

1200356=0x125034
	

1304794=0x13E9DA
	

70
	

3

World 7 Pipe 8 End 1
	

1199872=0x124F00
	

1304799=0x13E8DF
	

77
	

3

World 7 Pipe 8 End 2
	

1199963=0x124F5B
	

1304799=0x13E8DF
	

77
	

3

World 7 End Castle
	

1248951=0x130EB7
	

1309279=0x13FA5F
	

6
	

3

World 7 Anchor
	

1262376=0x134328
	

1310284=0x1EFE4C
	

44
	

3

8-1
	

1187235=0x121DA3
	

1305556=0x13EBD4
	

263
	

72

8-2
	

1198557=0x1249DD
	

1306799=0x13F0AF
	

488
	

42

World 8 Big Tanks
	

1263519=0x13479F
	

1310983=0x140107
	

293
	

117

World 8 Battle

Ship
	

1262965=0x134575
	

1310820=0x140064
	

291
	

78

Hand Trap #1
	

1230833=0x12C7F1
	

1308768=0x13F860
	

69
	

15

Hand Trap #2
	

1230731=0x12C78B
	

1308739=0x13F843
	

88
	

27

Hand Trap #3
	

1230916=0x12C844
	

1308785=0x13F871
	

126
	

12

World 8 Crappy Airship
	

1262807=0x1344D7
	

1310722=0x140002
	

144
	

96

World 8 Dungeon
	

1253032=0x131EA8
	

1309953=0x13FD01
	

541
	

54

World 8 Super Tank
	

1263270=0x1346A6
	

1310900=0x1400B4
	

235
	

81

Bowsers Castle
	

1253969=0x132251
	

1310077=0x13FD7D
	

498
	

60

World 8 Bonus Area
	

1202904=0x125AD8
	

1306971=0x13F15B
	

200
	

6

Level 8-2 Bonus Area
	

1186915=0x121C63
	

1304502=0x13E7B6
	

?
	

N/A

Big Tanks Boss
	

1264427=0x134B2B
	

1311169=0x1401C1
	

39
	

9

Battle

Ship

Boss
	

1264321=0x134AC1
	

1311159=0x1401B7
	

39
	

3

Hand Trap Ending
	

1231056=0x12C8D0
	

1308799=0x13F87F
	

39
	

9

Crappy Airship

Boss
	

1264374=0x134AF6
	

1311164=0x1401BC
	

39
	

3

World 8 Dungeon White Side
	

1253587=0x1320D3
	

1310009=0x13FD39
	

368
	

66

Super Tank Boss
	

1264268=0x134A8C
	

1311154=0x1401B2
	

39
	

3

World 8 Hidden level
	

1184180=0x1211B4
	

1304557=0x13E7ED
	

39
	

48

World 8 Pipe 1

End 1
	

1200804=0x1252A4
	

1304739=0x13E8A3
	

56
	

3

World 8 Pipe 1

End 2
	

1200874=0x1252EA
	

1304739=0x13E8A3
	

56
	

3

World 8 Pipe 2

End 1
	

1200804=0x1252A4
	

1304754=0x13E8B2
	

56
	

3

World 8 Pipe 2

End 2
	

1200874=0x1252EA
	

1304754=0x13E8B2
	

56
	

3

World 8 Pipe 3

End 1
	

1200804=0x1252A4
	

1304759=0x13E8B7
	

56
	

3

World 8 Pipe 3

End 2
	

1200874=0x1252EA
	

1304759=0x13E8B7
	

56
	

3

World 8 Pipe 4

End 1
	

1200804=0x1252A4
	

1304744=0x13E8A8
	

56
	

3

World 8 Pipe 4

End 2
	

1200874=0x1252EA
	

1304744=0x13E8A8
	

56
	

3

World 8 Pipe 5

End 1
	

1199872=0x124F00
	

1304764=0x13E8BC
	

77
	

3

World 8 Pipe 5

End 2
	

1199963=0x124F5B
	

1304764=0x13E8BC
	

77
	

3

World 8 Pipe 6

End 1
	

1200804=0x1252A4
	

1304749=0x13E8AD
	

56
	

3

World 8 Pipe 6

End 2
	

1200874=0x1252EA
	

1304749=0x13E8AD
	

56
	

3

World 8 Hammer Bros. 1 (Unused)
	

1199836=0x124EDC
	

1306096=0x130DF0
	

22
	

9

World 8 Hammer Bros. 2 (Unused)
	

1203969=0x125F01
	

1306096=0x130DF0
	

22
	

9

Bowsers Castle Lair
	

1254481=0x132451
	

1310139=0x13FDBB
	

378
	

42

9-1 (Plains)
	

1183415=0x120EB7
	

1304923=0x13E95B
	

287
	

45

9-2 (Plains)
	

1183956=0x1210D4
	

1305041=0x13E9D1
	

147
	

42

9-3 (Hills)
	

1195579=0x123E3B
	

1306252=0x13EE8C
	

398
	

21

9-4 (Under

Ground Main Area)
	

1196536=0x1241F8
	

1306455=0x13EF57
	

358
	

66

9-5 (Ice)
	

1210014=0x12769E
	

1307541=0x13F395
	

166
	

33

9-6 (Ice)
	

1211024=0x127A90
	

1307728=0x13F450
	

333
	

51

9-7 (Pipe)
	

1217922=0x129582
	

1304502=0x13E7B6
	

280
	

N/A

9-8 (Clouds)
	

1227494=0x12BAE6
	

1308269=0x13F66D
	

83
	

51

9-9 (Sky)
	

1208870=0x127226
	

1307272=0x13F288
	

299
	

48

World 9 Dungeon
	

1252734=0x131D7E
	

1309617=0x13FBB1
	

284
	

24

Level 9-2 Ending
	

1188679=0x122347
	

1307267=0x13F283
	

38
	

3

Level 9-2 Bonus Area
	

1227165=0x12B99D
	

1308217=0x13F639
	

28
	

12

Level 9-3 Bonus Area
	

1228857=0x12C039
	

1308541=0x13F77D
	

154
	

3

Level 9-4 Begin
	

1196441=0x124199
	

1304502=0x13E7B6
	

81
	

N/A

Level 9-5 Ending
	

1210194=0x127752
	

1307576=0x13F3B8
	

23
	

3

Level 9-6 Ending
	

1211371=0x127BEB
	

1307781=0x13F485
	

16
	

9

Level 9-7 Ending
	

1238335=0x12E53F
	

1308933=0x13F905
	

N/A
	

3

Unfinish Sky level #1
	

1209396=0x127434
	

1307366=0x13F236
	

126
	

12

Unfinish Sky level #2
	

1209536=0x1274C0
	

1307380=0x13F2F4
	

126
	

12

Cloudy Unfinish level
	

1227591=0x12BB47
	

1304502=0x13E7B6
	

94
	

N/A

Cloudy Pipe 1

End 1
	

1230069=0x12C4F5
	

1308269=0x13F66D
	

97
	

51

World 9 Hammer Bros. (Cloudy level)
	

1227699=0x12BBB3
	

1306331=0x13EEDB
	

77
	

6

Crappy Under Ground Level
	

1192828=0x12337C
	

1304502=0x13E7B6
	

?
	

N/A

Unused Ending
	

1183385=0x120E99
	

1305872=0x13ED10
	

10
	

3

Unused Desert (Weird Bricks)
	

1238363=0x12E55B
	

Unknown Offset
	

N/A
	

?

Unused Desert (Pointer leads to World

2-4)
	

1241244=0x12F09C
	

Unknown Offset
	

N/A
	

?

Unused Bowser Arena
	

1249187=0x130FA3
	

Unknown Offset
	

35
	

?

 

And some unused sprites that never used in the game

 

1304533=0x13E7D5

1304628=0x13E834

1304656=0x13E850

1305700=0x13EC64

1305756=0x13EC9C

1305877=0x13ED15

1306339=0x13EEE3

1306377=0x13EF09

1306388=0x13EF14

1306414=0x13EF2E

1306523=0x13EF9B

1306555=0x13EFBB

1307453=0x13F33D

1307909=0x13F505

1309369=0x13FAB9

1310183=0x13FDE7

1311180=0x1401CC

 

Misc. Game Properties

0x10B164-0x10B16A = This is a properties table for power-ups. The bits do the following:
xxxx xxSF

S = Sliding disabled. If this is 1, you can't slide on hills.
F = Flying ability. If this is 1, you can fly.

Each index into the table corresponds to a power-up status. Thus, if you change 0x10B166
to 03 (0000 0011), then Fire Mario (index here is 2, 2 is fire power) will be able to fly
and not be able to slide on hills.

The x's have no effect.

 

0x139CF4 = Amount of stay-in-shell time for most enemies who have shells.

 

0x140B32 = Table of sprites to output from certain ? Blocks
0x140B33 = Sprite to put out of blocks that normally output a Flower
0x140B34 = Sprite to put out of blocks that normally output a Leaf
0x140B35 = Sprite to put out of blocks that normally output a Star
0x140B36 = Sprite to put out of blocks that normally output a Mushroom
0x140B37 = Sprite to put out of blocks that normally output a Vine
0x140B38 = Sprite to put out of blocks that normally output a 1-Up

 

0x10BAEB = The bounce force to the left when hitting a 4 way bouncing
note block from the right.

 

0x10BAF1 = The bounce force to the right when hitting a 4 way bouncing
note block from the left.

 

0x145EA7 = Sprite that Boom-boom will leave behind when he explodes.

 

0x140782 = This is the sprite that a Green Koopa Para-Troopa will turn into when they
lose their wings.

 

0x140791 = This is the sprite that a Para-Goomba will turn into when it's wings are
destroyed.


0x1489E9 = Amount of time a Venus Fire Trap will take from going into a pipe
and going back into it divided by 2. (Default is 30, but it's multiplied by 2
for a total time of 60).

 

0x11C47B = Amount of time Tanooki Mario can be a statue.

 

0x11C610 = Maximum running speed (must be at least 7F to be able to fly)

 

0x11CD26 = Amount of time Raccoon/Tanooki Mario can fly.


0x11D700 = Which tile acts like a coin.

 

0x11D71A = Which tile acts like a P-switch.

 

0x10C668 = Left Speed of Many Enemies

 

0x10C669 = Right Speed of Many Enemies

 

0x14E8F8 = Number of Coins needed of a 1-up.

 

0x100F80 = Amount of time the P-switch will last. (default: 0x7F)

 

0x11D762 = Amount of time needed for an ice block to melt.

 

0x11D964 = Amount of time you have to get coins from a multi block coin.

 

0x10C1B3 = Starts this offset when you collect the number of lives depending what one of the 3 cards you have after clearing a level.

 

02 Mushroom = 2up

03 Flower = 3up

05 Star = 5up

01 Mixed Cards = 1up


0x1184DB = Amount of time delay between the start of a world and when
Mario generates onto the screen.

 

0x13DCEA = Sprite number that's generated from a Goomba generator.

 

0x109BC3-0x109BC6 = Number of 1-Ups you will receive from the roulette game. There are two bytes that are 02, this is because there are two mushroom pictures in the roulette you can match up.

 

0x109C1C-0x109C2D = N-Spade card matching game initial deck. The deck is always shuffled from code, so there's only 1 deck you can modify without ASM hacking. The values for each card is as follows:

00 = Mushroom
01 = Flower
02 = Star
03 = 1-Up
04 = 10 Coins
05 = 20 Coins

0x108C7E = Table of items used to create Mushroom House treasure chests. Some bytes affect the "all same items" mushroom houses. Meaning, if the entire chest have the same items, then only 1 byte is needed to define the chests, rather than 3. The first 5 bytes affect these types of mushroom houses. The 3rd is for all Frogs, 4th is all Tanooki, 5th is all Hammer. 1st is All Whistles (never seen in the game), 2nd is all P-Wings (also never seen in the game). I believe these two are used for White Mushroom houses. The rest are 3 item houses. One type is 0A 0A 0A, all three anchors. This is the ONLY exception to the same-type house rule. And remember, the definitions come in groups of  three. Example: The second set (bytes 9, 10, and 11) is 01, 02, 03, a set of three defining the Mushroom, Flower, and Leaf type houses. For item values, see Hex Digit Boundary.

 

0x10B078 = Enemy Properties table:

HFGx Lxxx

 

H = Hammers don't harm the enemy

F = Fire proof

G = Fireballs go through enemy (doesn't harm)

 

L = Long sprite, it's hit detection is extended right for 32 pixels

 

0x10BEAF = A 2 byte table that determines how fast Boo will change his direction when he slows down/speeds up.

 

0x10BEB1 = A 2 byte table determining Boo's maximum speed.

 

0x149039 = How soon the Angry Sun will attack in 16 tile width pages (0 means he attacks at start of the level, 1 means he'll attack after passing 16 tiles into the level and so on).

 

0x10ECFD = Jump height, lower values = higher jump.

 

0x11DF07 = Amount of time required to hold down on magic white blocks to take effect.

 

0x11DF0C = Amount of time the Magic white blocks take effect for.

 

Text Editing

The place where you edit the text in Mushroom Houses and End Castles. NOT Mario Start.

 

A Table file is required to edit this. You can get this table file right here. You will also need your hex editor to load table files.

 

The letters of the text for levels

 

A0-B9 is the lowercases of (a-z)

BA-D3 is the uppercases of (A-Z)

D4 =!

D5 =?

D6 = 

D7=.

D8 =,

 

ROM Offset: 1110918=0x10F386 (Oh thank heavens messages, look below for them)

 

ROM Offset: 1097756=0x10C01C (Pick a box. Its contents)

 

ROM Offset: 1097826=0x10C062 (One toot on this whistle)

 

ROM Offset: 1097896=0x10C0A8 (White Mushroom house message)

 

ROM Offset: 1088019=0x109A13 (Line up the pictures)

 

ROM Offset: 1088079=0x109A4F (Flip over any two cards)

 

ROM Offset: 1068235=0x104CCB (Princess's Thank You Joke Ending Message)

 

Hex numbers for Princesss letter

 

80-87 (a-h)

90-97 (i-p)

A0-A7 (q-x)

B0-B7 (y-F)

C0-C7 (G-N)

D0-D7 (O-V)

E0-E7 (W-.)

F0,

 

These hex tables can be found in the Tile Editor in that recommended order.

 

ROM Offset: 1111699=0x10F693 (World 1s letter)

ROM Offset: 1111774=0x10F6DE (World 2s letter)

ROM Offset: 1111858=0x10F732 (World 3s letter)

ROM Offset: 1111912=0x10F768 (World 4s letter)

ROM Offset: 1111993=0x10F7B9 (World 5s letter)

ROM Offset: 1112085=0x10F815 (World 6s letter)

ROM Offset: 1112184=0x10F878 (World 7s letter)

ROM Offset: 1112453=0x10F985 (Greetings/Enclosed Jewel)

ROM Offset: 1112549=0x10F9E5 (Bowsers Message)

 

Legal

 

TO AVOID THE CURRENT HASSLES THERE IS THIS DISCLAIMER FOR THOSE WHO WANT TO USE WITHOUT PERMISSION:

 

YOU SHALL NOT POST THIS ON ANYWHERE FOR PUBLIC USE other than insectduels domain

YOU SHALL NOT SELL THIS FOR PUBLIC USE

DO NOT REPLICATE AND FORWARD WITHOUT PERMISSION

DO NOT CLAIM THIS AS YOURS

DO NOT TRANSLATE IT INTO YOUR LANGUAGE AND CLAIM OWNERSHIP

 

This Hex Boundary Guide is copyrighted to Insectduel of Insectduels Domain. Reproduction of this document is forbidden. If you have any questions about this document, mistakes in a document, incorrect hex offset, misspelling words or grammar, then you MUST E-mail me only within my E-mail address. My E-mail address is at the main home page. This guide is exclusive only to Insectduels Domain http://www.freewebs.com/insectduel and if you borrow it, you must give full credit and get authorization first. This guide is for private use only.

 

Credits

Dahrkdaiz for the SMB3 data.

Insectduel for finding the offsets corrected the level/sprite offset errors from Mario 3 Improvement and finding additional data found by Dahrkdaiz.

MarioExpert for providing the SMB3 Level Offsets for Super Mario all-stars

Purplebridge001 for providing the Lost Level Offsets for Super Mario all-stars

Lincolnsoft for creating Mario 3 Improvement level editor

Hukka for creating the Mario 3 Workshop level editor

Hyllian for creating TableManager

Brian Bennewitz for creating Translhextion

Microsoft corporation for the Microsoft Calculator which is used for looking for the Lost Level Pointers

Kent Hansen for creating Tile Layer Pro where the tables come from.

 

2006 Insectduel. Insectduel is in no way in affiliation with Nintendo.