00218 - 00417	OAM data (128 sprite tiles, 4 bytes each)

Byte 1 - X coord
Byte 2 - Y coord
Byte 3 - Tile Index (bits 0-7)
Byte 4
 bit 0 - Tile Index (bit 8)
 bit 1-3 - Palette (0-7)
 bit 4 - sprite priority 1
 bit 5 - sprite priority 2
 bit 4,5 - sprite priority 3
 bit 6 - mirrored
 bit 7 - inverted

00618 - 00817	palettes (16 palettes, 32 bytes each)
007B8 - 00817   monster sprite palettes (3 palettes, 32 bytes each)
00FD3 - 00FDA   Tileset assignment
 byte 1-5  tileset groups
 byte 6    BG layer 1
 byte 8    BG layer 2
 byte 13   physical field

02C13   BG color (change to 4047)
02C35   BG layer 2 palette

04C13   World Map GFX

10C13   Tilemap (BGL 1)
12C13   Tilemap (BGL 2)
14C13   Tilemap (BGL 3)
15C13   Tilesets

18C13	Physical Tile properties
1BC13   Physical Field Map

20413   Allies' Stats
  Byte 1     Level
  Byte 2,3   Current HP 
  Byte 4,5   Maximum HP
  Byte 6     Speed
  Byte 7     Attack
  Byte 8     Defense
  Byte 9     Mag.Attack
  Byte 10    Mag.Defense
  Byte 11,12 EXP
  Byte 13    Equipped Weapon
  Byte 14    Equipped Armor
  Byte 15    Equipped Accessory
  Byte 16    unused byte*
  Byte 17-20 Spell List
 20413   Mario
 20427   Toadstool
 2043B   Bowser
 2044F   Geno
 20463   Mallow

*based on careful observation, this byte is apparently never used

20477   Equipment
20495   Items
204B3   Special Items
204C2   Coins
204C4   Current FP
204C5   Max FP
204C6   Frog Coins
204C8   Player's Name

21C13   Tileset (BGL 3)
22C13   Tileset (BGL 1)

2C813   Window frames (2-bit)
2CC13	Battle Numeral/Cursor GFX

44D99 = 7065
44E17   Game Hi Score (4 bytes, decimal, Big Endian)

0x1C bytes in each row (0x0E tiles)
0x24 bytes of 00's between each row