points individually to:
148000	sprite map
1D0040	layout
1D4905	exit fields
20E000	field mapping parameters

Area Maps (512 Areas, 18 bytes each)
------------------------------------
byte 1	area map assignment (tilesets, physical field, etc.)
	byte x15, add #$2440 to get PTR
byte 2	message box
	bit 0	(odd values mess up GFX)
	00	Inn
	02	Item Shop
	04	Inn/Item Shop
	06	Monstro Town
	08	Toadstool's Room
	0A	Belome Temple
	0C	Garro's House
	0E	Yo'ster Isle
	10	Marrymore Hotel
	12	Beetles Are Us
	14	Weapon and Armor Shop
	16	Bedroom
	18	Health Food Store
	1A	Mushroom Boy's Shop
	1C	Accessory Shop
	1E	Melody Bay
	20	Grate Guy's Casino
	22	Hino Mart

==if bit 7 of byte 3 set: do not scroll past screen edges (both X and Y)
byte 3	00-7F = screen cropping width (from left)
byte 4	00-7F = screen cropping height (from top)
byte 5	00-7F = screen width (from right)
byte 6	00-7F = screen height (from bottom)

==if bit 7 of byte 10 set: cover all of BGL 2 with BGL 3, continuous movement if flag set
byte 7	00-7F = BGL 2, -X coordinate (from right)
byte 8	00-7F = BGL 2, +Y coordinate (from bottom)
byte 9	00-7F = BGL 3, -X coordinate (from right)
byte 10	00-7F = BGL 3, +Y coordinate (from bottom)

byte 11	scroll wrapping flag
	bit 0	BG1 horizontal scroll wrap
	bit 1	BG1 vertical scroll wrap
	bit 2	??? used only by Culex Room
	bit 3	BG2 horizontal scroll wrap
	bit 4	BG2 vertical scroll wrap
	bit 5	??? used only by Culex Room
	bit 6	BG3 horizontal scroll wrap
	bit 7	BG3 vertical scroll wrap

byte 12	scrolling synchronization
	bit 0	BGL 2 scrolls left/right fast when Mario is walking
	bit 1	BGL 2 scrolls left/right slow when Mario is walking
	bit 2	BGL 2 scrolls up/down fast when Mario is walking
	bit 3	BGL 2 scrolls up/down slow when Mario is walking
	bit 4	BGL 3 scrolls left/right fast when Mario is walking
	bit 5	BGL 3 scrolls left/right slow when Mario is walking
	bit 6	BGL 3 scrolls up/down fast when Mario is walking
	bit 7	BGL 3 scrolls up/down slow when Mario is walking

byte 13	auto-scrolling for BG2
	+00	N/A
	+01	medium fast
	+02	slow
	+03	very slow
	+04	normal
	+05	fast
	+06	fast
	+07	very fast
	00-07	scroll left
	08-0F	scroll up-left
	10-17	scroll up
	18-1F	scroll up-right
	20-27	scroll right
	28-2F	scroll down-right
	30-37	scroll down
	38-3F	scroll down-left

byte 14	auto-scrolling for BG3 (uses same structure as byte 13)

byte 15	layer priorities (see bottom of document for values)
	bit 4	wavy, rippling effect on BGL3

byte 16 animation effects on BGL 3
	00  none
	01  spinning stars/mushrooms outside decor
	03  single spinning mushroom decor
	05  rippling pond water
	06  spinning stars/mushrooms room decor
	07  talking organ pipes
	08  burning torches
	09  moving conveyor belts
	0A  flowing ground water
	0B  rotating flowers
	0C  boiling lava
	0D  rippling sewer water
	0E  ???
	0F  spinning stars/mushrooms Moleville decor
	10  flowing river water
	11  glowing stars
	12  still sea water
	14  moving long conveyor belt
	15  spinning stars/mushrooms Nimbus Land decor
	16  hot springs
	17  glowing molten metal from Smelter
	18  Toadofsky's singing choir

byte 17	extra effects
	05  waterfall
	06  ???
	07  glowing save point
	0A  flashing chandelier
	0B  glowing save point
	0C
	0D
	0F  water tunnel water
	10  glowing save point
	12
	13
	15
	16
	17
	18
	19  glowing Volcanic magma
	1A
	1B
	1D
	1E
	1F
	20
	21
	22

byte 18	___nothing uses this byte

/////////////////////////////////////////////////////////////////////

1D0000 - 1D002F	Layer Priorities and Partial Transparency Properties

BYTE 1	enabled mainscreen
bit 0	BG1
bit 1	BG2
bit 2	BG3
bit 3	BG4
bit 4	sprite layer

BYTE 2	enabled subscreen
bit 0	BG1
bit 1	BG2
bit 2	BG3
bit 3	BG4
bit 4	sprite layer

BYTE 3	color math
bit 0	BG1
bit 1	BG2
bit 2	BG3
bit 3	BG4
bit 4	sprite layer
bit 5	background
bit 6	half intensity
bit 7	minus subscreen

VALUES:

00
	mainscreen	00010011
	subscreen	00000000
	color math	00000000
01
	mainscreen	00010111
	subscreen	00010011
	color math	01100100
02
	mainscreen	00010011
	subscreen	00000100
	color math	01000011
03
	mainscreen	00010011
	subscreen	00000100
	color math	00100000
04
	mainscreen	00010111
	subscreen	00010010
	color math	01000100
05
	mainscreen	00010011
	subscreen	00000100
	color math	01110011
06
	mainscreen	00010011
	subscreen	00000100
	color math	01000010
07
	mainscreen	00010111
	subscreen	00010011
	color math	01100100
08
	mainscreen	00010111
	subscreen	00000000
	color math	00010111
09
	mainscreen	00010011
	subscreen	00000100
	color math	00110011
0A
	mainscreen	00010011
	subscreen	00000100
	color math	01010011
0B
	mainscreen	00010011
	subscreen	00000100
	color math	10010011
0C
	mainscreen	00010011
	subscreen	00000100
	color math	11000010
0D
	mainscreen	00010011
	subscreen	00000100
	color math	01010010
0E
	mainscreen	00010011
	subscreen	00000100
	color math	00010011
0F
	mainscreen	00010011
	subscreen	00000100
	color math	01110010