"THE ULTIMATE SMB3 LEVEL AND POINTER DATA DOCUMENT" Version 1.0
Data collected and document written by: Quick Curly
8/25/2008 - 8/27/2008

INTRODUCTION
***************************************************************
The following document is for Super Mario Bros. 3 for the NES.

First off, I  am assuming  you have a fair bit of  mathematical
knowledge - specifically of Decimal (Base 10) and Hex (Base 16)
and how you can  convert from one to the other. If you do  not,
you will have to read my explanation on it first before you get
into the pointer explanation.

This document is split into four parts.  First, I've  displayed
the Hex values (Base 16)  corresponding to the  Base 10 numbers
from 0 to 255 for your convenience.

Secondly, I've collected all of the data  for each level in the
game so you do not have to write it all out yourself.
NOTE:  The data  can be found  in  SMB3 Workshop,  but  in this
document you will see it all  in an organized format to make it
visually easier to study.

Thirdly, I provide you with a good enough explanation about how
the pointers in SMB3  work if you are not yet aware.  This will
ultimately allow you  to change the locations Mario  is sent to
when he  enters a pipe or  door, which  greatly increases  your
capabilities when  making your levels.  I also  explain how the
mathematics work for those who do not know.

The  last "half"  sections are the  obligatory "Thank You"  and
"Contact" sections.

Enjoy! :)


HEX VALUES (Format: Base 16 = Base 10)
***************************************************************
00 =   0   01 =   1   02 =   2   03 =   3   04 =   4   05 =   5
06 =   6   07 =   7   08 =   8   09 =   9   0A =  10   0B =  11
0C =  12   0D =  13   0E =  14   0F =  15   10 =  16   11 =  17
12 =  18   13 =  19   14 =  20   15 =  21   16 =  22   17 =  23
18 =  24   19 =  25   1A =  26   1B =  27   1C =  28   1D =  29
1E =  30   1F =  31   20 =  32   21 =  33   22 =  34   23 =  35
24 =  36   25 =  37   26 =  38   27 =  39   28 =  40   29 =  41
2A =  42   2B =  43   2C =  44   2D =  45   2E =  46   2F =  47
30 =  48   31 =  49   32 =  50   33 =  51   34 =  52   35 =  53
36 =  54   37 =  55   38 =  56   39 =  57   3A =  58   3B =  59
3C =  60   3D =  61   3E =  62   3F =  63   40 =  64   41 =  65
42 =  66   43 =  67   44 =  68   45 =  69   46 =  70   47 =  71
48 =  72   49 =  73   4A =  74   4B =  75   4C =  76   4D =  77
4E =  78   4F =  79   50 =  80   51 =  81   52 =  82   53 =  83
54 =  84   55 =  85   56 =  86   57 =  87   58 =  88   59 =  89
5A =  90   5B =  91   5C =  92   5D =  93   5E =  94   5F =  95
60 =  96   61 =  97   62 =  98   63 =  99   64 = 100   65 = 101
66 = 102   67 = 103   68 = 104   69 = 105   6A = 106   6B = 107
6C = 108   6D = 109   6E = 110   6F = 111   70 = 112   71 = 113
72 = 114   73 = 115   74 = 116   75 = 117   76 = 118   77 = 119
78 = 120   79 = 121   7A = 122   7B = 123   7C = 124   7D = 125
7E = 126   7F = 127   80 = 128   81 = 129   82 = 130   83 = 131
84 = 132   85 = 133   86 = 134   87 = 135   88 = 136   89 = 137
8A = 138   8B = 139   8C = 140   8D = 141   8E = 142   8F = 143
90 = 144   91 = 145   92 = 146   93 = 147   94 = 148   95 = 149
96 = 150   97 = 151   98 = 152   99 = 153   9A = 154   9B = 155
9C = 156   9D = 157   9E = 158   9F = 159   A0 = 160   A1 = 161
A2 = 162   A3 = 163   A4 = 164   A5 = 165   A6 = 166   A7 = 167
A8 = 168   A9 = 169   AA = 170   AB = 171   AC = 172   AD = 173
AE = 174   AF = 175   B0 = 176   B1 = 177   B2 = 178   B3 = 179
B4 = 180   B5 = 181   B6 = 182   B7 = 183   B8 = 184   B9 = 185
BA = 186   BB = 187   BC = 188   BD = 189   BE = 190   BF = 191
C0 = 192   C1 = 193   C2 = 194   C3 = 195   C4 = 196   C5 = 197
C6 = 198   C7 = 199   C8 = 200   C9 = 201   CA = 202   CB = 203
CC = 204   CD = 205   CE = 206   CF = 207   D0 = 208   D1 = 209
D2 = 210   D3 = 211   D4 = 212   D5 = 213   D6 = 214   D7 = 215
D8 = 216   D9 = 217   DA = 218   DB = 219   DC = 220   DD = 221
DE = 222   DF = 223   E0 = 224   E1 = 225   E2 = 226   E3 = 227
E4 = 228   E5 = 229   E6 = 230   E7 = 231   E8 = 232   E9 = 233
EA = 234   EB = 235   EC = 236   ED = 237   EE = 238   EF = 239
F0 = 240   F1 = 241   F2 = 242   F3 = 243   F4 = 244   F5 = 245
F6 = 246   F7 = 247   F8 = 248   F9 = 249   FA = 250   FB = 251
FC = 252   FD = 253   FE = 254   FF = 255


LEVEL DATA
***************************************************************
This is a collection of the  data  for  all  the  levels.  This
includes the original number of 3-byte objects, 4-byte objects,
and enemies in the level. You cannot have more objects than the
original number. Having smaller numbers does not hurt though.

I've seen cases where the numbers ARE higher,  but that is only
because the numbers were reduced elsewhere.


                           WORLD MAPS

World Map                  Ene. data  Obj. data  Obj. set
---------------------------------------------------------------
World 1 Map                0          185BA      2 Dungeon
World 2 Map                0          1864B      2 Dungeon
World 3 Map                0          1876C      2 Dungeon
World 4 Map                0          1891D      2 Dungeon
World 5 Map                0          18A3E      2 Dungeon
World 6 Map                0          18B5F      2 Dungeon
World 7 Map                0          18D10      2 Dungeon
World 8 Map                0          18E31      2 Dungeon
Warp Zone                  0          19072      2 Dungeon


                            WORLD 1

Level     3-b  4-b   Ene.  Ene. data  Obj. data  Obj. set
---------------------------------------------------------------
1-1        81    5   15    C537       1FB92      1 Plains
1-2        99   32   16    C6BA       20F3A      3 Hilly
1-3        73    3   15    C2FE       1EE19      1 Plains
1-4        94    0   18    CC43       23511      4 Sky
1-5       102   55   13    C93B       1AA51      E Underground
1-6        97   11   12    CC1D       233B8      4 Sky
Dungeon    13   39   12    D33B       2A96D      2 Dungeon
Ship       62   12   16    D6FA       2EDC7      A Ship
1 Bonus    12   10    0    C016       1FCA3      1 Plains
2 Bonus     8    6    0    C016       1FA59      1 Plains
3 Bonus     8    0    1    CFE2       27A3A      D Cloudy
4 End       5    2    2    C594       1FE58      1 Plains
5 Bonus    68    2    1    D03C       27884      D Cloudy
5 End       6    1    1    C570       1FD78      1 Plains
D. Spike    7   12    5    D361       2AA3A      2 Dungeon
Ship Boss  21    0    1    D9F6       2FA12      A Ship
Hammer 1    4    1    2    C73B       213FB      3 Hilly
Hammer 2    5    1    2    C73B       21415      3 Hilly
End Castle  2    0    1    D2BF       2A847      2 Dungeon
Anchors Awy 5    0    1    D6AC       2EC39      A Ship
Cn Shp     47    3    3    DA14       2FC25      A Ship
Cn Shp Bos 25    0    3    DA1F       2FCC8      A Ship


                            WORLD 2

Level     3-b  4-b   Ene.  Ene. data  Obj. data  Obj. set
---------------------------------------------------------------
2-1       150    0   18    D199       2946F      9 Desert
2-2        77   25   13    C8A5       218A8      3 Hilly
2-3       137    0   16    D200       29925      9 Desert
2-4       216    1   15    D26F       29C88      9 Desert
2-5       117    1   15    D1D1       2974A      9 Desert
Dungeon   104    0   16    D232       29ACA      9 Desert
Quicksand  38   19   10    C853       2161D      3 Hilly
Pyramid    80   34   15    C5CC       20587      3 Hilly
Ship      100   10   19    D72C       2EEBB      A Ship
1 Bonus    87    0    0    C016       2963B      9 Desert
2 End       2    0    1    D2B5       29F28      9 Desert
3 End       6    0    1    D2BA       29F38      9 Desert
5 Bonus    28    4    0    C016       298B7      9 Desert
D. Spike   38    0    3    D264       29C0C      9 Desert
Pyd Out    58    0    2    D107       28F36      9 Desert
Ship Boss  25    0    1    D9FB       2FA5B      A Ship
Hdn Hammer  5    1    0    C012       20CC5      3 Hilly
Hammer 1   11    0    2    D15D       29206      9 Desert
Hammer 2   11    0    3    D152       29206      9 Desert
P 1 End 1  15    6    1    C153       1ADA9      E Underground
P 2 End 2  15    6    1    C153       1ADF8      E Underground
End Castle  2    0    1    D2BF       2A7F7      2 Dungeon
Anchors Awy 5    0    1    D6AC       2EC07      A Ship


                            WORLD 3

Level     3-b  4-b   Ene.  Ene. data  Obj. data  Obj. set
---------------------------------------------------------------
3-1       111    8   12    CE35       2531A      6 Water
3-2        76    3   17    CA33       227E0      4 Sky
3-3        61   28   13    C59E       1FE79      1 Plains
3-4       107   20   16    C9C3       1B729      E Underground
3-5       129   13   14    CDFB       2506A      6 Water
3-6        62   16   11    CA73       22949      4 Sky
3-7       116    4   21    C47E       1F8CC      1 Plains
3-8        50   32    6    C964       1AC69      E Underground
3-9       160    8   22    C39F       1F118      1 Plains
Dungeon 1  39   18   16    D3A3       2AB91      2 Dungeon
Dungeon 2  12   25    9    D372       2AA89      2 Dungeon
Ship       89    7   21    D767       2F019      A Ship
1 End       3    1    1    C4BF       1FA42      1 Plains
2 End      27    5    3    CA68       228DA      4 Sky
3 End       6    3    1    C5C7       1FFAA      1 Plains
5 Bonus    39   26    2    C990       1B29B      E Underground
5 End       8    5    2    C32D       1EF0A      1 Plains
6 End       8    3    2    CA96       22A4D      4 Sky
7 Bonus    13    2    4    CE99       26B5F      D Cloudy
8 End       9    4    1    C56B       1FD43      1 Plains
9 Bonus    39   26    1    C993       1B29B      E Underground
9 End       6    1    1    C3E3       1F322      1 Plains
D1 Wtr Rm  40   23    3    D3D5       2AC58      2 Dungeon
D2 Wtr Rm   8   21    6    D38F       2AB1B      2 Dungeon
Ship Boss  25    0    1    DA00       2FAB0      A Ship
Hammer 1    6    1    3    C650       1F3F7      1 Plains
Hammer 2    5    2    3    C650       1F417      1 Plains
Hammer 3    6    2    3    C650       1FE0B      1 Plains
Hammer 4    7    1    3    C650       1FDE8      1 Plains
Hdn Hammer  4    2    3    C650       213F7      3 Hilly
P 1 End 1  16    9    1    C158       1AF91      E Underground
P 1 End 2  16    9    1    C158       1AFEF      E Underground
P 2 End 1  17    8    1    C15D       1AE47      E Underground
P 2 End 2  17    8    1    C15D       1AEA4      E Underground
P 3 End 1  14    5    1    C162       1AF01      E Underground
P 3 End 2  14    5    1    C162       1AF49      E Underground
End Castle  2    0    1    D2BF       2A807      2 Dungeon
Anchors Awy 5    0    1    D6AC       2EC20      A Ship


                            WORLD 4

Level     3-b  4-b   Ene.  Ene. data  Obj. data  Obj. set
---------------------------------------------------------------
4-1        85    6   12    CEA7       26B98      B Giant
4-2        68    1   14    CF24       27077      B Giant
4-3        99   36   16    C873       216E5      3 Hilly
4-4        81    2    6    CFC9       272BD      B Giant
4-5        86    0   19    CFFC       2773C      B Giant
4-6        95    4   23    C267       1EAEF      1 Plains
Dungeon 1  16   29   13    D538       2B6B6      2 Dungeon
Dungeon 2  30   33   10    D518       2B5CE      2 Dungeon
Ship      109   10   25    D7A8       2F14A      A Ship
1 Bonus     9    5    2    D041       27962      B Giant
1 End       6    1    1    C570       1FDC8      1 Plains
2 End       6    1    1    C570       1FDC8      1 Plains
3 Begin    26    0    2    CF1C       2701F      B Giant
3 End       6    1    1    C570       1FDC8      1 Plains
4 Bonus    75    5    0    C016       1FA93      1 Plains
4 End       6    1    1    C570       1FDC8      1 Plains
5 Bonus    11    5    2    C335       1EF40      1 Plains
5 End       6    1    1    C570       1FDC8      1 Plains
6 Small    95    4   23    C1EA       1E885      1 Plains
D1 Ugrd Rm 24    9    4    C978       1B149      E Underground
D2 Ugrd Rm 45    0    4    CE27       25289      8 Pipe
D2 Bonus   15   11    2    C998       1B385      E Underground
Ship Boss  25    0    1    D6B1       2EC52      A Ship
Hammer 1    5    0    2    D0FA       27F6E      B Giant
P 1 End 1  15    6    1    C167       1ADA9      E Underground
P 1 End 2  15    6    1    C167       1ADF8      E Underground
P 2 End 1  16    9    1    C16C       1AF91      E Underground
P 2 End 2  16    9    1    C16C       1AFEF      E Underground
End Castle  2    0    1    D2BF       2A817      2 Dungeon
Anchors Awy 5    0    1    D6AC       2F435      A Ship


                            WORLD 5

Level     3-b  4-b   Ene.  Ene. data  Obj. data  Obj. set
---------------------------------------------------------------
5-1       112   42   16    C3F2       1F45B      1 Plains
5-2       134   58   21    C8CE       1A587      E Underground
5-3       115   26   26    C2AE       1EC4E      1 Plains
5-4        54   10   15    D049       27A5C      D Cloudy
5-5       100    1   14    CB1A       22F12      4 Sky
5-6        53    6   19    CF50       27151      D Cloudy
5-7        91   15   15    CEED       26EC8      D Cloudy
5-8        69    0    5    CE80       26A6F      D Cloudy
5-9        39   11   20    CF8B       27212      D Cloudy
Dungeon 1  17   80   14    D3E0       2AD36      2 Dungeon
Tower (1)  21   24    6    D4FC       2B485      2 Dungeon
Tower (2)  22   21    2    D510       2B52E      2 Dungeon
Dungeon 2  32    5   26    D2C9       2A8C2      2 Dungeon
Ship       74   14   22    D6B6       2ECA7      A Ship
1 Bonus     9   18    3    C424       1F65D      1 Plains
2 Pipe    123    1    3    CE5B       25491      8 Pipe
2 Bonus    34   10    2    C9A0       1B3E8      E Underground
2 End       6    1    1    C570       1FD78      1 Plains
3 Begin     6    3    0    C016       1EC26      1 Plains
3 End       6    1    1    C570       1FD78      1 Plains
4 End       3    1    2    CE91       26B48      D Cloudy
5 Bonus    34   10    1    C9A3       1B3E8      E Underground
6 End       3    1    2    CE91       26B48      D Cloudy
7 Bonus    62    4    3    C176       1E509      1 Plains
8 End       3    1    2    CE91       26B48      D Cloudy
9 End       3    1    2    CE91       26B48      D Cloudy
D1 Bonus   15    7    1    D40C       2AEB3      2 Dungeon
T Out (1)  69    7    2    CFF4       27647      D Cloudy
T Out (2)  37    4    2    CFEC       275BE      D Cloudy
T (Down)   20    0    1    CFE7       27578      D Cloudy
D2 B/End    7   15    1    D2C4       2A867      2 Dungeon
Ship Boss  25    0    1    DA05       2FB05      A Ship
Hammer 1    5    1    3    C650       20CC5      3 Hilly
Hammer 2    6    1    3    C650       21432      3 Hilly
Hammer 3    9    1    3    C650       27FC3      D Cloudy
Hammer 4    6    1    3    C650       2799B      D Cloudy
End Castle  2    0    1    D2BF       2A827      2 Dungeon
Anchors Awy 5    0    1    D6AC       2F44E      A Ship


                            WORLD 6

Level     3-b  4-b   Ene.  Ene. data  Obj. data  Obj. set
---------------------------------------------------------------
6-1        39    5   11    CBD2       2323C      C Ice
6-2        68    0   19    CB62       2315C      C Ice
6-3        93    0    9    CA9E       22A7B      C Ice
6-4       129    2   17    CC7B       23635      C Ice
6-5        99   33   11    C5FB       207E7      3 Hilly
6-6       120   55   31    C65B       20CEC      3 Hilly
6-7       148    0    4    CD27       23AFA      C Ice
6-8       132   24   20    C9F5       1B8C4      E Underground
6-9       156   64   16    C61E       209E7      3 Hilly
6-10      111    0   15    CCF8       239A3      C Ice
Dungeon 1  24   23   11    D4C0       2B161      2 Dungeon
Dungeon 2  86    0   11    CABB       22B9C      C Ice
Dungeon 3  38   30   16    D480       2B042      2 Dungeon
Ship      112    6   15    D7F5       2F2C3      A Ship
1 Bonus    25    0    0    C016       23F39      C Ice
2 End       7    2    1    CC18       23391      C Ice
3 Bonus    72   36    2    C9AB       1B480      E Underground
4 Bonus    14    2    1    D037       27848      D Cloudy
5 Out      71    1    1    CAE3       22CFA      C Ice
6 Out      28    1    2    CCF0       23941      C Ice
7 End      16    1    2    CD35       23CC0      C Ice
9 Out      17    1    2    CD3D       23CFE      C Ice
9 Bonus    72   36    3    C9A8       1B480      E Underground
10 Bonus   72   36    1    C9AE       1B480      E Underground
D1 Spike   27   13    5    D4E3       2B20F      2 Dungeon
D2 Boss    24    0    1    CADE       22CA8      C Ice
D3 Fall     7    3    4    D4B2       2B136      2 Dungeon
Ship Boss  34    0    1    DA0A       2FB5A      A Ship
Hammer 1    5    0    3    C650       23F20      C Ice
Hammer 2    6    0    3    C650       23F8E      C Ice
P 1 End 1  15    6    1    C149       1ADA9      E Underground
P 1 End 2  15    6    1    C149       1ADF8      E Underground
P 2 End 1  10    5    1    C14E       1B04D      E Underground
P 2 End 2  10    5    1    C14E       1B089      E Underground
End Castle  2    0    1    D2BF       2A837      2 Dungeon
Anchors Awy 5    0    1    D6AC       2F467      A Ship


                            WORLD 7

Level     3-b  4-b   Ene.  Ene. data  Obj. data  Obj. set
---------------------------------------------------------------
7-1       149    0   15    CDA3       24BA7      8 Pipe
7-2       157    2   20    D114       28FFE      9 Desert
7-3        87   22   18    C703       21294      3 Hilly
7-4       106    3   13    CDD2       24DD4      6 Water
7-5        62   38   17    C181       1E5DD      1 Plains
7-6       132    0    8    CE66       25610      8 Pipe
7-7       153    3   10    CD45       23D3F      4 Sky
7-8       129    3   32    C33D       1EF7F      1 Plains
7-9       178    0   15    D16A       2924F      9 Desert
Plant 1    59    0    7    D08C       27C33      5 Piranha Plt.
Dungeon 1  77   19    2    D4F4       2B29E      2 Dungeon
Dungeon 2  30   29   21    D42B       2AF10      2 Dungeon
Plant 2    83    0    6    D078       27B30      5 Piranha Plt.
Ship      116   10   27    D824       2F499      A Ship
1 Out      15    4    1    C25D       1EA71      1 Plains
2 End       3    1    1    C4BF       1FA42      1 Plains
4 Out      17   10    1    C3ED       1F392      1 Plains
5 Out      16    4    1    C566       1FCF9      1 Plains
6 Out      18    4    1    C3E8       1F342      1 Plains
7 B/End     7    6    1    C262       1EAB8      1 Plains
8 Bonus 1  14    2    1    D102       27F87      D Cloudy
8 Bonus 2  16   15    2    C9B3       1B5F5      E Underground
9 End       2    0    1    D10F       28FEE      9 Desert
Plt. 1 End 43    0    2    D0F2       27EE3      5 Piranha Plt.
D1 Lonely  36   13    0    C016       2B3DB      2 Dungeon
D1 Bonus   16   15    1    C9B6       1B5F5      E Underground
D2 Boss     4   17    6    D46C       2AFE8      2 Dungeon
Plt. 2 End 43    0    2    D0EA       27E58      5 Piranha Plt.
Ship Boss  27    0    1    DA0F       2FBCA      A Ship
Hammer 1    7    1    3    C650       1F438      1 Plains
P 1 End 1  15    6    1    C126       1ADA9      E Underground
P 1 End 2  15    6    1    C126       1ADF8      E Underground
P 2 End 1  10    5    1    C135       1B04D      E Underground
P 2 End 2  10    5    1    C135       1B089      E Underground
P 3 End 1  14    5    1    C12B       1AF01      E Underground
P 3 End 2  14    5    1    C12B       1AF49      E Underground
P 4 End 1  17    8    1    C130       1AE47      E Underground
P 4 End 2  17    8    1    C130       1AEA4      E Underground
P 5 End 1  17    8    1    C121       1AE47      E Underground
P 5 End 2  17    8    1    C121       1AEA4      E Underground
P 6 End 1  17    8    0    C143       1AE47      E Underground
P 6 End 2  17    8    0    C143       1AEA4      E Underground
P 7 End 1  16    9    1    C13A       1AF91      E Underground
P 7 End 2  16    9    1    C13A       1AFEF      E Underground
P 8 End 1  15    6    1    C13F       1ADA9      E Underground
P 8 End 2  15    6    1    C13F       1ADF8      E Underground
End Castle  2    0    1    D2BF       2A857      2 Dungeon
Anchors Awy 5    0    1    D6AC       2F480      A Ship


                            WORLD 8

Level     3-b  4-b   Ene.  Ene. data  Obj. data  Obj. set
---------------------------------------------------------------
8-1        89    8   24    C434       1F797      1 Plains
8-2       144   35   14    C90F       1A80B      E Underground
Tank 1     91    5   39    D97F       2F8E3      A Ship
Battleship 73   18   26    D8DC       2F6C1      A Ship
Hnd Trp 1  11    9    5    D0C0       27D50      B Giant
Hnd Trp 2  20    7    9    D0A3       27CEE      B Giant
Hnd Trp 3  34    6    4    D0D1       27D9F      B Giant
Crap Ship  44    3   33    D877       2F627      A Ship
Dungeon    79   79   18    D561       2B88A      2 Dungeon
Tank 2     65   10   27    D92C       2F7EE      A Ship
Bwr Castle 52   93   20    D5DD       2BC3D      2 Dungeon
1 Bonus    36   18    1    C9BE       1B66B      E Underground
2 Bonus    17   31    0    C015       1F6CA      1 Plains
Tk 1 Boss  13    0    3    DA39       2FDB0      A Ship
Btsp Boss  13    0    1    DA2F       2FD4E      A Ship
H Tp 1 End  1    9    3    D0DF       27E27      B Giant
H Tp 2 End  1    9    3    D0DF       27E27      B Giant
H Tp 3 End  1    9    3    D0DF       27E27      B Giant
C Shp Boss 13    0    1    DA34       2FD7F      A Ship
Dungeon Wh 58   50   22    D599       2BABD      2 Dungeon
Tk 2 Boss  13    0    1    DA2A       2FD1D      A Ship
Hidden Lvl  7    6   16    C04D       1EAB8      1 Plains
P 1 End 1   8    8    1    C103       1B0C5      E Underground
P 1 End 2   8    8    1    C103       1B107      E Underground
P 2 End 1   8    8    1    C112       1B0C5      E Underground
P 2 End 2   8    8    1    C112       1B107      E Underground
P 3 End 1   8    8    1    C117       1B0C5      E Underground
P 3 End 2   8    8    1    C117       1B107      E Underground
P 4 End 1   8    8    1    C108       1B0C5      E Underground
P 4 End 2   8    8    1    C108       1B107      E Underground
P 5 End 1  15    6    0    C11B       1ADA9      E Underground
P 5 End 2  15    6    0    C11B       1ADF8      E Underground
P 6 End 1   8    8    1    C10D       1B0C5      E Underground
P 6 End 2   8    8    1    C10D       1B107      E Underground
Bwr Lair   31   78   14    D61B       2BE57      2 Dungeon


                          LOST LEVELS

Level     3-b  4-b   Ene.  Ene. data  Obj. data  Obj. set
---------------------------------------------------------------
1 Plains   93    2   15    C1BB       1E75C      1 Plains
2 Plains   49    6   14    C231       1E9BC      1 Plains
3 Hills   107   23    7    C6EC       210ED      3 Hilly
4 Uground  11   12    0    C016       21452      E Underground
5 Dungeon  52   32    8    D411       2B764      2 Dungeon
6 Ice      60    1   11    CBF5       232CF      C Ice
7 Ice     107    3   17    CCB0       237CA      C Ice
8 Pipe     64   30    0    C016       24F28      8 Pipe
9 Clouds   52   23   10    CECD       26CB9      D Cloudy
10 Clouds  49    1   10    CECD       279BB      D Cloudy
11 Sky     93    5   16    CAE8       22DDD      4 Sky
12 Sky     38    3    4    CB46       2304C      4 Sky
13 Sky     38    3    4    CB54       230D4      4 Sky
14 Clouds  56    1    0    C016       26DBB      D Cloudy
15 Clouds  11   11    2    C73B       26E71      D Cloudy


POINTER DATA
***************************************************************

A) Decimal (Base 10) and Hex (Base 16)
---------------------------------------------------------------
Decimal is pretty simple.  It is the common  and general number
system we all use.  However, computers do not understand it, so
that is where Binary (Base 2) and Hex (Base 16) come in. I will
not be explaining Binary though since I do not use it with SMB3
pointer editing.

The Hexadecimal - Hex for short - number system  consists of 16
different symbols.  The numbers 10  through 15  in the  Decimal
number system are single-digit  Hex numbers.  They are replaced
with the  symbols A, B, C, D, E, and F in  Base 16.  All of the
Hex values for the  Base 10 numbers from 0 to 255  can be found
in the first section of this document.

However,  there may be  a time when  you need to know what  388
(Base 10) is in Base 16, or what 1FB92 (Base 16) is in Base 10.

The following procedure  will allow you to convert  a number in
Base 10 to Base 16.

Say you want to find out what 388 (Base 10) is in Base 16 since
I already mentioned that number specifically. This is how you'd
do it.

388 (Base 10) = _________ (Base 16)

Repeatedly divide 388 by 16, keeping track of the remainders.

  ____
16)388 = 24  Remainder: 4

After the first division, you take the quotient and divide that
by 16. Continue doing this until you cannot divide anymore.

  ___
16)24  = 1   Remainder: 8
  ___
16)1   = 0   Remainder: 1

When you're done, you put the remainders together to form a new
number,  starting from the last remainder and going towards the
first remainder. Following this procedure, we get 184 (Base 16).

Therefore: 388 (Base 10) = 184 (Base 16)

To check to make sure we're right, we will now convert the Base
16 number back to Base 10.  To do that, we follow the procedure
below.

NOTE: A number following the notation ^ means it is an exponent.
For example, 16^2 is 16 to the exponent 2, or 16 x 16 = 256.

184 (Base 16) = (1 x 16^2) + (8 x 16^1) + (4 x 16^0)
              = (1 x 256) + (8 x 16) + (4 x 1)
              = 256 + 128 + 4
              = 388

Therefore,  184 (Base 16) = 388 (Base 10),  and we  were indeed
correct to begin with.

Basically, you multiply each number of the Base 16 number by an
exponential  number using  Base 16.  In simple terms, you start
from the far-right number  and multiply that by 16^0.  The next
number to the left  is multiplied by 16^1.  You keep increasing
the exponent for each  number going towards the left by 1.  Say
that there was a decimal for a  Hex number like  184.37.  You'd
multiply the 7 in the hundredths  column by 16^(-2),  and the 3
in the tenths column by 16^(-1).  You then add all the products
together as it was shown above.

For another example so things are perfectly clear - and for the
fun of it - we will convert 1FB92 (Base 16) to Base 10. The kid
gloves are off! :P

1FB92 (Base 16) = (1 x 16^4) + (F x 16^3) + (B x 16^2) +
                     (9 x 16^1) + (2 x 16^0)
                = (1 x 65536) + (15 x 4096) + (11 x 256) +
                     (9 x 16) + (2 x 1)
                = 65536 + 61440 + 2816 + 144 + 2
                = 129938

Therefore, 1FB92 (Base 16) = 129938 (Base 10). YIKES! *_*

I hope this helps clarify how  Decimal and Hex work.  Now let's
see if we can figure out how those SMB3 pointers work!


B) SMB3 Pointers
---------------------------------------------------------------
I cannot really put an  explanation into words when it comes to
how the SMB3  pointers actually work.  So instead,  I will show
you in steps.

In my example, I  will be  changing the pointer in the  World 1
Ship level so that once you go into the pipe, you will come out
of a pipe (that I will have to make) on the World 2 Ship level.

First, get all the data you need, as so:

1. What level is Mario COMING FROM?

World 1 Ship:  Enemy data: D6FA
              Object data: 2EDC7
               Object set: A Ship


2. What level is Mario GOING TO?

World 2 Ship:  Enemy data: D72C
              Object data: 2EEBB
               Object set: A Ship

Now you need to see the information the pointer requires. Using
SMB3  Workshop, open up the pointer in  the World 1 Ship  level
by selecting it and pressing  the Enter/Return Key.  A "Pointer
Properties" window will come up.

Locations:
  Entrance horizontal:  50-5F
      Exit horizontal:  6
        Exit vertical: 00
          Exit action: 2 - Downward Pipe 2

Now hopefully you get a  better idea  of what you need to know.
It can be seen that  the pipe you go down  is at a location  of
X:088 and Y:012.  Since 88 in Decimal is the same as 58 in Hex,
the  range  of the  horizontal entrance  is 50-5F.  Set this in
accordance to the  location of where you put  the pipe Mario is
entering.

Next, you need to open up the Header for the World 1 Ship. This
is the original header (you will see the changes later):

02 BA E6 D9 A5 60 8A EA 05

Click the "Next area/Start" tab. You will see a section for the
"Pointer for next area of level" that will look like this:

   Objects: 2FA12
   Enemies:  D9F6
            2EC07 - 3000F
Object set: A - Ship

Obviously, the enemy data,  object data,  and object set listed
there matches the enemy data,  object data,  and object set for
the World 1 Ship Boss Room,  as seen in the table earlier on in
the document.

To change it so  that the pointer directs Mario to the  World 2
Ship level, you need to change this information so that all the
data matches the data for the World 2 Ship level. After editing,
the information should be this (the edited header included):

   Objects: 2EEBB
   Enemies:  D72C
Object set: A - Ship

AB AE 1C D7 A5 60 8A EA 05

NOTE: Instead of  using the arrows to scroll  through the data,
simply type in the data to save a lot of time and sanity.

Next, save your  changes so far and switch over to the  World 2
Ship level.  You now need to make a pipe for  Mario to come out
of.  To do this, I'll delete the Wooden Ship Pillar at location
X:021 and Y:013,  and  add a  pipe object  (Type: 161 (A1))  at
X:006 and Y:011.  Save your changes and go back to the  World 1
Ship level and open up the pointer again.

Edit the data as so:

Locations:
  Entrance horizontal:  50-5F
      Exit horizontal:  6
        Exit vertical: 0C
          Exit action: 1 - Upward Pipe

You can edit the vertical exit to any of the following:
00, 05, 08, 0C, 10, 14, 17, 18, 00 (Vert), 05 (Vert), 08 (Vert),
  OC (Vert), 10 (Vert), 14 (Vert), 17 (Vert), or 18 (Vert).

This should automatically move the pointer in the level itself.

For  logical reasons, since  Mario is  coming out of a downward
pipe, he should be ENTERING an upward pipe - and currently, the
pipe in the World 1 Ship level goes down. Simply change the 145
(91)  pipe object  to a  202 (CA)  pipe object,  and move it to
the location  X:088 and Y:000.  Since the  pipe remains  in the
range of 50-5F,  it still works and you do not need to make any
other changes.

Now test out the  level to make sure it works.  I have a little
trick I use that helps save time. You can do one of two things,
both by using the SMB3 Map Editor:

1. Switch to the  Pointer Mode  and edit the 1-1 pointer to the
   level you want to test.  This will  save you a  LOT  of time
   when you are making your SMB3 hack.

2. I noticed that when I was testing the World 1 Ship level out
   that whenever I would edit the  1-1 pointer to the Ship,  it
   would always automatically switch back to 1-1 by itself if I
   made a change  and went to test it again, which would  force
   me to always  change the pointer back.  I think I understand
   the reason for this,  but in the case  that it gets annoying
   for you,  simply edit the tiles of your  World 1 Map  so you
   can get  to the  Castle,  or move the  Castle closer  to the
   Start, and edit the pointer for the Castle to the Ship level
   for whichever World's Ship you want to test.

   UPDATE:  With the  second round  of  tests I performed,  the
   1-1 pointer did NOT automatically change itself like before.
   I think it's best if we ignore the occurrence as if it never
   even happened. LOL. *_*

Follow the above procedure,  while studying the  different data
so you understand how it works better for yourself, and you can
potentially do anything you want to do. ^_^

CAUTION:  I have  not provided you  with information on  levels
with more than  one pointer, or how  adding pointers to  levels
would  work.  This is because  I have  not dared  to try it for
myself yet. For example, if you had  two pipes Mario  can enter
in the same range (ex. 50-5F), how would you know which pointer
would work  for which pipe?  All I can  really suggest at  this
point if you are interested enough  to actually do that in your
level is for you to take what you have learned in this document
(if anything)  and use  that  knowledge  to perform  "trial and
error" experiments  of your very own  until you get the results
you want.  After all, no document  has all the answers, or else
there would be no need for questions - and that's where answers
are born.

I'll finish off by wishing everyone luck with their future SMB3
hacks.  Know that I along with  other SMB3 fans will be looking
forward to them. ;)


THANK YOU!
***************************************************************
Quick Curly thanks the following people:

Angie,  Cassie,  Chelsea,   cuberootinbinary,  Flash,  JcDizon,
  Static S, and vicious poetry - For all your support. ^_^

Googie - For pretty much being like a mentor to me. I can never
  thank you enough.  If it weren't for you, I likely would have
  never  made  Quick Bros.,   Apocalyptic  Explosion,  or  this
  document because I would have lost motivation a long time ago.
  So as always - THANK YOU!!!! ^_^

Intruder X - Keep the music comin'. ^_^

All of those  who have made programs and  collected  data  that
  make the lives of ROM hackers everywhere  a whole lot easier.
  This includes those who have collected the already-known data
  for SMB3.

  As well, all of the ROM hackers who have made a ROM hack.  My
  hope is that this document  will make the lives of  those who
  make an SMB3 hack easier. :)

  A big special thank you  goes out to  hukka for SMB3 Workshop
  and to  Beneficii for the SMB3 Map Editor,  since I used both
  of those programs  when  editing the  different pointers (and
  referenced them in this document).

BBTE019, cuberootinbinary, and Flash -  For providing  me  with
  the interest to figure out how the pointers work, which would
  ultimately lead to the creation of this document.

And you - For downloading this document and perhaps taking your
  first step towards making a  new SMB3 hack that I will likely
  end up playing. :P

CONTACT
***************************************************************
If you have any questions,  comments, or you just want to reach
me to talk or whatever, I  would be glad to hear from you.  You
will likely reach me easier at one of the following locations:

ACMLM & Romhacking.net:
Quick Curly

YouTube:
Qu1ckCur1y
-> The I and L are both 1s (number ones).

*Hypnotic powers.*
"You will subscribe and you will like it..."


I hope this document has helped  clear up some things with SMB3
for  you.  Of course, it  is more than  likely incomplete.  For
example,  I am definitely  interested in figuring out how  SMB3
music editing works.

If anyone  has any  suggestions on  how  this document could be
made  better and   increase its "ultimacy" (not  a real  word),
feel free to send  me your suggestions! :)

Also, if anyone locates any incorrect enemy data or object data
for any of the levels, please let me know.  Typing all the data
in a row  can sometimes make  you tune in and out of it,  so if
there is something wrong, that is probably what happened to me.
In such a case,  please contact me  so I can fix  the incorrect
data and I will give credit to you. :)

Thank you! ^_^