NES Super Mario Bros. 3 Level format
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 CORRECTNESS NOT GUARANTEED.

 Header (9 bytes):

   11 22 33 44 55 66 77 88 99
   AB AB AB AB AB AB AB AB AB

   1x = level pointer
   2x = level pointer
   3x = enemy pointer
   4x = enemy pointer
   5A = level start Y (first 3 bits)
   5B = level length
   6A = level start X (first 3 bits)
   6x = enemy color palette # (bits 4, 5)
   6B = level color palette #
   7A = level scrolling type
   7B = level object set
   8A = level start action (first 3 bits)
   8x = level graphic set (last 5 bits)
   9A = time (first 2 bits)
   9B = music


 Level objects (3/4 bytes each):

   Y position (3 leftmost bits = object bank ["domain"])
   X position
   Type
   Length (only if 4 byte object)


 Enemy objects (3 bytes each):
   Type
   X
   Y


 Level data:
   Header followed by all level objects followed by byte $FF
   Enemy objects (NOT after level objects) followed by byte $FF

 Objects rendered in the order they appear in the level data.

 Palettes (size for one obj.set = $C0):
   Object set 1 at $36CA2,
   Object set 2 at $36D62 ...
