| Address | Description | Type | Size |
| $02A7FC | The routine that loads sprites from the level data. Called every frame; $02A802 is also called a few times during level load. | Subroutine (JSR) | 482 |
| $05D796 | The main level data loading routine.
$05DAE5 is which level has the variable exits that changes depending on coins, timer, and yoshi coins. To disable the variable properties of this level, change $05DAE6 to 80.
$05DA19 is the start of the code for checking whether or not the level should use a No-Yoshi intro. Change to [4C D7 DA] to disable all No-Yoshi intros, including those for ghost houses and castles. | Subroutine (JSL) | 857 |
| $05DAEF | The routine that loads level data for the sublevels of the level with the variable screen exits (i.e. level 24, or Chocolate Island 2, in the original SMW). | Subroutine (JSR) | 186 |
| $05E000 | Level data pointer table (Layer 1) | Pointer | 1536 |
| $05E600 | Level data pointer table (Layer 2) | Pointer | 1536 |
| $05EC00 | Level data pointer table (Sprites) | Pointer | 1024 |
| $0CAC29 | Ending sequence level data (Scene 1) | Level data | 21 |
| $0CAC3E | Ending sequence level data (Scene 2) | Level data | 21 |
| $0CAC53 | Ending sequence level data (Scene 3) | Level data | 36 |
| $0CAC77 | Ending sequence level data (Scene 4) | Level data | 39 |
| $0CAC9E | Ending sequence level data (Scene 5) | Level data | 42 |
| $0CACC8 | Ending sequence level data (Scene 6) | Level data | 18 |
| $0CACDA | Ending sequence level data (Scene 7) | Level data | 21 |
| $0CACEF | Ending sequence level data (Scene 8) | Level data | 21 |
| $0CAD04 | Ending sequence level data (Scene 9) | Level data | 27 |
| $0CAD1F | Ending sequence level data (Scene 10) | Level data | 18 |
| $0CAD31 | Ending sequence level data (Scene 11) | Level data | 12 |
| $0CAD3D | Ending sequence level data (Scene 12) | Level data | 20 |
| $0CAD52 | Ending sequence level data (Scene 13) | Level data | 6 |
| $0CAD58 | Ending sequence level data (Pointer table) | Pointer | 26 |