AddressDescriptionTypeSize
$02A7FCThe routine that loads sprites from the level data. Called every frame; $02A802 is also called a few times during level load.Subroutine (JSR)482
$05D796The 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
$05DAEFThe 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
$05E000Level data pointer table (Layer 1)Pointer1536
$05E600Level data pointer table (Layer 2)Pointer1536
$05EC00Level data pointer table (Sprites)Pointer1024
$0CAC29Ending sequence level data (Scene 1)Level data21
$0CAC3EEnding sequence level data (Scene 2)Level data21
$0CAC53Ending sequence level data (Scene 3)Level data36
$0CAC77Ending sequence level data (Scene 4)Level data39
$0CAC9EEnding sequence level data (Scene 5)Level data42
$0CACC8Ending sequence level data (Scene 6)Level data18
$0CACDAEnding sequence level data (Scene 7)Level data21
$0CACEFEnding sequence level data (Scene 8)Level data21
$0CAD04Ending sequence level data (Scene 9)Level data27
$0CAD1FEnding sequence level data (Scene 10)Level data18
$0CAD31Ending sequence level data (Scene 11)Level data12
$0CAD3DEnding sequence level data (Scene 12)Level data20
$0CAD52Ending sequence level data (Scene 13)Level data6
$0CAD58Ending sequence level data (Pointer table)Pointer26