AddressDescriptionTypeSize
$00922FRoutine that uploads the entire palette from [url=https://smwc.me/m/smw/ram/7E0703]$0703[/url] to CGRAM. Note that it first resets $0703 and $0704 to $0000 (i.e. turns color 0 to black). This routine is called during various loading screens (Nintendo Presents, level load, overworld load, cutscene load, credits load) but not during gameplay.Subroutine (JSR)33
$009389X position of the "Nintendo Presents" tilesCoordinate4
$00938D"Nintendo Presents" logo tilemapSprite tilemap related4
$0093A5Y position of "Nintendo Presents" logoCoordinate1
$0093B0YXPPCCCT properties for "Nintendo Presents".Sprite tilemap related1
$0093C0Code responsible for the "Nintendo Presents" logo sound effect. [b]$0093C1[/b] (1 byte) is the sound effect ID ($01). [b]$0093C3[/b] (2 bytes) is the port ($1DFC).Sound effect5
$0093C6How long "Nintendo Presents" stays on the screen before disappearing.Timer1
$0093CBBlinking Nintendo Presents (0F = 0 time, 1F = 1 time, 2F = 2 times, etc) Also known as Nintendo Presents Brightness (Values use Brightness Register ($0DAE))Misc.1
$00A9CDGFX file to use for Nintendo Presents logoMisc.1
$00B280Palette 8 colours 2-5 in levels, the last four bytes (colours 6-7) are only available during the Nintendo Presents logo; after that, they are overwritten by the first two colours from Mario's palette.Palette12
$02D800Tilemap: Ball 'n' Chain's Spiked Ball (Changing this will freeze the game!) It's actually a routine which is used to waste time (6 NOPs + RTS) for the math registers, but Nintendo uses it for the tilemap, too. A typical example of executable tables.Sprite tilemap related4
$04E5D6Which event numbers will trigger castle/fortress/switch palace tile destruction sequences. Due to a coding error by Nintendo, the table is treated as 0x18 bytes long when it's really only 0x10 bytes.Overworld16
$0DB916Main creation code for the red and blue switch blocks. Note that the actual object number varies per tileset. (It was really dumb that Nintendo did that...oh well.) $0DB916 - Start of the code for the blue block. $0DB91A - Map16 tiles (on page 0) for the outline blocks. $0DB91C - Map16 tiles (on page 1) for the filled-in blocks. $0DB91E - Start of the code for the red block. $0DB943 - Change F0 to D0 to invert the Blue and Red Switch Palace blocks.Objects76