| Address | Description | Type | Size |
| $00922F | Routine 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 |
| $009389 | X position of the "Nintendo Presents" tiles | Coordinate | 4 |
| $00938D | "Nintendo Presents" logo tilemap | Sprite tilemap related | 4 |
| $0093A5 | Y position of "Nintendo Presents" logo | Coordinate | 1 |
| $0093B0 | YXPPCCCT properties for "Nintendo Presents". | Sprite tilemap related | 1 |
| $0093C0 | Code 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 effect | 5 |
| $0093C6 | How long "Nintendo Presents" stays on the screen before disappearing. | Timer | 1 |
| $0093CB | Blinking 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 |
| $00A9CD | GFX file to use for Nintendo Presents logo | Misc. | 1 |
| $00B280 | Palette 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. | Palette | 12 |
| $02D800 | Tilemap: 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 related | 4 |
| $04E5D6 | Which 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. | Overworld | 16 |
| $0DB916 | Main 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. | Objects | 76 |