Commented decoded level script data for main level interface, by VL-Tone. First this small level script data seems to be the main entry point script for the menu interface, I don't know where it's called from. ------------------------------------------------------------------------------------------------------------------------ 108A10/0000: 1B 04 00 00 108A14/0004: 03 04 00 02 108A18/0008: 34 04 00 00 108A1C/000C: 13 04 00 00 108A20/0010: 00 10 00 14 00 26 9E A0 00 26 A3 A0 14 00 00 00 --Loads Level Script data from 269EA0-26A3A0 into segment 0x14, jumps to offset 0x000000 108A30/0020: 05 08 00 00 10 00 00 00 --Jumps to segment 0x10? What's in segment 0x10? The following level script data normally loaded in segment 0x14 from ROM data found at 269EA0-26A3A0 ------------------------------------------------------------------------------------------------------------------------ 269EA0/0000: 1B 04 00 00 269EA4/0004: 16 10 00 00 80 16 F0 00 00 21 F4 C0 00 26 9E A0 --Loads ASM code into RAM at 8016F000 269EB4/0014: 17 0C 00 13 00 21 9E 00 00 21 F4 C0 --Loads Behavior Scripts into segment 0x13 269EC0/0020: 17 0C 00 07 00 AE D7 14 00 AF A0 54 --Loads MIO0 data in current level segment, 0x07 (18 0C 00 07 00 26 A3 A0 00 26 F4 20 in compressed ROM) 269ECC/002C: 1D 04 00 00 269ED0/0030: 1F 08 01 00 14 00 02 D0 --Points to Geometry Layout script for menus. (In levels, used to point to the main level Geometry Layout) 269ED8/0038: 20 04 00 00 --Usually means end of area in a normal level script. 269EDC/003C: 1E 04 00 00 269EE0/0040: 29 04 01 00 269EE4/0044: 11 08 00 00 80 16 F5 B0 --Calls Routine/Function from RAM code segment that was just loaded? 269EEC/004C: 03 04 00 4B 269EF0/0050: 33 08 01 10 00 00 00 00 269EF8/0058: 03 04 00 10 269EFC/005C: 2A 04 01 00 269F00/0060: 1C 04 00 00 269F04/0064: 03 04 00 02 269F08/0068: 01 10 00 14 00 26 9E A0 00 26 A3 A0 14 00 00 78 --Loads Level Script data from 269EA0-26A3A0 into segment 0x14, jumps to offset 0x000078 (weird, it's the current script segment, and the next command is at 0x0078...) 269F18/0078: 1B 04 00 00 269F1C/007C: 34 04 01 00 269F20/0080: 16 10 00 00 80 16 F0 00 00 21 F4 C0 00 26 9E A0 --Loads ASM code into RAM at 8016F000 (Again?) 269F30/0090: 19 04 00 02 269F34/0094: 17 0C 00 13 00 21 9E 00 00 21 F4 C0 --Loads Behavior Scripts into segment 0x13 (Again?) 269F40/00A0: 1A 0C 00 0A 00 B1 05 FC 00 B1 78 B5 --Loads Textures (Title Screen BG) in segment 0x0A. (1A 0C 00 0A 00 27 08 C0 00 27 39 A0 in compressed ROM) 269F4C/00AC: 1D 04 00 00 269F50/00B0: 1F 08 01 00 14 00 03 5C --Points to Geometry Layout script for this menu. 269F58/00B8: 20 04 00 00 269F5C/00BC: 1E 04 00 00 269F60/00C0: 03 04 00 02 269F64/00C4: 34 04 00 00 269F68/00C8: 29 04 01 00 269F6C/00CC: 37 04 00 02 269F70/00D0: 33 08 08 14 00 00 00 00 269F78/00D8: 03 04 00 14 269F7C/00DC: 12 08 00 01 80 16 F5 B0 --Calls Routine/Function from RAM code segment. 269F84/00E4: 0C 0C 02 00 00 00 00 64 14 00 02 0C --Conditional Jump if Level Number is equal to bytes 5-8. Normal menu is 0x00000064. 269F90/00F0: 0C 0C 02 00 00 00 00 65 14 00 02 38 --Jumps if Debug menu is activated (Level Number = 0x00000065) 269F9C/00FC: 05 08 00 00 14 00 02 84 --Jumps back to title screen? 269FA4/0104: 1B 04 00 00 269FA8/0108: 34 04 01 00 269FAC/010C: 16 10 00 00 80 16 F0 00 00 21 F4 C0 00 26 9E A0 --Loads ASM code into RAM at 8016F000. 269FBC/011C: 19 04 00 03 269FC0/0120: 17 0C 00 13 00 21 9E 00 00 21 F4 C0 --Loads Behavior Scripts into segment 0x13. 269FCC/012C: 1A 0C 00 0A 00 B1 05 FC 00 B1 78 B5 --Loads Textures (Title Screen BG) in segment 0x0A. (1A 0C 00 0A 00 27 08 C0 00 27 39 A0 in compressed ROM) 269FD8/0138: 1D 04 00 00 269FDC/013C: 1F 08 01 00 14 00 03 B8 --Points to Geometry Layout script for this menu. 269FE4/0144: 20 04 00 00 269FE8/0148: 1E 04 00 00 269FEC/014C: 03 04 00 02 269FF0/0150: 34 04 00 00 269FF4/0154: 29 04 01 00 269FF8/0158: 37 04 00 82 269FFC/015C: 33 08 08 14 00 00 00 00 26A004/0164: 03 04 00 14 26A008/0168: 12 08 00 02 80 16 F5 B0 --Calls Routine/Function from RAM code segment. 26A010/0170: 0C 0C 02 00 00 00 00 64 14 00 02 0C --Jumps to Game Selection menu 26A01C/017C: 0C 0C 02 00 00 00 00 65 14 00 02 38 --Jumps to Debug menu 26A028/0188: 05 08 00 00 14 00 02 84 --Jumps back to title screen? 26A030/0190: 1B 04 00 00 26A034/0194: 17 0C 00 13 00 21 9E 00 00 21 F4 C0 --Loads Behavior Scripts into segment 0x13. 26A040/01A0: 1A 0C 00 0A 00 B1 05 FC 00 B1 78 B5 --Loads Textures (Title Screen BG) in segment 0x0A. (1A 0C 00 0A 00 27 08 C0 00 27 39 A0 in compressed ROM) 26A04C/01AC: 17 0C 00 07 00 B0 20 54 00 B0 85 FC --Loads MIO0 segment for menu etc. in current level segment, 0x07 (18 0C 00 07 00 26 A3 A0 00 26 F4 20 in compressed ROM) 26A058/01B8: 16 10 00 00 80 16 F0 00 00 21 F4 C0 00 26 9E A0 --Loads ASM code into RAM at 8016F000. 26A068/01C8: 1D 04 00 00 26A06C/01CC: 1F 08 01 00 14 00 04 14 --Points to Geometry Layout script for this menu. 26A074/01D4: 20 04 00 00 26A078/01D8: 1E 04 00 00 26A07C/01DC: 29 04 01 00 26A080/01E0: 37 04 00 02 26A084/01E4: 33 08 00 10 FF FF FF 00 26A08C/01EC: 03 04 00 10 26A090/01F0: 12 08 00 03 80 16 F5 B0 --Calls Routine/Function from RAM code segment. 26A098/01F8: 0C 0C 02 00 FF FF FF FF 14 00 02 A8 --Conditional jump if Level number is FFFFFFFF? End of Game Routine? 26A0A4/0204: 05 08 00 00 14 00 02 5C --Jumps to offset 0x025C. 26A0AC/020C: 38 04 00 BE 26A0B0/0210: 33 08 01 10 FF FF FF 00 26A0B8/0218: 03 04 00 10 26A0BC/021C: 1C 04 00 00 26A0C0/0220: 03 04 00 02 26A0C4/0224: 13 04 00 10 26A0C8/0228: 01 10 00 14 00 2A 61 20 00 2A 65 B0 14 00 00 00 --Loads Level Script data from 2A6120-2A65B0 into segment 0x14, jumps to offset 0x00. 26A0D8/0238: 33 08 01 10 FF FF FF 00 26A0E0/0240: 03 04 00 10 26A0E4/0244: 1C 04 00 00 26A0E8/0248: 03 04 00 02 26A0EC/024C: 01 10 00 14 00 26 9E A0 00 26 A3 A0 14 00 01 90 --Loads Level Script data from 269EA0-26A3A0 into segment 0x14, jumps to offset 0x000190 26A0FC/025C: 38 04 00 BE 26A100/0260: 33 08 01 10 FF FF FF 00 26A108/0268: 03 04 00 10 26A10C/026C: 1C 04 00 00 26A110/0270: 03 04 00 02 26A114/0274: 01 10 00 15 00 2A BC A0 00 2A C6 B0 15 00 00 00 --Loads Level Script data from 2ABCA0-2AC6B0 into segment 0x15, jumps to offset 0x00. (Main Level Loading Script) 26A124/0284: 33 08 01 10 FF FF FF 00 26A12C/028C: 03 04 00 10 26A130/0290: 1C 04 00 00 26A134/0294: 03 04 00 02 26A138/0298: 01 10 00 15 00 2A BC A0 00 2A C6 B0 15 00 00 00 --Loads Level Script data from 2ABCA0-2AC6B0 into segment 0x15, jumps to offset 0x00. (Main Level Loading Script) 26A148/02A8: 38 04 00 BE 26A14C/02AC: 33 08 01 10 00 00 00 00 26A154/02B4: 03 04 00 10 26A158/02B8: 1C 04 00 00 26A15C/02BC: 03 04 00 02 26A160/02C0: 01 10 00 14 00 26 9E A0 00 26 A3 A0 14 00 00 00 --Loads Level Script data from 269EA0-26A3A0 into segment 0x14, jumps to offset 0x00. ------------------------------ The following level script data normally (also) loaded in segment 0x14 from ROM data found at 2A6120-2A65B0 ------------------------------------------------------------------------------------------------------------------------ 2A6120/0000: 1B 04 00 00 2A6124/0004: 16 10 00 00 80 16 F0 00 00 21 F4 C0 00 26 9E A0 --Loads ASM code into RAM at 8016F000. 2A6134/0014: 17 0C 00 07 00 B1 F8 B5 00 B2 D7 15 --Loads MIO0 Data into segment 0x07, for HUD display etc. (18 0C 00 07 00 2A 65 B0 00 2A BC A0 in compressed ROM) 2A6140/0020: 17 0C 00 13 00 21 9E 00 00 21 F4 C0 --Loads Behavior Scripts into segment 0x13. 2A614C/002C: 1D 04 00 00 2A6150/0030: 22 08 00 03 14 00 01 D0 --Points to Geometry Layout data, assigns ID number (0x03 in this case). Marble Texture? 2A6158/0038: 22 08 00 04 14 00 02 90 --Red Wood Texture Menu BG. 2A6160/0040: 22 08 00 05 14 00 02 B8 --Blue Wood Texture Menu BG. 2A6168/0048: 22 08 00 06 14 00 02 E0 --Yellow Wood Texture Menu BG. 2A6170/0050: 22 08 00 07 14 00 03 08 --Green " 2A6178/0058: 22 08 00 08 14 00 02 00 --White? 2A6180/0060: 22 08 00 09 14 00 02 30 --Marble? 2A6188/0068: 22 08 00 0A 14 00 02 60 --White? 2A6190/0070: 22 08 00 0B 14 00 03 30 --Purple Wood Texture Menu BG. 2A6198/0078: 22 08 00 0C 14 00 03 58 --Grey Wood Texture Menu BG. 2A61A0/0080: 1F 08 01 00 14 00 03 80 2A61A8/0088: 24 18 1F 00 00 00 00 00 B5 C8 00 00 00 00 00 00 04 00 00 00 13 00 30 08 --Places Menu Buttons on screen. 2A61C0/00A0: 24 18 1F 06 00 00 00 00 B5 C8 00 00 00 00 00 00 04 00 00 00 13 00 2F C0 --Places Yellow Wood Texture Menu BG on screen. 2A61D8/00B8: 2E 08 00 00 07 00 DE 30 --Loads Collision Data for game selection menu. 2A61E0/00C0: 20 04 00 00 2A61E4/00C4: 1E 04 00 00 2A61E8/00C8: 29 04 01 00 2A61EC/00CC: 37 04 00 21 2A61F0/00D0: 33 08 00 10 FF FF FF 00 2A61F8/00D8: 11 08 00 00 80 17 66 DC --Calls Routine/Function from RAM code segment. 2A6200/00E0: 12 08 00 00 80 17 68 A0 --Calls Routine/Function from RAM code segment. 2A6208/00E8: 3C 04 00 00 2A620C/00EC: 38 04 00 BE 2A6210/00F0: 33 08 01 10 FF FF FF 00 2A6218/00F8: 03 04 00 10 2A621C/00FC: 1C 04 00 00 2A6220/0100: 04 04 00 01 2A6224/0104: 13 04 00 10 2A6228/0108: 01 10 00 15 00 2A BC A0 00 2A C6 B0 15 00 00 00 --Loads Level Script data from 2ABCA0-2AC6B0 into segment 0x15, jumps to offset 0x00. (Main Level Loading Script) 2A6238/0118: 11 08 00 00 80 24 BE 14 --Calls Routine/Function from RAM code segment. 2A6240/0120: 0C 0C 02 00 00 00 00 00 14 00 01 C0 --Conditional jump to end of this script. 2A624C/012C: 1B 04 00 00 2A6250/0130: 16 10 00 00 80 16 F0 00 00 21 F4 C0 00 26 9E A0 --Loads ASM code into RAM at 8016F000. 2A6260/0140: 17 0C 00 07 00 B1 F8 B5 00 B2 D7 15 --Loads MIO0 Data into segment 0x07, for HUD display etc. (18 0C 00 07 00 2A 65 B0 00 2A BC A0 in compressed ROM) 2A626C/014C: 1D 04 00 00 2A6270/0150: 1F 08 02 00 14 00 04 08 --Points to Geometry Layout script for this menu. 2A6278/0158: 24 18 1F 00 00 00 FF 9C 00 00 00 00 00 00 00 00 04 00 00 00 13 00 30 48 --Places some object on screen. 2A6290/0170: 2E 08 00 00 07 00 DE 30 --Loads Collision Data for this selection menu. 2A6298/0178: 20 04 00 00 2A629C/017C: 1E 04 00 00 2A62A0/0180: 29 04 02 00 2A62A4/0184: 33 08 00 10 FF FF FF 00 2A62AC/018C: 03 04 00 10 2A62B0/0190: 37 04 00 0D 2A62B4/0194: 11 08 00 00 80 17 75 60 2A62BC/019C: 12 08 00 00 80 17 76 10 2A62C4/01A4: 3C 04 00 02 2A62C8/01A8: 38 04 00 BE 2A62CC/01AC: 33 08 01 10 FF FF FF 00 2A62D4/01B4: 03 04 00 10 2A62D8/01B8: 1C 04 00 00 2A62DC/01BC: 04 04 00 01 2A62E0/01C0: 02 04 00 00 -------------------------------- The following level script data normally loaded in segment 0x15 from ROM data found at 2ABCA0-2AC6B0 This is where TT64 starts to "read" the level script, I made a special case for it to skip the first 0x00 command it encounters. ------------------------------------------------------------------------------------------------------------------------ 2ABCA0/0000: 17 0C 00 04 00 82 3B 64 00 85 8E DC --Loads Mario's MIO0 data in segment 0x04. (18 0C 00 04 00 11 47 50 00 12 79 B0 in compressed ROM) 2ABCAC/000C: 17 0C 00 03 00 AB 24 0C 00 AE 57 14 --Loads Shared MIO0 data segment for Doors, Trees, HUD etc. (18 0C 00 03 00 20 14 10 00 21 8D A0 ) 2ABCB8/0018: 17 0C 00 17 00 12 79 B0 00 12 A7 E0 --Loads Mario's Geometry Layout Data in segment 0x17. 2ABCC4/0024: 17 0C 00 16 00 21 8D A0 00 21 9E 00 --Loads Shared Geometry Layout Data in segment 0x16. 2ABCD0/0030: 17 0C 00 13 00 21 9E 00 00 21 F4 C0 --Loads Behavior Scripts into segment 0x13. 2ABCDC/003C: 1D 04 00 00 2ABCE0/0040: 22 08 00 01 17 00 2D D4 --Points to Mario's Geometry Layout Data. 2ABCE8/0048: 22 08 00 96 17 00 00 38 2ABCF0/0050: 22 08 00 95 17 00 01 BC 2ABCF8/0058: 22 08 00 A8 17 00 00 00 2ABD00/0060: 22 08 00 A5 17 00 00 9C 2ABD08/0068: 22 08 00 A6 17 00 01 24 2ABD10/0070: 22 08 00 A7 17 00 02 30 2ABD18/0078: 22 08 00 A3 17 00 01 68 2ABD20/0080: 22 08 00 74 16 00 01 3C 2ABD28/0088: 22 08 00 7A 16 00 0E A0 2ABD30/0090: 22 08 00 79 16 00 0F 6C 2ABD38/0098: 22 08 00 7C 16 00 0F B4 2ABD40/00A0: 21 08 40 A4 04 03 2A 18 -- The 0x21 command works much like the 0x22 but points directly to polygon (GBI) commands instead of Geo Layout data. I just realized while commenting that list that the third byte of 0x21 commands is used for something (maybe the first 4-bits only?)... 2ABD48/00A8: 22 08 00 90 16 00 0B 2C 2ABD50/00B0: 22 08 00 91 16 00 0B 8C 2ABD58/00B8: 22 08 00 94 17 00 00 84 2ABD60/00C0: 22 08 00 A2 16 00 0C 8C 2ABD68/00C8: 22 08 00 AA 17 00 00 1C 2ABD70/00D0: 22 08 00 B9 16 00 0C 44 2ABD78/00D8: 22 08 00 BA 16 00 0B EC 2ABD80/00E0: 22 08 00 8F 17 00 02 84 2ABD88/00E8: 21 08 40 9F 03 02 BC D0 2ABD90/00F0: 22 08 00 BB 16 00 00 A8 2ABD98/00F8: 22 08 00 9C 17 00 00 84 2ABDA0/0100: 21 08 40 A1 03 01 CB 00 2ABDA8/0108: 22 08 00 8E 16 00 00 00 2ABDB0/0110: 22 08 00 E0 16 00 00 20 2ABDB8/0118: 21 08 40 9E 03 02 C8 A0 2ABDC0/0120: 22 08 00 A0 16 00 0F 98 2ABDC8/0128: 22 08 00 75 16 00 01 A0 2ABDD0/0130: 22 08 00 76 16 00 02 00 2ABDD8/0138: 22 08 00 77 16 00 02 64 2ABDE0/0140: 22 08 00 85 16 00 0D A8 2ABDE8/0148: 22 08 00 86 16 00 0C F0 2ABDF0/0150: 22 08 00 87 16 00 0D 3C 2ABDF8/0158: 22 08 00 88 16 00 0C A4 2ABE00/0160: 22 08 00 88 16 00 0C A4 2ABE08/0168: 22 08 00 C8 16 00 0A B0 2ABE10/0170: 22 08 00 CC 16 00 0A 84 2ABE18/0178: 22 08 00 CB 16 00 0B 10 2ABE20/0180: 22 08 00 D4 16 00 0E 84 2ABE28/0188: 22 08 00 D7 16 00 02 C4 2ABE30/0190: 22 08 00 D8 16 00 03 28 2ABE38/0198: 22 08 00 DB 16 00 0E 14 2ABE40/01A0: 22 08 00 CD 16 00 00 40 2ABE48/01A8: 22 08 00 8A 16 00 0E D4 2ABE50/01B0: 22 08 00 8B 16 00 0F 24 2ABE58/01B8: 1E 04 00 00 2ABE5C/01BC: 11 08 00 00 80 24 BD 5C 2ABE64/01C4: 0A 04 00 00 2ABE68/01C8: 00 10 00 14 00 2A 61 20 00 2A 65 B0 14 00 01 18 --Loads Level Script data from 2A6120-2A65B0 into segment 0x14, jumps to offset 0x00. (TT64 skips this one) 2ABE78/01D8: 06 08 00 00 15 00 02 78 --Jumps to offset 0x0278, putting the next command address on the top of the stack. 2ABE80/01E0: 03 04 00 01 2ABE84/01E4: 0B 08 04 00 00 00 00 00 2ABE8C/01EC: 0C 0C 02 00 FF FF FF FF 15 00 02 38 --End Screen 2ABE98/01F8: 0C 0C 02 00 FF FF FF FE 15 00 02 48 --Mario's Face. 2ABEA4/0204: 0C 0C 02 00 FF FF FF FD 15 00 02 58 --Mario's Face, Game Over. 2ABEB0/0210: 0C 0C 02 00 FF FF FF F8 15 00 02 28 --Title Screen. 2ABEBC/021C: 0C 0C 02 00 FF FF FF F7 15 00 02 68 --Debug Menu 2ABEC8/0228: 01 10 00 14 00 26 9E A0 00 26 A3 A0 14 00 00 00 2ABED8/0238: 01 10 00 0E 00 4A C4 B0 00 4A C5 70 0E 00 00 00 2ABEE8/0248: 01 10 00 14 00 26 9E A0 00 26 A3 A0 14 00 00 78 2ABEF8/0258: 01 10 00 14 00 26 9E A0 00 26 A3 A0 14 00 01 04 2ABF08/0268: 01 10 00 14 00 26 9E A0 00 26 A3 A0 14 00 01 90 2ABF18/0278: 3C 04 01 03 --Conditional jump table for levels. 2ABF1C/027C: 0C 0C 02 00 00 00 00 04 15 00 03 F4 --Haunted House 2ABF28/0288: 0C 0C 02 00 00 00 00 05 15 00 04 08 --Cool Cool Mountain 2ABF34/0294: 0C 0C 02 00 00 00 00 06 15 00 04 1C --Inside Castle 2ABF40/02A0: 0C 0C 02 00 00 00 00 07 15 00 04 30 --Hazy Maze Cave 2ABF4C/02AC: 0C 0C 02 00 00 00 00 08 15 00 04 44 --Shifting Sand Land 2ABF58/02B8: 0C 0C 02 00 00 00 00 09 15 00 04 58 --Bob-Omb's Battlefield 2ABF64/02C4: 0C 0C 02 00 00 00 00 0A 15 00 04 6C --Snow Man's land 2ABF70/02D0: 0C 0C 02 00 00 00 00 0B 15 00 04 80 --Wet Dry World 2ABF7C/02DC: 0C 0C 02 00 00 00 00 0C 15 00 04 94 --Jolly Roger Bay 2ABF88/02E8: 0C 0C 02 00 00 00 00 0D 15 00 04 A8 --Tiny Huge Island 2ABF94/02F4: 0C 0C 02 00 00 00 00 0E 15 00 04 BC --Tick Tock Clock 2ABFA0/0300: 0C 0C 02 00 00 00 00 0F 15 00 04 D0 --Rainbow Ride 2ABFAC/030C: 0C 0C 02 00 00 00 00 10 15 00 04 E4 --Castle Grounds 2ABFB8/0318: 0C 0C 02 00 00 00 00 11 15 00 04 F8 --Bowser First Course 2ABFC4/0324: 0C 0C 02 00 00 00 00 12 15 00 05 0C --Vanish Cap 2ABFD0/0330: 0C 0C 02 00 00 00 00 13 15 00 05 20 --Bowser's Fire Sea 2ABFDC/033C: 0C 0C 02 00 00 00 00 14 15 00 05 34 --Secret Aquarium 2ABFE8/0348: 0C 0C 02 00 00 00 00 15 15 00 05 48 --Bowser Third Course 2ABFF4/0354: 0C 0C 02 00 00 00 00 16 15 00 05 5C --Lethal Lava Land 2AC000/0360: 0C 0C 02 00 00 00 00 17 15 00 05 70 --Dire Dire Docks 2AC00C/036C: 0C 0C 02 00 00 00 00 18 15 00 05 84 --Whomp's Fortress 2AC018/0378: 0C 0C 02 00 00 00 00 19 15 00 05 98 --Picture at the end 2AC024/0384: 0C 0C 02 00 00 00 00 1A 15 00 05 AC --Castle Courtyard 2AC030/0390: 0C 0C 02 00 00 00 00 1B 15 00 05 C0 --Peach's Secret Slide 2AC03C/039C: 0C 0C 02 00 00 00 00 1C 15 00 05 D4 --Metal Cap 2AC048/03A8: 0C 0C 02 00 00 00 00 1D 15 00 05 E8 --Wing Cap 2AC054/03B4: 0C 0C 02 00 00 00 00 1E 15 00 05 FC --Bowser First Battle 2AC060/03C0: 0C 0C 02 00 00 00 00 1F 15 00 06 10 --Rainbow Clouds 2AC06C/03CC: 0C 0C 02 00 00 00 00 21 15 00 06 24 --Bowser Second Battle 2AC078/03D8: 0C 0C 02 00 00 00 00 22 15 00 06 38 --Bowser Third Battle 2AC084/03E4: 0C 0C 02 00 00 00 00 24 15 00 06 4C --Tall Tall Mountain 2AC090/03F0: 02 04 00 00 2AC094/03F4: 00 10 00 0E 00 38 28 C0 00 38 39 50 0E 00 04 18 2AC0A4/0404: 07 04 00 00 --Jumps back to the last address on the stack (used with 0x06 and 0x0C jump commands) 2AC0A8/0408: 00 10 00 0E 00 39 5C 90 00 39 63 40 0E 00 01 78 2AC0B8/0418: 07 04 00 00 2AC0BC/041C: 00 10 00 0E 00 3C F0 D0 00 3D 0D C0 0E 00 0A F8 2AC0CC/042C: 07 04 00 00 2AC0D0/0430: 00 10 00 0E 00 3E 6A 00 00 3E 76 B0 0E 00 03 88 2AC0E0/0440: 07 04 00 00 2AC0E4/0444: 00 10 00 0E 00 3F B9 90 00 3F C2 B0 0E 00 02 B8 2AC0F4/0454: 07 04 00 00 2AC0F8/0458: 00 10 00 0E 00 40 5A 60 00 40 5F B0 0E 00 02 64 --Bob Omb's Battlefield 2AC108/0468: 07 04 00 00 2AC10C/046C: 00 10 00 0E 00 40 E8 40 00 40 ED 70 0E 00 01 00 2AC11C/047C: 07 04 00 00 2AC120/0480: 00 10 00 0E 00 41 9F 90 00 41 A7 60 0E 00 03 70 2AC130/0490: 07 04 00 00 2AC134/0494: 00 10 00 0E 00 42 3B 20 00 42 46 D0 0E 00 06 EC 2AC144/04A4: 07 04 00 00 2AC148/04A8: 00 10 00 0E 00 42 C6 E0 00 42 CF 20 0E 00 02 90 2AC158/04B8: 07 04 00 00 2AC15C/04BC: 00 10 00 0E 00 43 74 00 00 43 78 70 0E 00 00 C8 2AC16C/04CC: 07 04 00 00 2AC170/04D0: 00 10 00 0E 00 44 A1 40 00 44 AB C0 0E 00 03 E4 2AC180/04E0: 07 04 00 00 2AC184/04E4: 00 10 00 0E 00 45 45 E0 00 45 4E 00 0E 00 05 08 --Outside Castle 2AC194/04F4: 07 04 00 00 2AC198/04F8: 00 10 00 0E 00 45 BF 60 00 45 C6 00 0E 00 01 74 2AC1A8/0508: 07 04 00 00 2AC1AC/050C: 00 10 00 0E 00 46 12 20 00 46 14 D0 0E 00 00 CC 2AC1BC/051C: 07 04 00 00 2AC1C0/0520: 00 10 00 0E 00 46 A8 40 00 46 B0 90 0E 00 02 34 2AC1D0/0530: 07 04 00 00 2AC1D4/0534: 00 10 00 0E 00 46 C1 A0 00 46 C3 A0 0E 00 00 50 2AC1E4/0544: 07 04 00 00 2AC1E8/0548: 00 10 00 0E 00 47 7D 00 00 47 84 A0 0E 00 01 E8 2AC1F8/0558: 07 04 00 00 2AC1FC/055C: 00 10 00 0E 00 48 C9 B0 00 48 D9 30 0E 00 06 7C 2AC20C/056C: 07 04 00 00 2AC210/0570: 00 10 00 0E 00 49 5A 60 00 49 60 90 0E 00 02 6C 2AC220/0580: 07 04 00 00 2AC224/0584: 00 10 00 0E 00 49 DA 50 00 49 E7 10 0E 00 05 68 2AC234/0594: 07 04 00 00 2AC238/0598: 00 10 00 0E 00 4A C4 B0 00 4A C5 70 0E 00 00 00 --Castle Grounds 2AC248/05A8: 07 04 00 00 2AC24C/05AC: 00 10 00 0E 00 4A F6 70 00 4A F9 30 0E 00 00 98 2AC25C/05BC: 07 04 00 00 2AC260/05C0: 00 10 00 0E 00 4B 7F 10 00 4B 80 D0 0E 00 00 00 2AC270/05D0: 07 04 00 00 2AC274/05D4: 00 10 00 0E 00 4B E9 E0 00 4B EC 30 0E 00 00 68 2AC284/05E4: 07 04 00 00 2AC288/05E8: 00 10 00 0E 00 4C 27 00 00 4C 29 20 0E 00 00 38 2AC298/05F8: 07 04 00 00 2AC29C/05FC: 00 10 00 0E 00 4C 41 C0 00 4C 43 20 0E 00 00 00 2AC2AC/060C: 07 04 00 00 2AC2B0/0610: 00 10 00 0E 00 4C D9 30 00 4C DB D0 0E 00 00 B0 2AC2C0/0620: 07 04 00 00 2AC2C4/0624: 00 10 00 0E 00 4C E9 F0 00 4C EC 00 0E 00 00 7C 2AC2D4/0634: 07 04 00 00 2AC2D8/0638: 00 10 00 0E 00 4D 14 F0 00 4D 19 10 0E 00 01 6C 2AC2E8/0648: 07 04 00 00 2AC2EC/064C: 00 10 00 0E 00 4E B1 F0 00 4E C0 00 0E 00 03 94 2AC2FC/065C: 07 04 00 00 2AC300/0660: 22 08 00 8C 0F 00 00 00 -- The following blocks of 0x22 and 0x21 commands are called from within level-bounded scripts. 2AC308/0668: 22 08 00 C2 0F 00 00 28 -- Many of these blocks are shared by multiple levels. All level-bounded scripts also have their own 0x22 commands. 2AC310/0670: 22 08 00 CF 0F 00 04 CC 2AC318/0678: 22 08 00 CA 0F 00 04 E4 2AC320/0680: 22 08 00 81 0F 00 05 D0 2AC328/0688: 22 08 00 82 0F 00 06 10 2AC330/0690: 22 08 00 83 0F 00 0A 58 2AC338/0698: 22 08 00 89 0F 00 06 94 2AC340/06A0: 22 08 00 C0 0F 00 06 E4 2AC348/06A8: 21 08 40 84 08 02 5F 08 2AC350/06B0: 22 08 00 BE 0F 00 0A B0 2AC358/06B8: 22 08 00 D9 0F 00 0A 30 2AC360/06C0: 21 08 10 DA 08 02 4B B8 2AC368/06C8: 22 08 00 BC 0F 00 07 B8 2AC370/06D0: 22 08 00 C3 0F 00 08 F4 2AC378/06D8: 21 08 10 C9 08 00 48 E0 2AC380/06E0: 22 08 00 B4 0F 00 06 40 2AC388/06E8: 22 08 00 7F 0F 00 01 C0 2AC390/06F0: 22 08 00 80 0F 00 01 A8 2AC398/06F8: 22 08 00 78 0F 00 04 FC 2AC3A0/0700: 22 08 00 DC 0F 00 05 18 2AC3A8/0708: 22 08 00 DF 0F 00 01 D8 2AC3B0/0710: 22 08 00 E1 0F 00 06 6C 2AC3B8/0718: 07 04 00 00 2AC3BC/071C: 22 08 00 54 0C 00 02 64 2AC3C4/0724: 22 08 00 55 0C 00 00 00 2AC3CC/072C: 22 08 00 56 0C 00 00 18 2AC3D4/0734: 22 08 00 57 0C 00 01 E4 2AC3DC/073C: 22 08 00 58 0C 00 02 48 2AC3E4/0744: 22 08 00 59 0C 00 02 8C 2AC3EC/074C: 07 04 00 00 2AC3F0/0750: 22 08 00 54 0C 00 02 40 2AC3F8/0758: 22 08 00 56 0C 00 00 00 2AC400/0760: 22 08 00 57 0C 00 01 20 2AC408/0768: 07 04 00 00 2AC40C/076C: 22 08 00 54 0C 00 03 08 2AC414/0774: 22 08 00 55 0C 00 03 28 2AC41C/077C: 22 08 00 56 0C 00 00 00 2AC424/0784: 07 04 00 00 2AC428/0788: 22 08 00 54 05 00 8D 14 2AC430/0790: 22 08 00 55 0C 00 01 0C 2AC438/0798: 22 08 00 56 0C 00 00 68 2AC440/07A0: 21 08 50 57 05 01 3C B8 2AC448/07A8: 22 08 00 58 0C 00 00 00 2AC450/07B0: 07 04 00 00 2AC454/07B4: 22 08 00 54 0C 00 06 10 2AC45C/07BC: 22 08 00 55 0C 00 06 44 2AC464/07C4: 22 08 00 56 05 01 46 30 2AC46C/07CC: 22 08 00 57 0C 00 00 00 2AC474/07D4: 22 08 00 58 0C 00 05 A8 2AC47C/07DC: 22 08 00 59 0C 00 05 E4 2AC484/07E4: 07 04 00 00 2AC488/07E8: 21 08 60 54 05 00 08 40 2AC490/07F0: 22 08 00 55 0C 00 00 00 2AC498/07F8: 22 08 00 56 0C 00 01 10 2AC4A0/0800: 22 08 00 57 0C 00 03 6C 2AC4A8/0808: 07 04 00 00 2AC4AC/080C: 22 08 00 54 0C 00 00 00 2AC4B4/0814: 22 08 00 55 0C 00 02 1C 2AC4BC/081C: 22 08 00 56 0C 00 03 48 2AC4C4/0824: 22 08 00 57 0C 00 01 04 2AC4CC/082C: 07 04 00 00 2AC4D0/0830: 21 08 40 54 05 00 2E 00 2AC4D8/0838: 22 08 00 55 0C 00 00 48 2AC4E0/0840: 21 08 10 56 05 00 31 20 2AC4E8/0848: 07 04 00 00 2AC4EC/084C: 22 08 00 54 0C 00 02 24 2AC4F4/0854: 22 08 00 55 0C 00 01 88 2AC4FC/085C: 22 08 00 56 0C 00 00 D8 2AC504/0864: 22 08 00 57 0C 00 01 B4 2AC50C/086C: 22 08 00 58 0C 00 00 00 2AC514/0874: 22 08 00 59 0C 00 00 C0 2AC51C/087C: 22 08 00 5A 0C 00 02 74 2AC524/0884: 07 04 00 00 2AC528/0888: 22 08 00 54 0C 00 00 00 2AC530/0890: 22 08 00 DE 0C 00 04 10 2AC538/0898: 22 08 00 55 0C 00 04 68 2AC540/08A0: 07 04 00 00 2AC544/08A4: 22 08 00 54 0C 00 01 BC 2AC54C/08AC: 22 08 00 55 0C 00 02 90 2AC554/08B4: 22 08 00 56 0C 00 03 28 2AC55C/08BC: 22 08 00 57 0C 00 00 30 2AC564/08C4: 22 08 00 58 05 00 C7 78 2AC56C/08CC: 22 08 00 59 0C 00 00 00 2AC574/08D4: 07 04 00 00 2AC578/08D8: 22 08 00 64 0D 00 0A C4 2AC580/08E0: 22 08 00 65 0D 00 0B BC 2AC588/08E8: 22 08 00 B3 0D 00 0B BC 2AC590/08F0: 22 08 00 66 0D 00 0B FC 2AC598/08F8: 22 08 00 67 0D 00 00 00 2AC5A0/0900: 22 08 00 68 0D 00 00 90 2AC5A8/0908: 22 08 00 69 0D 00 0B 40 2AC5B0/0910: 07 04 00 00 2AC5B4/0914: 22 08 00 64 0D 00 03 8C 2AC5BC/091C: 22 08 00 65 0D 00 04 50 2AC5C4/0924: 22 08 00 66 0D 00 04 68 2AC5CC/092C: 22 08 00 67 0D 00 03 24 2AC5D4/0934: 22 08 00 68 0D 00 04 14 2AC5DC/093C: 22 08 00 B3 0D 00 02 F4 2AC5E4/0944: 22 08 00 C1 0D 00 02 84 2AC5EC/094C: 22 08 00 69 0D 00 00 00 2AC5F4/0954: 07 04 00 00 2AC5F8/0958: 22 08 00 64 0D 00 03 58 2AC600/0960: 22 08 00 67 0D 00 04 80 2AC608/0968: 22 08 00 68 0D 00 02 14 2AC610/0970: 22 08 00 BF 0D 00 00 D0 2AC618/0978: 22 08 00 65 0D 00 05 D0 2AC620/0980: 22 08 00 66 0D 00 05 EC 2AC628/0988: 22 08 00 6A 0D 00 00 00 2AC630/0990: 22 08 00 6B 0D 00 00 B8 2AC638/0998: 07 04 00 00 2AC63C/099C: 22 08 00 64 0D 00 04 48 2AC644/09A4: 22 08 00 65 0D 00 05 B0 2AC64C/09AC: 22 08 00 66 0D 00 00 00 2AC654/09B4: 22 08 00 DD 0D 00 03 E4 2AC65C/09BC: 07 04 00 00 2AC660/09C0: 22 08 00 64 06 00 37 54 2AC668/09C8: 22 08 00 65 06 00 38 74 2AC670/09D0: 22 08 00 66 0D 00 00 F0 2AC678/09D8: 07 04 00 00 2AC67C/09DC: 22 08 00 64 0D 00 00 DC 2AC684/09E4: 22 08 00 65 0D 00 03 94 2AC68C/09EC: 22 08 00 66 0D 00 00 1C 2AC694/09F4: 22 08 00 67 0D 00 00 00 2AC69C/09FC: 22 08 00 68 0D 00 02 30 2AC6A4/0A04: 22 08 00 CE 0D 00 01 A0 2AC6AC/0A0C: 07 04 00 00