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Tile Locations

By Piken

About this project

This file gives hex locations for graphics in various games.

Original game requirements

See the release instructions.

Creator credits

Piken
Listed creator

RELEASE 2004-04-04

Readme & instructions

[104]tilelocs.txt

SNES Game Tile locations Piken (FDwR_at_hotmail) 2004-04-04 / 1999-12-11 http://oregonstate.edu/~robinsfr/snes.html http://members.tripod.com/FDwR/snes.html Terms: tilemap Any map consisting of tiles field The actual, 'physical' playfield First is the tilemap's offset, then its dimensions, unit size, and sometimes the pixel size of its individual tiles. All savestate WRAM offsets are given in relative hexadecimal offset (to convert to absolute file positions, simply add 3091). ROM positions are relative to the beginning of the image (after the 512 byte header if is there one).

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SNES Game Tile locations
Piken (FDwR_at_hotmail)
2004-04-04 / 1999-12-11
http://oregonstate.edu/~robinsfr/snes.html
http://members.tripod.com/FDwR/snes.html


Terms:
  tilemap       Any map consisting of tiles
  field         The actual, 'physical' playfield

  First is the tilemap's offset, then its dimensions, unit size, and
  sometimes the pixel size of its individual tiles. All savestate WRAM
  offsets are given in relative hexadecimal offset (to convert to absolute
  file positions, simply add 3091). ROM positions are relative to the
  beginning of the image (after the 512 byte header if is there one).

  The tile table (found for 'Zelda' and 'Mario World') is the table used by
  the game to translate level blocks into a graphics tilemap on the screen.
  Editing it will not change the graphics, but rather the graphic tiles
  associated with that tile unit. For example, you could substitute all
  rocks for bushes in Zelda, not by changing the tile pixels, but just the
  2x2 tile reference for bushes. Note that this does not affect the physical
  aspects of the field (you still won't be able to dash through a rock :),
  but visually things will be different.

  Most of these locations are found in ZSNES savestates where the tilemaps are
  uncompressed. To get the memory address as it would be from the SNES's point
  of view, simply add 7E0000h (useful if you want to do some hacking to the
  level within ZSNES using the debugger).

Aladdin
  <ZST> 10000h 16x#:word                Main field

Cybernator
  <ZST> 12B92h #x#:byte                 Main field

ChronoTrigger ???

Donkey Kong Country
  No wonder I couldn't find any reslembances of a level in WRAM.
  There are several long levels stored fully expanded in the ROM.
  I actually realized they were levels a long time ago, but didn't know
  how they were stored. Compared to normal, they look like they're stored
  sideways and backwards, with each of 16 words actually being a vertical
  column in the level. The lowest address is the top left of the level.
  The highest address is the bottom right. Each word forward is one tile
  down. Every 16 words forward is a tile to the right. I still don't know
  how the odd shaped levels are stored, but probably something like
  "Mario World 2" where pieces are joined together. Most games use 16x16
  level tiles, but DKC uses large 32x32 tiles (made of 16 8x8 graphics tiles).

  <ROM> 10FF0h 32x28:word                   Main Island Map
        B0000h 16x?:word                    Mine Cart Madness!
        B3B00h **                           Platform Perils!
        B6960h **                           bonus room?
        B6B80h **                           Trick Track Trek!
        1EA91Ch Rambi graphics
        203836h 16x?:word                   Snow Barrel Blast!
        207816h                             3rd snow level
        20A1D6h                             Rambi Bonus
        2101E5h                             ice caverns
        220000h 16x?:word                   what stinkin level is this?
        260D88h 16x?:word                   Mine Cart Carnage!
        290000h 64x?:word                   pieces of a larger level
        2C1800h 16x?:word                   another curious level
        2D23AEh 32x?:word                   what is it?
        387768h 32x?:word                   another weird structure

  <ROM> **Tile Tables**
        BE040h-C0000                        Mine Tracks
        100000h-104760                      Underwater
        1ABF00h-1AF580                      Caves
        1BA0CCh-1BCC4C                      Mine Shafts
        20AAD6h                             Snow
        213BE5h                             Ice Caverns

  There were several more curiosities and levels that I left out.

Final Fantasy 2
  <ZST> 15B00h                          Main field

Mario 1
  <ZST> 4371 16x13:byte                 Main field (2 pieces)
        11283 32x?:word 8               Background (8 pieces)

  The field is loaded in column by column as you walk to the right. Because of
  this, only a small portion is available at any given time (a total section
  of 32x13 tiles).

Mario 2
  <ZST> 2000h 16x15:byte 16x16          Main field (variable pieces)
        B100h 16x15:byte                Mirror of main field

  The levels in this game are extremely simple to find and map, since it just
  loads everything in for that level. No matter how many rooms or parts a
  level has, it simply loads them all. I'm not sure exactly what the mirror
  field is for, possibly for tile solidity detection.

Mario 3
  <ZST> 11283 16x27:byte                Main field (variable pieces)
        19600~16x27:byte                Mirror of main field

Mario World
  <ZST> C800h 16x27:byte 16x16          Main field (variable pieces)
  <ROM> 130000h                         Base of tile table

Mario World 2: Yoshi's Island
  <ZST> 18000h 16x16:word 16x16         Multiple pieces
  <ROM> 110000h 256x?:byte              Linear graphics
  <ROM> 1C0000h 256x?:byte              All the level icons

Mario RPG
  <ZST> 10000h                          Main field, front layer
        12000h                          Main field, back layer
        1B000h                          Physical field (edit this to walk
                                          through walls:)

Metroid
  <ZST> 10002h #x#:word 16x16           Main field

  The field size is variable but is always a multiple of 16. The base is
  offset two bytes from an even bank (7F).

Secret of Mana
  <ZST> 10000h 128x?:byte               Main field
  <ZST> 14800h 128x?                    Secondary field

StarFox
  <ROM> 90000h 256x?:byte               Linear graphics

Zelda
  <ZST> 2000h 64x64:word 16x16  Overworld field (one large piece)
              64x64:word 8x8    Underworld tilemap (one large piece)
        4000h 64x64:word 8x8    Second story of(if applicable)
              128x?:word        Overworld pregraphics field?
        12000h 64x64:byte 8x8   Underworld field
        13000h 64x64:byte 8x8   Second story of underworld (if applicable)
  <ROM> 54927h byte 8x8         Overworld map (when X is pressed)
        DD508h                  Link palette

  Underworld simply refers to anything not above ground, caves, castles,
  dungeons, and the insides of homes.

  Modifying the field at 2000h while in the Overworld changes both the tile
  looks and physical properties. Modifying any tiles at 2000h while in a
  dungeon only changes the look; the attributes remain the same. Change them
  at 12000h to change its properties, perhaps to remove a wall or change
  where a door takes you.

  <ROM> 492032 78000h                  Base of Overworld tile table

  Note that only the Overworld uses a tile table (since it is so large with
  varying landscapes), not the dungeons or caves. They instead store the exact
  units as they would appear in VRAM. Also, they use an 8x8 playfield rather
  than one 16x16.

Download [104]tilelocs.txt ↓

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