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Super Mario Kart

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This page contains notes for the game Super Mario Kart.

An extensive documentation about the ROM structure with various notes can be found here

ID: Course#

00: Mario Circuit 3
01: Ghost Valley 2
02: Donut Plains 2
03: Bowser Castle 2
04: Vanilla Lake 2
05: Rainbow Road
06: Koopa Beach 2
07: Mario Circuit 1
08: Ghost Valley 3
09: Bowser Castle 3
0A: Choco Island 2
0B: Donut Plains 3
0C: Vanilla Lake 1
0D: Koopa Beach 1
0E: Mario Circuit 4
0F: Mario Circuit 2
10: Ghost Valley 1
11: Bowser Castle 1
12: Choco Island 1
13: Donut Plains 1
14: Battle Course 3
15: Battle Course 4
16: Battle Course 1
17: Battle Course 2

(Source: Epic Edit Super Mario Kart ROM documentation)

ID: Driver#

00: Mario
01: Luigi
02: Bowser
03: Peach
04: Donkey Kong Jr.
05: Koopa
06: Toad
07: Yoshi

(Source: Epic Edit Super Mario Kart ROM documentation)

ID: Scene#

00: Null scene (used to indicate in-between transition)
02: Race
04: Title
06: Driver Select
08: Cup Select
0A: Results Screen
0C: Credits
0E: Battle/Match Race
10: Map Editor (in prototypes)
12: Sound Test (in prototypes)
14: Debug Menu (in prototypes)
16: Course Select
18: Podium
1A: "Nintendo" Logo (Boot Screen)
1C: "Thank You" Screen

Track Object Graphics Address Index#

(3 bytes each)

1EBD3 -> 1EBD5 = Ghost Pillar
1EBD6 -> 1EBD8 = Pipe (Mario Circuit, Donut Plains)
1EBD9 -> 1EBDB = Monty Mole
1EBDC -> 1EBDE = Piranha Plant
1EBDF -> 1EBE1 = Pipe duplicate (Vanilla Lake)
1EBE2 -> 1EBE4 = Cheep-Cheep
1EBE5 -> 1EBE7 = Thwomp (Bowser Castle)
1EBE8 -> 1EBEA = Thwomp (Rainbow Road)

Note: Vanilla Lake loads the pipe object but with an additional pointer for the graphics, that is just set to load the pipe graphic. This suggest that Vanilla Lake might had a different object planned rather than the pipes.

(Source: Epic Edit Super Mario Kart ROM documentation)