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