VRAM (in word addressing) Gameplay { $0000..3FFF: BG1/2 tiles (4-bit) / mode 7 graphics { $0000..27FF: Room tiles. Only $0000..23FF used by non-Kraid tilesets { $00E0..EF: Animated tiles - Wrecked Ship treadmill $0410..7F: Animated tiles - Brinstar mouth $0840..5F: Animated tiles - Tourian statue - Kraid $0CA0..DF: Animated tiles - Tourian statue - Draygon $1000..1F: Animated tiles - Maridia sand ceiling $1020..27: Animated tiles - Maridia sand falling $19C0..FF: Animated tiles - Wrecked Ship screen $1B00..FF: Animated tiles - Crateria lake } $2800..3FFF: CRE tiles / extended room tiles { $3380..8F: Transparent tile $3880..BF: Animated tiles - vertical spikes $3D60..9F: Animated tiles - horizontal spikes $3E00..FF: Room item PLM tiles { $3E00..3F: Item PLM 0 - frame 0 $3E40..7F: Item PLM 0 - frame 1 $3E80..BF: Item PLM 1 - frame 0 $3EC0..FF: Item PLM 1 - frame 1 $3F00..3F: Item PLM 2 - frame 0 $3F40..7F: Item PLM 2 - frame 1 $3F80..BF: Item PLM 3 - frame 0 $3FC0..FF: Item PLM 3 - frame 1 } } } $4000..47FF: BG3 tiles. (2-bit). Standard BG3 tiles are $9A:B200..C1FF { $4000..4F: HUD digits. "1".."9", "0" (one tile per character) $4050..57: HUD '%' $4058..6F: First three tiles of HUD 'ENERGY' $4070..7F: Transparent tile (unknown use) $4078..7F: Blank tile (for HUD) $4180..87: Empty energy tank $4188..8F: Non-empty energy tank $4190..97: Last tile of HUD 'ENERGY' $4198..9F: Reserve auto icon arrow point $41A0..AF: HUD super missile icon $41B0..BF: HUD power bomb icon $41C0..CF: HUD grapple icon $41D0..DF: HUD x-ray icon $41E0..422F: Digits "1".."9", "0" (unknown use, outline / fill colours swapped compared to $4000..4F) $4230..37: Reserve auto icon arrow turn $4238..47: Reserve auto icon 'AUTO' $4248..67: HUD missile icon $4268..6F: Map save room $4270..77: Blank tile (for FX) $4280..A7: Animated tiles { $4280..97: Spores $4280..9F: Lava/acid $4280..A7: Rain } $4400..67: Fog $4480..457F: Water { $4480..FF: Surface (two rows of four tiles each) $4500..7F: Depths (two rows of four tiles each, repeated indefinitely) } $4580..97: Message box "press" $4598..A7: Message box "hold" $45A8..BF: Message box "utton" $45C8..DF: Message box "select" $45E0..EF: Message box "run" $45F0..FF: Message box "with" $4600..0F: Message box " the" $4610..17: Message box "to" $4618..27: Message box "for" $4628..37: Message box "set" $4638..3F: Message box "it" $4640..47: Message box "&" $4648..4F: Message box morph ball icon $4658..5F: Message box "." $4660..6F: Message box option select arrow $4678..7F: Message box "-" $4688..8F: Message box " " (end of "the ", contains a fragment of the "e") $4698..9F: Message box "b" (for "button") $46E0..FF: Samus (for the bombs acquired message box) $4700..FF: Message box characters. "A".."Z", ".,`'?!" (one tile per character). Used for save dialog and controller buttons } $4800..4FFF: BG2 tilemap $5000..57FF: BG1 tilemap $5800..5FFF: BG3 tilemap { $5800..587F: HUD (4 rows, first row is blank tiles) $5880..5BDF: FX padding (1Bh rows of transparent tiles) { $5880..5B9F: Region displayed on screen (under normal circumstance) $5BA0..BF: Never displayed $5BC0..DF: Displayed above lava/acid tilemap (for some reason) } $5BE0..5FFF: FX (21h rows) { $5C00: Liquid hitbox starts here } } $6000..7FFF: Sprite tiles (4-bit). Used for BG1/2 tiles in Ceres Ridley's room. Standard sprite tiles are $9A:D200..F1FF, initially loaded to $6000..6FFF, of which only $6200..6CFF is non "X" tiles { $6000..61FF: Samus graphics { $6000..7F: Samus top 1 graphics $6080..FF: Samus bottom 1 graphics $6100..7F: Samus top 2 graphics $6180..FF: Samus bottom 2 graphics { $61F0..FF: Arm cannon when not closed } } $6200..4F: Grapple beam { $6200..0F: Grapple beam end $6210..4F: Four grapple beam segments } $6200..0F: Used as black tiles for Ceres elevator platform for some reason $6210..1F: Left part of Samus' chest when facing forward in power suit (gets overwritten by grapple beam) $6250..5F: Samus air bubbles $6260..7F: Power bomb frames 1-2 $6280..BF: Debris from screw attack explosion $62C0..FF: Water from Samus' footsteps $6300..7F: Beam $6380..BF: Beam trail $63C0..CF: Wave beam trail $63D0..EF: Small energy pickup Frames 1 and 4 $63F0..FF: Wave beam trail $6400..0F: Air bubbles $640F..2F: Small energy pickup Frames 2-3 $6430..3F: Air bubbles $6440..6F: Large energy pickup $6470..7F: Unused $6480..BF: Dust clouds from footsteps and Missile smoke trail $64C0..FF: Bomb sprites $6500..3F: Charge beam / grapple beam flare $6540..AF: Missile (2 horizontal, 3 diagonal, 2 vertical) $65B0..DF: Flare sparks (charge beam / hyper beam) $65E0..EF: Splash from water surface Frame 1 $65F0..663F: Explosions, medium - small $6640..AF: Super missile (2 horizontal, 3 diagonal, 2 vertical) $66B0..BF: Save Station energy / space pirate beam projectile Left/Right End tile $66C0..EF: Elevator Sprites (Tile One x 4 = Frame 1, Tile Two/Three 2332 = Frame 2) $66F0..FF: Save Station energy / space pirate beam projectile Left/Right Middle tile $6700..6CFF: If not otherwise stated, explosions of various colors, shapes, and sizes (4 bit, pal 208) { $67B0..BF: Power bomb $6BA0..AF: Top half of Water burst from surface Frame 2 $6BE0..FF: Top half of gate $6C70..7F: Air bubbles $6CA0..AF: Bottom half of Water burst from surface Frame 2 $6CD0..DF: Save Station energy / space pirate beam Left/Right Joining tile $6CE0..FF: Bottom half of gate } $6B00..6FFF: Enemy debugger tiles $6D00..6FFF: Extra enemy tiles. Also used for BG2 tiles in Ceres Ridley's room { $6D00..6FFF: Used by enemies $DDBF (Crocomire), $E23F (Ceres door), $EC7F (Mother Brain's body) and $F03F (Tourian entrance statue ghost). Also used for mini-Draygon in Draygon fight $6E00..6FFF: Used by enemy $E1BF (Ridley's explosion), enemy projectile function $86:AA3D (torizo) } $7000..7FFF: Enemy and enemy projectile tiles { $7220..3F: Animated tiles - Tourian statue - Ridley $7800..3F: Animated tiles - Tourian statue - Phantoon } } } Kraid { $0000..3FFF: BG1/2 tiles { $2000..27FF: BG3 tiles $3E00..3FFF: BG1/2 tiles that need reloading after pause screen { $3F00..3FFF: Room background } } $4000..4FFF: BG2 tilemap $5000..57FF: BG1 tilemap $5800..5FFF: BG3 tilemap $6000..7FFF: Sprite tiles } Pause screen { $0000..1FFF: BG1/2 tiles $2000..2FFF: Sprite tiles $3000..37FF: BG1 tilemap (map data, equipment screen) $3800..3BFF: BG2 tilemap (map screen background + frame, buttons) $4000..47FF: BG3 tiles. Standard BG3 tiles ($9A:B200..C1FF) $4800..4FFF: Cleared and then unused! Gameplay BG2 tilemap is backed up to $7E:DF5C..EF5B $5800..5BFF: BG3 tilemap (HUD) $5C00..7FFF: Unused (preserved for gameplay) } Menu { $0000..3FFF: BG1/2 tiles { $0000..2AFF: Menu tiles $3000..3FFF: Pause screen tiles } $4000..42FF: BG3 tiles (beta minimap tiles) $5000..57FF: BG1 tilemap $5800..5BFF: BG2 tilemap $5C00..5FFF: BG3 tilemap $6000..6FFF: Sprite tiles } Nintendo logo { $6000..7FFF: Sprite tiles } Anti-piracy screens { $0000..1FFF: BG1 tiles $4000..47FF: BG1 tilemap } Title sequence { $0000..3FFF: Mode 7 BG { $3800..FF: Baby metroid } $6000..7FFF: Sprite tiles } Intro { $0000..3FFF: BG1/2 tiles $4000..447F: BG3 tiles (font 1) { $4180..447F: Japanese text (font 2) } $4800..4BFF: BG2 tilemap (Samus head) $4C00..4FFF: BG3 tilemap (text) $5000..5FFF: BG1 tilemaps { $5000..53FF: Old Mother Brain's room $5400..57FF: Baby metroid discovery $5800..5BFF: Baby metroid being delivered $5C00..5FFF: Baby metroid being examined } $6000..7FFF: Sprite tiles { $6000..6DFF: Standard sprite tiles $6E00..7FFF: Intro sprite tiles } } Ceres / Samus goes to Zebes cutscene { $0000..3FFF: Mode 7 BG (gunship) $5C00..5FFF: BG1 tilemap (space colony text, Zebes during mosaic effect) $6000..7FFF: BG1/sprite tiles } Zebes destruction cutscene { $0000..3FFF: Mode 7 BG (Zebes / grey clouds) $4000..5FFF: BG1/2 tiles $6000..7FFF: Sprite tiles (yellow clouds) $7000..77FF: BG1 tilemaps { $7000..73FF: Wide part of Zebes explosion $7400..77FF: Concentric wide part of Zebes explosion } $7800..7FFF: BG2 tilemaps { $7800..7BFF: Eclipse of Zebes during explosion $7C00..7FFF: Blank } } Credits { $0000..1FFF: Sprite tiles (post-credits ending Samus) $2000..207F: BG3 tiles $2400..27FF: BG3 tilemap (post-credits Samus transformation effect) $4000..47FF: BG1 tiles (font 3) $4800..4BFF: BG1 tilemap (text) $4C00..4FFF: BG2 tilemap (post-credits suited Samus) $5000..5FFF: BG2 tiles } Samus shooting the screen / Super Metroid icon { $0000..3FFF: Mode 7 BG (post-credits Samus beam) $4000..47FF: BG1 tiles { $4000..47FF: Font 3 $4800..49FF: Item percentage Japanese text } $5400..57FF: BG2 tilemap. Super Metroid icon tilemap $6000..7FFF: BG2/sprite tiles (post-credits Samus shooting the screen, Super Metroid icon) }