803D5CC0 - gets level names for trial mode 800F8E5C - unlocks levels in trial mode 803D5EC4 - column 1 803D5EF0 - column 2 803D5F1C - column 3 803D5F48 - column 4 803D7944 - level one button 0x165 - button active 8005DCF4 - hides buttons if 0x165 = 0x01 803D6AE0 - checks if level open to let you select 803D6B28 - selects level, A0 is current object (button) 803D6B64 - hand motion 803D6BA0 - fade screen and load level 803D6BE0 - upper nibble for row, lower for column 803D6CB0 - loads from level table 803D6f8c 800F8dfc - current level 803E9DE0 - loads level byte from 803eab50 existing levels: Row 1:2B 33 0D 12 Row 2:2E 13 10 17 Row 3:34 28 20 0E Row 4:11 16 0C 1B Row 5:15 1E 1F 1C Row 6:0F 23 22 18 unused:80 3E 7B B8 Extra levels ID: 00 - nintendo logo 01 - Name entry 02 - yoshi select 03 - score screen 04 - main menu 05 - lucky fruit 06 - score screen 2 07 - name entry 2 08 - yoshi death 09 - japanese trial screen 0A - options 14 - score screen 3 19 - practice stage 1A - score screen 4 1D - yoshi death 2 24 - test map 1 25 - test map 2 (0xB50F94) 27 - test map 3 (800A79D8/0xB5114C) 2A - unused 'Mode Challenge' 2C - unused 'Challenge' 4B - white shyguy cutscene 4C - ending cutscene 4E - final boss 4F - blank level with yoshi select sounds (800A7B18) 50 - main menu A5 - blubber boss A9 - final boss no music B0 - death warp (last in table) //LEVEL SCRIPTS 8006E06C - handles level ID 800F8438 - level ID **below 0x4f are treated differently? 800284AC - special level params? 8006DA0C - process level ID into addresses 800A78A0(0xA84A0) - list of level scripts in bank 0x04 (00B47A10 ROM) 8007DF0C - A1 is ROM location of level script //REPLACE FIRST LEVEL WITH TEST MAP 2 0xC03730: 25