Locations of some stuff in the EarthBound SNES ROM
           By Tomato (tomato@starmen.net)
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NOTE: Addresses that start with 0x signify real addresses that you might use when using
      a hex editor.  Addresses that start with $ represent addresses that the SNES uses.
      This is just my convention for this document.

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0x03EA74 - extra debug menu?  It's not accessable using pointers, but I'm listing it
           here just for reference.  I think this is just lying out in plain ASCII.
           Menu options are weird, like Apple, Banana, Orange, etc.

0x2FDAB5 - Another unencrypted debug menu.  This is in the accessable range of
           pointers, but since it's uncompressed/unencrypted, if you try to use it,
           it'll barf.  This one has options like Show Map, etc.

0X110200 - Start of uncompressed sprites

0x01DAEC - Ness' starting level
0x01DAF1 - Ness' starting stats
0x01DB0A - Ness' starting HP
0x01DB1B - Ness' starting PP

0x15F6CF - Default names

0x0BDAA2 - This takes some explaining.  From what I can tell, there's a huge table
           that contains info relating to enemy backgrounds.  Each entry in the
           table consists of 2 2-byte numbers.  Both of these numbers represent
           a premade background to use.  Since there are two numbers, you're essentially
           mixing 2 different backgrounds together.  Because of this, you can create
           interesting backgrounds.  This may be pretty vague until you try messing
           around with it yourself.  Anyway, this address given here is the address
           for the background entry for the Runaway Dog (in Onett).

0x0F8B91 - The main text pointer table.  Entries in this table are as follows:

           # pic # # movement # # # # address

           (Note: pic is a 2 byte number, movement is 1, address is 4.
           The address is in SNES format.  I don't know what the other #'s do.
           I think sometimes addresses will be invalid, but I don't know why that
           is.)

0x100200 - Door data.  I don't know how this works or how to do stuff with it, but I
           know that you can edit it so that doors don't work anymore.

0x101A80 - Enemy location data.  This is what determines what enemies appear where
           on the map.  I think it might be some sort of overlay type thing, that
           gets placed over the actual game map.  I'm not sure though.  You specify
           which enemies go where with predefined group ID numbers.  Here are the
           ones which I quickly saw.  There are obviously many more:

           01
           02 - runaway dogs, coil snakes
           03
           04
           17 - ufo's, mobile sprouts
           31
           57
           96
           97
           AB
           AD
           AE

0x10BA80 - More door data?

0x10D730 - When I edited a lot of data around here, I got a lot of multiple Ness'
           to appear, and they acted like they were enemies.  There are pics of this
           happening on the PK Hack page.

0x210200 - Tea scenes