$1DF9: 00 - Nothing 01 - Hit head 02 - Contact (spin jump on a spiky enemy) 03 - Kick shell 04 - Go in pipe, get hurt 05 - Midway point 06 - Yoshi gulp 07 - Dry bones collapse 08 - Kill enemy with a spin jump 09 - Fly with cape 0A - Get powerup 0B - ON/OFF switch 0C - Carry item past the goal 0D - Get cape 0E - Swim 0F - Hurt while flying 10 - Magikoopa shoot magic 11 - Pause (stops music) 12 - Pause (resumes music) 13 - Enemy stomp 1 14 - Enemy stomp 2 15 - Enemy stomp 3 16 - Enemy stomp 4 17 - Enemy stomp 5 18 - Enemy stomp 6 19 - Enemy stomp 7 1A - Grinder (slightly louder than the one in 1DFA) 1B - Grinder (slightly louder than the one in 1DFA) 1C - Yoshi/Dragon coin 1D - Running out of time (combine this with the one in 1DFC, does not speed up tempo) 1E - P balloon 1F - Koopaling shrink/defeated 20 - Yoshi spit ("OW!") 21 - Valley of Bowser appears (a low, looping, rumbling noise) 22 - ? 23 - Lemmy/Wendy fall 24 - ? 25 - Blargg roar 26 - Firework whistle 1 27 - Firework bang 1 28 - Firework whistle 2 (louder than #1) 29 - Firework bang 2 (louder than #1) 2A - Peach pops up from the Clown Car 2B - Garbage? (a pop followed by two bass drums) 2C - Garbage? (a melody of pops) 2D - Garbage? (looping low music box) 2E - Garbage? (a looping melody of pops) 2F - Garbage? (a delayed melody of pops) 30 - ? 31 - Garbage? (a looping melody of pops and hi-hats) 80+- Time is running out! (includes tempo hike) $1DFA: 00 - Nothing 01 - Jump 02 - Turn on Yoshi Drum channel (channel #5) 03 - Turn off Yoshi Drum channel (channel #5) 04 - Grinder FF - Special value used to tell the SPC to get ready to download data. $1DFB: 00 - Nothing 01 - Piano 02 - Here we go! 03 - Water Level 04 - Fight Bowser 1 05 - Boss Battle 06 - Cave Drums 07 - Ghost House 08 - Castle 09 - Mario Died (SFX) 0A - Game Over (SFX) 0B - Passed Boss (SFX) 0C - Passed Level (SFX) 0D - Have Star 0E - P-Switch (also known as Direct Coins) 0F - Into Keyhole (SFX) 10 - Into Keyhole (SFX) 11 - Zoom In (SFX) 12 - Switch Palace 13 - Welcome! (SFX) 14 - Done Bonus Game (SFX) 15 - Rescue Egg (SFX) 16 - Fight Bowser 2 17 - Bowser Zoom Out (SFX) 18 - Bowser Zoom In (SFX) 19 - Fight Bowser 3 1A - Fight Bowser 4 1B - Bowser Died (SFX) 1C - Princess Kiss ^^ (SFX) 1D - Bowser Interlude (SFX) 80 - Music fade (Also sets $1DFF to the written value) $1DFC: 00 - Nothing 01 - Coin 02 - Hit a ? Block 03 - Hit a ? Block with a vine inside 04 - Spin jump 05 - 1up 06 - Shoot fireball 07 - Shatter block/Monty Mole popping from the ground 08 - Springboard 09 - Bullet bill shoot 0A - Egg hatch 0B - Item placed in reserve box 0C - Item falls from the reserve box 0D - Same as 0C 0E - L/R scroll 0F - Door 10 - Same as 09 11 - Drumroll start 12 - Drumroll end 13 - Lose Yoshi 14 - Unused? (In SMW2: Yoshi's Island it's the sound of a new level becoming available) 15 - Overworld tile reveal 16 - Overworld castle collapse 17 - Fire spit (Used by Yoshi and the Bowser Statues) 18 - Thunder 19 - Clappin' Chuck clap/bubble snap 1A - Castle destruction bomb 1B - Castle destruction bomb fuse 1C - Overworld switch palace block ejection 1D - Running out of time (combine this with the one in 1DF9, does not speed up tempo) 1E - Whistlin' Chuck whistle 1F - Yoshi mount 20 - Lemmy/Wendy lands in the lava 21 - Yoshi's tongue 22 - Message box/save prompt 23 - Mario moves onto a level tile 24 - P-switch running out 25 - Yoshi stomps an enemy 26 - Swooper 27 - Podoboo 28 - Enemy stunned/hurt (like Chargin' Chucks or the Koopalings) 29 - Correct 2A - Wrong 2B - Firework bang 2C - Firework whistle 2D - Podoboo (-100% pan) <- sound only comes out of the left speaker 2E - Podoboo (-71% pan) 2F - Podoboo (-43% pan) 30 - Podoboo (-14% pan) 31 - Podoboo (14% pan) 32 - Podoboo (43% pan) 33 - Podoboo (71% pan) 34 - Podoboo (100% pan) <- sound only comes out of the right speaker 35+- Mirror of $1DF9's sound effects, starting at the hit head sound