Claim set · data/claims/super-mario-rpg-tables.yaml

Super Mario RPG's data tables (Yoshifanatic's Super Mario RPG disassembly)

Game: Super Mario RPG.

A character reaches level 2 at 16 experience in all, level 10 at 700, level 20 at 3950 and level 30 at 9999, where experience stops: a character already at 9999 gets none, and a total past it is cut back to 9999. After a battle, unless a flag that skips the award is set, each party member gets the battle's experience whole, doubled for one wearing the Exp. Booster, and goes up every level the new total reaches, several at once if it reaches several. super-mario-rpg-tables/experience-to-level

LevelExperience in all
216
348
484
5130
6200
7290
8402
9538
10700
11890
121110
131360
141640
151950
162290
172660
183060
193490
203950
214440
224960
235510
246088
256692
267320
277968
288634
299315
309999
CodeSuper-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L234730-L234734DATA_FA1AFF: dw $0010,$0030,$0054,$0082,$00C8,$0122,$0192,$021A dw $02BC,$037A,$0456,$0550,$0668,$079E,$08F2,$0A64 dw $0BF4,$0DA2,$0F6E,$1158,$1360,$1586,$17C8,$1A24 dw $1C98,$1F20,$21BA,$2463,$270FSuper-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L74156-L74169CODE_C28EB0: JSR.w CODE_C299C5 LDA.w $0B64 BNE.b CODE_C28ED7 LDA.w #$0000 STA.w $0810 LDA.w #$0001 STA.w $0812 LDA.l $7EFA02 STA.w $0832 JSL.l CODE_C2A021 LDA.w $0834 …Our readingif 0x0B64 is set, skip the award74158–74159store the battle's experience as the award74164–74165add it to the party and level them up74166Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L74369-L74393CODE_C29092: STZ.w $0700 STZ.w $0B64 … CODE_C290B8: LDA.b $48 CMP.w #$FFFF BNE.b CODE_C290CA LDA.w #$0003 STA.l $7EFA0E INC.w $0B64 RTSOur readingclear 0x0B6474371if the value at 0x48 is 0xFFFF, set 0x0B64 to 174387–74392Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L76337-L76346CODE_C2A112: PHP PHB PHD REP.b #$30 LDA.w #$0000 TCD PHA PLB PLBSuper-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L84238-L84326CODE_C2DCD8: LDA.l DATA_FA0000+$0C STA.b $80 LDA.w #DATA_FA1AFF>>16 … CODE_C2DD00: STA.b $8A TAX LDA.w $0832 STA.b $7A LDA.l $7FF80E,x AND.w #$00FF …Our readingfor each party member84245–84256 award = the battle's experience84259–84262 if the accessory slot holds item 0x50, award × 284263–84267 if experience is already 9999 or more, skip84269–84272 total = experience + award, at most 999984274–84281 while the table's entry for the current level is at most the total84282–84292 count one more pending level and raise the level84294–84310 store the total84312–84314Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L236768 — item 0x50 in the list of item names, 0x3D the icon before the name and 0x81 the perioddb $3D,"Exp",$81," Booster "Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L234390-L234391 — item 0x50's 18 bytes in the item table (18 bytes an item from L234299): the first byte, 2, is its kinddw $0002,$001F,$0000,$0000,$0000,$0000,$0000,$0000 dw $00FF,$0082,$0001,$0000,$0000,$1E00,$1E1E,$1E1ESuper-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L27999-L28021CODE_C0C555: … LDA.b $70 REP.b #$20 AND.w #$00FF ASL STA.b $80 ASL ASL ASL CLC ADC.b $80 …Our readingan item's kind is the low two bits of its first byte in the item table28004–28019Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L27701-L27717CODE_C0C346: PHX JSR.w CODE_C0C555 REP.b #$20 AND.w #$00FF CLC ADC.b $72 TAX SEP.b #$20 LDA.l $7FF80C,x STA.b $80 LDA.b $70 …Our readingequipping an item puts it in the character's slot 12 + its kind, and the item it replaces back in the bag27702–27716Checked by claude, 2026-11-08 — read the experience routine and its call at the end of a battle, decoded the pinned table, and followed the 0x50 test to the equip routine's slots and the item's kind byteRevised after a check by a second AI model, 2026-11-08.

The flag 0x0B64 is set by a routine that clears it and sets it when the value at 0x48 is 0xFFFF; what that value is, and when the routine runs, is not read here. The comparison at level 30 reads the two bytes after the table, the first bytes of the level-up gains table (12805), which 9999 never reaches, so level 30 is the last. Equip slots: 12 weapon, 13 armor, 14 accessory (kinds 0, 1 and 2 in the item table).

Each level from 2 to 30 raises a character's maximum HP, Attack, Defense, Magic Attack and Magic Defense by fixed amounts from a table by character and level, after a press of A and before the bonus the player picks (super-mario-rpg/level-up-bonus). HP is refilled to the new maximum, and the other stats stop at 255. Mario's gains climb from 5 HP, 3 Attack, 2 Defense, 2 Magic Attack and 2 Magic Defense at level 2 to 10, 6, 4, 5 and 3 at level 20, then fall to 2 of each from level 21; every character's gains fall at level 21. super-mario-rpg-tables/level-up-gains

CharacterLevelMax HPAttackDefenseMagic AttackMagic Defense
Mario253222
Mario353222
Mario453322
Mario553322
Mario654332
Mario764332
Mario864332
Mario974332
Mario1074332
Mario1175433
Mario1285443
Mario1385443
Mario1485443
Mario1595443
Mario1696443
Mario1796443
Mario18106443
Mario19106453
Mario20106453
Mario2122222
Mario2222222
Mario2322222
Mario2422222
Mario2522222
Mario2622222
Mario2722222
Mario2822222
Mario2922222
Mario3022222
Toadstool200000
Toadstool300000
Toadstool400000
Toadstool500000
Toadstool600000
Toadstool700000
Toadstool800000
Toadstool900000
Toadstool1041342
Toadstool1152343
Toadstool1263343
Toadstool1374343
Toadstool1485343
Toadstool1596343
Toadstool16107344
Toadstool17118444
Toadstool18129444
Toadstool191310444
Toadstool201410444
Toadstool2122222
Toadstool2222222
Toadstool2322222
Toadstool2422222
Toadstool2522222
Toadstool2622222
Toadstool2722222
Toadstool2822222
Toadstool2922222
Toadstool3022222
Bowser200000
Bowser300000
Bowser400000
Bowser500000
Bowser600000
Bowser700000
Bowser800000
Bowser983342
Bowser1083342
Bowser1184342
Bowser1284342
Bowser1384342
Bowser1484342
Bowser1584342
Bowser1685442
Bowser1785442
Bowser1895442
Bowser1996442
Bowser2096442
Bowser2142222
Bowser2242222
Bowser2342222
Bowser2442222
Bowser2542222
Bowser2642222
Bowser2742222
Bowser2842222
Bowser2942222
Bowser3042222
Geno200000
Geno300000
Geno400000
Geno500000
Geno600000
Geno785342
Geno885342
Geno985342
Geno1085342
Geno1185443
Geno1285443
Geno1385443
Geno1485443
Geno1585443
Geno1685453
Geno1785453
Geno1886453
Geno1986453
Geno2086453
Geno2112322
Geno2212322
Geno2312322
Geno2412322
Geno2512322
Geno2612322
Geno2712322
Geno2812322
Geno2912322
Geno3012322
Mallow200000
Mallow342322
Mallow442322
Mallow542332
Mallow652332
Mallow753332
Mallow853342
Mallow963343
Mallow1063343
Mallow1164343
Mallow1274353
Mallow1374353
Mallow1474353
Mallow1585353
Mallow1685353
Mallow1785353
Mallow1895354
Mallow1996354
Mallow2096354
Mallow2122222
Mallow2222222
Mallow2322222
Mallow2422222
Mallow2522222
Mallow2622222
Mallow2722222
Mallow2822222
Mallow2922222
Mallow3022222
CodeSuper-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L234736-L234765 — 15 bytes a level from level 2, 3 a character in the order Mario, Toadstool, Bowser, Geno, Mallow (the name list at L83199-L83218)DATA_FA1B39: db $05,$32,$22,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$05 db $32,$22,$00,$00,$00,$00,$00,$00,$00,$00,$00,$04,$23,$22,$05,$33Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L84541-L84674CODE_C2DF40: LDA.w $3014 BIT.w #$0080 BNE.b CODE_C2DF49 RTS … TYX LDA.l $400066,x SEC SBC.w #$0002 STA.b $E8 … …Our readingwait for a new press of A84542–84545row = (new level - 2) × 15 + character × 384550–84574maximum HP + the first byte; HP = the new maximum; show it84575–84592Attack + the high four bits of the second byte, at most 255; show it84593–84617Defense + its low four bits, at most 255; show it84618–84633Magic Attack + the high four bits of the third byte, at most 255; show it84634–84652Magic Defense + its low four bits, at most 255; show it84653–84668next: the spell, then the bonus84669–84673For the levels each character can reach, from 2 to 30 for Mario, 3 for Mallow, 7 for Geno, 9 for Bowser and 10 for Toadstool (their rows below that are zero), each level a character gains ends with a bonus the player picks from three: more Attack and Defense, more maximum HP, or more Magic Attack and Magic Defense. The amounts are a table by character and level. Defense and Magic Defense always get 1. HP, Attack and Magic Attack each repeat every three levels with amounts of their own, Mario's at levels 2 to 4 running 3, 3 and 4 HP, 1, 2 and 1 Attack, and 3, 1 and 1 Magic Attack. HP's cycle changes at level 21: Bowser's stays 1 or 3 at every level, and the others' fall to 1 to 3 (Toadstool's 3 at level 21, then 2, 1 and 1 over and over). The cursor starts on HP. Once the player picks, the screen shows the new values; A applies them and B goes back to the three choices. HP raises the maximum and fills the character's HP to it; each other stat stops at 255. Several levels from one battle each bring their own bonus, one after another. Code — the labels each value is shown under, the bonus that follows, and the pad reader: bit 0x0080 of 0x3014 is a new press of A (L14997-L15016)Checked by claude, 2026-11-08 — read the gains routine and decoded the pinned table by its row arithmeticRevised after a check by a second AI model, 2026-11-08.

Toadstool's rows are zeros up to level 9, Bowser's to 8, Geno's to 6 and Mallow's at level 2. From level 21 Mario, Toadstool and Mallow gain 2 of each, Bowser 4 HP and 2 of the rest, Geno 1 HP, 3 Defense and 2 of the rest.

Mario learns Fire Orb at level 3, Super Jump at 6, Super Flame at 10, Ultra Jump at 14 and Ultra Flame at 18; Toadstool Sleepy Time at 11, Come Back at 13, Mute at 15 and Psych Bomb at 18; Bowser Poison Gas at 12, Crusher at 15 and Bowser Crush at 18; Geno Geno Boost at 8, Geno Whirl at 11, Geno Blast at 14 and Geno Flash at 17; Mallow HP Rain at 3, Psychopath at 6, Shocker at 10, Snowy at 14 and Star Rain at 18. No level after 18 teaches a spell. super-mario-rpg-tables/spells-by-level

CharacterLevelSpell
Mario3Fire Orb
Mario6Super Jump
Mario10Super Flame
Mario14Ultra Jump
Mario18Ultra Flame
Toadstool11Sleepy Time
Toadstool13Come Back
Toadstool15Mute
Toadstool18Psych Bomb
Bowser12Poison Gas
Bowser15Crusher
Bowser18Bowser Crush
Geno8Geno Boost
Geno11Geno Whirl
Geno14Geno Blast
Geno17Geno Flash
Mallow3HP Rain
Mallow6Psychopath
Mallow10Shocker
Mallow14Snowy
Mallow18Star Rain
CodeSuper-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L236603-L236613 — 5 bytes a level from level 2, one a character; 0xFF teaches nothingDATA_FA42F5: db $FF,$FF,$FF,$FF,$FF,$01,$FF,$FF,$FF,$16,$FF,$FF,$FF,$FF,$FF,$FF db $FF,$FF,$FF,$FF,$02,$FF,$FF,$FF,$17,$FF,$FF,$FF,$FF,$FF,$FF,$FF db $FF,$11,$FF,$FF,$FF,$FF,$FF,$FF,$03,$FF,$FF,$FF,$18,$FF,$08,$FF db $12,$FF,$FF,$FF,$0D,$FF,$FF,$FF,$09,$FF,$FF,$FF,$04,$FF,$FF,$13 db $19,$FF,$0A,$0E,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$14,$FF db $05,$0B,$0F,$FF,$1A,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF db $FFSuper-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L84675-L84744CODE_C2E078: LDA.w $3014 BIT.w #$0080 BNE.b CODE_C2E081 RTS … TYX LDA.l $400066,x SEC SBC.w #$0002 STA.b $E8 … …Our readingwait for a new press of A84676–84679entry = (new level - 2) × 5 + character84684–84705if it is 0xFF, skip84706–84713set the spell's bit in the character's spell bits84714–84729show " learns" and the spell's name84730–84739Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L83221-L83262CODE_C2D3D2: INY STY.b $EE LDA.b [$E8],y AND.w #$00FF ASL TAX LDA.w $3498,x ASL ASL ASL ASL …Our readingtake the value the message names (here the spell)83224–83228its name starts at value × 15 in the spell-name list83229–83239trim the trailing spaces, then draw from the entry's second byte83240–83261Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L234598-L234625DATA_FA137F: ; Note: Player Spell names/More Enemy Spell names db $40,"Jump " db $40,"Fire Orb " db $40,"Super Jump " db $40,"Super Flame " … db $40,"Thunderbolt " db $40,"HP Rain " db $40,"Psychopath " db $40,"Shocker " db $40,"Snowy " db $40,"Star Rain "Checked by claude, 2026-11-08 — read the spell routine and the name lookup, and decoded the pinned tableChecked by a second AI model, 2026-11-08.

Each of the 40 entries of the weapon timing table gives four frame counts that bound a timed hit (super-mario-rpg/timed-hit): outer start, inner start, inner end, outer end. The inner window, where one press doubles the damage, is 7 frames wide for every weapon (items 5 to 35) but the Drill Claw, whose 16 to 24 is 9 (widths computed); the earliest inner start is the War Fan's frame 2 and the latest frame 50, for the Chomp, the Chomp Shell and the Spiked Link. The entries are indexed by item number. When the weapon slot is empty the entry is chosen by another byte of the battler's record; entries 0 to 4 sit on the numbers the item list names Weapon, Armor, Accessory and Space, and entries 36 to 39 on Spare, Shirt, Pants and Thick Shirt. super-mario-rpg-tables/weapon-timing

About: Super Mario RPG Action command

Item no.NameOuter startInner startInner endOuter end
0Weapon081422
1Armor0101636
2Accessory0162436
3Space0243056
4Space0101622
5Hammer8142038
6FroggieStick8182436
7NokNok Shell20253136
8Punch Glove481422
9Finger Shot8162226
10Cymbals451130
11Chomp40505660
12Masher8142038
13Chomp Shell40505660
14Super Hammer8404650
15Hand Gun8243034
16Whomp Glove2101622
17Slap Glove0101636
18Troopa Shell20253136
19Parasol581424
20Hurly Gloves12243036
21Double Punch6263236
22Ribbit Stick8182436
23Spiked Link40505660
24Mega Glove6121826
25War Fan02822
26Hand Cannon8465264
27Sticky Glove5121826
28Ultra Hammer8142038
29Super Slap8101636
30Drill Claw0162436
31Star Gun8243034
32Sonic Cymbal451130
33Lazy Shell20253136
34Frying Pan041024
35Hammer8142038
36Spare10203040
37Shirt10203040
38Pants10203040
39Thick Shirt10203040
CodeSuper-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L236621-L236631DATA_FA438A: db $00,$08,$0E,$16,$00,$0A,$10,$24,$00,$10,$18,$24,$00,$18,$1E,$38 db $00,$0A,$10,$16,$08,$0E,$14,$26,$08,$12,$18,$24,$14,$19,$1F,$24 db $04,$08,$0E,$16,$08,$10,$16,$1A,$04,$05,$0B,$1E,$28,$32,$38,$3C db $08,$0E,$14,$26,$28,$32,$38,$3C,$08,$28,$2E,$32,$08,$18,$1E,$22 db $02,$0A,$10,$16,$00,$0A,$10,$24,$14,$19,$1F,$24,$05,$08,$0E,$18 db $0C,$18,$1E,$24,$06,$1A,$20,$24,$08,$12,$18,$24,$28,$32,$38,$3C db $06,$0C,$12,$1A,$00,$02,$08,$16,$08,$2E,$34,$40,$05,$0C,$12,$1A db $08,$0E,$14,$26,$08,$0A,$10,$24,$00,$10,$18,$24,$08,$18,$1E,$22 db $04,$05,$0B,$1E,$14,$19,$1F,$24,$00,$04,$0A,$18,$08,$0E,$14,$26 db $0A,$14,$1E,$28,$0A,$14,$1E,$28,$0A,$14,$1E,$28,$0A,$14,$1E,$28Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L79193-L79210CODE_C2B58E: LDA.l DATA_FA0000+$26 STA.b $DC LDA.w #DATA_FA438A>>16 STA.b $DE LDA.b $D0 ASL ASL TYX TAY LDA.b [$DC],y STA.b $00,x …Our readingthe four bytes at 4 × item number79194–79208Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L236687-L236727 — the item names for numbers 0 to 39, one a lineDATA_FA46EF: db $7F,"Weapon " db $7F,"Armor " db $7F,"Accessory " db "Space " db "Space " db $22,"Hammer " … db $27,"Chomp " … db $27,"Chomp Shell " … …An attack that runs the battle's damage step is judged as a timed hit as its damage is applied, from a record of the buttons first pressed on each frame, counted from the record's last clearing, the first frame recorded after it being frame 0 (a battle-script command clears it, and so does each judgment). Exactly one frame with a press of A, B, X or Y between the attacker's outer bounds doubles the damage if it falls between its inner bounds, and adds half otherwise; no such frame, or two or more, adds nothing, so pressing again on a later frame spoils a good press (buttons pressed together on one frame count once). The extra is shown with the damage and taken from the target's HP too. The bounds are frame counts per weapon (super-mario-rpg-tables/weapon-timing): the Hammer's inner bounds take a press 14 to 20 frames in, 7 frames (computed), and its outer bounds 8 to 38; the outer end is cut back to the number of frames recorded so far. Code — how the four counts are used, each in frames from the record's clearingChecked by claude, 2026-11-08 — decoded the pinned table by its loader (4 bytes an item number) and named each entry from the item listChecked by a second AI model, 2026-11-08.

The monster table gives each of 256 monster numbers its HP, Attack, Defense, Magic Attack and Magic Defense, and the battle names it from a list of 13-letter names by the same number; 17 numbers have a blank name. HP runs up to 8000 (Smithy), Attack to 250 (Smithy and Culex), Defense to 200 (the Wind Crystal), Magic Attack to 130 (the Fire Crystal and Smithy) and Magic Defense to 180 (the Mad Adder). Each number points to 16 bytes, which the battle copies into the monster's battle record: the first two are its HP, which it starts the battle with, and bytes 3 to 6 fill the places where a party member's record holds Attack, Defense, Magic Attack and Magic Defense. super-mario-rpg-tables/monsters

No.NameHPAttackDefenseMagic AttackMagic Defense
0TERRAPIN101801
1SPIKEY2061142
2SKY TROOPA1041664
3MAD MALLET200120803485
4SHAMAN15092508090
5CROOK3835321225
6GOOMBA163311
7PIRANHA PLANT16845142022
8AMANITA5235303118
9GOBY402214210
10BLOOBER13080362116
11BANDANA RED12078602525
12LAKITU12445433540
13BIRDY150110755513
14PINWHEEL99120907066
15RAT FUNK32201406
16K}9301313110
17MAGMITE26457031
18THE BIG BOO431801824
19DRY BONES074070
20GREAPER14872504020
21SPARKY1204013850
22CHOMP1006065531
23PANDORITE30030202020
24SHY RANGER30010080410
25BOB}OMB905038110
26SPOOKUM985045325
27HAMMER BRO5061368
28BUZZER43371541
29AMEBOID220130130120
30GECKO926846932
31WIGGLER12040251820
32CRUSTY801001001235
33MAGIKOOPA160010060120100
34LEUKO22065504260
35JAWFUL278130110812
36ENIGMA15055403035
37BLASTER1207070010
38GUERRILLA135423215
39BABA YAGA100000
40HOBGOBLIN502222812
41REACHER184957580
42SHOGUN15010080132
43ORB USER842802840
44HEAVY TROOPA250160100150
45SHADOW852452020
46CLUSTER6050502110
47BAHAMUTT5001701008020
48OCTOLOT9938272530
49FROGOG8015808
50CLERK5001601004760
51GUNYOLK150020013012080
52BOOMER20002001403526
53REMO CON8856522510
54SNAPDRAGON9028253125
55STUMPET500200120660
56DODO1000140100960
57JESTER15148352235
58ARTICHOKER20050542724
59ARACHNE82353560
60CARROBOSCIS9055442822
61HIPPOPO4001501108553
62MASTADOOM18090653050
63CORKPEDITE2001301108020
64TERRA COTTA180120853635
65SPIKESTER504860124
66MALAKOOPA951301204798
67POUNDER180130704560
68POUNDETTE150140606645
69SACKIT15270531320
70GU GOOMBA132115661366
71CHEWY90110827052
72FIREBALL1055163016
73MR.KIPPER13375451410
74FACTORY CHIEF10002001207090
75BANDANA BLUE15080602030
76MANAGER8001701106070
77BLUEBIRD20095508094
78100000
79ALLEY RAT10570551312
80CHOW808277828
81MAGMUS50110140325
82LI~L BOO661202074120
83VOMER0110090
84GLUM REAPER180120556080
85PYROSPHERE1671056610048
86CHOMP CHOMP150100921430
87HIDON600110906030
88SLING SHY120108804221
89ROB}OMB425463120
90SHY GUY782930206
91NINJA235130765167
92STINGER6578802310
93GOOMBETTE10090803030
94GECKIT1008463208
95JABIT150120952734
96STAR CRUSTER721351451653
97MERLIN1691246390130
98MUCKLE32090449044
99FORKIES35017012045128
100GORGON14086732452
101BIG BERTHA35017013000
102CHAINED KONG355150802250
103FAUTSO4201301006060
104STRAW HEAD13180631812
105JUJU100000
106ARMORED ANT2301301202480
107ORBISON301131406365
108TUB}O}TROOPA50020080734
109DOPPEL333140604450
110PULSAR6975903335
111100000
112OCTOVADER25090506350
113RIBBITE250115203129
114DIRECTOR10001901205780
115100000
116100000
117PUPPOX3001451102032
118FINK FLOWER20095326390
119LUMBLER100000
120SPRINGER12215511010079
121HARLEQUIN100000
122KRIFFID320951005040
123SPINTHRA23011070432
124RADISH100000
125CRIPPO100000
126MASTABLASTA100000
127PILE DRIVER100000
128APPRENTICE12050502020
129100000
130100000
131100000
132100000
133100000
134BOX BOY9001801108040
135SHELLY50008000
136SUPER SPIKE100000
137DODO800140100960
138OERLIKON851201251750
139CHESTER120022012012080
140BODY3001009961
141100000
142TORTE1006050827
143SHY AWAY14090503973
144JINX CLONE320180120035
145MACHINE MADE100135959065
146MACHINE MADE180130823169
147FORMLESS1000500
148MOKURA620120758090
149FIRE CRYSTAL2500010013060
150WATER CRYSTAL1800013012050
151EARTH CRYSTAL32000708033
152WIND CRYSTAL80002006088
153MARIO CLONE200100903350
154TOADSTOOL 212090606270
155BOWSER CLONE300130100120
156GENO CLONE250120806030
157MALLOW CLONE15080657080
158SHYSTER3020261810
159KINKLINK6001000
160100000
161HANGIN~ SHY100000
162SMELTER150001200100
163MACHINE MADE3001601209540
164MACHINE MADE10001501209080
165MACHINE MADE8001801309050
166MACHINE MADE100959040100
167MACHINE MADE120120110440
168MACHINE MADE180135952480
169MACHINE MADE2001401301620
170MACHINE MADE801058080120
171GOOMBA163311
172HAMMER BRO5061368
173BIRDO1010000
174BB}BOMB504730610
175MAGIDRAGON100000
176STARSLAP622524410
177MUKUMUKU10860472230
178ZEOSTAR9075602820
179JAGGER60012080050
180CHOMPWEED100000
181SMITHY80002501301050
182SMITHY80004015070100
183100000
184MICROBOMB304230610
185100000
186GRIT100000
187NEOSQUID800180808650
188YARIDOVICH500100406010
189HELIO10140000
190RIGHT EYE5001281008236
191LEFT EYE3001531304780
192KNIFE GUY70070552010
193GRATE GUY90060402540
194BUNDT90065102550
195JINX600140100080
196JINX800160120090
197COUNT DOWN240008012080
198DING}A}LING12001801202050
199BELOME50030251520
200BELOME1200120802040
201100000
202SMILAX200100807050
203THRAX100000
204MEGASMILAX1000140807080
205BIRDO7771601306100
206EGGBERT10210000
207AXEM YELLOW600170130660
208PUNCHINELLO120060422240
209TENTACLES26082503540
210AXEM RED8001501002480
211AXEM GREEN4501106090120
212KING BOMB5000130800
213MEZZO BOMB1507040010
214100000
215RASPBERRY60070203030
216KING CALAMARI800100803040
217TENTACLES20087703523
218JINX10001801400100
219ZOMBONE18001906080100
220CZAR DRAGON140016010012070
221CLOAKER12001701301220
222DOMINO9006580120150
223MAD ADDER15001507090180
224MACK48022251520
225BODYGUARD3020221912
226YARIDOVICH1500125857075
227DRILL BIT8085704056
228AXEM PINK4001208080100
229AXEM BLACK550140120440
230BOWYER72050403035
231AERO100000
232100000
233EXOR18000120080
234SMITHY2000230130100100
235SHYPER400170807050
236SMITHY1000180802060
237SMITHY8000180806050
238SMITHY800013550130150
239SMITHY80001501207880
240CROCO32025253018
241CROCO75052502750
242100000
243EARTH LINK2500220120510
244BOWSER32011200
245AXEM RANGERS9990100120100
246BOOSTER8007555140
247BOOSTER100000
248SNIFIT20060602020
249JOHNNY82085802560
250JOHNNY40090100032
251VALENTINA2000120808060
252CLOAKER12001801301220
253DOMINO9006580120150
254CANDLE100000
255CULEX409625010010080
CodeSuper-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L229544-L229576 — the 256 pointers into the bank, one per monster numberDATA_F90026: ; Note: Enemy stats dw $0226,$0236,$0246,$0866,$0706,$02E6,$0256,$0396 dw $0346,$02B6,$0536,$0576,$03F6,$06D6,$06F6,$0296Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L229577-L229832dw $000A,$010A,$0008,$6401,$0000,$5C00,$0000,$0300 dw $0014,$060E,$040B,$6402,$0000,$0800,$0180,$4200 dw $000A,$0412,$0610,$6404,$0008,$5C00,$8100,$6800 dw $0010,$030D,$0103,$6401,$0000,$0C00,$4200,$0200Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L74761-L74785CODE_C293DE: REP.b #$20 STX.b $C0 LDA.l DATA_F90000 STA.b $C2 LDA.w #DATA_F90026>>16 STA.b $C4 LDA.l $7E0001,x AND.w #$00FF ASL TAY LDA.b [$C2],y …Our readingstats = the pointer for the battler's monster number74764–74773copy 16 bytes to the battler's record from offset 0x1374774–74782HP = the copied maximum74784–74785Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L75085-L75102LDA.b $C0 CLC ADC.w #$0010 TAY LDX.b $C2 PHB … LDA.w #$0013 MVN $7E,$7F BRA.b CODE_C29713 CODE_C2970D: LDA.w #$0013 …Our readinga party member's 20-byte record goes to its battle record from offset 0x1075085–75102Each level from 2 to 30 raises a character's maximum HP, Attack, Defense, Magic Attack and Magic Defense by fixed amounts from a table by character and level, after a press of A and before the bonus the player picks (super-mario-rpg/level-up-bonus). HP is refilled to the new maximum, and the other stats stop at 255. Mario's gains climb from 5 HP, 3 Attack, 2 Defense, 2 Magic Attack and 2 Magic Defense at level 2 to 10, 6, 4, 5 and 3 at level 20, then fall to 2 of each from level 21; every character's gains fall at level 21. Code — the party record's places: maximum HP at 3, Attack at 6, Defense at 7, Magic Attack at 8, Magic Defense at 9, so 0x13 and 0x16 to 0x19 in the battle recordSuper-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L49291-L49303CODE_C16BF7: LDA.w $0001,x LDY.w #$000D JSR.w CODE_C10E3C STA.b $80 LDY.w #$F900 LDA.l DATA_F90000+$16 STY.b $9E LDY.w #$000D CODE_C16C0E: CLC ADC.b $80 …Our readingthe name is 13 bytes at the battler's monster number × 13 in the list49292–49303Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L232215-L232471DATA_F992D1: db "TERRAPIN " db "SPIKEY " db "SKY TROOPA " db "MAD MALLET " db "SHAMAN " db "CROOK " db "GOOMBA "Checked by claude, 2026-11-08 — read the copy into the battle record and the name lookup, and decoded each monster's 16 bytes through its pointer at the pinned commitRevised after a check by a second AI model, 2026-11-08.

The other bytes (2 and 7 to 15) are not read here; byte 2 fills the place after the party's maximum HP. Several numbers share a name, Smithy's among them, which looks like the forms of one fight (not read in the battle code).

At a battle's end, each monster knocked out in it adds the experience and coins of its row in the rewards table. The experience total is divided by the number of party members (3 at most), rounded up, and each gets that share (super-mario-rpg-tables/experience-to-level). A battle gives at most one item: going through the knocked-out monsters in slot order, the first whose roll succeeds gives it. A monster whose two item places hold the same item always gives it; otherwise a draw from 0 to 100 below 5 gives its rare item, and failing that, or with no rare item, a draw below 25 gives its common item (5 and 25 of the draw's 101 values, computed). The item goes to the first empty place of the 30-place bag, or is lost when the bag is full. Of the 239 named monsters, Culex gives the most experience (600) and Chester and Valentina the most coins (200); 107 can drop an item, and 10 hold the same item in both places. super-mario-rpg-tables/battle-rewards

About: Super Mario RPG Item drop table

No.NameExperienceCoinsRare item (5 in 101)Common item (25 in 101)
0TERRAPIN00
1SPIKEY12Honey Syrup
2SKY TROOPA11Mushroom
3MAD MALLET201
4SHAMAN174Royal SyrupMaple Syrup
5CROOK1010Honey Syrup
6GOOMBA10
7PIRANHA PLANT55Maple Syrup
8AMANITA30Mushroom
9GOBY32Mushroom
10BLOOBER120Max MushroomHoney Syrup
11BANDANA RED1810Mushroom
12LAKITU103Maple SyrupMid Mushroom
13BIRDY163Energizer
14PINWHEEL230Pick Me Up
15RAT FUNK26Able Juice
16K}920
17MAGMITE51
18THE BIG BOO20Honey SyrupPure Water
19DRY BONES125Max MushroomPure Water
20GREAPER130Honey SyrupPure Water
21SPARKY41
22CHOMP100Mushroom
23PANDORITE2030Flower JarFlower Jar
24SHY RANGER601
25BOB}OMB40Pick Me Up
26SPOOKUM84Mid Mushroom
27HAMMER BRO310Flower JarFlower Jar
28BUZZER41
29AMEBOID100Royal Syrup
30GECKO100
31WIGGLER610Honey Syrup
32CRUSTY257Royal SyrupHoney Syrup
33MAGIKOOPA3010
34LEUKO203Honey SyrupMid Mushroom
35JAWFUL270Sleepy Bomb
36ENIGMA105Maple Syrup
37BLASTER120Pick Me Up
38GUERRILLA88Able Juice
39BABA YAGA00
40HOBGOBLIN43Pure WaterPure Water
41REACHER308Royal SyrupPick Me Up
42SHOGUN2410Pick Me Up
43ORB USER52Honey Syrup
44HEAVY TROOPA324Crystalline
45SHADOW32Pick Me Up
46CLUSTER88Pick Me Up
47BAHAMUTT00
48OCTOLOT64Honey SyrupHoney Syrup
49FROGOG34Mushroom
50CLERK5020
51GUNYOLK10010
52BOOMER559
53REMO CON87Honey Syrup
54SNAPDRAGON43Mushroom
55STUMPET7015Fire BombFright Bomb
56DODO400
57JESTER1010
58ARTICHOKER1210Fright Bomb
59ARACHNE66Able Juice
60CARROBOSCIS104Able Juice
61HIPPOPO8050Rock Candy
62MASTADOOM200Mid Mushroom
63CORKPEDITE5010Fright Bomb
64TERRA COTTA250Mushroom
65SPIKESTER62
66MALAKOOPA233Honey Syrup
67POUNDER242
68POUNDETTE283
69SACKIT2030Royal SyrupMax Mushroom
70GU GOOMBA151Max Mushroom
71CHEWY140Sleepy Bomb
72FIREBALL80Pick Me Up
73MR.KIPPER82Able Juice
74FACTORY CHIEF8090
75BANDANA BLUE200
76MANAGER6040
77BLUEBIRD146Bracer
79ALLEY RAT93Mushroom
80CHOW153
81MAGMUS183Bracer
82LI~L BOO280
83VOMER190Pure Water
84GLUM REAPER353Pure Water
85PYROSPHERE172
86CHOMP CHOMP125Crystalline
87HIDON50100
88SLING SHY320Honey Syrup
89ROB}OMB61Pick Me Up
90SHY GUY21
91NINJA326Maple Syrup
92STINGER131Able Juice
93GOOMBETTE00
94GECKIT180Able Juice
95JABIT180Pick Me Up
96STAR CRUSTER3630Crystalline
97MERLIN5020
98MUCKLE63Ice Bomb
99FORKIES327Sleepy Bomb
100GORGON200Mid Mushroom
101BIG BERTHA357
102CHAINED KONG358Max Mushroom
103FAUTSO00
104STRAW HEAD1712Pure WaterPure Water
105JUJU00
106ARMORED ANT305Power Blast
107ORBISON180Pure Water
108TUB}O}TROOPA4011Rock Candy
109DOPPEL4012Pure Water
110PULSAR1512Pick Me Up
112OCTOVADER308Power Blast
113RIBBITE228Elixir
114DIRECTOR7080
117PUPPOX3010Freshen Up
118FINK FLOWER202Mid Mushroom
119LUMBLER00
120SPRINGER292Energizer
121HARLEQUIN00
122KRIFFID356Bad Mushroom
123SPINTHRA304Bracer
124RADISH00
125CRIPPO00
126MASTABLASTA00
127PILE DRIVER00
128APPRENTICE14Mid Mushroom
134BOX BOY100150
135SHELLY00
136SUPER SPIKE00
137DODO700
138OERLIKON220Energizer
139CHESTER150200
140BODY300
142TORTE00
143SHY AWAY130Honey Syrup
144JINX CLONE00
145MACHINE MADE00
146MACHINE MADE00
147FORMLESS00
148MOKURA900KerokeroColaRoyal Syrup
149FIRE CRYSTAL400
150WATER CRYSTAL300
151EARTH CRYSTAL500
152WIND CRYSTAL100
153MARIO CLONE100
154TOADSTOOL 210
155BOWSER CLONE1000
156GENO CLONE400
157MALLOW CLONE600
158SHYSTER32Honey Syrup
159KINKLINK00
161HANGIN~ SHY00
162SMELTER00
163MACHINE MADE12030Fire Bomb
164MACHINE MADE15040Ice Bomb
165MACHINE MADE18050Rock Candy
166MACHINE MADE300Maple Syrup
167MACHINE MADE200Max Mushroom
168MACHINE MADE500Royal Syrup
169MACHINE MADE250Max Mushroom
170MACHINE MADE100Royal Syrup
171GOOMBA00
172HAMMER BRO00
173BIRDO00
174BB}BOMB00
175MAGIDRAGON00
176STARSLAP22
177MUKUMUKU81Maple Syrup
178ZEOSTAR103Mushroom
179JAGGER00
180CHOMPWEED00
181SMITHY00
182SMITHY00
184MICROBOMB00
186GRIT00
187NEOSQUID400
188YARIDOVICH00
189HELIO00
190RIGHT EYE300
191LEFT EYE300
192KNIFE GUY4015
193GRATE GUY5010Flower JarFlower Jar
194BUNDT250
195JINX00
196JINX00
197COUNT DOWN140100
198DING}A}LING300
199BELOME3040
200BELOME8020
202SMILAX00
203THRAX00
204MEGASMILAX1200
205BIRDO6030
206EGGBERT00
207AXEM YELLOW300
208PUNCHINELLO00
209TENTACLES00
210AXEM RED400
211AXEM GREEN200
212KING BOMB00
213MEZZO BOMB00
215RASPBERRY500
216KING CALAMARI100100
217TENTACLES00
218JINX00
219ZOMBONE500
220CZAR DRAGON1000
221CLOAKER600
222DOMINO600
223MAD ADDER2000CrystallineCrystalline
224MACK2420
225BODYGUARD00
226YARIDOVICH12050
227DRILL BIT111
228AXEM PINK100
229AXEM BLACK400
230BOWYER6050Flower BoxFlower Box
231AERO00
233EXOR1000
234SMITHY00
235SHYPER00
236SMITHY00
237SMITHY00
238SMITHY00
239SMITHY00
240CROCO1610Flower TabFlower Tab
241CROCO3050Flower Box
243EARTH LINK2000Power BlastPower Blast
244BOWSER00
245AXEM RANGERS500
246BOOSTER60100Flower Box
247BOOSTER00
248SNIFIT215Mushroom
249JOHNNY9050
250JOHNNY00
251VALENTINA120200
252CLOAKER600
253DOMINO600
254CANDLE00
255CULEX6000
CodeSuper-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L229869-L229997 — 256 pointers, one per monster number, to 6-byte rows: experience (2 bytes), coins, a byte this reader skips, rare item, common item (0xFF none)DATA_F9142A: dw $162A,$1630,$1636,$1888,$17FE,$1672,$163C,$16B4 … dw $0000,$6000,$FFFF,$0001,$6802,$FF63,$0001,$6001 dw $60FF,$0001,$6000,$FFFF,$0002,$6900,$FFFF,$0003Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L79168-L79191CODE_C2B565: LDA.l DATA_F90000+$04 STA.b $DC LDA.w #DATA_F9142A>>16 STA.b $DE LDA.b $D0 ASL TYX TAY LDA.b [$DC],y STA.b $DC LDY.w #$0000 …Our readinga monster's row through its pointer, six bytes79169–79190Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L79951-L80013CODE_C2BB09: LDA.w #$0000 STA.b $B8 STA.b $BA LDA.w #$0100 STA.b $BC LDX.w #$0000 CODE_C2BB18: STX.b $B0 LDA.l DATA_C2A1F0,x TAX LDA.l $7E0000,x …Our readingtotals start at 0 and the item at none (0x100)79952–79956each of the eight monster slots whose first byte has both 0x40 and 0x80 adds its row79958–79971a nonzero experience total is divided by the party count, capped at 3, and rounded up79972–79993experience share, coins and item kept for the award80000–80004the item is added to the bag; if that fails, no item80005–80012Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L80016-L80064CODE_C2BB94: STX.b $B2 LDA.l $7E0001,x AND.w #$00FF LDX.w #$000E LDY.w #$00C0 JSR.w CODE_C2B3CA LDA.b $C0 CLC ADC.b $B8 STA.b $B8 LDA.b $C2 …Our readingthe monster's row: experience and coins added to the totals80017–80033only while no item is chosen80034–80036the draw is from 0 to 100 (bound 0x64)80038–80039rare item 0xFF: try the common one; the same item twice: take it80040–80043rare item when a draw is below 580044–80048common item (if any) when a draw is below 25 (0x19)80051–80057Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L80109-L80128CODE_C2BC37: PHP SEP.b #$20 LDX.w #$0000 CODE_C2BC3D: LDA.l !RAM_SMRPG_Global_CurrentItemInventory,x CMP.b #$FF BEQ.b CODE_C2BC50 INX CPX.w #$001E BMI.b CODE_C2BC3D LDX.w #$FFFF …Our readingthe item goes in the first empty place (0xFF) of the 30-place item bag; with none, the routine gives 0xFFFF80110–80127Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L81417-L81423CODE_C2C5C8: PHP SEP.b #$20 LDX.b $CA LDA.l $7E0000,x ORA.b #$40 STA.l $7E0000,xOur readingknocking out the target (0xCA) sets bit 0x40 of its first record byte81420–81423Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L80477-L80488CODE_C2BEDB: JSR.w CODE_C2C55E LDY.b $C0 BNE.b CODE_C2BEFC LDA.b $CE BNE.b CODE_C2BEF0 LDX.b $CA LDA.l $7E001D,x BIT.b #$01 BNE.b CODE_C2BEFC CODE_C2BEF0: JSR.w CODE_C2C5C8Our readingafter the damage is applied, a target left with 0 HP is knocked out, a monster only while bit 0x01 of its record byte 0x1D is clear80478–80488An attack's damage is its power less the target's defense, at least 1 unless the power is 0, and at most 9999. An ordinary attack's power is the attacker's Attack, against the target's Defense. A special's is the caster's Magic Attack plus the special's own power, against Magic Defense, except that the four specials that restore HP (Therapy, Group Hug, HP Rain and Come Back) take no defense off (computed). An item's is its own power, with no defense taken off and no multiplier. A party member's ordinary attack first moves its Attack by a random amount: from Attack less the weapon's variance (0 if that is negative) up by 0 to twice the variance. A monster's ordinary attack has no variance; its power, a number from 0 to 7, picks a multiplier applied after the subtraction: ×1, ×1.5 (the half rounded down), ×2, ×4, ×8, ×16, ×32 or ×64. A monster's magic attack uses its Magic Attack plus that number against Magic Defense, and deals 0 when the number is 0. The halving and ×1.5 steps (super-mario-rpg/damage-status-steps) and the elements, which can make the damage 0 (super-mario-rpg/damage-elements), follow, then the 9999 cap. Three kinds of attack skip the formula (super-mario-rpg/damage-skips). A timed hit's extra comes after all of this, from the damage as applied, and has no cap of its own (super-mario-rpg/timed-hit). Code — the routine that applies the damage keeps the HP left (0xC0)Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L74998-L75005LDA.w $3032 AND.w #$00FF CMP.w #$0004 BMI.b CODE_C29630 LDA.w #$0003 CODE_C29630: DEC STA.b $B2Our readingthe party count, capped at 3, sets how many party records the battle builds74998–75005An attack with a hit rate of 100 always hits. Otherwise an attack marked to test the knock-out guard, as a monster attack's knock-out bit marks it, misses a target with that guard, which the Safety Ring, the Attack Scarf, the Jinx Belt and the Quartz Charm give from the start of a battle. Against a monster, a draw from 0 to 99 below its evade (or its magic evade, for an attack that isn't physical) is a miss; then, against any target, a draw from 0 to 99 below the hit rate is a hit. A party member's ordinary attack has a hit rate of 99, so it hits a monster with no evade 99 times in 100 (computed); against a party member only the hit rate is drawn. A miss does nothing to that target, except by the knock-out kind that falls back to the damage formula on a miss (super-mario-rpg/damage-skips). Code — the chance draw: from 0 to the bound, true when below the valueThe monster table gives each of 256 monster numbers its HP, Attack, Defense, Magic Attack and Magic Defense, and the battle names it from a list of 13-letter names by the same number; 17 numbers have a blank name. HP runs up to 8000 (Smithy), Attack to 250 (Smithy and Culex), Defense to 200 (the Wind Crystal), Magic Attack to 130 (the Fire Crystal and Smithy) and Magic Defense to 180 (the Mad Adder). Each number points to 16 bytes, which the battle copies into the monster's battle record: the first two are its HP, which it starts the battle with, and bytes 3 to 6 fill the places where a party member's record holds Attack, Defense, Magic Attack and Magic Defense. Code — monster numbers and namesSuper-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L236687-L236943 — item names, 15 bytes each by item number, the first a menu icon; the source spells glyph 0x3A as ~ (B~tub Ring); glyph 0x81, which it leaves as a raw byte, is written here as a period (Exp. Booster)DATA_FA46EF: db $7F,"Weapon "Checked by claude, 2026-11-08 — read the reward loop, the per-monster reader and the item draws, and decoded every row through its pointer with the item namesRevised after a check by a second AI model, 2026-11-08.

Each weapon, armor and accessory adds fixed amounts, possibly negative, to five stats while worn: Speed (the stat the battle sorts its battlers by, highest first), Attack, Defense, Magic Attack and Magic Defense. It may also nullify or resist elements, guard against statuses, and give boosts from the start of each battle, and one flag per character (Mario, Toadstool, Bowser, Geno and Mallow) says who can wear it. Weapons give only Attack and a variance (super-mario-rpg/damage-formula); the Lazy Shell and the Frying Pan give the most Attack, 90, with variances of 40 and 20. The Lazy Shell armor gives the most Defense and Magic Defense, 127, and takes 50 from Speed, Attack and Magic Attack. Every character can wear the Work Pants, the Super Suit, the Lazy Shell armor and all accessories but four: the Jump Shoes, the Attack Scarf and the Coin Trick are Mario's alone and the B~tub Ring is Toadstool's. The Super Suit, the Lazy Shell armor and the Safety Ring nullify all four elements, and the Amulet and the B~tub Ring resist them. super-mario-rpg-tables/equipment

No.NameKindEquipsSpeedAttackDefenseMagic AttackMagic DefenseVarianceNullifiesResistsGuards againstBoosts
5HammerweaponMario0100001
6FroggieStickweaponMallow0200002
7NokNok ShellweaponMario0200002
8Punch GloveweaponMario0300003
9Finger ShotweaponGeno0120003
10CymbalsweaponMallow0300003
11ChompweaponBowser0100004
12MasherweaponMario05000030
13Chomp ShellweaponBowser090003
14Super HammerweaponMario0400004
15Hand GunweaponGeno0240004
16Whomp GloveweaponMallow0400004
17Slap GloveweaponToadstool0400004
18Troopa ShellweaponMario0500005
19ParasolweaponToadstool0500005
20Hurly GlovesweaponBowser0200005
21Double PunchweaponGeno0350005
22Ribbit StickweaponMallow0500005
23Spiked LinkweaponBowser0300006
24Mega GloveweaponMario0600006
25War FanweaponToadstool0600006
26Hand CannonweaponGeno0450006
27Sticky GloveweaponMallow0600006
28Ultra HammerweaponMario0700007
29Super SlapweaponToadstool0700007
30Drill ClawweaponBowser0400007
31Star GunweaponGeno0570007
32Sonic CymbalweaponMallow0700007
33Lazy ShellweaponMario09000040
34Frying PanweaponToadstool09000020
35HammerweaponMario000000
37ShirtarmorMario006060
38PantsarmorMallow006030
39Thick ShirtarmorMario0012080
40Thick PantsarmorMallow0012060
41Mega ShirtarmorMario00180100
42Mega PantsarmorMallow0018090
43Work PantsarmorMario, Toadstool, Bowser, Geno, Mallow510151050
44Mega CapearmorGeno006030
45Happy ShirtarmorMario00240120
46Happy PantsarmorMallow00240120
47Happy CapearmorGeno0012060
48Happy ShellarmorBowser006030
49Polka DressarmorToadstool00240120
50Sailor ShirtarmorMario00300150
51Sailor PantsarmorMallow00300150
52Sailor CapearmorGeno0018090
53NauticaDressarmorToadstool00300150
54CourageShellarmorBowser0012060
55Fuzzy ShirtarmorMario00360180
56Fuzzy PantsarmorMallow00360180
57Fuzzy CapearmorGeno00240120
58Fuzzy DressarmorToadstool00360180
59Fire ShirtarmorMario00420210
60Fire PantsarmorMallow00420210
61Fire CapearmorGeno00300150
62Fire ShellarmorBowser0018090
63Fire DressarmorToadstool00420210
64Hero ShirtarmorMario00480240
65Prince PantsarmorMallow00480240
66Star CapearmorGeno00360180
67Heal ShellarmorBowser00240120
68Royal DressarmorToadstool00480240
69Super SuitarmorMario, Toadstool, Bowser, Geno, Mallow30505050500Jump, Fire, Thunder, Ice0x40, 0x20, fear, poison, sleep, mute
70Lazy ShellarmorMario, Toadstool, Bowser, Geno, Mallow-50-50127-501270Jump, Fire, Thunder, Ice0x40, 0x20, fear, poison, sleep, mute
74Zoom ShoesaccessoryMario, Toadstool, Bowser, Geno, Mallow1005050
75Safety BadgeaccessoryMario, Toadstool, Bowser, Geno, Mallow0050500x40, 0x20, fear, poison, sleep, mute
76Jump ShoesaccessoryMario201510
77Safety RingaccessoryMario, Toadstool, Bowser, Geno, Mallow505050Jump, Fire, Thunder, Ice0x40, 0x20, fear, poison, sleep, muteknock-out guard
78AmuletaccessoryMario, Toadstool, Bowser, Geno, Mallow-577770Jump, Fire, Thunder, Ice
79Scrooge RingaccessoryMario, Toadstool, Bowser, Geno, Mallow000000
80Exp. BoosteraccessoryMario, Toadstool, Bowser, Geno, Mallow000000
81Attack ScarfaccessoryMario30303030300knock-out guard
82Rare ScarfaccessoryMario, Toadstool, Bowser, Geno, Mallow00150150
83B~tub RingaccessoryToadstool000000Jump, Fire, Thunder, Ice
84Antidote PinaccessoryMario, Toadstool, Bowser, Geno, Mallow002020poison
85Wake Up PinaccessoryMario, Toadstool, Bowser, Geno, Mallow003030sleep, mute
86Fearless PinaccessoryMario, Toadstool, Bowser, Geno, Mallow005050fear
87Trueform PinaccessoryMario, Toadstool, Bowser, Geno, Mallow0040400x40, 0x20
88Coin TrickaccessoryMario000000
89Ghost MedalaccessoryMario, Toadstool, Bowser, Geno, Mallow000000attack defense, special defense
90Jinx BeltaccessoryMario, Toadstool, Bowser, Geno, Mallow122727000knock-out guard
91FeatheraccessoryMario, Toadstool, Bowser, Geno, Mallow2005050
92Troopa PinaccessoryMario, Toadstool, Bowser, Geno, Mallow2000000attack ×1.5, special ×1.5
93Signal RingaccessoryMario, Toadstool, Bowser, Geno, Mallow1000000
94Quartz CharmaccessoryMario, Toadstool, Bowser, Geno, Mallow000000attack defense, special defense, attack ×1.5, special ×1.5, knock-out guard
CodeSuper-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L234299-L234406 — 18 bytes an item: 0 kind (low two bits) and flags, 1 flags, 2 who can wear it, 4-6 elements, 7 statuses, 8 boosts, 9-13 the five stats (signed), 14 variance, 15 power, 16 effectDATA_FA014D: dw $0000,$0001,$0000,$0000,$0000,$0000,$0000,$0000 … dw $0000,$0000,$0000,$0000,$00FF,$0000,$0001,$0000Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L101564-L101570CODE_C37803: SEP.b #$20 JSR.w CODE_C377E2 LDA.l $FA0000,x AND.b #$03 STA.b $72 RTSOur readingan item's kind is the low two bits of its byte 0101567–101569A character reaches level 2 at 16 experience in all, level 10 at 700, level 20 at 3950 and level 30 at 9999, where experience stops: a character already at 9999 gets none, and a total past it is cut back to 9999. After a battle, unless a flag that skips the award is set, each party member gets the battle's experience whole, doubled for one wearing the Exp. Booster, and goes up every level the new total reaches, several at once if it reaches several. Code — kinds 0, 1 and 2 go to equip slots 12, 13 and 14: weapon, armor, accessoryAn attack with an element (Jump, Fire, Thunder or Ice) deals 0 to a target that nullifies all its elements, except that Mario's Jump-element attacks keep their damage while he wears the Jump Shoes. Otherwise a party member who resists all its elements takes half (rounded down, but not below 1), and a monster weak to all of them takes ×2. A party member's nullified and resisted elements are those of its equipment combined (the Super Suit, the Lazy Shell armor and the Safety Ring nullify all four; the Amulet and the B'tub Ring resist all four); a monster's are its own (super-mario-rpg-tables/monster-defenses). The element step runs after the status steps (super-mario-rpg/damage-formula). A party member's ordinary attack carries its equipment's attack element, which none of the 86 pieces of equipment has (computed). Code — byte 5 holds the nullified elements and byte 6 the resisted onesSuper-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L78949-L79000CODE_C2B404: LDA.l DATA_FA0000+$04 STA.b $DC LDA.w #DATA_FA014D>>16 STA.b $DE LDA.b $D0 ASL STA.b $DA ASL ASL ASL CLC …Our readingan item's 18 bytes at 18 × its number78950–78999Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L79815-L79856CODE_C2B9C7: STA.l $7E002E,x STA.b $FA LDX.w #$0010 LDY.w #$00E0 JSR.w CODE_C2B3CA LDX.b $F8 REP.b #$20 LDA.b $E0 STA.l $7E005C,x LDA.b $E2 STA.l $7E005E,x …Our readingthe weapon's bytes, its variance kept, its stats added79828–79835then the armor's and the accessory's, if any (0xFF none)79836–79852the starting boosts become the battle's79854–79855Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L79859-L79947CODE_C2BA34: REP.b #$20 LDA.b $E9 AND.w #$00FF BIT.w #$0080 BEQ.b CODE_C2BA43 ORA.w #$FF00 CODE_C2BA43: CLC ADC.l $7E0070,x BPL.b CODE_C2BA4D LDA.w #$0000 …Our readingbytes 9-13, signed, added to Speed, Attack, Defense, Magic Attack and Magic Defense (the first four not below 0)79860–79916bytes 4-6 combined into the attack element, nullified and resisted elements79917–79927byte 0 bit 0x80: boost 0x02 at the start79928–79933byte 1 bit 0x01: byte 7's statuses guarded; bit 0x02: byte 8's boosts at the start79935–79947Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L75301-L75332CODE_C298B2: LDX.w #$0000 CODE_C298B5: STX.b $E0 LDA.l $403D00,x BEQ.b CODE_C298F8 STA.b $E2 INX INX CODE_C298C1: STX.b $E8 LDA.l $403D00,x …Our readingthe battlers' list is sorted by the Speed word, larger first75302–75332Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L89655-L89666CODE_C31D0C: JSR.w CODE_C377CE STA.b $72 JSR.w CODE_C377E2 LDA.l $FA0002,x BIT.b $72 BEQ.b CODE_C31D1E SEC RTS CODE_C31D1E: CLCOur readingan item can be worn when its byte 2 has the character's bit89656–89663Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L101529-L101540CODE_C377CE: PHX LDX.b $6E TDC LDA.w $0001,x TAX LDA.l DATA_C377DC,x PLX RTS DATA_C377DC: db $01,$02,$04,$08,$10,$20Our readingthe character's bit is 1 shifted left by its number101530–101540Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L83199-L83218 — characters 0 to 4: Mario, Toadstool, Bowser, Geno, Mallow. No line read ties the wear bits to this list; the tie is from the weapons each bit allows (computed): bit 0x01 the Hammer, the shells and the gloves with it, 0x02 the Parasol, the War Fan and the Frying Pan, 0x04 the Chomp, 0x08 the Finger Shot and the guns, 0x10 the Froggie Stick and the cymbalsDATA_C2D3A5: … DATA_C2D3AF: … DATA_C2D3B5: … DATA_C2D3BF:Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L236687-L236943 — item names, 15 bytes each by item number, the first a menu icon; the source spells glyph 0x3A as ~ (B~tub Ring); glyph 0x81, which it leaves as a raw byte, is written here as a period (Exp. Booster)DATA_FA46EF: db $7F,"Weapon "After the subtraction and multiplier, damage that isn't a heal is halved once (rounded down, but not below 1) if any of these holds: the attacker has the status Terrorize inflicts (bit 0x08) or status bit 0x20 (one of the two the Trueform Pin guards against); the target has status bit 0x20; the target's boost bit 0x04 is set (what sets it is not read); or the target has the boost that halves that type of attack, bit 0x40 for ordinary attacks and 0x20 for specials and items (the two bits the Bracer, the Crystalline and the Ghost Medal give). It is then raised by half once (×1.5, the half rounded down) if the target has Terrorize's status, or the attacker has the boost for its type, bit 0x10 for ordinary attacks and 0x08 for others (the two bits Geno Boost, the Energizer, the Power Blast and the Troopa Pin give). A heal skips both steps. An ordinary attack on a target with the status Sleepy Time inflicts (bit 0x02) wakes it, clearing its statuses. Code — what boost bits 0x08-0x40 doAn attack with a hit rate of 100 always hits. Otherwise an attack marked to test the knock-out guard, as a monster attack's knock-out bit marks it, misses a target with that guard, which the Safety Ring, the Attack Scarf, the Jinx Belt and the Quartz Charm give from the start of a battle. Against a monster, a draw from 0 to 99 below its evade (or its magic evade, for an attack that isn't physical) is a miss; then, against any target, a draw from 0 to 99 below the hit rate is a hit. A party member's ordinary attack has a hit rate of 99, so it hits a monster with no evade 99 times in 100 (computed); against a party member only the hit rate is drawn. A miss does nothing to that target, except by the knock-out kind that falls back to the damage formula on a miss (super-mario-rpg/damage-skips). Code — what boost 0x02 doesEach of the 27 specials has a fixed FP cost, power, hit rate, element and statuses. Jump costs 3 FP at power 25 and Ultra Flame 14 at 60; Bowser Crush and Geno Flash cost the most, 16, and Psychopath the least, 1. A damaging special's damage is the caster's Magic Attack plus its power against Magic Defense (super-mario-rpg/damage-formula). Sleepy Time and Mute have a hit rate of 99 and Terrorize and Poison Gas 90; the rest have 100. Jump, Super Jump and Ultra Jump carry the Jump element, Fire Orb, Super Flame and Ultra Flame Fire, Thunderbolt and Shocker Thunder, and Snowy Ice. The list of the acting character's specials halves each cost, rounded up, while the Scrooge Ring is worn, and marks a special unusable when its cost is more than the battle's FP; the cost as listed comes off that FP when the special is picked. Code — status bits named by the specials that inflict them: Mute 0x01, Sleepy Time 0x02, Poison Gas 0x04, Terrorize 0x08; elements by Jump, Fire Orb, Thunderbolt and SnowyChecked by claude, 2026-11-08 — read the item loader, the equipment sums, the turn sort and the menu's wear test, and decoded items 5 to 94 by that layoutRevised after a check by a second AI model, 2026-11-08.

Each of the 27 specials has a fixed FP cost, power, hit rate, element and statuses. Jump costs 3 FP at power 25 and Ultra Flame 14 at 60; Bowser Crush and Geno Flash cost the most, 16, and Psychopath the least, 1. A damaging special's damage is the caster's Magic Attack plus its power against Magic Defense (super-mario-rpg/damage-formula). Sleepy Time and Mute have a hit rate of 99 and Terrorize and Poison Gas 90; the rest have 100. Jump, Super Jump and Ultra Jump carry the Jump element, Fire Orb, Super Flame and Ultra Flame Fire, Thunderbolt and Shocker Thunder, and Snowy Ice. The list of the acting character's specials halves each cost, rounded up, while the Scrooge Ring is worn, and marks a special unusable when its cost is more than the battle's FP; the cost as listed comes off that FP when the special is picked. super-mario-rpg-tables/specials

No.NameFPPowerHit rateElementStatusesBoosts
0Jump325100Jump
1Fire Orb520100Fire
2Super Jump745100Jump
3Super Flame940100Fire
4Ultra Jump1165100Jump
5Ultra Flame1460100Fire
6Therapy240100cures 0x40, 0x20, fear, poison, sleep, mute
7Group Hug430100cures 0x40, 0x20, fear, poison, sleep, mute
8Sleepy Time4099sleep
9Come Back20100
10Mute3099mute
11Psych Bomb1560100
12Terrorize61090fear
13Poison Gas102090poison
14Crusher1260100
15Bowser Crush1658100
16Geno Beam340100
17Geno Boost40100attack ×1.5, special ×1.5
18Geno Whirl845100
19Geno Blast1250100
20Geno Flash1660100
21Thunderbolt215100Thunder
22HP Rain210100
23Psychopath10100
24Shocker860100Thunder
25Snowy1240100Ice
26Star Rain1455100
CodeSuper-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L234833-L234854 — 12 bytes a special: 0 and 1 flags, 2 FP cost, 4 element, 5 power, 6 hit rate, 7 statuses, 8 boosts, 10 effectDATA_FA20F1: db $00,$00,$03,$46,$80,$19,$64,$00,$00,$00,$04,$00,$00,$00,$05,$46 db $40,$14,$64,$00,$00,$00,$FF,$00,$00,$00,$07,$46,$80,$2D,$64,$00Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L79001-L79038CODE_C2B452: LDA.l DATA_FA0000+$12 STA.b $DC LDA.w #DATA_FA20F1>>16 STA.b $DE LDA.b $D0 ASL ASL STA.b $DA ASL CLC ADC.b $DA …Our readinga special's 12 bytes at 12 × its number79002–79037An attack's damage is its power less the target's defense, at least 1 unless the power is 0, and at most 9999. An ordinary attack's power is the attacker's Attack, against the target's Defense. A special's is the caster's Magic Attack plus the special's own power, against Magic Defense, except that the four specials that restore HP (Therapy, Group Hug, HP Rain and Come Back) take no defense off (computed). An item's is its own power, with no defense taken off and no multiplier. A party member's ordinary attack first moves its Attack by a random amount: from Attack less the weapon's variance (0 if that is negative) up by 0 to twice the variance. A monster's ordinary attack has no variance; its power, a number from 0 to 7, picks a multiplier applied after the subtraction: ×1, ×1.5 (the half rounded down), ×2, ×4, ×8, ×16, ×32 or ×64. A monster's magic attack uses its Magic Attack plus that number against Magic Defense, and deals 0 when the number is 0. The halving and ×1.5 steps (super-mario-rpg/damage-status-steps) and the elements, which can make the damage 0 (super-mario-rpg/damage-elements), follow, then the 9999 cap. Three kinds of attack skip the formula (super-mario-rpg/damage-skips). A timed hit's extra comes after all of this, from the damage as applied, and has no cap of its own (super-mario-rpg/timed-hit). Code — the special's set-up: byte 4 element, 5 power, 6 hit rate, and byte 1's status flagsSuper-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L47700-L47712STZ.w $072C STZ.w $0730 STZ.w $7004 STZ.w $700C LDA.w #$0000 STA.l $003090 LDX.w $0750 LDA.w $0544 JSR.w CODE_C12072 LDA.b $80 AND.w #$00FF STA.w $7000 …Our readingthe acting battler (0x0750) and the list of its specials47706–47712Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L48543-L48563CODE_C16610: REP.b #$30 STZ.b $92 LDA.w $FA0E AND.w #$01FF CMP.w #$015D BNE.b CODE_C16621 INC.b $92 CODE_C16621: STZ.b $94 LDX.w $0750 LDA.w $001E,x …Our readingthe list's routine: whether the acting battler's accessory (record place 0x1E) is item 0x4F48552–48558its specials from the bits of record place 0x20 on48560–48563Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L47811-L47828LDA.w $0539 AND.w #$00FF STA.w $072C TAY LDA.w $0544 BNE.b CODE_C15EF3 LDA.w $055C AND.w #$00FF CLC ADC.w $7000 TAY SEP.b #$20 …Our readingthe picked entry is kept as the special (0x072C)47811–47813from the specials list (0x0544 = 0), the entry's listed cost comes off the battle's FP47815–47828An attack's damage is its power less the target's defense, at least 1 unless the power is 0, and at most 9999. An ordinary attack's power is the attacker's Attack, against the target's Defense. A special's is the caster's Magic Attack plus the special's own power, against Magic Defense, except that the four specials that restore HP (Therapy, Group Hug, HP Rain and Come Back) take no defense off (computed). An item's is its own power, with no defense taken off and no multiplier. A party member's ordinary attack first moves its Attack by a random amount: from Attack less the weapon's variance (0 if that is negative) up by 0 to twice the variance. A monster's ordinary attack has no variance; its power, a number from 0 to 7, picks a multiplier applied after the subtraction: ×1, ×1.5 (the half rounded down), ×2, ×4, ×8, ×16, ×32 or ×64. A monster's magic attack uses its Magic Attack plus that number against Magic Defense, and deals 0 when the number is 0. The halving and ×1.5 steps (super-mario-rpg/damage-status-steps) and the elements, which can make the damage 0 (super-mario-rpg/damage-elements), follow, then the 9999 cap. Three kinds of attack skip the formula (super-mario-rpg/damage-skips). A timed hit's extra comes after all of this, from the damage as applied, and has no cap of its own (super-mario-rpg/timed-hit). Code — 0x0750 is the acting battler, taken as the attacker, and 0x072C the special the set-up loadsSuper-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L48600-L48620CLC ADC.l DATA_FA0000+$12 TAX LDA.l (DATA_FA20F1&$FF0000)+$02,x SEP.b #$20 STA.w $7090,y LDA.b $94 BEQ.b CODE_C1669B LDA.w $7090,y BIT.b #$01 BEQ.b CODE_C16697 INC …Our readingthe cost is the special's byte 248601–48605with the Scrooge Ring, halved and rounded up48606–48614FP less the cost below 0 marks it unusable48616–48620Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L74544-L74545LDA.l !RAM_SMRPG_Global_CurrentFP STA.l $7EFA0COur readingthe battle keeps a copy of the party's FP74544–74545Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L234598-L234625 — the specials' names, 15 bytes eachDATA_FA137F: ; Note: Player Spell names/More Enemy Spell names db $40,"Jump "Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L81266-L81275CODE_C2C48B: LDX.b $CA LDA.b $FE BEQ.b CODE_C2C4C0 EOR.l $7E004E,x AND.b $FE BEQ.b CODE_C2C4C0 CMP.l $7E0040,x BCC.b CODE_C2C4C0 STA.l $7E0040,xOur readinga special's statuses go to the target unless it is immune81267–81275Checked by claude, 2026-11-08 — read the special loader and set-up, the specials list's cost routine and the Scrooge Ring test, the list's caller and the FP deduction, and decoded the 27 rowsRevised after a check by a second AI model, 2026-11-08.

A monster has a Speed (the battle's turn-sort stat), an evade and a magic evade (super-mario-rpg/hit-chance), elements it nullifies and is weak to (super-mario-rpg/damage-elements), and statuses it is immune to. Of the 239 named monsters, Formless has the highest evade, 100, and the Jester and Mukumuku the highest magic evade, 80; 53 are weak to Fire, 42 to Thunder, 39 to Ice and 30 to Jump, and 74 are immune to all four statuses the specials inflict. The element columns read the four element bits; the low four bits of the two element bytes are not read here. super-mario-rpg-tables/monster-defenses

No.NameSpeedEvadeMagic evadeNullifiesWeak toImmune to
0TERRAPIN1000
1SPIKEY1400Jump
2SKY TROOPA1880Jump
3MAD MALLET2000Thunder
4SHAMAN900
5CROOK224040
6GOOMBA1300Fire
7PIRANHA PLANT600Jump
8AMANITA121010Fire
9GOBY12200Thunder
10BLOOBER23200Fire, Thunder
11BANDANA RED2000Fire, Thunder
12LAKITU28130Thunder
13BIRDY23180FireIcesleep
14PINWHEEL32350Thunderfear, poison, sleep, mute
15RAT FUNK21300Fire
16K}91900
17MAGMITE200JumpIce
18THE BIG BOO17400Jumpfear
19DRY BONES900Thunder
20GREAPER303030JumpThunder
21SPARKY1960FireIce
22CHOMP1000Thunder
23PANDORITE100Fire, Thunder, IceJumpfear, poison, sleep, mute
24SHY RANGER43500Jump, Fire, Thunder, Ice
25BOB}OMB100Jump, Fire
26SPOOKUM1800Ice
27HAMMER BRO10100sleep
28BUZZER25300Jump, Thunder
29AMEBOID1050JumpFire
30GECKO22140ThunderFire
31WIGGLER1000Fire
32CRUSTY600JumpFire, Thunder
33MAGIKOOPA1200poison, sleep, mute
34LEUKO3030ThunderFire
35JAWFUL20000fear
36ENIGMA25200Jump
37BLASTER100Thunder
38GUERRILLA700Fire
39BABA YAGA000
40HOBGOBLIN500Fire
41REACHER300Thunder
42SHOGUN1200Icefear, sleep
43ORB USER1500Fire, Thunder, Ice
44HEAVY TROOPA320Jump
45SHADOW18100Jump
46CLUSTER2000Jump
47BAHAMUTT800FireIcefear, sleep
48OCTOLOT3100Jump, Fire
49FROGOG800Fire, Thunder
50CLERK1500
51GUNYOLK2500FireThunder, Ice
52BOOMER1800fear, poison, sleep, mute
53REMO CON500Thunder, IceFire
54SNAPDRAGON400Fire
55STUMPET100FireIcefear, poison, sleep, mute
56DODO1000Firesleep, mute
57JESTER20080Ice
58ARTICHOKER7020ThunderJump, Fire
59ARACHNE1400Ice
60CARROBOSCIS30130Jump, Fire
61HIPPOPO6015Thunderfear, poison, sleep, mute
62MASTADOOM300ThunderFire
63CORKPEDITE500FireIcefear, poison, sleep, mute
64TERRA COTTA2300Fire
65SPIKESTER1900JumpIce
66MALAKOOPA35200Thunder
67POUNDER2500Thunder
68POUNDETTE3000Thunder
69SACKIT26200
70GU GOOMBA14050
71CHEWY6050Jumpfear, poison, sleep, mute
72FIREBALL425030FireJump, Ice
73MR.KIPPER23130Fire, Thunder
74FACTORY CHIEF4500
75BANDANA BLUE3000Fire, Thunder
76MANAGER2500
77BLUEBIRD2980IceFiresleep
79ALLEY RAT21150
80CHOW2700fear, sleep
81MAGMUS6010Jump, FireIcefear, poison, sleep, mute
82LI~L BOO275020Jump
83VOMER1005fear, poison, sleep, mute
84GLUM REAPER352010Jump
85PYROSPHERE2470FireIcepoison
86CHOMP CHOMP1000Thunder
87HIDON100Fire, Thunder, IceJumpfear, poison, sleep, mute
88SLING SHY1600
89ROB}OMB200Jump, Fire
90SHY GUY14100
91NINJA28300Fire, Thunder, Icefear, poison, sleep, mute
92STINGER33250
93GOOMBETTE16200Fire
94GECKIT25140FireIce
95JABIT1300Thunder
96STAR CRUSTER11010JumpIce
97MERLIN2000
98MUCKLE210IceFirefear, poison, sleep, mute
99FORKIES20000
100GORGON16110Thunder
101BIG BERTHA100Thunder
102CHAINED KONG17100FireIce
103FAUTSO14100Fire, ThunderJump, Icefear, poison, mute
104STRAW HEAD900Thunder
105JUJU000
106ARMORED ANT1200FireIce
107ORBISON2500Fire, Thunder, IceJump
108TUB}O}TROOPA510Thunder
109DOPPEL40190Jump
110PULSAR8100JumpFire
112OCTOVADER598ThunderFire
113RIBBITE1500FireIcepoison
114DIRECTOR3500
117PUPPOX900ThunderFire
118FINK FLOWER4012Firefear, poison, sleep, mute
119LUMBLER000
120SPRINGER16300
121HARLEQUIN000
122KRIFFID800FireIcepoison
123SPINTHRA1900Icepoison
124RADISH000
125CRIPPO000
126MASTABLASTA000
127PILE DRIVER000
128APPRENTICE2000Ice
134BOX BOY100Fire, Thunder, IceJumpfear, poison, sleep, mute
135SHELLY000fear, poison, sleep, mute
136SUPER SPIKE000
137DODO1000Firesleep, mute
138OERLIKON2000Jump, FireIcefear, poison, sleep, mute
139CHESTER100Fire, Thunder, IceJumpfear, poison, sleep, mute
140BODY500FireIcefear, poison, sleep, mute
142TORTE9900fear, poison, sleep, mute
143SHY AWAY25400Ice
144JINX CLONE22300fear, sleep
145MACHINE MADE36100
146MACHINE MADE2400
147FORMLESS21000Jump, Thunderfear, poison, sleep, mute
148MOKURA252010Jump, Thunderfear, poison, sleep, mute
149FIRE CRYSTAL10100FireIcefear, poison, sleep, mute
150WATER CRYSTAL12200IceFirefear, poison, sleep, mute
151EARTH CRYSTAL150JumpThunderfear, poison, sleep, mute
152WIND CRYSTAL30300ThunderJumpfear, poison, sleep, mute
153MARIO CLONE2000Jump, Firefear, poison, sleep, mute
154TOADSTOOL 22000fear, poison, sleep, mute
155BOWSER CLONE1200Jump, FireIcefear, poison, sleep, mute
156GENO CLONE3000IceFirefear, poison, sleep, mute
157MALLOW CLONE1400Thunder, Icefear, poison, sleep, mute
158SHYSTER18100
159KINKLINK9900
161HANGIN~ SHY20000
162SMELTER000FireThunderfear, poison, sleep, mute
163MACHINE MADE1000Thunderfear, poison, sleep, mute
164MACHINE MADE20000fear, poison, sleep, mute
165MACHINE MADE1800fear, poison, sleep, mute
166MACHINE MADE352510IceFiresleep, mute
167MACHINE MADE55300Thunderfear, sleep
168MACHINE MADE45100FireIcefear, sleep
169MACHINE MADE2000ThunderJumppoison, sleep
170MACHINE MADE40020Icesleep, mute
171GOOMBA1300Fire
172HAMMER BRO99100
173BIRDO9900
174BB}BOMB9900Jump, Fire
175MAGIDRAGON9900
176STARSLAP900Fire, Thunder
177MUKUMUKU11080ThunderFire
178ZEOSTAR1000Fire, Thunder
179JAGGER30100Jump, Firepoison
180CHOMPWEED000
181SMITHY5000Thunderfear, poison, sleep, mute
182SMITHY000Jump, Fire, ThunderIcefear, poison, sleep, mute
184MICROBOMB1500Jump, Firesleep
186GRIT000
187NEOSQUID2000sleep
188YARIDOVICH1600Thunderfear, poison, sleep, mute
189HELIO000FireIcefear, poison, sleep, mute
190RIGHT EYE1700ThunderJump, Firesleep
191LEFT EYE2100ThunderJump, Firesleep
192KNIFE GUY2500ThunderFiresleep
193GRATE GUY1400FireThundersleep
194BUNDT1600Fire, Thunder, IceJumpfear, poison, sleep
195JINX303025Fire, Thunder, Icefear, poison, sleep, mute
196JINX323025Fire, Thunder, Icefear, poison, sleep, mute
197COUNT DOWN500Jump, Thunderfear, poison, sleep, mute
198DING}A}LING1000Thunderfear, poison, sleep, mute
199BELOME4010Thundersleep
200BELOME4025sleep
202SMILAX500Icefear, poison, sleep, mute
203THRAX20000sleep
204MEGASMILAX200Icefear, poison, sleep, mute
205BIRDO1000Firefear, poison, sleep, mute
206EGGBERT000fear, poison, sleep, mute
207AXEM YELLOW300ThunderJumppoison, sleep
208PUNCHINELLO1500Jumpfear, poison, sleep, mute
209TENTACLES2100Firesleep, mute
210AXEM RED30100FireIcefear, sleep
211AXEM GREEN20020Icesleep, mute
212KING BOMB000Jump, Firefear, poison, sleep, mute
213MEZZO BOMB100Jump, Firesleep
215RASPBERRY1600Fire, Thunder, IceJumpfear, poison, sleep
216KING CALAMARI800Firefear, poison, sleep, mute
217TENTACLES2100Firesleep, mute
218JINX353025Fire, Thunder, Icefear, poison, sleep, mute
219ZOMBONE6010Fire, IceJump, Thunderfear, poison, sleep
220CZAR DRAGON20200FireIcesleep
221CLOAKER2000fear, poison, sleep, mute
222DOMINO2500fear, poison, sleep, mute
223MAD ADDER1000fear, poison, sleep, mute
224MACK800Thunderfear, poison, sleep, mute
225BODYGUARD15100fear, poison, sleep, mute
226YARIDOVICH2000Thunderfear, poison, sleep, mute
227DRILL BIT1500fear, poison, sleep, mute
228AXEM PINK252510IceFiresleep, mute
229AXEM BLACK35300Thunderfear, sleep
230BOWYER1000fear, poison, sleep, mute
231AERO000fear, poison, sleep, mute
233EXOR20000Thunderfear, poison, sleep, mute
234SMITHY3000fear, poison, sleep, mute
235SHYPER42200fear, poison, sleep, mute
236SMITHY3000fear, poison, sleep, mute
237SMITHY4000fear, poison, sleep, mute
238SMITHY3500Fire, Thunder, Icefear, poison, sleep, mute
239SMITHY1800ThunderFirefear, poison, sleep, mute
240CROCO16200Fire0x40, 0x20, sleep
241CROCO20200Fire0x40, 0x20, sleep
243EARTH LINK1600fear, poison, sleep, mute
244BOWSER1500fear, poison, sleep, mute
245AXEM RANGERS20000Thunderfear, poison, sleep, mute
246BOOSTER2400Jumpsleep
247BOOSTER000
248SNIFIT2600Ice
249JOHNNY1300sleep
250JOHNNY30100Jump, Firepoison
251VALENTINA200100Icefear, poison, sleep, mute
252CLOAKER2000fear, poison, sleep, mute
253DOMINO2500fear, poison, sleep, mute
254CANDLE000fear, poison, sleep, mute
255CULEX5000fear, poison, sleep, mute
CodeSuper-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L229577-L229832 — the 16-byte monster rows, through the pointers at L229544-L229576; bytes 2, 8, 9, 12, 13 and 14 are the Speed, evade, magic evade, nullified elements, weaknesses and status immunitiesdw $000A,$010A,$0008,$6401,$0000,$5C00,$0000,$0300 dw $0014,$060E,$040B,$6402,$0000,$0800,$0180,$4200Super-Mario-RPG-Disassembly: Super Mario RPG (SNES) disassembly · SMRPG/Routine_Macros_SMRPG.asm#L74835-L74857LDA.l $7E0015,x STA.l $7E0070,x LDA.l $7E0016,x STA.l $7E0072,x LDA.l $7E0017,x STA.l $7E0074,x LDA.l $7E0018,x STA.l $7E0076,x LDA.l $7E0019,x STA.l $7E0078,x LDA.b #$00 STA.l $7E0071,x …Our readingbyte 2 (record 0x15) becomes the Speed word74835–74836bytes 12, 13 and 14 become the nullified elements, weaknesses and status immunities74852–74857The monster table gives each of 256 monster numbers its HP, Attack, Defense, Magic Attack and Magic Defense, and the battle names it from a list of 13-letter names by the same number; 17 numbers have a blank name. HP runs up to 8000 (Smithy), Attack to 250 (Smithy and Culex), Defense to 200 (the Wind Crystal), Magic Attack to 130 (the Fire Crystal and Smithy) and Magic Defense to 180 (the Mad Adder). Each number points to 16 bytes, which the battle copies into the monster's battle record: the first two are its HP, which it starts the battle with, and bytes 3 to 6 fill the places where a party member's record holds Attack, Defense, Magic Attack and Magic Defense. Code — the rows, their pointers and names; byte n sits at record place 0x13 + nAn attack with a hit rate of 100 always hits. Otherwise an attack marked to test the knock-out guard, as a monster attack's knock-out bit marks it, misses a target with that guard, which the Safety Ring, the Attack Scarf, the Jinx Belt and the Quartz Charm give from the start of a battle. Against a monster, a draw from 0 to 99 below its evade (or its magic evade, for an attack that isn't physical) is a miss; then, against any target, a draw from 0 to 99 below the hit rate is a hit. A party member's ordinary attack has a hit rate of 99, so it hits a monster with no evade 99 times in 100 (computed); against a party member only the hit rate is drawn. A miss does nothing to that target, except by the knock-out kind that falls back to the damage formula on a miss (super-mario-rpg/damage-skips). Code — record places 0x1B and 0x1C (bytes 8 and 9) are drawn as evade and magic evadeAn attack with an element (Jump, Fire, Thunder or Ice) deals 0 to a target that nullifies all its elements, except that Mario's Jump-element attacks keep their damage while he wears the Jump Shoes. Otherwise a party member who resists all its elements takes half (rounded down, but not below 1), and a monster weak to all of them takes ×2. A party member's nullified and resisted elements are those of its equipment combined (the Super Suit, the Lazy Shell armor and the Safety Ring nullify all four; the Amulet and the B'tub Ring resist all four); a monster's are its own (super-mario-rpg-tables/monster-defenses). The element step runs after the status steps (super-mario-rpg/damage-formula). A party member's ordinary attack carries its equipment's attack element, which none of the 86 pieces of equipment has (computed). Code — how the element bytes actEach weapon, armor and accessory adds fixed amounts, possibly negative, to five stats while worn: Speed (the stat the battle sorts its battlers by, highest first), Attack, Defense, Magic Attack and Magic Defense. It may also nullify or resist elements, guard against statuses, and give boosts from the start of each battle, and one flag per character (Mario, Toadstool, Bowser, Geno and Mallow) says who can wear it. Weapons give only Attack and a variance (super-mario-rpg/damage-formula); the Lazy Shell and the Frying Pan give the most Attack, 90, with variances of 40 and 20. The Lazy Shell armor gives the most Defense and Magic Defense, 127, and takes 50 from Speed, Attack and Magic Attack. Every character can wear the Work Pants, the Super Suit, the Lazy Shell armor and all accessories but four: the Jump Shoes, the Attack Scarf and the Coin Trick are Mario's alone and the B~tub Ring is Toadstool's. The Super Suit, the Lazy Shell armor and the Safety Ring nullify all four elements, and the Amulet and the B~tub Ring resist them. Code — the turn sort by the Speed wordEach of the 27 specials has a fixed FP cost, power, hit rate, element and statuses. Jump costs 3 FP at power 25 and Ultra Flame 14 at 60; Bowser Crush and Geno Flash cost the most, 16, and Psychopath the least, 1. A damaging special's damage is the caster's Magic Attack plus its power against Magic Defense (super-mario-rpg/damage-formula). Sleepy Time and Mute have a hit rate of 99 and Terrorize and Poison Gas 90; the rest have 100. Jump, Super Jump and Ultra Jump carry the Jump element, Fire Orb, Super Flame and Ultra Flame Fire, Thunderbolt and Shocker Thunder, and Snowy Ice. The list of the acting character's specials halves each cost, rounded up, while the Scrooge Ring is worn, and marks a special unusable when its cost is more than the battle's FP; the cost as listed comes off that FP when the special is picked. Code — status and element bits named by the specials that carry themChecked by claude, 2026-11-08 — read the monster set-up and decoded bytes 2, 8, 9 and 12-14 of every named monsterRevised after a check by a second AI model, 2026-11-08.