Notes:Joe & Mac (SNES)

Bank $00 fragments
Located in the unused space at SNES address is a fragment from a prototype build. This corresponds to in the final build. Within the fragment is a section that is 4 bytes shorter, as it's missing two commands used to skip and disable debugging (noted by the stars below).

Prototype                                   Final

$00/FB31 80 2B      BRA $2B    [$FB5E]      //always skip Debug Mode 02 * $00/FD8A A5 5F      LDA $5F    [$00:005F]   $00/FB33 A5 5F       LDA $5F    [$00:005F]   //check debug flags $00/FD8C C9 02      CMP #$02                $00/FB35 C9 02       CMP #$02 $00/FD8E D0 25      BNE $25    [$FDB5]      $00/FB37 D0 25       BNE $25    [$FB5E]      //if Debug Mode 02 is off, proceed to world map init. $00/FD90 A2 00 08   LDX #$0800              $00/FB39 A2 00 08    LDX #$0800 $00/FD93 A9 39      LDA #$39                $00/FB3C A9 39       LDA #$39                //Joe 39 lives $00/FD95 95 22      STA $22,x  [$00:0822]   $00/FB3E 95 22       STA $22,x  [$00:0822] $00/FD97 A9 09      LDA #$09                $00/FB40 A9 09       LDA #$09                //Joe 9 keys $00/FD99 95 35      STA $35,x  [$00:0835]   $00/FB42 95 35       STA $35,x  [$00:0835] $00/FD9B A2 40 08   LDX #$0840              $00/FB44 A2 40 08    LDX #$0840 $00/FD9E A9 39      LDA #$39                $00/FB47 A9 39       LDA #$39                //Mac 39 lives $00/FDA0 95 22      STA $22,x  [$00:0862]   $00/FB49 95 22       STA $22,x  [$00:0862] $00/FDA2 A9 09      LDA #$09                $00/FB4B A9 09       LDA #$09                //Mac 9 keys $00/FDA4 95 35      STA $35,x  [$00:0875]   $00/FB4D 95 35       STA $35,x  [$00:0875] $00/FDA6 64 5F      STZ $5F    [$00:005F]   $00/FB4F 64 5F       STZ $5F    [$00:005F]   //turn off all debugging $00/FDA8 A9 80      LDA #$80                $00/FB51 A9 80       LDA #$80                //stage clear flag $00/FDAA A2 E0 12   LDX #$12E0              $00/FB53 A2 E0 12    LDX #$12E0 $00/FDAD 95 00      STA $00,x  [$00:12E0]   $00/FB56 95 00       STA $00,x  [$00:12E0] $00/FDAF E8         INX                     $00/FB58 E8          INX $00/FDB0 E0 EB 12   CPX #$12EB              $00/FB59 E0 EB 12    CPX #$12EB $00/FDB3 D0 F8      BNE $F8    [$FDAD]      $00/FB5C D0 F8       BNE $F8    [$FB56]      //loop until all red stages cleared $00/FDB5 A9 0F      LDA #$0F                $00/FB5E A9 0F       LDA #$0F $00/FDB7 8D 47 04   STA $0447  [$00:0447]   $00/FB60 8D 47 04    STA $0447  [$00:0447] $00/FDBA 64 CC      STZ $CC    [$00:00CC]   $00/FB63 64 CC       STZ $CC    [$00:00CC] $00/FDBC 64 C8      STZ $C8    [$00:00C8]   $00/FB65 64 C8       STZ $C8    [$00:00C8] $00/FDBE 64 C9      STZ $C9    [$00:00C9]   $00/FB67 64 C9       STZ $C9    [$00:00C9] $00/FDC0 64 CA      STZ $CA    [$00:00CA]   $00/FB69 64 CA       STZ $CA    [$00:00CA] $00/FDC2 64 CB      STZ $CB    [$00:00CB]   $00/FB6B 64 CB       STZ $CB    [$00:00CB] $00/FB6D 64 5F      STZ $5F    [$00:005F]   //turn off all debugging ** $00/FDC4 A9 04      LDA #$04                $00/FB6F A9 04       LDA #$04                //world map $00/FDC6 22 00 D0 02 JSL $02D000[$02:D000]  $00/FB71 22 00 D0 02 JSL $02D000[$02:D000]

Another fragment is located at SNES address, but it's only 13 bytes long and contains no differences from the final build.

Bank $01 fragments
01FE0D-01FB2B is a fragment of ? 01FE2C-01FE2F is a fragment of 01FE28-01FE2B 01FE30-01FE52 is a fragment of 01FE09-01FE2B 01FE53-01FFFF (unused space)