Banner
Views: 729,749,989
Time:
24 users online: Aguni_, DDC ecil, ExONightZ, Flippn'Fences, o imamelia, jesus, Kapedani, Maarfy, Meirdent, Nadir, NaroGugul, Necho, scratch, ShadoWingx, o Sinc-X, sinseiga, Tattletale, o tcdw, ThalesMangaka, TheSpeedyJay, UTF, WIKIDNEZ, Yoshin, Zandro - Guests: 44 - Bots: 163Users: 38,411 (2,131 active)
Latest: Googy_the_shadowball
Tip: Try making new backgrounds using SMW's existing graphics. For example, if you have a hilly BG, rearrange it to make it look more unique.Not logged in.
SMW Memory Map
Displaying 150 out of 622 addresses. Show Waiting Addresses (10)
Filter
Link
Address
Hexadecimal number for a partial address. 6-digit number for a full address. Use - to denote a range. Use , to list more than one address.
Length
Type
Enable JavaScript to use multiple regions.
Region
Hold control to select multiple. Check "All" to select all at once.

Type
Description
Separate each individual keyword with spaces. Surround a phrase with quotes to look for the exact phrase, or with / to use a PCRE regular expression. Prepend with - to exclude a keyword or phrase, with + to require a whole word or phrase, or with -+ to exclude a whole word or phrase. ? matches any character, * matches any amount of characters.
 
Pages: « 1 2 3 4 5 » Per Page: 25 50 75 100 150 500 All
Hijack Address Length Type Description Details
$008023 4 bytes Jump (JML/JSL) Modified by ZSNES incompatibility notice. Jumps to the main code.
$00804D 1 byte Opcode Not modified, however is used by Lunar Magic as an RTL for calling routines that end in RTS in bank 0 with a JSL via stack magic. So don't modify it.
$008070 4 bytes Jump (JML/JSL) Modified by 16-bit frame counter. Jump to code that increases both $13 and 16-bit frame counters.
$0081E2 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$0081EC 4 bytes Jump (JML/JSL) Hijacked by multiple patches.
Overworld Counters hijacks this to upload the various counters during NMI.
Overworld Border Plus hijacks this to upload the border tiles during NMI.
$008209 4 bytes Jump (JML/JSL) Modified by Lunar Magic.

Part of Lunar Magic's VRAM modification patch.
$00823D 6 bytes Jump (JML/JSL) Dynamic Z Main Hijack 1.

Is used for the main features of Dynamic Z since V3.5 (dynamic sprites, graphics change and palette changes).

This hijack points to a call where is called the routine "LoadScrnImage" and happend after MarioGFXDMA Routine (the dma routine of mario, yoshi and podoboos).
$0082DA 5 bytes Jump (JML/JSL) Dynamic Z Main Hijack 2.

Is used for the main features of Dynamic Z since V3.5 (dynamic sprites, graphics change and palette changes).

This hijack points to a place is detected if the current escene is the bowser stage or reznor stage and happend after MarioGFXDMA Routine (the dma routine of mario, yoshi and podoboos).
$0083ED 2 bytes Code (BCC $04)
Modified by Minimalist Course Clear so it always branches, thus layers won't get disabled after you beat a boss.
$008751 4 bytes Jump (JML/JSL) Modified by Lunar Magic.

Lunar Magic's stripe image upload routine. It only gets executed during gamemodes 05, 07, 13 and 14.
$008A4E 5 bytes Code Modified by Lunar Magic.
$008CCD 4 bytes Data Modified by Course Clear Coins, by MarioFanGamer.

Changes the bonus star "★x" tiles on the status bar into blank tiles. Conditionally enabled.
$008E21 4 bytes Jump (JML/JSL) Modified by Time Up Fix, by Alcaro.

JML, prevents the timer frame counter from ticking down if set to a special "death from time up" value.
$008E4F 2 bytes Code Modified by Time Up Fix, by Alcaro.

BNE $1E, skips past the "check if timer ran out" routine if the timer hundreds digit is nonzero.
$008E5B 5 bytes Jump (JML/JSL) Modified by Speed up Music Fix. Jumps to the main code.
$008E60 15 bytes Jump (JML/JSL) Modified by Time Up Fix, by Alcaro.

Sets the timer frame counter to a special "death from time up" value and calls the death routine if 1) the timer is now zero and 2) the timer was not zero initially. Note that this hijack uses a JSL to custom code that ends with a JML to the death routine; the corresponding RTL utilized is thus that of the death routine, at $00F628.
$008F2F 6 bytes Jump (JML/JSL) Modified by 100 Coin Prize, by wiiqwertyuiop.

JSL : BRA $06, bypasses the default life-gain at 100 coins to implement custom rewards.
$008F3B 4 bytes Jump (JML/JSL) Modified by 999 lives, handles the lives' code during the level (status bar included).
$008F49 6 bytes Jump (JML/JSL) Hijack for the left aligned life counter.
$008F73 6 bytes Jump (JML/JSL) Hijack for the left aligned coin counter.
$008F86 3 bytes Jump (JMP/JSR) Modified by Course Clear Coins, by MarioFanGamer.

JMP, bypasses the routine that draws the large bonus star numbers on the status bar. Conditionally enabled.
$00907A 1 byte Data Modified by $02xx OAM Remapper. This is the table with the OAM index for the item box's sprite.
$009095 4 bytes Jump (JML/JSL) Modified by Item Box GFX Fix, by Kenny3900.

JML, bypasses the default "draw item box GFX" routine to utilize expanded properties table.
$009322 4 bytes Jump (JML/JSL) UberASM tool and patch's Game Mode hijack.
$00939A 8 bytes Jump (JML/JSL) First hijack of Roy & ghettoyouth's 'Nintendo Presents Logo Expansion' patch (LDY #$3C : LDX #$0F before the JML).
$0093B4 12 bytes Code Second hijack of Roy & ghettoyouth's 'Nintendo Presents Logo Expansion' patch. Handles an OAM loop before the JML.
$0093D7 9 bytes Jump (JML/JSL) Modified by Nintendo Presents Custom Palette, by Roy.

JSL : NOP #5, replaces the palette load and background color settings for the "Nintendo Presents" object.
$0093F7 5 bytes Code Modified by Lunar Magic.
$009471 5 bytes Code Modified by Lunar Magic.
$0095B6 3 bytes Code Modified by Lunar Magic.
$0095E9 13 bytes Code Modified by Lunar Magic.
$009708 4 bytes Jump (JML/JSL) Modified by Lunar Magic. Points to the Horizontal Scroll Fix patch.
$009712 4 bytes Jump (JML/JSL) Modified by Horizontal Scroll Fix v1.1. Jumps to the main code.
$009B1C 3 bytes Code Modified by Lunar Magic.
$009BD2 4 bytes Jump (JML/JSL) Modified by the BW-RAM Plus patch. Jumps to the save handling routine.
$009C6F 17 bytes Code Modified by Lunar Magic.

Handles the custom title screen movement.
$009CD3 3 bytes Code Modified by Lunar Magic.
$009CF5 6 bytes Jump (JML/JSL) Modified by the BW-RAM Plus patch. Jumps to the init save files routine.
$009F19 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$00A01F 6 bytes Code Modified by Lunar Magic.

Jumps to a routine that handles Layer 3 movement.
$00A045 4 bytes Jump (JML/JSL) Modified by the Per-level Layer 3 Tides Act-like Settings patch. Jumps to the main code.
$00A0A0 3 bytes Code Modified by Lunar Magic.
$00A140 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$00A149 4 bytes Code Modified by Lunar Magic.
$00A153 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$00A1DA 10 bytes Code Modified by Lunar Magic.
$00A21B 4 bytes Jump (JML/JSL) Modified by Running SFX patch. Jumps to the main code.
$00A267 1 byte Opcode Modified by Lunar Magic.
$00A284 4 bytes Jump (JML/JSL) Modified by Start+Select SFX, jumps to main code (plays SFX, changes game mode and returns).
$00A2A1 4 bytes Jump (JML/JSL) Modified by the Wall Kick patch, by MarioE.

JSL, jumps to the main patch code.
$00A2A6 3 bytes Code Modified by Lunar Magic.
$00A2AF 38 bytes Code Modified by Lunar Magic ($00A2AF-$00A2D4 modified, on version 3.00 when adjusting the level dimensions via “Change Properties in Header”).

This is originally the code that displaces layer 1 during a shaking effect when $1887 is a nonzero value. It is modified for how layer 1 tiles are loaded.

Modified code
$00A300 2 bytes Code Dynamic Z hijack used for features related to Mario graphics change or palette change, Since V3.5.

On the original game is used for the dma routine for mario, yoshi and podoboos, but when you use Dynamic Z V3.5 or more with mario features activated, this is only a RTS (basically do nothing).
$00A300 4 bytes Jump (JML/JSL) Mario's 8x8 Tiles DMA-er hijack.

Uploads Mario's palette, Mario, Yoshi and Podoboo graphics. Basically a rewrite of the original $00A300 plus the upload of the 8x8 tiles to VRAM.
$00A300 4 bytes Jump (JML/JSL) 32x32 Character Tilemap Kit hijack.

Uploads Mario's palette, Mario, Yoshi and Podoboo graphics. Basically a rewrite of the original $00A300, except that this uploads a 32x32 Mario GFX instead of 16x32.
$00A31A 4 bytes Jump (JML/JSL) Modified by Custom Mario Palettes. Jumps to a routine that makes the bank used in a DMA transfer to depend on a FreeRAM.
$00A390 5 bytes Code Modified by Lunar Magic.
$00A418 4 bytes Jump (JML/JSL) Modified by Lunar Magic. Obsolete in LM 1.70+
$00A439 1 byte Opcode Modified by Lunar Magic.
$00A4D1 3 bytes Jump (JMP/JSR) Hijacked by the Fixed Color Data NMI Optimizer patch to change the destination of the routine to store the background color in $2132.
$00A4E3 5 bytes Code Modified by Lunar Magic.
$00A4EB 2 bytes Code Modified by Lunar Magic.
$00A5A2 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$00A5BF 4 bytes Jump (JML/JSL) Modified by Lunar Magic.

Loads the custom palette of a level depending on the value of $FE. That RAM address is immediately cleared after that, possibly to avoid a custom palette from being uploaded twice.
$00A5E1 6 bytes Code Modified by Lunar Magic.
$00A5FE 3 bytes Code Modified by Lunar Magic.
$00A6B8 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$00A6CC 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$00A873 4 bytes Code Modified by Lunar Magic.
$00AA06 2 bytes Code Modified by Lunar Magic.
$00AA47 2 bytes Code Modified by Lunar Magic.
$00AA50 5 bytes Code Modified by Lunar Magic.
$00AA6B 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$00AA74 2 bytes Code Modified by Lunar Magic.
$00AA8D 1 byte Code Modified by Lunar Magic.
$00AA91 1 byte Code Modified by Lunar Magic.
$00AACD 21 bytes Code Modified by Lunar Magic.
$00AB02 64 bytes Code Modified by Lunar Magic.
$00AD2B 2 bytes Code Modified by Lunar Magic.
$00AD32 5 bytes Code Modified by Lunar Magic.
$00AE41 26 bytes Code The Fixed Color Data NMI Optimizer patch entirely rewrites this routine, which stores the background color to $2132.
$00AF2D 63 bytes Code Modified by Minimalist Course Clear.

From 00AF2D to 00AF34, if !enable_scorecard is clear, then it will skip SMW's card tilemap drawing code. Else SMW's code is written. The rest of code is SMW's code ending early so it gives freespace for fixing a bug related to Reznors and hijack the "after peace pose" routine.
$00AF4C 1 byte Code Modified by Lunar Magic.
$00AF4F 1 byte Code Modified by Lunar Magic.
$00AF6C 1 byte Code Modified by Lunar Magic.
$00AF71 6 bytes Code Modified by Lunar Magic.
$00B048 4 bytes Jump (JML/JSL) Modified by Custom Mario Palettes. Saves the Free RAM used into a scratch RAM.
$00B88B 2 bytes Code Modified by Lunar Magic.
$00B890 1 byte Code Modified by Lunar Magic.
$00B893 22 bytes Code Modified by Lunar Magic.
$00B8D8 2 bytes Code Modified by Lunar Magic.
$00B8DE 5 bytes Code Modified by Lunar Magic.
$00B8E3 5 bytes Code Modified by Lunar Magic.
$00BDA8 256 bytes Table Modified by Lunar Magic. Level mode indexing tables for Layer 1 low byte, Layer 2 low byte, Layer 1 high byte and Layer 2 high byte, each entry 2 bytes big, total 32 entries per item.

Not all of the table is modified, but all of the horizontal level ones are remapped to the RAM addresses, to make it possible to dynamically modify the table depending on the level height. See implementation for full details.
Implementation
$00BEE8 4 bytes Jump (JML/JSL) Hijacked by Lunar Magic. Adds a bypass for always checking Y against #$0200 instead of $13D7-8 for vertical levels.
$00BEEC 3 bytes Opcode Modified by Lunar Magic. Changes CPY #$0200 to CPY $13D7, where $13D7-8 is the current level height in pixels.
$00BF35 2 bytes Opcode Modified by Lunar Magic. Changes "BEQ CODE_00BF41" to "BEQ CODE_00BF3F"
$00BF3C 13 bytes Code Modified by Lunar Magic. Adjusts the VRAM offset calculation for working with dynamic levels as well. Implementation
$00BF81 26 bytes Code Modified by Lunar Magic. This section is rewritten so the stripe image uploader always checks both tilemap directions instead of only the x-axis for horizontal levels. Implementation
$00C058 5 bytes Code Modified by Lunar Magic.
$00C07B 3 bytes Opcode Modified by Lunar Magic. Changes "AND.W #$01F0" to "AND.W #$3FF0".
$00C097 1 byte Code Modified by Lunar Magic.
$00C0C8 3 bytes Opcode Modified by Lunar Magic. Changes "AND.W #$01F0" to "AND.W #$3FF0".
$00C0E7 1 byte Code Modified by Lunar Magic.
$00C116 2 bytes Opcode Modified by Lunar Magic. Changes "BEQ CODE_00C13E" to "BEQ CODE_00C127", for checking both tilemap directions instead of just horizontal when deciding or not to upload a tile to VRAM after changing a map16 tile on horizontal levels.
$00C122 2 bytes Opcode Modified by Lunar Magic. Changes "BCS CODE_00C13E" to "BCS CODE_00C127", for checking both tilemap directions instead of just horizontal when deciding or not to upload a tile to VRAM after changing a map16 tile on horizontal levels.
$00C17A 5 bytes Code Modified by Lunar Magic.
$00C1B3 3 bytes Opcode Modified by Lunar Magic. Changes "AND.W #$01F0" to "AND.W #$3FF0".
$00C25C 5 bytes Code Modified by Lunar Magic.
$00C3D5 3 bytes Opcode Modified by Lunar Magic. Changes "AND.W #$01F0" to "AND.W #$3FF0".
$00C4F8 5 bytes Jump (JML/JSL) Modified by $13FB Game Crash Fix. Jumps to the main code.
$00C944 6 bytes Code Modified by Minimalist Course Clear.

Handles showing (or not) the card tilemap drawing and freezing sprites, all after beating a boss.
$00C977 1 byte Opcode Modified by Lunar Magic.

Lunar Magic 2.53+ changes this to 0x38 in non-SA-1 ROMs to fix the timing on the victory animation during the goal walk so it matches up with the original goal music.
$00C9B7 5 bytes Jump (JMP/JSR) Modified by Minimalist Course Clear. This jump handles the circle effect after the peace sign pose.
$00C9C2 3 bytes Opcode Modified by Minimalist Course Clear.

If !enable_circle is set, it calls the "Level Ending Circle" routine. Else it just decrements the timer after going to the overworld.
$00C9D7 1 byte Opcode Modified by Lunar Magic.
$00C9DF 2 bytes Opcode Modified by Minimalist Course Clear to make the screen after beating a level fade out, THEN load overworld.
$00C9F8 6 bytes Code Modified by Minimalist Course Clear. Skips handling the mosaic/brightness settings when beating a level.
$00CA0C 1 byte Code Modified by Lunar Magic.
$00CA13 1 byte Code Modified by Lunar Magic.
$00CFCD 5 bytes Jump (JML/JSL) Modified by Disable Looking Up Via RAM Flag, by GreenHammerBro.

JSL : NOP, jumps to code to check a custom RAM flag to variably disable the player's ability to look up.
$00D058 4 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes cape interaction when in reversed gravity mode.
$00D062 4 bytes Jump (JML/JSL) Hijacked by the SMB2 Holding patch: This one disables shooting fireballs and spinning the cape when carrying a sprite.
$00D08C 4 bytes Jump (JML/JSL) Modified by Yoshi Fireball Ability Patch. It jumps to the main function of the patch.
$00D0E6 5 bytes Jump (JML/JSL) Modified by Time Up Fix, by Alcaro.

JSL : NOP, hijacks the end of the non-game-over death sequence to bypass the "TIME UP" message unless the timer frame counter is set to a special "death from time up" value.
$00D2B2 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$00D663 5 bytes Jump (JML/JSL) Modified by Expensive Jump. Jumps to the main code.
$00D904 4 bytes Jump (JML/JSL) Modified by the Limited Yoshi Flying patch, by SkywinDragoon.

JML, hijacks a portion of the player gravity routine to disable Yoshi flight after a custom counter has reached a certain limit.
$00DAA9 5 bytes Jump (JML/JSL) Modified by Spike Swim Fix, by yoshifanatic. Jumps to the hurt-fix routine when big Mario swims down to a muncher/spike.
$00DC45 5 bytes Jump (JML/JSL) Modified by Reverse Gravity. Inverts the player's Y speed.
$00E31B 4 bytes Jump (JML/JSL) Modified by Custom Mario Palettes, handles the patch's main functions.
$00E346 6 bytes Jump (JML/JSL) Modified by Reverse Gravity. Seems to fix an interaction bug.
$00E3CD 5 bytes Jump (JML/JSL) Modified by Invincible Mario Palette Changer. Jumps to the main code.
$00E46D 4 bytes Jump (JML/JSL) Modified by Reverse Gravity. Controls how the player's graphics should flip.
$00ED14 4 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes interaction with ceilings when in reversed gravity mode.
$00EE17 4 bytes Jump (JML/JSL) Modified by Reverse Gravity. It's a check placed before the interaction with ground fix.
$00EED4 5 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes the interaction with ground when in reversed gravity mode.
$00F18D 6 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes bounce sprites.
$00F2DB 2 bytes Code Modified by Lunar Magic.
$00F332 53 bytes Code Modified by Yoshi Coin Fix, by imamelia.

Restructures the Yoshi coin collection routine. Ends with a JML to custom code.
$00F33F 7 bytes Jump (JML/JSL) Modified by Yoshi Coin Score Fix. Swaps JSL and INC's places and turns INC $1422 to LDA $1420, so it's used for check in JSL routine.
$00F358 5 bytes Jump (JML/JSL) Modified by the Dragon/Yoshi Coin Explanation Message patch, by Telinc1.

JSL : NOP, hijacks playing the Yoshi coin collection sound effect to add message display functionality.
$00F377 15 bytes Code Modified by Yoshi Coin Score Fix. Replaces original Yoshi Coin's score giving routine, so it now checks number of yoshi coins being collected before increasing score value and necessary addresses.
$00F44D 4 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes interaction points for reversed gravity mode.
$00F478 3 bytes Opcode Modified by Lunar Magic. Remaps CMP.W #$01B0 to CMP.W $13D7.
$00F492 4 bytes Opcode Modified by Lunar Magic. Remaps ADC.L $00BA60,X to ADC.L $000CB6,X.
$00F49A 4 bytes Opcode Modified by Lunar Magic. Remaps ADC.L $00BA9C,X to ADC.L $000CD6,X.
$00F4DE 3 bytes Miscellaneous Modified by Lunar Magic.

A modification of a JSL's address to jump to $06f660 (was originally JSL $00F545) handle custom map 16 for Mario's interaction with the blocks.
Hijacked Code
$00F4F3 3 bytes Opcode Modified by Lunar Magic. Remaps CMP.W #$01B0 to CMP.W $13D7.
$00F50D 4 bytes Opcode Modified by Lunar Magic. Remaps ADC.L $00BA70,X to ADC.L $000CC6,X.
Pages: « 1 2 3 4 5 » Per Page: 25 50 75 100 150 500 All

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2019 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 32

Menu

Follow Us On

  • Facebook
  • Twitter
  • YouTube

Affiliates

  • Talkhaus
  • SMBX Community
  • GTx0
  • Super Luigi Bros
  • ROMhacking.net
  • MFGG
  • Gaming Reinvented