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SMW Memory Map
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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.
$00F515 4 bytes Opcode Modified by Lunar Magic. Remaps ADC.L $00BAAC,X to ADC.L $000CE6,X.
$00F5A3 7 bytes Jump (JML/JSL) Modified by Reverse Gravity. Moves the death pit to above when in reverse gravity mode.
$00F5C6 6 bytes Jump (JML/JSL) Modified by Reset Coins on Hurt, by MovementThruPortals.

JSL : BRA $00, modifies the hurt routine to reset current player coin count.
$00F5F3 5 bytes Jump (JML/JSL) Hijacked by Better Powerdown to change the powerdown animation.
(It also puts an RTL behind the JSL, therefore turning the rest of the hurt code obsolete.)
$00F60A 5 bytes Jump (JML/JSL) Modified by Alternate Death Music for Luigi patch. Jumps to the main code in order to decide which death music will be played, according to the active player.
$00F622 4 bytes Jump (JML/JSL) Modified by Reset Coins on Hurt, by MovementThruPortals.

JML, modifies the death routine to reset current player coin count.
$00F636 6 bytes Jump (JML/JSL) Dynamic Z hijack, used only if features related to mario gfx and palettes changes is activate.

On the original game this section of the code is used to know the current graphic of yoshi or podoboos (basically select graphic pointers), on dynamic z, its change some things of the code to use custom graphic pointers (basically change the Bank and the start source position of the pointers).
$00F6E4 4 bytes Jump (JML/JSL) Modified by Lunar Magic.

This is the VRAM optimization patch.
$00F70D 4 bytes Jump (JML/JSL) Hijacked by Lunar Magic (JML). Adjusts the maximum vertical scroll for horizontal levels depending on the level height and the “allow viewing bottom tiles” setting. Freespace code
$00F77B 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$00F79D 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$00F7E8 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$00F7FC 175 bytes Jump (JML/JSL) Modified by Vertical Scroll Reprogrammed. Jumps to main code, and the rest is filled with NOPs.
$00F871 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$00FA29 4 bytes Jump (JML/JSL) Modified by Fireball Conveyor Fix, by Thomas. Jumps to a routine that fixes the Fireball teleport glitch when in contact with the castle moving stairs.
$00FD4A 5 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes Water Bubble's spawn position during reversed gravity mode.
$00FDC3 6 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes Water Splash's spawn position during reversed gravity mode.
$00FE7E 4 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes Floor Dust's spawn position during reversed gravity mode.
$00FEA8 4 bytes Jump (JML/JSL) Hijacked by the fireball ammo patch to add an ammo counter for fireballs.
$00FEA8 5 bytes Jump (JML/JSL) Modified by No Fireballs in Water patch. Jumps to the main code.
$00FEC4 5 bytes Jump (JML/JSL) Modified by Upwards arc fireball patch. Jumps to the main code.
$0180CA 1 byte Opcode Not modified, however is used by Lunar Magic as an RTL for calling routines that end in RTS in bank 1 with stack magic. So don't modify it.
$01817D 2 bytes 16-bit Pointer Modified by PIXI's poison mushroom patch.
Pointers to sprite init routines. Note that the actual hijack location depends on the sprite slot chosen*2. For example, if the sprite is inserted in slot $85, then the hijack location is ($01817D + ($85*2) = $018287). The poiner is relocated to the power-up routine.
$018221 2 bytes 16-bit Pointer Modified by Lunar Magic.

Lunar Magic 2.53+ changes sprite 52's (moving ledge hole) init pointer to $85B7 (part of the piranha plant's init routine) to fix an issue in the original SMW where this sprite would spawn in the wrong position if placed at the top of a subscreen.
$0182B3 4 bytes 16-bit Pointer Modified by Hammer Bro Fix patch.
This remaps both sprite 9B and 9C's init routine pointers to $01AD54.
$0183FF 4 bytes Jump (JML/JSL) Modified by Spike Top Ceiling Cling, by imamelia.

Hijacks the Spike Top init routine to alter its movement following a ceiling contact check.
$0184E3 5 bytes Jump (JML/JSL) Modified by No Silent Bullet Bill, by Ramp202.

JSL : NOP, modifies the Bullet Bill init routine to add a sound effect.
$0185CC 2 bytes 16-bit Pointer Modified by PIXI's poison mushroom patch.
Pointers to sprite main routines. Note that the actual hijack location depends on the sprite slot chosen*2. For example, if the sprite is inserted in slot $85, then the hijack location is ($0185CC + ($85*2) = $0186D6). The poiner is relocated to the power-up routine.
$018648 2 bytes 16-bit Pointer Modified by Item Box Sprite Fix, by Davros/Romi.

Overwrites the pointer to the P-Switch Main routine to run custom blink-fall code.
$018672 2 bytes 16-bit Pointer Modified by Item Box Sprite Fix, by Davros/Romi.

Overwrites the pointer to the Throw Block sprite Main routine to run custom blink-fall code.
$0186CC 2 bytes 16-bit Pointer Modified by Item Box Sprite Fix, by Davros/Romi.

Overwrites the pointer to the Key sprite Main routine to run custom blink-fall code.
$0187A7 4 bytes Jump (JML/JSL) Hijacked by sprite tool. This then jumps to freespace to initalize custom sprite tables.
$018ED0 10 bytes Jump (JML/JSL) Modified by Proximity Wraparound fix. Replaces upsidedown/classic piranha plant's horizontal proximity check to 16-bit one for if it should come out of pipe.
$019162 4 bytes Jump (JML/JSL) Modified by the Tide Sprite Interaction Fix patch. Handles a part of the patch's functions.
$019183 4 bytes Jump (JML/JSL) Modified by the Tide Sprite Interaction Fix patch. Handles a part of the patch's functions.
$0194D6 3 bytes Opcode Modified by Lunar Magic. Remaps CMP.W #$01B0 to CMP.W $13D7.
$019500 4 bytes Opcode Modified by Lunar Magic. Remaps LDA.L $00BA60,X to LDA.L $000CB6,X.
$019509 4 bytes Opcode Modified by Lunar Magic. Remaps LDA.L $00BA70,X to LDA.L $000CC6,X.
$019512 4 bytes Opcode Modified by Lunar Magic. Remaps LDA.L $00BA9C,X to LDA.L $000CD6,X.
$01951B 4 bytes Opcode Modified by Lunar Magic. Remaps LDA.L $00BAAC,X to LDA.L $000CE6,X.
$019534 3 bytes Miscellaneous Modified by Lunar Magic.

A modification of a JSL's address to jump to $06f700 (was originally JSL $00F545) handle custom map 16 for sprite's interaction with the blocks.
Hijacked Code
$019826 2 bytes Code Modified by Lunar Magic.
$019F77 2 bytes Opcode Hijacked by the SMB2 Holding patch: This one puts carried sprites always above Mario.
$01A00D 4 bytes Jump (JML/JSL) Hijacked by the SMB2 Holding patch: This one controls how sprites a released.
$01A0F6 4 bytes Jump (JML/JSL) Hijacked by the SMB2 Holding patch: This one controls the position of the carried sprite.
$01A11A 5 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes items being carried during reversed gravity mode.
$01A22C 4 bytes Jump (JML/JSL) Modified by the Baby Yoshi & Yoshi Egg Fix patch, by Davros.

JML, modifies the main baby Yoshi sprite routine to execute several fixes.
$01A685 4 bytes Jump (JML/JSL) Hijacked by the SMB2 Holding patch: This one hijacks the interaction between two sprites. Any goomba and a sprite acting like one (e.g. the SMB2 sprites) behave like a thrown sprite in SMB2.
$01AA58 4 bytes Jump (JML/JSL) Hijacked by the SMB2 Holding patch: This one is for picking up a sprite.
$01AA5E 6 bytes Jump (JML/JSL) Modified by No Pressed P-Switch Carry patch. Extends checks for if p-switch can be carried to include check if it was pressed.
$01AB07 5 bytes Jump (JML/JSL) Modified by No P-Switch Music Reset. Jumps to the main code.
$01AC40 3 bytes Opcode Modified by Lunar Magic. Changes to "NOP : NOP : XBA" for holding the Y low byte.
$01AC46 4 bytes Jump (JML/JSL) Modified by Lunar Magic.

A modification to “SubOffscreen_Bank01” routine that handles despawning sprites when they go offscreen. It is modified to despawn sprites in horizontal levels when going off screen vertically (in the original game, it only erases most sprites when going below the level far enough for most sprites besides Bullet Bills, Spike Tops, Magikoopa's magic, etc.)
Freespace code
$01AD54 4 bytes Code Modified by Hammer Bro Fix patch. It's the new Hammer Bro init routine.
$01AECB 5 bytes Jump (JML/JSL) Modified by Proximity Wraparound fix. Changes Thwomp's first SubHorzPos to 16-bit one, when it should change expression.
$01AED7 9 bytes Jump (JML/JSL) Modified by Proximity Wraparound fix. Replaces Thwomp's horizontal proximity check with 16-bit one if player's close enough to show glaring expression.
$01AEE5 9 bytes Jump (JML/JSL) Modified by Proximity Wraparound fix. Replaces Thwomp's horizontal proximity check with 16-bit one for if it should fall.
$01AF38 4 bytes Jump (JML/JSL) Modified by Thwomp Ceiling Interaction patch. Adds ceiling interaction for thwomp.
$01AFE9 4 bytes Jump (JML/JSL) Modified by Thwimp + SFX Patch. Jump to code that handles sound effect when thwimp jumps (and Y-speed that is replaced with this hijack).
$01B9CD 2 bytes Code Modified by Lunar Magic.
$01C08C 8 bytes Code Modified by Lunar Magic. Entire region is filled with NOP.
This is made so the Y high byte of the Goal Tape ($14D4,x) is copied directly to $1534,x.

Most sprite tools hijack this for storing extra bits and is expected to not change anymore, otherwise goal tapes will not work correctly.
Expected final code
$01C0E1 2 bytes Opcode Modified by Lunar Magic. Changes "AND #$01" to "AND #$FF".
This fixes the Goal Tape Point interaction (because $1534 no longer holds extra bits but the complete Y high byte).
$01C125 3 bytes Opcode Modified by Goal Tape Gives Score patch. Disables coin if goal tape wasn't hit.
$01C175 3 bytes Code Modified by Goal Tape Gives Score patch. Disables bonus stars showing when goal tape is hit.
$01C22B 4 bytes Jump (JML/JSL) Modified by the Runaway Wing Patch. Handles the wings' movement if the coin/mushroom is collected.
$01C2AA 5 bytes Jump (JML/JSL) Modified by Flying Yellow 1-up Value Change, by Zeldara109

JML : NOP, overwrites JSR to 1-up routine to set up custom reward.
$01C30F 4 bytes Jump (JML/JSL) Modified by the Runaway Wing Patch. Hijacks' the "golden 1-up mushroom collected" routine.
$01C358 8 bytes Jump (JML/JSL) Modified by the Edible Blocks patch, by Thomas.

JSR GetDrawInfo : JSL : RTS, hijacks the routine that draws an eaten berry-sprite to allow variable customized sprite tiles and properties.
$01C39C 4 bytes Jump (JML/JSL) Modified by Item Block Priority Mask. Jumps to the main code.
$01C545 5 bytes Jump (JML/JSL) Modified by Item Box Mushroom Priority Fix. Jumps to the main code.
$01C5AE 15 bytes Code Hijacked by Romi's Feather Autoscroll Freeze Fix patch. The whole code gets written at this position.
$01C5EC 4 bytes Jump (JML/JSL) Modified by Yoshi Fireball Ability Patch. This jumps to a piece of code that resets the cooldown timer for Yoshi Fireball shooting when the player gets a Fire Flower.
$01C636 4 bytes Jump (JML/JSL) Modified by the Runaway Wing Patch. Hijacks the "powerup graphics" routine.
$01D6C4 7 bytes Code Modified by Line-Guided Rope Length Fix, by imamelia.

Modifies the line-guided rope sprite init routine to set a custom table with even/odd X position data.
$01D97B 4 bytes Opcode Modified by Lunar Magic. Remaps ADC.L $00BA60,X to ADC.L $000CB6,X.
$01D981 4 bytes Opcode Modified by Lunar Magic. Remaps LDA.L $00BA9C,X to LDA.L $000CD6,X.
$01D9E1 4 bytes Jump (JML/JSL) Modified by Rope Fix. Jumps to the code that applies the line-guide fix.
$01DA17 5 bytes Jump (JML/JSL) Modified by Rope Fix. Jumps to the code that applies the ground fix.
$01DC73 7 bytes Code Modified by Line-Guided Rope Length Fix, by imamelia.

Modifies the line-guided rope graphics routine to draw the long or short rope based on a custom table rather than slot/sprite memory settings.
$01DCC3 7 bytes Code Modified by Line-Guided Rope Length Fix, by imamelia.

Modifies the line-guided rope graphics routine to draw the long or short rope based on a custom table rather than slot/sprite memory settings.
$01E1DB 5 bytes Jump (JML/JSL) Modified by Keyhole Fix, by Davros.

JML : NOP, modifies the Keyhole sprite routine to run "sprites locked" and "offscreen" checks.
$01E2E0 10 bytes Jump (JML/JSL) Modified by Proximity Wraparound fix. Replaces monty moles' horizontal proximity check with 16-bit one.
$01E2F3 4 bytes Jump (JML/JSL) Modified by Level specific speeds for Monty Moles and Hammers. Points to the monty mole routine.
$01E2FB 1 byte Data Modified by Level specific speeds for Monty Moles and Hammers. Monty Mole's timer, slow mode.
$01E301 1 byte Data Modified by Level specific speeds for Monty Moles and Hammers. Monty Mole's timer, fast mode.
$01E6B5 4 bytes Jump (JML/JSL) Hijacked by the SMB2 Holding patch: This one enables the function of $154C,x to the spring board so that it gets intangible after dropping or throwing it.
$01E6CE 4 bytes Jump (JML/JSL) Hijacked by the SMB2 Holding patch: This one is for picking up a springboard.
$01E75B 5 bytes Jump (JMP/JSR) Modified by Item Box Sprite Fix, by Davros/Romi.

JML : NOP, hijacks shared P-Switch/Display Text sprite main routine to execute custom blink-fall code for various sprites.
$01E762 6 bytes Code Modified by Lunar Magic.
Part of the Sprite 19 fix. If that isn't installed, this is instead replaced with a JSL to $03BCA0, where the correct starting submap is set.
$01EE8D 5 bytes Jump (JML/JSL) Modified by Yoshi Sparkles patch, by leod.

JSL : NOP, hijacks a portion of Yoshi's run-every-frame code to generate cosmetic sparkles.
$01F0D3 42 bytes Code Modified by the Edible Blocks patch, by Thomas.

Overwrites the default "eaten berry" routines with custom code. Contains a JSL to code that runs one of up to 255 custom eaten block routines. Overwrites and recreates the routine that awards a coin for eating a normal non-berry sprite.
$01F3D6 1 byte Opcode Modified by the Edible Blocks patch, by Thomas.

RTS, bypass running the Yoshi tongue drawing and processing routines in situations in which neither should exert any effect. Optionally enabled.
$01F3F4 1 byte Opcode Modified by the Edible Blocks patch, by Thomas.

RTS, bypass running the Yoshi tongue drawing and processing routines in situations in which neither should exert any effect. Optionally enabled.
$01F3FA 1 byte Opcode Modified by the Edible Blocks patch, by Thomas.

RTS, bypass running the Yoshi tongue drawing and processing routines in situations in which neither should exert any effect. Optionally enabled.
$01F469 1 byte Data Modified by $02xx OAM Remapper. Remaps Yoshi tongue's OAM slots: it uses 5 slots in a row, starting from the one defined in the patch.
$01F764 5 bytes Jump (JML/JSL) Modified by the Baby Yoshi & Yoshi Egg Fix patch, by Davros.

JML : NOP, modifies the main Yoshi egg sprite routine to execute several fixes.
$01F76E 12 bytes Jump (JML/JSL) Modified by Proximity Wraparound fix. Replaces Yoshi Egg's horizontal proximity check with 16-bit one.
$01F83D 5 bytes Jump (JML/JSL) Modified by the Yoshi Egg Block Fix patch, by yoshifanatic. Jumps to the main routine of the patch.
$01FB28 2 bytes Opcode Modified by Minimalist Course Clear so it loads a custom waiting value that determines when to fade back to the overworld after beating a boss.
$02808D 4 bytes Jump (JML/JSL) Modified by Bob-omb Cape Fix. Jumps to the main code.
$028830 5 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes bounce sprites.
$028A18 4 bytes Jump (JML/JSL) Modified by SMB3 Power-up Facing patch. Makes power-ups face away from player when spawned from block.
$028B78 12 bytes Table Modified by $02xx OAM Remapper. This is the table with the OAM indexes for the minor extended sprites.
$0290E5 4 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes bounce sprites.
$0290F9 9 bytes Code Modified by Reverse Gravity. Fixes bounce sprites.
$02912B 5 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes bounce sprites.
$029163 5 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes bounce sprites.
$0291ED 4 bytes Table Modified by $02xx OAM Remapper. This is the table with the OAM indexes for the block bounce sprites.
$0292F9 4 bytes Opcode Modified by Lunar Magic. Remaps LDA.L $00BA60,X to LDA.L $000CB6,X.
$029301 4 bytes Opcode Modified by Lunar Magic. Remaps LDA.L $00BA70,X to LDA.L $000CC6,X.
$02930A 4 bytes Opcode Modified by Lunar Magic. Remaps LDA.L $00BA9C,X to LDA.L $000CD6,X.
$029312 4 bytes Opcode Modified by Lunar Magic. Remaps LDA.L $00BAAC,X to LDA.L $000CE6,X.
$0294C6 3 bytes Opcode Modified by Yoshi Fireball Ability Patch [BRA $01 : NOP]. This piece of code frees $14A9 so it can be used as a cooldown timer.
$02950B 5 bytes Jump (JML/JSL) Hijacked by Lunar Magic (JML : NOP). Fixes cape interaction on Iggy/Larry battle.
$0295BE 4 bytes Jump (JML/JSL) Hijacked by Lunar Magic. Corrects cape interaction to work with dynamic levels.
$0295EC 4 bytes Opcode Modified by Lunar Magic. Remaps LDA.L $00BA60,X to LDA.L $000CB6,X.
$0295F4 4 bytes Opcode Modified by Lunar Magic. Remaps LDA.L $00BA70,X to LDA.L $000CC6,X.
$0295FD 4 bytes Opcode Modified by Lunar Magic. Remaps LDA.L $00BA9C,X to LDA.L $000CD6,X.
$029605 4 bytes Opcode Modified by Lunar Magic. Remaps LDA.L $00BAAC,X to LDA.L $000CE6,X.
$02961B 3 bytes Code Modified by Lunar Magic.
$02961B 3 bytes Miscellaneous Modified by Lunar Magic.

A modification of a JSL's address to jump to $06f760 (was originally JSL $00F545) handle custom map 16 for cape's interaction with the blocks.
Hijacked Code
$0296B8 4 bytes Table Modified by $02xx OAM Remapper. This is the table with the OAM indexes for the smoke sprite 01 (puff of smoke).
$0297B3 1 byte Data Modified by $02xx OAM Remapper. Determines the starting slot (it uses 4 in a row) for the contact sprite (smoke sprite 2) during non-mode 7 boss levels.
$029839 1 byte Data Modified by $02xx OAM Remapper. Determines the starting slot (it uses 4 in a row) for the contact sprite (smoke sprite 2) during mode 7 boss levels.
$0299E9 4 bytes Table Modified by $02xx OAM Remapper. Remaps coin sprites from blocks' OAM slots.
$029B16 4 bytes Jump (JML/JSL) Used by the Reznor Fireball Fix patch to force non-existing Extended Sprites to clear the flag used by the fireballs, to maximize compatibility with existing sprites.
$029F68 4 bytes Jump (JML/JSL) Modified by the Yoshi Fireball Block Interaction patch, by LX5.

JML, modifies the Yoshi fireball extended sprite to detect Layer 1 tiles when the game is not locked.
$029FAB 2 bytes Table Modified by $02xx OAM Remapper. This is the table with the OAM indexes for the player's fireballs.
$02A0EE 5 bytes Jump (JML/JSL) Modified by Bob-omb explodes on fireball patch. Changes fireball contact checks, so it checks for (para-)bomb before anything else.
$02A0FC 8 bytes Jump (JML/JSL) Modified by the "Takes 5 fireballs to kill" Work-around Patch.

This hijacks the "fireball hit counter" code that checks if a sprite with the tweak bit "takes 5 fireballs to kill" should be killed; instead of $1528,x, this hijack moves the sprite table containing the "fireball hit counter" to a freeRAM, 12 (or 22 if a SA-1 ROM) bytes of length (by default, $7F8900).
Code
$02A129 13 bytes Code Modified by Classic Fireball patch. Sets the sprite hit by a fireball to die by star, then jumps to the main code and sets the score.
$02A153 8 bytes Table Modified by $02xx OAM Remapper. This is the table with the OAM indexes for extended sprites.
$02A31D 4 bytes Jump (JML/JSL) Used by the Reznor Fireball Fix patch to move the increment of $1765,x to the Hammer's animation routine.
$02A519 4 bytes Jump (JML/JSL) Used by the Reznor Fireball Fix patch to update the clipping for the Reznor and Piranha fireball extended sprites when they are marked as 16x16.
$02A679 28 bytes Code Modified by Lunar Magic.
$02A6BA 4 bytes Opcode Modified by Lunar Magic. Remaps LDA.L $00BA60,X to LDA.L $000CB6,X.
$02A6C2 4 bytes Opcode Modified by Lunar Magic. Remaps LDA.L $00BA70,X to LDA.L $000CC6,X.
$02A6CB 4 bytes Opcode Modified by Lunar Magic. Remaps LDA.L $00BA9C,X to LDA.L $000CD6,X.
$02A6D3 4 bytes Opcode Modified by Lunar Magic. Remaps LDA.L $00BAAC,X to LDA.L $000CE6,X.
$02A6EC 3 bytes Miscellaneous Modified by Lunar Magic.

A modification of a JSL's address to jump to $06f7a0 (was originally JSL $00F545) handle custom map 16 for the player fireball's interaction with the blocks.
Hijacked Code
$02A826 6 bytes Jump (JML/JSL) Hijacked by Lunar Magic. Main hijack of the Enhanced Sprite Loader. Changes to "JML start_load : NOP #2".
$02A830 4 bytes Jump (JML/JSL) Hijacked by Lunar Magic. Used by Enhanced Sprite Loader to check for additional options when the loaded byte is #$FF.
$02A834 4 bytes Jump (JML/JSL) Modified by Lunar Magic. Jumps to the sprite loader ending.

Not a actual hijack because this section of code in particular is now unused by the $02A830 hijack.
$02A838 4 bytes Jump (JML/JSL) Modified by Lunar Magic. Jumps to the goal tape point extra bit hack (jumps from $02A9D7).

Not a actual hijack because this section of code in particular is now unused by the $02A830 hijack.
$02A846 4 bytes Jump (JML/JSL) Hijacked by Lunar Magic. Used by Enhanced Sprite Loader to check if Sprite Table needs to be adjusted, for allowing more than 84 sprites per level.

If a Sprite Tool hijacks this address, the job for checking for a "page cross" is up to them, for allowing more than 84 sprites.
$02A84C 2 bytes Code Modified by Lunar Magic. Changes branch from "BNE Return02A84B" to "BNE CODE_02A834", which points to JML.
$02A95B 4 bytes Jump (JML/JSL) Hijacked by Lunar Magic. Sets upper bits of Y position for normal sprites.
$02A968 1 byte Opcode Modified by Lunar Magic. A 'RTL' is placed there. The hijack at $02A95B calls $02A960, which then runs though whatever hijack a sprite tool does (or the original game itself) and then it stops here to capture the loaded Y high byte value and corrects out the high bits by the current vertical jump value.
$02A986 2 bytes Code Modified by Lunar Magic (currently has special logic to detect and handle change by Vitor's SA-1 patch).
$02A9D7 3 bytes Jump (JMP/JSR) Hijacked by Lunar Magic. Inserts a special check for copying the extra bits to the goal point, since the Y position bits can't be used anymore as temporary storage.

Note that there was not enough space for putting a long jump, so this will jump to $02A838, which then contains the proper JML to verify to the goal tape point.
$02AA61 4 bytes Jump (JML/JSL) Hijacked by Lunar Magic. Sets upper bits of Y position for cluster sprites.
$02AB54 5 bytes Jump (JML/JSL) Hijacked by Lunar Magic (JML : NOP). Sets upper bits of Y position for boo ring.
$02ABD0 5 bytes Jump (JML/JSL) Hijacked by Lunar Magic (JML : NOP). Sets upper bits of Y position for shooters.
$02ABF3 1 byte Code Modified by Lunar Magic.

Changed from 3F to 7F to fix a bug where the sprite load (or permanently killed) status for sprite indexes 64 to 127 gets carried over to the next level.
$02AC64 4 bytes Jump (JML/JSL) Hijacked by Lunar Magic. Calls the Sprite Cacher/Accelerator while loading a vertical level.
$02ACA4 4 bytes Jump (JML/JSL) Hijacked by Lunar Magic. Calls the Sprite Cacher/Accelerator while loading a horizontal level.
$02AD9E 6 bytes Table Modified by $02xx OAM Remapper. This is the table with the OAM indexes for score sprites.
$02AF37 4 bytes Jump (JML/JSL) Modified by Triple Ball'n Chain patch. Makes use of extra bit for sprite spawn.
$02AF3D 4 bytes Jump (JML/JSL) Hijacked by Lunar Magic. Sets upper bits of Y position for run-once sprites.
$02AF51 2 bytes Opcode Modified by Triple Ball'n Chain patch (Non SA-1 only). Makes use of scratch ram to store sprite number.
$02AF55 4 bytes Jump (JML/JSL) Modified by Triple Ball'n Chain patch (SA-1 only). Makes use of scratch ram to store sprite number.
$02AFA7 4 bytes Jump (JML/JSL) Hijacked by Lunar Magic. Sets upper bits of Y position for run-once sprites.
$02B889 1 byte Opcode Not modified, however is used by Lunar Magic as an RTL for calling routines that end in RTS in bank 2 with stack magic. So don't modify it.
$02BA4E 4 bytes Jump (JML/JSL) Hijacked by Lunar Magic. Used for adding berry compatibility with dynamic levels, when eaten by Yoshi's tongue.
$02BA71 4 bytes Opcode Modified by Lunar Magic. Remaps LDA.L $00BA60,X to LDA.L $000CB6,X.
$02BA79 4 bytes Opcode Modified by Lunar Magic. Remaps LDA.L $00BA70,X to LDA.L $000CC6,X.
$02BA82 4 bytes Opcode Modified by Lunar Magic. Remaps LDA.L $00BA9C,X to LDA.L $000CD6,X.
$02BA8A 4 bytes Opcode Modified by Lunar Magic. Remaps LDA.L $00BAAC,X to LDA.L $000CE6,X.
$02BA9E 4 bytes Jump (JML/JSL) Modified by the Edible Blocks patch, by Thomas.

JML, hijacks baby Yoshi/Yoshi tongue block detection routine to check for custom tiles.
$02BB01 5 bytes Jump (JML/JSL) Modified by the Edible Blocks patch, by Thomas.

JSL : PLX, hijacks the routine that replaces an eaten berry tile with a bush tile to allow replacement with empty tiles.
$02C05C 11 bytes Jump (JML/JSL) Modified by Proximity Wraparound fix. Replaces Rip van fish's horizontal proximity check with 16-bit one for when it should wake up and chase player.
$02C067 11 bytes Jump (JML/JSL) Modified by Proximity Wraparound fix. Replaces Rip van fish's vertical proximity check with 16-bit one for when it should wake up and chase player.
$02C360 12 bytes Jump (JML/JSL) Modified by Proximity Wraparound fix. Changes Whistling Chuck's horizontal proximity check to 16-bit one.
$02C602 16 bytes Jump (JML/JSL) Modified by Proximity Wraparound fix. Changes Splitting and bouncing chucks' horizontal proximity check to 16-bit one.
$02C64A 12 bytes Jump (JML/JSL) Modified by Proximity Wraparound fix. Replaces Changing Chuck's vertical proximity check to 16-bit one for when it's searching for player.
$02C6BA 12 bytes Jump (JML/JSL) Modified by Proximity Wraparound fix. Replaces Charging chuck's vertical proximity check for when it's charging.
$02D03A 3 bytes Opcode Modified by Lunar Magic. Changes to "NOP : NOP : XBA" for holding the Y low byte.
$02D040 4 bytes Jump (JML/JSL) Hijacked by Lunar Magic. Used to verify the Y range on the offscreen subroutine.
$02D158 4 bytes Jump (JML/JSL) Hijacked by Lunar Magic. Used for adding berry compatibility with dynamic levels, when eaten by Yoshi's mouth.
$02D18C 4 bytes Opcode Modified by Lunar Magic. Remaps LDA.L $00BA60,X to LDA.L $000CB6,X.
$02D194 4 bytes Opcode Modified by Lunar Magic. Remaps LDA.L $00BA70,X to LDA.L $000CC6,X.
$02D19D 4 bytes Opcode Modified by Lunar Magic. Remaps LDA.L $00BA9C,X to LDA.L $000CD6,X.
$02D1A5 4 bytes Opcode Modified by Lunar Magic. Remaps LDA.L $00BAAC,X to LDA.L $000CE6,X.
$02D1B9 4 bytes Jump (JML/JSL) Modified by the Edible Blocks patch, by Thomas.

JML, hijacks Yoshi head berry detection routine (eat berry by touching, as opposed to using the tongue) to check for custom tiles.
$02D207 4 bytes Jump (JML/JSL) Modified by the Edible Blocks patch, by Thomas.

JSL, hijacks the routine that replaces an eaten berry tile with a bush tile to allow replacement with empty tiles.
$02D214 4 bytes Jump (JML/JSL) Modified by Balloon Direction Fix. Jumps to the main code.
$02DA67 2 bytes Data Modified by Level specific speeds for Monty Moles and Hammers. Hammer Brother's hammer throwing rates.
$02DA79 4 bytes Jump (JML/JSL) Modified by Level specific speeds for Monty Moles and Hammers. This handles the hammer brother's hammer throwing timer.
$02DB5F 4 bytes Jump (JML/JSL) Modified by Hammer Bro Fix. Used to attach hammer bros to platforms correctly.
$02E143 12 bytes Jump (JML/JSL) Modified by Proximity Wraparound fix. Changes jumping piranha plant's horizontal proximity check to 16-bit one for if it should jump out of pipe.
$02E1CD 5 bytes Jump (JML/JSL) Modified by Fire-Spitting Jumping Piranha Plant SFX, by Ersanio. Plays a sound when the Fire-Spitting Piranha Plant spits fire.
$02E44D 10 bytes Jump (JML/JSL) Modified by Proximity Wraparound fix. Replaces Exploding Block's horizontal proximity check to 16-bit for if it should explode.
$02E50A 4 bytes Jump (JML/JSL) Modified by Mushroom Scale Fix. Jumps to the main code.
$02E6D3 4 bytes Jump (JML/JSL) Modified by Fishin' Lakitu bug fix. Jumps to the main code.
$02EA9B 5 bytes Jump (JML/JSL) Modified by the Edible Blocks patch, by Thomas.

JML : NOP, hijacks the multi-sprite processing portion of the baby Yoshi sprite eating routine to check for and prevent the double-eat glitch. Optionally enabled.
$02F280 6 bytes Jump (JML/JSL) Wiggler Score Glitch Fix hijack
$02FA0A 4 bytes Table Modified by $02xx OAM Remapper. This is the table with the OAM indexes for the background candle flames. These are indexes into $0300, not $0200.
$02FED6 3 bytes Opcode Modified by Lunar Magic. Changes to "NOP : NOP : XBA" for holding the Y low byte.
$02FEDC 4 bytes Jump (JML/JSL) Hijacked by Lunar Magic. Used to verify the Y range on the offscreen subroutine.
$02FF50 20 bytes Table Modified by $02xx OAM Remapper. This is the table with the OAM indexes for cluster sprite Boos, Sumo Brothers' flame, and the unused Swoopers (Death Bat Ceiling).
$02FF64 8 bytes Table Modified by $02xx OAM Remapper. This is the table with the OAM indexes for the 1-up from bonus game.
$02FFE2 30 bytes Data PIXI Header containing header string, version and pointer tables for sprite data.
$03800E 4 bytes Data Modified by Goodbye Football RNG, by Mandew.

Restructures the football sprite bounce speed table to be read as "low value/mid value/high value" in sequence.
$03805C 4 bytes Jump (JML/JSL) Modified by Goodbye Football RNG, by Mandew.

JSL, modifies the index to the football sprite bounce speed table to cycle across three values in sequence. Overwrites the retrieval of a random number.
$038097 2 bytes Opcode Modified by Minimalist Course Clear so it loads a custom waiting value that determines when to fade back to the overworld after beating a boss.
$0388E9 10 bytes Jump (JML/JSL) Modified by Proximity Wraparound fix. Changes Swooper Bat's horizontal proximity check to 16-bit one for if it should swoop at player.
$038AAE 4 bytes Jump (JML/JSL) Modified by Bowser Statue Jumping SFX, by Yan.

JML, modifies the routine that sets the golden Bowser statue's jumping speed to include a sound effect.
$038D6F 4 bytes Jump (JML/JSL) Modified by Item Box Sprite Fix, by Davros/Romi.

JML, hijacks Info Box sprite Main routine to execute custom blink-fall + positioning code. Optionally disabled.
$038E9A 9 bytes Code Modified by Moving Castle Block Offscreen Handling Fix. Calls SubOffScreen and then jumps to the main code.
$03924E 12 bytes Jump (JML/JSL) Modified by Proximity Wraparound fix. Replaces Falling Spike's horizontal proximity check with 16-bit one.
$0398DE 13 bytes Code Modified by Minimalist Course Clear.

When modified, this part of the "Reznor defeated" code handles freezing sprites if set in the patch's config, playing the SFX and fixing a bug if sprites aren't set to freeze (jumps to freespace made by hijack $00AF2D).
$039B03 4 bytes Jump (JML/JSL) Used by the Reznor Fireball Fix patch to make the fireballs fired by Reznor use the new flag.
$03B690 5 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes interaction with sprites when in reversed gravity mode (doesn't fixes sprites damaging the player when stomping them from below).
$03B86C 3 bytes Opcode Modified by Lunar Magic. Changes to "NOP : NOP : XBA" for holding the Y low byte.
$03B872 4 bytes Jump (JML/JSL) Hijacked by Lunar Magic. Used to verify the Y range on the offscreen subroutine.
$03B90C 2 bytes Data Modified by Magikoopa Palette Correction Patch, corrects Magikoopa's fading in/out palette.
$03B91C 2 bytes Data Modified by Magikoopa Palette Correction Patch, corrects Magikoopa's fading in/out palette.
$03B92C 2 bytes Data Modified by Magikoopa Palette Correction Patch, corrects Magikoopa's fading in/out palette.
$03B93C 2 bytes Data Modified by Magikoopa Palette Correction Patch, corrects Magikoopa's fading in/out palette.
$03B94C 2 bytes Data Modified by Magikoopa Palette Correction Patch, corrects Magikoopa's fading in/out palette.
$03B95C 2 bytes Data Modified by Magikoopa Palette Correction Patch, corrects Magikoopa's fading in/out palette.
$03B96C 2 bytes Data Modified by Magikoopa Palette Correction Patch, corrects Magikoopa's fading in/out palette.
$03B97C 2 bytes Data Modified by Magikoopa Palette Correction Patch, corrects Magikoopa's fading in/out palette.
$03BB20 52 bytes Code Modified by Lunar Magic.
Writes the level name data into the stripe table ($7F837D) to be uploaded during NMI. The table that contains this data can be found using read3($03BB57). Each level there receives 19 bytes for the level name.
$03BC7F 16 bytes Table Used by Lunar Magic as a table of stripe headers (at least, the first two bytes of them) for each line of the message box.
$03BE80 384 bytes Table Used by Lunar Magic for its level names system. Specifically, this table contains 16-bit indices to the message data table at read3($03BC0B) for each message. This table is indexed as ((translevel number * 2) + message number) * 2.

If the overworld expansion hijack from LM v2.53 is applied, this table is moved to read3($03BBD9) and modified to contain direct 24-bit pointers for every message, while the index table at read3($03BC0B) is scrapped.
In its place, the first 256 bytes are used as the initial level flags (moved from $05DDA0), with the remaining bytes left unused.
$03C1F9 4 bytes Jump (JML/JSL) Modified by Item Box Sprite Fix, by Davros/Romi.

JML, hijacks Light Switch Box sprite Main routine to execute custom blink-fall + positioning code. Optionally disabled.
$03C34C 4 bytes Jump (JML/JSL) Modified by Ninji Ceiling Fix. Jumps to the main code.
$03C7A1 2 bytes Code Modified by Minimalist Course Clear so it loads a custom waiting value that determines when to fade back to the overworld after beating a boss.
$03CE94 2 bytes Opcode Modified by Minimalist Course Clear so it loads a custom waiting value that determines when to fade back to the overworld after beating a boss.
$03D793 3 bytes Opcode Modified by Lunar Magic. Remaps ADC.W #$01B0 to ADC.W $13D7.
$03E05C 300 bytes 24-bit Pointer PIXI pointers to shared routines. Tool caps it at 100 routines but it really only takes up routines*3 bytes, so anything in this range is use at own risk.
$03FE00 512 bytes Table Lunar Magic uses this as a table of the level animation settings for each level. Format: PTLG----
P = disable original game's palette animations
T = disable original game's tile animations
L = disable LM's level animations
G = disable LM's global animations
---- = unused
$048086 5 bytes Code Modified by Lunar Magic.
$0480BD 1 byte Code Modified by Lunar Magic.
$0480D0 1 byte Opcode Modified by Lunar Magic.
$0480E0 5 bytes Code Modified by Lunar Magic.
$048102 1 byte Code Modified by Lunar Magic.
$04810D 1 byte Code Modified by Lunar Magic.
$04813B 1 byte Code Modified by Lunar Magic.
$048242 4 bytes Jump (JML/JSL) Hijacked by carol & WhiteYoshiEgg's 'Overworld speed changer' patch. Jumps to the main routine.
$04828D 1 byte Opcode Modified by Lunar Magic.
$04836E 1 byte Opcode Modified by Lunar Magic.
$048380 1 byte Opcode Modified by Lunar Magic.
$048414 1 byte Opcode Not modified, however is used by Lunar Magic as an RTL for calling routines that end in RTS in bank 4 with stack magic. So don't modify it.
$048509 5 bytes Code Modified by Lunar Magic.
$048566 4 bytes Jump (JML/JSL) Modified by Lunar Magic. This handles star roads and pipes.
$048E81 10 bytes Code Modified by Lunar Magic. Jumps to a routine that handles level names, located at $03BB20.
$048F74 4 bytes Jump (JML/JSL) Kaijyuu's Multi Midway Points 1.7 Patch's part that hijacks the midway point reset code.
$048F8A 5 bytes Code Modified by Lunar Magic.
$049002 1 byte Code Modified by Lunar Magic.
$04914E 2 bytes Code Modified by Lunar Magic.
$049170 5 bytes Code Modified by Enter Level/Pipe/Star Road Sounds. Modifies the sound when entering a star tile on OW.
$049195 4 bytes Jump (JML/JSL) Modified by Enter Level/Pipe/Star Road Sounds. Modifies the sound when entering a pipe tile on OW.
$049199 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$0491E5 4 bytes Jump (JML/JSL) Modified by Enter Level/Pipe/Star Road Sounds. Modifies the sound when entering a level tile on OW.
$049549 10 bytes Code Modified by Lunar Magic.
$049A35 5 bytes Code Modified by Lunar Magic. This handles the red exit tiles.
$049DFE 3 bytes Code Modified by Lunar Magic.
$04D7F9 64 bytes Code Modified by Lunar Magic.
$04D859 1 byte Code Modified by Lunar Magic.
$04DA74 3 bytes Code Modified by Lunar Magic.
$04DA98 1 byte Opcode Modified by Lunar Magic.
$04DBB9 6 bytes Code Modified by Lunar Magic.
$04DC3B 2 bytes Code Modified by Lunar Magic.
$04DC72 2 bytes Code Modified by Lunar Magic.
$04DC79 1 byte Code Modified by Lunar Magic.
$04DC8D 2 bytes Code Modified by Lunar Magic.
$04DCA5 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$04DCAA 1 byte Code Modified by Lunar Magic.
$04DCBC 2 bytes Code Modified by Lunar Magic.
$04DCC1 1 byte Code Modified by Lunar Magic.
$04DCFA 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$04DD45 2 bytes Code Modified by Lunar Magic.
$04DD4A 1 byte Code Modified by Lunar Magic.
$04E471 3 bytes Code Modified by Lunar Magic.
$04E49F 3 bytes Code Modified by Lunar Magic.
$04E4A4 3 bytes Code Modified by Lunar Magic.
$04E4B0 1 byte Code Modified by Lunar Magic.
$04E4BB 2 bytes Code Modified by Lunar Magic.
$04E4C0 2 bytes Code Modified by Lunar Magic.
$04E5F1 7 bytes Jump (JML/JSL) Modified by Lunar Magic.
$04E622 1 byte Opcode Modified by Lunar Magic.
$04E660 1 byte Code Modified by Lunar Magic.
$04E67C 3 bytes Code Modified by Lunar Magic.
$04E69C 3 bytes Code Modified by Lunar Magic.
$04E6DE 3 bytes Code Modified by Lunar Magic.
$04E6FA 2 bytes Code Modified by Lunar Magic.
$04E709 3 bytes Code Modified by Lunar Magic.
$04E710 3 bytes Code Modified by Lunar Magic.
$04E73E 1 byte Code Modified by Lunar Magic.
$04E745 2 bytes Code Modified by Lunar Magic.
$04E75E 3 bytes Code Modified by Lunar Magic.
$04E9F2 1 byte Code Modified by Lunar Magic.
$04E9F4 3 bytes Code Modified by Lunar Magic.
$04E9F7 5 bytes Code Modified by Lunar Magic.
$04EA27 3 bytes Code Modified by Lunar Magic.
$04EA32 3 bytes Code Modified by Lunar Magic.
$04EA38 3 bytes Code Modified by Lunar Magic.
$04EAAE 2 bytes Code Modified by Lunar Magic.
$04EACC 10 bytes Code Modified by Lunar Magic.
$04EAD8 2 bytes Code Modified by Lunar Magic.
$04EAF5 3 bytes Code Modified by Lunar Magic.
$04EC8C 3 bytes Code Modified by Lunar Magic.
$04ECBA 3 bytes Code Modified by Lunar Magic.
$04ECC5 3 bytes Code Modified by Lunar Magic.
$04ED97 3 bytes Code Modified by Lunar Magic.
$04EDB8 3 bytes Code Modified by Lunar Magic.
$04EDBE 3 bytes Code Modified by Lunar Magic.
$04EE3F 3 bytes Code Modified by Lunar Magic.
$04EE5A 3 bytes Code Modified by Lunar Magic.
$04EE5E 2 bytes Code Modified by Lunar Magic.
$04EEC9 3 bytes Code Modified by Lunar Magic.
$04F2B7 3 bytes Code Modified by Lunar Magic.
$04F2BE 3 bytes Code Modified by Lunar Magic.
$04F2C5 3 bytes Code Modified by Lunar Magic.
$04F2CC 3 bytes Code Modified by Lunar Magic.
$04F2D2 3 bytes Code Modified by Lunar Magic.
$04F2D6 3 bytes Code Modified by Lunar Magic.
$04F2DF 3 bytes Code Modified by Lunar Magic.
$04F2E6 3 bytes Code Modified by Lunar Magic.
$04F2EC 3 bytes Code Modified by Lunar Magic.
$04F32C 3 bytes Code Modified by Lunar Magic.
$04F33B 3 bytes Code Modified by Lunar Magic.
$04F33F 3 bytes Code Modified by Lunar Magic.
$04F344 3 bytes Code Modified by Lunar Magic.
$04F39E 3 bytes Code Modified by Lunar Magic.
$04F3A7 3 bytes Code Modified by Lunar Magic.
$04F3AB 3 bytes Code Modified by Lunar Magic.
$04F3AF 3 bytes Code Modified by Lunar Magic.
$04F3C0 3 bytes Code Modified by Lunar Magic.
$04F3C4 3 bytes Code Modified by Lunar Magic.
$04F3CA 3 bytes Code Modified by Lunar Magic.
$04F3CE 3 bytes Code Modified by Lunar Magic.
$04F4B2 85 bytes Data Modified by 999 lives, it's the stripe data for the edited "Lives Exchange" image.
$04F594 2 bytes Opcode [to LDY #$54] Modified by 999 lives. It's the length-1 of the "Exchange Lives" stripe image. The original one was 81 bytes long.
$04F5B7 8 bytes Code Modified by 999 lives to draw Mario's halo during the "Lives Exchange" system without glitching up.
$04F5C7 8 bytes Code Modified by 999 lives to draw Luigi's halo during the "Lives Exhange" system without glitching up.
$04F5E2 3 bytes Opcode Modified by 999 lives. Loads the relocated stripe image data for the arrow that shows up during the "Exchange Lives" system.
$04F5E5 4 bytes Opcode Modified by 999 lives, fixes where the direction during the "Exchange Lives" system gets stored.
$04F5EC 4 bytes Opcode Modified by 999 lives, fixes where the direction during the "Exchange Lives" system gets stored.
$04F5F3 4 bytes Opcode Modified by 999 lives, fixes where the direction during the "Exchange Lives" system gets stored.
$04F5FA 4 bytes Code Modified by 999 lives, fixes where the direction during the "Exchange Lives" system gets stored.
$04F600 4 bytes Jump (JML/JSL) Modified by 999 lives. This jump draws the extended lives numbers in the "Exchange Lives" system.
$04F604 1 byte Opcode Modified by 999 lives. It writes a RTS here to return to the bank.
$04F605 4 bytes Jump (JMP/JSR) Modified by 999 lives, it's the new table for the arrow that appears during the "Lives Exchange" system.
$04F709 1 byte Code Modified by Lunar Magic; it changes which submaps have the thunder effect enabled, see the ROM Map for more info.
$04F767 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$04FBA2 1 byte Code Modified by Lunar Magic.
$04FD86 2 bytes Code Modified by Lunar Magic.
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