SMW Memory Map
Displaying 50 out of 2326 addresses.
View: moderated | waiting (13)
Hijack Address | Length | Type | Description | Details |
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$01C51D | 1 byte | Table | Modified by the Sprite Health Bar patch, by Koopster. db $00, doesn't put a mushroom into the item box. |
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$01C524 | 4 bytes | Hex Edit | Modified by SMB2-Styled Health Bar, by Demonsul and KilloZappit. Makes the mushroom always try to make the player big. |
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$01C524 | 4 bytes | Table | Modified by the Sprite Health Bar patch, by Koopster. db $00,$00,$00,$00, mushrooms will always run the mushroom collected code regardless of the current powerup. |
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$01C538 | 4 bytes | Jump (JML/JSL) | Modified by the Custom "Shooting" Power-ups, by 1524 and RussianMan. JML, jumps to the new power-up contact routine. |
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$01C538 | 4 bytes | Jump (JML/JSL) | Hijacked by the Classic Powerup Rule patch by Koopster. JML, jumps to the code that changes the grabbed powerup to a mushroom if Mario is small. |
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$01C540 | 13 bytes | Hex Edit | Modified by "Remove Status Bar" patch. Disable item storage. | |
$01C540 | 13 bytes | Code | Modified by the Sprite Health Bar patch, by Koopster. See details, either disables the item box or enables the item box and potentially give the player one HP in case the item box is already full. |
!ItemBox = 0 !ItemBox = 1 |
$01C545 | 5 bytes | Jump (JML/JSL) | Modified by Item Box Mushroom Priority Fix. Jumps to the main code. | |
$01C561 | 4 bytes | Jump (JML/JSL) | Modified by Invulnerability on power-up. Makes mushroom give invulnerability on contact. | |
$01C561 | 4 bytes | Jump (JML/JSL) | Modified by SMB2-Styled Health Bar, by Demonsul and KilloZappit. Jumps to the modified Mushroom picking up routine - the mushroom now adds to the player's health. |
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$01C561 | 4 bytes | Jump (JML/JSL) | Hijacked by the Sprite Health Bar patch, by Koopster. JML, modifies the code to increment the health when collecting a mushroom and adds a check to play the grow up animation in case the player is small. |
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$01C561 | 4 bytes | Jump (JML/JSL) | Modified by the Death Animation Cancel Fix patch, by HammerBrother. JML, adds a check for the get mushroom code to check whether the player animation state is non-zero (player is controllable). |
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$01C566 | 1 byte | Hex Edit | Modified by the Big Mario -> Small Mario GFX patch, by K3fka. Sets Mario's powerup animation timer to 0 when collecting a mushroom, effectively removing the animation. |
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$01C576 | 4 bytes | Jump (JML/JSL) | Modified by Enhanced Powerup Grab by Maxx. Trigger common effect upon any power-up collection (shake screen). |
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$01C580 | 18 bytes | Jump (JML/JSL) | Hijacked by the Star Music Fix Patch Jumps to the main code. |
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$01C580 | 5 bytes | Jump (JML/JSL) | Modified by the Activate Unused Starman Mechanic v1.1 patch by JamesD28. JML : NOP. Jumps to the routine for awarding the player the star power. |
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$01C585 | 5 bytes | Jump (JML/JSL) | Hijacked by the Multiple Star Songs patch by Iceguy. JSL : NOP, it jumps to the code that sets the star song depending on the current submap. |
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$01C585 | 6 bytes | Code | Modified by AddmusicK. Changes the starman song number, and returns from the routine before it modifies $0DDA. |
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$01C587 | 3 bytes | Code | Hijacked by the Power Surge Patch, by Glyph Phoenix. NOP #3, disables the music changing due to star power. |
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$01C598 | 4 bytes | Jump (JML/JSL) | Modified by Invulnerability on power-up. Makes feather give invulnerability on contact. | |
$01C598 | 4 bytes | Jump (JML/JSL) | Hijacked by the Sprite Health Bar patch, by Koopster. JSL, makes feathers increment the health count when the player isn't at a tier two powerup. |
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$01C598 | 4 bytes | Jump (JML/JSL) | Modified by the Death Animation Cancel Fix patch, by HammerBrother. JML, adds a check for the get feather code to check whether the player animation state is non-zero (player is controllable). |
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$01C59C | 5 bytes | Jump (JML/JSL) | Modified by Feather Score Fix, by RussianMan. JML : NOP, modifies the feather collection routine to check for "dropped from item box" state and deny score award if set. |
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$01C5A7 | 4 bytes | Jump (JML/JSL) | Modified by Enhanced Powerup Grab by Maxx. Give feather unique effect upon collection. |
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$01C5AE | 15 bytes | Code | Hijacked by Romi's Feather Autoscroll Freeze Fix patch. The whole code gets written at this position. | |
$01C5DA | 1 byte | Hex Edit | Hijacked by the Smoke Image Consistency-ifier patch by Sonikku. It changes how long the smoke's animation when Mario gets a cape lasts. |
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$01C5EC | 5 bytes | Jump (JML/JSL) | Modified by the Death Animation Cancel Fix patch, by HammerBrother. JML : NOP, adds a check for the get flower code to check whether the player animation state is non-zero (player is controllable). |
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$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. | |
$01C5EC | 5 bytes | Jump (JML/JSL) | Modified by Fire Power Timer patch. Modifies fireflower to set timer for fire power. | |
$01C5F3 | 4 bytes | Jump (JML/JSL) | Modified by Invulnerability on power-up. Makes fireflower give invulnerability on contact. | |
$01C5F3 | 4 bytes | Jump (JML/JSL) | Modified by Enhanced Powerup Grab by Maxx. Give fire flower unique effect upon collection. |
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$01C5F7 | 4 bytes | Jump (JML/JSL) | Hijacked by the Sprite Health Bar patch, by Koopster. JSL, makes flowers increment the health count when the player isn't at a tier two powerup. |
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$01C604 | 4 bytes | Jump (JML/JSL) | Modified by SMB2-Styled Health Bar, by Demonsul and KilloZappit. Only applied if !1Up_Refill is 1. Hijacks 1-Up mushroom code to make it max out the player's health, and it makes the player go big if he was small (only if !AlwaysSmall is 0). |
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$01C604 | 4 bytes | Jump (JML/JSL) | Hijacked by the Sprite Health Bar patch, by Koopster. See table, fills the player's HP count when a 1-up shroom is collected (if enabled). |
New Table |
$01C636 | 4 bytes | Jump (JML/JSL) | Modified by the Runaway Wing Patch. Hijacks the "powerup graphics" routine. | |
$01C6A6 | 1 byte | Hex Edit | Modified by the Freeze/Lock Fix patch, by HammerBrother and Isikoro. db $14, modifies the Star sprite's palette flash to change based on the effective frame counter $14, in order to implicitly acknowledge the "sprites locked" flag $9D. |
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$01C6B2 | 5 bytes | Jump (JML/JSL) | Modified by the Fire Flower Palette Cycle patch, by aroohwahoou. JSL : NOP, modifies the powerup sprites' graphics routine to make the fire flower sprite cycle through different palettes. |
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$01C6C1 | 2 bytes | Opcode | Hijacked by the HDMA Bugfixes patch, by Ice Man. LDA #$20, prevents powerups from going behind the foreground in general when not horizontally flipped. |
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$01C6C5 | 2 bytes | Opcode | Hijacked by the HDMA Bugfixes patch, by Ice Man. ORA #$60, prevents powerups from going behind the foreground in general when horizontally flipped. |
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$01C6ED | 4 bytes | Jump (JML/JSL) | Hijacked by the Item Drop Location Fix Patch. JML, handles the Feather falling from the item box. | |
$01C9E3 | 4 bytes | Code | Modified by Yoshi Player Patch: This one prevents drawing a Yoshi duplicate when standing on a Brown Chained Platform. | |
$01CA3C | 4 bytes | Jump (JML/JSL) | Modified by the patch included in GreenHammerBro's SMB3 screen scrolling pipes. It prevents Chained Platforms from setting Mario's Y position when he enters a pipe while standing on them. |
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$01CA56 | 4 bytes | Jump (JML/JSL) | Optionally hijacked by Freeze Sprites with L/R UberASM by JamesD28 for better platform handling. | |
$01CA75 | 4 bytes | Code | Modified by Yoshi Player Patch: This one prevents hiding Yoshi when standing on a Brown Chained Platform. | |
$01CC28 | 108 bytes | Code | Modified by the Unsigned 16x16 Multiplication Optimisation patch, by MarioFanGamer. Replaces the 16-bit cos/sin multiplication routine used by the Iggy/Larry and brown chain platforms with a version better optimized for speed and space. |
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$01CCBF | 3 bytes | Opcode | Hijacked by the MessageBox in Minimalist Status Bar + Goal Customizer patch, by Isikoro and Ladida. LDA, loads interaction of Iggy and Larry's platform from $1BE6 instead of $0AF6. |
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$01CFC9 | 5 bytes | Jump (JML/JSL) | Modified by Custom Boss HP. Set Roy's/Morton's/Ludwig's HP on per-level basis. | |
$01D04F | 1 byte | Hex Edit | Modified by AddmusicK. Changes the "Boss clear" song number. |
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$01D3EF | 1 byte | Hex Edit | Modified by the Smoke Image Consistency-ifier patch by Sonikku. It changes how long the smoke animation from a fireball hitting a sprite lasts. |
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$01D43E | 4 bytes | Code | Hijacked by Pixi. JSR $8133 : RTL, jumps to the routine that executes code based on the current sprite status. You can JSL to this in a custom sprite to execute the original code for a certain sprite status (just make sure A contains the status you want before calling it). |
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