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SMW Memory Map
Displaying 100 out of 622 addresses. Show Waiting Addresses (10)
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Hijack Address Length Type Description Details
$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.
Pages: « 1 2 3 4 5 6 7 » Per Page: 25 50 75 100 150 500 All

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