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SMW Hijack Map
Displaying 9 addresses. Show moderated addresses - Submit address
Address Length Type Description Submitter
$00F6E4 4 bytes Jump (JML/JSL) Used by Lunar Magic. This is the VRAM optimization patch. GreenHammerBro
$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.
$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
$0583B8 5 bytes Jump (JML/JSL) Modified by Lunar Magic.

Used to process ExGFX files during level load. The pointer table for the file data can be found with read3(read3($0583B9)+$0F).
$05D9E3 4 bytes Jump (JML/JSL) Modified by Lunar Magic.

Used to handle LM's seperate midway point entrance functionality. The three 512-byte tables associated with it can be found in order at read3(read3($05D9E4)+$0A).
$05DE00 200 bytes Table Used by LM as an expansion of the secondary level header. Format: LWPYX---
L = slippery flag
W = water flag
P = use X/Y position method 2
Y = bit 5 of Y position for method 2
X = bit 4 of X position for method 2
--- = currently unused
$0EF100 512 bytes Table Modified by LM.

This table contains the bank bytes of every level's sprite data pointer.
$0EF310 512 bytes Table Used by LM as a table of Layer 2-related data for each level. Format: bbBB-LD-
D = What type of data the layer 2 is: object (0) or tilemap (1)
L = Flag to indicate the usage of the high nibble
BB = When L bit is set: Map16 bank to use for the BG
bbBB = When L bit is clear: used as the high byte for all BG Map16 tiles (deprecated?)
-- = Unused
$0EF600 1536 bytes 24-bit Pointer Used by LM for a pointer table to each level's custom palette.

If a level's pointer is $000000, that means it has no custom palette and the data should be interpreted from the level header instead.

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