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Tip: When making your overworld, mix the terrain up! Angled land and multiple colors looks much more interesting than square land and plain colors.Not logged in.
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Displaying 26 addresses. Show moderated addresses - Submit address
Address Length Type Description Submitter
$00A240 1 byte Music Music bank for the sound effect for pausing the game. Make it $1DFB by changing this value to FB or make it $1DFC by changing this value to FC. inwencja2009
$00D345 104 bytes Mario physics Accelerations for Mario in a non-slippery level, or in a slippery level while in midair.
The table is split into sets of four 16-bit values each, in the order of $13E1. The values in these sets are ordered as: walking (no X/Y) left, running (X/Y held) left, walking right, running right.
Thomas
$00D3AD 16 bytes Mario physics Accelerations for Mario when flying.
Consists of 16-bit values in two sets (facing left/right) of two groups (moving left/right) with two values each (no X/Y and X/Y held).
Thomas
$00D3BD 24 bytes Mario physics Sliding accelerations on slopes in a non-slippery level.
Each value is 16-bit, in the same order as $13E1 (excluding flat ground).
Thomas
$00D3D5 104 bytes Mario physics Turning decelerations for Mario in a non-slippery level, or in a slippery level while in midair.
The table is split into sets of four 16-bit values each, in the order of $13E1. The values in these sets are ordered as: walking (no X/Y) left, running (X/Y held) left, walking right, running right.
Thomas
$00D43D 104 bytes Mario physics Accelerations for Mario in a slippery level.
The table is split into sets of four 16-bit values, in the order of $13E1. The values in these sets are ordered as: walking (no X/Y) left, running (X/Y held) left, walking right, running right.
Thomas
$00D4B5 24 bytes Mario physics Sliding accelerations on slopes in a slippery level.
Each value is 16-bit, in the same order as $13E1 (excluding flat ground).
Thomas
$00D4CD 104 bytes Mario physics Turning decelerations for Mario in a slippery level.
The table is split into sets of four 16-bit values, in the order of $13E1. The values in these sets are ordered as: walking (no X/Y) left, running (X/Y held) left, walking right, running right.
Thomas
$00D535 104 bytes Mario physics Mario's maximum X speeds on flat ground and on slopes.
The table consists of sets of 8 bytes, in the order of $13E1. Each of these sets then consists of four groups of two bytes each (for max left and max right), in the order: walking, running, running fast, sprinting.

The "running fast" values get used when running faster than #$23 (defined at $00D723) and either on the ground or shot out of a diagonal pipe.
Thomas
$00D59D 16 bytes Mario physics Mario's maximum X speeds while flying. The first 8 bytes are facing right, the second 8 are facing left.
Each of these sets are split into four groups of two bytes each (for maximum left and right speeds). Only the first two groups are actually used, for flying without X/Y and flying with X/Y respectively.
Also, in case it's not clear, the maximum speeds in the direction opposite of Mario's are from pressing that direction with B to slow down (e.g. <+B when facing right).
Thomas
$00D72C 1 byte Misc. Change to 00 to fix Mario doing a bit of his running animation even after he jumps when he's running. Nariofan101
$00E4B9 33 bytes Misc. Values stored to $13E1 for each slope tile.

Rather than being indexed by the tile's Map16 tile number, this table is instead indexed based on the actual slope tile used; for instance, gradual slopes have 8 tiles (4 left-facing and 4 right-facing) whereas normal slopes have 4 (2 left-facing and 2 right-facing). The slopes in the table by index are:
00 - Gradual
08 - Normal
0C - Steep
0E - Purple Triangle
10 - Very Steep Ledge-edge (from standard object 13)
12 - Upside-down Steep (unused)
14 - Upside-down Normal (unused)
18 - Conveyors
1C - Very Steep
20 - Flat ground
Thomas
$00E4DA 33 bytes Mario physics Y speeds to give Mario when standing stationary or walking down on various slope tiles. These values are ordered the same way as $00E4B9. Thomas
$00E4FB 33 bytes Mario physics Y speeds to give Mario when moving up various slope tiles (i.e. towards its "peak"). These values are ordered the same way as $00E4B9, though the "flat ground" value is unused. Thomas
$00E51C 33 bytes Misc. Sizes of the "top" area on various slope tiles; if Mario is moving downwards while within this distance from the top of the ledge/slope, he will be pushed on top of it. These values are ordered the same way as $00E4B9. Thomas
$00E53D 33 bytes Misc. Values stored to $13EE/$15B8 for each slope tile. These values are ordered the same way as $00E4B9, although the upside-down slope values actually do get used (perhaps unintentionally) for fireballs. Thomas
$00E55E 106 bytes Misc. Indices to the tables at $00E4B9-$00E53D and $00E632, when in any tileset except 0 and 7 (used for upside-down slopes). This table is indexed by Map16 tile number, for the range 16E-1D7.

An index to this table is stored at $82.
Thomas
$00E5C8 106 bytes Misc. Indices to the tables at $00E4B9-$00E53D and $00E632, when in tilesets 0 or 7 (used for diagonal pipes). This table is indexed by Map16 tile number, for the range 16E-1D7.

An index to this table is stored at $82.
Thomas
$00E632 512 bytes Misc. Values stored to $1694 for slopes, to indicate how far the top of the slope is from the top of the actual tile at any given X position; essentially, these values define the actual shape of each slope.

The indices to this table are the same as $00E4B9 (excluding flat ground), except multiplied by #$10 and with the sprite's X position within the tile (from $9A) added to it.
Thomas
$029265 301 bytes Subroutine (JSR) When a coin is placed above a question mark, note, translucent, On/Off or sideways turn block, the bounce block will "collect" it by calling this routine. Not called by a regular turn block, though.

$029356 is the routine which tries to spawn a spinning coin.

Change $029347 to [20 1E D5], and change $02D51E from FF FF FF FF FF to A9 02 4C BA 91, to fix the glitch where placing a coin above a ? block or turn block will cause the coin to leave behind an invisible solid block if the block below is hit.
Alternatively, change $029347 to [EA EA EA] to make them not collect a coin
MarioFanGamer
$02CB91 1 byte Sprite tilemap related Change from [04] to [0C] to fix a tilemap error in part of the Diggin' Chuck's dig animation that gives him a dislocated shoulder while facing left. Thomas
$02DA8E 1 byte Sprite Misc. Submap in which the Hammer Bro. turns side-to-side half as fast. By default: 00 (main map). Thomas
$02E5C7 1 byte Sprite physics Rightward speed of the ghost house moving hole. Zeldara109
$02E5D0 1 byte Sprite physics Leftward speed of the ghost house moving hole. Zeldara109
$03AC33 1 byte Sprite physics Rotation speed of Bowser after Peach has been dropped. Lucky Bacon
$05DBBF 3 bytes Level number Change to AD YY XX (LDA $XXYY) to make the bonus game and Yoshi wings levels use a RAM address $XXYY instead of hardcoded values. (see $05DBA9 and $05DBAA) The high byte of the level number is untouched and remains the same as the current level's. LDA

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