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SMW Memory Map
Displaying 150 out of 837 addresses. Show Waiting Addresses (13)
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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.
$008072 3 bytes Jump (JMP/JSR) Modified by the CPU Usage Meter patch. Jumps to the main code of the patch in a free area at $00FF9C.
$00818F 18 bytes Code Hijacked by the No Title SFX patch.
A piece of code that mutes every SFX in the title screen.
$0081AA 8 bytes Jump (JML/JSL) Modified by Ice Man's 'HDMA v3.5' patch. Hijacks NMI and calls the main routine. [JSL : BRA : NOP #2]
$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).
$008275 4 bytes Jump (JML/JSL) Hijacked by Lui37's 'Move Layer 3 to Subscreen Fix' patch. It changes part of NMI. [JML]
$008292 1 byte Code Modified by the Super Status Bar patch by GreenHammerBro and Kaijyuu. This is the scanline at which the status bar IRQ will fire in normal levels.
$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).
$00835C 1 byte Code Modified by the Super Status Bar patch by GreenHammerBro and Kaijyuu. This is the scanline at which the status bar IRQ will fire in mode 7 boss levels.
$00838F 2 bytes Code Modified by Lui37's 'Move Layer 3 to Subscreen Fix' patch. [LDY #$1E]
$008394 4 bytes Jump (JML/JSL) Hijacked by Lui37's 'Move Layer 3 to Subscreen Fix' patch. It modifies IRQ. [JML]
$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.
$008D8A 5 bytes Jump (JML/JSL) Modified by the Super Status Bar patch by GreenHammerBro and Kaijyuu. Jumps to a status bar initialization routine during level load.
$008DB6 2 bytes Code Modified by the Super Status Bar patch by GreenHammerBro and Kaijyuu. This is an unconditional branch which skips over DrawStatusBar ($008DAC) and calls the main patch code at $008DE2.
$008DE2 5 bytes Jump (JML/JSL) Modified by the Super Status Bar patch by GreenHammerBro and Kaijyuu. Calls the main patch code and returns from DrawStatusBar ($008DAC). Branched to from $008DB6.

In the vanilla game, this address is not aligned to an instruction and is instead in the middle of an LDA at $008DE1.
$008E1A 5 bytes Jump (JML/JSL) Modified by Spin Jump to Super Jump, by HuFlungDu.

JSL : NOP, hijacks a portion of the status bar routine to run spinjump-altering code every frame.
$008E1F 4 bytes Jump (JML/JSL) Modified by the Advanced version of the Super Status Bar patch by GreenHammerBro and Kaijyuu. Repoints the status bar update routine to freespace.
$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.
$008EA4 3 bytes Code Modified by the Score+9 patch, by Alcaro.

SBC #$4240, tweaks maximum score calculation to allow detection of "over 9999990 points" state.
$008EB0 2 bytes Code Modified by the Score+9 patch, by Alcaro.

LDA #$10, tweaks maximum score calculation to allow detection of "over 9999990 points" state.
$008EC6 5 bytes Jump (JML/JSL) Modified by the Score+9 patch, by Alcaro.

JSL : NOP, checks for "Mario's score greater than 9999990 points" state and switches the final digit to 9 if so.
$008EF4 5 bytes Jump (JML/JSL) Modified by the Score+9 patch, by Alcaro.

JSL : NOP, checks for "Luigi's score greater than 9999990 points" state and switches the final digit to 9 if so.
$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.

Modified also by the "Press R to switch characters" patch (4 bytes). It jumps to the main patch code.
$008F5B 6 bytes Jump (JML/JSL) Modified by Power Jumps, by HuFlungDu/Major Flare.

JSL : NOP #2, hijacks a portion of the status bar routine to run gravity-altering code every frame.
$008F70 20 bytes Code Modified by Nimono's '3 digit coin counter' patch. Gets rid of part of the code that writes coins to the status bar. [BRA : NOP #18]
$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.
$008FD8 5 bytes Jump (JML/JSL) Modified by Fire Power Timer patch. Handles fire power timer.

Modified also by Nimono's '3 digit coin counter' patch (5 bytes). Jumps to the main routine. [JSL : NOP]
$008FF9 1 byte Opcode Used by the Advanced version of the Super Status Bar patch by GreenHammerBro and Kaijyuu. Not modified, but the patch expects an RTS opcode at this location.
$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.
$0090AE 1 byte Hex Edit Modified by the Advanced version of the Super Status Bar patch by GreenHammerBro and Kaijyuu. This is the X position of the item in the item box. It's set according to the !ITEM_X define in the patch, whose default value is the vanilla X position.
$0090B3 1 byte Hex Edit Modified by the Advanced version of the Super Status Bar patch by GreenHammerBro and Kaijyuu. This is the Y position of the item in the item box. It's set according to the !ITEM_Y define in the patch, whose default value is the vanilla Y position.
$0090B8 1 byte Hex Edit Modified by the Advanced version of the Super Status Bar patch by GreenHammerBro and Kaijyuu. This is the YXPPCCCT property byte of the item in the item box. It's set according to the !ITEM_PRIORITY define in the patch, whose default value is the vanilla property byte.
$0090CC 1 byte Hex Edit Modified by the Advanced version of the Super Status Bar patch by GreenHammerBro and Kaijyuu. This is the size of the item in the item box. It's set according to the !ITEM_SIZE define in the patch, whose default value is the vanilla size.
$0090D0 1 byte Opcode Modified by the Advanced version of the Super Status Bar patch by GreenHammerBro and Kaijyuu. This is the return instruction of the status bar item drawing routine, which is converted to a JSL routine.
$009216 9 bytes Jump (JML/JSL) Modified by undefinied3's New Super Mario Bros Wii - Level Intro patch. It calls the main code through JSL, NOP once, then jumps to a conditional check through JML.
$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.

Hijacked also by undefinied3's New Super Mario Bros Wii Level Intro. It calls a routine that determines when to upload custom palettes for the level intro preview. Two NOPs are written after the JSL. [JSL : NOP #2]
$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.
$0096A1 4 bytes Jump (JML/JSL) Modified by undefinied3's New Super Mario Bros Wii - Level Intro patch. Jumps to a Yoshi's house check to determine if the intro screen should appear or not.
$0096BE 4 bytes Jump (JML/JSL) Modified by the Overworld Indicators patch. A hijack is placed here to clear the SRAM/BW-RAM entries the patch uses. [JML]
$0096E9 6 bytes Jump (JML/JSL) Hijacked by NSMB Star Coins: This one transfers the star coins into a local backup when loading a level (either from overworld or from a different level)
$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 undefinied3's New Super Mario Bros Wii - Level Intro patch. Calls a "time waste" loop that is used to keep the intro preview on screen for longer.
$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.
$009B43 4 bytes Jump (JML/JSL) Modified by the Overworld Indicators patch. This hijacks the "Erase Game" routine to also clear the SRAM/BW-RAM addresses the patch uses. [JML]
$009BCC 7 bytes Jump (JML/JSL) Modified by the Overworld Indicators patch. Modifies a load of 010A and then hacks the save game routine to synchronize the values from SRAM to their backup. [JSL] Hijack
$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.
$009CFB 4 bytes Jump (JML/JSL) Modified by the Overworld Indicators patch. Modifies the load game routine to restore the SRAM backup. [JML]

NOTE: this hijacks read3($009CF8)+33 instead if using Ragey's Overworld Expansion.
Hijack
$009D6C 8 bytes Code Modified by Alcaro's '100 Exits' patch - it changes the amount of exits required for displaying the *96 at the title screen, as well as what tiles form the *96.
$009D7C 4 bytes Code Modified by Alcaro's '100 Exits' patch - it remaps the position of ones digit of the number of exits gotten in the title screen stripe image.
$009D86 4 bytes Jump (JML/JSL) Main hijack of Alcaro's '100 Exits' patch. [JML]
$009D96 2 bytes Code Modified by Alcaro's '100 Exits' patch - it changes the amount of blank tiles to be written to the title screen stripe image.
$009D9B 4 bytes Code Modified by Alcaro's '100 Exits' patch - it remaps the position of a blank tile used in the title screen stripe image.
$009E35 5 bytes Jump (JML/JSL) Modified by Yoshi Player Patch: This one initialises values on the overworld (Yoshi's power up and the sprite in Yoshi's mouth).
$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.
$00A0BF 4 bytes Jump (JML/JSL) Modified by the Free $7F0000 patch. Main hijack of the patch; forces event restore when beating a level in game mode 0C. [JML]
$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.
$00A169 4 bytes Jump (JML/JSL) Modified by the Reserve Item OW Display patch. Jumps to the main code.
$00A1C7 4 bytes Jump (JML/JSL) Hijacked by NSMB Star Coins: This one loads the current translevel number and stores the current level's star coins into the star coin counter.
$00A1DA 10 bytes Code Modified by Lunar Magic.
$00A1DA 10 bytes Jump (JML/JSL) Modified by the Message Box Expansion patch. Checks the message box state and sets a branch, followed by a jump to the main code.
$00A21B 4 bytes Jump (JML/JSL) Modified by Running SFX patch. Jumps to the main code.
$00A267 1 byte Opcode Modified by Lunar Magic.
$00A269 11 bytes Jump (JML/JSL) Hijacked by NSMB Star Coins: This one saves all collected coins through Start+Select.
$00A284 4 bytes Jump (JML/JSL) Modified by Start+Select SFX, jumps to main code (plays SFX, changes game mode and returns).
$00A299 4 bytes Jump (JML/JSL) Hijacked by No running patch. Adds speed limit.
$00A2A1 4 bytes Jump (JML/JSL) Modified by the Wall Kick patch, by MarioE.

JSL, jumps to the main patch code.
$00A2A5 4 bytes Jump (JML/JSL) The patch known as "Allow mario to pass his gas" made by SMWCentral user shao, has it's main and only hijack spot here. This hijack installs the function that the patch realizes, which is allow the player, whoever it might be, to realize the process of expelling a flatulence. [JSL]
$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
$00A2D8 4 bytes Jump (JML/JSL) Modified by Yoshi Player Patch: This one handles all of Yoshi's abilities (e.g. throwing eggs, flutter, ground pound).
$00A2D8 4 bytes Jump (JML/JSL) Modified by the (Specter of Torment-Styled) Wallclimb and Walljump patch, by Erik/Maarfy.

JSL, overwrites the player graphics drawing routine to run the main code every frame. Note that the code ends with a JML to said routine ($00E2BD), and the latter's RTL is ultimately used to return.
$00A300 5 bytes Jump (JML/JSL) Modified by 32×32 Player Tilemap Patch, by ExE Boss and Ladida. Edit applied by the main patch.

JML : RTS, modifies the player graphics DMA routine.
$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.
$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.
$00A5AB 4 bytes Jump (JML/JSL) Modified by Yoshi Player Patch: This one initialises RAM on level load (carried sprite, eggs) used by that patch.
$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.
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