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SMW Memory Map
Displaying 25 out of 741 addresses. Show Waiting Addresses
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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.
$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.
Pages: « 1 2 3 429 30 » Per Page: 25 50 75 100 150 500 All

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