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SMW Memory Map
Displaying 37 out of 837 addresses. Show Waiting Addresses (13)
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Hijack Address Length Type Description Details
$07F335 1 byte Data Modified by PIXI's poison mushroom patch.
Sprite's $1662 value. Note that the actual hijack location depends on the sprite slot chosen. For example, if the sprite is inserted in slot $85, then the hijack location is ($07F3BA + ($85) = $07F43F).
$07F3FE 1 byte Data Modified by PIXI's poison mushroom patch.
Sprite's $166E value. Note that the actual hijack location depends on the sprite slot chosen. For example, if the sprite is inserted in slot $85, then the hijack location is ($07F3FE + ($85) = $07F483).
$07F43C 1 byte Data Modified by Item Box Sprite Fix, by Davros/Romi.

db $36, modifies P-Switch sprite tweaker info 166E to ensure proper palette in custom state.
$07F451 1 byte Data Modified by Item Box Sprite Fix, by Davros/Romi.

db $36, modifies Throw Block sprite tweaker info 166E to ensure proper palette in custom state.
$07F4C7 1 byte Data Modified by PIXI's poison mushroom patch.
Sprite's $167A value. Note that the actual hijack location depends on the sprite slot chosen. For example, if the sprite is inserted in slot $85, then the hijack location is ($07F4C7 + ($85) = $07F54C).
$07F590 1 byte Data Modified by PIXI's poison mushroom patch.
Sprite's $1686 value. Note that the actual hijack location depends on the sprite slot chosen. For example, if the sprite is inserted in slot $85, then the hijack location is ($07F590 + ($85) = $07F615).
$07F659 1 byte Data Modified by PIXI's poison mushroom patch.
Sprite's $190F value. Note that the actual hijack location depends on the sprite slot chosen. For example, if the sprite is inserted in slot $85, then the hijack location is ($07F659 + ($85) = $07F6DE).
$07F77F 6 bytes Jump (JML/JSL) Modified by the "Takes 5 fireballs to kill" Work-around Patch.

This hijack extends the sprite tables reset routine to also reset the new "fireball hit counter" sprite table, defined by the freeRAM provided.
$0C9436 4 bytes Jump (JML/JSL) Hijacked by Lunar Magic. Rebuilds the level height table for credits. The credits still uses the level layout like a normal level.
$0C9EEB 96 bytes Code Modified by Lunar Magic.
$0CAE0F 2 bytes Code Modified by Lunar Magic.
$0CB66E 300 bytes 24-bit Pointer GPS pointer table for shared routine. Tool caps at 100 routines with the pointers being 3 bytes long each (taking 300 bytes in total if you hit the cap).
$0DA532 1 byte Code Modified by Lunar Magic.
$0DA536 2 bytes Code Modified by Lunar Magic.
$0DA62B 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$0DA916 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$0DA924 4 bytes Jump (JML/JSL) Modified by the "Beat level by collecting all of the coins" patch. Jumps to a routine which counts how many coin objects are in the level.
$0DA963 17 bytes Code Modified by Lunar Magic. Increments $6B-$6C/$6E-$6F by the current level height ($13D7) instead of constant #$01B0. Implementation
$0DA9D6 25 bytes Code Modified by Lunar Magic. Decrements $6B-$6C/$6E-$6F/$04-$05 by the current level height ($13D7) instead of constant #$01B0. Also decrements $1BA1. Implementation
$0DA9EF 22 bytes Code Modified by Lunar Magic. Increments $6B-$6C/$6E-$6F/$04-$05 by the current level height ($13D7) instead of constant #$01B0. Also increments $1BA1. Implementation
$0DB318 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$0DB384 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$0DBADC 39 bytes Code Modified by Forest Treetop Fix. Makes forest treetops able to be positioned at any Y position inside a level.
$0DBB16 13 bytes Code Modified by Lunar Magic.
$0DE190 7 bytes Code Used by Lunar Magic. Routine that indexes secondary entrance table $05F800 or its expanded version with long addressing. $0DE191 is the 24-bit pointer to the location of secondary entrance table $05F800 or its expanded version in ROMs modified with Lunar Magic 2.50+.
$0DE197 7 bytes Code Used by Lunar Magic. Routine that indexes secondary entrance table $05FA00 or its expanded version with long addressing. $0DE198 is the 24-bit pointer to the location of secondary entrance table $05FA00 or its expanded version in ROMs modified with Lunar Magic 2.50+.
$0DE19E 7 bytes Code Used by Lunar Magic. Routine that indexes secondary entrance table $05FC00 or its expanded version with long addressing. $0DE19F is the 24-bit pointer to the location of secondary entrance table $05FC00 or its expanded version in ROMs modified with Lunar Magic 2.50+.
$0EF0F0 3856 bytes Miscellaneous Originally empty and not modified by Lunar Magic, however if $0EF30C-$0EF30E contains an address to a sprite extra byte table and have $0EF30F holds a value of $42, Lunar magic will enable extra bit customization for placing sprites. Data
$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
$0EF55D 3 bytes 24-bit Pointer Used by Lunar Magic as a 24-bit pointer to the custom overworld sprite data table. Will be $FFFFFF if no custom sprites are being used.
$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.
$0EFD50 24 bytes Table Used by Lunar Magic. This is a table of eight 24-bit pointers to the BG Map16 data in ascending order, where each pointer corresponds to a set of 0x10 pages. If a pointer is $000000, then that set of BG Map16 pages is currently unused.
$0FF0A0 160 bytes Hex Edit Not actually "used" for anything, but Lunar Magic writes the following string here:
Code
Lunar Magic Version X.XX Public 
©YYYY FuSoYa, Defender of Relm h
ttp://fusoya.eludevisibility.org
                                
I am Naaall, and I love fiiiish!

where X.XX is the version number and YYYY is the publication year of the LM version used.
$0FF600 384 bytes 24-bit Pointer Used by Lunar Magic for a table of 24-bit pointers to ExGFX80-FF (pointers for 100-FFF can be found at $read3($0FF937)). A pointer of 000000 indicates the file isn't inserted.
$0FF7F0 67 bytes Jump (JML/JSL) Used by Lunar Magic as a routine to handle processing ExGFX files during level load.
A table of every level's ExGFX files can be found at read3($0FF7FF). Each level receives 32 bytes, with two bytes per ExGFX file; some additional data is also stored in the high byte of certain files. More information can be found here.
$0FF900 110 bytes Jump (JML/JSL) Used by Lunar Magic as a routine to decompress a 4bpp GFX file to a specified location in RAM. To use it, load the 16-bit GFX file number into A and 24-bit destination RAM address in $00.
Note that it won't work on GFX32/33.
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