SMW Memory Map
Displaying 150 out of 2244 addresses.
View: moderated | waiting (17)
Hijack Address | Length | Type | Description | Details |
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$00A1C3 | 4 bytes | Jump (JML/JSL) | Hijacked by UberASMTool. JML, jumps to the routine that executes the "main" label for overworld specific codes. |
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$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. | |
$00A1DA | 4 bytes | Jump (JML/JSL) | Modified by the Separate Luigi Graphics patch, by Bensalot, DiscoTheBat, and Smallhacker. JML, checks every frame at the start of Game Mode 14 (Level) if the active player has changed, and uploads the appropriate graphics if so. |
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$00A1DF | 4 bytes | Jump (JML/JSL) | Hijacked by the Retry System (+ Multiple Checkpoints) v2.06b patch by worldpeace and LX5. JSL, modifies the start of gamemode 14's code to execute the retry prompt code when $1426 has particular values (if not, the original message box routine is executed instead). |
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$00A1F9 | 5 bytes | Jump (JML/JSL) | Hijacked by "Better Bonus Game" by Sonikku. Jumps to code that adds a lose pose if the player loses the bonus game. (Optional) |
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$00A21B | 4 bytes | Jump (JML/JSL) | Modified by Running SFX patch. Jumps to the main code. | |
$00A21F | 4 bytes | Jump (JML/JSL) | Modified by Disable Throwing Items Upwards patch. Disable Up when carrying an item. | |
$00A231 | 2 bytes | Hex Edit | Modified by AddmusicK. Changes the "Unpause" sfx number to $08 (in bank $1DFA). |
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$00A23D | 5 bytes | Code | Modified by AddmusicK. Changes the "Pause" sfx number to $07 (in bank $1DFA), and changes the STY $1DF9 to STY $1DFA. |
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$00A242 | 5 bytes | Jump (JML/JSL) | Hijacked by UberASMTool. JML : NOP, jumps to the routine that executes the "main" label for level specific codes. |
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$00A261 | 4 bytes | Jump (JML/JSL) | Hijacked by the Retry System (+ Multiple Checkpoints) v2.06b patch by worldpeace and LX5. JML, it makes so exiting with start+select is always possible when using the "fast retry" setting. |
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$00A264 | 4 bytes | Jump (JML/JSL) | Modified by the Start + Select Advanced patch, by MarioFanGamer. JML, modifies the "Select pressed while paused" routine to add in per-level checks and custom behaviors. |
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$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). | |
$00A284 | 5 bytes | Jump (JML/JSL) | Modified by the Better Music Pause patch by KevinM. JML : NOP, modifies the Start + Select routine to return the game volume to its proper value when leaving a level. |
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$00A284 | 5 bytes | Jump (JML/JSL) | Hijacked by the Lower Volume When Pausing v1.1 patch, by Kevin. JML : NOP, plays unpause sound when Start+Select exiting the level to restore sound volume. |
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$00A286 | 3 bytes | Jump (JMP/JSR) | Hijacked by AddmusicK (1.0.8). JMP to code in freespace freed at $00A635 to play a SFX when exiting a level with start+select. |
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$00A28A | 5 bytes | Jump (JML/JSL) | Modified by the Easy Mode 7 Patch by ExE Boss, HuFlungDu, and mathie. JML : NOP, handles rotation and scaling. |
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$00A28A | 4 bytes | Jump (JML/JSL) | Hijacked by the Retry System (+ Multiple Checkpoints) v2.06b patch by worldpeace and LX5. JML, it requests the correct retry type if Mario is currently in the death animation. |
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$00A28E | 1 byte | Hex Edit | Hijacked by the Retry System (+ Multiple Checkpoints) v2.06b patch by worldpeace and LX5. It changes the offset the BPL (at $00A28D) jumps to, depending on other patches installed in the rom that use nmi (specifically, the Mario DMA patches). |
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$00A295 | 4 bytes | Jump (JML/JSL) | Hijacked by the Free up RAM $7F:8000 patch by DiscoTheBat and Ersanio. Replaces JSL $7F8000 with a JSL to the OAM clear routine in freespace. This hijack is only applied if !UberASMTool = 0. |
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$00A295 | 4 bytes | Hex Edit | Modified by UberASMTool. Inserts 4 NOPs to remove "JSL $7F8000", since that routine is already called earlier in the main level code. |
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$00A299 | 4 bytes | Jump (JML/JSL) | Hijacked by No running patch. Adds speed limit. | |
$00A299 | 4 bytes | Jump (JML/JSL) | Hijacked by the Offscreen Indicator Patch, by Thomas. JSL, jumps to the main code, drawing a single '!' sprite tile whenever Mario gets above or below the visible screen. |
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$00A29D | 4 bytes | Jump (JML/JSL) | Modified by BG Candle Flames Priority Fix (for SA-1 MaxTile) by Kevin. A JSL (Located at around the beginning of gamemode 14) to $02FA16, which is also hijacked by this patch. |
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$00A2A1 | 4 bytes | Jump (JML/JSL) | Modified by the Wall Kick patch, by MarioE. JSL, jumps to the main patch code. |
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$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] | |
$00A2A5 | 4 bytes | Jump (JML/JSL) | Modified by Lunar Magic. Replaces the original JSL to $05BB39 to a JSL to code in freespace to handle LM's ExAnimations (along with the original game animations). You can JSL to that routine in cases where animations don't usually run to have them run like normal (for example, during the file select gamemode). To do so, use "JSL read3($00A2A6)" (if the animations still don't run, add a "INC $14" before the JSL). |
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$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 |
$00A2D5 | 3 bytes | Jump (JMP/JSR) | Modified by "Remove Status Bar" patch. Enables coin functionality (!enable_coins is enabled). | |
$00A2D5 | 3 bytes | Hex Edit | Modified by "Remove Status Bar" patch. Disable call for coin functionality (!enable_coins is disabled). | |
$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. |
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$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) | Hijacked by the MessageBox in Minimalist Status Bar + Goal Customizer patch, by Isikoro and Ladida. JSL, displays the stars the player gains during the goal march when (for !GetStar_Sprite = 0). |
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$00A2E2 | 4 bytes | Jump (JML/JSL) | Modified by the patch included in the Carryable Pipe sprite by WhiteYoshiEgg. It makes so when !FreezeTimeWhenTeleporting is set to 1, all sprites properly freeze while teleporting using the pipe. |
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$00A2E2 | 4 bytes | Jump (JML/JSL) | Modified by the patch included in the Portable Orb of Teleportation sprite by algae and WhiteYoshiEgg. It makes so when !FreezeTimeWhenTeleporting is set to 1, all sprites properly freeze while teleporting using the orb. (Note: this sprite is based on the Carryable Pipe, and they use the same hijacked code, so they can be used together). |
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$00A2E6 | 4 bytes | Jump (JML/JSL) | Hijacked by the Timer Sprite Status Bar patch, by CircleFriendo. JML, runs the main code i.e. decrements the timer, plays the time is running out SFX and kills the player as well as draw it onscreen. |
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$00A2EE | 5 bytes | Jump (JML/JSL) | Modified by SMA2 Slide Kill Chain patch by HammerBrother. Reset consecutive kill counter if player stops sliding. |
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$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. |
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$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). |
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$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. |
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$00A300 | 4 bytes | Jump (JML/JSL) | Hijacked by the Retry System (+ Multiple Checkpoints) v2.06b patch by worldpeace and LX5. JML, it hijacks the MarioGFXDMA routine to transfer the retry prompt's letters through DMA when requested (only if no custom Mario DMA patches are used, otherwise the hijack is placed at $00A304+read1($00A28E)). |
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$00A300 | 4 bytes | Jump (JML/JSL) | Hijacked by the MessageBox in Minimalist Status Bar + Goal Customizer patch, by Isikoro and Ladida. JML, it hijacks the MarioGFXDMA routine to transfer the goal letters through DMA when requested (only if no custom Mario DMA patches are used, otherwise the hijack is placed at $00A304+read1($00A28E). |
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$00A304 | 4 bytes | Jump (JML/JSL) | Hijacked by the Mario & Friends Character Switching patch, by CircleFriendo. JML, uploads the custom player graphics and palette depending on the current character. |
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$00A308 | 1 byte | Opcode | Modified by the Remove Overworld Border Mario patch by Kevin. Repoints the branch destination of the upload player GFX code to skip the code entirely instead of just the palette when no graphics are to be uploaded to VRAM. |
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$00A31A | 4 bytes | Jump (JML/JSL) | Modified by the Custom Mario Palettes patch, by Erik, Roy, underway. JML, jumps to a routine that makes the bank used in a DMA transfer to depend on a FreeRAM. |
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$00A339 | 4 bytes | Jump (JML/JSL) | Hijacked by the Alternate Mario ExGFX patch, by Alcaro, MarioFanGamer, and Thomas. JML, jumps to code that handles swapping out the bank byte of the ExGFX depending on the value of a freeRAM address. It's stored to scratch RAM, which is later used to write the bank byte of the DMA source address. |
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$00A340 | 1 byte | Hex Edit | Modified by the Free up RAM $7E2000 patch by p4plus2. Changes the bank byte of GFX32 for Mario's cape tile. |
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$00A355 | 4 bytes | Jump (JML/JSL) | Hijacked by the Alternate Mario ExGFX patch, by Alcaro, MarioFanGamer, and Thomas. JML, jumps to code that handles DMA'ing the top half of Mario's tiles. |
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$00A367 | 4 bytes | Jump (JML/JSL) | Modified by the Free up RAM $7E2000 patch by p4plus2. JML, used to change the bank byte of GFX32 and GFX33 for the Mario/Yoshi/Podoboo GFX DMA routine. |
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$00A375 | 4 bytes | Jump (JML/JSL) | Hijacked by the Alternate Mario ExGFX patch, by Alcaro, MarioFanGamer, and Thomas. JML, jumps to code that handles DMA'ing the bottom half of Mario's tiles. |
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$00A387 | 4 bytes | Jump (JML/JSL) | Modified by the Free up RAM $7E2000 patch by p4plus2. JML, used to change the bank byte of GFX32 and GFX33 for the Mario/Yoshi/Podoboo GFX DMA routine. |
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$00A390 | 5 bytes | Code | Modified by Lunar Magic. | |
$00A391 | 3 bytes | Miscellaneous | Not modified, but read by the Free up RAM $7E2000 patch by p4plus2 to change Lunar Magic's code. Changes the bank byte of GFX33 for Lunar Magic's ExAnimations. |
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$00A39E | 1 byte | Hex Edit | Modified by the Free up RAM $7E2000 patch by p4plus2. Changes the bank byte of GFX33 for the original animations. |
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$00A3F0 | 6 bytes | Jump (JML/JSL) | Modified by the Free up RAM $7E2000 patch by p4plus2. JSL : NOP #2, used to change the bank byte of GFX32 for the berries animation. |
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$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. | |
$00A5A8 | 3 bytes | Hex Edit | Modified by "Remove Status Bar" patch. Remove routine call that initializes status bar. | |
$00A5AB | 4 bytes | Jump (JML/JSL) | Modified by various patches such as Yoshi Player Patch and sprite status bar patches, to initialize their respective RAM adresses (i.e. counter positions, carried sprites, eggs, etc.). | |
$00A5AB | 4 bytes | Jump (JML/JSL) | Hijacked by the Timer Sprite Status Bar patch, by CircleFriendo. JML, initialises the timer by settings the clock speed and resets !StatusBarDisable. |
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$00A5AF | 5 bytes | Jump (JML/JSL) | Modified by the Easy Mode 7 Patch by ExE Boss, HuFlungDu, and mathie. JML : NOP, turns off ExAnimation in Mode 7 levels. |
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$00A5BF | 4 bytes | Jump (JML/JSL) | Modified by Lunar Magic. Loads the custom palette of a level depending on the value of $FE. If a custom palette should be loaded, $FE = level number + 1. Otherwise $FE = 0, and no custom palette is loaded. To load the palette, $0EF600 is indexed by ($FE-1)*3 to get a 24-bit pointer. If the low and high bytes of the pointer are both zero, no custom palette will be loaded. If a pointer exists, however, the first 2 bytes from it are stored to $0701 and the following 512 bytes are written directly to $0703. $FE is cleared after it is read, possibly to avoid a custom palette from being uploaded twice. |
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$00A5D5 | 5 bytes | Jump (JML/JSL) | Modified by "Mario + Animated Tile ExGFX" patch. Load Mario and Animation graphics on per-level basis. | |
$00A5D5 | 3 bytes | Jump (JMP/JSR) | Modified by "Remove Status Bar" patch. Enables coin functionality (!enable_coins is enabled). | |
$00A5D5 | 3 bytes | Hex Edit | Modified by "Remove Status Bar" patch. Removes call coin funtionality (!enable_coins is disabled). | |
$00A5E1 | 6 bytes | Code | Modified by Lunar Magic. | |
$00A5EE | 4 bytes | Jump (JML/JSL) | Hijacked by UberASMTool. JML, jumps to the routine that executes the "init" label for level specific codes. |
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$00A5FE | 3 bytes | Code | Modified by Lunar Magic. | |
$00A635 | 31 bytes | Code | Modified by AddmusicK. BRA + : NOP #29 : +, skips over code that manipulates $0DDA. Since AMK 1.0.8, it adds a small piece of code at $00A638 jumped from $00A286 to play a SFX when exiting a level with start+select. |
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$00A645 | 15 bytes | Hex Edit | Modified by AddmusicK. BRA + : NOP #13 +, skips over code that manipulates $0DDA. |
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$00A65D | 3 bytes | Code | Hijacked by the Power Surge Patch, by Glyph Phoenix. NOP #3, disables the zero-ing of the Star Counter on level load. |
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$00A683 | 3 bytes | Hex Edit | Modified by the Goal Type-Dependent Behavior (No Goal Sphere Walk) patch, by Koopster. Changes an ASL to a STZ, so that $13CB is always cleared when a level is loaded. |
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$00A683 | 6 bytes | Jump (JML/JSL) | Modified by the Activate Unused Starman Mechanic v1.1 patch by JamesD28. JML : NOP #2. Jumps to the routine for incrementing the star power flag at $13CB. |
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$00A686 | 7 bytes | Jump (JML/JSL) | Hijacked by Pixi. Jumps to the code that prepares cluster sprites. After it there's a pointer to custom cluster sprite data. |
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$00A6B8 | 4 bytes | Jump (JML/JSL) | Modified by Lunar Magic. | |
$00A6CC | 4 bytes | Jump (JML/JSL) | Modified by Lunar Magic. JSL, it jumps to the routine at $05DD00. |
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$00A6DE | 2 bytes | Opcode | Modified by Yoshi Wings Entrance Type by Zeldara109. Disable "Do Nothing - Slippery Level (Cannot Bring Item)" entrance from making the level slippery. |
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$00A6ED | 8 bytes | Hex Edit | Modified by AddmusicK. BRA + : NOP #6 +, skips over code that manipulates $0DDA. |
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$00A704 | 4 bytes | Jump (JML/JSL) | Modified by Yoshi Wings Entrance Type by Zeldara109. Change a check for yoshi wings entrance to check for entrance type instead of a flag. |
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$00A7B9 | 8 bytes | Jump (JML/JSL) | Modified by Center Scroll 3.3, by HammerBrother and Thomas. JSL : NOP #4, jumps to the code that sets initial scroll line positions. |
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$00A873 | 4 bytes | Code | Modified by Lunar Magic. | |
$00A99B | 4 bytes | Jump (JML/JSL) | Modified by the Separate Luigi Graphics patch, by Bensalot, DiscoTheBat, and Smallhacker. JSL, forces a graphics upload during Game Modes 00 (Load Nintendo Presents) and 1D (Ending: Load Yoshi's House). |
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$00A9C7 | 4 bytes | Jump (JML/JSL) | Hijacked by the 128x128 Nintendo Presents Logo patch, by Kevin. JML, uploads custom graphics for the Nintendo Presents screen. |
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$00A9DF | 4 bytes | Jump (JML/JSL) | Modified by the Castle Destruction Cutscene ExGFX patch, by Kevin. JML, modifies the level GFX file upload routine to load a custom set of sprite graphics during a castle cutscene. |
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$00A9F0 | 4 bytes | Jump (JML/JSL) | Modified by the Boss ExGFX patch, by Alcaro. JSL. Jumps to a routine that checks the current sprite set, and switches it out for the new graphics that have been specified in the given tables. |
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$00AA06 | 2 bytes | Code | Modified by Lunar Magic. | |
$00AA20 | 4 bytes | Jump (JML/JSL) | Modified by the Castle Destruction Cutscene ExGFX patch, by Kevin. JML, modifies the level GFX file upload routine to load a custom set of FG/BG graphics during a castle cutscene. |
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$00AA47 | 2 bytes | Code | Modified by Lunar Magic. | |
$00AA50 | 5 bytes | Jump (JML/JSL) | Modified by Lunar Magic. It's a JSL to $0FF780, then RTS to skip the following original code. |
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$00AA6B | 4 bytes | Jump (JML/JSL) | Modified by the Separate Luigi Graphics patch, by Bensalot, DiscoTheBat, and Smallhacker. JSL, replaces uploads of GFX00, GFX22, and GFX24 to VRAM with their alternate-character counterparts if appropriate. |
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$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. | |
$00AD32 | 5 bytes | Jump (JML/JSL) | Modified by Lunar Magic. Jumps to Lunar Magic routine that loads the current submap palette to $0703 depending if the special world flag is set or not, bypassing the original game's routine. You can call this to force loading the normal or special palette for the current submap (see example code). |
Example code |
$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. |
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$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. | |
$00B041 | 5 bytes | Jump (JML/JSL) | Modified by the Sprites Become Coins by Goal Sphere patch, by Isikoro. JSL : NOP, modifies the end level palette fade routine to always fade to black in non-Mode-7 levels. |
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$00B048 | 4 bytes | Jump (JML/JSL) | Modified by the Custom Mario Palettes patch, by Erik, Roy, underway. JSL, sets the bank of the pointer to the palette to write to the CGRAM mirror. |
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$00B888 | 1 byte | Code | Modified by the Free up RAM $7E2000 patch by p4plus2. Inserts an RTS to skip the whole GFX32/33 decompression routine. |
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$00B88B | 2 bytes | Code | Modified by Lunar Magic. | |
$00B890 | 1 byte | Code | Modified by Lunar Magic. | |
$00B893 | 22 bytes | Code | Modified by Lunar Magic. | |
$00B8A4 | 5 bytes | Jump (JML/JSL) | Modified by the Separate Luigi Graphics patch, by Bensalot, DiscoTheBat, and Smallhacker. JSL : RTS, modifies the player graphics decompression routine to load the (uncompressed) player graphics during Game Mode 01 (Nintendo Presents Logo). Note that this hijack overwrites code applied by Lunar Magic. |
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$00B8D8 | 2 bytes | Code | Modified by Lunar Magic. | |
$00B8DE | 5 bytes | Code | Modified by Lunar Magic. | |
$00B8E3 | 5 bytes | Code | Modified by Lunar Magic. | |
$00BA4E | 8 bytes | Jump (JML/JSL) | Unused in a clean ROM (all $FF), it's modified by Lunar Magic's FastROM patch. | |
$00BA56 | 8 bytes | Code | Default freespace in bank 0 to be modified by the Lunar Magic's "VRAM Patch" Optimization patch, by Kevin. JSR : JSL : RTS, calls the main game loop, jumps to freespace to run the stripe image modifications, then returns. |
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$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 |
$00C005 | 83 bytes | Code | Hijacked by the Item Memory Table Expansion patch, by Isikoro. Replaces the write to item memory routine with its own version. |
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$00C058 | 5 bytes | Code | Modified by Lunar Magic. | |
$00C05D | 6 bytes | Opcode | Hijacked by the Item Memory Table Expansion patch, by Isikoro. RTS, the return opcode of write item memory. |
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$00C07B | 3 bytes | Opcode | Modified by Lunar Magic. Changes "AND.W #$01F0" to "AND.W #$3FF0". | |
$00C097 | 1 byte | Code | Modified by Lunar Magic. | |
$00C0C8 | 3 bytes | Opcode | Modified by Lunar Magic. Changes "AND.W #$01F0" to "AND.W #$3FF0". | |
$00C0E7 | 1 byte | Code | Modified by Lunar Magic. | |
$00C116 | 2 bytes | Opcode | Modified by Lunar Magic. Changes "BEQ CODE_00C13E" to "BEQ CODE_00C127", for checking both tilemap directions instead of just horizontal when deciding or not to upload a tile to VRAM after changing a map16 tile on horizontal levels. | |
$00C122 | 2 bytes | Opcode | Modified by Lunar Magic. Changes "BCS CODE_00C13E" to "BCS CODE_00C127", for checking both tilemap directions instead of just horizontal when deciding or not to upload a tile to VRAM after changing a map16 tile on horizontal levels. | |
$00C13E | 60 bytes | Code | Hijacked by DMA Queue and Block Change Optimize by imamelia, mario90 and spooonsss. Rewrites part of the block change routine to use the "small upload" version of the DMA queue system instead. |
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$00C17A | 5 bytes | Code | Modified by Lunar Magic. | |
$00C17F | 44 bytes | Code | Hijacked by DMA Queue and Block Change Optimize by imamelia, mario90 and spooonsss. Rewrites part of the block change routine to use the "small upload" version of the DMA queue system instead. This is a continuation of this patch's hijack at $00C13E which is interrupted by a 5 byte LM modification at $00C17A. |
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$00C1B3 | 3 bytes | Opcode | Modified by Lunar Magic. Changes "AND.W #$01F0" to "AND.W #$3FF0". | |
$00C25C | 5 bytes | Code | Modified by Lunar Magic. | |
$00C35D | 66 bytes | Jump (JML/JSL) | Hijacked by the Climbing Net Door on Subscreen Boundary Fix patch, by Kevin. Changes the code so that nets check, whether they horizontally cross a subscreen boundary, gets the stripe image index, set the row counter, jumps to freespace to handle the rest of the code, ends the stripe image and updates the index. At the end of the code, there is the table which contains how many tiles to upload per side depending on how much the net crosses a subscreen boundary. |
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$00C3D5 | 3 bytes | Opcode | Modified by Lunar Magic. Changes "AND.W #$01F0" to "AND.W #$3FF0". | |
$00C483 | 1 byte | Hex Edit | Modified by the Goal Type-Dependent Behavior (No Goal Sphere Walk) patch, by Koopster. Changes a BPL to a BRA so that $13CB's star power code never runs. |
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$00C4AE | 4 bytes | Jump (JML/JSL) | Hijacked by NSMB Star Coins: This one saves all collected coins through beating a level with a key hole. | |
$00C4F8 | 5 bytes | Jump (JML/JSL) | Modified by $13FB Game Crash Fix. Jumps to the main code. | |