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SMW Memory Map
Displaying 50 out of 741 addresses. Show Waiting Addresses (1)
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Hijack Address Length Type Description Details
$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.
$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.
$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.
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