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Hijack Address Length Type Description Details
$04813B 1 byte Code Modified by Lunar Magic.
$048242 4 bytes Jump (JML/JSL) Hijacked by carol & WhiteYoshiEgg's 'Overworld speed changer' patch. Jumps to the main routine.
$04828D 1 byte Opcode Modified by Lunar Magic.
$04836E 1 byte Opcode Modified by Lunar Magic.
$048380 1 byte Opcode Modified by Lunar Magic.
$048414 1 byte Opcode Not modified, however is used by Lunar Magic as an RTL for calling routines that end in RTS in bank 4 with stack magic. So don't modify it.
$048509 5 bytes Code Modified by Lunar Magic.
$048566 4 bytes Jump (JML/JSL) Modified by Lunar Magic. This handles star roads and pipes.
$0485C5 4 bytes Jump (JML/JSL) Modified by the Overworld Indicators patch. Main hijack of the patch; draws the actual counter. [JML]
$048E81 10 bytes Code Modified by Lunar Magic. Jumps to a routine that handles level names, located at $03BB20.
$048F74 4 bytes Jump (JML/JSL) Kaijyuu's Multi Midway Points 1.7 Patch's part that hijacks the midway point reset code.
$048F8A 5 bytes Code Modified by Lunar Magic.
$049002 1 byte Code Modified by Lunar Magic.
$049037 Unknown Code Modified by the Overworld Indicators patch. This one modifies the save routine so the game saves whenever you beat a level and doesn't rely on a safe prompt anymore if desired. (Actual size depends whether OW expansion is enabled or not) With Autosave Without Autosave
$04914E 2 bytes Code Modified by Lunar Magic.
$049170 5 bytes Code Modified by Enter Level/Pipe/Star Road Sounds. Modifies the sound when entering a star tile on OW.
$049195 4 bytes Jump (JML/JSL) Modified by Enter Level/Pipe/Star Road Sounds. Modifies the sound when entering a pipe tile on OW.
$049199 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$0491E5 4 bytes Jump (JML/JSL) Modified by Enter Level/Pipe/Star Road Sounds. Modifies the sound when entering a level tile on OW.
$049549 10 bytes Code Modified by Lunar Magic.
$049A35 5 bytes Code Modified by Lunar Magic. This handles the red exit tiles.
$049DFE 3 bytes Code Modified by Lunar Magic.
$04D7F9 64 bytes Code Modified by Lunar Magic.
$04D859 1 byte Code Modified by Lunar Magic.
$04DA74 3 bytes Code Modified by Lunar Magic.
$04DA98 1 byte Opcode Modified by Lunar Magic.
$04DBB9 6 bytes Code Modified by Lunar Magic.
$04DC3B 2 bytes Code Modified by Lunar Magic.
$04DC6A 5 bytes Code Modified by the Free $7F0000 patch. Replaces a JSR and a pair of useless processor flag switches for a JSL. Edit
$04DC72 2 bytes Code Modified by Lunar Magic.
$04DC79 1 byte Code Modified by Lunar Magic.
$04DC8D 2 bytes Code Modified by Lunar Magic.
$04DCA5 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$04DCAA 1 byte Code Modified by Lunar Magic.
$04DCBC 2 bytes Code Modified by Lunar Magic.
$04DCC1 1 byte Code Modified by Lunar Magic.
$04DCFA 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$04DD45 2 bytes Code Modified by Lunar Magic.
$04DD4A 1 byte Code Modified by Lunar Magic.
$04DD56 1 byte Opcode Modified by the Free $7F0000 patch. Changes an RTS to an RTL.
$04E471 3 bytes Code Modified by Lunar Magic.
$04E49F 3 bytes Code Modified by Lunar Magic.
$04E4A4 3 bytes Code Modified by Lunar Magic.
$04E4B0 1 byte Code Modified by Lunar Magic.
$04E4BB 2 bytes Code Modified by Lunar Magic.
$04E4C0 2 bytes Code Modified by Lunar Magic.
$04E5F1 7 bytes Jump (JML/JSL) Modified by Lunar Magic.
$04E5F5 4 bytes Jump (JML/JSL) Modified by the Overworld Indicators patch. Writes to the exit table SRAM synchronizing when a level is beaten. [JML]
$04E622 1 byte Opcode Modified by Lunar Magic.
$04E660 1 byte Code Modified by Lunar Magic.
$04E67C 3 bytes Code Modified by Lunar Magic.
$04E69C 3 bytes Code Modified by Lunar Magic.
$04E6DE 3 bytes Code Modified by Lunar Magic.
$04E6FA 2 bytes Code Modified by Lunar Magic.
$04E709 3 bytes Code Modified by Lunar Magic.
$04E710 3 bytes Code Modified by Lunar Magic.
$04E73E 1 byte Code Modified by Lunar Magic.
$04E745 2 bytes Code Modified by Lunar Magic.
$04E75E 3 bytes Code Modified by Lunar Magic.
$04E9F2 1 byte Code Modified by Lunar Magic.
$04E9F4 3 bytes Code Modified by Lunar Magic.
$04E9F7 5 bytes Code Modified by Lunar Magic.
$04EA27 3 bytes Code Modified by Lunar Magic.
$04EA32 3 bytes Code Modified by Lunar Magic.
$04EA38 3 bytes Code Modified by Lunar Magic.
$04EAAE 2 bytes Code Modified by Lunar Magic.
$04EACC 10 bytes Code Modified by Lunar Magic.
$04EACC 11 bytes Code Modified by Lunar Magic.
$04EAD8 2 bytes Code Modified by Lunar Magic.
$04EAF5 3 bytes Code Modified by Lunar Magic.
$04EC8C 3 bytes Code Modified by Lunar Magic.
$04ECBA 3 bytes Code Modified by Lunar Magic.
$04ECC5 3 bytes Code Modified by Lunar Magic.
$04ED97 3 bytes Code Modified by Lunar Magic.
$04EDB8 3 bytes Code Modified by Lunar Magic.
$04EDBE 3 bytes Code Modified by Lunar Magic.
$04EE3F 3 bytes Code Modified by Lunar Magic.
$04EE5A 3 bytes Code Modified by Lunar Magic.
$04EE5E 2 bytes Code Modified by Lunar Magic.
$04EEC9 3 bytes Code Modified by Lunar Magic.
$04F2B7 3 bytes Code Modified by Lunar Magic.
$04F2BE 3 bytes Code Modified by Lunar Magic.
$04F2C5 3 bytes Code Modified by Lunar Magic.
$04F2CC 3 bytes Code Modified by Lunar Magic.
$04F2D2 3 bytes Code Modified by Lunar Magic.
$04F2D6 3 bytes Code Modified by Lunar Magic.
$04F2DF 3 bytes Code Modified by Lunar Magic.
$04F2E6 3 bytes Code Modified by Lunar Magic.
$04F2EC 3 bytes Code Modified by Lunar Magic.
$04F32C 3 bytes Code Modified by Lunar Magic.
$04F33B 3 bytes Code Modified by Lunar Magic.
$04F33F 3 bytes Code Modified by Lunar Magic.
$04F344 3 bytes Code Modified by Lunar Magic.
$04F39E 3 bytes Code Modified by Lunar Magic.
$04F3A7 3 bytes Code Modified by Lunar Magic.
$04F3AB 3 bytes Code Modified by Lunar Magic.
$04F3AF 3 bytes Code Modified by Lunar Magic.
$04F3C0 3 bytes Code Modified by Lunar Magic.
$04F3C4 3 bytes Code Modified by Lunar Magic.
$04F3CA 3 bytes Code Modified by Lunar Magic.
$04F3CE 3 bytes Code Modified by Lunar Magic.
$04F4B2 85 bytes Data Modified by 999 lives, it's the stripe data for the edited "Lives Exchange" image.
$04F594 2 bytes Opcode [to LDY #$54] Modified by 999 lives. It's the length-1 of the "Exchange Lives" stripe image. The original one was 81 bytes long.
$04F5B7 8 bytes Code Modified by 999 lives to draw Mario's halo during the "Lives Exchange" system without glitching up.
$04F5C7 8 bytes Code Modified by 999 lives to draw Luigi's halo during the "Lives Exhange" system without glitching up.
$04F5E2 3 bytes Opcode Modified by 999 lives. Loads the relocated stripe image data for the arrow that shows up during the "Exchange Lives" system.
$04F5E5 4 bytes Opcode Modified by 999 lives, fixes where the direction during the "Exchange Lives" system gets stored.
$04F5EC 4 bytes Opcode Modified by 999 lives, fixes where the direction during the "Exchange Lives" system gets stored.
$04F5F3 4 bytes Opcode Modified by 999 lives, fixes where the direction during the "Exchange Lives" system gets stored.
$04F5FA 4 bytes Code Modified by 999 lives, fixes where the direction during the "Exchange Lives" system gets stored.
$04F600 4 bytes Jump (JML/JSL) Modified by 999 lives. This jump draws the extended lives numbers in the "Exchange Lives" system.
$04F604 1 byte Opcode Modified by 999 lives. It writes a RTS here to return to the bank.
$04F605 4 bytes Jump (JMP/JSR) Modified by 999 lives, it's the new table for the arrow that appears during the "Lives Exchange" system.
$04F709 1 byte Code Modified by Lunar Magic; it changes which submaps have the thunder effect enabled, see the ROM Map for more info.
$04F767 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$04FBA2 1 byte Code Modified by Lunar Magic.
$04FD86 2 bytes Code Modified by Lunar Magic.
$04FD89 1 byte Code Modified by Lunar Magic.
$04FD8A 1 byte Opcode Modified by Lunar Magic.
$05803B 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$0580A9 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$0580BF 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$0580C3 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$0580C7 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$0580D3 3 bytes Jump (JMP/JSR) Modified by Lunar Magic.
$0583AD 5 bytes Code Modified by Lunar Magic.
$0583B8 5 bytes Jump (JML/JSL) Modified by Lunar Magic, for a jump to the ExGFX processing routine at $0FF7F0.
$058605 5 bytes Code Modified by Lunar Magic.
$0586A1 17 bytes Code Modified by Lunar Magic.
$0586F7 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$05879D 5 bytes Code Modified by Lunar Magic.
$058A18 3 bytes Opcode Modified by Lunar Magic. Changes "AND.W #$01F0" to "AND.W #$3FF0".
$058A65 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$058AF4 3 bytes Opcode Modified by Lunar Magic. Changes "AND.W #$01F0" to "AND.W #$3FF0".
$058B22 1 byte Code Modified by Lunar Magic.
$058B45 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$058BE6 3 bytes Opcode Modified by Lunar Magic. Changes "AND.W #$01F0" to "AND.W #$3FF0".
$058C33 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$058CD9 3 bytes Opcode Modified by Lunar Magic. Changes "AND.W #$01F0" to "AND.W #$3FF0".
$058D2A 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$058DA4 5 bytes Code Modified by Lunar Magic.
$058DB1 3 bytes Code Modified by Lunar Magic.
$058DB9 3 bytes Code Modified by Lunar Magic.
$058DCA 2 bytes Code Modified by Lunar Magic.
$058E12 3 bytes Code Modified by Lunar Magic.
$05B15D 3 bytes Code Modified by Lunar Magic. Part of the Sprite 19 fix.
$05B1A3 7 bytes Code Modified by Lunar Magic.
$05C40C 5 bytes Code Modified by Lunar Magic.
$05C727 5 bytes Jump (JML/JSL) Modified by On/Off Layer 2 Generator Fix, by GreenHammerBro.

JML : NOP, modifies the on/off Layer 2 scroll command to reset the "hit ground" flag when rising.
$05C75D 6 bytes Jump (JML/JSL) Modified by On/Off Layer 2 Generator Fix, by GreenHammerBro.

JML : NOP #2, modifies the on/off Layer 2 scroll command to set a "hit ground" flag, shaking the screen and playing a sound only once.
$05CC66 2 bytes Hex Edit Modified by Course Clear Coins, by MarioFanGamer.

BRA $1C, disables awarding a 1-up if the tens and ones digit of the timer are both equal to the tens digit of bonus stars received. Optionally enabled.
$05CC84 5 bytes Jump (JML/JSL) Hijacked by NSMB Star Coins: This one saves all collected coins through beating a level with a goal post/sphere.
$05CD51 2 bytes Data Modified by Course Clear Coins, by MarioFanGamer.

Replaces the red "★" on the "COURSE CLEAR!" text with a yellow coin icon.
$05CF12 12 bytes Hex Edit Modified by Course Clear Coins, by MarioFanGamer.

INC $13CC : BRA $07 : NOP #7, modifies the "COURSE CLEAR!" bonus star awarding routine to award coins instead.
$05D79B 6 bytes Code Modified by Lunar Magic.
$05D7B9 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$05D7CE 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$05D7E2 5 bytes Jump (JML/JSL) Modified by Lunar Magic. Transfers Y into X, then JSLs to a routine that uses long addressing to index secondary entrance table $05F800 or its expanded version.
$05D7EA 5 bytes Jump (JML/JSL) Modified by Lunar Magic. Transfers Y into X, then JSLs to a routine that uses long addressing to index secondary entrance table $05FA00 or its expanded version.
$05D81C 5 bytes Jump (JMP/JSR) Modified by Lunar Magic. Transfers Y into X, then JSLs to a routine that uses long addressing to index secondary entrance table $05FC00 or its expanded version.
$05D836 5 bytes Code Modified by Lunar Magic.
$05D842 4 bytes Jump (JML/JSL) The main jump of Kaijyuu's Multi Midway Points 1.7 Patch.
$05D8B1 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$05D8B7 39 bytes Code Modified by UberASM and other patches and tools.

Stores the current level number to $010B. Differs from the levelnum.ips patch in that this one uses no freespace.
$05D8E2 4 bytes Jump (JML/JSL) Modified by Lunar Magic.

Stores the current level number plus one to $FE, address used to load custom palettes.
$05D8F5 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$05D8FB 2 bytes Opcode Modified by Lunar Magic. Changes "AND.b #$3F" to "AND.b #$1F".
$05D979 4 bytes Code Modified by Lunar Magic.
$05D97D 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$05D984 4 bytes Jump (JML/JSL) Modified by Sprite Initial Facing Fix, by Alcaro.

JSL, modifies a portion of the level load player position init routine to set $94 - $97 and $D1 - $D4 equivalently.
$05D9A1 4 bytes Jump (JML/JSL) Hijacked by Lunar Magic. Main hijack of the Dynamic Levels patch. It builds a lookup table though $7E:0BF6, $7E:0C56, $7E:0CB6 and $7E:0CD6 for indexing the map16 tables, sets $7E:13D7 (level height) value, $7E:1936 (level height - #$0010), $7E:0BF4 (sprite loader settings) and $7E:0BF5 (dynamic level settings).
$05D9C3 1 byte Opcode Modified by Lunar Magic.
$05D9DE 4 bytes Jump (JML/JSL) Jumps to secondary exit handling code so Kaijyuu's Multi Midway Point 1.7 Patch can use them as midway points without messing with the original midway entrance.
$05D9E3 4 bytes Jump (JML/JSL) Modified by Lunar Magic.

Used to handle LM's seperate midway point entrance functionality. The three 512-byte tables associated with it can be found in order at read3(read3($05D9E4)+$0A).
$05D9E8 4 bytes Code Modified by Lunar Magic.
$05D9FC 4 bytes Jump (JML/JSL) Modified by Sprite Initial Facing Fix, by Alcaro.

JML, modifies a portion of the level load player position init routine to set $94 - $97 and $D1 - $D4 equivalently.
$05DA03 4 bytes Jump (JML/JSL) Modified by Sprite Initial Facing Fix, by Alcaro.

JSL, modifies a portion of the level load player position init routine to set $94 - $97 and $D1 - $D4 equivalently.
$05DA17 5 bytes Jump (JML/JSL) Modified by Lunar Magic.
$05DA7F 1 byte Code Modified by Lunar Magic.
$05DA83 1 byte Code Modified by Lunar Magic.
$05DA8A 4 bytes Jump (JML/JSL) Hijacked by Lunar Magic. Rebuilds the level height table for chocolate island special levels.
$05DAA3 4 bytes Jump (JML/JSL) A hijack from Kaijyuu's Multi Midway Points 1.7 Patch that makes secondary exits compatible with 'No Yoshi' intros.
$05DAE6 1 byte Opcode Modified by Lunar Magic.
$05DB5F 4 bytes Jump (JML/JSL) Hijacked by Lunar Magic. Rebuilds the level height table for chocolate island special levels.
$05DBC2 6 bytes Code Modified by Lunar Magic.
$05DBF2 4 bytes Jump (JML/JSL) Modified by 999 lives, handles the lives' code during the overworld and when exchanging them.
$05DC81 3 bytes 24-bit Pointer Modified by Lunar Magic. The location of secondary entrance table $05FE00 or its expanded version in ROMs modified with Lunar Magic 2.50+.
$05DDA0 96 bytes Data Used by LM for the initial flags of each level (as stored to $1EA2).

If the overworld expansion hijack from LM v2.53 is applied, the table is instead moved to $03BE80, while these bytes are left unused.
$05DE00 512 bytes Data Added by Lunar Magic as a fifth byte of each level's secondary level header. Format: LWPYX---
L - Slippery flag
W - Water flag
P - Flag to use X/Y position method 2
Y - Bit 5 of the entrance Y position for method 2
X - Bit 4 of the entrance X position for method 2
(X/Y are switched in vertical levels)
$06F540 182 bytes Jump (JML/JSL) Used by Lunar Magic as a routine to get a particular Map16 tile's VRAM data (tile number/YXPPCCCT for each of its four tiles). To use, A/X/Y must be 16-bit, and A must contain the tile number multiplied by 2. It returns the lower two bytes of the pointer in A and the bank byte in both the high byte of Y and in $0C (for usages as a 24-bit pointer at $0A).
Alternative entries to the routine are at $06F5D0 (which returns the bank byte in $06 for a pointer at $04 instead of $0A), and $06F5E4 (which directly stores the full pointer into $65).

Pages 0/1 are handled via the original system (a pointer table to data at $0FBE).
Pages 2-7F are then handled by directly indexing their data tables. Each set of 0x10 pages uses a different table; they can each be found with the following calculations:
02-0F: read1($06F557)<<16|(read2($06F553)+$1000&$FFFF)
10-1F: read1($06F560)<<16|(read2($06F55C)+$8000&$FFFF)
20-2F: read1($06F56B)<<16|read2($06F567)+1
30-3F: read1($06F574)<<16|(read2($06F570)+$8000&$FFFF)+1
40-4F: read1($06F598)<<16|read2($06F594)
50-5F: read1($06F5A1)<<16|(read2($06F59D)+$8000&$FFFF)
60-6F: read1($06F5AC)<<16|read2($06F5A8)+1
70-7F: read1($06F5B5)<<16|(read2($06F5B1)+$8000&$FFFF)+1


In addition, if page 2 is set to use tileset-specific Map16 (which can be determined by checking if $06F547 is non-zero), then its data can be found at (read1($06F58A)<<16|read2($06F586))+$1000. In that table, each tileset receives 0x800 bytes, so you can find a particular tile's data by indexing as 0ttttbbb bbbbb000, where tttt is the FG/BG tileset and bbbbbbbb is the low byte of the tile number.
$06F608 60 bytes Jump (JMP/JSR) Used by Lunar Magic as a routine to get a Map16 tile's true acts-like setting (i.e. a value less than 0x200). It returns the 16-bit result in $03, as well as the low byte in $1693 and high byte in Y.

Additionally, the tables used to hold the Map16 tile acts-like settings can be found at the following locations:
Pages 00-3F: read3($06F624)
Pages 40-7F: read3($06F63A)

Each block in these tables receives two bytes, as its 16-bit acts-like setting. To find the true acts-like setting (i.e. a value less than 0x200), simply perform repeated lookups on these tables until a valid value is returned.
$06F690 16 bytes Hex Edit Used by Lunar Magic. This area allows you to insert custom Map16 interactions if Mario hits a tile from below.
$06F6A0 16 bytes Hex Edit Used by Lunar Magic. This area allows you to insert custom Map16 interactions if Mario touches a tile from above.
$06F6B0 16 bytes Hex Edit Used by Lunar Magic. This area allows you to insert custom Map16 interactions if Mario touches a tile horizontally.
$06F6C0 16 bytes Hex Edit Used by Lunar Magic. This area allows you to insert custom Map16 interactions if Mario touches a tile on the top corners (which corner doesn't matter als long as they are from the top side).
$06F6D0 16 bytes Hex Edit Used by Lunar Magic. This area allows you to insert custom Map16 interactions if Mario touches a tile with the lower half of his body (i.e. excluding his head).
$06F6E0 16 bytes Hex Edit Used by Lunar Magic. This area allows you to insert custom Map16 interactions if Mario touches a tile with the upper half of his body (i.e. the head but not the rest of the body).
$06F720 16 bytes Hex Edit Used by Lunar Magic. This area allows you to insert custom Map16 interactions if a sprite touches a tile vertically (which side doesn't matter)
$06F730 16 bytes Hex Edit Used by Lunar Magic. This area allows you to insert custom Map16 interactions if a sprite touches a tile horizontally (which side doesn't matter)
$06F780 16 bytes Hex Edit Used by Lunar Magic. This area allows you to insert custom Map16 interactions if Mario touches a tile with his cape.
$06F7C0 16 bytes Hex Edit Used by Lunar Magic. This area allows you to insert custom Map16 interactions if Mario's fireball touches a tile.
$07F1AA 32 bytes Data Modified by Goal Tape Gives Score patch. Changes bonus star reward table into a score reward table.
$07F25D 5 bytes Code Modified by Goal Tape Gives Score patch. Makes goal always give score on hit.
$07F26C 1 byte Data Modified by PIXI's poison mushroom patch.
Sprite's $1656 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 ($07F26C + ($85) = $07F2F1).
$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 
İYYYY 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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