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Tip: Use this patch to fix the bug where editing the upper right 8x8 tile of the sideways walking Koopa Troopa in GFX01 makes the coin sparkles look glitchy.
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Hijack Address Length Type Description Details
$05D79B 6 bytes Code Modified by Lunar Magic.
$05D7AB 5 bytes Jump (JML/JSL) Hijacked by the Individual Dragon Coin Save patch by worldpeace, JackTheSpades and LX5.
JML : NOP, it jumps to a routine that computes the value of $13BF for the level currently being entered, and sets the number of Dragon Coins collected in the level based on how many they were collected before.
$05D7B9 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$05D7BD 4 bytes Jump (JML/JSL) Hijacked by the Retry System (+ Multiple Checkpoints) v2.06b patch by worldpeace and LX5.
JML, it jumps to an initialization routine.
$05D7CE 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
JSL, it jumps to the routine at $05DC50.
$05D7D4 4 bytes Jump (JML/JSL) Hijacked by the Retry System (+ Multiple Checkpoints) v2.06b patch by worldpeace and LX5.
JML, it jumps to an initialization routine.
$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.
TYX : JSL, it copies the Y register into X and then jumps to the routine at $03BCE0.
$05D842 4 bytes Jump (JML/JSL) The main jump of Kaijyuu's Multi Midway Points 1.7 Patch.
$05D842 4 bytes Jump (JML/JSL) Hijacked by the Retry System (+ Multiple Checkpoints) v2.06b patch by worldpeace and LX5.
JML, it's the main entry point for the multiple midway points patch included in retry.
$05D8AC 5 bytes Code Hijacked by the Individual Dragon Coin Save patch by worldpeace, JackTheSpades and LX5.
It writes the original code (STA $0E : LDA $1F11,y) to restore it in case you patch the new version over an old one (which used this location as a jump point).
$05D8B1 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
JSL, it jumps to the routine at $05DCD0.
$05D8B7 39 bytes Code Modified by UberASMTool.
Inserts code that sets the current sublevel number in $010B, in a way that's compatible with older versions of the LevelNum patch.
$05D8B7 39 bytes Code Hijacked by the Retry System (+ Multiple Checkpoints) v2.06b patch by worldpeace and LX5.
It's the LevelNum patch, which sets the current sublevel number in $010B.
$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.
$05D8B9 3 bytes Jump (JMP/JSR) Modified by the Message Box Expansion patch. Jumps to the LevelNum code at $05DC46.
$05D8B9 3 bytes Jump (JMP/JSR) Modified by the Boss ExGFX patch, by Alcaro.
JSR. Jumps to the LevelNum code at $05DC46.
$05D8B9 3 bytes Jump (JMP/JSR) Hijacked by Pixi.
Inserts a JSR to the LevelNum routine inserted at $05DC46.
$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.
$05D8E6 4 bytes Jump (JML/JSL) Hijacked by the Retry System (+ Multiple Checkpoints) v2.06b patch by worldpeace and LX5.
JML, it jumps to an initialization routine. This is run between the objects and sprites initialization codes.
$05D8F5 4 bytes Jump (JML/JSL) Modified by Lunar Magic.

JSL, jumps to a subroutine at $0EF300 that gets the bank byte of the pointer to the level's sprite data from a table at $0EF100.
$05D8FB 2 bytes Opcode Modified by Lunar Magic. Changes "AND.b #$3F" to "AND.b #$1F".
$05D971 4 bytes Jump (JML/JSL) Hijacked by the Retry System (+ Multiple Checkpoints) v2.06b patch by worldpeace and LX5.
JML, it's part of the code that fixes the bug where sprites always face left when loading a level.
$05D979 4 bytes Code Modified by Lunar Magic.
$05D97D 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
JSL, it jumps to the routine at $05DD30.
$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.
$05D9D7 4 bytes Jump (JML/JSL) Hijacked by the Retry System (+ Multiple Checkpoints) v2.06b patch by worldpeace and LX5.
JML, it modifies the level loading routine to set Mario's entrance depending on the current checkpoint.
$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.
$05D9DE 4 bytes Jump (JML/JSL) Hijacked by the Retry System (+ Multiple Checkpoints) v2.06b patch by worldpeace and LX5.
JML, jumps to the code that handles secondary exits for the multiple midway points patch included in retry.
$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.
$05D9EC 4 bytes Jump (JML/JSL) Hijacked by the Retry System (+ Multiple Checkpoints) v2.06b patch by worldpeace and LX5.
JML, fixes vanilla midway entrances when using the patch.
$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.
$05D9FC 4 bytes Jump (JML/JSL) Hijacked by the Retry System (+ Multiple Checkpoints) v2.06b patch by worldpeace and LX5.
JML, it's part of the code that fixes the bug where sprites always face left when loading a level.
$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.
$05DA03 4 bytes Jump (JML/JSL) Hijacked by the Retry System (+ Multiple Checkpoints) v2.06b patch by worldpeace and LX5.
JML, it's part of the code that fixes the bug where sprites always face left when loading a level.
$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.
$05DAA3 4 bytes Jump (JML/JSL) Hijacked by the Retry System (+ Multiple Checkpoints) v2.06b patch by worldpeace and LX5.
JML, it's the code that makes secondary exits compatible with "No Yoshi" intros in the multiple midway points patch included in retry.
$05DAB2 4 bytes Jump (JML/JSL) Hijacked by the Level Entrance Repointer Patch, by JamesD28 and Smallhacker.
JML, hijacks the level entrance routine to load data from a level between 0 and 1FF, then jumps back.
$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.
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