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Hijack Address Length Type Description Details
$0C9447 1 byte Hex Edit Modified by AddmusicK.
Changes the "Staff roll" song number.
$0C9EEB 96 bytes Code Modified by Lunar Magic.
$0CA40C 1 byte Hex Edit Modified by AddmusicK.
Changes the "Yoshis are home" song number.
$0CA5C2 1 byte Hex Edit Modified by AddmusicK.
Changes the "Cast list" song number.
$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).
$0CC94E 4 bytes Jump (JML/JSL) Modified by Skippable Castle Cutscenes: Adds a check which allows the player to skip the cutscene.
$0CD5D4 1 byte Hex Edit Modified by AddmusicK (1.0.8).
Changes the number of the second castle destruction sequence song.
$0DA106 4 bytes Jump (JML/JSL) Modified by ObjecTool 0.5, by 0x400 and imamelia.
JML, It adds support for new extended objects ($98+).
$0DA415 5 bytes Jump (JML/JSL) Hijacked by the Retry System (+ Multiple Checkpoints) v2.06b patch by worldpeace and LX5.
JML : NOP, it runs the custom midway object code. (only if !use_custom_midway_bar = 1)
$0DA415 5 bytes Jump (JML/JSL) Modified by ObjecTool 0.5, by 0x400 and imamelia.
JML : NOP, it allows the user to place object 2D into the level and therefore adds support for custom normal objects.
$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.
$0DA691 4 bytes Jump (JML/JSL) Hijacked by the Retry System (+ Multiple Checkpoints) v2.06b patch by worldpeace and LX5.
JML, it modifies the midway bar object code to spawn the midway when another one in the level has been collected.
$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
$0DB2D7 4 bytes Jump (JML/JSL) Hijacked by the Individual Dragon Coin Save patch by worldpeace, JackTheSpades and LX5.
JML, it modifies the Dragon Coin object code to not generate the coin in case it's been collected already.
$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+.
$0DF08A 79 bytes Code Modified by Lunar Magic.
It's a subroutine (which ends in RTS) inserted the first time a level is saved in LM.
$0DF150 13 bytes Code Modified by Lunar Magic.
Small piece of code inserted the first time a level is saved in LM.
$0DF160 35 bytes Code Modified by Lunar Magic.
It's a subroutine (which ends in RTS) inserted the first time the time limit setting is bypassed in LM.
$0DF17D 4 bytes Jump (JML/JSL) Hijacked by the Midway Point Timer Reset patch by WhiteYoshiEgg.
JML, it hijacks Lunar Magic's custom routine that sets the level timer to backup its initial value.
$0DF1C0 178 bytes Code Modified by Lunar Magic.
It's a subroutine (which ends in RTS) inserted the first time a level is saved in LM.
$0DF290 59 bytes Code Modified by Lunar Magic.
It's a subroutine (which ends in RTS) inserted the first time a level is saved in LM.
$0DF2CB 8 bytes Table Modified by Lunar Magic.
It's an AND table (which goes from $01 to $80) inserted the first time a level is saved in LM. It's used by the code at $0DF290.
$0E8000 28928 bytes Code Modified by AddmusicK.
First, an header is inserted, containing the following:
- The identifier characters "@AMK".
- Version number (which seems to be kept at $00 in all versions of the program).
- Long pointer to the table of sample groups pointers.
- Long pointer to the table of music data pointers.
- 21 "$00" bytes, probably meant for future expansions.

Then, the main code of the tool is inserted, which handles uploading music to the SPC700 and playing it, and the rest of the space is cleared out by filling it with "$55" bytes ("rep $7100 : db $55" done before inserting the custom code). The space is cleared out until $0EF0FF, since $0EF100-$0EFFFF is used by Lunar Magic.
$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.

Additionally, Lunar Magic inserts a 55 bytes routine at $0EFD00 (ends in RTL), which is used to get the BG Map16 page during level loading, and a 48 bytes table at $0EFD50, read from in the routine.
Extra Bytes Data
$0EF100 512 bytes Table Modified by LM.

This table contains the bank bytes of every level's sprite data pointer.
$0EF30C 4 bytes Data Hijacked by Pixi.
Writes the pointer to sprite size table, and then a $42 byte, so that Lunar Magic will enable extra bit customization for placing sprites.
$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.
$0F8000 28753 bytes Data Modified by AddmusicK.
This is where AMK's custom SPC engine (main.bin) is inserted in the ROM, to then be uploaded to the SPC700 ram. The remaining bytes are cleared out by filling them with "$55" bytes ("REP $7051 : db $55" done before inserting the custom data). The space is cleared out until $0FF050, since $0FF051-$0FFFFF is used by Lunar Magic.
$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.
$0FFB9C 4 bytes Jump (JML/JSL) Modified by 32x32 Player Tilemap Patch, by ExE Boss and Ladida. Edit applied by the main patch.

JML, overwrites Lunar Magic code to skip uploading player graphics during overworld path transitions, preventing graphical bugs.
$0FFC94 4 bytes Jump (JML/JSL) Modified by 32x32 Player Tilemap Patch, by ExE Boss and Ladida. Edit applied by the main patch.

JML, overwrites Lunar Magic code to correct player palette mirrors prior to palette upload, preventing graphical bugs.
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