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Hijack Address Length Type Description Details
$07F59D 1 byte Hex Edit Modified by the Yoshi InMouth Spit Expansion patch, by Isikoro.

Sets the "stay in Yoshi's mouth" Tweaker bit for the Bob-omb sprite.
$07F5AD 1 byte Hex Edit Modified by the Yoshi InMouth Spit Expansion patch, by Isikoro.

Sets the "stay in Yoshi's mouth" Tweaker bit for the Hopping Flame sprite.
$07F5C3 1 byte Hex Edit Modified by the Yoshi InMouth Spit Expansion patch, by Isikoro.

Sets the "stay in Yoshi's mouth" Tweaker bit and clears the "inedible" Tweaker bit for the Podoboo sprite.
$07F5D0 1 byte Hex Edit Modified by the Yoshi InMouth Spit Expansion patch, by Isikoro.

Sets the "stay in Yoshi's mouth" Tweaker bit for the Para-Bomb sprite.
$07F643 1 byte Hex Edit Modified by the Yoshi InMouth Spit Expansion patch, by Isikoro.

Sets the "stay in Yoshi's mouth" Tweaker bit and clears the "inedible" Tweaker bit for the Bowser Statue Flame sprite.
$07F646 1 byte Hex Edit Modified by the Yoshi InMouth Spit Expansion patch, by Isikoro.

Sets the "stay in Yoshi's mouth" Tweaker bit for the Reflecting Fireball sprite.
$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.
$07F785 5 bytes Jump (JML/JSL) Hijacked by Pixi.
Jumps to a routine that clears the init bit when changing sprites, works with $018151.
$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.
$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 Modified by Lunar Magic.

- $0EF100-$0EF2FF (512 bytes): Table that holds the bank byte of the pointer to each level's sprite data, modified the first time any level is saved in LM. If a level hasn't been altered, the entry into the table for that level will be the vanilla bank byte of the sprite data pointer ($07).

- $0EF300-$0EF30B (12 bytes): Routine that gets the bank byte of the pointer to the level's sprite data from the table at $0EF100, and stores it to $D0. Read from [$CE] during the level load routine.

If $0EF30C-$0EF30E contains an address to a sprite extra byte table and $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
Pages: « 1 2 331 32 33 34 » Per Page: 25 50 75 100 150 500 All

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