Banner
The Old-School Level Design Contest ends in
11 DAYS, 7 HOURS, 35 MINUTES AND 18 SECONDS
Views: 891,993,095
Time:
11 users online: 7 up, Alex No, ASSATAKKU, cozyduck, DoktorGroove, iDeCoY, JonnyManjiro, Klug, MLGKuba11,  Stivi, yogui - Guests: 80 - Bots: 62 Users: 50,048 (2,336 active)
Latest: DiasKnoble
Tip: Pressing Ctrl + Del in Lunar Magic will delete all objects, sprites, and screen exits from the current level.
Not logged in.
SMW Memory Map
Displaying 10 out of 1660 addresses. Show Waiting Addresses (17)
Filter
Link
Address
Hexadecimal number for a partial address. 6-digit number for a full address. Use - to denote a range. Use , to list more than one address.
Length
Type
Enable JavaScript to use multiple regions.
Region
Hold control to select multiple. Check "All" to select all at once.

Type
Description
Separate each individual keyword with spaces. Surround a phrase with quotes to look for the exact phrase, or with / to use a PCRE regular expression. Prepend with - to exclude a keyword or phrase, with + to require a whole word or phrase, or with -+ to exclude a whole word or phrase. ? matches any character, * matches any amount of characters.
 
Pages: « 1 2 331 32 33 34 » Per Page: 25 50 75 100 150 500 All
Hijack Address Length Type Description Details
$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.
Pages: « 1 2 331 32 33 34 » Per Page: 25 50 75 100 150 500 All

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2021 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy
  • sm64romhacks