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Pages: « 1 2 315 16 17 18 1959 60 » Per Page: 25 50 75 100 150 500 All
ROM Address Length Type Description Details
$01B69F 2 bytes Misc. Length of Turn Block Bridge (sprites 59 and 5A)
$01B6A1 2 bytes Sprite physics X speed of Turn Block Bridge (sprites 59 and 5A)
$01B6A3 2 bytes Misc. Time of Turn Block Bridge (sprites 59 and 5A)
$01B77E 1 byte Sprite tilemap related Tile used by Turn Block Bridge (sprites 59 and 5A)
$01B790 14 bytes Sprite tilemap related Change to [09 xx 99 07 03 99 0B 03 99 0F 03 99 13 03] to change the palette used by the turn block bridge. ("xx" is the new palette value; 00 is the original.) This also prevents the last tile from being X-flipped.
$01B7B3 8 bytes Sprite subroutine (JSL) Finish OAM write caller subroutine (JSRs to the main one and ends in RTL).

Value in A: Amount of OAM slots to write minus 1 (i.e. to write 4 tiles, A must be #$03)
Value in Y: Size of the OAM tiles. #$00 = 8x8, #$02 = 16x16, any negative value (e.g. #$FF) = is manually set with $0460.

Note: This routine is only used if you finished to write with a regular sprite. Do not use it outside of regular sprites!
$01B7BB 136 bytes Sprite subroutine (JSR) Finish OAM write routine. JSL to $01B7B3 to access it from all banks other then bank $01.
$01B93C 2 bytes Sprite physics Green horizontal net Koopa's speed (right, left). Red horizontal net Koopas move twice this speed.
$01B94D 1 byte Sprite physics Green vertical net Koopa's initial speed. Red vertical net Koopas move twice this speed.
$01BA20 1 byte Sprite physics Lowest Map16 tile that a vertical net Koopa can climb on. Change from 07 to 06 to allow vertical net Koopas to climb on vine tiles.
$01BA24 1 byte Sprite physics Highest Map16 tile that a vertical net Koopa can climb on, plus one.
$01BA2B 1 byte Sprite physics Lowest Map16 tile that a horizontal net Koopa can climb on. Change from 07 to 06 to allow horizontal net Koopas to climb on vine tiles.
$01BA2F 1 byte Sprite physics Highest Map16 tile that a horizontal net Koopa can climb on, plus one.
$01BAB7 21 bytes Sprite tilemap related Gate Sprite Tilemap
$01BBD3 1 byte Sprite tilemap related Gate Sprite palette
$01BC67 8 bytes Misc. Change to EA EA EA EA EA EA EA EA and every Map16 block will change into sprites when touched by Magikoopa's Magic. (Not just turn blocks)
$01BC7D 1 byte Sprite number What Magikoopa's magic transforms turn block into (1up)
$01BC83 1 byte Sprite number What Magikoopa's magic transforms turn block into (Coin)
$01BC89 1 byte Sprite number What Magikoopa's magic transforms turn block into (Thwimp)
$01BC8F 1 byte Sprite number What Magikoopa's magic transforms turn block into (Yellow Koopa)
$01BD83 1 byte Sprite tilemap related Magikoopa's Magic Tilemap (Circle)
$01BD88 1 byte Sprite tilemap related Magikoopa's Magic Tilemap (Square)
$01BD8D 1 byte Sprite tilemap related Magikoopa's Magic Tilemap (Triangle)
$01BF05 1 byte Sprite tilemap related Tile used by Magikoopa's Wand
$01BF29 1 byte Sound effect SFX played by Magikoopa
$01BF33 1 byte Sprite number The sprite that Magikoopa throws
$01BF6A 121 bytes Sprite subroutine (JSR) The aiming routine used by Magikoopas to aim their magic at (the upper tile of) the player. Input is the total speed (X + Y); output is Y speed in $00 and X speed in $01.
$01C0BD 1 byte Misc. [95] Change to A5 to stop the goal point bar from moving.
$01C0F0 1 byte Music Goal tape end level music
$01C10A 1 byte Sound effect Goal tape breaking sound effect.
$01C11B 1 byte Timer How long the bonus star number stays on screen
$01C158 1 byte Sprite tilemap related Goal Bar Tilemap
$01C164 1 byte Sprite tilemap related Palette/priority/flip of Goal tape tiles
$01C17A 4 bytes Misc. Change 22 CA F1 07 to EA EA EA EA to disable the digits made up of star tiles at the goal tape (which resemble the amount of bonus stars gathered)
$01C19E 1 byte Sprite tilemap related Tile for Growing Vine's Piranha head(1)
$01C1A2 1 byte Sprite tilemap related Tile for Growing Vine's Piranha head(2)
$01C1AE 1 byte Misc. Y speed of Growing Vine's growth
$01C1E6 1 byte Misc. Tiles created from growing vine sprite
$01C313 4 bytes Sprite number Sprites used by the changing item (Mushroom, Flower, Feather, Star)
$01C33D 1 byte Sprite number Sprite that the Changing Item is made from
$01C345 4 bytes Sprite tilemap related Eaten berry palettes (unused, red, pink, green)
$01C34C 1 byte Misc. Change to 00 and the Fire Flower won't flip back and forth
$01C35F 1 byte Sprite tilemap related Eaten berry tile
$01C42C 3 bytes ASM Set to EA EA EA to disable moving coin and star movement
$01C47B 1 byte Sprite physics Star bounce height (between 80-FF)
$01C510 20 bytes Misc. Table of items to put in the item box when a powerup is touched. Indexed by Mario's status ($19), plus 4 times the type of powerup touched. Powerups are ordered as follows:
$01C510 to $01C513 - Mushroom
$01C514 to $01C517 - Flower
$01C518 to $01C51B - Star
$01C51C to $01C51F - Cape
$01C520 to $01C523 - 1-up

For a list of possible values, see $0DC2.
Note: A value of 0x00 (empty) means that the item in the item box doesn't change.
$01C524 20 bytes Misc. Action to take when Mario touches a powerup. Indexed by Mario's status ($19), plus 4 times the type of powerup touched. Powerups are ordered as follows:
$01C524 to $01C527 - Mushroom
$01C528 to $01C52B - Flower
$01C52C to $01C52F - Star
$01C530 to $01C533 - Cape
$01C534 to $01C537 - 1up

Possible values are:
00: Give a mushroom
01: Do nothing
02: Give a star
03: Give a cape
04: Give a flower
05: Give a 1up
$01C538 28 bytes ASM Handles what happens when the player touches a powerup. This routine will manage the item box as well. $01:C549 [0B] is the sound effect to play when touching a powerup.

Set $01:C545 to EA EA EA to disable the item box.
$01C554 12 bytes Pointer powerup routines (indexed by values from $01C524 - $01C537)
$01C566 1 byte Timer Length of Mario's growing animation. Setting it higher than 2F may cause it to use different Mario tiles.
Pages: « 1 2 315 16 17 18 1959 60 » Per Page: 25 50 75 100 150 500 All

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