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SMW Memory Map
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ROM Address Length Type Description Details
$009EC2 1 byte Palette YXPCCCTT properties of the arrow cursor in the title screen menus.
$009F2A 1 byte Misc. Speed of Fade-ins and Fade-outs.
$009F2F 1 byte Overworld border Change from 01 to 0F to stop fadeout on entering level, new area, and back to submap. (Use with $00:9F59)
$009F37 81 bytes Subroutine (JSR) Fading/mosaic routine.
Change $009F59 from D0 to 90 to eliminate all fadeouts. (use in conjunction with $009F2F). Mod note: I've heard that this one is buggy. Use on your own risk.
$009F67 controls which layers are affected by the mosaic effect.
Format: xxxx4321.
The numbers present the layer numbers to add mosaic on. So 1 = Layer 1, 2 = Layer 2, etc.
$009F88 48 bytes Layer 3 Layer 3 settings. The table is indexed by 3t + i, where t is the tileset number and i is the Layer 3 image setting (00 = variable tide, 01 = low tide, 02 = tileset-specific image). It is used by the routine at $009FB8. The actual format seems to be:
01 = variable-height tide
02 = fixed-height tide
80 = Layer 3 smashers/cage
81 = slow-auto-scrolling background (except in tilesets 1 and 3, where it will be a background that scrolls at half the rate Layer 1 does)
C0 = same as 80, except without the smasher palette
$009FB8 141 bytes Subroutine (JSR) The main Layer 3 handling routine in levels.

- $009FDA: Starting Y position of the rising/lowering tide.
- $009FDF: Y position of the fixed-height tide.
- $009FF3: One of two tilesets for which the tileset-specific Layer 3 background will not auto-scroll. The other is at $009FF7.
- $009FF7: One of two tilesets for which the tileset-specific Layer 3 background will not auto-scroll. The other is at $009FF3.
- $00A00A: Pointer to the layer 3 crusher palette.
$00A045 38 bytes Layer 3 The routine that sets the interaction of the Layer 3 tide tiles.

Both $00A04E and $00A04F are the low byte of the Map16 tile that the tides act like; nothing is stored to the high byte, so this is always on page 0.
$00A06B 14 bytes Coordinate 16-bit X-coordinates for each of the seven submaps. The main map has values of 0, and is overridden elsewhere.
$00A079 14 bytes Coordinate 16-bit Y-coordinates for each of the seven submaps. The main map has values of 0, and is overridden elsewhere.
$00A09C 1 byte Timer Timer to disable skipping the intro message (level C5).
The timer decreases every 4 frame.
$00A0CC 3 bytes Misc. Saves Mario/Luigi's powerups based on which one you are using for the level
$00A0F9 1 byte ASM Part of the routine that runs after dying with zero lives.

If # of levels beat is zero, then it will take you back to the intro screen, if levels beat is positive, it will take you back to the last place you saved on the OW and bring up the Continue/End dialog.

Change this byte to BRA ($80) to cause it to not send you to the intro screen and bring up the Continue/End dialog if you haven't saved for the first time. (In other words, it will take you back to Yoshi's House on an unedited overworld.)
$00A148 1 byte Overworld GFX file for animated tiles (waterfalls etc) on the overworld.
$00A15A 4 bytes Overworld border Call to the routine to draw the number of lives on the overworld border.

Change to [80 02] (BRA $02) to disable the amount of lives from being shown in the overworld border. Use with $04A530.
$00A1E3 1 byte ASM Change to 0xEA to keep the game running when a message box is on the screen.
$00A21E 1 byte Controller Button to press for Pause. (Checks $16)
$00A21F 1 byte ASM Change from F0 (BEQ) to 80 (BRA) to disable pausing
$00A22D 1 byte Timer Timer (in frames) that runs to prevent the pause flag from being flipped instantly. Change [3C] to another value to change the time it takes for Mario to pause/unpause.
$00A23E 1 byte Music Change to 12 and music will continue to play when you pause the game. Changing [11] to another value will alter the sound effect that occurs when pausing the game.
$00A248 1 byte Debug DEBUG: Advance frame / Slow motion (00 = enable)
$00A256 1 byte Debug DEBUG: Slow motion speed
$00A25B 47 bytes Controller Code to handle leaving the level with Start+Select.

Change $00:A268 to 00 to always allow leaving the level.
Change $00:A273 to 00 to beat the level by doing that, not just leave it. Holding A or B will give the secret exit.
$00A300 144 bytes Subroutine (JSR) The routine that handles the graphics that get DMA'd to the first five 16x16 tiles in SP1. It also write the necessary colors to the player's palette (colors 6-F).
$00A30A - Mario/Luigi Palette - Starting Index (Changing this will cause Mario/Luigi to flash when the screen fades out after beating a boss)
$00A320 - Mario/Luigi Palette - Amount of colours * 2
$00A390 1 byte ASM [C2] Change to 60 to disable all animations in levels. This includes colour 64.
Note: LM will still show the animations.
$00A3DB 2 bytes Overworld border [00 08] For which VRAM address animation data will be broken up into two lines of two tiles instead of a single line of four tiles.
$00A400 2 bytes Overworld border [00 09] VRAM address of the second line of two animated tiles (value should be $00A3DB + 0x100).
$00A41A 1 byte Palette [A9] Changing this to 60 will disable the flashing yellow color in levels, but not on the overworld.
$00A41B 1 byte Palette Palette number to use for the flashing palette. Default value is $64
$00A429 12 bytes Palette Changing [B9 0C B6 8D 22 21 B9 0D B6 8D 22 21] to [80 0A EA EA EA EA EA EA EA EA EA EA] will disable the flash animation of colour #64. Make sure that the "View Animation" function in Lunar Magic is disabled.
WARNING: Will disable the animated colours on the OW too!
$00A439 1 byte Misc. Change [F0] (BEQ) to [80] (BRA) to prevent various tiles in SP1 to be overwritten (which meant using ExGFX for them would have no effect). This does not affect tiles 00-09, 10-19 and 7F of SP1.
$00A514 1 byte Palette The first animated colour on the overworld. (Default: 6D.)
$00A51D 1 byte Palette The second animated colour on the overworld. (Default: 7D.)
$00A757 1 byte Misc. How far to offset the players position to the right when exiting a vertical pipe. Values above 0F aren't recommended.
$00A75F 1 byte Misc. How many frames to move Mario when exiting upward from a vertical pipe.
$00A763 1 byte Misc. How many frames to move Mario when exiting downward from a vertical pipe while small.
$00A769 1 byte Misc. How many frames to move Mario when exiting downward from a vertical pipe while with a powerup.
$00A82E 1 byte Misc. GFX File loaded for "MARIO START!", "GAME OVER", etc.
$00A8C3 104 bytes Sprite Misc. 26x4 byte table, Sprite GFX list.
Normal levels can use 00-0F, but the following values have also been observed:
10: [00 00 00 08] Unused?
11: [10 0F 1C 1D] Overworld
12: [00 01 24 22] Morton, Roy, Ludwig
13: [00 01 25 22] Iggy, Larry, Reznor
14: [00 22 13 2D] Castle destruction sequence
15: [00 01 0F 22] Walking home during the credits
16: [00 26 2E 22] Yoshi's House during the credits
17: [21 0B 25 0A] Boss list from the credits
18: [00 0D 24 22] Bowser
19: [2C 30 2D 0E] THE END screen
$00A92B 60 bytes Level data 26x4 byte table, FG/BG GFX list.
Normal levels can use 00-0E, but cutscenes set this to higher values.
$00A96F 28 bytes Level data Submap Foreground Graphics
$00A993 63 bytes Layer 3 Layer 3 GFX28 to 2B upload routine. Pages are uploaded in 64 tile chunks in four passes.
$00A9CD 1 byte Misc. GFX file to use for Nintendo Presents logo
$00AA70 1 byte Misc. GFX file to load special world graphics into
$00AA76 1 byte ASM Change from 10 to 80 to disable the Koopas from using different graphics after the special world is passed
$00AA79 1 byte Sprite tilemap related GFX File loaded for enemies after Special World is passed
$00AB43 1 byte Mode 7 tilemap GFX File loaded for Mode 7 objects
$00AC06 2 bytes Palette Layer 3 Palettes Pointer
$00AC0B 2 bytes Palette Layer 3 Palettes Starting Index
$00AC10 2 bytes Palette Layer 3 Palettes X-Span -1
$00AC15 2 bytes Palette Layer 3 Palettes Y-Span -1
$00AC1D 2 bytes Palette Foreground/Sprite Palettes Pointer
$00AC22 2 bytes Palette Foreground/Sprite Palettes Starting Index
$00AC27 2 bytes Palette Foreground/Sprite Palettes X-Span -1
$00AC2C 2 bytes Palette Foreground/Sprite Palettes Y-Span -1
$00AC3C 2 bytes Palette Back Area Colours Pointer
$00AC42 2 bytes Palette Tileset Specific FG Palettes Pointer
$00AC59 2 bytes Palette Tileset Specific FG Palettes Starting Index
$00AC5E 2 bytes Palette Tileset Specific FG Palettes X-Span -1
$00AC63 2 bytes Palette Tileset Specific FG Palettes Y-Span -1
$00AC6B 2 bytes Palette Tileset Specific Sprite Palettes Pointer
$00AC82 2 bytes Palette Tileset Specific Sprite Palettes Starting Index
$00AC87 2 bytes Palette Tileset Specific Sprite Palettes X-Span -1
$00AC8C 2 bytes Palette Tileset Specific Sprite Palettes Y-Span -1
$00AC94 2 bytes Palette Layer 2 Background Palettes Pointer
$00ACAB 2 bytes Palette Layer 2 Background Palettes Starting Index
$00ACB0 2 bytes Palette Layer 2 Background Palettes X-Span -1
$00ACB5 2 bytes Palette Layer 2 Background Palettes Y-Span -1
$00ACBD 2 bytes Palette Layer 1 Berry Palettes Pointer
$00ACC2 2 bytes Palette Layer 1 Berry Palettes Starting Index
$00ACC7 2 bytes Palette Layer 1 Berry Palettes X-Span -1
$00ACCC 2 bytes Palette Layer 1 Berry Palettes Y-Span -1
$00ACD4 2 bytes Palette Berry Sprite Palettes Pointer
$00ACD9 2 bytes Palette Berry Sprite Palettes Starting Index
$00ACDE 2 bytes Palette Berry Sprite Palettes X-Span -1
$00ACE3 2 bytes Palette Berry Sprite Palettes Y-Span -1
$00AD1E 7 bytes Palette Palette IDs to use for each submap
$00AD28 2 bytes Palette Overworld Map Layer 2 Palettes Pointer
$00AD30 2 bytes Palette Overworld Map Layer 2 Palettes Pointer (Special World Passed)
$00AD4D 2 bytes Palette Overworld Map Layer 2 Palettes Starting Index
$00AD52 2 bytes Palette Overworld Map Layer 2 Palettes X-Span -1
$00AD57 2 bytes Palette Overworld Map Layer 2 Palettes Y-Span -1
$00AD5F 2 bytes Palette Overworld Map Layer 1 Palettes Pointer
$00AD64 2 bytes Palette Overworld Map Layer 1 Palettes Starting Index
$00AD69 2 bytes Palette Overworld Map Layer 1 Palettes X-Span -1
$00AD6E 2 bytes Palette Overworld Map Layer 1 Palettes Y-Span -1
$00AD76 2 bytes Palette Overworld Map Sprite Palettes Pointer
$00AD7B 2 bytes Palette Overworld Map Sprite Palettes Starting Index
$00AD80 2 bytes Palette Overworld Map Sprite Palettes X-Span -1
$00AD85 2 bytes Palette Overworld Map Sprite Palettes Y-Span -1
$00AD8D 2 bytes Palette Overworld Map Layer 3 Palettes Pointer
$00AD92 2 bytes Palette Overworld Map Layer 3 Palettes Starting Index
$00AD97 2 bytes Palette Overworld Map Layer 3 Palettes X-Span -1
$00AD9C 2 bytes Palette Overworld Map Layer 3 Palettes Y-Span -1
$00ADA9 2 bytes Palette Title Screen Layer 3 Palettes (Row 1) Pointer
$00ADAE 2 bytes Palette Title Screen Layer 3 Palettes (Row 1) Starting Index
$00ADB3 2 bytes Palette Title Screen Layer 3 Palettes (Row 1) X-Span -1
$00ADB8 2 bytes Palette Title Screen Layer 3 Palettes (Row 1) Y-Span -1
$00ADC0 2 bytes Palette Title Screen Layer 3 Palettes (Row 2) Pointer
$00ADC5 2 bytes Palette Title Screen Layer 3 Palettes (Row 2) Starting Index
$00ADCA 2 bytes Palette Title Screen Layer 3 Palettes (Row 2) X-Span -1
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