Banner
Views: 806,952,325
Time:
16 users online: alnokitchen,  Dakras Hayashi, DanielB,  E-man38, Eminus,  Exodustx0, FrozenQuills, Green Jerry, Insanit, Luigiz The Boss, Mediocre Espurr, Remalis,  RussianMan,  Tamaki, Vhack, Zandro - Guests: 68 - Bots: 184 Users: 42,328 (1,937 active)
Latest: Guerra2631
Tip: When using custom palettes, remember that certain colors in palettes 0 and 1 will also affect the status bar.Not logged in.
SMW Memory Map
Displaying 100 out of 2956 addresses. Show Waiting Addresses (24)
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 2 325 26 27 28 29 30 » Per Page: 25 50 75 100 150 500 All
ROM Address Length Type Description Details
$07E4F1 131 bytes Level data Level 12D (Sprites)
$07E574 107 bytes Level data Level 128 (Sprites)
$07E5DF 113 bytes Level data Level 127 (Sprites)
$07E650 164 bytes Level data Level 126 (Sprites)
$07E6F4 101 bytes Level data Level 125 (Sprites)
$07E759 20 bytes Level data Level 104 (Sprites)
$07E76D 2 bytes Level data Level 012, 019, 01E, 025-092, 09C-0BC, 10C, 112, 124, 129, 12E, 12F, 131, 133, 137-192, 19C-1BA (Sprites)
$07E76F 2193 bytes Empty Unused data.
$07F000 180 bytes Sprite Misc. Table of sprite OAM indexes. It is indexed by the values in the table at $07F0B4 and used in the routine at $0180D2.
$07F0B4 20 bytes Sprite Misc. Indexes to the table at $07F000. This table itself is indexed by the sprite memory setting plus the sprite index.
$07F0C8 107 bytes Misc. X-coordinates of bonus star numbers (FF terminates the string)
$07F134 107 bytes Misc. Y-coordinates of bonus star numbers (FF terminates the string)
$07F1A0 10 bytes Pointer Relative pointers for each bonus star number formation's tilemap (0-9)
$07F1AA 32 bytes Misc. Table of bonus stars to receive at the goal. The table is x20 bytes long, and each byte corresponds to a four-pixel range, from the lowest to the highest point. (The values in this table are binary-coded decimal numbers, so e.g. if the table says x17 it means you will get 17 (decimal) stars at that level.)
$07F21A 1 byte Sprite tilemap related Tile used by Bonus Star formation
$07F24E 4 bytes Sprite tilemap related Tiles used by Bonus Star formation when the screen fades out
$07F262 1 byte Misc. If you get this many bonus stars at the goal, you will also be awarded a 3up (default 50)
$07F263 1 byte Misc. Change to 80 to disable getting a 3up when getting the above number of bonus stars
$07F266 1 byte Misc. Bonus for getting 50 bonus stars (3up)
$07F26C 201 bytes Sprite Misc. Default values for $1656, various interaction-related flags, for the standard sprites.
$07F27B: Goomba 1656 value - change from 10 to 30 to make Goombas die when jumped on like the classic Goombas in SMB or SMB3.
$07F27C: Winged Goomba 1656 value - change from 10 to 30 to make Winged Goombas "die when jumped on" (when jumped on, they will "die" and spawn a regular Goomba, just like the Paragoombas in SMB3).
$07F306: Sumo Bros. 1656 value (object clipping/table offset, can be jumped on, dies when jumped on, hop in/kick shells, disappear in a cloud of smoke).
$07F335 201 bytes Sprite Misc. Default values for $1662, some death-related flags and the sprite clipping, for the standard sprites.
$07F3FE 201 bytes Sprite Misc. Default values for $166E, various flags to disable some stuff (like fireball death and layer 2 interaction) and palette/graphics page, for the standard sprites.
$07F4C7 201 bytes Sprite Misc. Default values for $167A, various misc flags, for the standard sprites.
Change $07F57D from 00 to 01 to fix the glitched tiles that appear when a reflecting fireball goes into lava and make it display the normal lava splash.
$07F590 201 bytes Sprite Misc. Default values for $1686, various misc flags, for the standard sprites.
$07F659 201 bytes Sprite Misc. Default values for $190F, various misc flags, for the standard sprites.

Change $07F69C from 05 to 25 to fix the Dolphin tails showing up when they're vertically off-screen.
$07F722 105 bytes Sprite subroutine (JSL) Zeros out the sprite tables. However, $15A0 (the horizontal off screen flag) is set to $01 instead of zero.
$07F78B 21 bytes Sprite subroutine (JSL) The subroutine that loads the necessary bytes for some sprite tables. Actually just JSLs to $07F7A0 and sets $15F6,x.
$07F7A0 50 bytes Sprite subroutine (JSL) The subroutine that loads the six Tweaker bytes for a sprite when it is initialized.
$07F7D2 9 bytes Sprite subroutine (JSL) Resets most sprite tables and loads new values for some of them depending on the sprite number. Actually just JSLs to $07F722 and $07F78B.
$07F7DB 512 bytes Misc. SMW's trigonometry/sine/cosine value table, ordered incrementally from decreasing to increasing angle. Note that these are 16-bit values, but almost all of the high bytes are 00; additionally, this table only contains values for one half of the circle.

The actual values in this table are not degrees, but rather a scale from 0000 to 01FF (although the values in the table only go up to 0100, which is equivalent to 180 degrees). One "SMW degree" is equivalent to 360/512ths of a real-world degree. See this document for additional details.
$07F9DB 536 bytes Sprite Misc. Line-guided sprite speed table. These aren't speed values in the tradition sense: when using them, the low nybble of the sprite's X and Y position is cleared, and then it is offset a certain number of pixels depending on where it was before and which line guide it is on. The high nybble of each of these values determines how many pixels to move the sprite on the Y axis, and the low nybble determines how many pixels to move the sprite on the X axis. The pointers to these are at $07FBF3 and $07FC13.
$07FBF3 32 bytes Pointer Low byte of pointer to line-guided sprite speed table, indexed by the Map16 tile number (76-95). The high bytes are at $07FC13, and the bank byte is 07.
$07FC13 32 bytes Pointer High byte of pointer to line-guided sprite speed table, indexed by the Map16 tile number (76-95). The low bytes are at $07FBF3, and the bank byte is 07.
$07FC33 4 bytes Sprite Misc. X speeds for the 4 stars in the spin kill animation. Format: Upper left, upper right, bottom left, bottom right.
$07FC37 4 bytes Sprite Misc. Y speeds for the 4 stars in the spin kill animation. Format: Upper left, upper right, bottom left, bottom right.
$07FC3B 85 bytes ASM Spin Jump Star GFX Subroutine
$07FC53 is 4 objects to use for spin jump stars
$07FC90 880 bytes Empty Unused data.
$088000 130317 bytes Graphics Graphics (compressed)
$0BFD0D 755 bytes Empty Empty space.
$0C8000 3328 bytes Overworld Tiles for layer 2 events. The first 0x900 bytes are for 6x6 blocks of 8x8 tiles, the last 0x400 bytes are for 2x2 blocks of 8x8 tiles.
$0C8D00 1642 bytes Misc. Overworld layer 2 event data's tilemap data: Tile properties (YXPCCCTT).

(Layer 2 events are what you see on the right of the overworld editor, in those blue X area)

Table is compressed in the LC_RLE1 format.

[FF FF] marks the end of the compressed table.
$0C93B6 1 byte ASM Change to 0B to make Mario able to play the Yoshi's House level after the Yoshi's House scene of the credits gets over.
$0C93C1 14 bytes Pointer Table indexed by $1928*2, which is used to indicate the cutscene number in the beginning of the credits (as in, castle = #$00, chocolate island BG = #$01, etc.). Points to BG image to use. All images are in bank $0C.
$0C93CF 14 bytes Misc. Table indexed by $1928*2. Is used to clear certain bits of the loaded BG tile out, specifically, but not necessarily, the properties byte (YXPCCCTT) of the BG tile.
Some BG images in the credits require bit 8 to be clear ($FEFF).
$0C9447 1 byte Music Music used for the first part of the Ending.
$0C9567 96 bytes Subroutine (JSL) The DMA routine for updating the backgrounds during the credits walking sequence.
$0C95C7 2280 bytes Layer 3 Credits text data.
$0C9EB1 171 bytes Subroutine (JSR) The subroutine that uploads the credits tilemap.
$0C9F6F 2 bytes Misc. Speed at which the Layer 2 background in the credits roll moves. [80] [FF]. It's actually a word address (#$FF80). Anything from #$8000-#$FFFF is left speed, anything from #$0001-#$7FFF is right speed.
$0C9F89 2 bytes Layer 3 How fast the credits scroll upwards. Word value. Default value is $0040 $0000-$7FFF is upward while $8000-$FFFF is downward.
(Note, when the credits end the situation will warp to Yoshi's House)
$0C9FE7 3 bytes Coordinate Princess's Y position on Yoshi during the staff roll, relative to absolute value #$85. Each byte represents a Y position.
$0C9FED 2 bytes Coordinate Mario's absolute X position during the staff roll in the credits.
$0C9FF2 2 bytes Coordinate Mario's absolute Y position during the staff roll in the credits.
$0C9FF8 2 bytes ASM Mario's powerup status during the staff roll in the credits.
Change to A9 00 for Small Mario,
A9 01 for Big Mario,
A9 02 for Cape Mario,
A9 03 for Fiery Mario,
A5 19 to keep the same powerup after Bowser's Battle.
$0C9FFD 1 byte Mario physics How fast Mario walks during the staff roll. Doesn't actually affect the walking speed, but his walking animation speed.
$0CA005 1 byte Coordinate X-position of Yoshi (Credits)
$0CA00C 1 byte Coordinate Y-position of Yoshi (Credits)
$0CA01E 1 byte Coordinate X-position of Peach (Credits)
$0CA035 1 byte Coordinate Y-position of eggs (Credits)
$0CA08F 42 bytes Sprite tilemap related Yoshi's House decoration tiles (Ending)
$0CA0B9 42 bytes Sprite tilemap related Yoshi's House decoration palettes (Ending)
$0CA0EA 1 byte Coordinate Y-position of Yoshi's House decorations (Ending)
$0CA136 16 bytes Sprite tilemap related "THANK YOU!" text tiles (Yoshi’s House).
$0CA149 2 bytes Sprite Misc. Y position of the right half of the "THANK YOU!" text after it finishes scrolling in.
Its Y position as it scrolls is located at $0CA687. (Yoshi's House)
$0CA17B 2 bytes Sprite Misc. Y position of the left half of the "THANK YOU!" text. (Yoshi's House)
$0CA18E 1 byte Sprite tilemap related "THANK YOU!" text palette (Yoshi’s House)
$0CA20B 1 byte Mario tilemap Which frame for Mario ($13E0) at the Yoshi House (credits), when he stops walking to the left.
$0CA40C 1 byte Music Music used for the second part of the ending. (Yoshi's House)
$0CA5C2 1 byte Music Music used for the third part of the ending. (Thank You Music)
$0CA662 1 byte Sprite Misc. Acceleration of the "THANK YOU!" text. Setting above 04 will usually cause the text to bounce due to its speed being signed. (Yoshi's House)
$0CA687 1 byte Sprite Misc. Y position of the right half of the "THANK YOU!" text as it scrolls in.
Its Y position after it finishes scrolling is at $0CA687. (Yoshi's House)
$0CA6C5 1 byte Mario tilemap Mario's pose ($13E0) after the Yoshis start jumping. (Yoshi's House)
$0CA6F0 1 byte Coordinate X offset of Peach from Mario after the eggs hatch. (Yoshi's House)
$0CA6FB 1 byte Coordinate Y-position of Peach waving after eggs hatch (Ending)
$0CA792 1 byte Misc. Direction Yoshi faces in Credits
$0CA7B0 1 byte Misc. Change to 00 to make Yoshi invisible for the credits sequence
$0CA7D5 12 bytes Sprite tilemap related Red Yoshi Cheering Tiles (Ending)
$0CA7E1 12 bytes Sprite tilemap related Yellow Yoshi Cheering Tiles (Ending)
$0CA809 12 bytes Sprite tilemap related Red Yoshi Cheering Palettes (Ending)
$0CA815 12 bytes Sprite tilemap related Yellow Yoshi Cheering Palettes (ending)
$0CA8D8 7 bytes Sprite tilemap related Palettes of Baby Yoshis (Ending)
$0CA906 1 byte Sprite tilemap related Tile used by Eggs (Ending)
$0CA90B 1 byte Sprite tilemap related Palette of eggs (ending)
$0CA918 1 byte Sprite tilemap related Tile used by Baby Yoshis (Ending)
$0CA93A 12 bytes Sprite tilemap related Red Yoshi Watching Tiles (Ending)
$0CA946 12 bytes Sprite tilemap related Yellow Yoshi Watching Tiles (Ending)
$0CA952 12 bytes Misc. Red Yoshi Watching Palettes (Ending)
$0CA95E 12 bytes Sprite tilemap related Yellow Yoshi Watching Palettes (Ending)
$0CA96A 12 bytes Misc. Red Yoshi Watching Tile X-coords (Ending)
$0CA976 12 bytes Misc. Yellow Yoshi Watching Tile X-coords (Ending)
$0CA982 12 bytes Misc. Red Yoshi Watching Tile Y-coords (Ending)
$0CA98E 12 bytes Sprite tilemap related Yellow Yoshi Watching Tile Y-coords (Ending)
$0CA9F5 1 byte Misc. Tile size of 8x8 tiles (Red/Yellow Yoshi watching)
$0CAA0B 6 bytes Sprite tilemap related Blue/Green Yoshi Tiles (Ending)
$0CAA11 2 bytes Sprite tilemap related Blue Yoshi Palettes (Ending)
$0CAA13 1 byte Sprite tilemap related Green Yoshi Palettes (Ending)
$0CAA53 140 bytes Sprite tilemap related Mario, Luigi and Peach ending image tilemap
$0CABA4 7 bytes Palette Points to BG colour to use at the cutscenes in the beginning of the credits.
First value not used?
$0CAC29 21 bytes Level data Ending sequence level data (Scene 1)
$0CAC3E 21 bytes Level data Ending sequence level data (Scene 2)
Pages: « 1 2 325 26 27 28 29 30 » 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 - 2020 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 22

Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

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