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SMW Memory Map
Displaying 25 out of 3122 addresses. Show Waiting Addresses (76)
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.
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ROM Address Length Type Description Details
$0090D1 104 bytes Sprite tilemap related Tile numbers for 'MARIO START' and various similar messages.
$0090EE is for the top half of Time Up.
$009122 is for the bottom half of Time Up.
$009139 98 bytes Sprite tilemap related YXPPCCCT properties for 'MARIO START' and various similar messages.
Change $00913F from 30 to 34 and $009170 from F0 to F4 to fix the S in "Mario/Luigi Start".
$009156 is for the top half of 'TIME UP".
$0091AC 1 byte Misc. Number of coins needed to get an 1up from the green star block.
$0091DB 1 byte ASM Change it to D0 to switch the "Mario/Luigi Start"
$00922F 33 bytes Subroutine (JSR) Routine that uploads the entire palette from $0703 to CGRAM. Note that it first resets $0703 and $0704 to $0000 (i.e. turns color 0 to black).
This routine is called during various loading screens (Nintendo Presents, level load, overworld load, cutscene load, credits load) but not during gameplay.
$009250 51 bytes Subroutine (JSR) Routine that initializes the windowing HDMA parameters. It sets the window to use HDMA channel 7 (or 1, if using SA-1 pack v1.35+) and to use $04A0 as the source. It also initializes that buffer to all $FF00 (i.e. no window is shown).
This is only called on game reset.
$0092AE 2 bytes Misc. The scanline × 2 of the solid lava colour in the Iggy/Larry boss battle.

Change it to $A8,$01 (dw $01A8) to have it begin just where the sprite lava tiles end.
$009329 84 bytes Pointer 16-bit game mode pointers. Indexed by $7E:0100.
$009389 4 bytes Coordinate X position of the "Nintendo Presents" tiles
$00938D 4 bytes Sprite tilemap related "Nintendo Presents" logo tilemap
$0093A5 1 byte Coordinate Y position of "Nintendo Presents" logo
$0093B0 1 byte Sprite tilemap related YXPPCCCT properties for "Nintendo Presents".
$0093C1 1 byte Sound effect "Nintendo Presents" logo sound effect
$0093C6 1 byte Timer How long "Nintendo Presents" stays on the screen before disappearing.
$0093CB 1 byte Misc. Blinking Nintendo Presents (0F = 0 time, 1F = 1 time, 2F = 2 times, etc)
Also known as Nintendo Presents Brightness (Values use Brightness Register ($0DAE))
$009436 3 bytes Misc. Change from [AD 33 14] to [4C 17 94] to disable the circle fade in from Title screen. Use in conjunction with address $009AAD.
$00943B 1 byte Misc. How fast the circle right before the titlescreen opens. Default value is 04. The higher the value, the faster it opens. Don't go beyond #$19.
$009451 7 bytes Palette Back area colours to use for each castle destruction scene (One byte per movie)
$009459 7 bytes Palette Palette row (in the range 00-07) used by the castle in each castle destruction scene. 1 byte per scene.
$009461 7 bytes Stripe Image Stripe image (index to pointers at $0084D0) to load as the background for each castle destruction scene.
$0094A1 1 byte Music Music Bank that is used for the ending music.
0E = Overworld Music
48 = Level Music
59 = Ending Music
$0094B3 1 byte Music Boss castle destruction sequence music #1
$00950B 1 byte Debug DEBUG: Boss defeated scene select (30 = enable)
$00955F 1 byte Misc. GFX File loaded for Credits font
$009586 4 bytes Level number Which level to use for the Yoshi's House part in the credits. 'A9 28 A0 01'. Do not change A9 and A0. 28 is the low byte of the level (Note: Level number + 24), 01 is the high byte.
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