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Tip: Switch palace switches normally disappear if you replay the level. However, if you insert them as direct Map16 and use the hex-edit at $00EEB2 in the ROM map, you can replay the level without a problem.Not logged in.
SMW Memory Map
Displaying 50 out of 2955 addresses. Show Waiting Addresses (1)
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ROM Address Length Type Description Details
$02E012 1 byte Sprite tilemap related Volcano Lotus: Bottom
$02E056 1 byte Sprite tilemap related Palette/gfx page of Frame 3 of Volcano Lotus's top
$02E05A 1 byte Sprite tilemap related Palette/gfx page of Frames 1 and 2 of Volcano Lotus's top
$02E091 1 byte Sprite number Extended Sprite used by Volcano Lotus
$02E10E 1 byte Palette Palette of Jumping Piranha Plant leaves
$02E1CE 1 byte Sprite number The 2 objects that the fire-shooting Piranha Plant spits
$02E2D6 1 byte Misc. Tile spawned by Directional Coin sprite
$02E372 16 bytes Sprite tilemap related Large Green Bubble Tilemap
$02E520 4 bytes Misc. Tiles left behind by mushroom scale platforms (in order of left platform sinking; rising, right platform rising; sinking)
$02E599 1 byte Sprite tilemap related Mushroom Scale Platform Tile (mirrored for right side)
$02E5C7 1 byte Sprite physics Rightward speed of the moving Ghost House hole.
$02E5D0 1 byte Sprite physics Leftward speed of the moving Ghost House hole.
$02E66A 4 bytes Sprite tilemap related Ghost House Moving Hole Tilemap
$02E6A8 1 byte Sprite tilemap related Fishin' Lakitu's rod
$02E6AD 1 byte Sprite tilemap related Tile used by Fishin' Lakitu's 1up bait
$02E6B2 1 byte Sprite tilemap related Fishing Pole's palette
$02E6B7 1 byte Sprite tilemap related 1up Bait Palette
$02E707 1 byte Sprite tilemap related Tile used by line on Fishin' Lakitu's rod
$02E70C 1 byte Sprite tilemap related Fishing Line Palette
$02E83D 8 bytes Misc. Tiles left behind by the left (first 4 bytes) and the right (next 4 bytes) side of the Growing/Shrinking Pipe, in the format of $7E009C. The order of the bytes corresponds to the pipe waiting at the bottom, growing, waiting at the top, and shrinking.
$02E91A 1 byte Sprite tilemap related Left tile from the Growing/shrinking pipe end
$02E91F 1 byte Sprite tilemap related Right tile from the Growing/shrinking pipe end
$02E99B 1 byte Sprite physics Rising speed of Pipe Lakitu
$02E9E3 1 byte Sprite physics Sinking speed of Pipe Lakitu
$02E9E6 6 bytes Sprite tilemap related Pipe-Dwelling Lakitu Tilemap
$02EA1B 1 byte Sprite tilemap related YXPPCCCT properties (Palette/GFX page/Properties) of Pipe Lakitu.
$02EAF2 4 bytes ASM Change to EA EA EA EA to stop Super Koopas from spawning feathers. (In conjunction with $02EB19)
$02EAFE 1 byte Sprite number Sprite spawned by Super Koopa when stomped (feather)
$02EB19 4 bytes ASM Change to EA EA EA EA to prevent Super Koopas from spawning feathers (In conjuction with $02EAF2)
$02EC72 28 bytes Sprite tilemap related Sprite tilemap: Super koopa
$02EC96 36 bytes Sprite tilemap related Partial data for the YXPPCCCT of Super Koopa. Bit 1 is used to determine whether the tile is part of the Koopa (0) or cape (1). If it is a cape tile, then the CCC bits should not be used; edit $02ED39 and $02ED40 instead.

Edit both $02ECA9 and $02ECAD from 00 to 01 to fix garbage tiles when a stomped left-flying Super Koopa is falling down.
$02ED39 2 bytes Palette Partial data for the YXPPCCCT of the flashing Super Koopa's cape. Specifically, these are the CCC bits (palette).
$02ED40 1 byte Palette Partial data of the YXPPCCCT for the red/yellow Super Koopa's cape. Specificially, these are the CCC bits (palette) of the yellow cape; the red cape comes from this times 2.
$02ED9F 1 byte Sprite number Sprite that the 'group of floating skulls' is made from
$02EE04 1 byte Sprite tilemap related Floating Skull tile (frame 1)
$02EE08 1 byte Sprite tilemap related Floating Skull tile (frame 2)
$02EE62 1 byte Sprite physics [0C] Speed of the floating skulls.
$02EF16 1 byte Sprite physics X-speed of the coin game cloud (When Yoshi eats two pink berries)
$02EF2E 1 byte Sprite tilemap related What tile the coin game cloud uses
$02EF49 1 byte Sprite tilemap related X-position of the face on the coin game cloud
$02EF51 1 byte Sprite tilemap related Y-position of the coin game cloud face
$02EF56 1 byte Sprite tilemap related Tile to use for the face of the cloud game.
$02EF5B 1 byte Sprite tilemap related Cloud's face palette
$02EF81 1 byte Sprite number Sprite that is generated when all of the Coin Game Cloud coins are collected
$02EFBD 1 byte Sprite number Object that the Coin Game Cloud drops
$02F031 4 bytes Sprite physics Wiggler speed. First 2 bytes: normal speed. Next 2: mad speed
$02F04D 1 byte Palette The palette used by Wiggler when he is angry. (Default: 08.) YXPPCCCT.
$02F051 1 byte Misc. Wiggler's Palette cycling sequence
00=Palette 00
02=Palettes 00,02
04=Palettes 00,04
06=Palettes 00,02,04,06
08=Palettes 00,08
0A=Palettes 00,02,08,0A
0C=Palettes 00,04,08,0C
0E=All palettes
$02F058 1 byte Misc. Result of Wiggler's Palette change?
$02F10C 4 bytes Sprite tilemap related Wiggler's Body Tilemap
Pages: « 1 2 328 29 30 31 3259 60 » Per Page: 25 50 75 100 150 500 All

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