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ROM Address Length Type Description Details
$03D74E 1 byte Timer Reznor bridge's shatter timer initialization. Times the shatter SFX and the smoke puff for Reznor bridge tile destruction. Actual removal of the tile set by $03D739. Change this in conjunction to $03D739 to alter the bridge shattering speed. Default is $40.
$03D9DE 480 bytes Mode 7 tilemap Morton, Roy and Ludwig tilemap
$03DBBE 432 bytes Mode 7 tilemap Bowser tilemap
$03DD6E 5 bytes Pointer Low byte for the pointers to the SNES addresses for Morton, Roy, and Ludwig's palettes. The last two bytes are unused.
$03DD73 5 bytes Pointer High byte for the pointers to the SNES addresses for Morton, Roy, and Ludwig's palettes. The last two bytes are unused.
$03DD78 5 bytes Graphics Graphics files used for Morton, Roy, and Ludwig. The last two bytes are unused.
$03DD8E 1 byte Misc. Y position of the center of rotation for Reznor's wheel.
$03DD92 1 byte Misc. Size of Reznor's wheel. The closer to 00, the larger.
$03DF0A 1 byte Misc. How many animation frames Clown Car's propeller has, -1
$03E016 5 bytes ASM Lightning sound FX for Bowser battle. Change to EA EA EA EA EA to disable noise.
$03E02D 7 bytes Misc. Code for loading BG flashes during Bowser battle. Change to EA EA EA EA EA EA EA to disable.
$03E043 4 bytes Pointer Pointer to Bowser's first palette
$03E05C 932 bytes Empty Unused data.
$03E400 6624 bytes Music Credit music SPC data.
$03FDE0 544 bytes Empty Unused data.
$048086 51 bytes Subroutine (JSR) Seems to handle drawing the default water tiles on the overworld.
$048221 16 bytes Overworld Max range for overworld scrolling when start is pressed. 16bit. Indexed by controller bits. Order: null, right, left, both (same as right), null, bottom, top, both (same as bottom)
$04824B 1 byte Debug Change from 80 to F0, and pushing select on the OW will cycle through Yoshi colours.
$04828D 2 bytes ASM Change to 80 06 to disable "Lives Exchanger" function.
$048380 1 byte Misc. Change to 00 to disable looking around the overworld map
$04857D 39 bytes Pointer Pointers that are indexed by $7E13D9. Each one points to a different process running on the overworld.
$0485AA 2 bytes Overworld border X placement of Mario on the overworld border
$0485B2 2 bytes Overworld border Y placement of Mario on the overworld border
$0485BC 1 byte Overworld border Mario's speed on the overworld (the one in the top-left). Since you don't actually move, it's only a graphical aspect. 0 is the lowest value possible - stand still. 1-3F speed up gradually. Other values aren't recommended and/or give the same effect.
$0485CF 4 bytes Overworld border Change from 22 BD E2 00 to EA EA EA EA to remove Mario from the Overworld border
$0485E8 1 byte Overworld border Change this byte to [60] (RTS) to get rid of the 32x32 box that surrounds the Mario image.
$0485E9 1 byte Overworld border X placement of first row of tiles behind Mario
$0485ED 1 byte Overworld border Y placement of tile group behind Mario
$048603 1 byte Overworld border Tile used for group behind Mario
$048608 1 byte Overworld border Attributes of group behind Mario
$04861B 1 byte Overworld border X placement of second to fourth row of tiles behind Mario
$048769 3 bytes ASM Change to EA EA EA to keep the inactive player from appearing on the map
$0487B4 1 byte Sprite tilemap related Tile to use for both halves of Mario's halo on the overworld.
$0487BC 1 byte Sprite tilemap related Properties of left half of Mario's halo on the overworld, in YXPPCCCT format.
$0487C1 1 byte Sprite tilemap related Properties of right half of Mario's halo on the overworld, in YXPPCCCT format.
$0487CB 384 bytes Sprite tilemap related Overworld sprite tilemap (Mario/Luigi) (2 bytes per 8x8 tile)
$0489DE 384 bytes Sprite tilemap related Overworld sprite tilemap (More M/L, Yoshi)
Change $04:8A36 to [42 22 43 22 52 22 53 22] to fix a bug where Yoshi is partially red sometimes, no matter which color he really has.
$048DDA 1 byte Misc. Change to 80 to fix a rather odd bug caused by playing a level immediately after beating a boss in Sunken Ghost Ship's original level (level 018), in which Yoshi will display extremely strangely and goal tapes/spheres will stop Mario rather than making him walk.
$048E2E 1 byte Music Change to 80 to fix the glitch that occurs when Mario defeats one of the Koopalings and the music on the Overworld "disappears". Also applies for Custom Music.
$048EEB 3 bytes ASM If you change this to EA EA EA, the background water tiles on the overworld will not show up.
$048EFA 1 byte Misc. On which submap Mario should be walking upwards after the intro screen (walking to Yoshi's House).
$048F01 1 byte Coordinate On which X position Mario should be walking upwards after the intro screen (walking to Yoshi's House).

In other words, on this X-position, the intro march will be triggered at the beginning of the game.
$048F08 1 byte Coordinate On which Y position Mario should be walking upwards after the intro screen (walking to Yoshi's House). (To be used with $05B15C.)
$048F7F 8 bytes Misc. The overworld tiles that trigger a save prompt. default is $58 (fortress), $59 (unrevealed fortress, not used in the original game because all tiles are revealed before you play them), $5D (castle), $63 (ghost house), $77,$79 (switch palaces), $7E (yellow dots from special world), $80 (Sunken Ship tile)
$048F93 1 byte ASM [6C] Changing this to [00] will cause all overworld tiles to show the save prompt when the corresponding level is beaten.
$048F94 72 bytes Subroutine (JSR) "Set up saving" routine. This copies a number of RAM addresses to the table at $1F49. You probably want to copy this to your patch (it contains lots of weirdness you don't want, so don't use the JSL to RTS trick).
$04906C 12 bytes Overworld Table of the no-auto-move levels on the overworld. Each of the values are translevel numbers in 16-bit.
$049078 10 bytes Misc. The list of levels that have hard-coded paths. Each byte represents a level. The value 0xFF means to check for a particular overworld position instead of a level (for the pipe that Chocolate Island 2 leads to). Setting any of these levels to an invalid level (e.g. 0xFE) will disable that hardcoded path.
$049082 4 bytes Coordinate The 16-bit X and Y position in the overworld that will be used for the hardcoded path from the pipe to Chocolate Island 2.
$049086 68 bytes Misc. This is a list of all of the hardcoded paths, in the same order as the levels defined in $04:9078. The paths are a list of the Layer 1 tiles that Mario would encounter along the path if the path were not hardcoded. Each path ends in a level tile of some kind, which matches a visible level tile in the world.
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