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SMW Memory Map
Displaying 150 out of 2958 addresses. Show Waiting Addresses
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ROM Address Length Type Description Details
$00E51C 33 bytes Misc. Sizes of the "top" area on various slope tiles; if Mario is moving downwards while within this distance from the top of the ledge/slope, he will be pushed on top of it. These values are ordered the same way as $00E4B9.
$00E53D 33 bytes Misc. Values stored to $13EE/$15B8 for each slope tile. These values are ordered the same way as $00E4B9, although the upside-down slope values actually do get used (perhaps unintentionally) for fireballs.
$00E55E 106 bytes Misc. Indices to the tables at $00E4B9-$00E53D and $00E632, when in any tileset except 0 and 7 (used for upside-down slopes). This table is indexed by Map16 tile number, for the range 16E-1D7.

An index to this table is stored at $82.
$00E5C8 106 bytes Misc. Indices to the tables at $00E4B9-$00E53D and $00E632, when in tilesets 0 or 7 (used for diagonal pipes). This table is indexed by Map16 tile number, for the range 16E-1D7.

An index to this table is stored at $82.
$00E632 512 bytes Misc. Values stored to $1694 for slopes, to indicate how far the top of the slope is from the top of the actual tile at any given X position; essentially, these values define the actual shape of each slope.

The indices to this table are the same as $00E4B9 (excluding flat ground), except multiplied by #$10 and with the sprite's X position within the tile (from $9A) added to it.
$00EA08 3 bytes ASM Change [20 29 F6] to [EA EA EA] (JSR $F629 to NOP NOP NOP) to prevent the player from getting killed when stuck in a block, such as a cement block. Instead, he will get thrown downwards.
$00EA82 1 byte Mario physics [10] Change to 80 to disable spin jumping from water
$00EA8E 1 byte Sound effect Mario spin-jump from water sound effect.
$00EA9C 1 byte Mario tilemap Mario's pose as he comes out of the water.
$00EAA0 1 byte Mario physics How high Mario can jump out of the water.
$00EAC1 26 bytes Objects Table of which slope tiles on Map16 page 1 are in water.
$00EB79 2 bytes ASM Change to A9 00 to make Super/Fire/Cape Mario have a 16x16 interaction field (like Small Mario) or change it to A9 01 to have a 16x32 interaction field (like big Mario) (in conjunction with addresses $01B4C0 and $03B67C)
$00EBFD 4 bytes Misc. Code that checks Mario's powerup state when entering doors.

Change to [80 02] to allow small doors can be entered even if Mario is big, and normal doors to be entered even if riding Yoshi.
$00EC0B 1 byte Controller Change from 16 to 15 to allow Mario to enter doors by holding up, instead of just pressing it.
$00EC0D 1 byte Controller What button to press to activate a door. Format of $7E0015. (byetUDLR)
$00EC11 1 byte Sound effect Entering Door Sound Effect.
$00EE69 2 bytes ASM Change to EA EA (NOP #2) if you want Small Mario to be able to break turn blocks with a spin jump. Alternatively, change this address to 80 18 (BRA $18) if you want turn blocks to not be breakable by spin jumps.
$00EE79 1 byte Objects Controls which (page 1) tile activates the brown creating/eating block sprite when stood on. Note that a few tiles are handled before this and can not trigger this effect.
$00EEB2 1 byte Objects Change from 1E to 04 to make it possible to trigger already triggered switches, as opposed to them randomly becoming solid for no obvious reason.
$00EEF6 1 byte Mario physics Change this to [80] to disable sliding on slopes. The slide will instead be changed to ducking like on flat terrain
$00EEF8 3 bytes ASM Change to [EA A9 00] to enable sliding while holding an item.
$00F05C 36 bytes Misc. Table for several Map16 blocks that handles which bounce block sprite is shown when the block is hit. Please see this thread and this thread for additional information.
Block order is as follows:
00-1C: Tiles 111-12D
1D-20: Tiles 021-024
21: Broken turnblock
22: Green ! block
23: Yellow ! block
$00F080 36 bytes Misc. Table for several Map16 blocks that handles which powerup is spawned out of the block when it's hit (see here for more details). Block order is the same as $00F05C.
$00F0A4 36 bytes Misc. Table for several Map16 blocks that handles from which sides the block is activated, in ----btrl format.
- = unused, b = bottom, t = top, r = right, l = left
Block order is the same as $00F05C.
$00F0C8 36 bytes Objects Table for several Map16 blocks that handles which tiles to generate (the value stored to $9C) when the block is hit. Block order is the same as $00F05C.
$00F124 2 bytes ASM Change from D0 39 to EA EA to make Munchers (and other hurt blocks such as castle spikes) hurt Mario while riding Yoshi.
$00F176 131 bytes Objects Green Star Block code.
$00:F1E9 - FG/BG Tileset in which coin question blocks' behavior are changed for the 3-block 1up bonus game.
$00:F1EA - Change from F0 0D to EA EA to disable the 3-block 1up bonus game, allowing you to use coin question blocks in levels with the switch palace tileset (4), and freeing up the 5 bytes at RAM address $13F4 for custom use.
$00F17A 1 byte Objects How many colored Exclamation Blocks are allowed by default within all tilesets to enable spawning items, with the exception of Ghost House, Boss Battles, etc...

$02 (Green, Yellow) by default, Can be set to $00 to disable item spawning, and instead make them solid.
$00F21D 1 byte Sprite Misc. Sprite to generate out of the bonus block (the rows of ?-blocks) if all three of them were guessed right. Default: #$05 (1-Up). Other possible values include, but are not excluded to: #$00 = None; #$01 = Mushroom; #$02 = Fire Flower; #$03 = Star; #$04 = Feather.
$00F237 1 byte Sound effect Incorrect! Sound effect for the bonus 3 block minigame.
$00F253 1 byte Misc. What the remaining blocks become when hitting the incorrect block in a bonus area
$00F2BB 3 bytes ASM Change [99 3C 1F] to [EA EA EA] to make the 1up checkpoint work again when reentering a level
$00F2CD 33 bytes Objects The code for the midway point tile (Map16 tile 38, not the extended object).
$00F2CE - What object you get after breaking midway point tape (default 02 - none).
$00F2E2 - Change to 0x80 to disable midway powerups (or EA EA to make them always make you big, even if you have a better powerup).
$00F2E5 - What powerup midway points give you.
$00F2E9 - What sound effect midway points play.
$00F316 1 byte Misc. Change '0F' to the following, and the 3UP moon will add this to your life or score counter:

00 = Nothing at all
01 - 0C = Scores 10-8000.
0D = 1UP.
0E = 2UP.
0F = 3UP.
10 = 5UP (glitched).
11-FF = Best not to use.
$00F325 3 bytes ASM Replace '99 EE 1F' with 'EA EA EA' to make moons reappear when you re-enter a level after collecting them.
$00F332 69 bytes ASM The code that handles a Yoshi coin being collected.

$00F333 is the Map16 tile number of the top half of the coin.
$00F33C is the offset of the score sprite when the top half is collected, relative to the bottom half.
Changing $00F343 [EE 22 14] to [EA EA EA] will disable the Yoshi Coin counter in the status bar. Note that this will also stop them from respawining when you've got five of them.
$00F34A is the number of Yoshi coins that need to be collected to trigger the "collected all" flag.
Changing $00F354 [99 2F 1F] to [EA EA EA] will make the Yoshi coins reappear even after collecting all 5 (or more) of them.
$00F359 is the Yoshi coin sound.
$00F35E is how many regular coins a Dragon Coin gives you.
$00F364 is the value stored to $9C when the coin is collected.
$00F377 59 bytes Subroutine (JSL) The subroutine that handles the score when you get a Yoshi coin.
Changing $00F37A [EE 20 14] to [EA EA EA] will stop the Yoshi Coin counter from increasing and giving you points and giving you a life after you collected enough for one.
$00F38A 40 bytes Subroutine (JSL) Subroutine to spawn a score sprite at Mario's position. Load the score sprite to spawn in A before calling; alternatively, jump a few bytes earlier to $00F388 to specifically spawn a 1up score sprite.
$00F3B2 18 bytes Subroutine (JSR) This subroutine gets an index to the "one bit per level" tables ($1F2F, $1F3C, $1FEE) depending on the overworld level number ($13BF). When it returns, Y holds the byte index to $1F2F and A holds the bit to check/set.
$00F3E5 4 bytes Controller Which button you have to be pushing in order to enter the 4 kinds of pipes. In order: End on right, end on left, end on bottom, end on top.
$00F3ED 1 byte Misc. [37] Offset of entering vertical pipes. Setting it to any other number than 36-38 will make the player incapable of entering.
$00F43A 1 byte Sound effect Going Down Pipe Sound
$00F443 10 bytes Subroutine (JSR) Subroutine that checks if Mario is in the center of a door. Not used for boss doors.

$00F44B [08] is the width of the enterable region of the door (up to 0x10). $00F447 [04] is how far to offset the enterable region; this should be set to half of $00F44B.
$00F44D 24 bytes Mario physics Routine that sets up Mario's object collision points for RAM addresses $98-$9B, inclusive.
$00F598 2 bytes Mario physics Highest Y position that the player is able to be at, 16 bit. Note that this is a negative value.
$00F5AD 2 bytes Misc. Change to 80 03 (BRA $03) to make it so falling into a pit results in death even in Yoshi wings levels, or to 80 00 (BRA $00) to make it so falling into a pit will always activate the normal exit.
$00F5B7 79 bytes Subroutine (JSL) Hurt Subroutine (JSL to it to hurt the player).
$00:F5B9: Change to F0 to make mario invincible. (Will not make him invincible to crushing objects, lava or pitfalls).
$00:F5C1-$00:F5C3: Change from 0D 93 14 to EA EA EA to make Mario die normally when touching an enemy/muncher even after getting the goal tape/sphere.
$00:F5C6: Change from 9C E3 18 to EA EA EA to prevent coin game cloud counter from resetting on hit.
$00:F5D7: Change this to 80 to have Mario die when touched, regardless of powerup status.
$00:F5E3: This SFX plays when you get hit when flying.
$00:F5ED: Invincibility timer when hit while flying.
$00:F5F4: Mario shrinking SFX.
$00:F5F8-$00:F5FB: Set to EA EA EA EA to disable item box auto-falling when you get hurt.
$00:F5FC-$00:F5FF: Change the "A9 01 85 71" to "EA EA EA EA" to disable mario's shrinking animation when hit.
$00F606 35 bytes Subroutine (JSL) Death Subroutine (JSL to it to kill Mario).
$00F607 controls the speed at which the player jumps up ($7E007D format).
$00F60B controls which music is played when Mario dies.
$00F619 can be changed from 0D 14 to 12 14 to make the screen not scroll when the player loses a life.
$00F61C controls the amount of time Mario stays on screen before dying.

*note that if Mario Falls into a hole, the rom will JSL to $00F60A to skip the death animation
$00F69F 4 bytes Misc. Where Mario has to be vertically on-screen for the game to consider the screen "caught up" with him in a particular direction, thereby stopping it from scrolling. The first two bytes are for scrolling upwards, while the second two are scrolling down.
$00F6A7 6 bytes Misc. How fast the camera "catches up" to Mario when scrolling vertically. The first two bytes are when scrolling upwards, while the second two are scrolling down.

The third entry is a bit strange, and for the most part unused. If the level is set to "no vertical scroll unless flying/climbing/etc.", then it gets used as the upwards scroll speed of the screen when it's below the point where the screen "locks" vertical scrolling. Since this is normally at the bottom of a level where the screen can't scroll any further down, it can only really get used in vertical levels.
$00F6AD 6 bytes Misc. Vertical limits for scrolling the screen.

The first two bytes are the highest distance the screen can scroll upwards; essentially, it's the top of the level.
The second two are the highest distance the screen can scroll upwards... when the screen is stationary or moving downwards. Recommended to keep it identical to the first two bytes.
The third entry is where the screen's vertical scrolling locks in a level with the "no vertical scroll unless flying/climbing/etc." option. The screen can actually still scroll vertically if it goes below this point, but it can't scroll up past it unless one of the special conditions is met.
$00F6B3 4 bytes Misc. The maximum distances the screen will scroll normally (without L/R held), in 16-bit. The first two are scrolling left, the second two are scrolling right.

Setting these values higher than the ones in $00F6CD may cause the screen to act strangely.
$00F6C1 4 bytes Misc. How quickly the screen moves when scrolling with L/R. The first two bytes are scrolling right, while the second two are scrolling left.

It's worth noting that these are also used to check whether Mario is facing the direction the screen is scrolling, for deciding whether to have it "catch up" to him while he's walking around. It only matters whether the two values are negative or positive, though, so as long as you aren't changing the scroll direction, there shouldn't be any issues. If you want to fix that, you can do so by changing $00F8CB from 0xBF to 0xC5.
$00F6C7 4 bytes Misc. How quickly the screen scrolls horizontally when "catching up" to Mario while he's walking around normally. The first two bytes are right, while the second are left.
$00F6CD 4 bytes Misc. The maximum distances the screen can be scrolled with L and R, in 16-bit. The first is scrolling right, the second is scrolling left.

Setting these values lower than the ones in $00F6B3 may cause the screen to act strangely when screen scrolling.
$00F6E5 2 bytes Misc. Distance Mario must be offset to the left of the screen's "hotspot" defined by $7E142A for the screen to scroll leftwards.
$00F6EC 2 bytes Misc. Distance Mario must be offset to the right of the offset at $00F6E5 for the screen to scroll rightwards. Essentially, this defines the width of the area where the screen will never scroll horizontally.
$00F70E 2 bytes Coordinate Lowest Y position the screen is allowed to scroll down to in horizontal levels. Change from C0 00 to CF 00 (do the same on $00F6B1 so the "no vertical scroll unless flying/climbing/etc." work consistently) to allow the bottom row of 16x16 blocks to be shown.
$00F727 1 byte Misc. Change #$00 to #$02 (value to be stored in $7E:0055 and $7E:0056) and you'll get a SMB1-like effect regarding screen-scrolling: it's impossible to go to the left, even with L/R-scrolling.
$00F79D 13 bytes ASM Code that handles the Layer 2 horizontal scroll settings (LM's "Layer 2 (BG) Scrolling Rate").
$00F7AA 24 bytes ASM Code that handles the Layer 2 vertical scroll settings (LM's "Layer 2 (BG) Scrolling Rate").
$00F806 2 bytes Coordinate How high Mario must be in order to make the screen scroll vertically, when the scrolling mode is 'Vertical scroll at will', when Mario lands on a platform. 16-bit value, little endian.
The lower the value, the higher Mario must be in order to make the screen scroll vertically.
$00F878 1 byte Misc. Change from D0 to 80 to activate free vertical scrolling. This will bypass the routine that checks whether Mario is standing on solid ground or not (RAM address $72) and sets the scrolling flag accordingly. The camera follows Mario instead of waiting for him to land on something.
$00F99C 2 bytes Coordinate What 16-bit Y position on screen ($7E:0080) the player should have at the very minimum, before being killed in the Iggy/Larry battle room. Used to simulate lava tiles.
$00F9F5 27 bytes Empty Unused data.
$00FA10 9 bytes Subroutine (JSL) Unreachable, but can be JSL'ed to clear out the sprite status table.
$00FA46 1 byte Misc. Time to shake ground when you hit the big switch in the switch palace. Default is 20.
$00FA4D 1 byte Sprite number Sprite that's spawned when hitting a switch palace. Note that it always uses slot 02.
$00FA80 95 bytes Subroutine (JSL) The routine which triggers the goal tape.

$00FABF - [06] The state which sprites are put into when the goal tape is triggered. Can be set to any of the valid values for RAM address $14C8.
$00FADF 28 bytes Misc. Table of the various sprites Mario receives for carrying different items past the goal tape.

The table itself is divided into four 7-byte sections: P-switches and springboards will use the second section, keys will use the third, baby Yoshi will use the fourth, and anything else will use the first.
Each section is then indexed by Mario's current state, in the order: small, big, cape, fire, with star power, on Yoshi, and unused. The star power index is essentially unused, however, because the counter always gets cleared before the table gets loaded from.

If the value returned is E0-EF, Mario will receive the sprite written at $00FB50 (1-up by default). If it's F0-FF, he'll receive the sprite at $00FB54 (...also a 1-up by default). In both cases, it'll also store the lower four bits to $1594, but that ends up being 0 in every obtainable case anyway, so it's likely a remnant of some beta feature.

Additionally, $00FB40 is the sprite to spawn if Mario already has the sprite in his item box (again, 1-up by default).

Lastly, you can re-enable factoring star power into the table by changing $01C0FE to EA EA EA.
$00FB40 1 byte Sprite number Sprite that the Blue/Silver P-switch, Portable Spring Board, Throw Block Sprite and carryable stunned enemies will turn into when they reach the goal point.
$00FB50 1 byte Sprite number Sprite that the Key will turn into when it reaches the goal point.
$00FB53 5 bytes ASM Change to EA EA EA EA EA to prevent the 1UPs being spawned at the goal point. $00:FB54 controls the sprite number that Baby Yoshi (Green, Red, Yellow, Blue) will turn into when it reaches the goal point.
$00FB6F 1 byte Sprite Misc. The Y speed of the sprite when you carry an item over the goal.
$00FB74 1 byte Sprite Misc. The X speed of the sprite when you carry an item over the goal.
$00FB7E 1 byte Sound effect Sound for items given at goal point
$00FC17 1 byte Misc. [02] Difference between point values of successive sprite coins spawned at the goal tape. The default is 02, so the point sequence will go 100, 400, 1000, 4000, etc.; you can change it to 01 to make the point values go 100, 200, 400, 800, etc. or to 00 to make it always stay at 100 no matter how many sprites get turned into coins.
$00FC7A 114 bytes Subroutine (JSL) Used in SMW to initialize Yoshi when entering a level, or sublevel. JSLing to this will cause a Yoshi to spawn and Mario will be riding him, however the Yoshi will not transfer to sublevel or to the overworld. You must set $13C7 if you plan to manually JSL to this routine.
Changing $00FCCE to 0x80 will keep Yoshi from turning blue after grabbing a pair of Yoshi wings.
$00FCF6 1 byte Coordinate X lo position of Iggy and Larry at the start of the boss battle.
$00FCFA 1 byte Coordinate X hi position of Iggy and Larry at the start of the boss battle.
$00FCFF 1 byte Coordinate Y lo position of Iggy and Larry at the start of the boss battle.
$00FD03 1 byte Coordinate Y hi position of Iggy and Larry at the start of the boss battle.
$00FD27 1 byte Sprite number Object that Mario "breathes" while underwater (small bubble)
$00FD5A 67 bytes Subroutine (JSR) SMW's glitter trail subroutine, called when you collect a coin or Yoshi coin.
Change $00FD6B to EA EA EA EA EA (NOP #5) to disable showing a glitter effect when a coin is collected.
$00FE17 1 byte Sprite number Object that Mario leaves when he jumps into water (small bubble)
$00FE4A 73 bytes Subroutine (JSR) Routine to show little puff of smoke when the player turns around.
$00FE94 1 byte Mario physics Initial fireball X speed facing left
$00FE95 1 byte Mario physics Initial fireball X speed facing right
$00FE96 1 byte Coordinate X-position of Mario's fireball (left)
$00FE97 1 byte Coordinate X-position of Mario's fireball (right)
$00FE98 1 byte Coordinate X-position of Mario's fireball when on Yoshi (left). Only relevant if you enable the debug code at $00D087.
$00FE99 1 byte Coordinate X-position of Mario's fireball when on Yoshi (right). Only relevant if you enable the debug code at $00D087.
$00FE9A 1 byte Coordinate X-position of Mario's fireball when on Yoshi and ducking (left). Only relevant if you enable the debug code at $00D087.
$00FE9B 1 byte Coordinate X-position of Mario's fireball when on Yoshi and ducking (right). Only relevant if you enable the debug code at $00D087.
$00FE9C 1 byte Coordinate X-position of Mario's fireball (left), high byte.
$00FE9D 1 byte Coordinate X-position of Mario's fireball (right), high byte.
$00FE9E 1 byte Coordinate X-position of Mario's fireball when on Yoshi (left), high byte. Only relevant if you enable the debug code at $00D087.
$00FE9F 1 byte Coordinate X-position of Mario's fireball when on Yoshi (right), high byte. Only relevant if you enable the debug code at $00D087.
$00FEA0 1 byte Coordinate X-position of Mario's fireball when on Yoshi and ducking (left), high byte. Only relevant if you enable the debug code at $00D087.
$00FEA1 1 byte Coordinate X-position of Mario's fireball when on Yoshi and ducking (right), high byte. Only relevant if you enable the debug code at $00D087.
$00FEA2 1 byte Coordinate Y-Position for Mario's Fireballs (Left)
$00FEA3 1 byte Coordinate Y-Position for Mario's Fireballs (Right)
$00FEA4 1 byte Coordinate Y-position of Mario's fireball when on Yoshi (left). Only relevant if you enable the debug code at $00D087
$00FEA5 1 byte Coordinate Y-position of Mario's fireball when on Yoshi (right). Only relevant if you enable the debug code at $00D087
$00FEA6 1 byte Coordinate Y-position of Mario's fireball when on Yoshi and ducking (left). Only relevant if you enable the debug code at $00D087.
$00FEA7 1 byte Coordinate Y-position of Mario's fireball when on Yoshi and ducking (right). Only relevant if you enable the debug code at $00D087.
$00FEB6 1 byte Sound effect Fireball sound effect
$00FEC0 1 byte Sprite number Object Fire Mario shoots (must change $00FEA9 to 07 for some values to work)
$00FEC5 1 byte Mario physics Initial fireball Y speed
$00FF93 45 bytes Empty Empty (all FF) in a clean ROM.
Used by many patches (like fastrom), and the last byte becomes 42 when you lock the ROM.
$00FFC0 21 bytes Misc. Internal rom name.
$00FFD5 1 byte Misc. xxAAxxxB. If both A bits are set, FastROM. B is HiROM. x = unknown?
$00FFD7 1 byte Misc. Size of ROM byte. Amount of kilobytes = 2^decimal value of $00FFD7.
$00FFD8 1 byte Misc. SRAM size. Amount of kilobytes = 2^decimal value of $00FFD8. Default value is 01, which is 2kb. The limit is 07 which is 128kb.
$00FFD9 1 byte ASM Region Changer: Can change NTSC to PAL.
$018008 6 bytes Sprite subroutine (JSL) Subroutine that checks if a sprite is touching a wall. If bit is set, it's touching a wall.
$01800E 6 bytes Sprite subroutine (JSL) Subroutine that is accessed by sprites to check if a sprite is touching the ground. If bit set, it's touching the ground.
$01801A 8 bytes Sprite subroutine (JSL) The subroutine that updates a sprite's Y position without gravity.
$018022 8 bytes Sprite subroutine (JSL) The subroutine that updates a sprite's X position without gravity.
$01802A 8 bytes Sprite subroutine (JSL) Subroutine that updates a sprite's X/Y position, including gravity and interaction.
$018032 8 bytes Sprite subroutine (JSL) Sprite<->sprite interaction subroutine
$01803A 8 bytes Sprite subroutine (JSL) A subroutine that makes sprites interact with each other and with the player, essentially combining $018032 and $01A7DC.
$018042 8 bytes Sprite subroutine (JSL) SMW's generic sprite GFX subroutine. Not terribly useful for custom sprites.
$018137 26 bytes Pointer Sprite status subroutine pointers. These are called based on the value of $14C8,x; valid values are 00-0C.
$018151 6 bytes Sprite Misc. This is sprite status #$00, which is is called when a sprite is either dead or nonexistent. It also sets $161A,x to #$FF to prevent that sprite from being reloaded.
$018172 11 bytes Subroutine (JSR) This is sprite status #$01, which will call the current sprite's init routine.
$01817D 402 bytes Pointer Pointers to sprite initialization routines. These are called based on the sprite number ($9E,x). Valid values are 00-C8; sprites C9 and above are considered different types of sprites and handled by other routines.
$018223 2 bytes Pointer Change from C2 85 to 35 84 to allow throw blocks to be placed directly in Lunar Magic, with infinite timer until they disappear.
$018327 1 byte Timer [3F] How many frames until a Timed Lift (sprite BA) will fall if it starts at an odd X position. Default value is $3F, or about 1 second.
$01832F 1 byte Timer [FF] How many frames until a Timed Lift (sprite BA) will fall if it starts at an even X position. Default value is $FF, or about 4 seconds.
$018335 4 bytes Palette Colours of Yoshi Eggs (Red, Blue, Yellow, Blue)
$018340 1 byte Misc. How many types of Yoshi Eggs to allow, minus one
$01834C 2 bytes Sprite physics Initial leftward and rightward X speeds of diagonally moving sprites, i.e. stream of boo buddies and reflecting fireball (F0).
$018357 1 byte Misc. Initial Y speed of diagonally moving sprites, i.e. stream of boo buddies and reflecting fireball (F0).
$01836A 1 byte ASM Change to EA to make both wooden spikes move up or down depending on X&1 instead of sprite AC always moving down first.
$018391 1 byte Sound effect SFX played by the Banzai Bill
$0183A0 4 bytes Sprite number Sprites inside exploding turn block (Fish, Goomba, Shelless Green Koopa, Green Koopa)
$0183DB 1 byte Timer Length of time before sprite #19's message box appears (don't set lower than 04)
$018455 1 byte Misc. How many types of P-Switches to allow, minus one
$018466 2 bytes Palette Colours of P-Switches (Blue, Silver)
$0184A5 1 byte Sprite number Sprite spawned by killing Lakitu with cape or fireball (Lakitu Cloud)
$0184C6 4 bytes ASM Change to EA EA EA EA to make lakitu cloud never get spawned
$01854C 1 byte Misc. How many segments Pokey has when Mario is riding Yoshi. The amount of segments depends on these bits:
---x xxxx. If any of the x bits are set, a segment will be added. If none is set, the sprite won't appear. If any of the - bits is set, the sprite won't appear.
$018553 1 byte Misc. How many segments Pokey has when Mario isn't riding Yoshi. The amount of segments depends on these bits:
---x xxxx. If any of the x bits are set, a segment will be added. If none is set, the sprite won't appear. If any of the - bits is set, the sprite won't appear.
$01857A 8 bytes Sprite subroutine (JSR) Face Mario subroutine, usually used by sprites to initially face Mario's direction.
$0185CC 402 bytes Pointer Pointers to sprite main routines. These are called based on the sprite number ($9E,x). Valid values are 00-C8; sprites C9 and above are considered different types of sprites and handled by other routines.
$018763 38 bytes Sprite subroutine (JSR) Goal point sphere/boss killed code.
$018778 - If you change this to "20 23 CD" and change $01CD23 to "9E C8 14 CE C6 13 60", it will prevent the player from walking after touching a goal sphere in a horizontal level.
$018784 - Controls which music is played when it's collected.
$018890 3 bytes Subroutine (JSR) Initialization routine for sprite 52 (moving ledge hole in ghost house) that simply decrements the low byte of its Y position.
Lunar Magic v2.53+ renders this routine unused by changing the initialization routine to $0185B7 instead. This is done in order to fix the glitch where placing the hole at the top of a subscreen causes its position to wrap around to the bottom of the subscreen.
$018898 82 bytes Sprite subroutine (JSR) The yellow koopa's "Jump over shells" routine.
$0188EC 4 bytes Sprite Misc. Standard X speeds for sprites 00-13. The first two bytes are used when the "move faster" bit at $0188F0 is clear for the sprite, while the second two are used when it's set.
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