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Tip: A common level trope to avoid is "item babysitting". This involves forcing the player to carry P-Switches, springboards, or other items all around the level. Usually, this doesn't end up being very fun or engaging, so use another level gimmick if you can.
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ROM Address Length Type Description Details
$0CE674 16 bytes Overworld border Tilemap of the switch palace background (the one that appears in, e.g., level 14), in LC_RLE1 format.
$0CE684 316 bytes Overworld border Tilemap of the starry night background (the one that appears in, e.g., level 119), in LC_RLE1 format.
$0CE7C0 302 bytes Overworld border Tilemap of the "pointy land formations" background (the one that appears in, e.g., level 23), in LC_RLE1 format.
$0CE8EE 16 bytes Overworld border Tilemap of the blank background (the one that appears in level F7), in LC_RLE1 format.
$0CE8FE 900 bytes Overworld border Tilemap of the underground background (the one that appears in, e.g., level 11A), in LC_RLE1 format.
$0CEC82 766 bytes Overworld border Tilemap of the forest background (the one that appears in, e.g., level 106), in LC_RLE1 format.
$0CEF80 501 bytes Overworld border Tilemap of the ghost house background (the one that appears in, e.g., level 4), in LC_RLE1 format.
$0CF175 741 bytes Overworld border Tilemap of the sunken ship background (the one that appears in level F8), in LC_RLE1 format.
$0CF45A 901 bytes Overworld border Tilemap of the castle background with windows (the one that appears in, e.g., level 7), in LC_RLE1 format.
$0CF7DF 2048 bytes Misc. Layer 1 data on the overworld. Numbers are the same as in LM's "map16 editor".
The YI submap starts at $0CFBDE and is a simple format: One row of tiles at the time, 16 bytes for one line.
Level numbers are a little trickier, though:
Level numbers aren't anywhere in the rom. The loading routine assigns them when it runs. If you remove or add a level tile, you'll shift all of the levels after it. And the order of the tiles in the other submaps is even weirder, but if you look at the OW as 16x16 blocks and ignore submap borders, it'll start making sense.
$0CFFE1 31 bytes Empty Unused data
$0D8000 920 bytes Graphics Graphic data for Map16 tiles 000-072. Shared by all tilesets. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D8398 56 bytes Graphics Graphic data for Map16 tiles 100-106. Shared by all tilesets. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D83D0 528 bytes Graphics Graphic data for Map16 tiles 111-152. Shared by all tilesets. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D85E0 688 bytes Graphics Graphic data for Map16 tiles 16E-1C3. Shared by all tilesets. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D8890 32 bytes Graphics Graphic data for Map16 tiles 1C4-1C7. Used in every tileset, but not when using GFX header 0 or 7. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D88B0 288 bytes Graphics Graphic data for Map16 tiles 1C8-1EB. Shared by all tilesets. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D89D0 32 bytes Graphics Graphic data for Map16 tiles 1EC-1EF. Used in every tileset, but not when using GFX header 0 or 7. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D89F0 128 bytes Graphics Graphic data for Map16 tiles 1F0-1FF. Shared by all tilesets. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D8A70 32 bytes Graphics Graphic data for Map16 tiles 1C4-1C7. Only used in GFX header 0 and 7. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D8A90 32 bytes Graphics Graphic data for Map16 tiles 1EC-1EF. Only used when using GFX header 0 or 7. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D8AB0 192 bytes Graphics Graphic data for the Map16 tiles used by multicolour pipes (besides the default green pipe). 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D8B70 1128 bytes Graphics Graphic data for Map16 tiles 073-0FF. Used by tileset 0 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D8FD8 80 bytes Graphics Graphic data for Map16 tiles 107-110. Used by tileset 0 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D9028 216 bytes Graphics Graphic data for Map16 tiles 153-16D. Used by tileset 0 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0D9100 4096 bytes Graphics Background Map16 tiles (pages 0x80 and 0x81 in LM) in TTTTTTTT YXPCCCTT format.
$0DA10F 768 bytes Objects Pointers to extended objects, 3 bytes per pointer, although the bank byte is always 0D. Extended objects 02-0F and 98-FF are unused, so they could be repointed (which is essentially what Extended Objects +14 and ObjecTool do).
$0DA40F 60 bytes Objects The routine that loads normal (i.e. not extended) objects. $0DA41E-$0DA44A (45 bytes) are the pointers to the main object routines for each tileset. (Even though not all objects are tileset-specific, SMW's code treats them as if they all were.)
$0DA455 189 bytes Objects Pointers to normal (i.e. not extended) objects, for tilesets 0, 7, and C. Object 00 is not included (because normal object 00 is simply *all* extended objects); these pointers are for objects 01-3F.
$0DA548 51 bytes Objects Map16 data for extended objects 10-40, low byte. They are in order of object number, but the 8th byte is unused (it would be used for object 17, but the final byte in the table is used instead). The high byte of the first 19 tiles is 00, while the high byte of the rest of the tiles is 01.
$0DA57B 210 bytes Objects Main creation code for extended objects 10-40. (Extended object 17 uses a different pointer, but it jumps to the same routine.)
$0DA64D 5 bytes Objects The start of the routine for extended object 17, the green star block. It loads a hardcoded index to the table at $0DA548.
$0DA6B1 9 bytes Subroutine (JSR) A routine that backs up the low and high bytes of the Map16 data pointers. It stores $6B and $6C in $04 and $05.
$0DA6BA 19 bytes Subroutine (JSR) A routine that restores the low and high bytes of the Map16 pointers [$6B] and [$6E] from scratch RAM. Used in conjunction with $0DA6B1.
$0DA6CD 4 bytes Objects Map16 data for the door and P-switch-activated door. In order: Top tile of normal door, top tile of P-switch door, bottom tile of normal door, bottom tile of P-switch door.
$0DA6D1 29 bytes Objects Main creation code for extended objects 47 and 48, the normal door and P-switch-activated door.

This is also the routine that unused extended objects 98-FF point to (they just pull garbage tiles).
$0DA6EE 45 bytes Misc. Map16 data for the big bush
$0DA71B 45 bytes Objects Main creation code for extended object 82 (the larger of the two big bushes).
$0DA71E is the width, minus one.
$0DA722 is the height, minus one.
$0DA732 is the pointer to Map16 tile array (only contains low bytes).
$0DA748 24 bytes Objects Map16 data for the small bush
$0DA760 45 bytes Objects Main creation code for extended object 83 (the smaller of the two big bushes).
$0DA763 is the width, minus one.
$0DA767 is the height, minus one.
$0DA777 is the pointer to Map16 tile array (only contains low bytes).
$0DA78D 33 bytes ASM Part of bush object decoding routine.
$0DA7E3 4 bytes Objects Goal Arrow sign: MAP16 tiles
$0DA8A6 8 bytes ASM Bitmasking table. Contains the values $80,$40,$20,$10,$08,$04,$02,$01
So masking can be simply done by AND.l $0DA8A6,x
$0DA8B4 15 bytes Objects Map16 data for objects 01-0E, low bytes of tile numbers. The last byte is actually used for tileset-specific object 31 when it forms ice-blue turn blocks.
$0DA8C3 152 bytes Objects Main creation code for the objects that are made up of only one Map16 tile and can be extended both horizontally and vertically, i.e., objects 01-0E and tileset-specific object 31 when it forms ice-blue turn blocks.
$0DA95B 34 bytes Objects The subroutine that enables most objects to go across screen boundaries in horizontal levels without glitching. (It doesn't work in vertical levels.) It also stores the value of A to [$6B],y. (Forgot to include that info before.)
$0DA97D 21 bytes Objects The subroutine that allows objects to go across subscreen boundaries in horizontal levels without glitching.
$0DAA12 20 bytes Objects Map16 data for vertical pipe ends. There are four 5-byte tables here. The first two are for the top of a pipe (the last two bytes are unused), and the second two are for the bottom of a pipe (the first two bytes are unused).
$0DAA26 126 bytes Objects Main creation code for the vertical pipe objects.
$0DAA5A - The Map16 tile number (low byte) for the left side of the vertical pipe with no end.
$0DAA62 - The Map16 tile number (low byte) for the right side of the vertical pipe with no end.
$0DAA6C - The Map16 tile number (low byte) for the left side of all non-vertical pipes except the one without ends.
$0DAA74 - The Map16 tile number (low byte) for the right side of all non-vertical pipes except the one without ends.
$0DAAA4 16 bytes Objects Map16 data for the horizontal pipes. There are two tables here, each containing the low bytes of the tile numbers and both in order; the first two bytes of each table are for the left-facing non-exit-enabled pipe, the next two are for the left-facing exit-enabled pipe, the next two are for the right-facing non-exit-enabled pipe, and the last two are for the right-facing exit-enabled pipe.
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