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Thomas's "Mode 7 Levels"!
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Pages: « 1 217 18 19 20 » Per Page: 25 50 75 100 150 500 All
ROM Address Length Type Description Details
$0DBC00 1128 bytes Graphics Graphic data for Map16 tiles 073-0FF. Used by tileset 1 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0DC068 80 bytes Graphics Graphic data for Map16 tiles 107-110. Used by tileset 1 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0DC0B8 216 bytes Graphics Graphic data for Map16 tiles 153-16D. Used by tileset 1 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0DC19A 189 bytes Objects Pointers to normal (i.e. not extended) objects, for tileset 1. Object 00 is not included (because normal object 00 is simply *all* extended objects); these pointers are for objects 01-3F.
$0DC26B 126 bytes Objects Castle entrance: MAP16 blocks
$0DC46F 3 bytes Objects The three Map16 tiles that make up the left side of the large stone castle block (tileset-specific object 3C in tileset 1). These are low bytes; the tiles are on page 1.
$0DC472 3 bytes Objects The three Map16 tiles that make up the middle columns of the large stone castle block (tileset-specific object 3C in tileset 1). These are low bytes; the tiles are on page 1.
$0DC475 3 bytes Objects The three Map16 tiles that make up the right side of the large stone castle block (tileset-specific object 3C in tileset 1). These are low bytes; the tiles are on page 1.
$0DC478 81 bytes Objects Main creation code for the large stone castle block (tileset-specific object 3C in tileset 1).
$0DC620 480 bytes Empty Unused data.
$0DC800 1128 bytes Graphics Graphic data for Map16 tiles 073-0FF. Used by tileset 2 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0DCC68 80 bytes Graphics Graphic data for Map16 tiles 107-110. Used by tileset 2 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0DCCB8 216 bytes Graphics Graphic data for Map16 tiles 153-16D. Used by tileset 2 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0DCD9A 189 bytes Objects Pointers to normal (i.e. not extended) objects, for tilesets 2, 6, and 8. Object 00 is not included (because normal object 00 is simply *all* extended objects); these pointers are for objects 01-3F.
$0DCE57 16 bytes Objects Map16 data for the large circular line guide pieces (low bytes only).
$0DCE67 41 bytes Objects Main creation code for the large circular line guide pieces.
$0DCE90 4 bytes Objects Map16 data for the small circular line guide pieces (low bytes).
$0DCE94 18 bytes Objects Main creation code for the small circular line guide pieces.
$0DCEBE 2 bytes Objects Map16 data for the horizontal line guide end (extended object 55).
$0DCEC0 24 bytes Objects Main creation code for the horizontal line guide end (extended object 55).
$0DCED8 2 bytes Objects Map16 data for the vertical line guide end (extended object 56).
$0DCEDA 22 bytes Objects Main creation code for the vertical line guide end (extended object 56).
$0DD282 382 bytes Empty Unused data
$0DD400 1128 bytes Graphics Graphic data for Map16 tiles 073-0FF. Used by tileset 3 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0DD868 80 bytes Graphics Graphic data for Map16 tiles 107-110. Used by tileset 3 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0DD8B8 216 bytes Graphics Graphic data for Map16 tiles 153-16D. Used by tileset 3 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0DD99A 189 bytes Objects Pointers to normal (i.e. not extended) objects, for tilesets 3, 9, A, B, and E. Object 00 is not included (because normal object 00 is simply *all* extended objects); these pointers are for objects 01-3F.
$0DDA9E 4 bytes Objects Torpedo Ted Launcher: MAP16 tiles
$0DE186 378 bytes Empty Unused data
$0DE300 1128 bytes Graphics Graphic data for Map16 tiles 073-0FF. Used by tileset 4 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0DE768 80 bytes Graphics Graphic data for Map16 tiles 107-110. Used by tileset 4 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0DE7B8 216 bytes Graphics Graphic data for Map16 tiles 153-16D. Used by tileset 4 only. 8 bytes per tile, upper left, lower left, upper right, lower right. TTTTTTTT YXPCCCTT format.
$0DE89A 189 bytes Objects Pointers to normal (i.e. not extended) objects, for tilesets 4, 5, and D. Object 00 is not included (because normal object 00 is simply *all* extended objects); these pointers are for objects 01-3F.
$0DEADE 140 bytes Objects Ghost House entrance: MAP16 blocks
$0DEB93 160 bytes Objects Tilemap of Yoshi's House. Change EB to D3 at $0DEB85, $0DEB89, $0DEBBE, $0DEBC6, $0DEBCC, $0DEBD0 and $0DEBDA to remove Berries from Yoshi's House, or to 45 to make them work without placing berry objects on top of them.
$0DEC7E 4 bytes Objects Green Switch: MAP16 blocks
$0DEC82 4 bytes Objects Yellow Switch: MAP16 blocks
$0DEC86 4 bytes Objects Blue Switch: MAP16 blocks
$0DEC8A 4 bytes Objects Red Switch: MAP16 blocks
$0DEC8E 51 bytes Objects Main creation code for the four switch palace switches.
$0DF08A 630 bytes Empty Unused data.
$0DF3A0 26 bytes Layer 3 FISHIN'LAKITU and attributes (sprite name)
$0DF3BE 18 bytes Layer 3 PARA-BOMB and attributes (sprite name)
$0DF3D4 22 bytes Layer 3 PARA-GOOMBA and attributes (sprite name)
$0DF3EE 12 bytes Layer 3 LAKITU and attributes (sprite name)
$0DF3FE 10 bytes Layer 3 SPINY and attributes (sprite name)
$0DF40C 14 bytes Layer 3 WIGGLER and attributes (sprite name)
$0DF41E 14 bytes Layer 3 BOB-OMB and attributes (sprite name)
$0DF4A9 28 bytes Layer 3 AMAZING FLYIN' and attributes (sprite name)
$0DF4C9 28 bytes Layer 3 AMAZING FLYIN' HAMMER BROTHER and attributes (sprite name)
$0DF4E9 22 bytes Layer 3 SUPER KOOPA and attributes (sprite name)
$0DF503 16 bytes Layer 3 CHARGIN' and attributes (sprite name)
$0DF517 10 bytes Layer 3 CHUCK and attributes (sprite name)
$0DF525 48 bytes Layer 3 Layer 3 JUMPING PIRHANA PLANT and attributes (sprite name)
$0DF555 29 bytes Layer 3 Layer 3 VOLCANO LOTUS and attributes (sprite name)
$0DF612 28 bytes Layer 3 Layer 3 SUMO BROTHER and attributes (sprite name)
$0DF62E 24 bytes Layer 3 Layer 3 MONTY MOLE and attributes (sprite name)
$0DF646 14 bytes Layer 3 Layer 3 POKEY and attributes (sprite name)
$0DF654 23 bytes Layer 3 Layer 3 BULLET BILL and attributes (sprite name)
$0DF70B 10 bytes Layer 3 Layer 3 REX and attributes (sprite name)
$0DF715 22 bytes Layer 3 Layer 3 MEGA MOLE and attributes (sprite name)
$0DF72B 23 bytes Layer 3 Layer 3 BANZAI BILL and attributes (sprite name)
$0DF7FA 24 bytes Layer 3 Layer 3 DINO RHINO and attributes (sprite name)
$0DF812 24 bytes Layer 3 Layer 3 DINO TORCH and attributes (sprite name)
$0DF82A 13 bytes Layer 3 Layer 3 KOOPAS and attributes (sprite name)
$0DF8A7 22 bytes Layer 3 Layer 3 SPIKE TOP and attributes (sprite name)
$0DF8BD 20 bytes Layer 3 Layer 3 SWOOPERS and attributes (sprite name)
$0DF8D1 28 bytes Layer 3 Layer 3 BUZZY BEETLE and attributes (sprite name)
$0DF8ED 13 bytes Layer 3 Layer 3 BLARGG and attributes (sprite name)
$0DF95E 16 bytes Layer 3 Layer 3 BLURPS and attributes (sprite name)
$0DF96E 16 bytes Layer 3 Layer 3 URCHIN and attributes (sprite name)
$0DF97E 28 bytes Layer 3 Layer 3 PORCU-PUFFER and attributes (sprite name)
$0DF99A 26 bytes Layer 3 Layer 3 TORPEDO TED and attributes (sprite name)
$0DF9B4 25 bytes Layer 3 Layer 3 RIP VAN FISH and attributes (sprite name)
$0DFA37 30 bytes Layer 3 Layer 3 "BOO" BUDDIES and attributes (sprite name)
$0DFA55 24 bytes Layer 3 Layer 3 FISHIN' BOO and attributes (sprite name)
$0DFA6D 30 bytes Layer 3 Layer 3 THE BIG "BOO" and attributes (sprite name)
$0DFA8B 13 bytes Layer 3 Layer 3 EERIES and attributes (sprite name)
$0DFAFC 24 bytes Layer 3 Layer 3 LIL SPARKY and attributes (sprite name)
$0DFB14 26 bytes Layer 3 Layer 3 BONY BEETLE and attributes (sprite name)
$0DFB2E 22 bytes Layer 3 Layer 3 DRY BONES and attributes (sprite name)
$0DFB44 16 bytes Layer 3 Layer 3 THWOMP and attributes (sprite name)
$0DFB54 16 bytes Layer 3 Layer 3 THWIMP and attributes (sprite name)
$0DFB64 15 bytes Layer 3 Layer 3 HOTHEAD and attributes (sprite name)
$0DFC19 18 bytes Layer 3 Layer 3 GRINDER and attributes (sprite name)
$0DFC2B 28 bytes Layer 3 Layer 3 BALL'N'CHAIN and attributes (sprite name)
$0DFC47 17 bytes Layer 3 Layer 3 FISHBONE and attributes (sprite name)
$0DFCC8 13 bytes Layer 3 Layer 3 REZNOR and attributes (sprite name)
$0DFD45 23 bytes Layer 3 Layer 3 MECHAKOOPAS and attributes (sprite name)
$0DFD66 38 bytes Layer 3 Layer 3 MORTON KOOPA JR and attributes (sprite name)
$0DFD8C 24 bytes Layer 3 Layer 3 ROY KOOPA and attributes (sprite name)
$0DFDA4 16 bytes Layer 3 Layer 3 BOWSER and attributes (sprite name)
$0DFDB4 28 bytes Layer 3 Layer 3 LEMMY KOOPA and attributes (sprite name)
$0DFDD0 32 bytes Layer 3 Layer 3 WENDY O.KOOPA and attributes (sprite name)
$0DFDF0 26 bytes Layer 3 Layer 3 IGGY KOOPA and attributes (sprite name)
$0DFE0A 28 bytes Layer 3 Layer 3 LARRY KOOPA and attributes (sprite name)
$0DFE26 35 bytes Layer 3 Layer 3 LUDWIG VON KOOPA and attributes (sprite name)
$0DFE4F 16 bytes Layer 3 Layer 3 PUMPKIN and attributes (sprite name)
$0DFE63 16 bytes Layer 3 Layer 3 PIDGIT and attributes (sprite name)
$0DFE77 25 bytes Layer 3 Layer 3 MASK KOOPAS and attributes (sprite name)
$0DFE9F 353 bytes Empty Unused data. Warning: the 0x12 FF bytes before this are NOT unused data (used in credits).
$0E8D99 2 bytes Misc. SPC Main Volume. Default is $7F,$7F
$0E8D9E 1 byte Misc. High byte of the address that the echo buffer will be placed at in audio ram. The low byte is ignored. Default is $60 = ($6000 in audio RAM)
$0E8DB1 16 bytes Misc. SPC FIR Filter.
x70FB1 - FIR Filter 1, like $F1 $XX $YY $00
x70FB9 - FIR Filter 2, like $F1 $XX $YY $01
$0E98C5 1 byte Music Special World overworld music - Change to 76 to start right at the beginning of the SMB theme, or 74 to include the short drum intro normally at the beginning of the loop.
$0EF0F0 3856 bytes Empty Empty
$0F8000 28560 bytes Music Instrument data.
$0FEF90 4208 bytes Empty Empty
Pages: « 1 217 18 19 20 » Per Page: 25 50 75 100 150 500 All

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