SMW Memory Map
|$00A0F9||1 byte||ASM||Part of the routine that runs after dying with zero lives.
If # of levels beat is zero, then it will take you back to the intro screen, if levels beat is positive, it will take you back to the last place you saved on the OW and bring up the Continue/End dialog.
Change this byte to BRA ($80) to cause it to not send you to the intro screen and bring up the Continue/End dialog if you haven't saved for the first time. (In other words, it will take you back to Yoshi's House on an unedited overworld.)
|$00A148||1 byte||Overworld||GFX file for animated tiles (waterfalls etc) on the overworld.|
|$00A15A||4 bytes||Overworld border||Call to the routine to draw the number of lives on the overworld border.
Change to [80 02] (BRA $02) to disable the amount of lives from being shown in the overworld border. Use with $04A530.
|$00A1E3||1 byte||ASM||Change to 0xEA to keep the game running when a message box is on the screen.|
|$00A21E||1 byte||Controller||Button to press for Pause. (Checks $16)|
|$00A21F||1 byte||ASM||Change from F0 (BEQ) to 80 (BRA) to disable pausing|
|$00A22D||1 byte||Timer||Timer (in frames) that runs to prevent the pause flag from being flipped instantly. Change [3C] to another value to change the time it takes for Mario to pause/unpause.|
|$00A23E||1 byte||Music||Change to 12 and music will continue to play when you pause the game. Changing  to another value will alter the sound effect that occurs when pausing the game.|
|$00A248||1 byte||Debug||DEBUG: Advance frame / Slow motion (00 = enable)|
|$00A256||1 byte||Debug||DEBUG: Slow motion speed|
|$00A25B||47 bytes||Controller||Code to handle leaving the level with Start+Select.
Change $00:A268 to 00 to always allow leaving the level.
Change $00:A273 to 00 to beat the level by doing that, not just leave it. Holding A or B will give the secret exit.
|$00A300||144 bytes||Subroutine (JSR)||The routine that handles the graphics that get DMA'd to the first five 16x16 tiles in SP1. It also write the necessary colors to the player's palette (colors 6-F).
$00A30A - Mario/Luigi Palette - Starting Index (Changing this will cause Mario/Luigi to flash when the screen fades out after beating a boss)
$00A320 - Mario/Luigi Palette - Amount of colours * 2
$00A307 - [F0] Changing this to  will skip the player's palette write code, removing palette 8's hardcoded colors.
|$00A390||1 byte||ASM||[C2] Change to 60 to disable all animations in levels. This includes colour 64.
Note: LM will still show the animations.
|$00A3DB||2 bytes||Overworld border||[00 08] For which VRAM address animation data will be broken up into two lines of two tiles instead of a single line of four tiles.|
|$00A400||2 bytes||Overworld border||[00 09] VRAM address of the second line of two animated tiles (value should be $00A3DB + 0x100).|
|$00A41A||1 byte||Palette||[A9] Changing this to 60 will disable the flashing yellow color in levels, but not on the overworld.|
|$00A41B||1 byte||Palette||Palette number to use for the flashing palette. Default value is $64|
|$00A429||12 bytes||Palette||Changing [B9 0C B6 8D 22 21 B9 0D B6 8D 22 21] to [80 0A EA EA EA EA EA EA EA EA EA EA] will disable the flash animation of colour #64. Make sure that the "View Animation" function in Lunar Magic is disabled.
WARNING: Will disable the animated colours on the OW too!
|$00A439||1 byte||Misc.||Change [F0] (BEQ) to  (BRA) to prevent various tiles in SP1 to be overwritten (which meant using ExGFX for them would have no effect). This does not affect tiles 00-09, 10-19 and 7F of SP1.|
|$00A514||1 byte||Palette||The first animated colour on the overworld. (Default: 6D.)|
|$00A51D||1 byte||Palette||The second animated colour on the overworld. (Default: 7D.)|
|$00A757||1 byte||Misc.||How far to offset the players position to the right when exiting a vertical pipe. Values above 0F aren't recommended.|
|$00A75F||1 byte||Misc.||How many frames to move Mario when exiting upward from a vertical pipe.|
|$00A763||1 byte||Misc.||How many frames to move Mario when exiting downward from a vertical pipe while small.|
|$00A769||1 byte||Misc.||How many frames to move Mario when exiting downward from a vertical pipe while with a powerup.|