Banner
Views: 838,380,653
Time:
15 users online: A-l-e-x-99, autisticsceptile1993, Ayami, Blizzard Buffalo, buggy789, CourtlyHades296, Dark mario 788,  Deeke, Donkey Dong, Epic_stuff, JonnyManjiro, Lucayorlando, MarkVD100, Sparkle-And-Syro,  Teows - Guests: 68 - Bots: 85 Users: 45,880 (3,378 active)
Latest: VoltreN1
Summer C3 2020 Content Spotlight
meatloaf's "Mario Mountain" Hack Demo!
Not logged in.
SMW Memory Map
Displaying 150 out of 3000 addresses. Show Waiting Addresses (40)
Filter
Link
Address
Hexadecimal number for a partial address. 6-digit number for a full address. Use - to denote a range. Use , to list more than one address.
Length
Type
Enable JavaScript to use multiple regions.
Region
Hold control to select multiple. Check "All" to select all at once.

Type
Description
Separate each individual keyword with spaces. Surround a phrase with quotes to look for the exact phrase, or with / to use a PCRE regular expression. Prepend with - to exclude a keyword or phrase, with + to require a whole word or phrase, or with -+ to exclude a whole word or phrase. ? matches any character, * matches any amount of characters.
 
Pages: « 1 2 317 18 19 20 » Per Page: 25 50 75 100 150 500 All
ROM Address Length Type Description Details
$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.
$0DAAB4 89 bytes Objects Main creation code for the horizontal pipe objects.
$0DAB0D 49 bytes Objects Main creation code for the Bullet Bill shooter object. $0DAB1A, $0DAB27, and $0DAB34 control which three Map16 tiles make up the object.
$0DAB3E 48 bytes Objects Main creation code for the slope objects (object 12), minus the code for each individual slope. $0DAB50-$0DAB6D are the pointers to the individual slope objects.
$0DABFD 36 bytes Objects The routine that allows slopes to overlap with dirt tiles. It checks the Map16 tile below the current one for certain numbers and adds values to the current tile number to change it into the one with dirt behind it.
$0DB075 123 bytes Objects Main creation code for object 13 (vine and edge objects).
$0DB1C8 74 bytes Objects Main creation code for objects 14 and 21, the normal ledge and wide ground ledge. They share most of their code, but the wide ledge begins at $0DB1C8, while the normal one begins at $0DB1D4.

$0DB1CE - Height of the wide ground ledge - 1. The top tile is 100, the rest is 03F.
$0DB212 18 bytes Objects The Map16 tiles that make up the midway point and goal point objects. There are 6 3-byte tables here that are, in order: Top tiles of midway point, middle tiles of midway point, bottom tiles of midway point, top tiles of goal point, middle tiles of goal point, bottom tiles of goal point. You can change $0DB221 to 3A and $0DB223 to 3D to fix the glitched tiles at the bottom of the goal point. (They will just appear the same as the middle tiles.)
$0DB224 166 bytes Objects Main creation code for the midway point/goal point object.
$0DB2CA 108 bytes Objects Dragon Coin creation routine.
$0DB2DF - Change to 00 to prevent Dragon Coins from vanishing when at least 5 have been collected.
$0DB328 - Map16 tile for the upper half of a Yoshi/Dragon Coin.
$0DB329 - Change to EA EA to make only the lower half of Yoshi/Dragon Coins appear.
$0DB332 - Map16 tile for the lower half of a Yoshi/Dragon Coin.
$0DB333 - Change to EA EA to make only the upper half of Yoshi/Dragon Coins appear.
$0DB336 133 bytes Objects Main creation code for the purple coins. This is very similar to the code at $0DA8C3.
$0DB3BB 1 byte Objects Rope: MAP16 block
$0DB3BC 1 byte Objects Clouds: MAP16 block
$0DB3BD 30 bytes Objects Main creation code for the rope and cloud objects.
$0DB3DB 1 byte Objects Water with animated surface: MAP16 block (Top)
$0DB3DC 1 byte Objects Water with normal surface: MAP16 block (Top)
$0DB3DD 1 byte Objects Lava with animated surface: MAP16 block (Top)
$0DB3DE 1 byte Objects Climbing net with top edge: MAP16 block (Top)
$0DB3DF 1 byte Objects Water with animated surface: MAP16 block (Bottom)
$0DB3E0 1 byte Objects Water with normal surface: MAP16 block (Bottom)
$0DB3E1 1 byte Objects Lava with animated surface: MAP16 block (Bottom)
$0DB3E2 1 byte Objects Climbing net with top edge: MAP16 block (Bottom)
$0DB3E3 72 bytes Objects Main creation subroutine for objects 18-1B (water with and without animated surface, lava, climbing net with top edge). It is also used as the default routine for unused objects 22-2D.
$0DB42B 1 byte Objects Donut bridge: MAP16 block (Top)
$0DB42C 1 byte Objects Donut bridge: MAP16 block (Bottom)
$0DB42D 52 bytes Objects Main creation code for the donut bridge (object 1C).
$0DB51F 40 bytes Objects Vertical pipe/bone/log object creation subroutine. $0DB52E, $0DB536, and $0DB543 determine which three Map16 tiles make up the object.
$0DB547 34 bytes Objects Horizontal pipe/bone/log object creation subroutine. $0DB552, $0DB55A, and $0DB565 determine which three Map16 tiles make up the object.
$0DB583 37 bytes Objects Main creation code for the yellow and green switch blocks.

$0DB583 - Start of the code for the green block.
$0DB587 - Map16 tiles (on page 1) for the filled-in blocks.
$0DB589 - Map16 tiles (on page 0) for the outline blocks.
$0DB58B - Start of the code for the yellow block.
$0DB592 - Change F0 to D0, to invert the Green and Yellow Switch Palace blocks (solid before the Switch Palce, passable afterwards).
$0DB5A8 15 bytes Objects Tiles the Bushes 1-5 is made up of, in order of Left-Middle-right (five bytes per part)
$0DB5B7 1 byte Misc. 6A-Green Switch Palace Block after you beat its Palace (always Map16 page 1)
$0DB5B8 1 byte Misc. 6B-Yellow Switch Palace Block after you beat its Palace (always Map16 page 1)
$0DB5B9 1 byte Misc. 6A-Green Switch Palace Block after you beat its Palace (always Map16 page 0)
$0DB5BA 1 byte Misc. 6B-Yellow Switch Palace Block after you beat its Palace (always Map16 page 0)
$0DB72F 16 bytes Objects Map16 data for the diagonal pipe (low bytes only).
$0DB73F 107 bytes Objects Main creation code for the diagonal pipe object.
$0DB7A6 - The Map16 tile (on page 1) at the bottom of the diagonal pipe object. (Default: $EB.)
$0DB7AA 185 bytes Objects Main creation code for the left-facing diagonal ledge.
$0DB863 179 bytes Objects Main creation code for the right-facing diagonal ledge.
$0DB916 76 bytes Objects Main creation code for the red and blue switch blocks. Note that the actual object number varies per tileset. (It was really dumb that Nintendo did that...oh well.)

$0DB916 - Start of the code for the blue block.
$0DB91A - Map16 tiles (on page 0) for the outline blocks.
$0DB91C - Map16 tiles (on page 1) for the filled-in blocks.
$0DB91E - Start of the code for the red block.
$0DB943 - Change F0 to D0 to invert the Blue and Red Switch Palace blocks.
$0DBA7C 96 bytes Objects Forest treetop tilemap (repeated a few times)
$0DBB68 152 bytes Empty Unused data
$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 2 317 18 19 20 » Per Page: 25 50 75 100 150 500 All

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2020 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy