Banner
The Questionable Level Design Contest ends in…
14 DAYS, 10 HOURS, 8 MINUTES AND 55 SECONDS
Views: 914,046,844
Time:
7 users online:  AmperSam, Anas,  Linkdeadx2, NerDose, qantuum, UTF, Vic Rattlehead - Guests: 111 - Bots: 87 Users: 51,194 (2,258 active)
Latest: eeeeeeeeeeeeeeeeeeeeeeee
Tip: If you edit Level 0, make sure you also edit Level 100. Both of them are used for the bonus game depending on the level you're in.
Not logged in.
SMW Memory Map
Displaying 50 out of 3098 addresses. Show Waiting Addresses (11)
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 2 358 59 60 61 62 » Per Page: 25 50 75 100 150 500 All
ROM Address Length Type Description Details
$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.
Pages: « 1 2 358 59 60 61 62 » 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 - 2021 - 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
  • sm64romhacks