SMW Memory Map
Displaying 50 out of 3144 addresses.
View: moderated | waiting (20)
ROM Address | Length | Type | Description | Details |
---|---|---|---|---|
$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 | |
$0DE12C | 9 bytes | Objects | The low bytes of the map16 tiles that make up tileset-specific object 36 (four-sided ground square). The creation routine for this object at $0DE135 puts them on page 01. | Tiles |
$0DE135 | 81 bytes | Objects | Object creation code for tileset-specific object 36 (the four-sided ground square). | |
$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 | 16 bytes | Objects | Low bytes of the Map16 tiles used when generating extended objects 8A through 8D, the Green, Yellow, Blue, and Red switch palace switches. The creation code at $0DEC8E puts them all on page 0. | Tile offsets (in decimal) |
$0DEC8E | 51 bytes | Objects | Main object creation code for Extended objects 8A through 8D, the Green, Yellow, Blue, and Red switch palace switches. The code at $0DEC96 (6 bytes long) keeps the objects from being generated if the associated flag (at $7E1F27) is set. The hack at $00EEB2 will keep them from becoming solid if this code is changed. The Map16 tiles used (on page 0) are at $0DEC7E. |
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$0DF02B | 59 bytes | Objects | Object generation routine for tileset specific object 30 (The ground/ledge object used in Yoshi's House) in tileset 04 (Switch Palace 1) $0DF044, 1 byte: The ledge tile (on page 1) $0DF054, 1 byte: The dirt tile (on page 0) |
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$0DF08A | 630 bytes | Empty | Unused data. Lunar Magic uses most of this area for custom code related to level loading, so using it is discouraged. |
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$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) | |