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SMW Memory Map

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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.
$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)
$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.
$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)
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