SMW Memory Map
Displaying 132 out of 3132 addresses.
View: moderated | waiting (19)
ROM Address | Length | Type | Description | Details |
---|---|---|---|---|
$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). |
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$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.) |
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$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. |
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$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 | |
$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) | |
$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 |
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$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 | |