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SMW Memory Map - Waiting Addresses
Displaying 31 out of 31 waiting addresses. Show Moderated Addresses
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RAM Address Length Type Description Details Submitter
$7E0F30 1 byte Counter Timer frame counter. Starts at $28 and decreases by 1 every frame. When this value becomes negative (by reaching $FF), one second is subtracted from SMW's game timer, and the counter is reset to $28. This means that an SMW second is 41 frames. At the NTSC refresh rate of about 60Hz, one SMW second is just over 2/3 of a real second (about 0.684s).
Fernap
$7E142A 6 bytes Camera “Static camera region”. This RAM address contains the horizontal position, relative to the screen border (left edge is $0000) of the area the screen should not move if the player is in that area.

This is part of how horizontal scrolling works.

The value contains:
  • $142A (2 bytes): The origin position of the region.
  • $142C (2 bytes): The left edge of the static camera region (-#$000C from $142A, written at $00F6E0).
  • $142E (2 bytes): The right edge of the static camera region (+#$000C from $142A (the code does $142C + #$0018), written at $00F6EA)
HammerBrother
$7E146C 4 bytes Empty Empty. Cleared on reset, titlescreen load, overworld load and cutscene load.

$7E146C-$7E146D is used by Lunar Magic (v3.10+): on level load it holds the Layer 3 Y position/offset (as defined in the advanced bypass settings), and it's updated during the level when the layer 3 scrolls vertically to keep track of how much it scrolled. It's used to make layer 3 scroll with the camera in levels that scroll vertically, when the layer 3 vertical scroll is not "None".
KevinM
$7E1936 2 bytes Misc. Used by Lunar Magic v3.00+ (hijack at $00F70D) to hold the vertical scrolling range minus one tile (when “Allow viewing full bottom row of tiles” is unchecked). Effectively equivalent to $13D7 - #$10. HammerBrother
$7F0B44 2048 bytes Misc. It is used for Dynamic Z V3.75 or more, for severals differents variables.

More Documentation here:

https://sneslab.net/wiki/Dynamic_Z

Start at $418000 in SA-1 rom.
anonimzwx
$7FB408 3396 bytes Misc. Potentially used by Dynamic Z V3.75, lot of them usually are untouched but depends on the features that you use, they can be used by Dynamic Z V3.75 or later

Documentation Here:

https://sneslab.net/wiki/Dynamic_Z

Start at $418B80 on SA-1 rom.
anonimzwx
$7FC0C0 56 bytes Graphics Lunar Magic's ExAnimation output table.

The data is stored by the routine at read3($00A2A5+1). The format is follows:

$7FC0C0: output table 1
$7FC0C7: output table 2
$7FC0CE: output table 3
$7FC0D5: output table 4
$7FC0DC: output table 5
$7FC0E3: output table 6
$7FC0EA: output table 7
$7FC0F1: output table 8

Each table is formatted like this:

Bytes 00-01: Header. If the highest bit is 0, this is a GFX package and the remaining 15 bits are used as transfer size. If the highest bit is 1, this is a color package. The lo byte is then doubled and used as transfer size (meaning that lo byte = number of colors).

Bytes 02-03: Destination. For GFX packages, this is a VRAM address. If the highest bit is set on a GFX package, this is a square-type upload. In that case, the upload is repeated without updating the source address (meaning the next 2 tiles will be read), with VRAM address incremented to the next row. For color packages, the lo byte holds the CGRAM address and the hi byte is unused.

Bytes 04-06: Source address (lo, hi, bank). For GFX packages, this points to RAM for most ExAnimations, but can point to ROM if ExGFX60-63 are used (these files are uncompressed and can be read directly). More complicated for color packages. For type "Palette + Working", this points to the corresponding color in the table at $0903, which is written at the time that the ExAnimation is output. For type "Palette" with only 1 color (header = 0x8001), bytes 04 and 05 hold the raw SNES RGB color and byte 06 is unused. For any other case, bytes 04-06 hold the 24-bit address to the color data.

These addresses can be written to to upload GFX/colors during gameplay, but only if ExAnimation is enabled. Note, however, that ExAnimation might overwrite these if they are written from level ASM. There are only 8 entries, so only 8 uploads can be performed on any given frame.
Von Fahrenheit
ROM Address Length Type Description Details Submitter
$00EC64 11 bytes Mario physics Code that makes munchers and spikes not to hurt the player if the player's hitbox on the left or right side of the block is next to them. This essentially reduce the hitbox the block by 1 pixel so that it requires the player to move into them to trigger damage. Code HammerBrother
Hijack Address Length Type Description Details Submitter
$009E51 5 bytes Jump (JML/JSL) Hijacked by the Sprite Health Bar patch, by Koopster.

JML : NOP, initialises the health bar on file select.
MarioFanGamer
$00D147 5 bytes Jump (JML/JSL) Hijacked by the Sprite Health Bar patch, by Koopster.

JML : NOP, increments the player's health when the mushroom grow up animation finishes.
MarioFanGamer
$00D16F 5 bytes Jump (JML/JSL) Hijacked by the Sprite Health Bar patch, by Koopster.

JML : NOP, turns the player invisible during the hurt animation (only when !PowerdownFreeze is active).
MarioFanGamer
$00F2E2 6 bytes Jump (JML/JSL) Hijacked by the Sprite Health Bar patch, by Koopster.

See table, either increments the health count or skips the powerup code.
Hijacks MarioFanGamer
$00F5D5 4 bytes Jump (JML/JSL) Hijacked by the Sprite Health Bar patch, by Koopster.

JML, modifies the hurt routine to check for the health count instead of powerup whether to kill the player or not.
MarioFanGamer
$00F5F3 5 bytes Jump (JML/JSL) Hijacked by the Sprite Health Bar patch, by Koopster.

JML, modifies the hurt routine to decrement health instead of setting Mario's powerup state to small. It also adds a separate powerdown animation for caped and Fire Mario.
MarioFanGamer
$00F5F3 4 bytes Jump (JML/JSL) Hijacked by the Sprite Health Bar patch, by Koopster.

See table, modifies the item box to either drop the item box item at never, at the last HP or always.
Hijacks MarioFanGamer
$00F618 5 bytes Jump (JML/JSL) Hijacked by the Sprite Health Bar patch, by Koopster.

JML : NOP, hijacks the death routine to set the current player's HP to zero.
MarioFanGamer
$01C511 3 bytes Table Modified by the Sprite Health Bar patch, by Koopster.

db $00,$00,$00, doesn't put a mushroom into the item box.
MarioFanGamer
$01C515 1 byte Table Modified by the Sprite Health Bar patch, by Koopster.

db $00, doesn't put a mushroom into the item box.
MarioFanGamer
$01C51D 1 byte Table Modified by the Sprite Health Bar patch, by Koopster.

db $00, doesn't put a mushroom into the item box.
MarioFanGamer
$01C524 4 bytes Table Modified by the Sprite Health Bar patch, by Koopster.

db $00,$00,$00,$00, mushrooms will always run the mushroom collected code regardless of the current powerup.
MarioFanGamer
$01C540 13 bytes Code Modified by the Sprite Health Bar patch, by Koopster.

See details, either disables the item box or enables the item box and potentially give the player one HP in case the item box is already full.
!ItemBox = 0 !ItemBox = 1 MarioFanGamer
$01C561 4 bytes Jump (JML/JSL) Hijacked by the Sprite Health Bar patch, by Koopster.

JML, modifies the code to increment the health when collecting a mushroom and adds a check to play the grow up animation in case the player is small.
MarioFanGamer
$01C598 4 bytes Jump (JML/JSL) Hijacked by the Sprite Health Bar patch, by Koopster.

JSL, increments the health count when the player isn't at a tier two powerup.
MarioFanGamer
$01C604 4 bytes Jump (JML/JSL) Hijacked by the Sprite Health Bar patch, by Koopster.

See table, fills the player's HP count when a 1-up shroom is collected (if enabled).
New Table MarioFanGamer
$01D6C4 6 bytes Jump (JML/JSL) Hijacked by the Sprite Properties Depending on the Extra Bit v1.1 patch, by KevinM.

JSL : BRA $01, modifies the Line-Guided Rope's clipping to use the extra bit instead of the X position and sprite slot/sprite memory settings.
JamesD28
$01DC71 10 bytes Jump (JML/JSL) Hijacked by the Sprite Properties Depending on the Extra Bit v1.1 patch, by KevinM.

JSL : BNE + : LDA #$05 : BRA ++, modifies the Line-Guided Rope's graphics loop index to use the extra bit instead of the X position and sprite slot/sprite memory settings.
+ is inserted at $01DC7C.
++ is inserted at $01DC7E.
JamesD28
$01DCC1 10 bytes Jump (JML/JSL) Hijacked by the Sprite Properties Depending on the Extra Bit v1.1 patch, by KevinM.

JSL : BNE + : LDA #$04 : BRA ++, modifies the Line-Guided Rope's FinishOAMWrite value in A (number of tiles to draw) to use the extra bit instead of the X position and sprite slot/sprite memory settings.
+ is inserted at $01DCCC.
++ is inserted at $01DCCE.
JamesD28
$01E6A9 5 bytes Jump (JML/JSL) Hijacked by the Portable Springboard Multiple-Frame SFX Fix patch, by HammerBrother.

JSL : NOP, adds a check which frame to play the bounce sound effect.
MarioFanGamer
$028B20 4 bytes Jump (JML/JSL) Hijacked by the Sprite Item Box patch, by KevinM.

JML, jumps to the routine to draw the item box including the item (if enabled in the patch).
MarioFanGamer
$028B20 4 bytes Jump (JML/JSL) Hijacked by the Sprite Item Box patch, by KevinM.

JML, jumps to the routine to draw the item box including the item (if enabled in the patch).
MarioFanGamer
$028B20 5 bytes Jump (JML/JSL) Hijacked by the Sprite Health Bar patch, by Koopster.

JML : NOP, draws the hearts in a level.
MarioFanGamer
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