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Tip: If you give a Muncher tile custom graphics, it will still act like a coin when a silver P-switch is active, whether it looks like a coin or not. So make sure to use ExAnimation if there's a silver P-switch in the area.Not logged in.
SMW Memory Map - Waiting Addresses
Displaying 51 out of 51 waiting addresses. Show Moderated Addresses
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RAM Address Length Type Description Details Submitter
$7E0200 512 bytes Misc. OAM (low) table - handles all sprite tiles that are on screen. Each OAM slot contains 4 bytes of data: [XXXXXXXX YYYYYYYY TTTTTTTT yxppccct]

XXXXXXXX and YYYYYYYY bits are the on-screen coordinates from the top-left corner, TTTTTTTT is the tile number, and yxppccct is the tile properties. Each OAM slot are ordered from high priority (in front of other sprite tiles) to low priority.

Ranges from $7E0200-$7E03FF, therefore there are 128 OAM slots.
GreenHammerBro
$7E0400 32 bytes Misc. OAM (high) table - handles all sprite tiles that are on screen. Each OAM slot contains 2 bits of data in each byte: [SX][SX][SX][SX] (each bracket represents each oam slot).

S is the tile size, X is the x position 9th bit for handling should the tile be crossing the left edge of the screen.

Ranges from $7E0400-$7E041F

(please remove the other one and the old version already moderated)
GreenHammerBro
ROM Address Length Type Description Details Submitter
$008E1A 480 bytes Layer 3 The routine that updates the values of all the addresses used for the status bar ($0EF9-$0F2F).
$008E28 - Change this address to AD to disable the timer.
$008E2E - Timer speed (USE WITH $008D8B)
$008E5C - Time is Running Out SFX. Change from FF to 00 to stop the music from speeding up when time reaches 99.
$008E6B - [22 06 F6 00] Change to [EA EA EA EA] to not kill Mario when the timer reaches zero. The timer will count down normally and stop at zero, but Mario will not die
$008EDB - Change this and/or $008F09 from 20 12 90 to EA EA EA to disable writing the score to the status bar when playing as Mario and/or Luigi, respectively. Useful if you want to place another counter in place of the score using Smallhacker's Status Bar Editor.
$008F2C - How many coins you need to get an 1up (USE WITH $008F37)
$008F2F - [EE E4 18] Change to [EA EA EA] to not gain a life after collecting enough for one.
$008F37 - Number of coins to subtract from the counter when you gain enough for a 1up (Default: $64 (100). Change to [01] to create a coin wallet effect - use with $008F2F.
$008F41 - (Use with $008F45) Maximum life limit, minus one. Warning: Changing this to anything higher than 0x7E (127 lives) will remove the life limit entirely! Also, if you have more than
99 lives, the life counter will appear slightly glitched.
$008F45 - (Use with $008F41) Maximum life limit, minus one. Note that if you have more than 99 lives, the life counter will appear slightly glitched.
$008F62 - Number of bonus stars required to enter bonus game
$008F67 - [8D 25 14] Change to EA EA EA to disable entering bonus game when player has 100 bonus stars.
$008F6F - Amount of bonus stars that will be subtracted when 100 bonus stars are collected. Change to [01] to make 99 the maximum amount of bonus stars you can get - to create a bonus star wallet effect, use with $008F67.
$008F7E - Writes coins to status bar. Changing to [EA EA EA EA EA EA] will disable the coins from being written to the status bar.
$008F95 - [09] The X position of the small bonus star counter in the status bar.
$008FC5 - [20 79 90] Change to EA EA EA to disable the item GFX in the status bar
$008FCE - Length of "LUIGI" text (Status bar)
$008FE7 - [FC](blank tile) Tile used on the status bar when there's no Yoshi coin in that spot.
$008FED - [2E](coin tile) Tile used on the status bar when there is a Yoshi coin in that spot. Change to [FC](blank tile) to visually disable collected Yoshi Coins.
Shog
$01B44F 231 bytes Sprite subroutine (JSL) Invisible solid block subroutine. JSL to it in a sprite to make it solid.
$01B4C0 - Change to A0 00 to make Super/Fire/Cape Mario have a 16x16 interaction field (like Small Mario) or change to A0 01 to have a 16x32 intereaction field (like Big Mario) (in conjunction with addresses $00EB79 and $03B67C)
$01B4F3 - SFX that comes up when Mario hits the Message Block/Flying ?-Block sprite.

After the routine is done, it outputs the carry flag:
C = set when the player is in contact with the solid sprite, otherwise clear.
GreenHammerBro
$03AB15 2 bytes Sprite physics Bowser's X acceleration (right/left) during phase 2. Zeldara109
$03AB17 2 bytes Sprite physics Bowser's maximum X speed (right/left) during phase 2. Zeldara109
$03AB19 2 bytes Sprite physics Bowser's Y acceleration (down/up) during phase 2. Zeldara109
$03AB1B 2 bytes Sprite physics Bowser's maximum Y speed (down/up) during phase 2. Zeldara109
$03AB76 1 byte Sprite physics Bowser's Y acceleration when bouncing during phase 3. Zeldara109
$03AB89 1 byte Sprite physics Bowser's Y speed after bouncing off the ground, during phase 3. Zeldara109
Hijack Address Length Type Description Details Submitter
$008292 5 bytes Jump (JML/JSL) Modified by edit1754's IRQ hack. At certain gamemodes, it'll disable IRQ.

This is a common hijack between things that require IRQ to be hacked like custom status bar patches, except for SMB3 status bar, which instead of jumping to other code, it'll edit the opcode lying there (LDY #$00) to load a custom value.
LMPuny
$008F7E 6 bytes Jump (JML/JSL) Modified by Anticheat. Jumps to main code, if applicable. Major Flare
$009BD2 4 bytes Jump (JML/JSL) Modified by the BW-RAM Plus patch. Jumps to the save handling routine. Major Flare
$009CF5 6 bytes Jump (JML/JSL) Modified by the BW-RAM Plus patch. Jumps to the init save files routine. Major Flare
$00A242 5 bytes Jump (JML/JSL) This hijack is the main level code routine called by UberASM Tool. $00A295 gets its 4 bytes cleared and the init code is called at $00A5EE. Major Flare
$00A274 10 bytes Code Modified by Anticheat. Depends of the enable status in order to proper alter the original code. Major Flare
$00D058 4 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes cape interaction when in reversed gravity mode. LMPuny
$00DC45 5 bytes Jump (JML/JSL) Modified by Reverse Gravity. Inverts the player's Y speed. LMPuny
$00E346 6 bytes Jump (JML/JSL) Modified by Reverse Gravity. Seems to fix an interaction bug. LMPuny
$00ED14 4 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes interaction with ceilings when in reversed gravity mode. LMPuny
$00EE17 4 bytes Jump (JML/JSL) Modified by Reverse Gravity. It's a check placed before the interaction with ground fix. LMPuny
$00EED4 5 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes the interaction with ground when in reversed gravity mode. LMPuny
$00F18D 6 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes bounce sprites. LMPuny
$00F44D 4 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes interaction points for reversed gravity mode. LMPuny
$00F5A3 7 bytes Jump (JML/JSL) Modified by Reverse Gravity. Moves the death pit to above when in reverse gravity mode. LMPuny
$00F6E4 4 bytes Jump (JML/JSL) Modified by Lunar Magic.

This is the VRAM optimization patch.
Freespace code GreenHammerBro
$00FD4A 5 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes Water Bubble's spawn position during reversed gravity mode. LMPuny
$00FDC3 6 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes Water Splash's spawn position during reversed gravity mode. LMPuny
$00FE7E 4 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes Floor Dust's spawn position during reversed gravity mode. LMPuny
$019162 4 bytes Jump (JML/JSL) Modified by Tide Sprite Interaction Fix. Handles a part of the patch's functions. Major Flare
$019183 4 bytes Jump (JML/JSL) Modified by Tide Sprite Interaction Fix. Handles a part of the patch's functions. Major Flare
$01A11A 5 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes items being carried during reversed gravity mode. LMPuny
$01E2F3 4 bytes Jump (JML/JSL) Modified by Level specific speeds for Monty Moles and Hammers. Points to the monty mole routine. Major Flare
$01E2FB 1 byte Data Modified by Level specific speeds for Monty Moles and Hammers. Monty Mole's timer, slow mode. Major Flare
$01E301 1 byte Data Modified by Level specific speeds for Monty Moles and Hammers. Monty Mole's timer, fast mode. Major Flare
$01F83D 5 bytes Jump (JML/JSL) Modified by the Yoshi Egg Block Fix, by yoshifanatic. Jumps to the main routine of the patch. Major Flare
$028830 5 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes bounce sprites. LMPuny
$0290E5 4 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes bounce sprites. LMPuny
$0290E5 9 bytes Code Modified by Reverse Gravity. Fixes bounce sprites. LMPuny
$02912B 5 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes bounce sprites. LMPuny
$029163 5 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes bounce sprites. LMPuny
$02A826 6 bytes Jump (JML/JSL) Hijacked by Lunar Magic. Main hijack of the Enhanced Sprite Loader. Code GreenHammerBro
$02DA67 2 bytes Data Modified by Level specific speeds for Monty Moles and Hammers. Hammer Brother's hammer throwing rates. Major Flare
$02DA79 4 bytes Jump (JML/JSL) Modified by Level specific speeds for Monty Moles and Hammers. This handles the hammer brother's hammer throwing timer. Major Flare
$03B690 5 bytes Jump (JML/JSL) Modified by Reverse Gravity. Fixes interaction with sprites when in reversed gravity mode (doesn't fixes sprites damaging the player when stomping them from below). LMPuny
$03B6AA 4 bytes Jump (JML/JSL) Part of 'Get Sprite A Clipping' routine hijacked by Custom Sprite Clipping patch so clippings 3C and 3D can be used. Major Flare
$03B6F0 4 bytes Jump (JML/JSL) Part of 'Get Sprite B Clipping' routine hijacked by Custom Sprite Clipping patch so clippings 3C and 3D can be used. Major Flare
$048F74 4 bytes Jump (JML/JSL) Kaijyuu's Multi Midway Points 1.7 Patch's part that hijacks the midway point reset code. Major Flare
$05D842 4 bytes Jump (JML/JSL) The main jump of Kaijyuu's Multi Midway Points 1.7 Patch. Major Flare
$05D9DE 4 bytes Jump (JML/JSL) Jumps to secondary exit handling code so Kaijyuu's Multi Midway Point 1.7 Patch can use them as midway points without messing with the original midway entrance. Major Flare
$05DAA3 4 bytes Jump (JML/JSL) A hijack from Kaijyuu's Multi Midway Points 1.7 Patch that makes secondary exits compatible with 'No Yoshi' intros. Major Flare
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