Banner
Views: 890,305,782
Time:
17 users online: BlueToad, BootaNoBijuu, Cappaque, chickaDEE Magazine, Cornerstone01, Hooded Edge, Infinity, LucasMegaStriker, lx5, MasterMario97, qantuum, Ripped Wizard, Runic_Rain,  Slash Man, The WHG Modz, TheBourgyman, yoshi3706 - Guests: 49 - Bots: 63 Users: 49,926 (2,328 active)
Latest: LeSoulforged
Tip: It's recommended to use these tools when ripping graphics.
Not logged in.
SMW Memory Map - Waiting Addresses
Displaying 18 out of 18 waiting addresses. Show Moderated Addresses
Filter
Link
Address
Hexadecimal number for a partial address. 6-digit number for a full address. Use - to denote a range. Use , to list more than one address.
Length
Type
Enable JavaScript to use multiple regions.
Region
Hold control to select multiple. Check "All" to select all at once.

Type
Description
Separate each individual keyword with spaces. Surround a phrase with quotes to look for the exact phrase, or with / to use a PCRE regular expression. Prepend with - to exclude a keyword or phrase, with + to require a whole word or phrase, or with -+ to exclude a whole word or phrase. ? matches any character, * matches any amount of characters.
 
Per Page: 25 50 75 100 150 500 All
RAM Address Length Type Description Details Submitter
$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
$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
$7FC000 32 bytes Misc. Used by Lunar Magic for various purposes. See details for an incomplete list. RAM Map KevinM
ROM Address Length Type Description Details Submitter
$008449 44 bytes Misc. Code that transfer Sprite OAM mirror (sprite OAM table at $7E0200-$7E041F and $7E0420-$7E049F, a total of 544 bytes)) to register $2104 to draw sprites. HammerBrother
$01C561 31 bytes Subroutine (JSR) Routine for when mario touches a mushroom.
$01C566: (2F) replace with (00) to completely skip the mushroom powerup animation.
Bench-kun
$01C5EC 35 bytes Subroutine (JSR) Routine for when mario touches a fire flower.
$01C5EC: (A9 20) replace with (80 09) to completely skip the fire flower powerup animation.
Bench-kun
$02AC18 1 byte Misc. Change from 30 to 80 to fix various glitches that occur when carrying a sprite through a pipe, such as the silver P-switch behaving like a blue one, throw blocks never expiring, and stunned enemies never waking up.
Essentially, this skips over a chunk of code that transfers the carried sprite to slot 0 and clears all of its tables, except for $15F6 (the YXPPCCCT data).
Koopster
$02B94E 2 bytes Sprite Misc. [$F4 $1C] X offsets (low byte) the Torpedo Ted's smoke is spawned at. The first byte is used when the sprite faces the right direction, the second when it faces the left direction. KevinM
$02B950 2 bytes Sprite Misc. [$FF $00] X offsets (high byte) the Torpedo Ted's smoke is spawned at. The first byte is used when the sprite faces the right direction, the second when it faces the left direction. KevinM
$02B952 82 bytes Sprite subroutine (JSR) Torpedo Ted's smoke spawning subroutine.

$02B990: [$01] Smoke sprite number.
$02B99F: [$0F] Smoke timer.
KevinM
$04FD0A 6 bytes Sprite physics Turn tamer table for the OW Boo sprite. The table is formatted as follows: 3 pair of speeds, each one used for the X, Y and Z direction respectively. In each pair, the first value is used when having positive speed and the second when turning around to negative speed. The timer is checked by doing AND between the value in this table and the table at $0E25 (which increases every frame), and updating the direction when the result is not 0. KevinM
$04FD10 10 bytes Sprite physics Acceleration table for the overworld Bowser and Boo sprites.
The table is formatted as follows: 5 pairs of values, each pair having a right and left acceleration value, where the first 2 are OW Bowser's X and Y acceleration respectively, and the others are OW Boo's X,Y and Z acceleration respectively.
KevinM
$04FD1A 10 bytes Sprite physics Maximum speed table for the overworld Bowser and Boo sprites.
The table is formatted as follows: 5 pairs of values, each pair having a right and left speed value, where the first 2 are OW Bowser's X and Y speed respectively, and the others are OW Boo's X,Y and Z speed respectively. The last pair of values ($01,$FF) is also used to initialize the Z speed of the OW Boos, but for some reason they only read the first value.
KevinM
Hijack Address Length Type Description Details Submitter
$00AA50 5 bytes Jump (JML/JSL) Modified by Lunar Magic.
It's a JSL to $0FF780, then RTS to skip the following original code.
KevinM
$05BEEC 5 bytes Code Modified by Lunar Magic. FuSoYa
$0FF780 40 bytes Code Modified by Lunar Magic.
Routine called during level load to store some level-specific data in the $7FC000 area.
KevinM
$0FFD80 332 bytes Code Modified by Lunar Magic.
Routine called from $0FF780 during level load to store some level-specific variables in the $7FC000 area and to upload some graphics data to VRAM.
KevinM
Per Page: 25 50 75 100 150 500 All

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2021 - SMW Central
Legal Information - Privacy Policy - Link To Us


Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Super Mario Bros. X Community
  • ROMhacking.net
  • Mario Fan Games Galaxy
  • sm64romhacks