Banner
Views: 546,338,500
Time: 2017-06-28 05:47:01 PM
16 users online: Berkay, chickaDEE Magazine, Eminus, o ergazoobi, Gloomy, Golden Yoshi, HammerGuy, idol, o imamelia, Impetus, Luansilva12, Mao, MarioFanGamer, Spy, toad64, WhiteYoshiEgg - Guests: 46 - Bots: 239Users: 31,695 (1,363 active)
Latest: Lukenovaes
Tip: You can use the SMW Customizer to edit tons of misc. features in SMW, including the speed of Bullet Bills, how many points a 3-UP moon gives you, and more!Not logged in.
SMW Hijack Map
Displaying 245 addresses. (approximately 0.12% complete) Show waiting addresses (11) - Submit address
Address Length Type Description
$00804D 1 byte Opcode Not modified, however is used by Lunar Magic as an RTL for calling routines that end in RTS in bank 0 with a JSL via stack magic. So don't modify it.
$0081E2 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$008209 4 bytes Jump (JML/JSL) Modified by Lunar Magic.

Part of Lunar Magic's VRAM modification patch.
$008751 4 bytes Jump (JML/JSL) Modified by Lunar Magic.

Lunar Magic's stripe image upload routine. It only gets executed during gamemodes 05, 07, 13 and 14.
$008A4E 5 bytes Code Modified by Lunar Magic.
$009322 4 bytes Jump (JML/JSL) UberASM tool and patch's Game Mode hijack.
$0093F7 5 bytes Code Modified by Lunar Magic.
$009471 5 bytes Code Modified by Lunar Magic.
$0095B6 3 bytes Code Modified by Lunar Magic.
$0095E9 13 bytes Code Modified by Lunar Magic.
$009B1C 3 bytes Code Modified by Lunar Magic.
$009C6F 17 bytes Code Modified by Lunar Magic.

Handles the custom title screen movement.
$009CD3 3 bytes Code Modified by Lunar Magic.
$009F19 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$00A01F 6 bytes Code Modified by Lunar Magic.

Jumps to a routine that handles Layer 3 movement.
$00A0A0 3 bytes Code Modified by Lunar Magic.
$00A140 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$00A149 4 bytes Code Modified by Lunar Magic.
$00A153 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$00A1DA 10 bytes Code Modified by Lunar Magic.
$00A267 1 byte Opcode Modified by Lunar Magic.
$00A2A6 3 bytes Code Modified by Lunar Magic.
$00A300 4 bytes Jump (JML/JSL) Dynamic Z main hijack.

This is where all of the features which need to DMA to VRAM or need to write to a certain SNES register are. It handles Dynamic Sprites, Palette changer, ExGFX changer and part of Mario ExGFX.

Expects to return to a RTS at $00A304.
$00A300 4 bytes Jump (JML/JSL) Mario's 8x8 Tiles DMA-er hijack.

Uploads Mario's palette, Mario, Yoshi and Podoboo graphics. Basically a rewrite of the original $00A300 plus the upload of the 8x8 tiles to VRAM.
$00A300 4 bytes Jump (JML/JSL) 32x32 Character Tilemap Kit hijack.

Uploads Mario's palette, Mario, Yoshi and Podoboo graphics. Basically a rewrite of the original $00A300, except that this uploads a 32x32 Mario GFX instead of 16x32.
$00A390 5 bytes Code Modified by Lunar Magic.
$00A418 4 bytes Jump (JML/JSL) Modified by Lunar Magic. Obsolete in LM 1.70+
$00A439 1 byte Opcode Modified by Lunar Magic.
$00A4E3 5 bytes Code Modified by Lunar Magic.
$00A4EB 2 bytes Code Modified by Lunar Magic.
$00A5A2 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$00A5BF 4 bytes Jump (JML/JSL) Modified by Lunar Magic.

Loads the custom palette of a level depending on the value of $FE. That RAM address is immediately cleared after that, possibly to avoid a custom palette from being uploaded twice.
$00A5E1 6 bytes Code Modified by Lunar Magic.
$00A5FE 3 bytes Code Modified by Lunar Magic.
$00A6B8 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$00A6CC 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$00A873 4 bytes Code Modified by Lunar Magic.
$00AA06 2 bytes Code Modified by Lunar Magic.
$00AA47 2 bytes Code Modified by Lunar Magic.
$00AA50 5 bytes Code Modified by Lunar Magic.
$00AA6B 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$00AA74 2 bytes Code Modified by Lunar Magic.
$00AA8D 1 byte Code Modified by Lunar Magic.
$00AA91 1 byte Code Modified by Lunar Magic.
$00AACD 21 bytes Code Modified by Lunar Magic.
$00AB02 64 bytes Code Modified by Lunar Magic.
$00AD2B 2 bytes Code Modified by Lunar Magic.
$00AD32 5 bytes Code Modified by Lunar Magic.
$00AF4C 1 byte Code Modified by Lunar Magic.
$00AF4F 1 byte Code Modified by Lunar Magic.
$00AF6C 1 byte Code Modified by Lunar Magic.
$00AF71 6 bytes Code Modified by Lunar Magic.
$00B88B 2 bytes Code Modified by Lunar Magic.
$00B890 1 byte Code Modified by Lunar Magic.
$00B893 22 bytes Code Modified by Lunar Magic.
$00B8D8 2 bytes Code Modified by Lunar Magic.
$00B8DE 5 bytes Code Modified by Lunar Magic.
$00B8E3 5 bytes Code Modified by Lunar Magic.
$00C058 5 bytes Code Modified by Lunar Magic.
$00C097 1 byte Code Modified by Lunar Magic.
$00C0E7 1 byte Code Modified by Lunar Magic.
$00C17A 5 bytes Code Modified by Lunar Magic.
$00C25C 5 bytes Code Modified by Lunar Magic.
$00CA0C 1 byte Code Modified by Lunar Magic.
$00CA13 1 byte Code Modified by Lunar Magic.
$00F2DB 2 bytes Code Modified by Lunar Magic.
$00F4DE 3 bytes Code Modified by Lunar Magic.
$00F7E8 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$01817D 2 bytes 16-bit Pointer Modified by PIXI's poison mushroom patch.
Pointers to sprite init routines. Note that the actual hijack location depends on the sprite slot chosen*2. For example, if the sprite is inserted in slot $85, then the hijack location is ($01817D + ($85*2) = $018287). The poiner is relocated to the power-up routine.
$0185CC 2 bytes 16-bit Pointer Modified by PIXI's poison mushroom patch.
Pointers to sprite main routines. Note that the actual hijack location depends on the sprite slot chosen*2. For example, if the sprite is inserted in slot $85, then the hijack location is ($0185CC + ($85*2) = $0186D6). The poiner is relocated to the power-up routine.
$0187A7 4 bytes Jump (JML/JSL) Hijacked by sprite tool. This then jumps to freespace to initalize custom sprite tables.
$019534 3 bytes Code Modified by Lunar Magic.
$019826 2 bytes Code Modified by Lunar Magic.
$01B9CD 2 bytes Code Modified by Lunar Magic.
$01E762 6 bytes Code Modified by Lunar Magic.
$02961B 3 bytes Code Modified by Lunar Magic.
$029B16 4 bytes Jump (JML/JSL) Used by the Reznor Fireball Fix patch to force non-existing Extended Sprites to clear the flag used by the fireballs, to maximize compatibility with existing sprites.
$02A31D 4 bytes Jump (JML/JSL) Used by the Reznor Fireball Fix patch to move the increment of $1765,x to the Hammer's animation routine.
$02A519 4 bytes Jump (JML/JSL) Used by the Reznor Fireball Fix patch to update the clipping for the Reznor and Piranha fireball extended sprites when they are marked as 16x16.
$02A6EC 3 bytes Code Modified by Lunar Magic.
$02A986 2 bytes Code Modified by Lunar Magic (currently has special logic to detect and handle change by Vitor's SA-1 patch).
$02F280 6 bytes Jump (JML/JSL) Wiggler Score Glitch Fix hijack
$02FFE2 30 bytes Data PIXI Header containing header string, version and pointer tables for sprite data.
$039B03 4 bytes Jump (JML/JSL) Used by the Reznor Fireball Fix patch to make the fireballs fired by Reznor use the new flag.
$048086 5 bytes Code Modified by Lunar Magic.
$0480BD 1 byte Code Modified by Lunar Magic.
$0480D0 1 byte Opcode Modified by Lunar Magic.
$0480E0 5 bytes Code Modified by Lunar Magic.
$04828D 1 byte Opcode Modified by Lunar Magic.
$04836E 1 byte Opcode Modified by Lunar Magic.
$048380 1 byte Opcode Modified by Lunar Magic.
$048414 1 byte Opcode Not modified, however is used by Lunar Magic as an RTL for calling routines that end in RTS in bank 4 with stack magic. So don't modify it.
$048509 5 bytes Code Modified by Lunar Magic.
$048566 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$048E81 10 bytes Code Modified by Lunar Magic.
$048F8A 5 bytes Code Modified by Lunar Magic.
$049002 1 byte Code Modified by Lunar Magic.
$04914E 2 bytes Code Modified by Lunar Magic.
$049199 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$049549 10 bytes Code Modified by Lunar Magic.
$049A35 5 bytes Code Modified by Lunar Magic.
$049DFE 3 bytes Code Modified by Lunar Magic.
$04D7F9 64 bytes Code Modified by Lunar Magic.
$04D859 1 byte Code Modified by Lunar Magic.
$04DA74 3 bytes Code Modified by Lunar Magic.
$04DA98 1 byte Opcode Modified by Lunar Magic.
$04DBB9 6 bytes Code Modified by Lunar Magic.
$04DC3B 2 bytes Code Modified by Lunar Magic.
$04DC72 2 bytes Code Modified by Lunar Magic.
$04DC79 1 byte Code Modified by Lunar Magic.
$04DC8D 2 bytes Code Modified by Lunar Magic.
$04DCA5 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$04DCAA 1 byte Code Modified by Lunar Magic.
$04DCBC 2 bytes Code Modified by Lunar Magic.
$04DCC1 1 byte Code Modified by Lunar Magic.
$04DCFA 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$04DD45 2 bytes Code Modified by Lunar Magic.
$04DD4A 1 byte Code Modified by Lunar Magic.
$04E471 3 bytes Code Modified by Lunar Magic.
$04E49F 3 bytes Code Modified by Lunar Magic.
$04E4A4 3 bytes Code Modified by Lunar Magic.
$04E4B0 1 byte Code Modified by Lunar Magic.
$04E4BB 2 bytes Code Modified by Lunar Magic.
$04E4C0 2 bytes Code Modified by Lunar Magic.
$04E622 1 byte Opcode Modified by Lunar Magic.
$04E660 1 byte Code Modified by Lunar Magic.
$04E67C 3 bytes Code Modified by Lunar Magic.
$04E69C 3 bytes Code Modified by Lunar Magic.
$04E6DE 3 bytes Code Modified by Lunar Magic.
$04E6FA 2 bytes Code Modified by Lunar Magic.
$04E709 3 bytes Code Modified by Lunar Magic.
$04E710 3 bytes Code Modified by Lunar Magic.
$04E73E 1 byte Code Modified by Lunar Magic.
$04E745 2 bytes Code Modified by Lunar Magic.
$04E75E 3 bytes Code Modified by Lunar Magic.
$04E9F2 1 byte Code Modified by Lunar Magic.
$04E9F4 3 bytes Code Modified by Lunar Magic.
$04E9F7 5 bytes Code Modified by Lunar Magic.
$04EA27 3 bytes Code Modified by Lunar Magic.
$04EA32 3 bytes Code Modified by Lunar Magic.
$04EA38 3 bytes Code Modified by Lunar Magic.
$04EAAE 2 bytes Code Modified by Lunar Magic.
$04EACC 10 bytes Code Modified by Lunar Magic.
$04EAD8 2 bytes Code Modified by Lunar Magic.
$04EAF5 3 bytes Code Modified by Lunar Magic.
$04EC8C 3 bytes Code Modified by Lunar Magic.
$04ECBA 3 bytes Code Modified by Lunar Magic.
$04ECC5 3 bytes Code Modified by Lunar Magic.
$04ED97 3 bytes Code Modified by Lunar Magic.
$04EDB8 3 bytes Code Modified by Lunar Magic.
$04EDBE 3 bytes Code Modified by Lunar Magic.
$04EE3F 3 bytes Code Modified by Lunar Magic.
$04EE5A 3 bytes Code Modified by Lunar Magic.
$04EE5E 2 bytes Code Modified by Lunar Magic.
$04EEC9 3 bytes Code Modified by Lunar Magic.
$04F2B7 3 bytes Code Modified by Lunar Magic.
$04F2BE 3 bytes Code Modified by Lunar Magic.
$04F2C5 3 bytes Code Modified by Lunar Magic.
$04F2CC 3 bytes Code Modified by Lunar Magic.
$04F2D2 3 bytes Code Modified by Lunar Magic.
$04F2D6 3 bytes Code Modified by Lunar Magic.
$04F2DF 3 bytes Code Modified by Lunar Magic.
$04F2E6 3 bytes Code Modified by Lunar Magic.
$04F2EC 3 bytes Code Modified by Lunar Magic.
$04F32C 3 bytes Code Modified by Lunar Magic.
$04F33B 3 bytes Code Modified by Lunar Magic.
$04F33F 3 bytes Code Modified by Lunar Magic.
$04F344 3 bytes Code Modified by Lunar Magic.
$04F39E 3 bytes Code Modified by Lunar Magic.
$04F3A7 3 bytes Code Modified by Lunar Magic.
$04F3AB 3 bytes Code Modified by Lunar Magic.
$04F3AF 3 bytes Code Modified by Lunar Magic.
$04F3C0 3 bytes Code Modified by Lunar Magic.
$04F3C4 3 bytes Code Modified by Lunar Magic.
$04F3CA 3 bytes Code Modified by Lunar Magic.
$04F3CE 3 bytes Code Modified by Lunar Magic.
$04F709 1 byte Code Modified by Lunar Magic.
$04F767 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$04FBA2 1 byte Code Modified by Lunar Magic.
$05803B 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$0580A9 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$0580BF 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$0580C3 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$0580C7 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$0580D3 3 bytes Jump (JMP/JSR) Modified by Lunar Magic.
$0583AD 5 bytes Code Modified by Lunar Magic.
$0583B8 5 bytes Code Modified by Lunar Magic.
$058605 5 bytes Code Modified by Lunar Magic.
$0586F7 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$05879D 5 bytes Code Modified by Lunar Magic.
$058A65 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$058B22 1 byte Code Modified by Lunar Magic.
$058B45 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$058C33 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$058D2A 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$058DA4 5 bytes Code Modified by Lunar Magic.
$058DB1 3 bytes Code Modified by Lunar Magic.
$058DB9 3 bytes Code Modified by Lunar Magic.
$058DCA 2 bytes Code Modified by Lunar Magic.
$058E12 3 bytes Code Modified by Lunar Magic.
$05B15D 3 bytes Jump (JMP/JSR) Modified by Lunar Magic.
$05B1A3 7 bytes Code Modified by Lunar Magic.
$05C40C 5 bytes Code Modified by Lunar Magic.
$05D79B 6 bytes Code Modified by Lunar Magic.
$05D7CE 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$05D7E2 5 bytes Code Modified by Lunar Magic.
$05D7EA 5 bytes Code Modified by Lunar Magic.
$05D81C 5 bytes Code Modified by Lunar Magic.
$05D836 5 bytes Code Modified by Lunar Magic.
$05D8B1 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$05D8B7 39 bytes Code Modified by UberASM and other patches and tools.

Stores the current level number to $010B. Differs from the levelnum.ips patch in that this one uses no freespace.
$05D8E2 4 bytes Jump (JML/JSL) Modified by Lunar Magic.

Stores the current level number plus one to $FE, address used to load custom palettes.
$05D8F5 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$05D979 4 bytes Code Modified by Lunar Magic.
$05D97D 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$05D9E3 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$05D9E8 4 bytes Code Modified by Lunar Magic.
$05DA7F 1 byte Code Modified by Lunar Magic.
$05DA83 1 byte Code Modified by Lunar Magic.
$05DAE6 1 byte Opcode Modified by Lunar Magic.
$05DBC2 6 bytes Code Modified by Lunar Magic.
$06F690 16 bytes Miscellaneous Used by Lunar Magic. This area allows you to insert custom Map16 interactions if Mario hits a tile from below.
$06F6A0 16 bytes Miscellaneous Used by Lunar Magic. This area allows you to insert custom Map16 interactions if Mario touches a tile from above.
$06F6B0 16 bytes Miscellaneous Used by Lunar Magic. This area allows you to insert custom Map16 interactions if Mario touches a tile horizontally.
$06F6C0 16 bytes Miscellaneous Used by Lunar Magic. This area allows you to insert custom Map16 interactions if Mario touches a tile on the top corners (which corner doesn't matter als long as they are from the top side).
$06F6D0 16 bytes Miscellaneous Used by Lunar Magic. This area allows you to insert custom Map16 interactions if Mario touches a tile with the lower half of his body (i.e. excluding his head).
$06F6E0 16 bytes Miscellaneous Used by Lunar Magic. This area allows you to insert custom Map16 interactions if Mario touches a tile with the upper half of his body (i.e. the head but not the rest of the body).
$06F720 16 bytes Miscellaneous Used by Lunar Magic. This area allows you to insert custom Map16 interactions if a sprite touches a tile vertically (which side doesn't matter)
$06F730 16 bytes Miscellaneous Used by Lunar Magic. This area allows you to insert custom Map16 interactions if a sprite touches a tile horizontally (which side doesn't matter)
$06F780 16 bytes Miscellaneous Used by Lunar Magic. This area allows you to insert custom Map16 interactions if Mario touches a tile with his cape.
$06F7C0 16 bytes Miscellaneous Used by Lunar Magic. This area allows you to insert custom Map16 interactions if Mario's fireball touches a tile.
$07F26C 1 byte Data Modified by PIXI's poison mushroom patch.
Sprite's $1656 value. Note that the actual hijack location depends on the sprite slot chosen. For example, if the sprite is inserted in slot $85, then the hijack location is ($07F26C + ($85) = $07F2F1).
$07F335 1 byte Data Modified by PIXI's poison mushroom patch.
Sprite's $1662 value. Note that the actual hijack location depends on the sprite slot chosen. For example, if the sprite is inserted in slot $85, then the hijack location is ($07F3BA + ($85) = $07F43F).
$07F3FE 1 byte Data Modified by PIXI's poison mushroom patch.
Sprite's $166E value. Note that the actual hijack location depends on the sprite slot chosen. For example, if the sprite is inserted in slot $85, then the hijack location is ($07F3FE + ($85) = $07F483).
$07F4C7 1 byte Data Modified by PIXI's poison mushroom patch.
Sprite's $167A value. Note that the actual hijack location depends on the sprite slot chosen. For example, if the sprite is inserted in slot $85, then the hijack location is ($07F4C7 + ($85) = $07F54C).
$07F590 1 byte Data Modified by PIXI's poison mushroom patch.
Sprite's $1686 value. Note that the actual hijack location depends on the sprite slot chosen. For example, if the sprite is inserted in slot $85, then the hijack location is ($07F590 + ($85) = $07F615).
$07F659 1 byte Data Modified by PIXI's poison mushroom patch.
Sprite's $190F value. Note that the actual hijack location depends on the sprite slot chosen. For example, if the sprite is inserted in slot $85, then the hijack location is ($07F659 + ($85) = $07F6DE).
$0C9EEB 96 bytes Code Modified by Lunar Magic.
$0CAE0F 2 bytes Code Modified by Lunar Magic.
$0DA532 1 byte Code Modified by Lunar Magic.
$0DA536 2 bytes Code Modified by Lunar Magic.
$0DA62B 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$0DA916 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$0DB318 4 bytes Jump (JML/JSL) Modified by Lunar Magic.
$0DB384 4 bytes Jump (JML/JSL) Modified by Lunar Magic.

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

Copyright © 2005 - 2017 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 24

Menu

Follow Us On

  • Facebook
  • Twitter
  • YouTube

Affiliates

  • Talkhaus
  • SMBX Community
  • GTx0
  • Super Luigi Bros
  • ROMhacking.net
  • MFGG
  • Gaming Reinvented