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	<id>https://sneslab.net/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Aja</id>
	<title>SnesLab - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://sneslab.net/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Aja"/>
	<link rel="alternate" type="text/html" href="https://sneslab.net/wiki/Special:Contributions/Aja"/>
	<updated>2026-04-17T04:50:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://sneslab.net/mw/index.php?title=SMW_Central&amp;diff=560</id>
		<title>SMW Central</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=SMW_Central&amp;diff=560"/>
		<updated>2019-08-11T02:02:34Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SMW Central is a community dedicated to ROM Hacking of Mario games, most notably [[Super Mario World]]. The site includes a forum, and many sections to download hacks, tools and items for Super Mario World, [[Super Mario world 2: Yoshi&#039;s Island]] and [[Super Mario 64]]&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
SMW Central was created in January 1st 2005 by Kieran Menor (then Boom.dk) and Smallhacker who wanted to have a common gathering place for Super Mario World hackers as well as an organised database of hacks and hacking tools.&lt;br /&gt;
&lt;br /&gt;
== The great wipe ==&lt;br /&gt;
In August 2007, Kieran and Smallhacker decided to give all non-banned regular users moderation powers as an experiment, this included the ability to move and close threads in the forum as well as ban users. The idea, however, backfired and in a few hours, the forum turned into chaos. The administration decided to shut down the forums entirely and deleted all the information, including user accounts, this event is known as &amp;quot;The great wipe&amp;quot;. The forums came back on august 20th 2007.&lt;br /&gt;
&lt;br /&gt;
== Arbe hacks SMWC ==&lt;br /&gt;
In November 2008, user Arbewhat hacked a moderator&#039;s account and deleted all the Super Mario World hacks in the site. He also gave his own account administrator powers (chaning his name to Arbeministrator in the process) and banned almost every staff member at the time, including Kieran himself. The details of how this was acheived are unknown.&lt;br /&gt;
&lt;br /&gt;
Arbe did a second attack in March 2009, this time he gained access to an administrator&#039;s account via a cookie-stealing script and used it to unban his old account and once again give himself administrator powers. He later used those powers to give staff powers to other users. Arbe was asked to perform this attack by the same people who later got staff powers, who were dissatisfied about how things were being handled.&lt;br /&gt;
&lt;br /&gt;
Both attacks were halted by Kieran and no other hacking attempts have happened since.&lt;br /&gt;
&lt;br /&gt;
= Contributions =&lt;br /&gt;
SMW Central is responsible for the creation of the following tools:&lt;br /&gt;
&lt;br /&gt;
[[Addmusic K]] - Music Inserter for Super Mario World&lt;br /&gt;
&amp;lt;br&amp;gt;[[Asar]] - ASM Inserter for Super Mario World&lt;br /&gt;
&amp;lt;br&amp;gt;[[Uber ASM Tool]] - ASM Inserter for Super Mario World&lt;br /&gt;
&amp;lt;br&amp;gt;[[Floating IPS]] - IPS patch applier&lt;br /&gt;
&amp;lt;br&amp;gt;[[Gopher Popcorn Stew]] - Block inserter for Super Mario World&lt;br /&gt;
&amp;lt;br&amp;gt;[[PIXI]] - Sprite inserter for Super Mario World&lt;br /&gt;
&lt;br /&gt;
== Notable Hacks ==&lt;br /&gt;
&lt;br /&gt;
[[An SMW Central Production]] - First collaborative hack created by SMW Central.&lt;br /&gt;
&amp;lt;br&amp;gt;[[Vanilla Level Design Contest collaborations]] - These are compilations of the entries in some iterations of the Vanilla Level Design Contest (VLDC) held in SMW Central. Currently only the first, seventh, eighth and ninth iterations have compilations hacks.&lt;br /&gt;
&lt;br /&gt;
= Links =&lt;br /&gt;
&lt;br /&gt;
[https://www.smwcentral.net/?p=main Website]&lt;br /&gt;
&amp;lt;br&amp;gt;[https://discord.gg/697mvE5 Discord]&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=SMW_Central&amp;diff=546</id>
		<title>SMW Central</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=SMW_Central&amp;diff=546"/>
		<updated>2019-08-09T17:49:46Z</updated>

		<summary type="html">&lt;p&gt;Aja: Created page with &amp;quot;SMW Central is a community dedicated to ROM Hacking of Mario games, most notably Super Mario World.  == History ==  == Contributions ==  == Links ==  [https://www.smwcentr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SMW Central is a community dedicated to ROM Hacking of Mario games, most notably [[Super Mario World]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
== Contributions ==&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
[https://www.smwcentral.net/?p=main Website]&lt;br /&gt;
&amp;lt;br&amp;gt;[https://discord.gg/697mvE5 Discord]&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=HDMA&amp;diff=334</id>
		<title>HDMA</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=HDMA&amp;diff=334"/>
		<updated>2019-05-20T14:23:15Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;HDMA&#039;&#039;&#039; also known as H-Blank Direct Memory Access or Horizontal Direct Memory Access is a type of [[DMA]] that does consecutive small transfers of 1-4 bytes instead of an entire block transfer at once. It&#039;s a hardware feature present on the [[SNES]] made mostly for manipulating certain [[SNES&#039;s PPU Registers|PPU]] registers while the screen is being rendered for giving different rendering effects per [[scanline]] basis. It&#039;s executed during the H-blank period, which is when the PPU is preparing to render the next scanline of the screen output and some registers can be modified during the small pause.&lt;br /&gt;
&lt;br /&gt;
It&#039;s a feature extensively used in games for creating different effects of all types and combined with several PPU registers it allows for bypassing several limitations of the 4th generation consoles. Similar approaches are done as well in systems other than Super Nintendo, by using other timing tricks such as [[IRQ]].&lt;br /&gt;
&lt;br /&gt;
Although it&#039;s used most of the time to update PPU registers, since HDMA is just a variation of the DMA, you can do any kind of transfer between the [[address bus]] A and B, including but not limited to [[APU]] I/O ports, [[WRAM]] registers and even do a backwards transfer (read from PPU and write to RAM).&lt;br /&gt;
&lt;br /&gt;
== Registers that can be used with HDMA ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address !! Code !! Name !! Example Usage&lt;br /&gt;
|-&lt;br /&gt;
|| $2100 || INIDISP || Screen Display Register || Darkness effect, Brightness control, [[F-Blank HDMA]]&lt;br /&gt;
|-&lt;br /&gt;
|| $2105 || BGMODE || BG Mode and Character Size Register || Multiple screen modes at same time, Screen split&lt;br /&gt;
|-&lt;br /&gt;
|| $2106 || MOSAIC || Mosaic Register || Partial censorship, Pseudo-3D projection&lt;br /&gt;
|-&lt;br /&gt;
|| $210D || BG1HOFS || BG1 Horizontal Scroll Registers || Parallax backgrounds, Horizontal waves (water), Pseudo-3D projection, Shape modelation, Mirror effect, Progress bar, Laser projection&lt;br /&gt;
|-&lt;br /&gt;
|| $210E || BG1VOFS || BG1 Vertical Scroll Registers || Vertical stretching, Vertical rotation, Vertical waves (fire), Screen split, Dissolving effect&lt;br /&gt;
|-&lt;br /&gt;
|| $210F || BG2HOFS || BG2 Horizontal Scroll Registers || &#039;&#039;&#039;See $210D&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $2110 || BG2VOFS || BG2 Vertical Scroll Registers || &#039;&#039;&#039;See $210E&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $2111 || BG3HOFS || BG3 Horizontal Scroll Registers || &#039;&#039;&#039;See $210D&#039;&#039;&#039;, OAM-like per tile mode 2 manipulation&lt;br /&gt;
|-&lt;br /&gt;
|| $2112 || BG3VOFS || BG3 Vertical Scroll Registers || &#039;&#039;&#039;See $210E&#039;&#039;&#039;, OAM-like per tile mode 2 manipulation&lt;br /&gt;
|-&lt;br /&gt;
|| $2113 || BG4HOFS || BG4 Horizontal Scroll Registers || &#039;&#039;&#039;See $210D&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $2114 || BG4VOFS || BG4 Vertical Scroll Registers || &#039;&#039;&#039;See $210E&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $211B || M7A || Mode 7 Matrix Registers || Pseudo-3D projection, DSP-1 projection, Linear algebra calculation, Screen looping, Pipeline effect, Optical illusions&lt;br /&gt;
|-&lt;br /&gt;
|| $211C || M7B || Mode 7 Matrix Registers || &#039;&#039;&#039;See $211B&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $211D || M7C || Mode 7 Matrix Registers || &#039;&#039;&#039;See $211B&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $211E || M7D || Mode 7 Matrix Registers || &#039;&#039;&#039;See $211B&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $211F || M7X || Mode 7 Matrix Registers || &#039;&#039;&#039;See $211B&#039;&#039;&#039;, Screen distortion&lt;br /&gt;
|-&lt;br /&gt;
|| $2120 || M7Y || Mode 7 Matrix Registers || &#039;&#039;&#039;See $211F&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $2121 || CGADD || CGRAM Address Register || Palette manipulation, Color gradients&lt;br /&gt;
|-&lt;br /&gt;
|| $2122 || CGDATA || CGRAM Data Write Register || &#039;&#039;&#039;See $211B&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $2126 || WH0 || Window Position Registers (WH0) || Screen masking, Single-color screen shape/polygon rendering, Optical illusions, Black holes&lt;br /&gt;
|-&lt;br /&gt;
|| $2127 || WH1 || Window Position Registers (WH1) || &#039;&#039;&#039;See $2126&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $2128 || WH2 || Window Position Registers (WH2) || &#039;&#039;&#039;See $2126&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $2129 || WH3 || Window Position Registers (WH3) || &#039;&#039;&#039;See $2126&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $212C || TM || Screen Destination Registers || Screen masking, Hires rendering, Transparency effects, Blending effects&lt;br /&gt;
|-&lt;br /&gt;
|| $212D || TS || Screen Destination Registers || &#039;&#039;&#039;See $212C&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $2132 || COLDATA || Color Math Registers || Color gradients, transparency effects, brightness control&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unusual cases ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Address !! Code !! Name !! Example Usage&lt;br /&gt;
|-&lt;br /&gt;
|| $2107 || BG1SC || BG Tilemap Address Registers (BG1) || Single layer status bar, Screen split&lt;br /&gt;
|-&lt;br /&gt;
|| $2108 || BG2SC || BG Tilemap Address Registers (BG2) || &#039;&#039;&#039;See $2107&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $2109 || BG3SC || BG Tilemap Address Registers (BG3) || &#039;&#039;&#039;See $2107&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $210A || BG3SC || BG Tilemap Address Registers (BG4) || &#039;&#039;&#039;See $2107&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $210B || BG12NBA || BG Character Address Registers (BG1&amp;amp;2) || &#039;&#039;&#039;See $2107&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $210C || BG34NBA || BG Character Address Registers (BG3&amp;amp;4) || &#039;&#039;&#039;See $2107&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $211A || M7SEL || Mode 7 Settings Register || N/A&lt;br /&gt;
|-&lt;br /&gt;
|| $2123 || W12SEL || Window Mask Settings Registers || Black holes, Screen masking, Partial element screen masking&lt;br /&gt;
|-&lt;br /&gt;
|| $2124 || W34SEL || Window Mask Settings Registers || &#039;&#039;&#039;See $2123&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $2125 || WOBJSEL || Window Mask Settings Registers || &#039;&#039;&#039;See $2123&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $212A || WBGLOG || Window Mask Logic registers (BG) || &#039;&#039;&#039;See $2123&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $212B || WOBJLOG || Window Mask Logic registers (OBJ) || &#039;&#039;&#039;See $2123&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $212E || TMW || Window Mask Destination Registers || Used together $212C, otherwise subscreen masking.&lt;br /&gt;
|-&lt;br /&gt;
|| $212F || TSW || Window Mask Destination Registers || Used together $212D, otherwise subscreen masking.&lt;br /&gt;
|-&lt;br /&gt;
|| $2130 || CGWSEL || Color Math Registers || N/A&lt;br /&gt;
|-&lt;br /&gt;
|| $2131 || CGADSUB || Color Math Registers || N/A&lt;br /&gt;
|-&lt;br /&gt;
|| $2133 || SETINI || Screen Mode Select Register || Undefined behavior&lt;br /&gt;
|-&lt;br /&gt;
|| $2134 || MPYL || Multiplication Result Registers || Cumulative multiplications&lt;br /&gt;
|-&lt;br /&gt;
|| $2135 || MPYM || Multiplication Result Registers || &#039;&#039;&#039;See $2134&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $2136 || MPYH || Multiplication Result Registers || &#039;&#039;&#039;See $2134&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $2137 || SLHV || Software Latch Register || Debug HDMA execution, Verify HDMA delay, Check for H-blank status&lt;br /&gt;
|-&lt;br /&gt;
|| $213B || CGDATAREAD || CGRAM Data Read Register || N/A&lt;br /&gt;
|-&lt;br /&gt;
|| $213C || OPHCT || Scanline Location Registers (Horizontal) || &#039;&#039;&#039;See $2137&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $213D || OPVCT || Scanline Location Registers (Vertical) || N/A&lt;br /&gt;
|-&lt;br /&gt;
|| $213E || STAT77 || PPU Status Register || N/A&lt;br /&gt;
|-&lt;br /&gt;
|| $213F || STAT78 || PPU Status Register || N/A&lt;br /&gt;
|-&lt;br /&gt;
|| $2140 || APUIO0 || APU IO Registers || [[Sample streaming]], Software interrupts&lt;br /&gt;
|-&lt;br /&gt;
|| $2141 || APUIO1 || APU IO Registers || &#039;&#039;&#039;See $2140&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $2142 || APUIO2 || APU IO Registers || &#039;&#039;&#039;See $2140&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $2143 || APUIO3 || APU IO Registers || &#039;&#039;&#039;See $2140&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $2180 || WMDATA || WRAM Data Register || Co-processor polling at HDMA level, WRAM pattern filling, Code manipulation together IRQ.&lt;br /&gt;
|-&lt;br /&gt;
|| $2181 || WMADDL || WRAM Address Registers || &#039;&#039;&#039;See $2180&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $2182 || WMADDM || WRAM Address Registers || &#039;&#039;&#039;See $2180&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| $2183 || WMADDH || WRAM Address Registers || &#039;&#039;&#039;See $2180&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:ASM]] [[Category:SNES Hardware]]&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Power_Mario_Contest&amp;diff=333</id>
		<title>Power Mario Contest</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Power_Mario_Contest&amp;diff=333"/>
		<updated>2019-05-20T14:21:51Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PMCEntry NoWatermark.png|thumb|Alas&#039; Entry, shown in the Main Page!]]&lt;br /&gt;
Power Mario Contest was the 2019 Super Mario World Hacking contest where anyone can use any resources to make a level, similar to SMW Central&#039;s &amp;quot;Chocolate Level Design Contest&amp;quot;. While only 7 people competed, the effort each entry provides serves as a reminder of why people hack [[Super_Mario_World|Super Mario World]] in the first place. &lt;br /&gt;
&lt;br /&gt;
== Entries ==&lt;br /&gt;
* [[User:AnasMario130|AnasMario130]] with &amp;quot;Pyro-Blue&#039;s Fort&amp;quot;&lt;br /&gt;
* [[User:Blue_Mario|Blue Mario]] with &amp;quot;The End of Spring&amp;quot;.&lt;br /&gt;
* [[User:Daizo_Dee_Von|Daizo Dee Von]] with &amp;quot;Faktori Volcano&amp;quot;.&lt;br /&gt;
* [[User:Manofer|Manofer]] with &amp;quot;I hate Thwomps&amp;quot;.&lt;br /&gt;
* [[User:Mclegend101|Mclegend101]] with &amp;quot;YOSHI&#039;S ISLAND 1&amp;quot;.&lt;br /&gt;
* [[User:Strikeforcer|Strikeforcer]] with &amp;quot;Koopakick Factory!&amp;quot;&lt;br /&gt;
* [[User:Super_Maks_64|Super Maks 64]] with &amp;quot;even further over there&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== The Winner ==&lt;br /&gt;
There is no announced winner in the time this article was written, but [[Vitor_Vilela|Vitor Vilela]] has stated that the results will be released very soon.&lt;br /&gt;
[[Category:Hacks]] [[Category:SnesLab]]&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=PPU_Registers&amp;diff=332</id>
		<title>PPU Registers</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=PPU_Registers&amp;diff=332"/>
		<updated>2019-05-20T14:19:12Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PPU (also knowing as Picture Processing Unit) is a co-processor of SNES used to send video data to TV. It includes a lot of registers that can be used to do graphic effects. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Almost all the text of this document was extracted from Anomie&#039;s Register Doc &amp;quot;regs.txt&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Registers $2100~$21FF ==&lt;br /&gt;
&lt;br /&gt;
=== $2100: Screen Display ===&lt;br /&gt;
&lt;br /&gt;
* It can be read/written at any time: Yes&lt;br /&gt;
* It can be read/written during H-Blank: Yes&lt;br /&gt;
* It can be read/written during V-Blank: Yes&lt;br /&gt;
* It can be read/written during force-blank: Yes&lt;br /&gt;
* Register is writable for an effect: Yes&lt;br /&gt;
* Register is readable for a value or effect (i.e. not open bus): Yes&lt;br /&gt;
* Read/Write style: Byte&lt;br /&gt;
&lt;br /&gt;
==== Format: ==== &lt;br /&gt;
&lt;br /&gt;
x---bbbb&lt;br /&gt;
&lt;br /&gt;
x = Force blank on when set.&lt;br /&gt;
bbbb = Screen brightness, F=max, 0=&amp;quot;off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note that force blank CAN be disabled mid-scanline. However, this can result in glitched graphics on that scanline, as the internal rendering buffers will not have been updated during force blank. Current theory is that BGs will be glitched for a few tiles (depending on how far in advance the PPU operates), and OBJ will be glitched for the entire scanline.&lt;br /&gt;
Also, writing this register on the first line of V-Blank (225 or 240, depending on overscan) when force blank is currently active causes the OAM Address Reset to occur.&lt;br /&gt;
&lt;br /&gt;
=== $2101: Object Size and Chr Address ===&lt;br /&gt;
&lt;br /&gt;
* It can be read/written at any time: No&lt;br /&gt;
* It can be read/written during H-Blank: ???&lt;br /&gt;
* It can be read/written during V-Blank: Yes&lt;br /&gt;
* It can be read/written during force-blank: Yes&lt;br /&gt;
* Register is writable for an effect: Yes&lt;br /&gt;
* Register is readable for a value or effect (i.e. not open bus): No&lt;br /&gt;
* Read/Write style: Byte&lt;br /&gt;
&lt;br /&gt;
==== Format: ==== &lt;br /&gt;
&lt;br /&gt;
sssnnbbb&lt;br /&gt;
&lt;br /&gt;
sss  = Object size:&lt;br /&gt;
* 000 =  8x8  and 16x16 sprites&lt;br /&gt;
* 001 =  8x8  and 32x32 sprites&lt;br /&gt;
* 010 =  8x8  and 64x64 sprites&lt;br /&gt;
* 011 = 16x16 and 32x32 sprites&lt;br /&gt;
* 100 = 16x16 and 64x64 sprites&lt;br /&gt;
* 101 = 32x32 and 64x64 sprites&lt;br /&gt;
* 110 = 16x32 and 32x64 sprites (&#039;undocumented&#039;)&lt;br /&gt;
* 111 = 16x32 and 32x32 sprites (&#039;undocumented&#039;)&lt;br /&gt;
&lt;br /&gt;
nn   = Name Select&lt;br /&gt;
&lt;br /&gt;
bbb  = Name Base Select (Addr&amp;gt;&amp;gt;14)&lt;br /&gt;
* See the section &amp;quot;SPRITES&amp;quot; below for details.&lt;br /&gt;
&lt;br /&gt;
== SPRITES ==&lt;br /&gt;
&lt;br /&gt;
The SNES has 128 independant sprites. The sprite definitions are stored in Object Attribute Memory, or OAM.&lt;br /&gt;
&lt;br /&gt;
=== OAM ===&lt;br /&gt;
&lt;br /&gt;
OAM consists of 544 bytes, organized into a low table of 512 bytes and a high table of 32 bytes. Both tables are made up of 128 records. OAM is accessed by setting the word address in register $2102, the &amp;quot;table select&amp;quot; in bit 0 of $2103, then writing to $2104 or reading from $2138. Since the high table is only 32 bytes long, only the low 4 bits of $2102 are significant for indexing this table.&lt;br /&gt;
&lt;br /&gt;
The internal OAM address is invalidated during the rendering of a scanline; this invalidation is deterministic, but we do not know how or when the value is determined. Current theory is that it is invalidated more-or-less continuously and has something to do with the current OAM address and possibly which sprites are on the current scanline. The internal OAM address is reloaded from $2102/3 at the beginning of V-Blank, if this occurs outside of a force-blank period. The reload also occurs on a 1-&amp;gt;0 transition of $2100.7.&lt;br /&gt;
&lt;br /&gt;
Each read/write increments the address by one byte (the internal address has 10 bits, with bit 9 selecting the table and bits 0-8 indexing). Reads simply read the current byte. Writes to the low table go into a word-sized buffer, which is written to the appropriate word of OAM when the high byte of the word is written. Thus, if alternating reads and writes occur such that the high byte of the word is always read instead of written, none of the writes will actually affect OAM. If the alternation happens such that the writes always occur to the high byte, not only the high bytes but whatever garbage is left in the low byte will be written as well!&lt;br /&gt;
&lt;br /&gt;
Pictorally: Start OAM filled with all zeros. Write 1, read, read, Write 2, read, write 3 =&amp;gt; OAM is 00 00 01 02 01 03, rather than 01 00 00 02 00 03 as you might expect.&lt;br /&gt;
&lt;br /&gt;
Writes to the high table, on the other hand, work exactly as expected.&lt;br /&gt;
&lt;br /&gt;
The record format for the low table is 4 bytes:&lt;br /&gt;
* byte OBJ*4+0: xxxxxxxx&lt;br /&gt;
* byte OBJ*4+1: yyyyyyyy&lt;br /&gt;
* byte OBJ*4+2: cccccccc&lt;br /&gt;
* byte OBJ*4+3: vhoopppN&lt;br /&gt;
&lt;br /&gt;
The record format for the high table is 2 bits:&lt;br /&gt;
* bit 0/2/4/6 of byte OBJ/4: X&lt;br /&gt;
* bit 1/3/5/7 of byte OBJ/4: s&lt;br /&gt;
&lt;br /&gt;
The values are:&lt;br /&gt;
&lt;br /&gt;
* Xxxxxxxxx = X position of the sprite. Basically, consider this signed but see below.&lt;br /&gt;
* yyyyyyyy  = Y position of the sprite. Values 0-239 are on-screen. -63 through -1 are &amp;quot;off the top&amp;quot;, so the bottom part of the sprite comes in at the top of the screen. Note that this implies a really big sprite can go off the bottom and come back in the top.&lt;br /&gt;
* cccccccc  = First tile of the sprite. See below for the calculation of the VRAM address. Note that this could also be considered as &#039;rrrrcccc&#039; specifying the row and column of the tile in the 16x16 character table.&lt;br /&gt;
* N = Name table of the sprite. See below for the calculation of the VRAM address.&lt;br /&gt;
* ppp = Palette of the sprite. The first palette index is 128+ppp*16.&lt;br /&gt;
* oo = Sprite priority. See below for details.&lt;br /&gt;
* h/v = Horizontal/Veritcal flip flags. Note this flips the whole sprite, not just the individual tiles. However, the rectangular sprites are flipped vertically as if they were two square sprites (i.e. rows &amp;quot;01234567&amp;quot; flip to &amp;quot;32107654&amp;quot;, not &amp;quot;76543210&amp;quot;).&lt;br /&gt;
* s = Sprite size flag. See below for details.&lt;br /&gt;
&lt;br /&gt;
The sprite size is controlled by bits 5-7 of $2101, and the Size bit of OAM. $2101 determines the two possible sizes for all sprites. If the OAM Size flag is 0, the sprite uses the smaller size, otherwise it uses the larger size.&lt;br /&gt;
&lt;br /&gt;
[[Category:SNES Hardware]]&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Brutal_Mario&amp;diff=331</id>
		<title>Brutal Mario</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Brutal_Mario&amp;diff=331"/>
		<updated>2019-05-20T14:17:49Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Brutal Mario Title Screen (Cheep Demo).png|thumb|Title Screen of Brutal Mario]][[File:Brutal Mario Overworld.png|thumb|The Overworld]]&#039;&#039;&#039;Brutal Mario&#039;&#039;&#039; (also known as &#039;&#039;&#039;Super Kitiku Mario&#039;&#039;&#039;, &#039;&#039;&#039;King Brute Mario&#039;&#039;&#039;, &#039;&#039;&#039;Devil King Mario&#039;&#039;&#039;, etc.) is an SMW ROM hack by Japanese Hacker &amp;quot;carol&amp;quot; that first released on SMW Central in 2008. It is most widely known for having custom graphics, bosses, gimmicks, and such taken from other games. It was one of the most praised ROM hacks back then, though recently it&#039;s seen a lot of backlash for uninspired level design, and its boss battles being patience trying. Even still, it is a technical marvel of its time that has since inspired many novices to join SMW Hacking communities and create some of the most memorable hacks of today&#039;s age.&lt;br /&gt;
&lt;br /&gt;
== Story == &lt;br /&gt;
[[File:Devil King Mario.png|thumb|Opening Cutscene]]&lt;br /&gt;
Mario became victorious over Bowser countless times and was seen as a hero by his own people. Over the years, however, Mario became the new tyrannical king, of the mushroom kingdom. He sets off on an adventure to overtake Bowser&#039;s kingdom, leaving the Mushroom Kingdom as a rotting wasteland of ruin and starvation. The kingdom Mario left behind has since started an alliance to take him out.&lt;br /&gt;
&lt;br /&gt;
== Legacy == &lt;br /&gt;
[[File:7 Heroes Final Boss.png|thumb|The Final Boss, 7 Heroes]]&lt;br /&gt;
Ever since Demo 7&#039;s release, the author &#039;&#039;&#039;carol&#039;&#039;&#039; has released demos up until 2012 featuring bosses that &#039;&#039;completely&#039;&#039; change up the game of Super Mario World achieved by improved &lt;br /&gt;
[[HDMA]] and [[Mode_7|Mode 7]]. Such examples go to the bosses &#039;&#039;&#039;Dark Lich&#039;&#039;&#039;, &#039;&#039;&#039;Bow&#039;&#039;&#039;, &#039;&#039;&#039;7 Heroes&#039;&#039;&#039;, and even a &#039;&#039;first person shooter&#039;&#039; battling one of the airships from Chrono Trigger. A few of those demos also contained new overworlds and submaps that were very ambitious for its time.&lt;br /&gt;
&lt;br /&gt;
== Fake Demos ==&lt;br /&gt;
The popularity of Brutal Mario has also led to some fake demos, screenshots, and videos claiming to be the next big thing the game has created. Someone even hacked into carol&#039;s account on Super Mario World Central to provide a convincing amount of screenshots, later debunked by members to the community with the real user admitting to his prank later on. Ever since, the game hasn&#039;t gotten any news, with the latest demo still being from 2012.&lt;br /&gt;
&lt;br /&gt;
== The Future == &lt;br /&gt;
[[File:Unfinished Peach Boss.png|thumb]]&lt;br /&gt;
Maybe some day, Brutal Mario will return. But for now, it&#039;ll always be known for its revolutionary ambition to create the only known successful crossover ROM hack around.&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacks]] [[Category:Super Mario World]]&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Brutal_Mario&amp;diff=287</id>
		<title>Brutal Mario</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Brutal_Mario&amp;diff=287"/>
		<updated>2019-05-20T00:47:40Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Brutal Mario&#039;&#039;&#039; (&#039;&#039;&#039;Super Kitiku Mario&#039;&#039;&#039;, &#039;&#039;&#039;King Brute Mario&#039;&#039;&#039;, &#039;&#039;&#039;Devil King Mario&#039;&#039;&#039;, etc.) is an SMW Romhack first released on SMW Central in 2008 that is filled to the brim with custom graphics, bosses, gimmicks, and such taken from other games. It is one of the most praised rom hacks back then, though recently it&#039;s seen a lot of backlash for uninspired level design and it&#039;s boss battles being patience trying. Even still, it is a technical marvel of it&#039;s time that has since inspired many novices to join SMW Hacking communities and create some of the most memorable hacks of today&#039;s age.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Mario became victorious over Bowser countless times and was seen as a hero by his own people. Over the years, however, Mario became the new tyrannical king, of the mushroom kingdom. He sets off on an adventure to overtake Bowser&#039;s kingdom, leaving the Mushroom Kingdom as a rotting wasteland of ruin and starvation. The kingdom Mario left behind has since started an alliance to take him out.&lt;br /&gt;
&lt;br /&gt;
== Legacy ==&lt;br /&gt;
Ever since Demo 7&#039;s release, the author &#039;&#039;&#039;carol&#039;&#039;&#039; has released demos up until 2012 featuring bosses that &#039;&#039;completely&#039;&#039; change up the game of Super Mario World achieved by improved HDMA and Mode 7. Such examples go to the bosses &#039;&#039;&#039;Dark Lich&#039;&#039;&#039;, &#039;&#039;&#039;Bow&#039;&#039;&#039;, &#039;&#039;&#039;7 Heroes&#039;&#039;&#039;, and even a &#039;&#039;first person shooter&#039;&#039; battling one of the airships from Chrono Trigger. A few of those demos also contained new overworlds and submaps that were very ambitious for it&#039;s time.&lt;br /&gt;
&lt;br /&gt;
== Fake Demos ==&lt;br /&gt;
The popularity of Brutal Mario has also led to some fake demos, screenshots, and videos claiming to be the next big thing the game has created. Someone even hacked into carol&#039;s account on Super Mario World Central to provide a convincing amount of screenshots, later debunked by members to the community with the real user admitting to his prank later on. Ever since, the game hasn&#039;t gotten any news, with the latest demo still being from 2012.&lt;br /&gt;
&lt;br /&gt;
== The Future ==&lt;br /&gt;
Maybe some day, Brutal Mario will return. But for now, it&#039;ll always be known for it&#039;s revolutionary ambition to create the only known successful crossover romhack around.&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Dynamic_Z&amp;diff=281</id>
		<title>Dynamic Z</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Dynamic_Z&amp;diff=281"/>
		<updated>2019-05-19T23:49:04Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic Z is a patch for [[Super Mario World]] that allows performing a variety of actions during [[V-Blank]]. It was made by [[User:anonimzwx|anonimzwx]]. Dynamic Z is meant to be a replacement for [[DSX]] as both allow coding dynamic sprites.&lt;br /&gt;
&lt;br /&gt;
Dynamic Z does not require a buffer for coding dynamic sprites, which significantly reduces the slowdown caused by these type of sprites. Additionally, it can create sprites with a 30FPS animation synchronized with each other; this allows having twice as many dynamic sprites on-screen compared to DSX.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
* Graphic changes&lt;br /&gt;
* Color palette changes&lt;br /&gt;
* Color palette and graphic changes on the player&lt;br /&gt;
* Tile changes&lt;br /&gt;
* Support for Dynamic, Semi-Dynamic and Giga-Dynamic sprites&lt;br /&gt;
* A special DMA mode, which grants 50% more transfer capacity by removing the game&#039;s original DMA code&lt;br /&gt;
* Player DMA optimizations that gives more time during NMI and slightly curbs slowdown&lt;br /&gt;
* Compatibility with DSX sprites&lt;br /&gt;
&lt;br /&gt;
[[Category:ASM]] [[Category:Super Mario World]]&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Dyzen_Sprite_Maker&amp;diff=280</id>
		<title>Dyzen Sprite Maker</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Dyzen_Sprite_Maker&amp;diff=280"/>
		<updated>2019-05-19T23:48:10Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Dyzen Sprite Maker&#039;&#039;&#039; (or symply &#039;&#039;&#039;Dyzen&#039;&#039;&#039;) is a tool that facilitates the creation of [[sprites]] (enemies or any object that uses OAM tiles), originally made by [[User:anonimzwx|anonimzwx]]. The tool was first conceived for [[Super Mario World]], however, there are plans to add support for other games.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
Dyzen allows the user to create the following:&lt;br /&gt;
&lt;br /&gt;
* Graphics routine&lt;br /&gt;
* Animations&lt;br /&gt;
* Hitboxes&lt;br /&gt;
* Automatically generate [https://en.wikipedia.org/wiki/Assembly_language ASM] codes&lt;br /&gt;
* Write ASM via the integrated text editor.&lt;br /&gt;
&lt;br /&gt;
== Video Tutorials (Spanish only) ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=iMqC_i9yIWs Animation frames]&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=hrqsEnhJZ_Y Sprite animations]&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=iMqC_i9yIWs Hitboxes]&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=qcGRzFNey3c Resource extraction and coding]&lt;br /&gt;
&lt;br /&gt;
== Contribution ==&lt;br /&gt;
&lt;br /&gt;
Dyzen is open source, thus anyone can contribute to its development. The source code can be found in the following link:&lt;br /&gt;
&lt;br /&gt;
https://github.com/weierstrass1/SMWControlib&lt;br /&gt;
&lt;br /&gt;
[[Category:Graphic Editors]] [[Category:Hacking Tools]] [[Category:Super Mario World]] [[Category:Super Mario World Hacking Tools]]&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Dynamic_Z&amp;diff=279</id>
		<title>Dynamic Z</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Dynamic_Z&amp;diff=279"/>
		<updated>2019-05-19T23:46:59Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dynamic Z is a patch for [[Super Mario World]] that allows performing a variety of actions during [[V-Blank]]. It was made by [[User:anonimzwx|anonimzwx]]. Dynamic Z is meant to be a replacement for [[DSX]] as both allow coding dynamic sprites.&lt;br /&gt;
&lt;br /&gt;
Dynamic Z does not require a buffer for coding dynamic sprites, which significantly reduces the slowdown caused by these type of sprites. Additionally, it can create sprites with a 30FPS animation synchronized with each other; this allows having twice as many dynamic sprites on-screen compared to DSX.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
* Graphic changes&lt;br /&gt;
* Color palette changes&lt;br /&gt;
* Color palette and graphic changes on the player&lt;br /&gt;
* Tile changes&lt;br /&gt;
* Support for Dynamic, Semi-Dynamic and Giga-Dynamic sprites&lt;br /&gt;
* A special DMA mode, which grants 50% more transfer capacity by removing the game&#039;s original DMA code&lt;br /&gt;
* Player DMA optimizations that gives more time during NMI and slightly curbs slowdown&lt;br /&gt;
* Compatibility with DSX sprites&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Dyzen_Sprite_Maker&amp;diff=273</id>
		<title>Dyzen Sprite Maker</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Dyzen_Sprite_Maker&amp;diff=273"/>
		<updated>2019-05-19T23:27:53Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Dyzen Sprite Maker&#039;&#039;&#039; (or symply &#039;&#039;&#039;Dyzen&#039;&#039;&#039;) is a tool that facilitates the creation of [[dynamic sprites]] (or any object that uses OAM tiles), originally made by [[User:anonimzwx|anonimzwx]]. The tool was first conceived for [[Super Mario World]], however, there are plans to add support for other games.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
Dyzen allows the user to create the following:&lt;br /&gt;
&lt;br /&gt;
* Graphics routine&lt;br /&gt;
* Animations&lt;br /&gt;
* Hitboxes&lt;br /&gt;
* Write [[ASM]] via the integrated text editor.&lt;br /&gt;
&lt;br /&gt;
== Video Tutorials (Spanish only) ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=iMqC_i9yIWs Animation frames]&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=hrqsEnhJZ_Y Sprite animations]&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=iMqC_i9yIWs Hitboxes]&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=qcGRzFNey3c Resource extraction and coding]&lt;br /&gt;
&lt;br /&gt;
== Contribution ==&lt;br /&gt;
&lt;br /&gt;
Dyzen is open source, thus anyone can contribute to its development. The source code can be found in the following link:&lt;br /&gt;
&lt;br /&gt;
https://github.com/weierstrass1/SMWControlib&lt;br /&gt;
&lt;br /&gt;
[[Category:Graphic Editors]] [[Category:Hacking Tools]] [[Category:Super Mario World]] [[Category:Super Mario World Hacking Tools]]&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Dyzen_Sprite_Maker&amp;diff=272</id>
		<title>Dyzen Sprite Maker</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Dyzen_Sprite_Maker&amp;diff=272"/>
		<updated>2019-05-19T23:26:00Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Dyzen Sprite Maker&#039;&#039;&#039; (or symply &#039;&#039;&#039;Dyzen&#039;&#039;&#039;) is a tool that facilitates the creation of [[dynamic sprites]] (or any object that uses OAM tiles), originally made by [[anonimwzx]]. The tool was first conceived for [[Super Mario World]], however, there are plans to add support for other games.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
Dyzen allows the user to create the following:&lt;br /&gt;
&lt;br /&gt;
* Graphics routine&lt;br /&gt;
* Animations&lt;br /&gt;
* Hitboxes&lt;br /&gt;
* Write [[ASM]] via the integrated text editor.&lt;br /&gt;
&lt;br /&gt;
== Video Tutorials (Spanish only) ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=iMqC_i9yIWs Animation frames]&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=hrqsEnhJZ_Y Sprite animations]&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=iMqC_i9yIWs Hitboxes]&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=qcGRzFNey3c Resource extraction and coding]&lt;br /&gt;
&lt;br /&gt;
== Contribution ==&lt;br /&gt;
&lt;br /&gt;
Dyzen is open source, thus anyone can contribute to its development. The source code can be found in the following link:&lt;br /&gt;
&lt;br /&gt;
https://github.com/weierstrass1/SMWControlib&lt;br /&gt;
&lt;br /&gt;
[[Category:Graphic Editors]] [[Category:Hacking Tools]] [[Category:Super Mario World]] [[Category:Super Mario World Hacking Tools]]&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Dyzen_Sprite_Maker&amp;diff=271</id>
		<title>Dyzen Sprite Maker</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Dyzen_Sprite_Maker&amp;diff=271"/>
		<updated>2019-05-19T23:25:39Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Dyzen Sprite Maker&#039;&#039;&#039; (or symply &#039;&#039;&#039;Dyzen&#039;&#039;&#039;) is a tool that facilitates the creation of [[dynamic sprites]] (or any object that uses OAM tiles), originally created [[anonimwzx]]. The tool was first conceived for [[Super Mario World]], however, there are plans to add support for other games.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
Dyzen allows the user to create the following:&lt;br /&gt;
&lt;br /&gt;
* Graphics routine&lt;br /&gt;
* Animations&lt;br /&gt;
* Hitboxes&lt;br /&gt;
* Write [[ASM]] via the integrated text editor.&lt;br /&gt;
&lt;br /&gt;
== Video Tutorials (Spanish only) ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=iMqC_i9yIWs Animation frames]&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=hrqsEnhJZ_Y Sprite animations]&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=iMqC_i9yIWs Hitboxes]&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=qcGRzFNey3c Resource extraction and coding]&lt;br /&gt;
&lt;br /&gt;
== Contribution ==&lt;br /&gt;
&lt;br /&gt;
Dyzen is open source, thus anyone can contribute to its development. The source code can be found in the following link:&lt;br /&gt;
&lt;br /&gt;
https://github.com/weierstrass1/SMWControlib&lt;br /&gt;
&lt;br /&gt;
[[Category:Graphic Editors]] [[Category:Hacking Tools]] [[Category:Super Mario World]] [[Category:Super Mario World Hacking Tools]]&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Super_Mario_World&amp;diff=251</id>
		<title>Super Mario World</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Super_Mario_World&amp;diff=251"/>
		<updated>2019-05-19T21:15:51Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Super Mario World&#039;&#039;&#039; is a game for the SNES released by Nintendo on 1990 in Japan, 1991 in North America and 1992 in Europe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Lunar Magic]] Level editor, Overworld editor and graphic editor.&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Mario World]] [[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=SA-1_Pack&amp;diff=234</id>
		<title>SA-1 Pack</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=SA-1_Pack&amp;diff=234"/>
		<updated>2019-05-19T13:38:35Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SA-1 Pack&#039;&#039;&#039; is a package of patches for activating and optimizing the [[SA-1]] system for [[Super Mario World]], with emphasis on eliminating slowdown, game limitations and accelerating the engine to the maximum possible. Unlike [[SA-1 Root]], SA-1 Pack is focused for [[ROM hacking]] and it includes several features for implementing new features for the game using the chip.&lt;br /&gt;
&lt;br /&gt;
Being the most complex patch made for Super Mario World, SA-1 Pack requires to all other ASM patches apply a [[RAM remap]] for warranting compatibility with the patch. However, without the RAM remap, it would have been impossible to accelerate the game because the SA-1 chip cannot access the S-CPU work memory (WRAM).&lt;br /&gt;
&lt;br /&gt;
For implementation details, see [[SA-1 Root]].&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* Makes the game run up to four times faster.&lt;br /&gt;
* Increase the maximum amount of sprites at once on screen to 22.&lt;br /&gt;
* Increase the maximum amount of sprites on a single sub-level to 255.&lt;br /&gt;
* Reduces loading time of all levels and maps.&lt;br /&gt;
* Increase the maximum ROM size to 8 MB.&lt;br /&gt;
* Offers enhanced bitmap and arithmetic capabilities for better graphics performance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;This article is currently work in progress.&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Mario World]] [[Category:ASM]]&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=SPC_Studio&amp;diff=233</id>
		<title>SPC Studio</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=SPC_Studio&amp;diff=233"/>
		<updated>2019-05-19T13:37:12Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;SPC Studio&#039;&#039;&#039; is a successor to [[AddmusicK]] that is currently in the planning stages. It has been described by some (out of a sample size of one) to be &amp;quot;the Addmusic to end all Addmusics&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking Tools]] [[Category:Music Inserters]]&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=SnesLab:About&amp;diff=232</id>
		<title>SnesLab:About</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=SnesLab:About&amp;diff=232"/>
		<updated>2019-05-19T13:35:56Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Who are we?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
SnesLab is a web community of people with a passion for retrogaming, particularly for the SNES. If you are interested in creating content, making ROM hacks or just discussing your favorite old school games, this is the place for you!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Our main goal is to create a common gathering place for all ROM hackers, and ROM hack fans of the SNES. For this, we must collect as much data as we can on all the games in the platform, including technical information, source codes, and hacking tools.&lt;br /&gt;
&lt;br /&gt;
This wiki serves as a repository for all this information and we aim to make it the number one place for anyone looking to know more about the SNES, either for ROM hacking, creating homebrew games, learn ASM or just geeks who want to know how the system works.&lt;br /&gt;
&lt;br /&gt;
Last but not least, we strive to build a friendly community were we can chill, talk about our favorite games, share our creations and have a good time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
SnesLab was not always a community; in fact, it was not always called SnesLab. Everything started on September 2, 2018, when former SMW Central administrator [[Vitor Vilela]] was joking with his Brazilian friends about how often he needed lab rats for his to help him test his [[ASM]]. Some people reacted saying they wanted to learn ASM, so Vitor told them he wanted to make a place a place for teaching it.&lt;br /&gt;
&lt;br /&gt;
Vitor decided to make a Brazilian discord sever which he named &amp;quot;VileLab&amp;quot; for this purpose; the name is a portmanteau of Vilela, his last name and lab, for laboratory. Later, he invited most of his friends to join the server which he used for hosting custom ASM challenges for people interested in learning the code. There were many different challenges for different skills.&lt;br /&gt;
&lt;br /&gt;
After several weeks, Vitor had an initial insight about the future Lunar Magic 3.00 release. He created a couple of private channels on the server for sharing his findings to a set of chosen people (lab rats) and testing together what FuSoYa had started. At this point, VileLab had almost 90 users; however, with the release of Lunar Magic 3.0, Vitor decided that it would be better to make it a public server for everyone interested in the SNES and ROM hacking in general.&lt;br /&gt;
&lt;br /&gt;
At this point, a new name was in due since &amp;quot;VileLab&amp;quot; was too personal for a public place. Two names were considered: RetroLab (for general retrogaming &amp;quot;laboratory&amp;quot; or development) and SnesLab... The latter was chosen because it was clear, easy to remember and did not have any similar brand on the internet, unlike RetroLab and VileLab.&lt;br /&gt;
&lt;br /&gt;
Eventually, a Discord server was not enough to store all the information. SnesLab hosted ASM challenges and documentation, so it needed a place for organizing all the information. After reaching almost 80 channels, Vitor decided it was time to expand it further, so this website was created.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SnesLab Projects:&#039;&#039;&#039;&lt;br /&gt;
* [[Lunar Magic 3.0]] a Super Mario World level editor that revolutionized its hacking scene by adding grid shaped levels.&lt;br /&gt;
* [[SPC Studio]] a DAW Editor, Addmusic and Audio Reverse Engineer Tool&lt;br /&gt;
* Fixed several bugs from [[PIXI]] (originally developed by [[Jackthespades]]), a tool for inserting custom sprites in Super Mario World&lt;br /&gt;
&lt;br /&gt;
[[Category:SnesLab]]&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=SA-1&amp;diff=215</id>
		<title>SA-1</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=SA-1&amp;diff=215"/>
		<updated>2019-05-18T21:39:23Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Nintendo SA-1&#039;&#039;&#039; is an [[enhancement chip]] made by [http://en.wikipedia.org/wiki/Nintendo Nintendo], used in 33 SNES games. The RF5A123 chip is based on the [[65c816]] processor, the same one used by the main SNES CPU, the [[RF5A22]]. With identical architectures to the SNES one, the chip is ideal for games and ROM hacks that would like to use the code from the main CPU, thus not having to learn an additional assembling language.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
With the &#039;&#039;&#039;10.74 MHz&#039;&#039;&#039; base clock speed, which is four times faster compared to the 2.68 MHz base speed from the S-CPU. In addition to that, it includes with additional hardware circuits for data I/O, bitmap manipulation modes and additional arithmetic registers.&lt;br /&gt;
&lt;br /&gt;
* 16-bit 65c816 processor clocked at 10.74 MHz.&lt;br /&gt;
* 2 kB fast internal work memory (I-RAM), clocked at 10.74 MHz.&lt;br /&gt;
* Multi-processor processing, with parallel operating mode and memory sharing control.&lt;br /&gt;
* Large capacity memory, with a total capability of 8 MB of ROM and 256 kB of BW-RAM, both clocked at 5.37 MHz, with ROM having an effective 10.74 MHz speed due of its 16-bit data bus.&lt;br /&gt;
* High speed arithmetic hardware of multiplication, division and cumulative sum (multiply with add).&lt;br /&gt;
* Bitmap and Character Conversion functions for fast graphics manipulation.&lt;br /&gt;
* Custom DMA circuit for fast transfers between ROM, I-RAM and BW-RAM.&lt;br /&gt;
* Variable-Length Bit data processing for enhanced algorithms such as graphics and data compression.&lt;br /&gt;
* Super MMC memory mapping capabilities for BW-RAM and bank switching for multiple ROM image access and mirroring.&lt;br /&gt;
&lt;br /&gt;
== ROM Hacking ==&lt;br /&gt;
&lt;br /&gt;
[[SA-1 Root]] and [[SA-1 Pack]] are known patches used for enabling SA-1 on SNES games that didn&#039;t include the chip previously and had problems with slowdown, such as [[Super Mario World]] and [[Gradius III]].&lt;br /&gt;
&lt;br /&gt;
[[Category:SNES Hardware]] [[Category:ASM]]&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:Zelda_3&amp;diff=213</id>
		<title>Category:Zelda 3</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:Zelda_3&amp;diff=213"/>
		<updated>2019-05-18T21:34:06Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pages related to the game: [[The Legend of Zelda: A Link to the Past]]&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:Yoshi%27s_Island&amp;diff=212</id>
		<title>Category:Yoshi&#039;s Island</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:Yoshi%27s_Island&amp;diff=212"/>
		<updated>2019-05-18T21:33:54Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pages related to the game [[Super Mario World 2: Yoshi&#039;s Island]].&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:Super_Metroid&amp;diff=211</id>
		<title>Category:Super Metroid</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:Super_Metroid&amp;diff=211"/>
		<updated>2019-05-18T21:33:39Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pages related to the game [[Super Metroid]].&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:Super_Mario_World&amp;diff=210</id>
		<title>Category:Super Mario World</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:Super_Mario_World&amp;diff=210"/>
		<updated>2019-05-18T21:33:22Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pages related to the game [[Super Mario World]].&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:Super_Mario_All_Stars&amp;diff=209</id>
		<title>Category:Super Mario All Stars</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:Super_Mario_All_Stars&amp;diff=209"/>
		<updated>2019-05-18T21:33:10Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pages related to the game [[Super Mario All Stars]].&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:SnesLab&amp;diff=208</id>
		<title>Category:SnesLab</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:SnesLab&amp;diff=208"/>
		<updated>2019-05-18T21:32:57Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Information about this website.&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:SNES_Hardware&amp;diff=207</id>
		<title>Category:SNES Hardware</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:SNES_Hardware&amp;diff=207"/>
		<updated>2019-05-18T21:32:41Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Information about the [[SNES]] console and its hardware.&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:ROM_Maps&amp;diff=206</id>
		<title>Category:ROM Maps</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:ROM_Maps&amp;diff=206"/>
		<updated>2019-05-18T21:32:21Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ROM Maps of [[SNES]] games.&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:RAM_Maps&amp;diff=205</id>
		<title>Category:RAM Maps</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:RAM_Maps&amp;diff=205"/>
		<updated>2019-05-18T21:32:12Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;RAM Maps of [[SNES]] games.&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:Overworld_Editors&amp;diff=204</id>
		<title>Category:Overworld Editors</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:Overworld_Editors&amp;diff=204"/>
		<updated>2019-05-18T21:32:02Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tools for editing the overworld (world map) for any [[SNES]] game.&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:OAM_Maps&amp;diff=203</id>
		<title>Category:OAM Maps</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:OAM_Maps&amp;diff=203"/>
		<updated>2019-05-18T21:31:52Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OAM Maps of [[SNES]] games.&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:Level_Editors&amp;diff=202</id>
		<title>Category:Level Editors</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:Level_Editors&amp;diff=202"/>
		<updated>2019-05-18T21:31:41Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Level editor for any [[SNES]] game.&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:Kaizo&amp;diff=201</id>
		<title>Category:Kaizo</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:Kaizo&amp;diff=201"/>
		<updated>2019-05-18T21:31:24Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pages with anything related to [[Kaizo]] hacking.&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:Hacks&amp;diff=200</id>
		<title>Category:Hacks</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:Hacks&amp;diff=200"/>
		<updated>2019-05-18T21:31:14Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ROM hacks of [[SNES]] games.&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:Hacking_Tools&amp;diff=199</id>
		<title>Category:Hacking Tools</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:Hacking_Tools&amp;diff=199"/>
		<updated>2019-05-18T21:30:58Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tools for hacking any [[SNES]] games.&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:Graphic_Editors&amp;diff=198</id>
		<title>Category:Graphic Editors</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:Graphic_Editors&amp;diff=198"/>
		<updated>2019-05-18T21:30:40Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Graphic editors for any [[SNES]] game.&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:Games&amp;diff=197</id>
		<title>Category:Games</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:Games&amp;diff=197"/>
		<updated>2019-05-18T21:30:09Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pages about official [[SNES]] video-games. Do not put ROM Hacks under this category.&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:Emulators&amp;diff=196</id>
		<title>Category:Emulators</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:Emulators&amp;diff=196"/>
		<updated>2019-05-18T21:29:55Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pages about [[SNES]] emulators.&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:ASM&amp;diff=195</id>
		<title>Category:ASM</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:ASM&amp;diff=195"/>
		<updated>2019-05-18T21:29:35Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pages with information about [[SNES Assembly]]&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=UberASM_Tool&amp;diff=190</id>
		<title>UberASM Tool</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=UberASM_Tool&amp;diff=190"/>
		<updated>2019-05-18T21:20:33Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;UberASM Tool&#039;&#039;&#039; is a tool made for inserting custom ASM code on levels, overworld, game modes, status bar and global without needing a patch. Originally inspired on edit1754&#039;s LevelASM Tool, p4plus2&#039;s uberASM patch and [[User:Akaginite|Akaginite]]&#039;s levelASM tool plus also has a few ideas from p4plus2&#039;s GPS block inserter tool and Romi&#039;s Sprite Tool.&lt;br /&gt;
&lt;br /&gt;
The tool targets both easy insertion and robust ASM condition, ideal from beginners to advanced users interested in inserting ASM snippets for [[Super Mario World]]. Although the tool currently only support the classic Mario game for SNES, there&#039;s plans for expanding it to other games.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
* Level ASM (INIT/MAIN/NMI/LOAD)&lt;br /&gt;
* Overworld ASM (INIT/MAIN/NMI/LOAD)&lt;br /&gt;
* Game mode ASM (INIT/MAIN/NMI)&lt;br /&gt;
* Global code ASM (INIT/MAIN/NMI)&lt;br /&gt;
* Status bar code (MAIN)&lt;br /&gt;
* Shared library with binary support&lt;br /&gt;
* Macro and defines library&lt;br /&gt;
* Automatic multiple banks support&lt;br /&gt;
* Automatic patching and cleaning&lt;br /&gt;
* Native SA-1 support&lt;br /&gt;
* Friendly list with various settings&lt;br /&gt;
* LM Restore System signature&lt;br /&gt;
* Easily editable source code.&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Mario World]] [[Category:Hacking Tools]] [[Category:Super Mario World Hacking Tools]] [[Category:ASM Inserters]]&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Lunar_Magic&amp;diff=184</id>
		<title>Lunar Magic</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Lunar_Magic&amp;diff=184"/>
		<updated>2019-05-17T22:03:55Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lunar Magic&#039;&#039;&#039; is a level editor created by FuSoYa for Super Mario World. The interface runs on Microsoft Windows and allows people to create custom graphics and edit levels and the world map.&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Mario World]] [[Category:Super Mario World Hacking Tools]] [[Category:Hacking Tools]] [[Category:Level Editors]] [[Category:Graphic Editors]] [[Category:Overworld Editors]]&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:Yoshi%27s_Island_Hacking_Tools&amp;diff=183</id>
		<title>Category:Yoshi&#039;s Island Hacking Tools</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:Yoshi%27s_Island_Hacking_Tools&amp;diff=183"/>
		<updated>2019-05-17T19:21:07Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tools for hacking [[Super Mario World 2: Yoshi&#039;s Island]].&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:Zelda_3_Hacking_Tools&amp;diff=182</id>
		<title>Category:Zelda 3 Hacking Tools</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:Zelda_3_Hacking_Tools&amp;diff=182"/>
		<updated>2019-05-17T19:20:28Z</updated>

		<summary type="html">&lt;p&gt;Aja: Created page with &amp;quot;Hacking tools for The legend of Zelda: A Link to the Past.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hacking tools for [[The legend of Zelda: A Link to the Past]].&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:Super_Mario_All_Starts_Hacking_Tools&amp;diff=181</id>
		<title>Category:Super Mario All Starts Hacking Tools</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:Super_Mario_All_Starts_Hacking_Tools&amp;diff=181"/>
		<updated>2019-05-17T19:19:30Z</updated>

		<summary type="html">&lt;p&gt;Aja: Created page with &amp;quot;Hacking Tools for Super Mario All Stars.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hacking Tools for [[Super Mario All Stars]].&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:Super_Metroid_Hacking_tools&amp;diff=180</id>
		<title>Category:Super Metroid Hacking tools</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:Super_Metroid_Hacking_tools&amp;diff=180"/>
		<updated>2019-05-17T19:18:27Z</updated>

		<summary type="html">&lt;p&gt;Aja: Created page with &amp;quot;Tools for hacking Super Metroid.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tools for hacking [[Super Metroid]].&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:Yoshi%27s_Island_Hacking_Tools&amp;diff=179</id>
		<title>Category:Yoshi&#039;s Island Hacking Tools</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:Yoshi%27s_Island_Hacking_Tools&amp;diff=179"/>
		<updated>2019-05-17T19:17:39Z</updated>

		<summary type="html">&lt;p&gt;Aja: Created page with &amp;quot;Tools for hacking any Super Mario World 2: Yoshi&amp;#039;s Island.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tools for hacking any [[Super Mario World 2: Yoshi&#039;s Island]].&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:Super_Mario_World_Hacking_Tools&amp;diff=178</id>
		<title>Category:Super Mario World Hacking Tools</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:Super_Mario_World_Hacking_Tools&amp;diff=178"/>
		<updated>2019-05-17T19:16:48Z</updated>

		<summary type="html">&lt;p&gt;Aja: Created page with &amp;quot;Hacking tools for Super Mario World.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hacking tools for [[Super Mario World]].&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:ASM_Inserters&amp;diff=177</id>
		<title>Category:ASM Inserters</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:ASM_Inserters&amp;diff=177"/>
		<updated>2019-05-17T19:05:40Z</updated>

		<summary type="html">&lt;p&gt;Aja: Created page with &amp;quot;Tools for inserting ASM in any SNES game.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tools for inserting ASM in any SNES game.&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:Music_Inserters&amp;diff=176</id>
		<title>Category:Music Inserters</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:Music_Inserters&amp;diff=176"/>
		<updated>2019-05-17T19:04:41Z</updated>

		<summary type="html">&lt;p&gt;Aja: Created page with &amp;quot;Tools for inserting custom music for any SNES game.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tools for inserting custom music for any SNES game.&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:OAM_Maps&amp;diff=172</id>
		<title>Category:OAM Maps</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:OAM_Maps&amp;diff=172"/>
		<updated>2019-05-14T23:01:50Z</updated>

		<summary type="html">&lt;p&gt;Aja: Created page with &amp;quot;OAM Maps of SNES games. Category:Categories&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OAM Maps of [[SNES]] games.&lt;br /&gt;
[[Category:Categories]]&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:RAM_Maps&amp;diff=170</id>
		<title>Category:RAM Maps</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:RAM_Maps&amp;diff=170"/>
		<updated>2019-05-14T22:59:24Z</updated>

		<summary type="html">&lt;p&gt;Aja: Aja moved page RAM Maps to Category:RAM Maps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;RAM Maps of [[SNES]] games.&lt;br /&gt;
[[Category:Categories]]&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Category:ROM_Maps&amp;diff=169</id>
		<title>Category:ROM Maps</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Category:ROM_Maps&amp;diff=169"/>
		<updated>2019-05-14T22:58:45Z</updated>

		<summary type="html">&lt;p&gt;Aja: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ROM Maps of [[SNES]] games.&lt;br /&gt;
&lt;br /&gt;
[[Category:Categories]]&lt;/div&gt;</summary>
		<author><name>Aja</name></author>
	</entry>
</feed>