<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://sneslab.net/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=KobaBeach</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=KobaBeach"/>
	<link rel="alternate" type="text/html" href="https://sneslab.net/wiki/Special:Contributions/KobaBeach"/>
	<updated>2026-05-26T16:02:57Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.5</generator>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=User:KobaBeach&amp;diff=1593</id>
		<title>User:KobaBeach</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=User:KobaBeach&amp;diff=1593"/>
		<updated>2020-12-07T19:53:42Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;big smelly gay&amp;lt;br&amp;gt;&lt;br /&gt;
usually more active on SMWC, but you can ping me on SNESlab (lion), it&#039;s fine&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/sh/hrpjdxydrx0oine/AABQG5sqCyIdeYcioLnswqmda?dl=0 dumping ground]&lt;br /&gt;
&lt;br /&gt;
shout outs to my homeboyz moka and kitikusa&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=User:KobaBeach&amp;diff=1592</id>
		<title>User:KobaBeach</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=User:KobaBeach&amp;diff=1592"/>
		<updated>2020-12-07T19:52:45Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;big smelly gay&amp;lt;br&amp;gt;&lt;br /&gt;
usually more active on SMWC, but you can ping me on SNESlab (lion), it&#039;s fine&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/sh/hrpjdxydrx0oine/AABQG5sqCyIdeYcioLnswqmda?dl=0 dumping ground]&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=User:KobaBeach&amp;diff=1591</id>
		<title>User:KobaBeach</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=User:KobaBeach&amp;diff=1591"/>
		<updated>2020-12-07T19:52:23Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;big smelly gay&amp;lt;br&amp;gt;&lt;br /&gt;
usually more active on SMWC, but you can ping me on SNESlab, it&#039;s fine&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/sh/hrpjdxydrx0oine/AABQG5sqCyIdeYcioLnswqmda?dl=0 dumping ground]&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=User:KobaBeach&amp;diff=1590</id>
		<title>User:KobaBeach</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=User:KobaBeach&amp;diff=1590"/>
		<updated>2020-12-07T19:52:04Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: Replaced content with &amp;quot;big smelly gay usually more active on SMWC, but you can ping me on SNESlab, it&amp;#039;s fine  [https://www.dropbox.com/sh/hrpjdxydrx0oine/AABQG5sqCyIdeYcioLnswqmda?dl=0 dumping g...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;big smelly gay&lt;br /&gt;
usually more active on SMWC, but you can ping me on SNESlab, it&#039;s fine&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/sh/hrpjdxydrx0oine/AABQG5sqCyIdeYcioLnswqmda?dl=0 dumping ground]&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Resource_List&amp;diff=1589</id>
		<title>Resource List</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Resource_List&amp;diff=1589"/>
		<updated>2020-12-07T19:47:45Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page links to various resources developed by members of SNESLab until an official resource page is opened along with an uploader. For now, if you have stuff you want exclusive to SNESLab, feel free to link them here. If the list becomes bigger, separate pages may be required alongside here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: You may remove your own resources at any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== ROM Hacks ==&lt;br /&gt;
* P-switch: Nature&#039;s Unnatural Threat [To be released Winter C3 2021]&lt;br /&gt;
&lt;br /&gt;
=== Levels ===&lt;br /&gt;
&lt;br /&gt;
* [[Aerodynamics_City|Aerodynamics City]] by Anorakun;&lt;br /&gt;
&lt;br /&gt;
* [[Blackthorn_Remains|Blackthorn Remains]] by Anorakun;&lt;br /&gt;
&lt;br /&gt;
=== Kaizo Hacks ===&lt;br /&gt;
&lt;br /&gt;
* [[Super_LSG_World|Super LSG World]] by Insanit;&lt;br /&gt;
* [[The_Darkside_REMASTERED|The Darkside REMASTERED]] by Insanit;&lt;br /&gt;
* [[Nambona&#039;s Revenge]] by Nambona890;&lt;br /&gt;
* [http://namboner.com/myfilehostingshit/NambonasKaizoPack1-V1.2.bps Nambona&#039;s Kaizo Pack 1] by Nambona890;&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
=== General ===&lt;br /&gt;
* [https://github.com/VitorVilela7/SA1-Root SA-1 Root] by [[User:Vitor_Vilela|Vitor Vilela]].&lt;br /&gt;
* [https://github.com/VitorVilela7/SnesSpeedTest SnesSpeedTest] by [[User:Vitor_Vilela|Vitor Vilela]].&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
=== Super Mario World ===&lt;br /&gt;
* [https://www.dropbox.com/s/xdt6ao4lzctewse/%5BS%5D%20Mega%20Man%205%20-%20Wily%20Stage%20%2816-bit%29.zip?dl=0 Mega Man 5 - Wily Stage (Power Mario Version)] by [[User:Daizo_Dee_Von|Daizo Dee Von]].&lt;br /&gt;
* [https://www.dropbox.com/s/amkqv6xzfm5kpck/%5BS%5D%20Silent%20Hill%202%20-%20True.zip?dl=0 Silent Hill 2 - True] by Scooter102089 &amp;amp; [[User:Daizo_Dee_Von|Daizo Dee Von]]&lt;br /&gt;
&lt;br /&gt;
==== [https://www.dropbox.com/sh/icsm6ltj3kesqgi/AAApte1jqQNoLu_Q-e2R2thqa?dl=0 Masterlink&#039;s Song Pack] ====&lt;br /&gt;
Note: If any of these comes with &amp;lt;code&amp;gt;#amk 3&amp;lt;/code&amp;gt; at the beginning, you can change it to &amp;lt;code&amp;gt;#amk 2&amp;lt;/code&amp;gt; if you&#039;re using AddmusicK 1.0.8.&lt;br /&gt;
&lt;br /&gt;
* Castlevania: Aria of Sorrow - Castle Corridor [Sampled]&lt;br /&gt;
* Castlevania: Harmony of Dissonance - Chapel of Dissonance [Unsampled]&lt;br /&gt;
* Castlevania: Legends - Highest Castle Floor (Stage 4) 16-bit Remix [Unsampled]&lt;br /&gt;
* CUSTOM (Nox-Kixune) - Pirates [Sampled]&lt;br /&gt;
* Donkey Kong Country - Mine Cart Madness [Sampled]&lt;br /&gt;
* Donkey Kong Country 2: Diddy&#039;s Kong Quest - Boss Bossanova [Unsampled/Sampled]&lt;br /&gt;
* Donkey Kong Country 2: Diddy&#039;s Kong Quest - Token Tango [Sampled]&lt;br /&gt;
* Donkey Kong Land - Flooded Ruins [Sampled]&lt;br /&gt;
* Elevator Action (GBA) - Stage 7 [Sampled]&lt;br /&gt;
* Final Fantasy III - Priestess Aria [Sampled]&lt;br /&gt;
* Final Fantasy V - A New World [Sampled]&lt;br /&gt;
* Final Fantasy V - Clash on the Big Bridge [Sampled]&lt;br /&gt;
* Final Fantasy VI - Kefka&#039;s Tower [Sampled]&lt;br /&gt;
* Final Fantasy VI - Searching for Friends [Unsampled]&lt;br /&gt;
* Final Fantasy VI - The Fierce Battle [Unsampled/Sampled]&lt;br /&gt;
* Final Fantasy VII - Forested Temple [Unsampled]&lt;br /&gt;
* Final Fantasy VII - Still More Fighting [Sampled]&lt;br /&gt;
* Final Fantasy X - Silence Before the Storm [Sampled]&lt;br /&gt;
* Ganbare Goemon 2 - Fortress [Sampled]&lt;br /&gt;
* Golden Sun - Isaac&#039;s Battle Theme [Sampled]&lt;br /&gt;
* Golden Sun - The Elemental Stars [Sampled]&lt;br /&gt;
* Golden Sun, The Lost Age - Felix&#039;s Battle Theme [Sampled]&lt;br /&gt;
* Kirby &amp;amp; The Amazing Mirror - Boss Battle [Sampled]&lt;br /&gt;
* Kirby &amp;amp; The Amazing Mirror - Dark Mind&#039;s Second Form [Sampled] &lt;br /&gt;
* Kirby &amp;amp; The Amazing Mirror - Fighting Dark Mind in the Sky [Sampled] &lt;br /&gt;
* Kirby Dreamland 2 - Dark Castle [Unsampled]&lt;br /&gt;
* Kirby Nightmare in Dreamland - Nightmare Battle (Final Boss) [Sampled]&lt;br /&gt;
* Kirby Nightmare in Dreamland - Rainbow Resort [Sampled]&lt;br /&gt;
* Magical Pop&#039;n - Around the Castle [Unsampled]&lt;br /&gt;
* Mario &amp;amp; Luigi: Super Star Saga - Beanbean Fields [Sampled]&lt;br /&gt;
* Mario &amp;amp; Luigi: Super Star Saga - Bowser&#039;s Castle [Sampled]&lt;br /&gt;
* Mario &amp;amp; Luigi: Super Star Saga - Hoohoo Village [Sampled]&lt;br /&gt;
* Mega Man &amp;amp; Bass - Museum (Intro Stage) [Unsampled]&lt;br /&gt;
* Mega Man Legends - At a Place Nobody Knows [Sampled]&lt;br /&gt;
* Mega Man X - Armored Armadilo [Sampled]&lt;br /&gt;
* Mega Man X2 - Absolute Zero [Sampled]&lt;br /&gt;
* Mega Man X3 - Blizzard Buffalo [Sampled]&lt;br /&gt;
* Metal Slug 2 / X - Steel Beast 6Beets [Sampled] &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;NEW&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Mother 3 - Mr. Batty Twist [Sampled]&lt;br /&gt;
* Romancing SaGa 2 - Last Battle [Sampled]&lt;br /&gt;
* Romancing SaGa 3 - Byunei&#039;s Nest [Unsampled]&lt;br /&gt;
* Romancing SaGa 3 - Leonid&#039;s Castle [Unsampled]&lt;br /&gt;
* Romancing SaGa 3 - Podorui/Podol [Unsampled]&lt;br /&gt;
* SaGa 2 - Dreadful Fight (RS3 Arrangement) [Sampled]&lt;br /&gt;
* SaGa Frontier - Battle 2 [Sampled]&lt;br /&gt;
* Secret of Mana - Crystal Forest ~ A Wish [Unsampled]&lt;br /&gt;
* Secret of Mana - Forest ~ Into the Thick of it [Sampled]&lt;br /&gt;
* Secret of Mana - Ice Palace ~ Eight Ringing Bells [Sampled]&lt;br /&gt;
* Secret of Mana - Kakkara Desert ~ Secret of the Arid Sands [Unsampled]&lt;br /&gt;
* Secret of Mana - Pandora ~ Rose and Ghost [Sampled]&lt;br /&gt;
* Secret of Mana - Sage Joch&#039;s Cave ~ The Legend [Unsampled]&lt;br /&gt;
* Secret of Mana - Sunken Continent ~ Star of Darkness [Sampled]&lt;br /&gt;
* Seiken Densetsu 3 (Trials of Mana) - Few Paths Forbidden [Unsampled]&lt;br /&gt;
* Seiken Densetsu 3 (Trials of Mana) - Strange Medicine [Sampled]&lt;br /&gt;
* Super Adventure Island II - Hiya-Hiya Island [Sampled] &lt;br /&gt;
* Super Bomberman 2 - BGM 2 [Sampled]&lt;br /&gt;
* Super Mario RPG - Fight Against an Armed Boss [Sampled]&lt;br /&gt;
* Super Mario RPG - Fight Against Culex [Sampled]&lt;br /&gt;
* Super Mario World - Title Screen (Beta Festive Remix) [Unsampled]&lt;br /&gt;
* Tales of Phantasia - Biting Cold [Unsampled]&lt;br /&gt;
* Wrecking Crew &#039;98 - Title Screen [Sampled]&lt;br /&gt;
* Xenogears - Faraway Promise [Sampled]&lt;br /&gt;
* Zelda: Majora&#039;s Mask - Song of Healing [Sampled]&lt;br /&gt;
* Zelda: Ocarina of Time/Majora&#039;s Mask - Goron City/Village [Sampled]&lt;br /&gt;
&lt;br /&gt;
==== [https://content.tcdw.net/Ports/ tcdw&#039;s AMK Song Collection] ====&lt;br /&gt;
* Hourai Gakuen no Bouken (Entire OST)&lt;br /&gt;
* Kirby: Nightmare in Dream Land - Forest Stages&lt;br /&gt;
* Kurukuru Kururin - Ocean&lt;br /&gt;
* Shizuku - Search&lt;br /&gt;
* Spanky&#039;s Quest - Ruins&lt;br /&gt;
&lt;br /&gt;
==== Nambona890&#039;s Ports ====&lt;br /&gt;
* [https://www.smwcentral.net/?p=section&amp;amp;a=details&amp;amp;id=14104 Metal Masters - Metal Beat]&lt;br /&gt;
* [https://www.smwcentral.net/?p=section&amp;amp;a=details&amp;amp;id=12825 Cat Planet - Welcome to Cat Planet]&lt;br /&gt;
* [http://namboner.com/ports/Angry%20Video%20Game%20Nerd.zip Angry Video Game Nerd]&lt;br /&gt;
* [http://namboner.com/ports/Azumanga%20Daioh%20Jingle.zip Azumanga Daioh Jingle]&lt;br /&gt;
* [http://namboner.com/ports/Dig%20Dug.zip Dig Dug]&lt;br /&gt;
* [http://namboner.com/ports/Doki%20Doki%20Literature%20Club%20-%20Dreams%20of%20Love%20and%20Literature.zip Doki Doki Literature Club - Dreams of Love and Literature]&lt;br /&gt;
* [http://namboner.com/ports/Jazz%20Jackrabbit%20-%20Medivo.zip Jazz Jackrabbit - Medivo]&lt;br /&gt;
* [http://namboner.com/ports/Jazz%20Jackrabbit%20-%20Tubelectric.zip Jazz Jackrabbit - Tubelectric]&lt;br /&gt;
* [http://namboner.com/ports/Kaizo%203%20Bowser%20Recreation.zip Kaizo 3 Bowser Recreation]&lt;br /&gt;
* [http://namboner.com/ports/Moskau%20Chorus.zip Moskau Chorus]&lt;br /&gt;
* [http://namboner.com/ports/Super%20Mario%20Bros%203%20-%20Bowser%20(NES%20samples).zip Super Mario Bros 3 - Bowser (NES samples)]&lt;br /&gt;
* [http://namboner.com/ports/Takeshi&#039;s%20Challenge.zip Takeshi&#039;s Challenge]&lt;br /&gt;
* [http://namboner.com/ports/Tamagotchi%20-%20Smile%20Game.zip Tamagotchi (GB) - Smile Game]&lt;br /&gt;
* [http://namboner.com/ports/tPORt%20-%20Graphic%20Conveyer.zip tPORt - Graphic Conveyer]&lt;br /&gt;
* [http://namboner.com/ports/tPORt%20-%20Shuric%20Scan.zip tPORt - Shuric Scan]&lt;br /&gt;
&lt;br /&gt;
==== [https://drive.google.com/folderview?id=1yF21dsowr_RNx4jgqh3lwMOf8H7lY9EM KiloMinimo&#039;s Port Pack] ====&lt;br /&gt;
Contents:&lt;br /&gt;
* Aero Fighters - Boss Battle (Sampled) &lt;br /&gt;
* Aero Fighters - Final Boss, Space (Sampled) &lt;br /&gt;
* Desert Strike: Return to the Gulf - Bus Ride to Freedom (Unsampled) &lt;br /&gt;
* Earthbound - The Deep Darkness (Sampled)&lt;br /&gt;
&lt;br /&gt;
==== [https://www.dropbox.com/sh/ytu6fbv2s2bx41r/AAAWKocAkRpq9GeH26eDGeJqa?dl=0 Wakana&#039;s incredibly flawed music matters] ====&lt;br /&gt;
The pack contains the following ports:&lt;br /&gt;
* Gubble 2 - Bizarre 2 [U] &amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;- Added in 07/11/2020&amp;lt;/span&amp;gt;&lt;br /&gt;
* Guilty Gear X2 - Holy Orders [S] &amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;- Added in 25/11/2020&amp;lt;/span&amp;gt;&lt;br /&gt;
* Sonic Mania - Studiopolis Act 1 [U] &amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;- Added in 07/11/2020&amp;lt;/span&amp;gt;&lt;br /&gt;
* Stardew Valley - Deep in the Woods [U] &amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;- Added in 07/11/2020&amp;lt;/span&amp;gt;&lt;br /&gt;
* Touhou 12 - Captain Murasa [U] &amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;- Added in 25/11/2020&amp;lt;/span&amp;gt;&lt;br /&gt;
* Touhou 12.7 - Magus Night [U] &amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;- Added in 25/11/2020&amp;lt;/span&amp;gt;&lt;br /&gt;
* Touhou 14 - Kobito of the Shining Needle [S] &amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;- Added in 07/11/2020&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;For any issues, feedback, or anything about these, feel free to DM me in Discord or @ me in SnesLab Discord, thanks!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
&lt;br /&gt;
==== [https://www.dropbox.com/sh/uuh9adoimna5kno/AAACNHZnjmey2g1pJ31Y5diva?dl=0 Anorakun&#039;s Graphic Rips] ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OBSERVATION: If any background uses bank 90-9F or A0-AF, probably you will receive some blank map 16 tiles in the background. To fix that, just replace the tiles 9000 or A000 with a transparent tile. It&#039;s very easy to do so and may not take even a minute. If a rip doesn&#039;t work, looks garbled or something like that, send me a DM in the Discord.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
* Castlevania III - [https://i.imgur.com/87DBcUC.png Flying Skeleton] (Giant Eerie replacement, redrawn by TheMorganah)&lt;br /&gt;
* Castlevania: Dracula X - [https://i.imgur.com/Hy0Aahh.png Clock Tower]&lt;br /&gt;
* Castlevania: Rondo of Blood - [https://i.imgur.com/V42xkMZ.png Throne Room] &lt;br /&gt;
* Demon&#039;s Crest - [https://i.imgur.com/sbz0ozJ.png Ice Palace (Boss Room)] &lt;br /&gt;
* Earthworm Jim 1 (SNES) - [https://i.imgur.com/uDFIyHG.png New Junk City] &lt;br /&gt;
* Earthworm Jim 2 (SNES) - [https://i.imgur.com/SPNKAqx.png Inflated Head]&lt;br /&gt;
* Ganbare Goemon 2 (Super Famicom) - [https://i.imgur.com/6ctdRrZ.png Former Site of Edo Castle]; [https://i.imgur.com/2Gzs9cR.png Goofy Woods]; [https://i.imgur.com/Mz4yYmf.png Impenetrable Road]; [https://i.imgur.com/mkOarWy.png Kabuki Castle]; Kabuki Castle Tileset ([https://i.imgur.com/teHrTzd.png image 1] / [https://i.imgur.com/rozGk6S.png image 2] / [https://i.imgur.com/Y0b0U5P.png image 3] / [https://i.imgur.com/9f5tOrs.png image 4]); [https://i.imgur.com/yaLRXI8.png Log Bridge Road]; [https://i.imgur.com/yYJ47ZV.png Oyuki Mountain]; [https://i.imgur.com/GvxdKSe.png Samurai Woods]; [https://i.imgur.com/deQHEWk.png Virtual Hell 1];  [https://i.imgur.com/YnAmS8s.png Virtual Hell 2]&lt;br /&gt;
* Ganbare Goemon 3 - Big Bathhouse ([https://i.imgur.com/9A8GbMD.png image 1] / [https://i.imgur.com/loe4mWx.png image 2] / [https://i.imgur.com/zbrCJkV.png image 3]); [https://i.imgur.com/LDvSFyh.png Iga Ninja Mansion]; [https://i.imgur.com/HahiuRV.png Walker Factory (Inside)]; Walker Factory (Outside) ([https://i.imgur.com/cr4GVyz.png image 1] / [https://i.imgur.com/Ej5loXv.png image 2]); [https://i.imgur.com/ESB9Ltu.png Mechanical Park]&lt;br /&gt;
* Ganbare Goemon 4 - [https://i.imgur.com/hcNxnx2.png Aquann Castle (Cavern)]; [https://i.imgur.com/HqfuANt.png Aquann Castle (Underwater)]; [https://i.imgur.com/dUwsRyl.gif Depths Lake] ; [https://i.imgur.com/BpFWMcb.png Desert Forest] ; [https://i.imgur.com/LDvPLc9.png Diver Ridge] ; [https://i.imgur.com/L3K6eGM.png Falling Car] ; [https://i.imgur.com/EApPcHB.png Foresce Castle (Cheerleader Section)]; [https://i.imgur.com/l5THscO.png Kickory Forest] ; [https://i.imgur.com/2EzM8cd.png Qusara Castle (Baseball Scoreboard)]; [https://i.imgur.com/qKOy82C.png Qusara Castle (Baseball Stadium)] ; [https://i.imgur.com/tTRsXK2.png Qusara Castle (Soccer Field)]; Rocky Islands ([https://i.imgur.com/b7qsfQ0.png image 1] / [https://i.imgur.com/exeLnlS.png image 2] / [https://i.imgur.com/t4LYT2H.png image 3]); [https://i.imgur.com/rKD0Egm.png Snow Ravines]; [https://i.imgur.com/frnEDMP.png Sweah Castle (Alien Crowd)] ; [https://i.imgur.com/vlkHysC.png Sweah Castle (Brick Breaking Room)]; [https://i.imgur.com/DsqY0Sb.png Sweah Castle (Swordplay Training Room)] ; [https://i.imgur.com/zfKhU5W.png Water Road]&lt;br /&gt;
* Ganbare Goemon Uchuu Kaizoku Akogingu - [https://i.imgur.com/wOxwApE.png Mt. Urala&#039;s Forest] ; [https://i.imgur.com/60QfiYt.png Turtle Platforms]; [https://i.imgur.com/a8HiNyJ.png Golden and Silver Houses (Interior)]&lt;br /&gt;
* Gekisou Sentai Carranger - [https://i.imgur.com/OYiiiap.png City];&lt;br /&gt;
* Gokujou Parodius (SNES) - [https://i.imgur.com/76U671o.png Eliza and Neil] ; [https://i.imgur.com/XeQHCjK.png Princess Kaguya] ; [https://i.imgur.com/4NS6on2.png Shooting Memories; (Pentaro X Arena)]; [https://i.imgur.com/S9qQmse.png The Moon (Garden)] &lt;br /&gt;
* Gunstar Heroes - [https://i.imgur.com/d8dAK2X.png Ancient Ruins] ; [https://i.imgur.com/V5g05BG.png Black&#039;s Base] ; [https://i.imgur.com/Quxi7HA.png Rescue Yellow] &lt;br /&gt;
* Illusion of Gaia - [https://i.imgur.com/3f08pLQ.png Dark Gaia]&lt;br /&gt;
* Jikkyou Oshaberi Parodius (PSX) - [https://i.imgur.com/JX5ytIZ.png Dr. Warumon&#039;s Pig Ship]; [https://i.imgur.com/VhJTY6Q.png Fiesta Base (Outside the Temple)]; Gigantic! Hikaru and Akane ([https://i.imgur.com/JJuZL9w.png image 1] / [https://i.imgur.com/iclfsda.png image 2]); [https://i.imgur.com/VU5Cs8Z.png Goemon Compact Room] &lt;br /&gt;
* Jikkyou Oshaberi Parodius (SNES) - [https://i.imgur.com/0A7Djh5.png Donburi Fields]; Dr. Mardock&#039;s Trash Ship ([https://i.imgur.com/SMXJzHA.png image 1] / [https://i.imgur.com/hNWsEcf.png image 2]); [https://i.imgur.com/AO74Xly.png Edo (Cookie Area)]; [https://i.imgur.com/8lBmpwq.png Edo (Japanese Garden)]; [https://i.imgur.com/4L2nZpV.png Edo (Kabuki Corridor)]; [https://i.imgur.com/FZ2SSRh.png Edo (Temple)]; [https://i.imgur.com/d4qWryK.png Edo (Tileset)];  [https://i.imgur.com/swjkgao.png Ghost Lady]; Gigantic! Hikaru and Akane ([https://i.imgur.com/czqF8Fy.png image 1] / [https://i.imgur.com/KoX9nqJ.png image 2]); [https://i.imgur.com/V5RBNKY.png Let&#039;s Play with the Master]; [https://i.imgur.com/niaDKbE.png School (Yard)]; [https://i.imgur.com/DrPv2MJ.png Temple Master]&lt;br /&gt;
* Mega Man 7 - [https://i.imgur.com/tPmj6k7.png Burst Man (First Section)]&lt;br /&gt;
* Mystical Ninja - [https://i.imgur.com/PN0zUDE.png Horohoro Temple (Lower Half)]; [https://i.imgur.com/Be9rt97.png Horohoro Temple (Upper Half)]; Horohoro Temple Tileset ([https://i.imgur.com/ycj6pib.png image 1] / [https://i.imgur.com/rUmUi1u.png image 2] / [https://i.imgur.com/WV6PgsF.png image 3] / [https://i.imgur.com/1c1nmFB.png image 4] / [https://i.imgur.com/Bsj7kk0.png image 5] / [https://i.imgur.com/XdEmC8U.png image 6]); [https://i.imgur.com/aXCPQ8r.png Iga Ninja Mansion (Dungeon)]; [https://i.imgur.com/5ArLpxb.png Iga Ninja Mansion (Entrance)]; [https://i.imgur.com/prmW0en.png Iga Ninja Mansion (Mountains)]; [https://i.imgur.com/6s5IU81.png Otafuku Army Headquarters]; [https://i.imgur.com/Lv5S71o.png Otafuku Army Headquarters (Slot Machine Room)]; [https://i.imgur.com/UhTDOvO.png Ryukyu Palace (Underwater Tunnel)]&lt;br /&gt;
* Ninja Warriors - [https://i.imgur.com/MGgLGb9.png Tank] &lt;br /&gt;
* Osman (Arcade) - [https://i.imgur.com/43Tn8t5.png Red Sky]&lt;br /&gt;
* Quattro Arcade: Go! Dizzy Go! (Bootleg) - [https://i.imgur.com/KqXpmax.png Castle Walls] ; [https://i.imgur.com/fUYXVUs.png Mountains]; [https://i.imgur.com/3bZFhSA.png Woods] &lt;br /&gt;
* Romancing SaGa 3 - [https://i.imgur.com/mHrrOHA.png Magical Tank Battle (Magical Tanks)]&lt;br /&gt;
* Sexy Parodius - [https://i.imgur.com/eTqmrZc.png Dragon Palace]; [https://i.imgur.com/rAf7h9d.png Gigantic Medusa]; [https://i.imgur.com/3ujdgLR.gif Happy Coins]&lt;br /&gt;
* Sonic Mania - [https://i.imgur.com/DOtslKP.png Press Garden Zone Act 2 (Lanterns)]&lt;br /&gt;
* The Legendary Stafy 2 - [https://i.imgur.com/Zn5fadC.png Stage 2-3 (Night)]&lt;br /&gt;
* Treasure Hunter G - [https://i.imgur.com/2Or3sx3.png Aged Cave (Ferric Falcon)]&lt;br /&gt;
&lt;br /&gt;
==== [http://www.mediafire.com/folder/28rdo0vn6zrid/SMW+Graphics Insanit&#039;s Graphics] ====&lt;br /&gt;
&lt;br /&gt;
* Geometry Dash - [https://imgur.com/RxG3Ulf Stereo Madness]&lt;br /&gt;
* Super Mario World - [https://imgur.com/CxDJCb2 Giant Muncher]&lt;br /&gt;
&lt;br /&gt;
== ASM ==&lt;br /&gt;
=== Patches: ===&lt;br /&gt;
==== Super Mario World: ====&lt;br /&gt;
* [https://github.com/TheLX5/Cappy Cappy] by lx5.&lt;br /&gt;
* [https://github.com/TheLX5/Powerups Powerups Patch] by lx5.&lt;br /&gt;
* [https://github.com/VitorVilela7/SA1-Pack SA-1 Pack] by [[User:Vitor_Vilela|Vitor Vilela]].&lt;br /&gt;
* [https://github.com/TheLX5/Star-Coins Star Coins] by lx5. (Unfinished)&lt;br /&gt;
&lt;br /&gt;
=== Sprites: ===&lt;br /&gt;
==== Super Mario World: ====&lt;br /&gt;
* [https://github.com/TheLX5/SMW-Sprites/tree/master/Cosmic%20Clone Cosmic Clones] by lx5.&lt;br /&gt;
* [https://github.com/TheLX5/SMW-Sprites/tree/master/Fire%20Bones Fire Drybones] by lx5.&lt;br /&gt;
* [http://namboner.com/myfilehostingshit/YILiftBetter.zip Yoshi&#039;s Island Lifts] by Carol, fixed and improved by Nambona890.&lt;br /&gt;
* [http://www.mediafire.com/file/iaykyfak188iz2w/Giant_Thwomp.zip/file Giant Thwomp] by Imamelia, converted and updated by Insanit.&lt;br /&gt;
* [http://www.mediafire.com/file/jtj9sx97pv4eod4/Giant_Bowser_Statue.zip/file Giant Bowser Statue] by Imamelia, converted and updated by Insanit.&lt;br /&gt;
* [https://www.dropbox.com/s/j3n7rrebt8v0o43/SMB3%20Burner%20%28Edited%20a%20bit%29.zip?dl=0 SMB3 Burner] by lion, edited by Rykon-V73.&lt;br /&gt;
* [https://www.dropbox.com/s/6h71c8q67moug5f/Mega%20Man%202%20Leaf%20Shield.zip?dl=0 Leaf Shield] by lion, based on original code by Carol.&lt;br /&gt;
* [https://www.dropbox.com/s/pshhni7fia6vk5b/Fire%20Stalking%20Piranha%20Plant.zip?dl=0 Fire Stalking Piranha Plant] by lion.&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Resource_List&amp;diff=1588</id>
		<title>Resource List</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Resource_List&amp;diff=1588"/>
		<updated>2020-12-07T19:46:34Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page links to various resources developed by members of SNESLab until an official resource page is opened along with an uploader. For now, if you have stuff you want exclusive to SNESLab, feel free to link them here. If the list becomes bigger, separate pages may be required alongside here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: You may remove your own resources at any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== ROM Hacks ==&lt;br /&gt;
* P-switch: Nature&#039;s Unnatural Threat [To be released Winter C3 2021]&lt;br /&gt;
&lt;br /&gt;
=== Levels ===&lt;br /&gt;
&lt;br /&gt;
* [[Aerodynamics_City|Aerodynamics City]] by Anorakun;&lt;br /&gt;
&lt;br /&gt;
* [[Blackthorn_Remains|Blackthorn Remains]] by Anorakun;&lt;br /&gt;
&lt;br /&gt;
=== Kaizo Hacks ===&lt;br /&gt;
&lt;br /&gt;
* [[Super_LSG_World|Super LSG World]] by Insanit;&lt;br /&gt;
* [[The_Darkside_REMASTERED|The Darkside REMASTERED]] by Insanit;&lt;br /&gt;
* [[Nambona&#039;s Revenge]] by Nambona890;&lt;br /&gt;
* [http://namboner.com/myfilehostingshit/NambonasKaizoPack1-V1.2.bps Nambona&#039;s Kaizo Pack 1] by Nambona890;&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
=== General ===&lt;br /&gt;
* [https://github.com/VitorVilela7/SA1-Root SA-1 Root] by [[User:Vitor_Vilela|Vitor Vilela]].&lt;br /&gt;
* [https://github.com/VitorVilela7/SnesSpeedTest SnesSpeedTest] by [[User:Vitor_Vilela|Vitor Vilela]].&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
=== Super Mario World ===&lt;br /&gt;
* [https://www.dropbox.com/s/xdt6ao4lzctewse/%5BS%5D%20Mega%20Man%205%20-%20Wily%20Stage%20%2816-bit%29.zip?dl=0 Mega Man 5 - Wily Stage (Power Mario Version)] by [[User:Daizo_Dee_Von|Daizo Dee Von]].&lt;br /&gt;
* [https://www.dropbox.com/s/amkqv6xzfm5kpck/%5BS%5D%20Silent%20Hill%202%20-%20True.zip?dl=0 Silent Hill 2 - True] by Scooter102089 &amp;amp; [[User:Daizo_Dee_Von|Daizo Dee Von]]&lt;br /&gt;
&lt;br /&gt;
==== [https://www.dropbox.com/sh/icsm6ltj3kesqgi/AAApte1jqQNoLu_Q-e2R2thqa?dl=0 Masterlink&#039;s Song Pack] ====&lt;br /&gt;
Note: If any of these comes with &amp;lt;code&amp;gt;#amk 3&amp;lt;/code&amp;gt; at the beginning, you can change it to &amp;lt;code&amp;gt;#amk 2&amp;lt;/code&amp;gt; if you&#039;re using AddmusicK 1.0.8.&lt;br /&gt;
&lt;br /&gt;
* Castlevania: Aria of Sorrow - Castle Corridor [Sampled]&lt;br /&gt;
* Castlevania: Harmony of Dissonance - Chapel of Dissonance [Unsampled]&lt;br /&gt;
* Castlevania: Legends - Highest Castle Floor (Stage 4) 16-bit Remix [Unsampled]&lt;br /&gt;
* CUSTOM (Nox-Kixune) - Pirates [Sampled]&lt;br /&gt;
* Donkey Kong Country - Mine Cart Madness [Sampled]&lt;br /&gt;
* Donkey Kong Country 2: Diddy&#039;s Kong Quest - Boss Bossanova [Unsampled/Sampled]&lt;br /&gt;
* Donkey Kong Country 2: Diddy&#039;s Kong Quest - Token Tango [Sampled]&lt;br /&gt;
* Donkey Kong Land - Flooded Ruins [Sampled]&lt;br /&gt;
* Elevator Action (GBA) - Stage 7 [Sampled]&lt;br /&gt;
* Final Fantasy III - Priestess Aria [Sampled]&lt;br /&gt;
* Final Fantasy V - A New World [Sampled]&lt;br /&gt;
* Final Fantasy V - Clash on the Big Bridge [Sampled]&lt;br /&gt;
* Final Fantasy VI - Kefka&#039;s Tower [Sampled]&lt;br /&gt;
* Final Fantasy VI - Searching for Friends [Unsampled]&lt;br /&gt;
* Final Fantasy VI - The Fierce Battle [Unsampled/Sampled]&lt;br /&gt;
* Final Fantasy VII - Forested Temple [Unsampled]&lt;br /&gt;
* Final Fantasy VII - Still More Fighting [Sampled]&lt;br /&gt;
* Final Fantasy X - Silence Before the Storm [Sampled]&lt;br /&gt;
* Ganbare Goemon 2 - Fortress [Sampled]&lt;br /&gt;
* Golden Sun - Isaac&#039;s Battle Theme [Sampled]&lt;br /&gt;
* Golden Sun - The Elemental Stars [Sampled]&lt;br /&gt;
* Golden Sun, The Lost Age - Felix&#039;s Battle Theme [Sampled]&lt;br /&gt;
* Kirby &amp;amp; The Amazing Mirror - Boss Battle [Sampled]&lt;br /&gt;
* Kirby &amp;amp; The Amazing Mirror - Dark Mind&#039;s Second Form [Sampled] &lt;br /&gt;
* Kirby &amp;amp; The Amazing Mirror - Fighting Dark Mind in the Sky [Sampled] &lt;br /&gt;
* Kirby Dreamland 2 - Dark Castle [Unsampled]&lt;br /&gt;
* Kirby Nightmare in Dreamland - Nightmare Battle (Final Boss) [Sampled]&lt;br /&gt;
* Kirby Nightmare in Dreamland - Rainbow Resort [Sampled]&lt;br /&gt;
* Magical Pop&#039;n - Around the Castle [Unsampled]&lt;br /&gt;
* Mario &amp;amp; Luigi: Super Star Saga - Beanbean Fields [Sampled]&lt;br /&gt;
* Mario &amp;amp; Luigi: Super Star Saga - Bowser&#039;s Castle [Sampled]&lt;br /&gt;
* Mario &amp;amp; Luigi: Super Star Saga - Hoohoo Village [Sampled]&lt;br /&gt;
* Mega Man &amp;amp; Bass - Museum (Intro Stage) [Unsampled]&lt;br /&gt;
* Mega Man Legends - At a Place Nobody Knows [Sampled]&lt;br /&gt;
* Mega Man X - Armored Armadilo [Sampled]&lt;br /&gt;
* Mega Man X2 - Absolute Zero [Sampled]&lt;br /&gt;
* Mega Man X3 - Blizzard Buffalo [Sampled]&lt;br /&gt;
* Metal Slug 2 / X - Steel Beast 6Beets [Sampled] &amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;NEW&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Mother 3 - Mr. Batty Twist [Sampled]&lt;br /&gt;
* Romancing SaGa 2 - Last Battle [Sampled]&lt;br /&gt;
* Romancing SaGa 3 - Byunei&#039;s Nest [Unsampled]&lt;br /&gt;
* Romancing SaGa 3 - Leonid&#039;s Castle [Unsampled]&lt;br /&gt;
* Romancing SaGa 3 - Podorui/Podol [Unsampled]&lt;br /&gt;
* SaGa 2 - Dreadful Fight (RS3 Arrangement) [Sampled]&lt;br /&gt;
* SaGa Frontier - Battle 2 [Sampled]&lt;br /&gt;
* Secret of Mana - Crystal Forest ~ A Wish [Unsampled]&lt;br /&gt;
* Secret of Mana - Forest ~ Into the Thick of it [Sampled]&lt;br /&gt;
* Secret of Mana - Ice Palace ~ Eight Ringing Bells [Sampled]&lt;br /&gt;
* Secret of Mana - Kakkara Desert ~ Secret of the Arid Sands [Unsampled]&lt;br /&gt;
* Secret of Mana - Pandora ~ Rose and Ghost [Sampled]&lt;br /&gt;
* Secret of Mana - Sage Joch&#039;s Cave ~ The Legend [Unsampled]&lt;br /&gt;
* Secret of Mana - Sunken Continent ~ Star of Darkness [Sampled]&lt;br /&gt;
* Seiken Densetsu 3 (Trials of Mana) - Few Paths Forbidden [Unsampled]&lt;br /&gt;
* Seiken Densetsu 3 (Trials of Mana) - Strange Medicine [Sampled]&lt;br /&gt;
* Super Adventure Island II - Hiya-Hiya Island [Sampled] &lt;br /&gt;
* Super Bomberman 2 - BGM 2 [Sampled]&lt;br /&gt;
* Super Mario RPG - Fight Against an Armed Boss [Sampled]&lt;br /&gt;
* Super Mario RPG - Fight Against Culex [Sampled]&lt;br /&gt;
* Super Mario World - Title Screen (Beta Festive Remix) [Unsampled]&lt;br /&gt;
* Tales of Phantasia - Biting Cold [Unsampled]&lt;br /&gt;
* Wrecking Crew &#039;98 - Title Screen [Sampled]&lt;br /&gt;
* Xenogears - Faraway Promise [Sampled]&lt;br /&gt;
* Zelda: Majora&#039;s Mask - Song of Healing [Sampled]&lt;br /&gt;
* Zelda: Ocarina of Time/Majora&#039;s Mask - Goron City/Village [Sampled]&lt;br /&gt;
&lt;br /&gt;
==== [https://content.tcdw.net/Ports/ tcdw&#039;s AMK Song Collection] ====&lt;br /&gt;
* Hourai Gakuen no Bouken (Entire OST)&lt;br /&gt;
* Kirby: Nightmare in Dream Land - Forest Stages&lt;br /&gt;
* Kurukuru Kururin - Ocean&lt;br /&gt;
* Shizuku - Search&lt;br /&gt;
* Spanky&#039;s Quest - Ruins&lt;br /&gt;
&lt;br /&gt;
==== Nambona890&#039;s Ports ====&lt;br /&gt;
* [https://www.smwcentral.net/?p=section&amp;amp;a=details&amp;amp;id=14104 Metal Masters - Metal Beat]&lt;br /&gt;
* [https://www.smwcentral.net/?p=section&amp;amp;a=details&amp;amp;id=12825 Cat Planet - Welcome to Cat Planet]&lt;br /&gt;
* [http://namboner.com/ports/Angry%20Video%20Game%20Nerd.zip Angry Video Game Nerd]&lt;br /&gt;
* [http://namboner.com/ports/Azumanga%20Daioh%20Jingle.zip Azumanga Daioh Jingle]&lt;br /&gt;
* [http://namboner.com/ports/Dig%20Dug.zip Dig Dug]&lt;br /&gt;
* [http://namboner.com/ports/Doki%20Doki%20Literature%20Club%20-%20Dreams%20of%20Love%20and%20Literature.zip Doki Doki Literature Club - Dreams of Love and Literature]&lt;br /&gt;
* [http://namboner.com/ports/Jazz%20Jackrabbit%20-%20Medivo.zip Jazz Jackrabbit - Medivo]&lt;br /&gt;
* [http://namboner.com/ports/Jazz%20Jackrabbit%20-%20Tubelectric.zip Jazz Jackrabbit - Tubelectric]&lt;br /&gt;
* [http://namboner.com/ports/Kaizo%203%20Bowser%20Recreation.zip Kaizo 3 Bowser Recreation]&lt;br /&gt;
* [http://namboner.com/ports/Moskau%20Chorus.zip Moskau Chorus]&lt;br /&gt;
* [http://namboner.com/ports/Super%20Mario%20Bros%203%20-%20Bowser%20(NES%20samples).zip Super Mario Bros 3 - Bowser (NES samples)]&lt;br /&gt;
* [http://namboner.com/ports/Takeshi&#039;s%20Challenge.zip Takeshi&#039;s Challenge]&lt;br /&gt;
* [http://namboner.com/ports/Tamagotchi%20-%20Smile%20Game.zip Tamagotchi (GB) - Smile Game]&lt;br /&gt;
* [http://namboner.com/ports/tPORt%20-%20Graphic%20Conveyer.zip tPORt - Graphic Conveyer]&lt;br /&gt;
* [http://namboner.com/ports/tPORt%20-%20Shuric%20Scan.zip tPORt - Shuric Scan]&lt;br /&gt;
&lt;br /&gt;
==== [https://drive.google.com/folderview?id=1yF21dsowr_RNx4jgqh3lwMOf8H7lY9EM KiloMinimo&#039;s Port Pack] ====&lt;br /&gt;
Contents:&lt;br /&gt;
* Aero Fighters - Boss Battle (Sampled) &lt;br /&gt;
* Aero Fighters - Final Boss, Space (Sampled) &lt;br /&gt;
* Desert Strike: Return to the Gulf - Bus Ride to Freedom (Unsampled) &lt;br /&gt;
* Earthbound - The Deep Darkness (Sampled)&lt;br /&gt;
&lt;br /&gt;
==== [https://www.dropbox.com/sh/ytu6fbv2s2bx41r/AAAWKocAkRpq9GeH26eDGeJqa?dl=0 Wakana&#039;s incredibly flawed music matters] ====&lt;br /&gt;
The pack contains the following ports:&lt;br /&gt;
* Gubble 2 - Bizarre 2 [U] &amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;- Added in 07/11/2020&amp;lt;/span&amp;gt;&lt;br /&gt;
* Guilty Gear X2 - Holy Orders [S] &amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;- Added in 25/11/2020&amp;lt;/span&amp;gt;&lt;br /&gt;
* Sonic Mania - Studiopolis Act 1 [U] &amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;- Added in 07/11/2020&amp;lt;/span&amp;gt;&lt;br /&gt;
* Stardew Valley - Deep in the Woods [U] &amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;- Added in 07/11/2020&amp;lt;/span&amp;gt;&lt;br /&gt;
* Touhou 12 - Captain Murasa [U] &amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;- Added in 25/11/2020&amp;lt;/span&amp;gt;&lt;br /&gt;
* Touhou 12.7 - Magus Night [U] &amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;- Added in 25/11/2020&amp;lt;/span&amp;gt;&lt;br /&gt;
* Touhou 14 - Kobito of the Shining Needle [S] &amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;- Added in 07/11/2020&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;For any issues, feedback, or anything about these, feel free to DM me in Discord or @ me in SnesLab Discord, thanks!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
&lt;br /&gt;
==== [https://www.dropbox.com/sh/uuh9adoimna5kno/AAACNHZnjmey2g1pJ31Y5diva?dl=0 Anorakun&#039;s Graphic Rips] ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;OBSERVATION: If any background uses bank 90-9F or A0-AF, probably you will receive some blank map 16 tiles in the background. To fix that, just replace the tiles 9000 or A000 with a transparent tile. It&#039;s very easy to do so and may not take even a minute. If a rip doesn&#039;t work, looks garbled or something like that, send me a DM in the Discord.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
* Castlevania III - [https://i.imgur.com/87DBcUC.png Flying Skeleton] (Giant Eerie replacement, redrawn by TheMorganah)&lt;br /&gt;
* Castlevania: Dracula X - [https://i.imgur.com/Hy0Aahh.png Clock Tower]&lt;br /&gt;
* Castlevania: Rondo of Blood - [https://i.imgur.com/V42xkMZ.png Throne Room] &lt;br /&gt;
* Demon&#039;s Crest - [https://i.imgur.com/sbz0ozJ.png Ice Palace (Boss Room)] &lt;br /&gt;
* Earthworm Jim 1 (SNES) - [https://i.imgur.com/uDFIyHG.png New Junk City] &lt;br /&gt;
* Earthworm Jim 2 (SNES) - [https://i.imgur.com/SPNKAqx.png Inflated Head]&lt;br /&gt;
* Ganbare Goemon 2 (Super Famicom) - [https://i.imgur.com/6ctdRrZ.png Former Site of Edo Castle]; [https://i.imgur.com/2Gzs9cR.png Goofy Woods]; [https://i.imgur.com/Mz4yYmf.png Impenetrable Road]; [https://i.imgur.com/mkOarWy.png Kabuki Castle]; Kabuki Castle Tileset ([https://i.imgur.com/teHrTzd.png image 1] / [https://i.imgur.com/rozGk6S.png image 2] / [https://i.imgur.com/Y0b0U5P.png image 3] / [https://i.imgur.com/9f5tOrs.png image 4]); [https://i.imgur.com/yaLRXI8.png Log Bridge Road]; [https://i.imgur.com/yYJ47ZV.png Oyuki Mountain]; [https://i.imgur.com/GvxdKSe.png Samurai Woods]; [https://i.imgur.com/deQHEWk.png Virtual Hell 1];  [https://i.imgur.com/YnAmS8s.png Virtual Hell 2]&lt;br /&gt;
* Ganbare Goemon 3 - Big Bathhouse ([https://i.imgur.com/9A8GbMD.png image 1] / [https://i.imgur.com/loe4mWx.png image 2] / [https://i.imgur.com/zbrCJkV.png image 3]); [https://i.imgur.com/LDvSFyh.png Iga Ninja Mansion]; [https://i.imgur.com/HahiuRV.png Walker Factory (Inside)]; Walker Factory (Outside) ([https://i.imgur.com/cr4GVyz.png image 1] / [https://i.imgur.com/Ej5loXv.png image 2]); [https://i.imgur.com/ESB9Ltu.png Mechanical Park]&lt;br /&gt;
* Ganbare Goemon 4 - [https://i.imgur.com/hcNxnx2.png Aquann Castle (Cavern)]; [https://i.imgur.com/HqfuANt.png Aquann Castle (Underwater)]; [https://i.imgur.com/dUwsRyl.gif Depths Lake] ; [https://i.imgur.com/BpFWMcb.png Desert Forest] ; [https://i.imgur.com/LDvPLc9.png Diver Ridge] ; [https://i.imgur.com/L3K6eGM.png Falling Car] ; [https://i.imgur.com/EApPcHB.png Foresce Castle (Cheerleader Section)]; [https://i.imgur.com/l5THscO.png Kickory Forest] ; [https://i.imgur.com/2EzM8cd.png Qusara Castle (Baseball Scoreboard)]; [https://i.imgur.com/qKOy82C.png Qusara Castle (Baseball Stadium)] ; [https://i.imgur.com/tTRsXK2.png Qusara Castle (Soccer Field)]; Rocky Islands ([https://i.imgur.com/b7qsfQ0.png image 1] / [https://i.imgur.com/exeLnlS.png image 2] / [https://i.imgur.com/t4LYT2H.png image 3]); [https://i.imgur.com/rKD0Egm.png Snow Ravines]; [https://i.imgur.com/frnEDMP.png Sweah Castle (Alien Crowd)] ; [https://i.imgur.com/vlkHysC.png Sweah Castle (Brick Breaking Room)]; [https://i.imgur.com/DsqY0Sb.png Sweah Castle (Swordplay Training Room)] ; [https://i.imgur.com/zfKhU5W.png Water Road]&lt;br /&gt;
* Ganbare Goemon Uchuu Kaizoku Akogingu - [https://i.imgur.com/wOxwApE.png Mt. Urala&#039;s Forest] ; [https://i.imgur.com/60QfiYt.png Turtle Platforms]; [https://i.imgur.com/a8HiNyJ.png Golden and Silver Houses (Interior)]&lt;br /&gt;
* Gekisou Sentai Carranger - [https://i.imgur.com/OYiiiap.png City];&lt;br /&gt;
* Gokujou Parodius (SNES) - [https://i.imgur.com/76U671o.png Eliza and Neil] ; [https://i.imgur.com/XeQHCjK.png Princess Kaguya] ; [https://i.imgur.com/4NS6on2.png Shooting Memories; (Pentaro X Arena)]; [https://i.imgur.com/S9qQmse.png The Moon (Garden)] &lt;br /&gt;
* Gunstar Heroes - [https://i.imgur.com/d8dAK2X.png Ancient Ruins] ; [https://i.imgur.com/V5g05BG.png Black&#039;s Base] ; [https://i.imgur.com/Quxi7HA.png Rescue Yellow] &lt;br /&gt;
* Illusion of Gaia - [https://i.imgur.com/3f08pLQ.png Dark Gaia]&lt;br /&gt;
* Jikkyou Oshaberi Parodius (PSX) - [https://i.imgur.com/JX5ytIZ.png Dr. Warumon&#039;s Pig Ship]; [https://i.imgur.com/VhJTY6Q.png Fiesta Base (Outside the Temple)]; Gigantic! Hikaru and Akane ([https://i.imgur.com/JJuZL9w.png image 1] / [https://i.imgur.com/iclfsda.png image 2]); [https://i.imgur.com/VU5Cs8Z.png Goemon Compact Room] &lt;br /&gt;
* Jikkyou Oshaberi Parodius (SNES) - [https://i.imgur.com/0A7Djh5.png Donburi Fields]; Dr. Mardock&#039;s Trash Ship ([https://i.imgur.com/SMXJzHA.png image 1] / [https://i.imgur.com/hNWsEcf.png image 2]); [https://i.imgur.com/AO74Xly.png Edo (Cookie Area)]; [https://i.imgur.com/8lBmpwq.png Edo (Japanese Garden)]; [https://i.imgur.com/4L2nZpV.png Edo (Kabuki Corridor)]; [https://i.imgur.com/FZ2SSRh.png Edo (Temple)]; [https://i.imgur.com/d4qWryK.png Edo (Tileset)];  [https://i.imgur.com/swjkgao.png Ghost Lady]; Gigantic! Hikaru and Akane ([https://i.imgur.com/czqF8Fy.png image 1] / [https://i.imgur.com/KoX9nqJ.png image 2]); [https://i.imgur.com/V5RBNKY.png Let&#039;s Play with the Master]; [https://i.imgur.com/niaDKbE.png School (Yard)]; [https://i.imgur.com/DrPv2MJ.png Temple Master]&lt;br /&gt;
* Mega Man 7 - [https://i.imgur.com/tPmj6k7.png Burst Man (First Section)]&lt;br /&gt;
* Mystical Ninja - [https://i.imgur.com/PN0zUDE.png Horohoro Temple (Lower Half)]; [https://i.imgur.com/Be9rt97.png Horohoro Temple (Upper Half)]; Horohoro Temple Tileset ([https://i.imgur.com/ycj6pib.png image 1] / [https://i.imgur.com/rUmUi1u.png image 2] / [https://i.imgur.com/WV6PgsF.png image 3] / [https://i.imgur.com/1c1nmFB.png image 4] / [https://i.imgur.com/Bsj7kk0.png image 5] / [https://i.imgur.com/XdEmC8U.png image 6]); [https://i.imgur.com/aXCPQ8r.png Iga Ninja Mansion (Dungeon)]; [https://i.imgur.com/5ArLpxb.png Iga Ninja Mansion (Entrance)]; [https://i.imgur.com/prmW0en.png Iga Ninja Mansion (Mountains)]; [https://i.imgur.com/6s5IU81.png Otafuku Army Headquarters]; [https://i.imgur.com/Lv5S71o.png Otafuku Army Headquarters (Slot Machine Room)]; [https://i.imgur.com/UhTDOvO.png Ryukyu Palace (Underwater Tunnel)]&lt;br /&gt;
* Ninja Warriors - [https://i.imgur.com/MGgLGb9.png Tank] &lt;br /&gt;
* Osman (Arcade) - [https://i.imgur.com/43Tn8t5.png Red Sky]&lt;br /&gt;
* Quattro Arcade: Go! Dizzy Go! (Bootleg) - [https://i.imgur.com/KqXpmax.png Castle Walls] ; [https://i.imgur.com/fUYXVUs.png Mountains]; [https://i.imgur.com/3bZFhSA.png Woods] &lt;br /&gt;
* Romancing SaGa 3 - [https://i.imgur.com/mHrrOHA.png Magical Tank Battle (Magical Tanks)]&lt;br /&gt;
* Sexy Parodius - [https://i.imgur.com/eTqmrZc.png Dragon Palace]; [https://i.imgur.com/rAf7h9d.png Gigantic Medusa]; [https://i.imgur.com/3ujdgLR.gif Happy Coins]&lt;br /&gt;
* Sonic Mania - [https://i.imgur.com/DOtslKP.png Press Garden Zone Act 2 (Lanterns)]&lt;br /&gt;
* The Legendary Stafy 2 - [https://i.imgur.com/Zn5fadC.png Stage 2-3 (Night)]&lt;br /&gt;
* Treasure Hunter G - [https://i.imgur.com/2Or3sx3.png Aged Cave (Ferric Falcon)]&lt;br /&gt;
&lt;br /&gt;
==== [http://www.mediafire.com/folder/28rdo0vn6zrid/SMW+Graphics Insanit&#039;s Graphics] ====&lt;br /&gt;
&lt;br /&gt;
* Geometry Dash - [https://imgur.com/RxG3Ulf Stereo Madness]&lt;br /&gt;
* Super Mario World - [https://imgur.com/CxDJCb2 Giant Muncher]&lt;br /&gt;
&lt;br /&gt;
== ASM ==&lt;br /&gt;
=== Patches: ===&lt;br /&gt;
==== Super Mario World: ====&lt;br /&gt;
* [https://github.com/TheLX5/Cappy Cappy] by lx5.&lt;br /&gt;
* [https://github.com/TheLX5/Powerups Powerups Patch] by lx5.&lt;br /&gt;
* [https://github.com/VitorVilela7/SA1-Pack SA-1 Pack] by [[User:Vitor_Vilela|Vitor Vilela]].&lt;br /&gt;
* [https://github.com/TheLX5/Star-Coins Star Coins] by lx5. (Unfinished)&lt;br /&gt;
&lt;br /&gt;
=== Sprites: ===&lt;br /&gt;
==== Super Mario World: ====&lt;br /&gt;
* [https://github.com/TheLX5/SMW-Sprites/tree/master/Cosmic%20Clone Cosmic Clones] by lx5.&lt;br /&gt;
* [https://github.com/TheLX5/SMW-Sprites/tree/master/Fire%20Bones Fire Drybones] by lx5.&lt;br /&gt;
* [http://namboner.com/myfilehostingshit/YILiftBetter.zip Yoshi&#039;s Island Lifts] by Carol, fixed and improved by Nambona890.&lt;br /&gt;
* [http://www.mediafire.com/file/iaykyfak188iz2w/Giant_Thwomp.zip/file Giant Thwomp] by Imamelia, converted and updated by Insanit.&lt;br /&gt;
* [http://www.mediafire.com/file/jtj9sx97pv4eod4/Giant_Bowser_Statue.zip/file Giant Bowser Statue] by Imamelia, converted and updated by Insanit.&lt;br /&gt;
* [https://www.dropbox.com/s/j3n7rrebt8v0o43/SMB3%20Burner%20%28Edited%20a%20bit%29.zip?dl=0 SMB3 Burner] by lion, edited by Rykon-V73.&lt;br /&gt;
* [https://www.dropbox.com/s/6h71c8q67moug5f/Mega%20Man%202%20Leaf%20Shield.zip?dl=0 Leaf Shield] by lion, based on original code by Carol.&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Brutal_Mario&amp;diff=1112</id>
		<title>Brutal Mario</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Brutal_Mario&amp;diff=1112"/>
		<updated>2020-01-26T00:44:19Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Brutal Mario Title Screen (Cheep Demo).png|thumb|Title Screen of Brutal Mario, circa Demo 7.5]][[File:Brutal Mario Overworld.png|thumb|The Overworld]]&#039;&#039;&#039;Brutal Mario&#039;&#039;&#039; (&#039;&#039;鬼畜王マリオ&#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 [[carol]] that first released on SMW Central in 2008, with development starting around 2006. It is most widely known for having custom graphics, bosses, gimmicks, and such taken from other games.&lt;br /&gt;
&lt;br /&gt;
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 very monotonous. 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, graphics from Super Street Fighter II]]&lt;br /&gt;
Mario became victorious over Bowser countless times and was seen as a hero by his own people, ending with him rising to the throne of the Mushroom Kingdom. Over the years, however, Mario became the new tyrannical king. He sets off on an adventure to overtake further kingdoms, having left 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;
== Finished or Mostly Finished Features ==&lt;br /&gt;
* Early use of levelASM patch.&lt;br /&gt;
* Early use of HDMA.&lt;br /&gt;
* Early case of extensive custom sprite usage.&lt;br /&gt;
* Early case of custom bosses.&lt;br /&gt;
* Custom Overworld Palette patch.&lt;br /&gt;
* Custom Overworld sprites and graphics.&lt;br /&gt;
* Early use of Mode 7 in a level.&lt;br /&gt;
* Early instance of a new collectible being added to the game (DK Coins).&lt;br /&gt;
* Shop system akin to Super Princess Peach (minor upgrades) and Donkey Kong Country 2 (hints).&lt;br /&gt;
&lt;br /&gt;
== List of All Released Demos ==&lt;br /&gt;
* May 27th 2007 - Demo 6&lt;br /&gt;
* July 8th 2007 - Demo 7 (The most widely known version)&lt;br /&gt;
* April 19th 2008 - Cheap Demo (Demo 7.5)&lt;br /&gt;
* November 24th 2008 - Overworld Demo&lt;br /&gt;
* December 28th 2008 - Mazo Demo&lt;br /&gt;
* May 6th 2009 - 7hero Demo&lt;br /&gt;
* June 16th 2009 - Boss Demo&lt;br /&gt;
* October 24th 2012 - demoOnly1&lt;br /&gt;
* April 13th 2015 - 1-1 Demo&lt;br /&gt;
&lt;br /&gt;
== Legacy == &lt;br /&gt;
[[File:7 Heroes Final Boss.png|thumb|The Boss of Bowser&#039;s Castle, The Seven Koopalings]]&lt;br /&gt;
Ever since Demo 7&#039;s release, the author [[carol]] has released demos up until 2015 featuring bosses that &#039;&#039;completely&#039;&#039; change up the game of Super Mario World achieved by improved [[HDMA]] and [[Mode_7|Mode 7]]. Such examples go to the bosses &#039;&#039;&#039;Dark Lich&#039;&#039;&#039;, &#039;&#039;&#039;Lady Bow&#039;&#039;&#039;, &#039;&#039;&#039;Seven Koopalings&#039;&#039;&#039;, and even a &#039;&#039;rail shooter&#039;&#039; battling &#039;&#039;&#039;the Black Omen&#039;&#039;&#039; 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 2015.&lt;br /&gt;
&lt;br /&gt;
== The Future == &lt;br /&gt;
[[File:Unfinished Peach Boss.png|thumb|Unfinished Peach Boss]]&lt;br /&gt;
On January 12th 2020, carol revealed in an email that he has married and that development of the hack is suspended due to lack of time to develop the hack. Whether he&#039;ll still work on it or not is unknown for now, but people see this as an ill omen.&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacks]] [[Category:Super Mario World]]&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Tutorials/Homebrew&amp;diff=748</id>
		<title>Tutorials/Homebrew</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Tutorials/Homebrew&amp;diff=748"/>
		<updated>2019-10-08T15:57:59Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: to be continued orz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the index article for the Homebrew subsection of the Tutorials part of the wiki. It will detail how to create a development environment for your SNES homebrew using Asar as well as initialize the SNES and show a flashing animation on the screen.&lt;br /&gt;
&lt;br /&gt;
== Necessary Tools ==&lt;br /&gt;
* First you will need a text editor such as [https://www.vim.org/download.php &#039;&#039;&#039;Vim&#039;&#039;&#039;], [https://notepad-plus-plus.org/downloads/ &#039;&#039;&#039;Notepad++&#039;&#039;&#039;], and so on, so as to write the code.&lt;br /&gt;
* An emulator. For the purposes of accuracy, we will be using [https://github.com/devinacker/bsnes-plus/releases &#039;&#039;&#039;bsnes-plus&#039;&#039;&#039;] by Revenant.&lt;br /&gt;
* An assembler. We will be using [https://github.com/RPGHacker/asar/releases &#039;&#039;&#039;Asar&#039;&#039;&#039;].&lt;br /&gt;
* Documentation. A download to a mother-lode of docs is available in [https://wiki.superfamicom.org/uploads/snesbase.7z the snesbase archive].&lt;br /&gt;
&lt;br /&gt;
== Using Asar whenever ==&lt;br /&gt;
* Go on your &#039;&#039;&#039;System Properties&#039;&#039;&#039; in the Control Panel. Once there, click on &#039;&#039;&#039;Advanced System Settings&#039;&#039;&#039; and go on the &#039;&#039;&#039;advanced tab&#039;&#039;&#039;.&lt;br /&gt;
* Click on &#039;&#039;&#039;Environment Variables&#039;&#039;&#039; and add Asar&#039;s current location to the PATH variable by double clicking it and appending it on the end.&lt;br /&gt;
* This allows you to call Asar in a terminal regardless of its position.&lt;br /&gt;
&lt;br /&gt;
== Creating Batch Files for Asar ==&lt;br /&gt;
== Step 1: Initializing the SNES ==&lt;br /&gt;
== Step 2: Writing a Color to the Screen ==&lt;br /&gt;
== Step 3: Make it Flash! ==&lt;br /&gt;
(To be finished orz)&lt;br /&gt;
&lt;br /&gt;
== Index of further tutorials ==&lt;br /&gt;
* [[Tutorials/Homebrew/Graphics|Graphics]]&lt;br /&gt;
* [[Tutorials/Homebrew/Sprites|Sprites]]&lt;br /&gt;
* [[Tutorials/Homebrew/Controllers|Controllers]]&lt;br /&gt;
* [[Tutorials/Homebrew/Top-Down View|Top-Down View]]&lt;br /&gt;
* [[Tutorials/Homebrew/Top-Down with Scrolling|Top-Down with Scrolling]]&lt;br /&gt;
* [[Tutorials/Homebrew/Multiple Scenes|Multiple Scenes]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Tutorials]]&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Tutorials/Lunar_Magic/How_to_Insert_Custom_Graphics&amp;diff=747</id>
		<title>Tutorials/Lunar Magic/How to Insert Custom Graphics</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Tutorials/Lunar_Magic/How_to_Insert_Custom_Graphics&amp;diff=747"/>
		<updated>2019-10-08T14:34:10Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Graphics ==&lt;br /&gt;
There are four nearly identical buttons on the right side of the animation (berry) button with icons of &amp;quot;Super Mushrooms&amp;quot; on them.  Each of these buttons has a distinct function.&lt;br /&gt;
&lt;br /&gt;
* Red - Extracts native graphics files from the currently loaded ROM.&lt;br /&gt;
* Green - Inserts the graphics files currently located in the &amp;quot;Graphics&amp;quot; folder of the opened ROM&#039;s directory.&lt;br /&gt;
* Blue - Extracts extra graphics files from the currently loaded ROM.&lt;br /&gt;
* Yellow - Inserts extra graphics files currently located in the &amp;quot;ExGraphics&amp;quot; folder of the opened ROM&#039;s directory.&lt;br /&gt;
&lt;br /&gt;
== Inserting Graphics ==&lt;br /&gt;
To insert graphics files into your Super Mario World ROM using Lunar Magic, you will first need to extract the graphics files by clicking the Red Mushroom button.  After that, you should see a new folder named &amp;quot;Graphics&amp;quot; in your Lunar Magic directory.  These are the files that will be inserted into the loaded ROM afterwards when you click the Green Mushroom button.&lt;br /&gt;
&lt;br /&gt;
== Inserting Extra Graphics ==&lt;br /&gt;
To insert Extra Graphics, you will need a folder named &amp;quot;ExGraphics&amp;quot; in your Lunar Magic directory, you can either make it yourself or simply click the Blue Mushroom icon in Lunar Magic.  Looking inside it, you will notice that the folder is empty, this is because Extra Graphics files have to be either downloaded or made by you.&lt;br /&gt;
&lt;br /&gt;
=== The nature of Extra Graphics ===&lt;br /&gt;
Extra Graphics files are completely new to a clean Super Mario World ROM.  These files must be titled ExGFX** (the ** being a number).  ExGFX files can not be named a number before 80 (ExGFX80).  Any number after 80 is free for use.&lt;br /&gt;
&lt;br /&gt;
In short, &lt;br /&gt;
* ExGFX7F is NO&lt;br /&gt;
* ExGFX80 is YES&lt;br /&gt;
* ExGFX81 is YES&lt;br /&gt;
* ExGFX82 is YES&lt;br /&gt;
It continues from here.&lt;br /&gt;
&lt;br /&gt;
==== Tips ====&lt;br /&gt;
* When opening a new ROM in Lunar Magic, there will be no &amp;quot;Graphics&amp;quot; or &amp;quot;ExGraphics&amp;quot; folders.  These are only created (unless you create them yourself) when you click the Red Mushroom icon and the Blue Mushroom Icon in Lunar Magic; Red for Graphics and Blue for ExGraphics.&lt;br /&gt;
&lt;br /&gt;
* When you extract Super Mario World&#039;s graphics files using the Red Mushroom Icon, there will be fifty two (52) files titled &amp;quot;GFX**&amp;quot; respectively, starting from GFX00 in hex, counting down to GFX32 in hex.  These are the native files extracted straight from the loaded ROM.  These files can be edited at your leisure using a program called YY-CHR.&lt;br /&gt;
&lt;br /&gt;
* Do not be concerned if you see no files in the &amp;quot;ExGraphics&amp;quot; folder when you click the Blue Mushroom icon.  This is normal as there should be no Extra Graphics in a clean rom.&lt;br /&gt;
&lt;br /&gt;
* It is recommended to leave the graphics (GFX**) files alone unless you have some experience in dealing with Super Mario World and know what it is you wish to edit, as most of these files may be used commonly through your game; or if you don&#039;t like looking at garbled messes when you open Lunar Magic.&lt;br /&gt;
&lt;br /&gt;
* Graphics files can be replaced by extracting them from the ROM again, which means if you make edits to an existing graphics file and save it, but do not insert it, if you extract again, your changes will be reverted.&lt;br /&gt;
&lt;br /&gt;
* It is recommended to always insert any changes you make to a graphics file to your ROM.&lt;br /&gt;
&lt;br /&gt;
* ExGFX89 is not the last file before ExGFX90, you also have ExGFX8A, 8B, 8C, 8D, 8E, and 8F to use.  This goes on for the rest.&lt;br /&gt;
&lt;br /&gt;
[[Category: Tutorials]]&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Graphics_Format&amp;diff=742</id>
		<title>Graphics Format</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Graphics_Format&amp;diff=742"/>
		<updated>2019-10-07T23:05:14Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: please amend anything that&amp;#039;s wrong&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;SNES&#039;&#039;&#039; utilizes &#039;&#039;&#039;indirect color indexing&#039;&#039;&#039; to have multiple graphics storing formats available in its architecture: 2bpp, 3bpp, 4bpp, 8bpp and Mode 7. with 2 and 4bpp being the most commonly used.&lt;br /&gt;
&lt;br /&gt;
== Primer on Indirect Color Indexing ==&lt;br /&gt;
&#039;&#039;&#039;Indexed color&#039;&#039;&#039; is a technique to manage digital images&#039; colors in a limited fashion, in order to save computer memory and file storage, while speeding up display refresh and file transfers.&lt;br /&gt;
&lt;br /&gt;
When an image is encoded in this way, color information is not directly carried by the image pixel data, but is stored in a separate piece of data called a &#039;&#039;&#039;palette&#039;&#039;&#039;: an array of color elements. Every element in the array represents a color, indexed by its position within the array. The individual entries are sometimes known as &#039;&#039;&#039;color registers&#039;&#039;&#039;. The image pixels do not contain the full specification of its color, but only its index in the &#039;&#039;palette&#039;&#039;. This technique is sometimes referred as &#039;&#039;&#039;pseudocolor&#039;&#039;&#039; or &#039;&#039;&#039;indirect color&#039;&#039;&#039;, as colors are addressed indirectly.&lt;br /&gt;
&lt;br /&gt;
== How It Works ==&lt;br /&gt;
Let&#039;s take a 1bpp sprite, one of the invaders of Space Invaders by Taito, for example.&lt;br /&gt;
[[File:saa03 1bpp.png|frame|center|Credit of picture to georgjz of [https://georgjz.github.io/snesaa03/ Machine Code Construction Yard].]]&lt;br /&gt;
&lt;br /&gt;
Using binary, &#039;&#039;&#039;the pixels index themselves to a palette color&#039;&#039;&#039;. 0 to white, 1 to black. The picture itself is compressed by turning it to binary which is then converted to hex to store in data (11000 of the tip of the head translating to $18, for one).&lt;br /&gt;
&lt;br /&gt;
However, once 2bpp or higher are introduced, bitplanes come along with them.&lt;br /&gt;
&lt;br /&gt;
For instance, take the sprite of Link in Legend of Zelda for the Nintendo Entertainment System.&lt;br /&gt;
[[File:saa03 2bpp.png|frame|center|Credit of picture to georgjz of [https://georgjz.github.io/snesaa03/ Machine Code Construction Yard].]]&lt;br /&gt;
&lt;br /&gt;
As it is 2bpp (literally two bits per pixel), two bitplanes are used to account for the increase in color (as $03 = #04 = %00000011). Essentially, each byte represents a row, and to get the color index, we have to combine the two. 0 and 0 = transparent in the SNES&#039; case, 0 and 1 = green, so on and so forth.&lt;br /&gt;
&lt;br /&gt;
For 3, 4bpp, the conversion is rather obvious. But the most commonly used are 2 and 4bpp. As an aside, &#039;&#039;&#039;SNES tiles are stored in 8x8&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Data Storage ==&lt;br /&gt;
Due to the ability to swap bits-per-pixel formats, the SNES has the ability to use a mix of Planar and Intertwined data storage, using Planar in Mode 7.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Planar&#039;&#039;&#039;: Each row (i.e., byte) of a bitplane is stored consecutively, starting with the top row of the lowest bitplane; then the same is repeated with each row of the next bitplane.&lt;br /&gt;
* &#039;&#039;&#039;Intertwined&#039;&#039;&#039;: Each pair of bytes consecutively stored represents a row of the sprite with the byte from the lower bitplane being stored first.&lt;br /&gt;
&lt;br /&gt;
In the SNES, the first two planes of an 8x8 tile are always stored first, and once all those are done, the third and fourth get stored.&lt;br /&gt;
&lt;br /&gt;
[[File:saa03 superkai03.png|frame|center|Credit of picture to georgjz of [https://georgjz.github.io/snesaa03/ Machine Code Construction Yard].]]&lt;br /&gt;
&lt;br /&gt;
== Formats ==&lt;br /&gt;
=== 2bpp ===&lt;br /&gt;
&#039;&#039;&#039;Colors Per Tile&#039;&#039;&#039;: 0-3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Space Used&#039;&#039;&#039;: 2 bits per pixel. 16 bytes per 8x8 tile.&lt;br /&gt;
&lt;br /&gt;
Note: This is a tiled, planar bitmap format. Each pair represents one byte.&amp;lt;br&amp;gt;&lt;br /&gt;
Format:&lt;br /&gt;
   [r0, bp1], [r0, bp2], [r1, bp1], [r1, bp2], [r2, bp1], [r2, bp2], [r3, bp1], [r3, bp2]&lt;br /&gt;
   [r4, bp1], [r4, bp2], [r5, bp1], [r5, bp2], [r6, bp1], [r6, bp2], [r7, bp1], [r7, bp2]&lt;br /&gt;
&lt;br /&gt;
Short Description:&lt;br /&gt;
Bitplanes 1 and 2 are intertwined row by row.&lt;br /&gt;
&lt;br /&gt;
=== 3bpp ===&lt;br /&gt;
&#039;&#039;&#039;Colors Per Tile&#039;&#039;&#039;: 0-7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Space Used&#039;&#039;&#039;: 3 bits per pixel.  24 bytes for a 8x8 tile.&lt;br /&gt;
&lt;br /&gt;
Note: This is a tiled, planar bitmap format. Each pair represents one byte.&amp;lt;br&amp;gt;&lt;br /&gt;
Format:&lt;br /&gt;
   [r0, bp1], [r0, bp2], [r1, bp1], [r1, bp2], [r2, bp1], [r2, bp2], [r3, bp1], [r3, bp2]&lt;br /&gt;
   [r4, bp1], [r4, bp2], [r5, bp1], [r5, bp2], [r6, bp1], [r6, bp2], [r7, bp1], [r7, bp2]&lt;br /&gt;
   [r0, bp3], [r1, bp3], [r2, bp3], [r3, bp3], [r4, bp3], [r5, bp3], [r6, bp3], [r7, bp3]&lt;br /&gt;
&lt;br /&gt;
Short Description:&lt;br /&gt;
Bitplanes 1 and 2 are stored first, intertwined row by row.  Then the third bitplane is stored row by row. &amp;lt;br&amp;gt;&lt;br /&gt;
This format isn&#039;t used by many games since it&#039;s actually a type of compression, because the SNES doesn&#039;t natively support the 3BPP format.  There is a routine that inserts the fourth bitplane before or while it&#039;s being transferred to VRAM so that it can be used by the SNES.&lt;br /&gt;
&lt;br /&gt;
=== 4bpp ===&lt;br /&gt;
&#039;&#039;&#039;Colors Per Tile&#039;&#039;&#039;: 0-15&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Space Used&#039;&#039;&#039;: 4 bits per pixel.  32 bytes for a 8x8 tile.&lt;br /&gt;
&lt;br /&gt;
Note: This is a tiled, planar bitmap format. Each pair represents one byte&amp;lt;br&amp;gt;&lt;br /&gt;
Format:&lt;br /&gt;
   [r0, bp1], [r0, bp2], [r1, bp1], [r1, bp2], [r2, bp1], [r2, bp2], [r3, bp1], [r3, bp2]&lt;br /&gt;
   [r4, bp1], [r4, bp2], [r5, bp1], [r5, bp2], [r6, bp1], [r6, bp2], [r7, bp1], [r7, bp2]&lt;br /&gt;
   [r0, bp3], [r0, bp4], [r1, bp3], [r1, bp4], [r2, bp3], [r2, bp4], [r3, bp3], [r3, bp4]&lt;br /&gt;
   [r4, bp3], [r4, bp4], [r5, bp3], [r5, bp4], [r6, bp3], [r6, bp4], [r7, bp3], [r7, bp4]&lt;br /&gt;
&lt;br /&gt;
Short Description:&lt;br /&gt;
Bitplanes 1 and 2 are stored first, intertwined row by row.  Then bitplanes 3 and 4 are stored, intertwined row by row.&lt;br /&gt;
&lt;br /&gt;
=== 8bpp ===&lt;br /&gt;
&#039;&#039;&#039;Colors Per Tile&#039;&#039;&#039;: 0-255&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Space Used&#039;&#039;&#039;: 8 bits per pixel.  64 bytes for a 8x8 tile.&lt;br /&gt;
&lt;br /&gt;
Note: This is a tiled, planar bitmap format. Each pair represents one byte&amp;lt;br&amp;gt;&lt;br /&gt;
Format:&lt;br /&gt;
   [r0, bp1], [r0, bp2], [r1, bp1], [r1, bp2], [r2, bp1], [r2, bp2], [r3, bp1], [r3, bp2]&lt;br /&gt;
   [r4, bp1], [r4, bp2], [r5, bp1], [r5, bp2], [r6, bp1], [r6, bp2], [r7, bp1], [r7, bp2]&lt;br /&gt;
   [r0, bp3], [r0, bp4], [r1, bp3], [r1, bp4], [r2, bp3], [r2, bp4], [r3, bp3], [r3, bp4]&lt;br /&gt;
   [r4, bp3], [r4, bp4], [r5, bp3], [r5, bp4], [r6, bp3], [r6, bp4], [r7, bp3], [r7, bp4]&lt;br /&gt;
   [r0, bp5], [r0, bp6], [r1, bp5], [r1, bp6], [r2, bp5], [r2, bp6], [r3, bp5], [r3, bp6]&lt;br /&gt;
   [r4, bp5], [r4, bp6], [r5, bp5], [r5, bp6], [r6, bp5], [r6, bp6], [r7, bp5], [r7, bp6]&lt;br /&gt;
   [r0, bp7], [r0, bp8], [r1, bp7], [r1, bp8], [r2, bp7], [r2, bp8], [r3, bp7], [r3, bp8]&lt;br /&gt;
   [r4, bp7], [r4, bp8], [r5, bp7], [r5, bp8], [r6, bp7], [r6, bp8], [r7, bp7], [r7, bp8]&lt;br /&gt;
&lt;br /&gt;
Short Description:&lt;br /&gt;
Bitplanes 1 and 2 are stored first, intertwined row by row.  Bitplanes 3 and 4 are stored next intertwined row by row.  Then Bitplanes 5 and 6 intertwined row by row.  Finally, Bitplanes 7 and 8 are stored intertwined row by row.&lt;br /&gt;
&lt;br /&gt;
=== Mode 7 ===&lt;br /&gt;
&#039;&#039;&#039;Colors Per Tile&#039;&#039;&#039;: 0-255&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Space used&#039;&#039;&#039;: 8 bits per pixel.  64 bytes for a 8x8 tile.&lt;br /&gt;
&lt;br /&gt;
Note: This is a tiled, linear bitmap format. Each pair represents 1 byte.&amp;lt;br&amp;gt;&lt;br /&gt;
Format:&lt;br /&gt;
   [p0 r0: bp!], [p1 r0: bp!], [p2 r0: bp!], [p3 r0: bp!]&lt;br /&gt;
   [p4 r0: bp!], [p5 r0: bp!], [p6 r0: bp!], [p7 r0: bp!]&lt;br /&gt;
   [p0 r1: bp!], [p1 r1: bp!], [p2 r1: bp!], [p3 r1: bp!]&lt;br /&gt;
   [p4 r1: bp!], [p5 r1: bp!], [p6 r1: bp!], [p7 r1: bp!]&lt;br /&gt;
   ...&lt;br /&gt;
   [p0 r7: bp!], [p1 r7: bp!], [p2 r7: bp!], [p3 r7: bp!]&lt;br /&gt;
   [p4 r7: bp!], [p5 r7: bp!], [p6 r7: bp!], [p7 r7: bp!]&lt;br /&gt;
&lt;br /&gt;
Short Description:&lt;br /&gt;
Each pixel has its bitplanes stored right after another, so each byte directly references a palette color without needing to &amp;quot;combine&amp;quot; the bitplanes.&lt;br /&gt;
&lt;br /&gt;
== Palette format ==&lt;br /&gt;
The SNES uses a format known as BGR555, rather similar to RGB888. The conversion method is simple, take the five most significant bytes of each color component, and place them backwards (Blue, Green, Red), setting the most significant bit to 0.&lt;br /&gt;
&lt;br /&gt;
[[File:saa03 palette01.png|frame|center|Credit of picture to georgjz of [https://georgjz.github.io/snesaa03/ Machine Code Construction Yard].]]&lt;br /&gt;
&lt;br /&gt;
This gives the SNES the ability to use any color that fits in that spectrum rather than stick to fixed palettes set by the machine.&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
[https://www.youtube.com/watch?v=57ibhDU2SAI Super Nintendo Entertainment System Features, by Retro Game Mechanics Explained]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://mrclick.zophar.net/TilEd/download/consolegfx.txt Klarth&#039;s Console GFX Document]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://georgjz.github.io/snesaa03/ SNES Assembly Adventure, Lesson 03]&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=File:saa03_palette01.png&amp;diff=741</id>
		<title>File:saa03 palette01.png</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=File:saa03_palette01.png&amp;diff=741"/>
		<updated>2019-10-07T22:50:01Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: The conversion of RGB888 to BGR555, by georgjz of Machine Code Construction Yard.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The conversion of RGB888 to BGR555, by georgjz of Machine Code Construction Yard.&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=File:saa03_superkai03.png&amp;diff=740</id>
		<title>File:saa03 superkai03.png</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=File:saa03_superkai03.png&amp;diff=740"/>
		<updated>2019-10-07T22:39:34Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: A 4bpp sprite being stored to memory, by georgjz of Machine Code Construction Yard.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A 4bpp sprite being stored to memory, by georgjz of Machine Code Construction Yard.&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=File:saa03_2bpp.png&amp;diff=739</id>
		<title>File:saa03 2bpp.png</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=File:saa03_2bpp.png&amp;diff=739"/>
		<updated>2019-10-07T22:13:35Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: Dissection of a 2bpp sprite, by georgjz at Machine Code Construction Yard.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Dissection of a 2bpp sprite, by georgjz at Machine Code Construction Yard.&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=File:saa03_1bpp.png&amp;diff=738</id>
		<title>File:saa03 1bpp.png</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=File:saa03_1bpp.png&amp;diff=738"/>
		<updated>2019-10-07T22:04:24Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: Dissection of a 1bpp sprite, by georgjz at Machine Code Construction Yard.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Dissection of a 1bpp sprite, by georgjz at Machine Code Construction Yard.&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=es/Main_Page&amp;diff=736</id>
		<title>es/Main Page</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=es/Main_Page&amp;diff=736"/>
		<updated>2019-10-04T10:16:44Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: warning: bad spanish&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE__ __NOTOC__ {{Select Language|Main_Page}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;portal-column-left&amp;quot;&amp;gt;&amp;lt;h2 id=&amp;quot;mp-tfa-h2&amp;quot; style=&amp;quot;margin: 0; padding: 0; font-family: inherit; font-size: 200%; font-weight: bold; border: 0; text-align: left;&amp;quot;&amp;gt;Bienvenido(a) al SnesLab!&amp;lt;/h2&amp;gt;&lt;br /&gt;
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File:PMCEntry NoWatermark.png|&#039;&#039;&lt;br /&gt;
File:SecretofMana NoWatermark.png|&#039;&#039;&lt;br /&gt;
File:Zelda3editor NoWatermark.png|&#039;&#039;&lt;br /&gt;
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Tenemos varios tutoriales e informaciones hechos para todo el tipo de usuario. Esto es el mejor lugar se usted esta interessado en aprender algo nuevo o apenas para explorar la grande biblioteca de juegos e ROM hacks que hay para la SNES!&lt;br /&gt;
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Mas importante de todo, &#039;&#039;&#039;SnesLab&#039;&#039;&#039; enfoca la comunidad entera de Super Nintendo y estamos siempre abiertos a nuevos membros a qualquer momento! Eres más que bienvenido a crear una conta aqui o interactuar en nuestra comunidad, que tiene muchos latinos e canales dedicados a hablar en Español! Que está esperando? Únese ahora! https://discord.gg/bGEV6PB&lt;br /&gt;
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&amp;lt;div class=&amp;quot;columns-4&amp;quot; style=&amp;quot;padding: 10px 20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;column&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;Artículos&amp;lt;/b&amp;gt;&lt;br /&gt;
* [[SA-1]]&lt;br /&gt;
* [[HDMA]]&lt;br /&gt;
* [[SNES&#039;s PPU Registers]]&lt;br /&gt;
* [[WidescreenRomHacking]]&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;column&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;Herramientas&amp;lt;/b&amp;gt;&lt;br /&gt;
* [[List of SNES ROM hacking tools]]&lt;br /&gt;
* [[Lunar Magic]]&lt;br /&gt;
* [[Dyzen Sprite Maker]]&lt;br /&gt;
* [[UberASM Tool]]&lt;br /&gt;
* [[SPC Studio]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;column&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;Estadísticas&amp;lt;/b&amp;gt;&lt;br /&gt;
* Total de artículos: &#039;&#039;&#039;{{NUMBEROFARTICLES}}&#039;&#039;&#039; ([[Special:AllPages|view]])&lt;br /&gt;
* Total de ediciones: &#039;&#039;&#039;{{NUMBEROFEDITS}}&#039;&#039;&#039;&lt;br /&gt;
* Total de ficheros: &#039;&#039;&#039;{{NUMBEROFFILES}}&#039;&#039;&#039;&lt;br /&gt;
* Editores ativos: &#039;&#039;&#039;{{NUMBEROFACTIVEUSERS}}&#039;&#039;&#039; ([[Special:ActiveUsers|view]])&lt;br /&gt;
* Usuarios: &#039;&#039;&#039;{{NUMBEROFUSERS}}&#039;&#039;&#039; ([[Special:ListUsers|view]])&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;column&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;Usuarios Online&amp;lt;/b&amp;gt;&lt;br /&gt;
{{:Special:WhosOnline}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=jp/Main_Page&amp;diff=735</id>
		<title>jp/Main Page</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=jp/Main_Page&amp;diff=735"/>
		<updated>2019-10-04T09:39:27Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTITLE__ __NOTOC__ {{Select Language|Main_Page}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;portal-column-left&amp;quot;&amp;gt;&amp;lt;h2 id=&amp;quot;mp-tfa-h2&amp;quot; style=&amp;quot;margin: 0; padding: 0; font-family: inherit; font-size: 200%; font-weight: bold; border: 0; text-align: left;&amp;quot;&amp;gt;SnesLabへようこそ！&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding: 4px 8px;&amp;quot;&amp;gt;&#039;&#039;&#039;SnesLab&#039;&#039;&#039;はスーパーファミコンのポータルサイト、&#039;&#039;&#039;歴史&#039;&#039;&#039;と&#039;&#039;&#039;レトロゲーミング&#039;&#039;&#039;と&#039;&#039;&#039;ゲーム改造&#039;&#039;&#039;と&#039;&#039;&#039;ハードウェア&#039;&#039;&#039;と&#039;&#039;&#039;文書化&#039;&#039;&#039;と&#039;&#039;&#039;チュートリアル&#039;&#039;&#039;など満々な研究室です！&amp;lt;br&amp;gt;&lt;br /&gt;
私たちは知識を分け合うとスーファミのプラス面を鑑賞するに興味のコミュニティです。また、スーファミの遺産を鑑賞するも！&amp;lt;p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;portal-column-right&amp;quot;&amp;gt;&amp;lt;h2 id=&amp;quot;mp-itn-h2&amp;quot; style=&amp;quot;margin: 0; padding: 0; font-family: inherit; font-size: 200%; font-weight: bold; border: 0; text-align: left;&amp;quot;&amp;gt;ニュース&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding: 0 8px;&amp;quot;&amp;gt;{{News}}&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;256px&amp;quot; heights=&amp;quot;224px&amp;quot; mode=&amp;quot;traditional&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
File:PMCEntry NoWatermark.png|&#039;&#039;&lt;br /&gt;
File:SecretofMana NoWatermark.png|&#039;&#039;&lt;br /&gt;
File:Zelda3editor NoWatermark.png|&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;border: 0;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Learn&amp;quot;&amp;gt;学ぶよ！&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
すべてのユーザー用にチュートリアルと知識がある。学びたいの場合も、改造とゲームをプレイしたいの場合も、SnesLabは最高のサイトです！&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;border: 0;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Interact&amp;quot;&amp;gt;交流するよ！&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
私たちのコミュニティはずっと生えります！世界の各地のユーザーがあるも！話します、アイディアと歴史を言い合います、チャレンジを引き受けます…これの全部がある！&amp;lt;br&amp;gt;&lt;br /&gt;
私たちのフォーカスは友好と楽しいと包含的な環境を培います。レトロゲーの世界の中に、顔の広いの人の場合も、新米の人の場合も、あなたは迎えます！&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;border: 0;&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Have_Fun21&amp;quot;&amp;gt;楽しい過ぎるよ！！&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
何よりもまずに、&#039;&#039;&#039;SnesLab&#039;&#039;&#039;が全部のスーファミのコミュニティを網羅する！また、新しいメンバーがずっと入りできる！&amp;lt;br&amp;gt;&lt;br /&gt;
あなたはアカウントを作るも、コミュニティを交流するも、ずっと迎えます！待って何ですか？&#039;&#039;&#039;参加しますください！&#039;&#039;&#039; https://discord.gg/bGEV6PB&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;columns-4&amp;quot; style=&amp;quot;padding: 10px 20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;column&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;記事&amp;lt;/b&amp;gt;&lt;br /&gt;
* [[SA-1]]&lt;br /&gt;
* [[HDMA]]&lt;br /&gt;
* [[SNES&#039;s PPU Registers]]&lt;br /&gt;
* [[WidescreenRomHacking]]&lt;br /&gt;
* [[Dynamic Z]]&lt;br /&gt;
* [[SnesLab:Useful_Links]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;column&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;ツール&amp;lt;/b&amp;gt;&lt;br /&gt;
* [[List of SNES ROM hacking tools]]&lt;br /&gt;
* [[Lunar Magic]]&lt;br /&gt;
* [[Dyzen Sprite Maker]]&lt;br /&gt;
* [[UberASM Tool]]&lt;br /&gt;
* [[SPC Studio]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;column&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;統計&amp;lt;/b&amp;gt;&lt;br /&gt;
* 記事総計: &#039;&#039;&#039;{{NUMBEROFARTICLES}}&#039;&#039;&#039; ([[Special:AllPages|view]])&lt;br /&gt;
* エディット総計: &#039;&#039;&#039;{{NUMBEROFEDITS}}&#039;&#039;&#039;&lt;br /&gt;
* ファイル総計: &#039;&#039;&#039;{{NUMBEROFFILES}}&#039;&#039;&#039;&lt;br /&gt;
* アクティブユーザー: &#039;&#039;&#039;{{NUMBEROFACTIVEUSERS}}&#039;&#039;&#039; ([[Special:ActiveUsers|view]])&lt;br /&gt;
* ユーザーのリスト: &#039;&#039;&#039;{{NUMBEROFUSERS}}&#039;&#039;&#039; ([[Special:ListUsers|view]])&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;column&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b style=&amp;quot;font-size: 150%;&amp;quot;&amp;gt;オンラインのユーザー&amp;lt;/b&amp;gt;&lt;br /&gt;
{{:Special:WhosOnline}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Mode_0&amp;diff=710</id>
		<title>Mode 0</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Mode_0&amp;diff=710"/>
		<updated>2019-09-28T09:11:08Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is Mode 0? ==&lt;br /&gt;
&lt;br /&gt;
Mode 0 is the first mode on the SNES, characterized by its offer of &#039;&#039;&#039;four&#039;&#039;&#039; layers, as opposed to the normal three Mode 1 offers you. However, there are two significant drawbacks: you only have four colors (3 actual colors plus transparency) per palette, and the layer 3 tilemap is halved to make room for layer 4. However, the latter drawback can be circumvented by sacrificing GFX slots.&lt;br /&gt;
&lt;br /&gt;
== Applications of Mode 0 ==&lt;br /&gt;
&lt;br /&gt;
When it comes to the SNES library of games, only a few have used Layer 4, such as Super Mario Kart, [[Super Mario World 2 - Yoshi&#039;s Island]], S.O.S., and [[Earthbound]].&lt;br /&gt;
&lt;br /&gt;
To make things more interesting, in the field of [[Super Mario World]] hacking, a few hacks and contest levels have used it, such as [[ASMWCP]], LMPuny&#039;s work-in-progress [https://www.smwcentral.net/?p=viewthread&amp;amp;t=92319 SUPER MARIO BROS. Returns], idol and Katrina&#039;s Chocolate Level Design Contest 2018 entry [https://smwc.me/1465858 lightest], and [[AnasMario130]]&#039;s Power Mario Contest entry [https://www.youtube.com/redirect?redir_token=cU_VVfJUeEhKwLzohQliWVuVZNZ8MTU2OTE4MTYyM0AxNTY5MDk1MjIz&amp;amp;event=video_description&amp;amp;v=14HgxKkaF5s&amp;amp;q=https%3A%2F%2Fcdn.discordapp.com%2Fattachments%2F539258326400237579%2F572124372311998467%2Fpyrobluescastle_UPDATED.zip Pyro-Blue&#039;s Fort].&lt;br /&gt;
&lt;br /&gt;
== Palette and Tilemap Distribution ==&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous heading, Mode 0 can only offer you four colors per palette, including transparency. Each layer takes up 8 four-color palettes distributed in two rows each. Layer 1 takes up rows 0-1, layer 2 rows 2-3, layer 3 rows 4-5, and layer 4 rows 6-7.&lt;br /&gt;
&lt;br /&gt;
As for the tilemap, it is 2bpp, but the size must be 4 KB. However, the arrangement for the tilemap is doubled, meaning that in a graphics editor like YY-Chr, you can have &#039;&#039;&#039;eight&#039;&#039;&#039; rows&#039; worth of&lt;br /&gt;
graphics instead of the usual four.&lt;br /&gt;
&lt;br /&gt;
== How to Use Mode 0 in Super Mario World ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First of all, please use one of the given codes in a level using [[UberASM Tool]] before proceeding:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stationary Layer 4&#039;&#039;&#039;, by [[LMPuny]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
init:&lt;br /&gt;
LDA #$51 : STA $2109&lt;br /&gt;
LDA #$59 : STA $210A&lt;br /&gt;
LDA #$44 : STA $210C&lt;br /&gt;
STZ $3E&lt;br /&gt;
&lt;br /&gt;
LDA #$11 : STA $212C : STA $212E&lt;br /&gt;
LDA #$0E : STA $212D : STA $212F&lt;br /&gt;
    &lt;br /&gt;
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20&lt;br /&gt;
STA $2112 : XBA : STA $2112&lt;br /&gt;
    &lt;br /&gt;
REP #$20 : LDA $24&lt;br /&gt;
CLC : ADC #$0070 : SEP #$20&lt;br /&gt;
STA $2114 : XBA : STA $2114&lt;br /&gt;
&lt;br /&gt;
RTL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automatically-Scrolling Layer 4&#039;&#039;&#039;, by [[LMPuny]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
!base1 = $0000&lt;br /&gt;
!base2 = $0000&lt;br /&gt;
&lt;br /&gt;
if read1($00FFD5) == $23&lt;br /&gt;
sa1rom&lt;br /&gt;
!base1 = $3000&lt;br /&gt;
!base2 = $6000&lt;br /&gt;
endif&lt;br /&gt;
&lt;br /&gt;
!FreeRAM = $60&lt;br /&gt;
&lt;br /&gt;
init:&lt;br /&gt;
stz !FreeRAM&lt;br /&gt;
stz !FreeRAM+1&lt;br /&gt;
&lt;br /&gt;
LDA #$51 : STA $2109&lt;br /&gt;
LDA #$59 : STA $210A&lt;br /&gt;
LDA #$44 : STA $210C&lt;br /&gt;
STZ $3E&lt;br /&gt;
&lt;br /&gt;
LDA #$11 : STA $212C : STA $212E&lt;br /&gt;
LDA #$0E : STA $212D : STA $212F&lt;br /&gt;
    &lt;br /&gt;
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20&lt;br /&gt;
STA $2112 : XBA : STA $2112&lt;br /&gt;
    &lt;br /&gt;
REP #$20 : LDA $24&lt;br /&gt;
CLC : ADC #$0070 : SEP #$20&lt;br /&gt;
STA $2114 : XBA : STA $2114&lt;br /&gt;
RTL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camera-Based Scrolling Layer 4&#039;&#039;&#039;, by [[LMPuny]]; scrolling code by MolSno from [https://smwc.me/1260886 his Layer 4 code]; however the init: code is broken in that layer 4 doesn&#039;t show up at all&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
init:&lt;br /&gt;
&lt;br /&gt;
LDA #$51 : STA $2109&lt;br /&gt;
LDA #$59 : STA $210A&lt;br /&gt;
LDA #$44 : STA $210C&lt;br /&gt;
STZ $3E&lt;br /&gt;
&lt;br /&gt;
LDA #$11 : STA $212C : STA $212E&lt;br /&gt;
LDA #$0E : STA $212D : STA $212F&lt;br /&gt;
    &lt;br /&gt;
REP #$20 : LDA $20 : CLC : ADC #$0080 : SEP #$20&lt;br /&gt;
STA $2112 : XBA : STA $2112&lt;br /&gt;
    &lt;br /&gt;
REP #$20 : LDA $24&lt;br /&gt;
CLC : ADC #$0070 : SEP #$20&lt;br /&gt;
STA $2114 : XBA : STA $2114&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
main:&lt;br /&gt;
; Layer 4 H-Scroll = Layer 3 H-Scroll / 4&lt;br /&gt;
REP #$20 : LDA $22 : LSR A : LSR A : SEP #$20&lt;br /&gt;
STA $2113 : XBA : STA $2113&lt;br /&gt;
	&lt;br /&gt;
; Layer 4 V-Scroll = Layer 3 V-Scroll&lt;br /&gt;
REP #$20 : LDA $24 : SEP #$20&lt;br /&gt;
STA $2114 : XBA : STA $2114&lt;br /&gt;
RTL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bugs so far: &lt;br /&gt;
# Layer 2/3 translucency doesn&#039;t work when set in LM.&lt;br /&gt;
# The 2nd layer 4 code doesn&#039;t seem to initialize the layer 4 BG&#039;s position at all, so you will notice that the position of layer 4 in a section of your level will be carried off from the previous section&#039;s. A workaround to this would be swapping their priorities around in LM&#039;s Layer 3 Tilemap Editor using the &#039;&#039;&#039;Priority --&#039;&#039;&#039; tab. More on that later.&lt;br /&gt;
&lt;br /&gt;
Please make a fix to these two bugs and cross them out respectively if possible.&lt;br /&gt;
&lt;br /&gt;
[[Category:SNES Hardware]]&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=List_of_Super_Mario_World_disassemblies&amp;diff=698</id>
		<title>List of Super Mario World disassemblies</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=List_of_Super_Mario_World_disassemblies&amp;diff=698"/>
		<updated>2019-09-12T15:53:03Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Being one of the most hacked games in the Super Nintendo library, &#039;&#039;&#039;Super Mario World&#039;&#039;&#039; has a few disassemblies available for it.&lt;br /&gt;
&lt;br /&gt;
== Split Disassemblies ==&lt;br /&gt;
* [https://github.com/Dotsarecool/SMWDisX SMW Disassembly X] by Dotsarecool.&lt;br /&gt;
* [https://github.com/Alcaro/smw-irq SMW-IRQ] by Alcaro.&lt;br /&gt;
* [https://github.com/kaizoman666/SMW-Data Banks 01-03] of smw-irq commented by Thomas, useful for sprite disassemblies.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
* [https://www.smwcentral.net/?p=section&amp;amp;a=details&amp;amp;id=18706 SMWDisC] by SMWDisC Team.&lt;br /&gt;
[[Category:Super Mario World]]&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=List_of_Super_Mario_World_disassemblies&amp;diff=697</id>
		<title>List of Super Mario World disassemblies</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=List_of_Super_Mario_World_disassemblies&amp;diff=697"/>
		<updated>2019-09-12T15:52:07Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: Created page with &amp;quot;Being one of the most hacked games in the Super Nintendo library, &amp;#039;&amp;#039;&amp;#039;Super Mario World&amp;#039;&amp;#039;&amp;#039; has a few disassemblies available for it.  == Split Disassemblies == * [https://githu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Being one of the most hacked games in the Super Nintendo library, &#039;&#039;&#039;Super Mario World&#039;&#039;&#039; has a few disassemblies available for it.&lt;br /&gt;
&lt;br /&gt;
== Split Disassemblies ==&lt;br /&gt;
* [https://github.com/Dotsarecool/SMWDisX SMW Disassembly X] by Dotsarecool.&lt;br /&gt;
* [https://github.com/Alcaro/smw-irq SMW-IRQ] by Alcaro.&lt;br /&gt;
* [https://github.com/kaizoman666/SMW-Data Banks 01-03] of smw-irq commented by Thomas, useful for sprite disassemblies.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
* [https://www.smwcentral.net/?p=section&amp;amp;a=details&amp;amp;id=18706 SMWDisC] by SMWDisC Team.&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=PPU_Registers&amp;diff=693</id>
		<title>PPU Registers</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=PPU_Registers&amp;diff=693"/>
		<updated>2019-09-10T17:47:46Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: more&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;
=== $2102: OAM Address Low Byte ===&lt;br /&gt;
=== $2103: OAM Address High Byte and Object Priority ===&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): Yes&lt;br /&gt;
* Read/Write style: Low/High&lt;br /&gt;
&lt;br /&gt;
==== Format: ====&lt;br /&gt;
&lt;br /&gt;
p------b aaaaaaaa&lt;br /&gt;
&lt;br /&gt;
p = Obj Priority activation bit&lt;br /&gt;
*  When this bit is set, an Obj other than Sprite 0 may be given priority. See the section &amp;quot;SPRITES&amp;quot; below for details.&lt;br /&gt;
&lt;br /&gt;
b aaaaaaaa = OAM address&lt;br /&gt;
* This can be thought of in two ways, depending on your conception of OAM. If you consider OAM as a 544-byte table, baaaaaaaa is the word address into that table. If you consider OAM to be a 512-byte table and a 32-byte table, b is the table selector and aaaaaaaa is the word address in the table. See the section &amp;quot;SPRITES&amp;quot; below for details.&lt;br /&gt;
* The internal OAM address is invalidated when scanlines are being rendered. This invalidation is deterministic, but we do not know how it is determined. Thus, the last value written to these registers is reloaded into the internal OAM address at the beginning of V-Blank if that occurs outside of a force-blank period. This is known as &#039;OAM reset&#039;. &#039;OAM reset&#039; also occurs on certain writes to $2100.&lt;br /&gt;
* Writing to either $2102 or $2103 resets the entire internal OAM Address to the values last written to this register. E.g., if you set $104 to this register, write 4 bytes, then write $1 to $2103, the internal OAM address will point to word 4, not word 6.&lt;br /&gt;
&lt;br /&gt;
=== $2104: Data for OAM Write ===&lt;br /&gt;
* It can be read/written at any time: No&lt;br /&gt;
* It can be read/written during H-Blank: No&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;
dddddddd&lt;br /&gt;
&lt;br /&gt;
* Note that OAM writes are done in an odd manner, in particular the low table of OAM is not affected until the high byte of a word is written (however, the high table is affected immediately). Thus, if you set the address, then alternate writes and reads, OAM will never be affected until you reach the high table!&lt;br /&gt;
* Similarly, if you set the address to 0, then write 1, 2, read, then write 3, OAM will end up as &amp;quot;01 02 01 03&amp;quot;, rather than &amp;quot;01 02 xx 03&amp;quot; as  you might expect.&lt;br /&gt;
* Technically, this register CAN be written during H-blank (and probably mid-scanline as well). However, due to OAM address invalidation the actual OAM byte written will probably not be what you expect. Note that writing during force-blank will only work as expected if that force-blank was begun during V-Blank, or (probably) if $2102/3 have been reset during that force-blank period.&lt;br /&gt;
* See the section &amp;quot;SPRITES&amp;quot; below for details.&lt;br /&gt;
&lt;br /&gt;
=== $2105: BG Mode and Character Size ===&lt;br /&gt;
* It can be read/written at any time: No&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;
DCBAemmm&lt;br /&gt;
&lt;br /&gt;
A/B/C/D = BG character size for BG1/BG2/BG3/BG4&lt;br /&gt;
* If the bit is set, then the BG is made of 16x16 tiles. Otherwise, 8x8 tiles are used. However, note that Modes 5 and 6 always use 16-pixel wide tiles, and Mode 7 always uses 8x8 tiles. See the section &amp;quot;BACKGROUNDS&amp;quot; below for details.&lt;br /&gt;
&lt;br /&gt;
mmm = BG Mode&lt;br /&gt;
&lt;br /&gt;
e = Mode 1 BG3 priority bit&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! BG Depth 1 !! BG Depth 2 !! BG Depth 3 !! BG Depth 4 !! OPT !! Priorities Front -&amp;gt; Back&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 2 || 2 || 2 || 2 || no || 3:AB 2:ab 1:CD 0:cd&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4 || 4 || 2 || 2 || no || 3:AB 2:ab 1:C 0:c / if e set: 3:C 2:AB 1:ab 0:c&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4 || 4 || || || yes || 3:A 2:B 1:a 0:b&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8 || 4 || || || no || 3:A 2:B 1:a 0:b&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 8 || 2 || || || yes || 3:A 2:B 1:a 0:b&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 2 || || || no || 3:A 2:B 1:a 0:b&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4 || || || || yes || 3:A 1:a&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 8 || || || || no || 1:a&lt;br /&gt;
|-&lt;br /&gt;
| 7+EXTBG || 8 || 7 || || || no || 2:B 1:a 0:b&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;OPT&amp;quot; means &amp;quot;Offset-per-tile mode&amp;quot;. For the priorities, numbers mean sprites with that priority. Letters correspond to BGs (A=1, B=2, etc), with upper/lower case indicating tile priority 1/0. See the section &amp;quot;BACKGROUNDS&amp;quot; below for details.&lt;br /&gt;
&lt;br /&gt;
* Mode 7&#039;s EXTBG mode allows you to enable BG2, which uses the same tilemap and character data as BG1 but interprets bit 7 of the pixel data as a priority bit. BG2 also has some oddness to do with some of the per-BG registers below. See the Mode 7 section under BACKGROUNDS for details.&lt;br /&gt;
&lt;br /&gt;
=== $2106: Screen Pixelization ===&lt;br /&gt;
* It can be read/written at any time: No&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;
xxxxDCBA&lt;br /&gt;
&lt;br /&gt;
A/B/C/D = Affect BG1/BG2/BG3/BG4&lt;br /&gt;
&lt;br /&gt;
xxxx = pixel size, 0=1x1, F=16x16&lt;br /&gt;
* The mosaic filter goes over the BG and covers each x-by-x square with the upper-left pixel of that square, with the top of the first row of squares on the &#039;starting scanline&#039;. If this register is set during the frame, the &#039;starting scanline&#039; is the current scanline, otherwise it is the first visible scanline of the frame. I.e. if even scanlines are completely red and odd scanlines are completely blue, setting the xxxx=1 mid-frame will make the rest of the screen either completely red or completely blue depending on whether you set xxxx on an even or an odd scanline.&lt;br /&gt;
* XXX: It seems that writing the same value to this register does not reset the &#039;starting scanline&#039;, but which changes do reset it?&lt;br /&gt;
* Note that mosaic is applied after scrolling, but before any clip windows, color windows, or math. So the XxX block can be partially clipped, and it can be mathed as normal with a non-mosaiced BG. But scrolling can&#039;t make it partially one color and partially another.&lt;br /&gt;
* Modes 5-6 should &#039;double&#039; the expansion factor to expand half-pixels. This actually makes xxxx=0 have a visible effect, since the even half-pixels (usually on the subscreen) hide the odd half-pixels. The same thing happens vertically with interlace mode.&lt;br /&gt;
* Mode 7, of course, is weird. BG1 mosaics about like normal, as long as you remember that the Mode 7 transformations have no effect on the XxX blocks. BG2 uses bit A to control &#039;vertical mosaic&#039; and bit B to control &#039;horizontal mosaic&#039;, so you could be expanding over 1xX, Xx1, or XxX blocks. This can get really interesting as BG1 still uses bit A as normal, so you could have the BG1 pixels expanded XxX with high-priority BG2 pixels expanded 1xX on top of them.&lt;br /&gt;
* See the section &amp;quot;BACKGROUNDS&amp;quot; below for details.&lt;br /&gt;
&lt;br /&gt;
=== $2107: BG1 Tilemap Address and Size ===&lt;br /&gt;
=== $2108: BG2 Tilemap Address and Size ===&lt;br /&gt;
=== $2109: BG3 Tilemap Address and Size ===&lt;br /&gt;
=== $210A: BG4 Tilemap Address and Size ===&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): Yes&lt;br /&gt;
* Read/Write style: Byte&lt;br /&gt;
&lt;br /&gt;
==== Format: ====&lt;br /&gt;
&lt;br /&gt;
aaaaaayx&lt;br /&gt;
&lt;br /&gt;
aaaaaa = Tilemap address in VRAM (Addr&amp;gt;&amp;gt;10)&lt;br /&gt;
&lt;br /&gt;
x    = Tilemap horizontal mirroring&lt;br /&gt;
&lt;br /&gt;
y    = Tilemap veritcal mirroring&lt;br /&gt;
&lt;br /&gt;
* All tilemaps are 32x32 tiles. If x and y are both unset, there is one tilemap at Addr. If x is set, a second tilemap follows the first that should be considered &amp;quot;to the right of&amp;quot; the first. If y is set, a second tilemap follows the first that should be considered &amp;quot;below&amp;quot; the first. If both are set, then a second follows &amp;quot;to the right&amp;quot;, then a third &amp;quot;below&amp;quot;, and a fourth &amp;quot;below and to the right&amp;quot;.&lt;br /&gt;
* See the section &amp;quot;BACKGROUNDS&amp;quot; below for more details.&lt;br /&gt;
&lt;br /&gt;
=== $210B: BG1&amp;amp;2 Tilemap Character Address ===&lt;br /&gt;
=== $210C: BG3&amp;amp;4 Tilemap Character Address ===&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): Yes&lt;br /&gt;
* Read/Write style: Byte&lt;br /&gt;
&lt;br /&gt;
==== Format: ====&lt;br /&gt;
&lt;br /&gt;
bbbbaaaa&lt;br /&gt;
&lt;br /&gt;
aaaa = Base address for BG1/3 (Addr&amp;gt;&amp;gt;13)&lt;br /&gt;
&lt;br /&gt;
bbbb = Base address for BG2/4 (Addr&amp;gt;&amp;gt;13)&lt;br /&gt;
* See the section &amp;quot;BACKGROUNDS&amp;quot; below for details.&lt;br /&gt;
&lt;br /&gt;
=== $210D: BG1 Horizontal Scroll / Mode 7 BG Horizontal Scroll ===&lt;br /&gt;
=== $210E: BG1 Vertical Scroll / Mode 7 BG Vertical Scroll ===&lt;br /&gt;
* It can be read/written at any time: No&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: Word&lt;br /&gt;
&lt;br /&gt;
==== Format: ====&lt;br /&gt;
&lt;br /&gt;
BG1: ------xx xxxxxxxx &amp;lt;br&amp;gt;&lt;br /&gt;
Mode 7: ---mmmmm mmmmmmmm&lt;br /&gt;
&lt;br /&gt;
x = The BG offset, 10 bits.&lt;br /&gt;
&lt;br /&gt;
m = The Mode 7 BG offset, 13 bits two&#039;s-complement signed.&lt;br /&gt;
&lt;br /&gt;
* These are actually two registers in one (or would that be &amp;quot;4 registers in 2&amp;quot;?). Anyway, writing $210d will write both BG1HOFS which works exactly like the rest of the BGnxOFS registers below ($210f-$2114), and M7HOFS which works with the M7* registers ($211b-$2120) instead.&lt;br /&gt;
* Modes 0-6 use BG1xOFS and ignore M7xOFS, while Mode 7 uses M7xOFS and ignores BG1HOFS. See the appropriate sections below for details, and note the different formulas for BG1HOFS versus M7HOFS.&lt;br /&gt;
&lt;br /&gt;
=== $210F: BG2 Horizontal Scroll ===&lt;br /&gt;
=== $2110: BG2 Vertical Scroll ===&lt;br /&gt;
=== $2111: BG3 Horizontal Scroll ===&lt;br /&gt;
=== $2112: BG3 Vertical Scroll ===&lt;br /&gt;
=== $2113: BG4 Horizontal Scroll ===&lt;br /&gt;
=== $2114: BG4 Vertical Scroll ===&lt;br /&gt;
* It can be read/written at any time: No&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: Word&lt;br /&gt;
&lt;br /&gt;
==== Format: ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
------xx xxxxxxxx&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Note that these are &amp;quot;write twice&amp;quot; registers, first the low byte is written then the high. Current theory is that writes to the register work like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BGnHOFS = (Current&amp;lt;&amp;lt;8) | (Prev&amp;amp;~7) | ((Reg&amp;gt;&amp;gt;8)&amp;amp;7);&lt;br /&gt;
Prev = Current;&lt;br /&gt;
  or&lt;br /&gt;
BGnVOFS = (Current&amp;lt;&amp;lt;8) | Prev;&lt;br /&gt;
Prev = Current;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Note that there is only one Prev shared by all the BGnxOFS registers. This is NOT shared with the M7* registers (not even M7xOFS and BG1xOFS).&lt;br /&gt;
&lt;br /&gt;
x = The BG offset, at most 10 bits (some modes effectively use as few as 8).&lt;br /&gt;
&lt;br /&gt;
* Note that all BGs wrap if you try to go past their edges. Thus, the maximum offset value in BG Modes 0-6 is 1023, since you have at most 64 tiles (if x/y of BGnSC is set) of 16 pixels each (if the appropriate bit of BGMODE is set).&lt;br /&gt;
* Horizontal scrolling scrolls in units of full pixels no matter if we&#039;re rendering a 256-pixel wide screen or a 512-half-pixel wide screen. However, vertical scrolling will move in half-line increments if interlace mode is active.&lt;br /&gt;
* See the section &amp;quot;BACKGROUNDS&amp;quot; below for details.&lt;br /&gt;
&lt;br /&gt;
=== $2115: Video Port Control ===&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): Yes&lt;br /&gt;
* Read/Write style: Byte&lt;br /&gt;
&lt;br /&gt;
==== Format: ====&lt;br /&gt;
&lt;br /&gt;
i---mmii&lt;br /&gt;
&lt;br /&gt;
i    = Address increment mode:&lt;br /&gt;
* 0 =&amp;gt; increment after writing $2118/reading $2139&lt;br /&gt;
* 1 =&amp;gt; increment after writing $2119/reading $213a&lt;br /&gt;
 * Note that a word write stores low first, then high. Thus, if you&#039;re storing a word value to $2118/9, you&#039;ll probably want to set 1 here.&lt;br /&gt;
&lt;br /&gt;
ii = Address increment amount&lt;br /&gt;
* 00 = Normal increment by 1&lt;br /&gt;
* 01 = Increment by 32&lt;br /&gt;
* 10 = Increment by 128&lt;br /&gt;
* 11 = Increment by 128&lt;br /&gt;
        &lt;br /&gt;
mm = Address remapping&lt;br /&gt;
* 00 = No remapping&lt;br /&gt;
* 01 = Remap addressing aaaaaaaaBBBccccc =&amp;gt; aaaaaaaacccccBBB&lt;br /&gt;
* 10 = Remap addressing aaaaaaaBBBcccccc =&amp;gt; aaaaaaaccccccBBB&lt;br /&gt;
* 11 = Remap addressing aaaaaaBBBccccccc =&amp;gt; aaaaaacccccccBBB&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;remap&amp;quot; modes basically implement address translation. If $2116/7 are set to #$0003, then word address #$0018 will be written instead, and $2116/7 will be incremented to $0004.&lt;br /&gt;
&lt;br /&gt;
=== $2116: VRAM Address Low Byte ===&lt;br /&gt;
=== $2117: VRAM Address High Byte ===&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): Yes&lt;br /&gt;
* Read/Write style: Low/High&lt;br /&gt;
&lt;br /&gt;
==== Format: ====&lt;br /&gt;
&lt;br /&gt;
aaaaaaaa aaaaaaaa&lt;br /&gt;
&lt;br /&gt;
* This sets the address for $2118/9 and $2139/a. Note that this is a word address, not a byte address!&lt;br /&gt;
* See the sections &amp;quot;BACKGROUNDS&amp;quot; and &amp;quot;SPRITES&amp;quot; below for details.&lt;br /&gt;
&lt;br /&gt;
=== $2118: VRAM Data Write Low Byte ===&lt;br /&gt;
=== $2119: VRAM Data Write High Byte ===&lt;br /&gt;
* It can be read/written at any time: No&lt;br /&gt;
* It can be read/written during H-Blank: No&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: Low/High&lt;br /&gt;
&lt;br /&gt;
==== Format: ====&lt;br /&gt;
&lt;br /&gt;
xxxxxxxx xxxxxxxx&lt;br /&gt;
&lt;br /&gt;
* This writes data to VRAM. The writes take effect immediately(?), even if no increment is performed. The address is incremented when one of the two bytes is written; which one depends on the setting of bit 7 of register $2115. Keep in mind the address translation bits of $2115 as well.&lt;br /&gt;
* The interaction between these registers and $2139/a is unknown.&lt;br /&gt;
* See the sections &amp;quot;BACKGROUNDS&amp;quot; and &amp;quot;SPRITES&amp;quot; below for details.&lt;br /&gt;
&lt;br /&gt;
=== $211A: Mode 7 Settings ===&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): Yes&lt;br /&gt;
* Read/Write style: Low/High&lt;br /&gt;
&lt;br /&gt;
==== Format: ====&lt;br /&gt;
&lt;br /&gt;
rc----yx&lt;br /&gt;
&lt;br /&gt;
r = Playing field size: When clear, the playing field is 1024x1024 pixels (so the tilemap completely fills it). When set, the playing field is much larger, and the &#039;empty space&#039; fill is controlled by bit 6.&lt;br /&gt;
&lt;br /&gt;
c = Empty space fill, when bit 7 is set:&lt;br /&gt;
* 0 = Transparent.&lt;br /&gt;
* 1 = Fill with character 0. Note that the fill is matrix transformed like all other Mode 7 tiles.&lt;br /&gt;
        &lt;br /&gt;
x/y = Horizontal/Veritcal mirroring. If the bit is set, flip the 256x256 pixel &#039;screen&#039; in that direction.&lt;br /&gt;
&lt;br /&gt;
* See the section &amp;quot;BACKGROUNDS&amp;quot; below for details.&lt;br /&gt;
&lt;br /&gt;
=== $211B: Mode 7 Matrix A (also used with $2134/6) ===&lt;br /&gt;
=== $211C: Mode 7 Matrix B (also used with $2134/6) ===&lt;br /&gt;
=== $211D: Mode 7 Matrix C ===&lt;br /&gt;
=== $211E: Mode 7 Matrix D ===&lt;br /&gt;
* It can be read/written at any time: No&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: Word&lt;br /&gt;
&lt;br /&gt;
==== Format: ====&lt;br /&gt;
&lt;br /&gt;
aaaaaaaa aaaaaaaa&lt;br /&gt;
&lt;br /&gt;
* Note that these are &amp;quot;write twice&amp;quot; registers, first the low byte is written then the high. Current theory is that writes to the register work like this:&lt;br /&gt;
 Reg = (Current&amp;lt;&amp;lt;8) | Prev;&lt;br /&gt;
 Prev = Current;&lt;br /&gt;
* Note that there is only one Prev shared by all these registers. This Prev is NOT shared with the BGnxOFS registers, but it IS shared with the M7xOFS registers.&lt;br /&gt;
* These set the matrix parameters for Mode 7. The values are an 8-bit fixed point, i.e. the value should be divided by 256.0 when used in calculations. See below for more explanation.&lt;br /&gt;
* The product A*(B&amp;gt;&amp;gt;8) may be read from registers $2134/6. There is supposedly no important delay. It may not be operative during Mode 7 rendering.&lt;br /&gt;
* See the section &amp;quot;BACKGROUNDS&amp;quot; below for details.&lt;br /&gt;
&lt;br /&gt;
=== $211F: Mode 7 Center X ===&lt;br /&gt;
=== $2120: Mode 7 Center Y ===&lt;br /&gt;
=== $2121: CGRAM Address ===&lt;br /&gt;
=== $2122: CGRAM Data Write ===&lt;br /&gt;
=== $2123: Window Mask Settings for BG1 and BG2 ===&lt;br /&gt;
=== $2124: Window Mask Settings for BG3 and BG4 ===&lt;br /&gt;
=== $2125: Window Mask Settings for Objects and Color Window ===&lt;br /&gt;
=== $2126: Window 1 Left Position ===&lt;br /&gt;
=== $2127: Window 1 Right Position ===&lt;br /&gt;
=== $2128: Window 2 Left Position ===&lt;br /&gt;
=== $2129: Window 2 Right Position ===&lt;br /&gt;
=== $212A: Window Mask Logic for Backgrounds ===&lt;br /&gt;
=== $212B: Window Mask Logic for Objects and Color Window ===&lt;br /&gt;
=== $212C: Main Screen Designation ===&lt;br /&gt;
=== $212D: Subscreen Designation ===&lt;br /&gt;
=== $212E: Window Mask Designation for the Main Screen ===&lt;br /&gt;
=== $212F: Window Mask Designation for the Subscreen ===&lt;br /&gt;
=== $2130: Color Addition Select ===&lt;br /&gt;
=== $2131: Color Math Designation ===&lt;br /&gt;
=== $2132: Fixed Color Data ===&lt;br /&gt;
=== $2133: Screen Mode/Video Select ===&lt;br /&gt;
=== $2134: Multiplication Result Low Byte ===&lt;br /&gt;
=== $2135: Multiplication Result Middle Byte ===&lt;br /&gt;
=== $2136: Multiplication Result High Byte ===&lt;br /&gt;
=== $2137: Software Latch for the H/V Counter ===&lt;br /&gt;
=== $2138: Data for OAM Read ===&lt;br /&gt;
=== $2139: Vram Data Read Low Byte ===&lt;br /&gt;
=== $213A: Vram Data Read High Byte ===&lt;br /&gt;
=== $213B: CGRAM Data Read ===&lt;br /&gt;
=== $213C: Horizontal Scanline Location ===&lt;br /&gt;
=== $213D: Vertical Scanline Location ===&lt;br /&gt;
=== $213E: PPU Status Flag and Version ===&lt;br /&gt;
=== $213F: PPU Status Flag and Version ===&lt;br /&gt;
=== $2140: APU I/O Register 0 ===&lt;br /&gt;
=== $2141: APU I/O Register 1 ===&lt;br /&gt;
=== $2142: APU I/O Register 2 ===&lt;br /&gt;
=== $2143: APU I/O Register 3 ===&lt;br /&gt;
=== $2180: WRAM Data Read/Write ===&lt;br /&gt;
=== $2181: WRAM Address Low Byte ===&lt;br /&gt;
=== $2182: WRAM Address Middle Byte ===&lt;br /&gt;
=== $2183: WRAM Address High Byte ===&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>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=PPU_Registers&amp;diff=691</id>
		<title>PPU Registers</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=PPU_Registers&amp;diff=691"/>
		<updated>2019-09-10T08:41:37Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: Work in Progress. Break for now.&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;
=== $2102: OAM Address Low Byte and $2103: OAM Address High Byte and Object Priority ===&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): Yes&lt;br /&gt;
* Read/Write style: Low/High&lt;br /&gt;
&lt;br /&gt;
==== Format: ====&lt;br /&gt;
p------b aaaaaaaa&lt;br /&gt;
&lt;br /&gt;
p = Obj Priority activation bit&lt;br /&gt;
*  When this bit is set, an Obj other than Sprite 0 may be given priority. See the section &amp;quot;SPRITES&amp;quot; below for details.&lt;br /&gt;
&lt;br /&gt;
b aaaaaaaa = OAM address&lt;br /&gt;
* This can be thought of in two ways, depending on your conception of OAM. If you consider OAM as a 544-byte table, baaaaaaaa is the word address into that table. If you consider OAM to be a 512-byte table and a 32-byte table, b is the table selector and aaaaaaaa is the word address in the table. See the section &amp;quot;SPRITES&amp;quot; below for details.&lt;br /&gt;
* The internal OAM address is invalidated when scanlines are being rendered. This invalidation is deterministic, but we do not know how it is determined. Thus, the last value written to these registers is reloaded into the internal OAM address at the beginning of V-Blank if that occurs outside of a force-blank period. This is known as &#039;OAM reset&#039;. &#039;OAM reset&#039; also occurs on certain writes to $2100.&lt;br /&gt;
* Writing to either $2102 or $2103 resets the entire internal OAM Address to the values last written to this register. E.g., if you set $104 to this register, write 4 bytes, then write $1 to $2103, the internal OAM address will point to word 4, not word 6.&lt;br /&gt;
&lt;br /&gt;
=== $2104: Data for OAM Write ===&lt;br /&gt;
* It can be read/written at any time: No&lt;br /&gt;
* It can be read/written during H-Blank: No&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;
dddddddd&lt;br /&gt;
&lt;br /&gt;
* Note that OAM writes are done in an odd manner, in particular the low table of OAM is not affected until the high byte of a word is written (however, the high table is affected immediately). Thus, if you set the address, then alternate writes and reads, OAM will never be affected until you reach the high table!&lt;br /&gt;
* Similarly, if you set the address to 0, then write 1, 2, read, then write 3, OAM will end up as &amp;quot;01 02 01 03&amp;quot;, rather than &amp;quot;01 02 xx 03&amp;quot; as  you might expect.&lt;br /&gt;
* Technically, this register CAN be written during H-blank (and probably mid-scanline as well). However, due to OAM address invalidation the actual OAM byte written will probably not be what you expect. Note that writing during force-blank will only work as expected if that force-blank was begun during V-Blank, or (probably) if $2102/3 have been reset during that force-blank period.&lt;br /&gt;
* See the section &amp;quot;SPRITES&amp;quot; below for details.&lt;br /&gt;
&lt;br /&gt;
=== $2105: BG Mode and Character Size ===&lt;br /&gt;
* It can be read/written at any time: No&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;
DCBAemmm&lt;br /&gt;
&lt;br /&gt;
A/B/C/D = BG character size for BG1/BG2/BG3/BG4&lt;br /&gt;
* If the bit is set, then the BG is made of 16x16 tiles. Otherwise, 8x8 tiles are used. However, note that Modes 5 and 6 always use 16-pixel wide tiles, and Mode 7 always uses 8x8 tiles. See the section &amp;quot;BACKGROUNDS&amp;quot; below for details.&lt;br /&gt;
&lt;br /&gt;
mmm = BG Mode&lt;br /&gt;
&lt;br /&gt;
e = Mode 1 BG3 priority bit&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! BG Depth 1 !! BG Depth 2 !! BG Depth 3 !! BG Depth 4 !! OPT !! Priorities Front -&amp;gt; Back&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 2 || 2 || 2 || 2 || no || 3:AB 2:ab 1:CD 0:cd&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4 || 4 || 2 || 2 || no || 3:AB 2:ab 1:C 0:c / if e set: 3:C 2:AB 1:ab 0:c&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4 || 4 || || || yes || 3:A 2:B 1:a 0:b&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8 || 4 || || || no || 3:A 2:B 1:a 0:b&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 8 || 2 || || || yes || 3:A 2:B 1:a 0:b&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 2 || || || no || 3:A 2:B 1:a 0:b&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 4 || || || || yes || 3:A 1:a&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 8 || || || || no || 1:a&lt;br /&gt;
|-&lt;br /&gt;
| 7+EXTBG || 8 || 7 || || || no || 2:B 1:a 0:b&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;OPT&amp;quot; means &amp;quot;Offset-per-tile mode&amp;quot;. For the priorities, numbers mean sprites with that priority. Letters correspond to BGs (A=1, B=2, etc), with upper/lower case indicating tile priority 1/0. See the section &amp;quot;BACKGROUNDS&amp;quot; below for details.&lt;br /&gt;
&lt;br /&gt;
* Mode 7&#039;s EXTBG mode allows you to enable BG2, which uses the same tilemap and character data as BG1 but interprets bit 7 of the pixel data as a priority bit. BG2 also has some oddness to do with some of the per-BG registers below. See the Mode 7 section under BACKGROUNDS for details.&lt;br /&gt;
&lt;br /&gt;
=== $2106: Screen Pixelization ===&lt;br /&gt;
=== $2107: BG1 Tilemap Address and Size ===&lt;br /&gt;
=== $2108: BG2 Tilemap Address and Size ===&lt;br /&gt;
=== $2109: BG3 Tilemap Address and Size ===&lt;br /&gt;
=== $210A: BG4 Tilemap Address and Size ===&lt;br /&gt;
=== $210B: BG1&amp;amp;2 Tilemap Character Address ===&lt;br /&gt;
=== $210C: BG3&amp;amp;4 Tilemap Character Address ===&lt;br /&gt;
=== $210D: BG1 Horizontal Scroll / Mode 7 BG Horizontal Scroll ===&lt;br /&gt;
=== $210E: BG1 Vertical Scroll / Mode 7 BG Vertical Scroll ===&lt;br /&gt;
=== $210F: BG2 Horizontal Scroll ===&lt;br /&gt;
=== $2110: BG2 Vertical Scroll ===&lt;br /&gt;
=== $2111: BG3 Horizontal Scroll ===&lt;br /&gt;
=== $2112: BG3 Vertical Scroll ===&lt;br /&gt;
=== $2113: BG4 Horizontal Scroll ===&lt;br /&gt;
=== $2114: BG4 Vertical Scroll ===&lt;br /&gt;
=== $2115: Video Port Control ===&lt;br /&gt;
=== $2116: VRAM Address Low Byte ===&lt;br /&gt;
=== $2117: VRAM Address High Byte ===&lt;br /&gt;
=== $2118: VRAM Data Write Low Byte ===&lt;br /&gt;
=== $2119: VRAM Data Write High Byte ===&lt;br /&gt;
=== $211A: Mode 7 Settings ===&lt;br /&gt;
=== $211B: Mode 7 Matrix A ===&lt;br /&gt;
=== $211C: Mode 7 Matrix B ===&lt;br /&gt;
=== $211D: Mode 7 Matrix C ===&lt;br /&gt;
=== $211E: Mode 7 Matrix D ===&lt;br /&gt;
=== $211F: Mode 7 Center X ===&lt;br /&gt;
=== $2120: Mode 7 Center Y ===&lt;br /&gt;
=== $2121: CGRAM Address ===&lt;br /&gt;
=== $2122: CGRAM Data Write ===&lt;br /&gt;
=== $2123: Window Mask Settings for BG1 and BG2 ===&lt;br /&gt;
=== $2124: Window Mask Settings for BG3 and BG4 ===&lt;br /&gt;
=== $2125: Window Mask Settings for Objects and Color Window ===&lt;br /&gt;
=== $2126: Window 1 Left Position ===&lt;br /&gt;
=== $2127: Window 1 Right Position ===&lt;br /&gt;
=== $2128: Window 2 Left Position ===&lt;br /&gt;
=== $2129: Window 2 Right Position ===&lt;br /&gt;
=== $212A: Window Mask Logic for Backgrounds ===&lt;br /&gt;
=== $212B: Window Mask Logic for Objects and Color Window ===&lt;br /&gt;
=== $212C: Main Screen Designation ===&lt;br /&gt;
=== $212D: Subscreen Designation ===&lt;br /&gt;
=== $212E: Window Mask Designation for the Main Screen ===&lt;br /&gt;
=== $212F: Window Mask Designation for the Subscreen ===&lt;br /&gt;
=== $2130: Color Addition Select ===&lt;br /&gt;
=== $2131: Color Math Designation ===&lt;br /&gt;
=== $2132: Fixed Color Data ===&lt;br /&gt;
=== $2133: Screen Mode/Video Select ===&lt;br /&gt;
=== $2134: Multiplication Result Low Byte ===&lt;br /&gt;
=== $2135: Multiplication Result Middle Byte ===&lt;br /&gt;
=== $2136: Multiplication Result High Byte ===&lt;br /&gt;
=== $2137: Software Latch for the H/V Counter ===&lt;br /&gt;
=== $2138: Data for OAM Read ===&lt;br /&gt;
=== $2139: Vram Data Read Low Byte ===&lt;br /&gt;
=== $213A: Vram Data Read High Byte ===&lt;br /&gt;
=== $213B: CGRAM Data Read ===&lt;br /&gt;
=== $213C: Horizontal Scanline Location ===&lt;br /&gt;
=== $213D: Vertical Scanline Location ===&lt;br /&gt;
=== $213E: PPU Status Flag and Version ===&lt;br /&gt;
=== $213F: PPU Status Flag and Version ===&lt;br /&gt;
=== $2140: APU I/O Register 0 ===&lt;br /&gt;
=== $2141: APU I/O Register 1 ===&lt;br /&gt;
=== $2142: APU I/O Register 2 ===&lt;br /&gt;
=== $2143: APU I/O Register 3 ===&lt;br /&gt;
=== $2180: WRAM Data Read/Write ===&lt;br /&gt;
=== $2181: WRAM Address Low Byte ===&lt;br /&gt;
=== $2182: WRAM Address Middle Byte ===&lt;br /&gt;
=== $2183: WRAM Address High Byte ===&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>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=User:KobaBeach&amp;diff=690</id>
		<title>User:KobaBeach</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=User:KobaBeach&amp;diff=690"/>
		<updated>2019-09-10T07:10:44Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: egotistical bullshit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Brief Introduction ==&lt;br /&gt;
An ASMer and beginner programmer that works in bursts. Currently Learning: 65c816, C, C++, Python. &amp;lt;br&amp;gt;&lt;br /&gt;
I like RPGs and furry bullshit a lot. Digimon is a huge fave.&lt;br /&gt;
&lt;br /&gt;
I learned 65c816 because of [[Brutal Mario]] and my biggest ambition (SMW-wise) is to reach 2011!carol, Vitor, LX5, Roy, Romi, etc levels of prowess in SMW. Rockman 4 Minus Infinity is a huge inspiration to me. Sadly I&#039;m not very good with ideas, partially due to depression. I have people cheering me on but I don&#039;t really believe in myself orz&lt;br /&gt;
&lt;br /&gt;
Also tried learning 68000 at one point. Wouldn&#039;t mind getting back to it, honestly. Maybe try out 6502. Assembly isn&#039;t really something that&#039;d help much with modern programming but it looks good in your resume lol &amp;lt;br&amp;gt;&lt;br /&gt;
I also just like messing with old machines.&lt;br /&gt;
&lt;br /&gt;
Experience with [[Super FX]]? [[SA-1]]? [[SPC700]]? None yet, sorry orz orz orz&lt;br /&gt;
&lt;br /&gt;
== Favorite SNES games ==&lt;br /&gt;
* ActRaiser&lt;br /&gt;
* Breath of Fire II&lt;br /&gt;
* Chrono Trigger&lt;br /&gt;
* Donkey Kong Country 2 &amp;amp; 3&lt;br /&gt;
* Dragon Quest I・II, III&lt;br /&gt;
* EarthBound&lt;br /&gt;
* Final Fantasy IV, V, VI&lt;br /&gt;
* Ganbare Goemon 2: Kiteretsu Shougun McGuinness&lt;br /&gt;
* Kirby Super Star&lt;br /&gt;
* Live-A-Live&lt;br /&gt;
* Lufia II: Rise of the Sinistrals&lt;br /&gt;
* Mega Man 7&lt;br /&gt;
* Nankoku Shounen Papuwa-kun&lt;br /&gt;
* Pop&#039;n Twinbee: Rainbow Bell Adventures (mostly JP version for the bonus content actually mattering)&lt;br /&gt;
* Rockman &amp;amp; Forte&lt;br /&gt;
* Romancing SaGa 1, 2, 3&lt;br /&gt;
* Secret of Evermore&lt;br /&gt;
* Seiken Densetsu 3&lt;br /&gt;
* Soul Blazer&lt;br /&gt;
* Super Mario World 2: Yoshi&#039;s Island&lt;br /&gt;
* Treasure of the Rudras&lt;br /&gt;
* Ys V: Ushinawareta Suna no Miyako Kefin&lt;br /&gt;
&lt;br /&gt;
== Favorite SMW hacks ==&lt;br /&gt;
* JUMP 1/2&lt;br /&gt;
* NOT SO SADISTIC MARIO.&lt;br /&gt;
* Romancing Mario&lt;br /&gt;
* Super ASPE Mario: All Stars Performance Edition&lt;br /&gt;
* Super Kitiku Mario (Demo 7.5 onwards)&lt;br /&gt;
* Super Mario LD&lt;br /&gt;
* The Second Reality Project Reloaded&lt;br /&gt;
* Tottemo Super Mario World YEAH!!&lt;br /&gt;
* VIP and Wall and Alaska Mix 5&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Requests_/_To_do_List&amp;diff=688</id>
		<title>Requests / To do List</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Requests_/_To_do_List&amp;diff=688"/>
		<updated>2019-09-09T22:58:15Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of site article requests. If you would like to have a specific article created here, add it here.&lt;br /&gt;
If you would like to create or improve an article in particular, click on it and then on settings (gear icon), click on edit icon!&lt;br /&gt;
If you can&#039;t edit articles, make sure to register an account on SnesLab and contribute with us.&lt;br /&gt;
&lt;br /&gt;
The article does not need to be detailed. The idea is each article get its improvements though the time, but most important is to take an initial step and start contributing! The more you do, the better will be for the site.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
=== Emulators ===&lt;br /&gt;
* [[BizHawk]]&lt;br /&gt;
* [[bsnes]]&lt;br /&gt;
* [[bsnes-plus]]&lt;br /&gt;
* [[lsnes]]&lt;br /&gt;
* [[higan]]&lt;br /&gt;
* [[no$sns]]&lt;br /&gt;
* [[Mesen-S]]&lt;br /&gt;
* [[Snes9x]]&lt;br /&gt;
* [[ZSNES]]&lt;br /&gt;
=== Music Emulators ===&lt;br /&gt;
* [[SNES SPC700 PLAYER]]&lt;br /&gt;
* [[BRR Player]]&lt;br /&gt;
* [[SNESAPU]]&lt;br /&gt;
=== Hardware ===&lt;br /&gt;
* [[sd2snes]]&lt;br /&gt;
* [[Super NT]]&lt;br /&gt;
* [[Super Everdrive]]&lt;br /&gt;
* [[FPGA]]&lt;br /&gt;
=== Patchers ===&lt;br /&gt;
* [[Asar]]&lt;br /&gt;
* [[xkas]]&lt;br /&gt;
* [[bass]]&lt;br /&gt;
* [[Flips]]&lt;br /&gt;
* [[Lunar IPS]]&lt;br /&gt;
=== Reverse Engineering ===&lt;br /&gt;
* [[DiztinGUIsh]]&lt;br /&gt;
* [[dispel]]&lt;br /&gt;
* [[TLR]]&lt;br /&gt;
=== SMW hacking ===&lt;br /&gt;
* [[PIXI]]&lt;br /&gt;
* [[GPS]]&lt;br /&gt;
* [[BTSD]]&lt;br /&gt;
* [[AddmusicK]]&lt;br /&gt;
* [[UberASM Tool]]&lt;br /&gt;
* [[Romi&#039;s Sprite Tool]]&lt;br /&gt;
* [[HFD Addmusic]]&lt;br /&gt;
* [[GIEPY]]&lt;br /&gt;
* [[Blockreator]]&lt;br /&gt;
* [[Effect Tool]]&lt;br /&gt;
* [[Lunar Magic]]&lt;br /&gt;
* [[Lunar Magic/LMSW]]&lt;br /&gt;
=== YI hacking ===&lt;br /&gt;
* [[Golden Egg]]&lt;br /&gt;
=== F-Zero hacking ===&lt;br /&gt;
* [[FZEdit]]&lt;br /&gt;
* [[UltraNet]]&lt;br /&gt;
=== SMK hacking ===&lt;br /&gt;
* [[Epic Edit]]&lt;br /&gt;
=== SoM hacking ===&lt;br /&gt;
* [[Secret of Mana Ancient Cave]]&lt;br /&gt;
=== SMRPG hacking ===&lt;br /&gt;
* [[Lazy Shell]]&lt;br /&gt;
=== EB hacking ===&lt;br /&gt;
* [[PK Hack]]&lt;br /&gt;
* [[EBmused]]&lt;br /&gt;
=== SMAS hacking ===&lt;br /&gt;
* [[MushROMs]]&lt;br /&gt;
=== ALTTP hacking ===&lt;br /&gt;
* [[ZScream Magic]]&lt;br /&gt;
* [[Hyrule Magic]]&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
=== Debuggers ===&lt;br /&gt;
* [[Tutorials/bsnes-plus]]&lt;br /&gt;
* [[Tutorials/Mesen-S]]&lt;br /&gt;
=== Asar ===&lt;br /&gt;
* [[How to apply ASM patches]]&lt;br /&gt;
* [[Tutorials/Asar/Basics]] (opcodes, org, autoclean, math, freecode, defines)&lt;br /&gt;
* [[Tutorials/Asar/Advanced]] (macros, loops, advanced math, prot, char tables, etc)&lt;br /&gt;
=== Lunar Magic ===&lt;br /&gt;
* [[Tutorials/Lunar Magic]] (anchor to the other pages)&lt;br /&gt;
* [[Tutorials/Lunar Magic/Beginning]]&lt;br /&gt;
* [[Tutorials/Lunar Magic/How to Insert Custom Graphics]]&lt;br /&gt;
* [[Tutorials/Lunar Magic/Level Design Principles]]&lt;br /&gt;
* [[Tutorials/Lunar Magic/Locking ROMs]]&lt;br /&gt;
* [[Tutorials/Lunar Magic/Conditional Map16]]&lt;br /&gt;
* [[Tutorials/Lunar Magic/ExAnimation]]&lt;br /&gt;
* [[Tutorials/Lunar Magic/Map16]]&lt;br /&gt;
* [[Tutorials/Lunar Magic/Porting ROMs]]&lt;br /&gt;
* [[Tutorials/Lunar Magic/Palettes]]&lt;br /&gt;
* [[Tutorials/Lunar Magic/Sprites]]&lt;br /&gt;
* [[Tutorials/Lunar Magic/Layer 3]]&lt;br /&gt;
* [[Tutorials/Lunar Magic/Screens and Exits]]&lt;br /&gt;
* [[Tutorials/Lunar Magic/Hidden Features]]&lt;br /&gt;
* [[Tutorials/Lunar Magic/Overworld/Basics]]&lt;br /&gt;
* [[Tutorials/Lunar Magic/Overworld/Events]]&lt;br /&gt;
* [[Tutorials/Lunar Magic/Credits]]&lt;br /&gt;
* [[Tutorials/Lunar Magic/Title Screen]]&lt;br /&gt;
* [[Tutorials/Lunar Magic/Overworld/Layer 3]]&lt;br /&gt;
* [[Tutorials/Lunar Magic/Overworld/ExAnimation]]&lt;br /&gt;
* [[Tutorials/Lunar Magic/Overworld/Palettes]]&lt;br /&gt;
* [[Tutorials/Lunar Magic/Message Boxes]]&lt;br /&gt;
* [[Tutorials/Lunar Magic/Extra]]&lt;br /&gt;
* [[Tutorials/Lunar Magic/Music]]&lt;br /&gt;
&lt;br /&gt;
=== General ROM hacking ===&lt;br /&gt;
* [[Tutorials/PIXI]] (basics)&lt;br /&gt;
* [[Tutorials/GPS]] (basics)&lt;br /&gt;
* [[Tutorials/AddmusicK]]&lt;br /&gt;
* [[Tutorials/Golden Egg]]&lt;br /&gt;
* [[Tutorials/Golden Egg/Basics]]&lt;br /&gt;
* [[Tutorials/Golden Egg/Sprites]]&lt;br /&gt;
* [[Tutorials/FZEdit]]&lt;br /&gt;
* [[Tutorials/Epic Edit]]&lt;br /&gt;
* [[Tutorials/Lazy Shell]]&lt;br /&gt;
* [[Tutorials/PK Hack]]&lt;br /&gt;
&lt;br /&gt;
== Technical ==&lt;br /&gt;
* [[Controllers]]&lt;br /&gt;
=== SNES CPU/PPU ===&lt;br /&gt;
* [[65c816]]&lt;br /&gt;
* [[65c816/Reference]]&lt;br /&gt;
* [[Mode 7]]&lt;br /&gt;
* [[Graphics Format]]&lt;br /&gt;
* [[IRQ]]&lt;br /&gt;
* [[NMI]]&lt;br /&gt;
* [[Blanking]]&lt;br /&gt;
* [[Timing]]&lt;br /&gt;
* [[Windowing]]&lt;br /&gt;
* [[Color Math]]&lt;br /&gt;
* [[Address Bus]]&lt;br /&gt;
* [[DMA]]&lt;br /&gt;
* [[H-DMA]]&lt;br /&gt;
* [[Open Bus]]&lt;br /&gt;
=== SNES SPC/DSP ===&lt;br /&gt;
* [[SPC]] : redirect to SPC700&lt;br /&gt;
* [[SPC700]]&lt;br /&gt;
* [[SPC700/Reference]] : all opcodes and cycles&lt;br /&gt;
* [[SPC700/IPL ROM]] : the IPL ROM&lt;br /&gt;
* [[SPC700/Timing]] : clocks, timers, etc.&lt;br /&gt;
* [[DSP]] : redirect to S-DSP&lt;br /&gt;
* [[S-DSP]]&lt;br /&gt;
* [[S-DSP/BRR]]&lt;br /&gt;
* [[S-DSP/Envelope]]&lt;br /&gt;
* [[S-DSP/ADSR]]&lt;br /&gt;
* [[S-DSP/GAIN]]&lt;br /&gt;
* [[S-DSP/Pitch Modulation]]&lt;br /&gt;
* [[S-DSP/Noise]]&lt;br /&gt;
* [[S-DSP/Echo]]&lt;br /&gt;
* [[S-DSP/FIR Filter]]&lt;br /&gt;
* [[S-DSP/Gaussian Filter]]&lt;br /&gt;
=== Enhancement Chips ===&lt;br /&gt;
* [[DSP-1]]&lt;br /&gt;
* [[SA-1]]&lt;br /&gt;
* [[Super FX]]&lt;br /&gt;
* [[OBC-1]]&lt;br /&gt;
* [[Super Gameboy]]&lt;br /&gt;
=== Other ===&lt;br /&gt;
* [[Checksum]]&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
(more SNES-exclusive features are at SNES SPC/DSP)&lt;br /&gt;
&lt;br /&gt;
* [[MML]]&lt;br /&gt;
* [[Tempo]]&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
* [[PetiteMM]]&lt;br /&gt;
* [[TinyMM]]&lt;br /&gt;
* [[IT2AMK]]&lt;br /&gt;
* [[SPCtoMML]]&lt;br /&gt;
==== Not SNES related ====&lt;br /&gt;
* [[FL Studio]]&lt;br /&gt;
* [[OpenMPT]]&lt;br /&gt;
* [[FamiTracker]]&lt;br /&gt;
* [[Audacity]]&lt;br /&gt;
&lt;br /&gt;
=== SPC Engines ===&lt;br /&gt;
* [[N-SPC Engine]]&lt;br /&gt;
* [[Square SPC Engine]]&lt;br /&gt;
* [[Rareware SPC Engine]]&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
The purpose of these articles is informing about the games, release date, a few screenshots and then doing some brief citations about its ROM hacking. Note that SnesLab is not JUST SNES ROM hacking, it&#039;s *everything* about SNES.&lt;br /&gt;
&lt;br /&gt;
* [[Super Mario World]]&lt;br /&gt;
* [[Super Mario World 2 - Yoshi&#039;s Island]]&lt;br /&gt;
* [[Secret of Mana]]&lt;br /&gt;
* [[Top Gear]]&lt;br /&gt;
* [[Top Gear 2]]&lt;br /&gt;
* [[Top Gear 3]]&lt;br /&gt;
* [[F-Zero]]&lt;br /&gt;
* [[Trials of Mana]]&lt;br /&gt;
* [[The Legend of Zelda - A Link to the Past]]&lt;br /&gt;
* [[Zelda 3]] : redirect to the previous one.&lt;br /&gt;
* [[Super Mario Kart]]&lt;br /&gt;
* [[Super Mario All-Stars]]&lt;br /&gt;
* [[Final Fantasy IV]]&lt;br /&gt;
* [[Final Fantasy V]]&lt;br /&gt;
* [[Final Fantasy VI]]&lt;br /&gt;
* [[Gradius III]]&lt;br /&gt;
* [[Contra III]]&lt;br /&gt;
* [[R-Type III]]&lt;br /&gt;
* [[Super R-Type]]&lt;br /&gt;
* [[SimCity]]&lt;br /&gt;
* [[SimCity 2000]]&lt;br /&gt;
* [[Star Fox]]&lt;br /&gt;
* [[Star Fox 2]]&lt;br /&gt;
* [[Super Mario RPG]]&lt;br /&gt;
* [[Super Metroid]]&lt;br /&gt;
* [[Kirby&#039;s Dream Land 3]]&lt;br /&gt;
* [[Kirby Super Star]]&lt;br /&gt;
* [[Chrono Trigger]]&lt;br /&gt;
* [[Act Raiser]]&lt;br /&gt;
* [[Act Raiser 2]]&lt;br /&gt;
* [[Donkey Kong Country]]&lt;br /&gt;
* [[Donkey Kong Country 2]]&lt;br /&gt;
* [[Donkey Kong Country 3]]&lt;br /&gt;
* [[Earthbound]]&lt;br /&gt;
* [[Super Bomberman]]&lt;br /&gt;
&lt;br /&gt;
== Tool-Assited Speedruns ==&lt;br /&gt;
* [[TAS]]&lt;br /&gt;
* [[TAS Studio]]&lt;br /&gt;
* [[Lua]]&lt;br /&gt;
&lt;br /&gt;
== SNES ROM hacking sites or communities ==&lt;br /&gt;
* [[RHDN]]&lt;br /&gt;
* [[SMW Central]]&lt;br /&gt;
* [[STARMEN.NET]]&lt;br /&gt;
* [[Acmlm&#039;s Board]]&lt;br /&gt;
* [[Kafuka Boards]]&lt;br /&gt;
* [[nesdev]]&lt;br /&gt;
* [[superfamicom.org]]&lt;br /&gt;
* [[Zophar]]&lt;br /&gt;
&lt;br /&gt;
== Known SNES ROM hacks ==&lt;br /&gt;
* [[Brutal Mario]]&lt;br /&gt;
* [[K-16 - Story of Steel|K-16]]&lt;br /&gt;
* [[I HATE YOU]]&lt;br /&gt;
* [[VIP and Wall Mix]]&lt;br /&gt;
* [[Item Abuse]]&lt;br /&gt;
* [[SMW2+2]]&lt;br /&gt;
* [[Touhou Mario]]&lt;br /&gt;
* [[Mario Kart R]]&lt;br /&gt;
* [[Oh No More Zombies]]&lt;br /&gt;
* [[Super Mario Kart Pro Edition]]&lt;br /&gt;
* [[Super Mario World: Return to Dinosaur Land]]&lt;br /&gt;
* [[VLDC8]]&lt;br /&gt;
* [[VLDC9]]&lt;br /&gt;
* [[Hyper Metroid]]&lt;br /&gt;
* [[The Legend of Zelda Parallel Worlds]]&lt;br /&gt;
* [[Earthbound: Halloween Hack]]&lt;br /&gt;
* [[Kaizo Mario World]]&lt;br /&gt;
* [[Mario Gives Up 2]]&lt;br /&gt;
* [[The Bob-omb Mafia]]&lt;br /&gt;
* [[Armageddon]]&lt;br /&gt;
* [[An SMW Central Production|ASMWCP]]&lt;br /&gt;
&lt;br /&gt;
more...?&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Useful_Code_Snippets&amp;diff=687</id>
		<title>Useful Code Snippets</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Useful_Code_Snippets&amp;diff=687"/>
		<updated>2019-09-09T22:19:21Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Useful code snippets for the 65c816 ASM and general SNES hardware.&lt;br /&gt;
&lt;br /&gt;
== 65c816 S-CPU ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
==== Wait for H-Blank ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
-&lt;br /&gt;
BIT $4212&lt;br /&gt;
BVS -&lt;br /&gt;
-&lt;br /&gt;
BIT $4212&lt;br /&gt;
BVC -&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Inverse the accumulator (8-bit) ====&lt;br /&gt;
By [[User:Nambona890|Nambona890]]&lt;br /&gt;
&lt;br /&gt;
Works with SA-1. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
EOR #$FF&lt;br /&gt;
INC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Inverse the accumulator (16-bit) ====&lt;br /&gt;
By [[User:Nambona890|Nambona890]]&lt;br /&gt;
&lt;br /&gt;
Works with SA-1. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
EOR #$FFFF&lt;br /&gt;
INC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Toggle Carry Flag Macro ====&lt;br /&gt;
Works with SA-1. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
macro XOC()&lt;br /&gt;
	BCC ?set&lt;br /&gt;
	CLC&lt;br /&gt;
	BRA ?done&lt;br /&gt;
?set:	SEC&lt;br /&gt;
?done:&lt;br /&gt;
endmacro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Toggle Carry Flag Alternative (8-bit) ====&lt;br /&gt;
Works with SA-1. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ROL&lt;br /&gt;
EOR #$01&lt;br /&gt;
ROR&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Toggle Carry Flag Alternative (16-bit) ====&lt;br /&gt;
Works with SA-1. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ROL&lt;br /&gt;
EOR #$0001&lt;br /&gt;
ROR&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Long Branch Macros ====&lt;br /&gt;
Useful if you want to branch more than 0x80 bytes forward/backwards.&lt;br /&gt;
&lt;br /&gt;
Works with SA-1. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
macro JEQ(branch)&lt;br /&gt;
	BNE ?branch&lt;br /&gt;
	JMP &amp;lt;branch&amp;gt;&lt;br /&gt;
?branch:&lt;br /&gt;
endmacro&lt;br /&gt;
&lt;br /&gt;
macro JNE(branch)&lt;br /&gt;
	BEQ ?branch&lt;br /&gt;
	JMP &amp;lt;branch&amp;gt;&lt;br /&gt;
?branch:&lt;br /&gt;
endmacro&lt;br /&gt;
&lt;br /&gt;
macro JCC(branch)&lt;br /&gt;
	BCS ?branch&lt;br /&gt;
	JMP &amp;lt;branch&amp;gt;&lt;br /&gt;
?branch:&lt;br /&gt;
endmacro&lt;br /&gt;
&lt;br /&gt;
macro JCS(branch)&lt;br /&gt;
	BCC ?branch&lt;br /&gt;
	JMP &amp;lt;branch&amp;gt;&lt;br /&gt;
?branch:&lt;br /&gt;
endmacro&lt;br /&gt;
&lt;br /&gt;
macro JPL(branch)&lt;br /&gt;
	BMI ?branch&lt;br /&gt;
	JMP &amp;lt;branch&amp;gt;&lt;br /&gt;
?branch:&lt;br /&gt;
endmacro&lt;br /&gt;
&lt;br /&gt;
macro JMI(branch)&lt;br /&gt;
	BPL ?branch&lt;br /&gt;
	JMP &amp;lt;branch&amp;gt;&lt;br /&gt;
?branch:&lt;br /&gt;
endmacro&lt;br /&gt;
&lt;br /&gt;
macro JVC(branch)&lt;br /&gt;
	BVS ?branch&lt;br /&gt;
	JMP &amp;lt;branch&amp;gt;&lt;br /&gt;
?branch:&lt;br /&gt;
endmacro&lt;br /&gt;
&lt;br /&gt;
macro JVS(branch)&lt;br /&gt;
	BVC ?branch&lt;br /&gt;
	JMP &amp;lt;branch&amp;gt;&lt;br /&gt;
?branch:&lt;br /&gt;
endmacro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jump Tables (word pointers) ====&lt;br /&gt;
By [[User:KobaBeach|lion]]&lt;br /&gt;
&lt;br /&gt;
Useful for creating complex bits of code with multiple states. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IF USED ON SMW:&#039;&#039;&#039; You will need to reload the Sprite Index ($15E9) to X in each label due to it using the X Register, else it&#039;ll crash. SMW however has its own premade Jump Table routine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	LDA ?pointer	; A simple RAM address that changes value depending on state will suffice.&lt;br /&gt;
	ASL		; Multiply the value by 2, as labels are words (16-bit 2 bytes).&lt;br /&gt;
	TAX&lt;br /&gt;
	JSR.w (Pointers,x)&lt;br /&gt;
	RTL/RTS&lt;br /&gt;
&lt;br /&gt;
pointers:&lt;br /&gt;
	dw Label00&lt;br /&gt;
	dw Label01&lt;br /&gt;
	dw Label02&lt;br /&gt;
&lt;br /&gt;
Label00:&lt;br /&gt;
	RTS&lt;br /&gt;
Label01:&lt;br /&gt;
	RTS&lt;br /&gt;
Label02:&lt;br /&gt;
	RTS&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jump Tables (longword pointers) ====&lt;br /&gt;
By [[User:KobaBeach|lion]]&lt;br /&gt;
&lt;br /&gt;
Same as above but for longwords instead of words, such as when needing to access different banks. &amp;lt;br&amp;gt;&lt;br /&gt;
You can also alter it to use words if you cannot use the X Register for whatever reason.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	LDA ?pointer	; A simple RAM address that changes value depending on state will suffice.&lt;br /&gt;
	STA &amp;lt;scratch&amp;gt;	; Scratch RAM, like $00 in SMW will suffice.&lt;br /&gt;
	ASL		; \&lt;br /&gt;
	CLC		; | Multiply the value by 3, as labels are longwords (24-bits, 3 bytes).&lt;br /&gt;
	ADC &amp;lt;scratch&amp;gt;	; /&lt;br /&gt;
	TAX&lt;br /&gt;
	LDA Pointers,x&lt;br /&gt;
	STA &amp;lt;scratch&amp;gt;&lt;br /&gt;
	LDA Pointers+1,x&lt;br /&gt;
	STA &amp;lt;scratch&amp;gt;+1&lt;br /&gt;
	LDA Pointers+2,x&lt;br /&gt;
	STA &amp;lt;scratch&amp;gt;+2&lt;br /&gt;
	JML [&amp;lt;scratch&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
pointers:&lt;br /&gt;
	dl Label00&lt;br /&gt;
	dl Label01&lt;br /&gt;
	dl Label02&lt;br /&gt;
&lt;br /&gt;
Label00:&lt;br /&gt;
	RTS/RTL&lt;br /&gt;
Label01:&lt;br /&gt;
	RTS/RTL&lt;br /&gt;
Label02:&lt;br /&gt;
	RTS/RTL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SMW Hacking ===&lt;br /&gt;
&lt;br /&gt;
==== Custom block template ====&lt;br /&gt;
By [[User:Alcaro|Alcaro]]&lt;br /&gt;
&lt;br /&gt;
Works with SA-1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
db $42 ; or db $37&lt;br /&gt;
JMP MarioBelow : JMP MarioAbove : JMP MarioSide&lt;br /&gt;
JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireball&lt;br /&gt;
JMP TopCorner : JMP BodyInside : JMP HeadInside&lt;br /&gt;
; JMP WallFeet : JMP WallBody ; if using db $37&lt;br /&gt;
&lt;br /&gt;
MarioBelow:&lt;br /&gt;
MarioAbove:&lt;br /&gt;
MarioSide:&lt;br /&gt;
&lt;br /&gt;
TopCorner:&lt;br /&gt;
BodyInside:&lt;br /&gt;
HeadInside:&lt;br /&gt;
&lt;br /&gt;
WallFeet:&lt;br /&gt;
WallBody:&lt;br /&gt;
&lt;br /&gt;
SpriteV:&lt;br /&gt;
SpriteH:&lt;br /&gt;
&lt;br /&gt;
MarioCape:&lt;br /&gt;
MarioFireball:&lt;br /&gt;
RTL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Decompress GFX File ====&lt;br /&gt;
By [[User:Vitor Vilela|Vitor Vilela]]&lt;br /&gt;
&lt;br /&gt;
Works with SA-1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
; Decompress input GFX file&lt;br /&gt;
; Must be called from SNES CPU.&lt;br /&gt;
; SA-1 is automatically invoked on SA-1 Pack ROMs.&lt;br /&gt;
&lt;br /&gt;
STZ $00&lt;br /&gt;
REP #$20&lt;br /&gt;
LDA #$7EAD	; destination buffer = $7EAD00&lt;br /&gt;
STA $01&lt;br /&gt;
LDA #$0080	; deoompress ExGFX80.bin ..&lt;br /&gt;
JSL $0FF900&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get acts like from map16 number ====&lt;br /&gt;
By [[User:Vitor Vilela|Vitor Vilela]]&lt;br /&gt;
&lt;br /&gt;
Works with SA-1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
; $00 = map16 tile&lt;br /&gt;
get_act_like:&lt;br /&gt;
	LDA $06F624&lt;br /&gt;
	STA $02&lt;br /&gt;
	LDA $06F625&lt;br /&gt;
	STA $03&lt;br /&gt;
	LDA $06F626&lt;br /&gt;
	STA $04&lt;br /&gt;
	&lt;br /&gt;
	REP #$30&lt;br /&gt;
	LDA $00&lt;br /&gt;
	AND #$3FFF&lt;br /&gt;
	ASL&lt;br /&gt;
	TAY&lt;br /&gt;
	LDA [$02],y&lt;br /&gt;
	STA $00&lt;br /&gt;
	SEP #$30&lt;br /&gt;
	RTS&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Find free OAM slot ====&lt;br /&gt;
By [[User:Vitor Vilela|Vitor Vilela]]&lt;br /&gt;
&lt;br /&gt;
SA-1 hybrid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
; Routine for finding a free OAM slot&lt;br /&gt;
; NMSTL compatible. Tested against Level ASM, Overworld ASM.&lt;br /&gt;
&lt;br /&gt;
find_oam:&lt;br /&gt;
	LDY #$FC&lt;br /&gt;
-	LDA $02FD|!addr,y&lt;br /&gt;
	CMP #$F0&lt;br /&gt;
	BNE +&lt;br /&gt;
	CPY #$3C&lt;br /&gt;
	BEQ +&lt;br /&gt;
	DEY&lt;br /&gt;
	DEY&lt;br /&gt;
	DEY&lt;br /&gt;
	DEY&lt;br /&gt;
	BRA -&lt;br /&gt;
+	RTS&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Erase current save file ====&lt;br /&gt;
By [[User:Sixtare|Sixtare]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Erase:&lt;br /&gt;
REP #$10&lt;br /&gt;
	LDA $010A&lt;br /&gt;
	CMP #$01&lt;br /&gt;
	BEQ .01&lt;br /&gt;
	BCS .02&lt;br /&gt;
.00&lt;br /&gt;
LDX #$008F&lt;br /&gt;
JMP .delete&lt;br /&gt;
&lt;br /&gt;
.01&lt;br /&gt;
LDX #$011E&lt;br /&gt;
JMP .delete&lt;br /&gt;
&lt;br /&gt;
.02&lt;br /&gt;
LDX #$01AD&lt;br /&gt;
	.delete&lt;br /&gt;
	LDY #$008F&lt;br /&gt;
	LDA #$00&lt;br /&gt;
-	STA $700000,x&lt;br /&gt;
	STA $7001AD,x&lt;br /&gt;
	DEX&lt;br /&gt;
	DEY&lt;br /&gt;
	BPL -&lt;br /&gt;
	SEP #$10&lt;br /&gt;
RTS&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jump Tables (Using ExecutePtr) ====&lt;br /&gt;
By [[User:KobaBeach|lion]]&lt;br /&gt;
&lt;br /&gt;
The above Jump Table codes can also be used in SMW, however there is also a routine included in the original code. &amp;lt;br&amp;gt;&lt;br /&gt;
However this does have the inconvenience of the table being right next to the JSL and is also much slower.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	LDA ?pointer	; A simple RAM address that changes value depending on state will suffice.&lt;br /&gt;
	JSL $0086DF	; The word (2 bytes) equivalent.&lt;br /&gt;
&lt;br /&gt;
pointers:&lt;br /&gt;
	dw Label00&lt;br /&gt;
&lt;br /&gt;
Label00:&lt;br /&gt;
	RTS/RTL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	LDA ?pointer	; A simple RAM address that changes value depending on state will suffice.&lt;br /&gt;
	JSL $0086FA	; The longword (3 bytes) equivalent.&lt;br /&gt;
&lt;br /&gt;
pointers:&lt;br /&gt;
	dl Label00&lt;br /&gt;
&lt;br /&gt;
Label00:&lt;br /&gt;
	RTS/RTL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 65c816 SA-1 CPU ==&lt;br /&gt;
Some snippets present on [[#65c816_S-CPU|S-CPU]] section works with SA-1 CPU as well.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
==== Unsigned 16 bit x 16 bit = 32 bit multiplication ====&lt;br /&gt;
By [[User:Akaginite|Akaginite]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
; 16bit * 16bit Multiplication SA-1 version&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
; Parameters&lt;br /&gt;
; $00-$01 : Multiplicand&lt;br /&gt;
; $02-$03 : Multiplier&lt;br /&gt;
; Return values&lt;br /&gt;
; $04-$07 : Product&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
MathMul16_16:	STZ $2250&lt;br /&gt;
		REP #$20&lt;br /&gt;
		LDA $00&lt;br /&gt;
		STA $2251&lt;br /&gt;
		ASL A&lt;br /&gt;
		LDA $02&lt;br /&gt;
		STA $2253&lt;br /&gt;
		BCS +&lt;br /&gt;
		LDA.w #$0000&lt;br /&gt;
+		BIT $02&lt;br /&gt;
		BPL +&lt;br /&gt;
		CLC&lt;br /&gt;
		ADC $00&lt;br /&gt;
+		CLC&lt;br /&gt;
		ADC $2308&lt;br /&gt;
		STA $06&lt;br /&gt;
		LDA $2306&lt;br /&gt;
		STA $04&lt;br /&gt;
		SEP #$20&lt;br /&gt;
		RTS&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Useful_Code_Snippets&amp;diff=686</id>
		<title>Useful Code Snippets</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Useful_Code_Snippets&amp;diff=686"/>
		<updated>2019-09-09T21:21:00Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: Added Jump Table code.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Useful code snippets for the 65c816 ASM and general SNES hardware.&lt;br /&gt;
&lt;br /&gt;
== 65c816 S-CPU ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
==== Wait for H-Blank ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
-&lt;br /&gt;
BIT $4212&lt;br /&gt;
BVS -&lt;br /&gt;
-&lt;br /&gt;
BIT $4212&lt;br /&gt;
BVC -&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Inverse the accumulator (8-bit) ====&lt;br /&gt;
By [[User:Nambona890|Nambona890]]&lt;br /&gt;
&lt;br /&gt;
Works with SA-1. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
EOR #$FF&lt;br /&gt;
INC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Inverse the accumulator (16-bit) ====&lt;br /&gt;
By [[User:Nambona890|Nambona890]]&lt;br /&gt;
&lt;br /&gt;
Works with SA-1. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
EOR #$FFFF&lt;br /&gt;
INC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Toggle Carry Flag Macro ====&lt;br /&gt;
Works with SA-1. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
macro XOC()&lt;br /&gt;
	BCC ?set&lt;br /&gt;
	CLC&lt;br /&gt;
	BRA ?done&lt;br /&gt;
?set:	SEC&lt;br /&gt;
?done:&lt;br /&gt;
endmacro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Toggle Carry Flag Alternative (8-bit) ====&lt;br /&gt;
Works with SA-1. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ROL&lt;br /&gt;
EOR #$01&lt;br /&gt;
ROR&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Toggle Carry Flag Alternative (16-bit) ====&lt;br /&gt;
Works with SA-1. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ROL&lt;br /&gt;
EOR #$0001&lt;br /&gt;
ROR&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Long Branch Macros ====&lt;br /&gt;
Useful if you want to branch more than 0x80 bytes forward/backwards.&lt;br /&gt;
&lt;br /&gt;
Works with SA-1. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
macro JEQ(branch)&lt;br /&gt;
	BNE ?branch&lt;br /&gt;
	JMP &amp;lt;branch&amp;gt;&lt;br /&gt;
?branch:&lt;br /&gt;
endmacro&lt;br /&gt;
&lt;br /&gt;
macro JNE(branch)&lt;br /&gt;
	BEQ ?branch&lt;br /&gt;
	JMP &amp;lt;branch&amp;gt;&lt;br /&gt;
?branch:&lt;br /&gt;
endmacro&lt;br /&gt;
&lt;br /&gt;
macro JCC(branch)&lt;br /&gt;
	BCS ?branch&lt;br /&gt;
	JMP &amp;lt;branch&amp;gt;&lt;br /&gt;
?branch:&lt;br /&gt;
endmacro&lt;br /&gt;
&lt;br /&gt;
macro JCS(branch)&lt;br /&gt;
	BCC ?branch&lt;br /&gt;
	JMP &amp;lt;branch&amp;gt;&lt;br /&gt;
?branch:&lt;br /&gt;
endmacro&lt;br /&gt;
&lt;br /&gt;
macro JPL(branch)&lt;br /&gt;
	BMI ?branch&lt;br /&gt;
	JMP &amp;lt;branch&amp;gt;&lt;br /&gt;
?branch:&lt;br /&gt;
endmacro&lt;br /&gt;
&lt;br /&gt;
macro JMI(branch)&lt;br /&gt;
	BPL ?branch&lt;br /&gt;
	JMP &amp;lt;branch&amp;gt;&lt;br /&gt;
?branch:&lt;br /&gt;
endmacro&lt;br /&gt;
&lt;br /&gt;
macro JVC(branch)&lt;br /&gt;
	BVS ?branch&lt;br /&gt;
	JMP &amp;lt;branch&amp;gt;&lt;br /&gt;
?branch:&lt;br /&gt;
endmacro&lt;br /&gt;
&lt;br /&gt;
macro JVS(branch)&lt;br /&gt;
	BVC ?branch&lt;br /&gt;
	JMP &amp;lt;branch&amp;gt;&lt;br /&gt;
?branch:&lt;br /&gt;
endmacro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jump Tables (word pointers) ====&lt;br /&gt;
By [[User:KobaBeach|lion]]&lt;br /&gt;
&lt;br /&gt;
Useful for creating complex bits of code with multiple states.&lt;br /&gt;
&#039;&#039;&#039;IF USED ON SMW:&#039;&#039;&#039; You will need to reload the Sprite Index ($15E9) to X in each label due to it using the X Register, else it&#039;ll crash. SMW however has its own premade Jump Table routine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	LDA ?pointer	; A simple RAM address that changes value depending on state will suffice.&lt;br /&gt;
	ASL		; Multiply the value by 2, as labels are words (16-bit 2 bytes).&lt;br /&gt;
	TAX&lt;br /&gt;
	JSR.w (Pointers,x)&lt;br /&gt;
	RTL/RTS&lt;br /&gt;
&lt;br /&gt;
pointers:&lt;br /&gt;
	dw Label00&lt;br /&gt;
	dw Label01&lt;br /&gt;
	dw Label02&lt;br /&gt;
&lt;br /&gt;
Label00:&lt;br /&gt;
	RTS&lt;br /&gt;
Label01:&lt;br /&gt;
	RTS&lt;br /&gt;
Label02:&lt;br /&gt;
	RTS&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jump Tables (longword pointers) ====&lt;br /&gt;
By [[User:KobaBeach|lion]]&lt;br /&gt;
&lt;br /&gt;
Same as above but for longwords instead of words, such as when needing to access different banks.&lt;br /&gt;
You can also alter it to use words if you cannot use the X Register for whatever reason.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	LDA ?pointer	; A simple RAM address that changes value depending on state will suffice.&lt;br /&gt;
	STA &amp;lt;scratch&amp;gt;	; Scratch RAM, like $00 in SMW will suffice.&lt;br /&gt;
	ASL		; \&lt;br /&gt;
	CLC		; | Multiply the value by 3, as labels are longwords (24-bits, 3 bytes).&lt;br /&gt;
	ADC &amp;lt;scratch&amp;gt;	; /&lt;br /&gt;
	TAX&lt;br /&gt;
	LDA Pointers,x&lt;br /&gt;
	STA &amp;lt;scratch&amp;gt;&lt;br /&gt;
	LDA Pointers+1,x&lt;br /&gt;
	STA &amp;lt;scratch&amp;gt;+1&lt;br /&gt;
	LDA Pointers+2,x&lt;br /&gt;
	STA &amp;lt;scratch&amp;gt;+2&lt;br /&gt;
	JML [&amp;lt;scratch&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
pointers:&lt;br /&gt;
	dl Label00&lt;br /&gt;
	dl Label01&lt;br /&gt;
	dl Label02&lt;br /&gt;
&lt;br /&gt;
Label00:&lt;br /&gt;
	RTS/RTL&lt;br /&gt;
Label01:&lt;br /&gt;
	RTS/RTL&lt;br /&gt;
Label02:&lt;br /&gt;
	RTS/RTL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== SMW Hacking ===&lt;br /&gt;
&lt;br /&gt;
==== Custom block template ====&lt;br /&gt;
By [[User:Alcaro|Alcaro]]&lt;br /&gt;
&lt;br /&gt;
Works with SA-1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
db $42 ; or db $37&lt;br /&gt;
JMP MarioBelow : JMP MarioAbove : JMP MarioSide&lt;br /&gt;
JMP SpriteV : JMP SpriteH : JMP MarioCape : JMP MarioFireball&lt;br /&gt;
JMP TopCorner : JMP BodyInside : JMP HeadInside&lt;br /&gt;
; JMP WallFeet : JMP WallBody ; if using db $37&lt;br /&gt;
&lt;br /&gt;
MarioBelow:&lt;br /&gt;
MarioAbove:&lt;br /&gt;
MarioSide:&lt;br /&gt;
&lt;br /&gt;
TopCorner:&lt;br /&gt;
BodyInside:&lt;br /&gt;
HeadInside:&lt;br /&gt;
&lt;br /&gt;
WallFeet:&lt;br /&gt;
WallBody:&lt;br /&gt;
&lt;br /&gt;
SpriteV:&lt;br /&gt;
SpriteH:&lt;br /&gt;
&lt;br /&gt;
MarioCape:&lt;br /&gt;
MarioFireball:&lt;br /&gt;
RTL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Decompress GFX File ====&lt;br /&gt;
By [[User:Vitor Vilela|Vitor Vilela]]&lt;br /&gt;
&lt;br /&gt;
Works with SA-1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
; Decompress input GFX file&lt;br /&gt;
; Must be called from SNES CPU.&lt;br /&gt;
; SA-1 is automatically invoked on SA-1 Pack ROMs.&lt;br /&gt;
&lt;br /&gt;
STZ $00&lt;br /&gt;
REP #$20&lt;br /&gt;
LDA #$7EAD	; destination buffer = $7EAD00&lt;br /&gt;
STA $01&lt;br /&gt;
LDA #$0080	; deoompress ExGFX80.bin ..&lt;br /&gt;
JSL $0FF900&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Get acts like from map16 number ====&lt;br /&gt;
By [[User:Vitor Vilela|Vitor Vilela]]&lt;br /&gt;
&lt;br /&gt;
Works with SA-1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
; $00 = map16 tile&lt;br /&gt;
get_act_like:&lt;br /&gt;
	LDA $06F624&lt;br /&gt;
	STA $02&lt;br /&gt;
	LDA $06F625&lt;br /&gt;
	STA $03&lt;br /&gt;
	LDA $06F626&lt;br /&gt;
	STA $04&lt;br /&gt;
	&lt;br /&gt;
	REP #$30&lt;br /&gt;
	LDA $00&lt;br /&gt;
	AND #$3FFF&lt;br /&gt;
	ASL&lt;br /&gt;
	TAY&lt;br /&gt;
	LDA [$02],y&lt;br /&gt;
	STA $00&lt;br /&gt;
	SEP #$30&lt;br /&gt;
	RTS&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Find free OAM slot ====&lt;br /&gt;
By [[User:Vitor Vilela|Vitor Vilela]]&lt;br /&gt;
&lt;br /&gt;
SA-1 hybrid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
; Routine for finding a free OAM slot&lt;br /&gt;
; NMSTL compatible. Tested against Level ASM, Overworld ASM.&lt;br /&gt;
&lt;br /&gt;
find_oam:&lt;br /&gt;
	LDY #$FC&lt;br /&gt;
-	LDA $02FD|!addr,y&lt;br /&gt;
	CMP #$F0&lt;br /&gt;
	BNE +&lt;br /&gt;
	CPY #$3C&lt;br /&gt;
	BEQ +&lt;br /&gt;
	DEY&lt;br /&gt;
	DEY&lt;br /&gt;
	DEY&lt;br /&gt;
	DEY&lt;br /&gt;
	BRA -&lt;br /&gt;
+	RTS&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Erase current save file ====&lt;br /&gt;
By [[User:Sixtare|Sixtare]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Erase:&lt;br /&gt;
REP #$10&lt;br /&gt;
	LDA $010A&lt;br /&gt;
	CMP #$01&lt;br /&gt;
	BEQ .01&lt;br /&gt;
	BCS .02&lt;br /&gt;
.00&lt;br /&gt;
LDX #$008F&lt;br /&gt;
JMP .delete&lt;br /&gt;
&lt;br /&gt;
.01&lt;br /&gt;
LDX #$011E&lt;br /&gt;
JMP .delete&lt;br /&gt;
&lt;br /&gt;
.02&lt;br /&gt;
LDX #$01AD&lt;br /&gt;
	.delete&lt;br /&gt;
	LDY #$008F&lt;br /&gt;
	LDA #$00&lt;br /&gt;
-	STA $700000,x&lt;br /&gt;
	STA $7001AD,x&lt;br /&gt;
	DEX&lt;br /&gt;
	DEY&lt;br /&gt;
	BPL -&lt;br /&gt;
	SEP #$10&lt;br /&gt;
RTS&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jump Tables (Using ExecutePtr) ====&lt;br /&gt;
By [[User:KobaBeach|lion]]&lt;br /&gt;
&lt;br /&gt;
The above Jump Table codes can also be used in SMW, however there is also a routine included in the original code.&lt;br /&gt;
However this does have the inconvenience of the table being right next to the JSL and is also much slower.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	LDA ?pointer	; A simple RAM address that changes value depending on state will suffice.&lt;br /&gt;
	JSL $0086DF	; The word (2 bytes) equivalent.&lt;br /&gt;
&lt;br /&gt;
pointers:&lt;br /&gt;
	dw Label00&lt;br /&gt;
&lt;br /&gt;
Label00:&lt;br /&gt;
	RTS/RTL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	LDA ?pointer	; A simple RAM address that changes value depending on state will suffice.&lt;br /&gt;
	JSL $0086FA	; The longword (3 bytes) equivalent.&lt;br /&gt;
&lt;br /&gt;
pointers:&lt;br /&gt;
	dl Label00&lt;br /&gt;
&lt;br /&gt;
Label00:&lt;br /&gt;
	RTS/RTL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== 65c816 SA-1 CPU ==&lt;br /&gt;
Some snippets present on [[#65c816_S-CPU|S-CPU]] section works with SA-1 CPU as well.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
&lt;br /&gt;
==== Unsigned 16 bit x 16 bit = 32 bit multiplication ====&lt;br /&gt;
By [[User:Akaginite|Akaginite]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
; 16bit * 16bit Multiplication SA-1 version&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
; Parameters&lt;br /&gt;
; $00-$01 : Multiplicand&lt;br /&gt;
; $02-$03 : Multiplier&lt;br /&gt;
; Return values&lt;br /&gt;
; $04-$07 : Product&lt;br /&gt;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
MathMul16_16:	STZ $2250&lt;br /&gt;
		REP #$20&lt;br /&gt;
		LDA $00&lt;br /&gt;
		STA $2251&lt;br /&gt;
		ASL A&lt;br /&gt;
		LDA $02&lt;br /&gt;
		STA $2253&lt;br /&gt;
		BCS +&lt;br /&gt;
		LDA.w #$0000&lt;br /&gt;
+		BIT $02&lt;br /&gt;
		BPL +&lt;br /&gt;
		CLC&lt;br /&gt;
		ADC $00&lt;br /&gt;
+		CLC&lt;br /&gt;
		ADC $2308&lt;br /&gt;
		STA $06&lt;br /&gt;
		LDA $2306&lt;br /&gt;
		STA $04&lt;br /&gt;
		SEP #$20&lt;br /&gt;
		RTS&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Final_Fantasy_IV&amp;diff=674</id>
		<title>Final Fantasy IV</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Final_Fantasy_IV&amp;diff=674"/>
		<updated>2019-09-06T18:28:55Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: incomplete but it&amp;#039;s a start&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:baseboxart.png|300px|thumb|right|Final Fantasy IV (or II as it was known in America)&#039;s American Boxart]]&#039;&#039;&#039;Final Fantasy IV&#039;&#039;&#039;, formerly known as &#039;&#039;&#039;Final Fantasy II&#039;&#039;&#039; in its initial western SNES release, is a role-playing video game published and developed by Square in 1991.&lt;br /&gt;
&lt;br /&gt;
Introducing characters with preset classes, a focus on story and cinematic events, and the Active Time Battle system, where the battle progresses as time goes on instead of by turns, it largely influenced the course of future FF games.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Easy Type&#039;&#039;&#039; version was later released, partially based on the much easier and simplified American release.&lt;br /&gt;
&lt;br /&gt;
== Hacking Tools ==&lt;br /&gt;
=== Standard ===&lt;br /&gt;
==== FF4kster ====&lt;br /&gt;
&#039;&#039;&#039;FF4kster&#039;&#039;&#039; by Pinkpuff is a tool created to be an all-in-one hacking suite for Final Fantasy IV (specifically, FF2US v1.1).&lt;br /&gt;
=== Deprecated ===&lt;br /&gt;
==== FF4ed ====&lt;br /&gt;
&#039;&#039;&#039;FF4ed&#039;&#039;&#039; is a tool by Yousei that serves as an extensive editor for the 1.0 version of the game.&lt;br /&gt;
==== FF2us Multi Editor ====&lt;br /&gt;
&#039;&#039;&#039;FF2us Multi Editor&#039;&#039;&#039; by JCE3000GT edits the properties of characters, magic, monsters, items, treasure and maps.&lt;br /&gt;
==== Zyrthofar&#039;s FF4 ROM Editor ====&lt;br /&gt;
Zyrthofar Blackcloak&#039;s &#039;&#039;&#039;FF4 ROM Editor&#039;&#039;&#039; is a data editor (enemies, spells, items, dialogues), however it is very buggy and hasn&#039;t been updated since 2005.&lt;br /&gt;
==== FF4Tools ====&lt;br /&gt;
&#039;&#039;&#039;FF4Tools&#039;&#039;&#039; by Phoenix Hacks are a set of Javascript tools created to be used alongside a hex editor to aid in hacking FF4. It can convert Dialogue, Events and Location Maps and convert it to hex, to be inserted in the ROM of your choosing.&lt;br /&gt;
== Notable ROM Hacks ==&lt;br /&gt;
=== Namingway Edition and Project II ===&lt;br /&gt;
A pair of re-translation patches for the game, Project II by vivify93 serving as an improvement of FFII to be closer to the original FFIV whilst also having bug fixes. Namingway Edition by Rodimus Primal goes further by making it as close to the Japanese HardType version localized in English as possible.&lt;br /&gt;
=== Free Enterprise ===&lt;br /&gt;
An open world randomizer for Final Fantasy IV by b0ardface, riversmccown, and SchalaKitty, with code and programming assistance by Myself086, Myria, and Crow. Extremely popular for speedrunners.&lt;br /&gt;
=== Final Fantasy IV Ultima ===&lt;br /&gt;
An improved version of Final Fantasy II by 8-bit fan that merely adds new content to the game, rather than altering its feel.&lt;br /&gt;
=== The Darkness Within ===&lt;br /&gt;
A remaster of sorts by Rynzer that rebalances and redesigns the original game.&lt;br /&gt;
=== Unprecedented Crisis ===&lt;br /&gt;
A tech demo hack by Pinkpuff created to showcase the features of FF4kster. Starts slow with mostly gameplay edits, but later starts to heavily change the story. &lt;br /&gt;
== Technical Information ==&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
== Extra Menus ==&lt;br /&gt;
== External Links ==&lt;br /&gt;
[http://ff4fe.com/ Free Enterprise main page]&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=PIXI&amp;diff=646</id>
		<title>PIXI</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=PIXI&amp;diff=646"/>
		<updated>2019-08-25T03:06:19Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;PIXI&amp;#039;&amp;#039;&amp;#039; is a sprite insertion tool created by JackTheSpades and maintained by Tattletale. It is used to assemble and insert regular sprites, generators, shooters, cluster s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;PIXI&#039;&#039;&#039; is a sprite insertion tool created by JackTheSpades and maintained by Tattletale. It is used to assemble and insert regular sprites, generators, shooters, cluster sprites and extended sprites in Asar format. It also has the ability to load certain sprites in a per-level basis, allowing for a nearly limitless amount of custom sprites such as enemies, obstacles, bosses, etc. in one&#039;s game.&lt;br /&gt;
== External links ==&lt;br /&gt;
[https://github.com/JackTheSpades/SpriteToolSuperDelux Source on GitHub.]&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Mario World]] [[Category:Super Mario World Hacking Tools]] [[Category:Hacking Tools]] [[Category:Sprite Insertion Tools]]&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Brutal_Mario&amp;diff=645</id>
		<title>Brutal Mario</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Brutal_Mario&amp;diff=645"/>
		<updated>2019-08-25T02:46:13Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Brutal Mario Title Screen (Cheep Demo).png|thumb|Title Screen of Brutal Mario, circa Demo 7.5]][[File:Brutal Mario Overworld.png|thumb|The Overworld]]&#039;&#039;&#039;Brutal Mario&#039;&#039;&#039; (&#039;&#039;鬼畜王マリオ&#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, with development starting around 2006. It is most widely known for having custom graphics, bosses, gimmicks, and such taken from other games.&lt;br /&gt;
&lt;br /&gt;
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 very monotonous. 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, graphics from Super Street Fighter II]]&lt;br /&gt;
Mario became victorious over Bowser countless times and was seen as a hero by his own people, ending with him rising to the throne of the Mushroom Kingdom. Over the years, however, Mario became the new tyrannical king. He sets off on an adventure to overtake further kingdoms, having left 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;
== Finished or Mostly Finished Features ==&lt;br /&gt;
* Early use of levelASM patch.&lt;br /&gt;
* Early use of HDMA.&lt;br /&gt;
* Early case of extensive custom sprite usage.&lt;br /&gt;
* Early case of custom bosses.&lt;br /&gt;
* Custom Overworld Palette patch.&lt;br /&gt;
* Custom Overworld sprites and graphics.&lt;br /&gt;
* Early use of Mode 7 in a level.&lt;br /&gt;
* Early instance of a new collectible being added to the game (DK Coins).&lt;br /&gt;
* Shop system akin to Super Princess Peach (minor upgrades) and Donkey Kong Country 2 (hints).&lt;br /&gt;
&lt;br /&gt;
== List of All Released Demos ==&lt;br /&gt;
* May 27th 2007 - Demo 6&lt;br /&gt;
* July 8th 2007 - Demo 7 (The most widely known version)&lt;br /&gt;
* April 19th 2008 - Cheap Demo (Demo 7.5)&lt;br /&gt;
* November 24th 2008 - Overworld Demo&lt;br /&gt;
* December 28th 2008 - Mazo Demo&lt;br /&gt;
* May 6th 2009 - 7hero Demo&lt;br /&gt;
* June 16th 2009 - Boss Demo&lt;br /&gt;
* October 24th 2012 - demoOnly1&lt;br /&gt;
* April 13th 2015 - 1-1 Demo&lt;br /&gt;
&lt;br /&gt;
== Legacy == &lt;br /&gt;
[[File:7 Heroes Final Boss.png|thumb|The Boss of Bowser&#039;s Castle, The Seven Koopalings]]&lt;br /&gt;
Ever since Demo 7&#039;s release, the author &#039;&#039;&#039;carol&#039;&#039;&#039; has released demos up until 2015 featuring bosses that &#039;&#039;completely&#039;&#039; change up the game of Super Mario World achieved by improved [[HDMA]] and [[Mode_7|Mode 7]]. Such examples go to the bosses &#039;&#039;&#039;Dark Lich&#039;&#039;&#039;, &#039;&#039;&#039;Lady Bow&#039;&#039;&#039;, &#039;&#039;&#039;Seven Koopalings&#039;&#039;&#039;, and even a &#039;&#039;rail shooter&#039;&#039; battling &#039;&#039;&#039;the Black Omen&#039;&#039;&#039; 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 2015.&lt;br /&gt;
&lt;br /&gt;
== The Future == &lt;br /&gt;
[[File:Unfinished Peach Boss.png|thumb|Unfinished Peach Boss]]&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>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Brutal_Mario&amp;diff=644</id>
		<title>Brutal Mario</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Brutal_Mario&amp;diff=644"/>
		<updated>2019-08-25T02:40:07Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: adding 1-1 demo, renaming ffvi demo to mazo demo (its filename) since shinryu and omega are from ffv&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Brutal Mario Title Screen (Cheep Demo).png|thumb|Title Screen of Brutal Mario, circa Demo 7.5]][[File:Brutal Mario Overworld.png|thumb|The Overworld]]&#039;&#039;&#039;Brutal Mario&#039;&#039;&#039; (&#039;&#039;鬼畜王マリオ&#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, with development starting around 2006. It is most widely known for having custom graphics, bosses, gimmicks, and such taken from other games.&lt;br /&gt;
&lt;br /&gt;
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 very monotonous. 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, graphics from Super Street Fighter II]]&lt;br /&gt;
Mario became victorious over Bowser countless times and was seen as a hero by his own people, ending with him rising to the throne of the Mushroom Kingdom. Over the years, however, Mario became the new tyrannical king. He sets off on an adventure to overtake further kingdoms, having left 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;
== Finished or Mostly Finished Features ==&lt;br /&gt;
* Early use of levelASM patch.&lt;br /&gt;
* Early use of HDMA.&lt;br /&gt;
* Early case of extensive custom sprite usage.&lt;br /&gt;
* Early case of custom bosses.&lt;br /&gt;
* Custom Overworld Palette patch.&lt;br /&gt;
* Custom Overworld sprites and graphics.&lt;br /&gt;
* Early use of Mode 7 in a level.&lt;br /&gt;
* Early instance of a new collectible being added to the game (DK Coins).&lt;br /&gt;
* Shop system akin to Super Princess Peach (minor upgrades) and Donkey Kong Country 2 (hints).&lt;br /&gt;
&lt;br /&gt;
== List of All Released Demos ==&lt;br /&gt;
* Demo 6&lt;br /&gt;
* Demo 7 (The most widely known version)&lt;br /&gt;
* Cheap Demo (Demo 7.5)&lt;br /&gt;
* Overworld Demo&lt;br /&gt;
* Mazo Demo&lt;br /&gt;
* Boss Demo&lt;br /&gt;
* demoOnly1&lt;br /&gt;
* 1-1 Demo&lt;br /&gt;
&lt;br /&gt;
== Legacy == &lt;br /&gt;
[[File:7 Heroes Final Boss.png|thumb|The Boss of Bowser&#039;s Castle, The Seven Koopalings]]&lt;br /&gt;
Ever since Demo 7&#039;s release, the author &#039;&#039;&#039;carol&#039;&#039;&#039; has released demos up until 2015 featuring bosses that &#039;&#039;completely&#039;&#039; change up the game of Super Mario World achieved by improved [[HDMA]] and [[Mode_7|Mode 7]]. Such examples go to the bosses &#039;&#039;&#039;Dark Lich&#039;&#039;&#039;, &#039;&#039;&#039;Lady Bow&#039;&#039;&#039;, &#039;&#039;&#039;Seven Koopalings&#039;&#039;&#039;, and even a &#039;&#039;rail shooter&#039;&#039; battling &#039;&#039;&#039;the Black Omen&#039;&#039;&#039; 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 2015.&lt;br /&gt;
&lt;br /&gt;
== The Future == &lt;br /&gt;
[[File:Unfinished Peach Boss.png|thumb|Unfinished Peach Boss]]&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>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Brutal_Mario&amp;diff=634</id>
		<title>Brutal Mario</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Brutal_Mario&amp;diff=634"/>
		<updated>2019-08-24T11:23:31Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Brutal Mario Title Screen (Cheep Demo).png|thumb|Title Screen of Brutal Mario, circa Demo 7.5]][[File:Brutal Mario Overworld.png|thumb|The Overworld]]&#039;&#039;&#039;Brutal Mario&#039;&#039;&#039; (&#039;&#039;鬼畜王マリオ&#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, with development starting around 2006. It is most widely known for having custom graphics, bosses, gimmicks, and such taken from other games.&lt;br /&gt;
&lt;br /&gt;
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 very monotonous. 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, graphics from Super Street Fighter II]]&lt;br /&gt;
Mario became victorious over Bowser countless times and was seen as a hero by his own people, ending with him rising to the throne of the Mushroom Kingdom. Over the years, however, Mario became the new tyrannical king. He sets off on an adventure to overtake further kingdoms, having left 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;
== Finished or Mostly Finished Features ==&lt;br /&gt;
* Early use of levelASM patch.&lt;br /&gt;
* Early use of HDMA.&lt;br /&gt;
* Early case of extensive custom sprite usage.&lt;br /&gt;
* Early case of custom bosses.&lt;br /&gt;
* Custom Overworld Palette patch.&lt;br /&gt;
* Custom Overworld sprites and graphics.&lt;br /&gt;
* Early use of Mode 7 in a level.&lt;br /&gt;
* Early instance of a new collectible being added to the game (DK Coins).&lt;br /&gt;
* Shop system akin to Super Princess Peach (minor upgrades) and Donkey Kong Country 2 (hints).&lt;br /&gt;
&lt;br /&gt;
== Legacy == &lt;br /&gt;
[[File:7 Heroes Final Boss.png|thumb|The Boss of Bowser&#039;s Castle, The Seven Koopalings]]&lt;br /&gt;
Ever since Demo 7&#039;s release, the author &#039;&#039;&#039;carol&#039;&#039;&#039; has released demos up until 2015 featuring bosses that &#039;&#039;completely&#039;&#039; change up the game of Super Mario World achieved by improved [[HDMA]] and [[Mode_7|Mode 7]]. Such examples go to the bosses &#039;&#039;&#039;Dark Lich&#039;&#039;&#039;, &#039;&#039;&#039;Lady Bow&#039;&#039;&#039;, &#039;&#039;&#039;Seven Koopalings&#039;&#039;&#039;, and even a &#039;&#039;rail shooter&#039;&#039; battling &#039;&#039;&#039;the Black Omen&#039;&#039;&#039; 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 2015.&lt;br /&gt;
&lt;br /&gt;
== The Future == &lt;br /&gt;
[[File:Unfinished Peach Boss.png|thumb|Unfinished Peach Boss]]&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>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=pt/Custom_Powerups&amp;diff=633</id>
		<title>pt/Custom Powerups</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=pt/Custom_Powerups&amp;diff=633"/>
		<updated>2019-08-24T11:09:44Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: translated to (an attempt at) brazillian portuguese, since that&amp;#039;s where most portuguese speaking smw hackers are from. orz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Custom Powerups}} {{Select Language|Custom Powerups}}&lt;br /&gt;
[[File:custom_powerups_boomerang.gif|thumb|right|Fato Boomerang e blocos vanilla melhorados em ação.]]&lt;br /&gt;
O patch [https://github.com/TheLX5/Powerups/wiki/1.-Main-Page Custom Powerups] é um conjunto de códigos ASM criados principalmente por [[User:MarioE|MarioE]] e [[User:LX5|LX5]] com o propósito de adicionar novos powerups em [[Super Mario World]] com facilidade e incluir algumas ferramentas que permitam a programadores criar seus própios powerups.&lt;br /&gt;
&lt;br /&gt;
=Características=&lt;br /&gt;
[[File:custom_powerups_roulette.gif|thumb|right|Mario Gato, Flor de Gelo e roleta de itens melhorada.]]&lt;br /&gt;
[[File:custom_powerups_mini_mario.gif|thumb|right|Mini Mario e Fato de Tanooki.]]&lt;br /&gt;
==Para o usuário normal==&lt;br /&gt;
* Vários novos powerups de vários jogos do Mario (e outros jogos).&lt;br /&gt;
* O patch [https://www.smwcentral.net/?p=section&amp;amp;a=details&amp;amp;id=20407 32x32 player tilemap] incluído.&lt;br /&gt;
* Itens e projectéis dinâmicos.&lt;br /&gt;
* Opções poderosas e fáceis de compreender para o patch principal e cada powerup.&lt;br /&gt;
* Blocos vanilla e itens mejorados.&lt;br /&gt;
* Inclusão nativa do patch [https://www.smwcentral.net/?p=section&amp;amp;a=details&amp;amp;id=13800 Better Powerdown].&lt;br /&gt;
==Para programadores==&lt;br /&gt;
* Um bom ecosistema com definições de RAM prontas para usar em cada ferramenta importante. ([[PIXI]], [[GPS]] e [[UberASM Tool]])&lt;br /&gt;
* Libera cerca de 22000 bytes de RAM em $7E2000.&lt;br /&gt;
* Pode insertar até 256 powerups distintos.&lt;br /&gt;
* Várias endereços de RAM que pode alterar o comportamento de várias coisas importantes do patch.&lt;br /&gt;
* Sistema de &amp;quot;add-on&amp;quot; fácil de usar para adicionar seu propio código ASM especifico para seus powerups.&lt;br /&gt;
* Controlo total da interação do jogador com o terreno e inimigos.&lt;br /&gt;
* Um monte de ponteiros a rotinas e tabelas prontas para ser utilizadas em $02800C sobre vários detalhes do patch.&lt;br /&gt;
* Permite instalar patches que necesitam ser executados durante o NMI em $00A304.&lt;br /&gt;
=Powerups incluídos=&lt;br /&gt;
[[File:custom_powerups_cloud.gif|thumb|right|Flor nube de Super Mario Galaxy.]]&lt;br /&gt;
* [https://github.com/TheLX5/Powerups/wiki/7.-Powerups#mushroom-super-mario-world Super Cogumelo (Super Mario World)]&lt;br /&gt;
* [https://github.com/TheLX5/Powerups/wiki/7.-Powerups#feather-super-mario-world Pena de Capa (Super Mario World)]&lt;br /&gt;
* [https://github.com/TheLX5/Powerups/wiki/7.-Powerups#fire-flower-super-mario-world Flôr de Fogo (Super Mario World)]&lt;br /&gt;
* [https://github.com/TheLX5/Powerups/wiki/7.-Powerups#hammer-suit-super-mario-bros-3 Fato Martelo (Super Mario Bros. 3)]&lt;br /&gt;
* [https://github.com/TheLX5/Powerups/wiki/7.-Powerups#boomerang-suit-custom Fato Boomerang (Custom)]&lt;br /&gt;
* [https://github.com/TheLX5/Powerups/wiki/7.-Powerups#super-leaf-super-mario-bros-3 Super Folha (Super Mario Bros. 3)]&lt;br /&gt;
* [https://github.com/TheLX5/Powerups/wiki/7.-Powerups#tanooki-suit-super-mario-bros-3 Fato de Tanooki (Super Mario Bros. 3)]&lt;br /&gt;
* [https://github.com/TheLX5/Powerups/wiki/7.-Powerups#superball-flower-super-mario-land Flor Superbola (Super Mario Land)]&lt;br /&gt;
* [https://github.com/TheLX5/Powerups/wiki/7.-Powerups#frog-suit-super-mario-bros-3 Fato de Sapo (Super Mario Bros. 3)]&lt;br /&gt;
* [https://github.com/TheLX5/Powerups/wiki/7.-Powerups#rocket-boots-terraria Botas Foguete (Terraria)]&lt;br /&gt;
* [https://github.com/TheLX5/Powerups/wiki/7.-Powerups#mini-mushroom-new-super-mario-bros Mini Cogumelo (New Super Mario Bros.)]&lt;br /&gt;
* [https://github.com/TheLX5/Powerups/wiki/7.-Powerups#ice-flower-new-super-mario-bros-wii Flôr de Gelo (New Super Mario Bros. Wii)]&lt;br /&gt;
* [https://github.com/TheLX5/Powerups/wiki/7.-Powerups#penguin-suit-new-super-mario-bros-wii Fato Pinguim (New Super Mario Bros. Wii)]&lt;br /&gt;
* [https://github.com/TheLX5/Powerups/wiki/7.-Powerups#propeller-mushroom-new-super-mario-bros-wii Cogumelo Hélice (New Super Mario Bros. Wii)]&lt;br /&gt;
* [https://github.com/TheLX5/Powerups/wiki/7.-Powerups#shell-suit-new-super-mario-bros Fato Carapaça (New Super Mario Bros.)]&lt;br /&gt;
* [https://github.com/TheLX5/Powerups/wiki/7.-Powerups#bubble-flower-custom Flôr de Bolhas (Custom)]&lt;br /&gt;
* [https://github.com/TheLX5/Powerups/wiki/7.-Powerups#cloud-flower-super-mario-galaxy Flôr Nuvem (Super Mario Galaxy 2)]&lt;br /&gt;
* [https://github.com/TheLX5/Powerups/wiki/7.-Powerups#cat-suit-super-mario-3d-world Fato de Gato (Super Mario 3D World)]&lt;br /&gt;
=Links úteis=&lt;br /&gt;
* [https://github.com/TheLX5/Powerups/ Repo oficial em GitHub]&lt;br /&gt;
* [http://www.fortalezareznor.com/t3338- Mensagem oficial em Fortaleza Reznor]&lt;br /&gt;
* [https://github.com/TheLX5/Powerups/wiki/2.-Installation Guía de instalação em texto (en inglês)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=82_HH05jdl0 Guía de instalação en vídeo]&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Secret_of_Mana&amp;diff=615</id>
		<title>Secret of Mana</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Secret_of_Mana&amp;diff=615"/>
		<updated>2019-08-22T12:32:44Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: Removed redirect to Seiken Densetsu 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Secret of Mana US Boxart.jpg|thumb|The North American Boxart]]&#039;&#039;&#039;Secret of Mana&#039;&#039;&#039;, originally known in Japan as &#039;&#039;Seiken Densetsu 2&#039;&#039;, is a 1993 Action Role-Playing Game for the Super Nintendo, developed and published by Square. It is the sequel to &#039;&#039;&#039;Seiken Densetsu: Final Fantasy Gaiden&#039;&#039;&#039;, also known as &#039;&#039;Final Fantasy Adventure&#039;&#039; in North America and &#039;&#039;Mystic Quest&#039;&#039; in Europe and the prequel to [[Trials of Mana]], released shortly in 1995.&lt;br /&gt;
&lt;br /&gt;
Instead of using a turn-based battle system like its contemporaries, it uses a real-time action based system with a power bar mechanic for charging up special attacks, coupled with the Ring Command menu system allowing for the player to freeze time and make decisions in the heat of battle and co-op multiplayer that allows second and third players to join the action anytime. If second and third players are not available, the two party members will default to AI, which can be customized to the player&#039;s wishes in the menu.&lt;br /&gt;
&lt;br /&gt;
== Hacking Tools ==&lt;br /&gt;
== Notable ROMhacks ==&lt;br /&gt;
== Technical Information ==&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Secret_of_Mana&amp;diff=614</id>
		<title>Secret of Mana</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Secret_of_Mana&amp;diff=614"/>
		<updated>2019-08-22T12:32:16Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: (WIP orz) (ty Shiny for providing an article base to work on)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Seiken Densetsu 2]]&lt;br /&gt;
[[File:Secret of Mana US Boxart.jpg|thumb|The North American Boxart]]&#039;&#039;&#039;Secret of Mana&#039;&#039;&#039;, originally known in Japan as &#039;&#039;Seiken Densetsu 2&#039;&#039;, is a 1993 Action Role-Playing Game for the Super Nintendo, developed and published by Square. It is the sequel to &#039;&#039;&#039;Seiken Densetsu: Final Fantasy Gaiden&#039;&#039;&#039;, also known as &#039;&#039;Final Fantasy Adventure&#039;&#039; in North America and &#039;&#039;Mystic Quest&#039;&#039; in Europe and the prequel to [[Trials of Mana]], released shortly in 1995.&lt;br /&gt;
&lt;br /&gt;
Instead of using a turn-based battle system like its contemporaries, it uses a real-time action based system with a power bar mechanic for charging up special attacks, coupled with the Ring Command menu system allowing for the player to freeze time and make decisions in the heat of battle and co-op multiplayer that allows second and third players to join the action anytime. If second and third players are not available, the two party members will default to AI, which can be customized to the player&#039;s wishes in the menu.&lt;br /&gt;
&lt;br /&gt;
== Hacking Tools ==&lt;br /&gt;
== Notable ROMhacks ==&lt;br /&gt;
== Technical Information ==&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=File:Secret_of_Mana_US_Boxart.jpg&amp;diff=613</id>
		<title>File:Secret of Mana US Boxart.jpg</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=File:Secret_of_Mana_US_Boxart.jpg&amp;diff=613"/>
		<updated>2019-08-22T12:27:39Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The North American Boxart of Secret of Mana&#039;s Super Nintendo version.&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Brutal_Mario&amp;diff=603</id>
		<title>Brutal Mario</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Brutal_Mario&amp;diff=603"/>
		<updated>2019-08-19T17:56:19Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: &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; (&#039;&#039;鬼畜王マリオ&#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, ending with him rising to the throne of the Mushroom Kingdom. Over the years, however, Mario became the new tyrannical king. He sets off on an adventure to overtake further kingdoms, having left 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 Boss of Bowser&#039;s Castle, The Seven Koopalings]]&lt;br /&gt;
Ever since Demo 7&#039;s release, the author &#039;&#039;&#039;carol&#039;&#039;&#039; has released demos up until 2015 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;Lady Bow&#039;&#039;&#039;, &#039;&#039;&#039;Seven Koopalings&#039;&#039;&#039;, and even a &#039;&#039;first person shooter&#039;&#039; battling &#039;&#039;&#039;the Black Omen&#039;&#039;&#039; 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 2015.&lt;br /&gt;
&lt;br /&gt;
== The Future == &lt;br /&gt;
[[File:Unfinished Peach Boss.png|thumb|Unfinished Peach Boss]]&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>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Brutal_Mario&amp;diff=602</id>
		<title>Brutal Mario</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Brutal_Mario&amp;diff=602"/>
		<updated>2019-08-19T17:55:56Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: &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; (&#039;&#039;鬼畜王マリオ&#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, ending with him rising to the throne of the Mushroom Kingdom. Over the years, however, Mario became the new tyrannical king. He sets off on an adventure to overtake further kingdoms, having left 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 Boss of Bowser&#039;s Castle, The Seven Koopalings]]&lt;br /&gt;
Ever since Demo 7&#039;s release, the author &#039;&#039;&#039;carol&#039;&#039;&#039; has released demos up until 2015 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;Lady Bow&#039;&#039;&#039;, &#039;&#039;&#039;Seven Koopalings&#039;&#039;&#039;, and even a &#039;&#039;first person shooter&#039;&#039; battling &#039;&#039;&#039;the Black Omen&#039;&#039;&#039; 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|Unfinished Peach Boss]]&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>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Brutal_Mario&amp;diff=601</id>
		<title>Brutal Mario</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Brutal_Mario&amp;diff=601"/>
		<updated>2019-08-19T17:54:50Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: &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; (&#039;&#039;鬼畜王マリオ&#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, ending with him rising to the throne of the Mushroom Kingdom. Over the years, however, Mario became the new tyrannical king. He sets off on an adventure to overtake further kingdoms, having left 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 2015 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;Seven Heroes&#039;&#039;&#039;, and even a &#039;&#039;first person shooter&#039;&#039; battling &#039;&#039;&#039;the Black Omen&#039;&#039;&#039; 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|Unfinished Peach Boss]]&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>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=VIP_and_Wall_Mix&amp;diff=600</id>
		<title>VIP and Wall Mix</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=VIP_and_Wall_Mix&amp;diff=600"/>
		<updated>2019-08-19T14:52:16Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vip1 1.png|thumb|right|Screenshot of the level &amp;quot;Dodge the Enemies!&amp;quot; of VIP and Wall Mix]]&#039;&#039;&#039;VIP and Wall Mix&#039;&#039;&#039; (also known as &#039;&#039;VIP and Wall and Alaska Mix&#039;&#039;, or just &#039;&#039;VIP&#039;&#039; or &#039;&#039;Mix&#039;&#039;) is a series of hacks made by japanese communities, mainly the several boards of the 2channel BBS, such as &#039;&#039;Newsoku@VIP&#039;&#039; (a shitposting board), the &#039;&#039;Kabe&#039;&#039; and &#039;&#039;Alaska&#039;&#039; hidden boards, and &#039;&#039;Game Urawaza and Kaizou&#039;&#039; (the game hacking board), mostly several anonymous people. The hacks are known for being the one of most famous japanese specimen in the hacking scene (among with [[Brutal Mario]]) during the 2000&#039;s period. There are already 5 finished released hacks, plus with a sixth one still in progress.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[File:Vipper logo.png|thumb|right|VIPPER Logo]]&lt;br /&gt;
There are several aspects which makes this hacks unique, some of them are:&lt;br /&gt;
* References to japanese culture and/or memes, including obscure, edgy and questionable topics.&lt;br /&gt;
* Graphical replacement of most sprites (including Mario, Peach and Bowser) to 2channel memes (*).&lt;br /&gt;
* Graphical replacement of some global objects (like cement blocks and doors).&lt;br /&gt;
* Extremely hard or tricky levels in late game (Kaizo borderline in some cases).&lt;br /&gt;
* Unusual, creative and/or weird gimmicks.&lt;br /&gt;
* Minor relevance of &amp;quot;polishing&amp;quot; aspects (palettes, cutoffs, clashing, glitch abuse, powerup breakage, etc.).&lt;br /&gt;
* Sequels or references to some levels across all the hacks.&lt;br /&gt;
&lt;br /&gt;
(*) &#039;&#039;For each hack there is an alternative version which uses all vanilla sprites&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
=== Boon ===&lt;br /&gt;
[[File:Boon.png|thumb|right|Boon]]&lt;br /&gt;
&#039;&#039;&#039;Boon&#039;&#039;&#039; (also known as &#039;&#039;Naitou Horizon&#039;&#039;) is the main character of the VIP and Wall Mix series, and the only playable character in the hacks (as he&#039;s technically the ASCII replacement of Mario). His raison d&#039;être is to always run, in the hopes that someday, he too will be able to fly high in the big blue skies. It can be implied that he has some kind of a relationship with Princess Tsundere, as he&#039;s the one who always goes to save her (just like Mario and Peach). He has the same moveset, frames and abilities than in the original SMW. &lt;br /&gt;
=== Princess Tsundere ===&lt;br /&gt;
[[File:Princess_Cindelle.png|thumb|right|Princess Tsundere]]&lt;br /&gt;
&#039;&#039;&#039;Tsundere&#039;&#039;&#039; is the always-kidnapped princess of the VIP and Wall Mix series (just like Peach in the original SMW and in the majority of its romhacks). She gets kidnapped at the start of every hack, one way or another. Her origin is to be a sort of pastiche of common Tsundere tropes, twindrills, &amp;quot;it&#039;s not like I love you&amp;quot;s and the like.&lt;br /&gt;
=== Yoshi ===&lt;br /&gt;
&#039;&#039;&#039;Yoshi&#039;&#039;&#039; (also known as &#039;&#039;Detteiu&#039;&#039;, localized as &#039;&#039;Horse&#039;&#039;) is a dinosaur-like character that acts as an ally of Boon and Tsundere in the series (just like Yoshi in the original SMW and in the majority of its romhacks). He has the same alternate forms and abilities than in the original SMW. It didn&#039;t receive a proper ASCII replacement, likely due to the difficulty of editing Yoshi&#039;s sprites as well as Yoshi being a meme in Japan, therefore its sprite is identical in both versions of the hacks.&lt;br /&gt;
=== Daddy Cool ===&lt;br /&gt;
[[File:VIPPER.png|thumb|right|Daddy Cool]]&lt;br /&gt;
&#039;&#039;&#039;Daddy Cool&#039;&#039;&#039; is the main antagonist of the VIP and Wall Mix series. He&#039;s the ASCII replacement of Bowser. He&#039;s very good at mahjong, and can usually be seen in levels throwing riichi sticks to get in Boon&#039;s way.&lt;br /&gt;
=== Koopalings ===&lt;br /&gt;
The &#039;&#039;&#039;Koopalings&#039;&#039;&#039; are a seven-member clan of recurring enemies in the VIP and Wall MIX series, often seen as bosses in each world final castle. Individually, they are named Larry, Morton, Wendy, Iggy, Roy, Lemmy, and Ludwig. They are presumably Daddy Cool&#039;s minions (just like in the original SMW with Bowser). They didn&#039;t receive a proper ASCII replacement, likely to keep in the original spirit of Super Mario World, therefore their sprites are identical in both versions of the hacks. However, Lemmy does ride the poorly drawn monster Spoo in VIP2.&lt;br /&gt;
=== Big Boo ===&lt;br /&gt;
&#039;&#039;&#039;Big Boo&#039;&#039;&#039; is a recurrent boss in the VIP series, as well as for the majority of SMW Hacks. It&#039;s a giant boo that usually takes 3 hit to defeat.&lt;br /&gt;
=== Reznor ===&lt;br /&gt;
The &#039;&#039;&#039;Reznor&#039;&#039;&#039; are a recurrent boss in the VIP series, as well as for the majority of SMW Hacks. They&#039;re usually in a group of four, spinning in their platform, which needs to be hit to defeat each of them. Its ASCII replacement is a puppy, known as Zonu, supposedly commonly used in FamilyMart chicken meat.&lt;br /&gt;
&lt;br /&gt;
== Notable Contributors ==&lt;br /&gt;
=== The anons of the 2channel Community ===&lt;br /&gt;
The &#039;&#039;&#039;Anonymous&#039;&#039;&#039; members of the 2ch community compose most of the hacks as most of the userbase in 2ch keeps anonymous when posting. In 2ch, the anons involve people from all walks of life, but in VIP it can be assumed to just be huge video game nerds.&lt;br /&gt;
&lt;br /&gt;
=== 757 ===&lt;br /&gt;
&#039;&#039;&#039;757&#039;&#039;&#039; (also known as &#039;&#039;boldowa&#039;&#039; or &#039;&#039;6646&#039;&#039;) is a known porter and music contributor for the VIP series. He&#039;s known either in western and eastern communities.&lt;br /&gt;
&lt;br /&gt;
=== Anikiti ===&lt;br /&gt;
&#039;&#039;&#039;Anikiti&#039;&#039;&#039; is a well known Japanese romhacker, his fame deriving from the &#039;&#039;Mario X World&#039;&#039; and &#039;&#039;Luigi&#039;s Adventure&#039;&#039; series of hacks. His stages focus more on strategic enemy placement and very &amp;quot;choconilla&amp;quot;-ish gameplay.&lt;br /&gt;
&lt;br /&gt;
=== beyrevia ===&lt;br /&gt;
&#039;&#039;&#039;beyrevia&#039;&#039;&#039; is a little known VIPPER, infamous for doing the &#039;&#039;Absurd Athletic&#039;&#039; and &#039;&#039;Labyrinth Castle&#039;&#039; series of stages as well as the two DKC2 inspired stages, &#039;&#039;Stickerbrush Stickery&#039;&#039; (localized name) and &#039;&#039;Hornet Hole&#039;&#039;. His stages commonly focus in either impressive visuals or huge amounts of difficulty. Sometimes a bit too much.&lt;br /&gt;
&lt;br /&gt;
=== carol ===&lt;br /&gt;
[[File:VIP2targetterror.png|thumb|right|Target Terror, one of his VIP2 levels, based in a Donkey Kong Country 2 level]]&lt;br /&gt;
Initially as an anonymous collaborator, &#039;&#039;&#039;carol&#039;&#039;&#039; started to contribute to VIP hacks since its second release, where he contributed with 4 levels (which were re-used later in his personal hack, [[Brutal Mario]]) and the Spoo Lemmy, the Giko Bowser and Neo VIPdeath bosses.&lt;br /&gt;
&lt;br /&gt;
For VIP3, he contributed the Banana Bird crystal minigame, the Mega Man 6 capsule room and the final bosses: Daddy Cool riding Gamma (from Mega Man 3) and Newsoku de Yaruo (based on Zero Two from Kirby 64), everything in the final castle of the hack.&lt;br /&gt;
&lt;br /&gt;
For VIP4, he contributed the Yoshi chimera boss and the Seven AA boss (based on The Seven Heroes from Romancing SaGa 2, which he also did for his hack).&lt;br /&gt;
&lt;br /&gt;
And finally, for VIP5 he contributed with 2 levels: &#039;&#039;Red Athletic&#039;&#039; (the Red Switch Palace) and &#039;&#039;Reznor Come Home&#039;&#039; (one of the stages in World 7). He also made the Tanasinn boss and worked on the coding for the Julius (from Final Fantasy Adventure) boss.&lt;br /&gt;
&lt;br /&gt;
His stages tend to be more simple ASM showpieces, though he has been showing more effort in level design in the 2010s.&lt;br /&gt;
&lt;br /&gt;
=== Homing ===&lt;br /&gt;
&#039;&#039;&#039;homing&#039;&#039;&#039; is an ASMer who normally stays in the background for most of the VIPs. Yet, he is still well known for making the &#039;&#039;Uber Homing&#039;&#039; and &#039;&#039;One Room Studio Castle&#039;&#039; stages, showcasing impressive ASM for the time and high levels of challenge. For VIP6 he also attempted to manage the hack and ported a song for the second Bowser&#039;s Castle stage.&lt;br /&gt;
&lt;br /&gt;
=== SIG ===&lt;br /&gt;
&#039;&#039;&#039;SIG&#039;&#039;&#039; is a Japanese SMW hacker with more than 10 years of experience (2008 to present) and with a vast number of 38 hacks made. He is known for contributing only to VIP and Wall and Alaska Mix 5, but he could have contributed to others under anonymous. His levels are usually very vanilla with little to no ASM or non-traditional level design elements.&lt;br /&gt;
&lt;br /&gt;
=== TSC ===&lt;br /&gt;
&#039;&#039;&#039;TSC&#039;&#039;&#039; is known for being the only non-anonymous person who&#039;s participated in every hack of the series.&amp;lt;sup&amp;gt;[&#039;&#039;citation needed&#039;&#039;]&amp;lt;/sup&amp;gt; His levels are known for being very high in terms of difficulty, often times being difficulty spikes compared to the levels surrounding them.&lt;br /&gt;
&lt;br /&gt;
== Hacks ==&lt;br /&gt;
=== VIP &amp;amp; Wall MIX ===&lt;br /&gt;
[[File:VIP1title.png|thumb|right|Title Screen of VIP and Wall MIX]]&lt;br /&gt;
The first hack of the series. It&#039;s known for being largely vanilla and for introducing the level design style of the designers, but also for being the one with less memes/references. It&#039;s also the shortest hack in the series.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Technical Infomation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Known Contributors:&#039;&#039;&#039; || ■ ■, 660, 771, 7shi, 880, Anikiti, Aruarukun, Hakkatsunan, Hikara, Itoiro-sensei Kumema, Nko, Noppo-san, Suibutsu no Sakusha, Teenz, TO-SIRO, TSC, People from Lufia3.net.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Release Date:&#039;&#039;&#039; || 2006&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exits:&#039;&#039;&#039; || 78&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== VIP &amp;amp; Wall MIX 2 ===&lt;br /&gt;
[[File:VIP2title.png|thumb|right|Title Screen of VIP and Wall MIX 2]]&lt;br /&gt;
The second hack of the series. It&#039;s known for being, until now, the hardest hack of the bunch, introducing the ASCII sprites (which were backported for VIP1), but also for introducing a bit more ASM and Graphics than its predecessor. It&#039;s also the first one where carol, the [[Brutal Mario]]&#039;s author participated (primairly as an anonymous).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Technical Infomation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Known Contributors:&#039;&#039;&#039; || 112, 660, 864, carol, Mizu, Nan, Nanashi 50, Nanashi-san, P3, TSC&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Release Date:&#039;&#039;&#039; || 2006&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exits:&#039;&#039;&#039; || 103&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== VIP &amp;amp; Wall MIX 3 ===&lt;br /&gt;
[[File:VIP3title.png|thumb|right|Title Screen of VIP and Wall MIX 3]]&lt;br /&gt;
The third hack of the series. This hack is considered a turning point of them, since the polishment and features grew considerably in this one: it was the first hack in the SMW hacking history to have custom music on it.&amp;lt;sup&amp;gt;[&#039;&#039;citation needed&#039;&#039;]&amp;lt;/sup&amp;gt; It features a different type of overworld: after defeating the first world you can choose one of the following 4 worlds (Worlds 2 to 5) to continue your adventure, instead of following a linear progress (you needed to complete all of those 4 worlds to continue to World 6, though). The amount of custom resources were increased in this one, and some ASCII sprites were replaced.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Technical Infomation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Known Contributors:&#039;&#039;&#039; || 7shi, carol, Esuha, Ippanjin, Iwa, Nan, Nanashi?, Nanashi-san, P3, Pythagoras, Ringo, TSC&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Release Date:&#039;&#039;&#039; || 2007&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exits:&#039;&#039;&#039; || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== VIP &amp;amp; Wall &amp;amp; Alaska MIX 4 ===&lt;br /&gt;
[[File:VIP4title.png|thumb|right|Title Screen of VIP and Wall and Alaska MIX 4]]&lt;br /&gt;
The fourth hack of the series. Everything seen in the first three hacks, but quadrupled: it features more ASM, more custom music and a more polished level design overall compared to their predecessors. One of the most iconic aspects of this hack is that you need to beat all of the special levels in order to reach the final levels and boss, and also for being the first one to have the VIP Coin indicator in the overworld border (right next to the level name).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Technical Infomation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Known Contributors:&#039;&#039;&#039; || 660, 757, 854, AAA, carol, gocha, King Nanashi Salmon, Matomenin, Nan, oL7G5poF4c, P3, Pia, Ringo, TSC&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Release Date:&#039;&#039;&#039; || 2008&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exits:&#039;&#039;&#039; || 114&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== VIP &amp;amp; Wall &amp;amp; Alaska MIX 5 ===&lt;br /&gt;
[[File:Vip5title.png|thumb|right|Title Screen of VIP and Wall and Alaska MIX 5]]&lt;br /&gt;
The fifth hack of the series. Known for being, by the vast majority of VIP fans, the best hack of the bunch. It features even more things that its predecessor: custom graphics for all overworld (including sprites and border), more ASM and custom music, and more unique gimmicks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Technical Infomation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Known Contributors:&#039;&#039;&#039; || 1PfJGxh2, 660, 757, Akatsuki, Anta, beyrevia, carol, FY61, Homing, IGU, Kaeru, King Nanashi Salmon, Kokunai, Kumo no Naka?, L3Rt, List, Pingu, Pilisa, SIG, Sui, sym, Tima, TSC, Zero&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Release Date:&#039;&#039;&#039; || 2011&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exits:&#039;&#039;&#039; || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== VIP &amp;amp; Wall &amp;amp; Alaska MIX 6 ===&lt;br /&gt;
[[File:VIP6title.png|thumb|right|Title Screen of VIP and Wall and Alaska MIX 6]]&lt;br /&gt;
The sixth hack of the series. Still in development, this hack continues following the quality trail seen since VIP4: ASM, custom music and unique level ideas. It&#039;s known for being the hack with the longest development time (2012 to present) without an official release, but also for featuring an interesting multi-path overworld and for being the first hack in which western people have worked in.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Technical Infomation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Release Date:&#039;&#039;&#039; || Not yet.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exits:&#039;&#039;&#039; || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://wikiwiki.jp/vipmariok/ Japanese VIP and Wall Mix Wiki]&lt;br /&gt;
[[Category:Hacks]] [[Category:Super Mario World]]&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=User:KobaBeach&amp;diff=599</id>
		<title>User:KobaBeach</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=User:KobaBeach&amp;diff=599"/>
		<updated>2019-08-19T14:24:00Z</updated>

		<summary type="html">&lt;p&gt;KobaBeach: Created page with &amp;quot;Workaholic ASMer and beginner programmer. Learning: 65c816, C, C++, Python  I like RPGs and furry bullshit a lot.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Workaholic ASMer and beginner programmer. Learning: 65c816, C, C++, Python&lt;br /&gt;
&lt;br /&gt;
I like RPGs and furry bullshit a lot.&lt;/div&gt;</summary>
		<author><name>KobaBeach</name></author>
	</entry>
</feed>