SMW Resource Memory Map: Difference between revisions
Vitor Vilela (talk | contribs) (SA-1 equivalent of Lunar Magic.) |
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Also feel free to suggest a good way to represent SA-1 addresses (if applicable). | Also feel free to suggest a good way to represent SA-1 addresses (if applicable). | ||
== Lunar Magic == | == Lunar Magic == | ||
Note about SA-1: | |||
For addresses between $7E:0000-$7E:00FF, the SA-1 equivalent is $3000-$30FF (code bank). For addresses between $7E:0200-$7E:1FFF, the SA-1 equivalent is $6200-$7FFF (code bank) or $40:0200-$40:1FFF (absolute). | For addresses between $7E:0000-$7E:00FF, the SA-1 equivalent is $3000-$30FF (code bank). For addresses between $7E:0200-$7E:1FFF, the SA-1 equivalent is $6200-$7FFF (code bank) or $40:0200-$40:1FFF (absolute). | ||
Any other address used by Lunar Magic does not have any SA-1 equivalent and must be manipulated by the SNES CPU. | |||
=== RAM === | === RAM === | ||
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{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! Address !! Size !! Description | ! Address !! Size !! LM Version !! Description | ||
|- | |- | ||
| $ | | $7E:0BF5 || 1 byte || 3.00 || ExLevel (Dynamic Levels) flags. | ||
Format: %toPsssss | |||
* o: Overscan level mode. If set, the camera will try scrolling to the maximum vertical level edge (15 extra pixels). | |||
* t: Two layers flag. If set, it means the level has two interactive layers (layer 1+2 or layer 1+3). | |||
* P: New sprite spawn flag. It's a copy of the 5th bit from the sprite header and it's used for checking if the sprites uses the new data structure or not. | |||
* sssss: Vertical level mode. It gets indexed by a table to get the screen height. See [[Lunar_Magic/Custom_Level_Sizes]] for more information. | |||
|- | |- | ||
| $ | | $7E:0BF6 || 256 bytes || 3.00 || ExLevel RAM (to be filled later). | ||
|- | |- | ||
| $ | | $7E:13D7 || 2 bytes || 3.00 || Screen vertical size. | ||
|- | |- | ||
| $ | | $7E:1936 || 2 bytes || 3.00 || Screen vertical size - #$0010. Used only for adjusting smkdan's VRAM patch. | ||
|- | |- | ||
| $ | | $7F:C004 || 1 byte || Unknown || Legacy ExAnimations frame counter. Used to be the frame counter for every ExAnimation slot, now it's only accurate for slots 0, 8, 10 and 18. | ||
|- | |- | ||
| $ | | $7F:C060 || 16 bytes || 1.80 || Conditional Direct Map16 flags.<br> | ||
|- | |- | ||
| $ | | $7F:C070 || 16 bytes || 1.70 || Manual ExAnimation triggers.<br> | ||
Each byte corresponds to one manual ExAnimation slot. This block of RAM addresses isn't initialized unless you use the Trigger Init button in the ExAnimation dialog. | Each byte corresponds to one manual ExAnimation slot. This block of RAM addresses isn't initialized unless you use the Trigger Init button in the ExAnimation dialog. | ||
|- | |- | ||
| $ | | $7F:C080 || 32 bytes || Unknown || Level ExAnimations frame counter. Each byte corresponds to one slot. | ||
|- | |- | ||
| $ | | $7F:C0A0 || 32 bytes || Unknown || Global ExAnimations frame counter. Each byte corresponds to one slot. | ||
|- | |- | ||
| $ | | $7F:C0F8 || 4 bytes || 1.70 || One Shot Exanimation triggers.<br> | ||
|- | |- | ||
| $ | | $7F:C0FC || 2 bytes || 1.70 || Custom ExAnimation triggers.<br> | ||
Each bit corresponds to each custom ExAnimation slot. If a bit is on it means the trigger is enabled. This block of RAM addresses isn't initialized unless you use the Trigger Init button in the ExAnimation dialog. | Each bit corresponds to each custom ExAnimation slot. If a bit is on it means the trigger is enabled. This block of RAM addresses isn't initialized unless you use the Trigger Init button in the ExAnimation dialog. | ||
|- | |- | ||
| $ | | $7F:8183 || 422 bytes || 1.70 || Used for VRAM modification. See below for details. | ||
|- | |||
| $7F:8183 || 2 bytes || 1.70 || Holds the Layer 1 VRAM tilemap address, similar to $7E:1BE4. Used for VRAM modification. | |||
|- | |||
| $7F:8185 || 2 bytes || 1.70 || Holds the Layer 2 VRAM tilemap address, similar to $7E:1BE4. Used for VRAM modification. | |||
|- | |||
| $7F:8187 || 2 bytes || 1.70 || Holds the Layer 1 VRAM address for column upload. Used for VRAM modification. | |||
|- | |- | ||
| $ | | $7F:8189 || 2 bytes || 1.70 || Holds the Layer 2 VRAM address for column upload. Used for VRAM modification. | ||
|- | |- | ||
| $ | | $7F:818B || 128 bytes || 1.70 || Holds the Layer 1 column buffer. Used for VRAM modification. | ||
|- | |||
| $7F:820B || 128 bytes || 1.70 || Holds the Layer 2 column buffer. Used for VRAM modification. | |||
|- | |||
| $7F:BC00 || 1024 bytes || 1.70 || Map16 low-byte buffer. Used for VRAM modification. | |||
|- | |||
| $7F:C00B || 2 bytes? || Unknown || Unknown purpose. Used in $0E:FD00 to perform a bit 2 check.<br> | |||
|- | |- | ||
| $7F:C300 || 1024 bytes || 1.70 || Map16 high-byte buffer. Used for VRAM modification. | |||
|} | |} | ||
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|- | |- | ||
! SNES Address !! Description | ! SNES Address !! Description | ||
|- | |||
| $03BCE0 || Routine to implement the bytes 4/5/6/7 of the secondary entrance data. | |||
|- | |||
| $05DC80 || Getter routines for the latter three secondary exit bytes. Specifically, $05DC80 for byte 3, $05DC85 for byte 4, and $05DC8A for byte 5. Bytes 0-2 are at $0DE190. | |||
|- | |||
| $05DCD0 || Routine used to handle the high bit of level numbers. | |||
|- | |||
| $05DD00 || Routine to transfer the water/slippery flags from $192A to $85/$86 on level load. After execution, the two flags are cleared from $192A. | |||
|- | |||
| $05DD30 || Routine to implement bytes 5/6/7 of the secondary level header. | |||
|- | |||
| $05DD80 || Routine used for setting up the initial overworld level flags. | |||
|- | |||
| $05DDA0 || Table of initial overworld flags for each level ($1EA2). If LM's overworld expansion hijack is applied, it is instead moved to $03BE80, while this block is left unused. | |||
|- | |||
| $05DE00 || Table used for byte 4 of the secondary level header. | |||
|- | |||
| $06F540 || Routine to get the VRAM data for a particular Map16 tile; also used for the overworld's Layer 1 tiles. The tile number should be passed in A, left-shifted 3 times.<br/> | |||
Alternative entry points also exist at $06F5D0 (for the tile generation routine at $00BEB0) and at $06F5E4 (for the overworld Layer 1 tiles). | |||
|- | |||
| $06F600 || Routine to get a Map16 tile's "acts-like" setting. The actual entry point is at $06F608, but note that it is an RTS-ended routine. | |||
|- | |||
| $06F660 || A series of routines used to call various handlers for custom Map16 blocks. Specifically:<br/> | |||
$06F660 - MarioBelow, MarioAbove, MarioSide, TopCorner, BodyInside, HeadInside<br/> | |||
$06F700 - SpriteV, SpriteH<br/> | |||
$06F760 - MarioCape<br/> | |||
$06F7A0 - MarioFireball<br/> | |||
(handlers for WallFeet and WallBody are implemented by GPS, at $06F7D0 and $06F7E0 respectively) | |||
|- | |||
| $06FC00 || Table used for byte 5 of the secondary level header. | |||
|- | |||
| $06FE00 || Table used for byte 6 of the secondary level header. | |||
|- | |||
| $0DE190 || Getter routines for the first three secondary exit bytes. Specifically, $0DE190 for byte 0, $0DE196 for byte 1, and $0DE19D for byte 2. Bytes 3-5 are at $05DC80. | |||
|- | |||
| $0DE1B0 || Implementation of extended object 02, the 5-byte screen exit. | |||
|- | |||
| $0DE1D0 || Implementation of extended object 01, the screen jump. | |||
|- | |||
| $0DE1E0 || Implementation of extended object 03, the vertical screen jump. | |||
|- | |||
| $0EF100 || Bank bytes for each of the level sprite data pointers. | |||
|- | |||
| $0EF300 || Routine to implement the bank bytes (from $0EF100) for the sprite data pointers. | |||
|- | |||
| $0EF55D || Holds a 24-bit pointer to custom overworld sprite data. $FFFFFF if none present. | |||
|- | |||
| $0EF570 || Routine to upload a custom palette from the table at $0EF600. Note: calls $05BE8A upon return. | |||
|- | |||
| $0EF600 || Table of 24-bit pointers to the custom palettes for each level. If a palette is FFFFFF, the ROM contains no custom palettes at all. If 000000, that particular level just does not have a custom palette. | |||
|- | |||
| $0EFD00 || Routine to get a 24-bit pointer to the background Map16 page set. The actual pointers are in a table at $0EFD50, with 0x10 pages per pointer. | |||
|- | |||
| $0FF0A0 || Lunar Magic version string. | |||
|- | |||
| $0FF600 || Table of 24-bit pointers to ExGFX 80-FF. A value of 000000 means not inserted. ExGFX 100-FFF can be found in a table at read3($0FF937). | |||
|- | |- | ||
| $0FF900 || GFX decompression routine.<br> | | $0FF900 || GFX decompression routine.<br> | ||
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* Contents of Y are preserved.<br> | * Contents of Y are preserved.<br> | ||
* A is not preserved.<br> | * A is not preserved.<br> | ||
|- | |- | ||
|} | |} | ||
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|- | |- | ||
| $7FB004 || 0x4 || SPC Output.<br> | | $7FB004 || 0x4 || SPC Output.<br> | ||
* $F4 $05 will | * $F4 $05 will send a 16-bit value containing the current song position.<br> | ||
* $F9 $XX $YY will send $XX and $YY to $7FB004 and $7FB005 respectively. (Needs verification)<br> | * $F9 $XX $YY will send $XX and $YY to $7FB004 and $7FB005 respectively. (Needs verification)<br> | ||
* $7FB006 and $7FB007 are unused and most likely have garbage sent by the program. | * $7FB006 and $7FB007 are unused and most likely have garbage sent by the program. | ||
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|- | |- | ||
|} | |} | ||
== Dynamic Z == | |||
https://sneslab.net/wiki/Dynamic_Z#RAM_Addresses | |||
[[Category:ROM Maps]] | |||
[[Category:RAM Maps]] |
Latest revision as of 21:26, 18 April 2021
Organization comes later. Feel free to add major patches here as well.
Also feel free to suggest a good way to represent SA-1 addresses (if applicable).
Lunar Magic
Note about SA-1:
For addresses between $7E:0000-$7E:00FF, the SA-1 equivalent is $3000-$30FF (code bank). For addresses between $7E:0200-$7E:1FFF, the SA-1 equivalent is $6200-$7FFF (code bank) or $40:0200-$40:1FFF (absolute).
Any other address used by Lunar Magic does not have any SA-1 equivalent and must be manipulated by the SNES CPU.
RAM
Most of these addresses were acquired from Lunar Magic's help file and files floating around the internet.
Address | Size | LM Version | Description |
---|---|---|---|
$7E:0BF5 | 1 byte | 3.00 | ExLevel (Dynamic Levels) flags.
Format: %toPsssss
|
$7E:0BF6 | 256 bytes | 3.00 | ExLevel RAM (to be filled later). |
$7E:13D7 | 2 bytes | 3.00 | Screen vertical size. |
$7E:1936 | 2 bytes | 3.00 | Screen vertical size - #$0010. Used only for adjusting smkdan's VRAM patch. |
$7F:C004 | 1 byte | Unknown | Legacy ExAnimations frame counter. Used to be the frame counter for every ExAnimation slot, now it's only accurate for slots 0, 8, 10 and 18. |
$7F:C060 | 16 bytes | 1.80 | Conditional Direct Map16 flags. |
$7F:C070 | 16 bytes | 1.70 | Manual ExAnimation triggers. Each byte corresponds to one manual ExAnimation slot. This block of RAM addresses isn't initialized unless you use the Trigger Init button in the ExAnimation dialog. |
$7F:C080 | 32 bytes | Unknown | Level ExAnimations frame counter. Each byte corresponds to one slot. |
$7F:C0A0 | 32 bytes | Unknown | Global ExAnimations frame counter. Each byte corresponds to one slot. |
$7F:C0F8 | 4 bytes | 1.70 | One Shot Exanimation triggers. |
$7F:C0FC | 2 bytes | 1.70 | Custom ExAnimation triggers. Each bit corresponds to each custom ExAnimation slot. If a bit is on it means the trigger is enabled. This block of RAM addresses isn't initialized unless you use the Trigger Init button in the ExAnimation dialog. |
$7F:8183 | 422 bytes | 1.70 | Used for VRAM modification. See below for details. |
$7F:8183 | 2 bytes | 1.70 | Holds the Layer 1 VRAM tilemap address, similar to $7E:1BE4. Used for VRAM modification. |
$7F:8185 | 2 bytes | 1.70 | Holds the Layer 2 VRAM tilemap address, similar to $7E:1BE4. Used for VRAM modification. |
$7F:8187 | 2 bytes | 1.70 | Holds the Layer 1 VRAM address for column upload. Used for VRAM modification. |
$7F:8189 | 2 bytes | 1.70 | Holds the Layer 2 VRAM address for column upload. Used for VRAM modification. |
$7F:818B | 128 bytes | 1.70 | Holds the Layer 1 column buffer. Used for VRAM modification. |
$7F:820B | 128 bytes | 1.70 | Holds the Layer 2 column buffer. Used for VRAM modification. |
$7F:BC00 | 1024 bytes | 1.70 | Map16 low-byte buffer. Used for VRAM modification. |
$7F:C00B | 2 bytes? | Unknown | Unknown purpose. Used in $0E:FD00 to perform a bit 2 check. |
$7F:C300 | 1024 bytes | 1.70 | Map16 high-byte buffer. Used for VRAM modification. |
ROM/Routines
SNES Address | Description |
---|---|
$03BCE0 | Routine to implement the bytes 4/5/6/7 of the secondary entrance data. |
$05DC80 | Getter routines for the latter three secondary exit bytes. Specifically, $05DC80 for byte 3, $05DC85 for byte 4, and $05DC8A for byte 5. Bytes 0-2 are at $0DE190. |
$05DCD0 | Routine used to handle the high bit of level numbers. |
$05DD00 | Routine to transfer the water/slippery flags from $192A to $85/$86 on level load. After execution, the two flags are cleared from $192A. |
$05DD30 | Routine to implement bytes 5/6/7 of the secondary level header. |
$05DD80 | Routine used for setting up the initial overworld level flags. |
$05DDA0 | Table of initial overworld flags for each level ($1EA2). If LM's overworld expansion hijack is applied, it is instead moved to $03BE80, while this block is left unused. |
$05DE00 | Table used for byte 4 of the secondary level header. |
$06F540 | Routine to get the VRAM data for a particular Map16 tile; also used for the overworld's Layer 1 tiles. The tile number should be passed in A, left-shifted 3 times. Alternative entry points also exist at $06F5D0 (for the tile generation routine at $00BEB0) and at $06F5E4 (for the overworld Layer 1 tiles). |
$06F600 | Routine to get a Map16 tile's "acts-like" setting. The actual entry point is at $06F608, but note that it is an RTS-ended routine. |
$06F660 | A series of routines used to call various handlers for custom Map16 blocks. Specifically: $06F660 - MarioBelow, MarioAbove, MarioSide, TopCorner, BodyInside, HeadInside |
$06FC00 | Table used for byte 5 of the secondary level header. |
$06FE00 | Table used for byte 6 of the secondary level header. |
$0DE190 | Getter routines for the first three secondary exit bytes. Specifically, $0DE190 for byte 0, $0DE196 for byte 1, and $0DE19D for byte 2. Bytes 3-5 are at $05DC80. |
$0DE1B0 | Implementation of extended object 02, the 5-byte screen exit. |
$0DE1D0 | Implementation of extended object 01, the screen jump. |
$0DE1E0 | Implementation of extended object 03, the vertical screen jump. |
$0EF100 | Bank bytes for each of the level sprite data pointers. |
$0EF300 | Routine to implement the bank bytes (from $0EF100) for the sprite data pointers. |
$0EF55D | Holds a 24-bit pointer to custom overworld sprite data. $FFFFFF if none present. |
$0EF570 | Routine to upload a custom palette from the table at $0EF600. Note: calls $05BE8A upon return. |
$0EF600 | Table of 24-bit pointers to the custom palettes for each level. If a palette is FFFFFF, the ROM contains no custom palettes at all. If 000000, that particular level just does not have a custom palette. |
$0EFD00 | Routine to get a 24-bit pointer to the background Map16 page set. The actual pointers are in a table at $0EFD50, with 0x10 pages per pointer. |
$0FF0A0 | Lunar Magic version string. |
$0FF600 | Table of 24-bit pointers to ExGFX 80-FF. A value of 000000 means not inserted. ExGFX 100-FFF can be found in a table at read3($0FF937). |
$0FF900 | GFX decompression routine. It can't decompress GFX files 32 or 33.
On exit:
|
AddMusicK
RAM
Note: AddMusicK's RAM addresses ($7FB000-$7FB00A) are reset during the SPC Program upload.
Address | Size | Description |
---|---|---|
$7E1DFA | 0x1 | Command list.
|
$7FB000 | 0x1 | Current song playing. |
$7FB001 | 0x1 | Flag used to disable sample upload when switching to a new song. Reset when a song finishes being uploaded to ARAM. |
$7FB002 | 0x2 | Unused. Meant to be: ARAM/DSP Address.
|
$7FB004 | 0x4 | SPC Output.
|
$7FB008 | 0x1 | Unused. Meant to have the same purpose as $7E0DDA. |
$7FB009 | 0x1 | Sample count in the current song. |
$7FB00A | 0x400 | ARAM SRCN table.
Used as a buffer for the sample pointer/loop table. Could be up to 1024 bytes long, but this is unlikely (4 bytes per sample; do the math). |
ROM/Routines
SNES Address | Description |
---|---|
$008079 | UploadSPCData. This is an ever-so-slightly modified version of SMW's SPC upload routine. You can jump here at any time to upload data to the SPC.
|
$008135 | UploadSPCDataDynamic. This address needs to be checked.
This is an alternate version of the upload routine. Call this if it is impossible to determine ahead of time where data will go. This routine is used to upload samples by default, but it can upload anything.
|
PIXI
RAM
Address | Size | Description |
---|---|---|
$000000 | 0x0 | To be edited later. |
ROM/Routines
SNES Address | Description |
---|---|
$000000 | To be edited later. |
GPS
RAM
Address | Size | Description |
---|---|---|
$000000 | 0x0 | To be edited later. |
ROM/Routines
SNES Address | Description |
---|---|
$000000 | To be edited later. |
Custom Powerups
RAM
Address | Size | Description |
---|---|---|
$7E2000 | 0x800 | RAM with different purposes. Only uses 0x1D4 bytes at the moment. |
$7E2800 | 0x2000 | Reserved as a decompression buffer for the 5th tile GFX. |
$7E4800 | 0x2000 | Reserved as a decompression buffer for dynamic items GFX. |
$7E6800 | 0x800 | Reserved as a copy of the first 2KiB of the latest decompresed GFX file. |
$7E7000 | 0xCFF | Free to use. |
$000000 | 0x0 | To be edited later. |
ROM/Routines
SNES Address | Description |
---|---|
$000000 | To be edited later. |