AddressDescriptionTypeSize
$00A436Routine to restore tiles 4A-4F and 5A-5F after a loading screen message (MARIO START, TIME UP, GAME OVER, BONUS GAME) using their decompressed data copied to [url=https://smwc.me/m/smw/ram/7E0BF6]$0BF6[/url]. In a hacked ROM, though, Lunar Magic disables this routine by having it return immediately.Subroutine (JSR)73
$04A533The base Layer 2 tilemap (tile numbers) for the overworld, compressed via [url=https://github.com/bonimy/MushROMs/blob/master/doc/LC_RLE2%20Compression%20Format.md]LC_RLE2[/url]. Combines with the YXPCCCTT table at [url=https://smwc.me/m/smw/rom/04C02B]$04C02B[/url]. Lunar Magic may move this table dynamically to (read1($04DC79)<<16)|read2($04DC72).Misc.6904
$04C02BThe base Layer 2 tilemap (YXPCCCTT) for the overworld, compressed via [url=https://github.com/bonimy/MushROMs/blob/master/doc/LC_RLE2%20Compression%20Format.md]LC_RLE2[/url]. Combines with the tile number table at [url=https://smwc.me/m/smw/rom/04A533]$04A533[/url]. Lunar Magic may move this table dynamically to (read1($04DC79)<<16)|read2($04DC8D).Misc.5709
$04DAADRoutine that decompresses and uploads the overworld's layer 2 tilemap to the buffer at [url=https://smwc.me/m/smw/ram/7F4000]$7F4000[/url]. It's just a wrapper that JSRs to [url=https://www.smwcentral.net/?p=memorymap&game=smw&u=0&address=04dc6a]$04DC6A[/url] and preserves the processor flags (PHP : JSR : PLP). You can JSL to this routine to reload the overworld's layer 2. This can be useful if modifying $7F4000 (for example, if you want to load the overworld after the staff roll cutscene has played out).Overworld6
$04DABASubroutine that decompresses [url=https://web.archive.org/web/20180525193015/http://old.smwiki.net/wiki/LC_RLE2]LC_RLE2[/url] data.Subroutine (JSR)53
$04DC6ARoutine that decompresses and uploads the overworld's layer 2 tilemap to [url=https://smwc.me/m/smw/ram/7F4000]$7F4000[/url] (including all the event data). Additionally, it loads all the currently activated events into the tilemap. If you need this, call the JSL wrapper at [url=https://smwc.me/m/smw/rom/04DAAD/]$04DAAD[/url].Overworld68
$04DD57Subroutine that decompresses [url=https://web.archive.org/web/20180510224856/http://old.smwiki.net/wiki/LC_RLE1]LC_RLE1[/url] data.Subroutine (JSR)54
$088000Graphics (compressed)Graphics130317
$0C8000Uncompressed tile numbers for the layer 2 event tiles. The first 0x900 bytes are for the 6x6 blocks of 8x8 tiles, the last 0x400 bytes are for 2x2 blocks of 8x8 tiles. Lunar Magic may move this table to a new location that can be found at read3($04EAF5). The number of 6x6 tiles may also be adjusted, with the number of bytes for them found at read2($04E4C0).Overworld3328
$0C8D00YXPCCCTT data for the Layer 2 event tiles, compressed via LC_RLE1. Lunar Magic may move this table to a new location that can be found at (read1($04DD4A)<<16)|read2($04DD45).Misc.1642
$0CF7DFLayer 1 Map16 data of the overworld, uncompressed. The data is directly copied from there to [url=https://smwc.me/m/smw/ram/7EC800]$7EC800[/url]. Note that the original game only has low bytes for each of these tiles; the high bytes are all set to 00. Lunar Magic adds an additional table for the high bytes at [code inline](read1($04D827)<<16)|read2($04D822)[/code], compressed with LC_LZ2.Overworld2048