Super Mario World
|Super Mario World (U) [!]|
|Type||Normal + Batt|
|ROM Speed||150ns (SlowROM)|
|ROM map | RAM map | Text table | Notes | Tutorials|
Super Mario World was the first SNES game, and is quite possibly the most extensively hacked SNES game.
See also: List of Super Mario World utilities
There are ostensibly many complete hacks of Super Mario World.
See also: List of Super Mario World hacks
Super Mario World uses an object-based format to store its levels. These objects are grouped into 4 main categories:
- Standard objects
- Tileset specific Objects
- Extended Objects
- Direct MAP16 Objects
Standard objects Standard objects are such items are concrete blocks or pipes that use mainly the first page of 8x8 and 16x16 tiles.
Tileset Specific Objects Tileset specific objects are objects lists chosen by level tileset, and mainly use graphics from the second 8x8 page, and both normal MAP16 pages. These objects, being tileset specific, are not available nearly as widely as other objects.
Extended Objects These objects are objects that were so far out to left field, or just used so rarely, they were stored in their own definition.
Direct MAP16 objects Inclusion of an ASM hack by FuSoYa in Lunar Magic allows hackers to incorpaorate specific tiles in the MAP16 tables into a level. Normally, you would need a special object to do so, which is one reason for the disporportionate number of extended objects one tile high and one tile wide.
RATS tags are some of the most important tags in an SMW ROM to a hacker. These tags are a way of reserving sections of the SMW ROM for your own use, so that it will not be overwritten by Lunar Magic. The format of the tag is quite simple, but seems complex from how it is explained elsewhere.
First, you have the ASCII text string "RATS" to write in. Then, you have a 16-bit number of the amount of bytes you want to reserve. Second, you have another 16-bit number that is the reverse of the first number. To get this number easily, just take the number &hFFFF and subtract your first number from it. After that, you can place your data following the tag. Contrary to what was written here in the past, you do not need to add an extra byte with value 0xFF after your data. This has been confirmed by FuSoYa himself.
Be sure to avoid RATS tags within RATS tags as Lunar Magic may or may not notice this.
See also: Super Mario World:Fun facts
- Old forum thread containing ROM addresses
- RAM map - The first memory map
- Memory Map 2 - The newer memory map with more features, but it currently has fewer addresses.
- Super Mario World Data Repository - New tile sets and a neat ASM hack
- OK! Impala - Translated Super Mario World into Dutch. It can be downloaded here.
- Acmlm's Board - The official Message board of Lunar Magic